Desna
Desna
journey. Let each dream be a bright star in the night sky of your mind, and let it light
your path in the day. Do not be troubled if your dream falters, for there are countless
stars in the sky and countless dreams to experience; pick a new one and change your
course.
-Prayer to Desna, carved on the wood of Riverrook Shrine near Magnimar
Desna is an impulsive and aloof goddess who delights in freedom, discovery, and mystery.
Her aloofness stems not from arrogance but from confidence in her own abilities and her
desire to be unburdened by troubles. She is a collection of contrasts: an ancient goddess
who dislikes predicting the future, a traveler who cares nothing for her destination, a
carefree creature of instinct haunted by a past stretching back eons, a peaceful deity forced
to battle with old enemies,
eternally young despite the
weight of ages and stars upon
her.
Although her dominion over dreams and stars means that many seers, diviners, and mystics
revere her as an informal goddess of prophecy, she delights in the freedom of people to
choose their own destiny and only uses her power to help others make good choices, avoid
troublesome outcomes, and achieve happiness. She believes that “doom and gloom”
prophecies or those that seem to guarantee or self-fulfill horrible acts are distasteful, and
she only hands out such messages in the direst circumstances. She prefers to use prophecy
as a tool for exploration and creating choices, not for limiting action and snuffing hope.
Primarily interested in travel for its own benefit, Desna watches over those who sojourn
for any reason. Trailblazers, scouts, adventurers, and sailors all praise her name (although
most sailors revere Gozreh, he is a temperamental deity and a little luck from Desna often
comes in handy during a storm). Her influence over luck makes her a favorite among
gamblers, thieves, and others who rely on fortune for shady dealings.
Desna teaches her followers to indulge their desires, experience all they can and trust
instinct as a guide. Her followers are often wide-eyed, exuberant people, embracing the
world in all its strangeness, and willing to jump in with both feet. Desnans aren’t afraid to
get their hands dirty, their feet wet, or their knuckles (or faces) bloodied while living life
to its fullest. Critics call them hedonists, but that is an exaggeration as worldly experience
rather than pure sensation is their true goal. Ascetics, hermits, and meticulous planners are
unknown in her church. Her faithful teach it is better to ask forgiveness than permission as
sometimes a unique opportunity requires a split-second decision, whether to touch a
dragon’s egg, savor a rare fruit or passionately kiss the mayor’s daughter.
Desna encourages her worshipers to believe in themselves and express their inner strengths,
often in the form of music, dance, or theater. Many songs penned by her faithful become
popular tunes for dancing and gatherings while several “old favorites” are attributed to
long-dead Desnan bards, their musical legacies persisting for centuries. Many believe that
the custom of a traveling bard paying for his lodging with a song stems from Desna’s
church and, like bards, wandering followers of Desna encourage young folk to sing and
dance in the hopes of discovering hidden talents.
When the goddess has a message for one of her faithful, she prefers to intervene in the form
of dreams, sending simple impressions, visions or even prophecies that the sleeper clearly
remembers upon awakening. If a member of her faith is in duress and prays to her before
sleeping, she might send them encouraging dreams. In the direst circumstances, or
situations in which Desna takes a direct interest, a follower in need might awaken with the
benefit of a helpful spell such as aid, magic vestment, prayer, protection from evil or remove
fear that persists throughout the day. When dreams are unsuitable or time is short she
indicates her favor with flights of swallow-tail butterflies, sparrows, dragonflies, geese
flying in four-pointed star shape or the timely arrival of messenger birds. She typically
shows her disfavor with a dreamless sleep that fails to refresh the sleeper, as if the person
had not slept at all, sore feet, messenger animals losing their messages and minor travel
accidents.
Desna’s herald is the night monarch, a butterfly-like outsider with a body the size of a
dragon. Its wings may be brightly colored like any variety of mortal butterfly, muted like a
moth’s, or branded with starlike patterns of black and silver. Ancient and wise, it does not
speak, preferring to communicate through dreams or a limited telepathy usable only when
the monarch touches its antennae to a listener’s head. It can spray a thick adhesive from its
mouth and its flesh is poisonous (equivalent to arsenic) affecting any creature that bites it
or ingests part of its body. Sometimes non-celestial versions of this creature called star
monarchs, emerge from pristine hiding spots, and begin long journeys across the world.
Spotting a monarch (mortal or otherwise) is a sign of good luck and Desna’s favor. Killing
such a creature is abhorrent to her worshipers who go to great lengths to avenge such a
death.
When Desna manifests an avatar in the mortal world, she normally takes the appearance of
a beautiful but coy female elven acolyte of her faith. In this guise she aids people in need
or suggests relevant excerpts from her holy writings, the seven scrolls, as a way to lead the
faithful on the correct path. She is not above singing to lighten dour moods or dancing with
those in need to reinvigorate their confidence. When Desna wishes to reveal her true nature,
she transforms her common clothing into a billowing silken gown and grows brightly
colored butterfly wings on her back, although in somber situations her wing colors are pale
and moth-like.
Desna is chaotic good, and her portfolio is dreams, stars, travelers, and luck. Her domains
are chaos, good, liberation, luck, and travel. Her favored weapon is the starknife and her
holy symbol is a butterfly with images of stars, suns, and moons upon its wings. Most of
her clergy are clerics, although about one-third of her priests are bards or rogues, with a
number of neutral good druids or rangers choosing her as their patron. She is called the
Song of the Spheres, the Great Dreamer, Starsong and the Tender of Dreams.
The church
While an ancient faith – known even in the age of storied Thassilon – Desna’s church is
extremely disorganized with few actual temples or settled priests and no formal chain of
command. Physical and magical might are respected in the church but not as much as
knowledge and experience. Personal expertise in a field trump mere combat prowess or
spellcasting. For example, when dealing with a basilisk’s attacks on a frontier town, a low-
level cleric who survives an encounter with the creature is accorded greater authority than
a high-level character who has never faced one. This structure means that Desnans have
certain ideas about what they consider “informed” authority’ they feel free to ignore nobles,
politicians, and other “meritless” leaders if more knowledgeable folk are on hand to
provide better advice. Although they
can be competitive with others inside
and outside the church, these are
friendly rivalries: they prefer to move
on if a disagreement is going to turn ugly
– after all, there is an entire world of
wonder o explore so there is no sense
wasting time in an unhappy argument.
Desna keeps few temples, preferring unattended shrines at cross-roads and places of
secluded beauty, like hilltops or peninsula points. Although unmanned, these shrines often
hold simple provisions and a place to scrawl notes or feelings if visitors are so inspired.
Her association with the stars and night sky means that her temples sometimes double as
celestial observatories, or at least have one room partially open to the sky. In many cases,
these observatories have markers on the walls or windows to indicate the positions of
important stars on holy days – churches with only one room might have a single hole in
the ceiling to show a particular star’s position, kept covered on other days to keep out rain
or snow. Temples in larger cities often take the form of tall towers with observatories at
their tops and with small libraries of astronomical and astrological charts. More common
rural temples usually incorporate an inn or stable as a service to travelers. As Desna
maintains good – or at least non-conflicting – relationships with most god-aligned and
civilized deities, it’s not uncommon for her faith to be found among those worshiped in
communal temples.
Butterflies and moths, as well as their caterpillar young, congregate at her holy sites;
legends say the priests can call upon these creatures to defend the temple, devouring cloth
and leather to leave would-be thieves naked but unharmed. Some temples maintain
colonies of silk-producing moths, creating hardy and beautiful silk for use and sale by the
temple. Every temple protects a small chest of silver coins (usually no more than 300 sp),
which it uses to help fund journeys by the faithful. Needy travelers can petition the temple
for financing (up to a number of silver pieces equal to the supplicant’s level squared). This
funding is normally only available for frontier exploration or travel to exotic locations – a
trip to the next town might merit only a silver for water, bread, and a spare blanket – and
those who exploit this generosity tend to suffer bad luck in the long run.
A priest’s role
Priests of Desna – cleric, bad, rogue, ranger or the rare druid – go where they please,
earning money by telling fortunes, providing entertainment, and interpreting dreams as
messages from the goddess. They help people where they can but prefer to make their acts
seem like luck, coincidence, or the blessings of the goddess.
A typical day for a Desnan priest involves travel, often just from one shrine or temple to
another, collecting stories and spreading the word of the goddess. If a holy site needs
maintenance or repair, the priest takes care of what is needed or hires a skilled person to
do it. Many caravan masters like to hire a priest of Desna to accompany their wagons as
they believe it brings good luck, especially in regard to warding off attacks from beasts.
This gives the priest an excuse to travel when he has no other pressing matters.
Many of Desna’s faithful are talented artists, writers, and entertainers. The church expects
all priests to at least be familiar with contemporary music, theater, and literature, even
though a particular pries might have no talent for playing instruments, acting, or writing.
Those with skills should share it on a regular basis through performances at festivals, open
local venues, gatherings such as weddings or public parties thrown specifically for that
purpose. These latter events endear the church to the public, even if the offered fare is no
more than cheese, warm bread, and watered wine. Those with no personal ability in these
areas should learn to recognize such gifts in others and encourage them to explore those
talents.
Some Desnans are skilled fortune-tellers, using their gift of reading people to entertain and
inspire hope. Like their goddess, they oppose the use of divination to create fear or despair
and brush off unhappy requests such as when the listener might die. The goddess expects
her diviners to challenge any speaker who prophesies ill, misfortune or doom and when
they hear of magical auguries predicting bad times, they actively intervene to make sure
those events do not come to pass.
In addition to soothsaying, some Desnans learn to interpret dreams in order to ease troubled
minds and mend other wounds of the psyche. Recuring or shared dreams are of particular
interest, as they often stem from inner traumas or external magical sources. Those plagued
by insomnia or nightmares call on Desnan priests for aid, for their healing spells or even
just a soothing touch are often enough to bring a tranquil night’s sleep. Her priests oppose
night hags – which Desna particularly hates and who equally despise the goddess – and
similar creatures that prey on sleepers, as well as mages who use nightmare, going so far
as to destroy spellbooks and magic items that use the spell. Her feud with Lamashtu means
her priests are charged with protecting the common folk from dangerous beasts, especially
intelligent best-like creatures such as worgs, although they hold no hatred for wary
predators that avoid mankind.
Elder priests whose bodies can no longer handle physical travel tend to use magic to visit
the minds of others (using the dream spell), remote parts of the world (using scrying and
traveling dream spells) or even distant planes (using the astral travel spell). Some use herbal
or alchemical substances to enter a dreamlike state to explore higher levels of
consciousness or to commune with dream entities. A few such wakeless ones are so strong-
willed that they have remained asleep and dreaming for years, not even waking to eat or
drink, sustained by faith, will and dream-food. Unlike battle-oriented faiths, it is considered
a noble end for a Desnan to die in his sleep, as it makes the first step of the spiritual journey
to the goddess that much easier, although not necessarily making the remainder of the
journey simple as there is no challenger or wonder in that.
There are at least two bardic colleges founded by Desnan priests: Taldor’s Baumont
Conservatorium and Polyhymnia’s Hall of Andoran, with alumni of each considering
themselves the best in a long-standing rivalry. Many semi-retired Desnan musicians and
actors hold private study for handfuls of students’ some of these masters are graduates of a
specific school and teach in a similar style while a handful reject more orthodox teachings
to use their own methods, often inspired by far distant cultures or ancient lore. Nobles who
want their children educated and protected sometimes hire a Desnan priest for this purpose.
It is a comfortable living, especially as the noble usually has the priest on retainer for more
adventurer-worthy duties, such as escorting the scion through a dangerous area, giving him
a taste of battle, or staving off the amorous advances of a rival family heir.
A typical day for a priest involves an early prayer, often spoken in bed moments after
waking, recording remembered dreams in a journal, breakfast, study - the arts if so inclined,
geography or the culture of a foreign land if not – and any duties assigned by an elder priest
if one is present. After a light lunch the priest should go for a walk or ride either to
someplace new or by taking a new path to a known place; because there are usually only a
limited number of routes between any two cities and local dangers might prevent serious
exploration on these journeys, a priest might compromise by treating the left, right and
center parts of the road as “new” paths. Once at their destination they attend to their duties
there, help passerby who require their skills, possibly entertain at a local gathering spot,
seek a place to stay for the night, dine, pray, and sleep. Divine priests prepare their spells
during morning prayers while Desna’s bard-priests generally prepare spells after those
prayers.
Some of her more adventurous followers may focus their training to become spherewalkers,
versatile adventurers who embody the principles of Desna and seek new experiences, travel
far and wide, dream big and push count on luck.
Three myths
As Desna’s faithful delight in storytelling, her worshipers find the greatest enjoyment in
telling tales of their goddess. Here are but a few of their favorite and best-known myths.
Ghlaunder’s Hatching: Legends tell how Desna wandered the Ethereal Plane and
discovered a strange cocoon that pulsed with magic. Curious about its contents, she broke
it open and released a mosquito-like being called Ghlaunder, which immediately attacked
her. She easily fended off its attacks, but the resilient creature managed to escape before
she could destroy it. Now Ghlaunder plagues the mortal world as a demigod of parasites
and infection. Desna still hunts the godling and his cult in the hope of wiping them from
the world or perhaps turning his power to a more positive end, just as leeches can aid certain
ailments and maggots can cleanse infected wounds. The moral of this myth is that every
life contains mistakes and bad choices, but it is better to live, make those mistakes and
accept the challenges they present than to hide away from the world and do nothing.
Lamasthu’s trap: In her earliest days as a goddess, Desna’s mentor was Curchanus, a
mostly forgotten God of beasts, travel, and endurance, and Desna spent many nights
listening to the stories of his travels. Curchanu’s enemy was Lamashtu, an equally ancient
goddess of monsters, madness, and nightmares who longed for his control over beasts.
Lamashtu set a trap for Curchanus, leading him on a strange wandering path into her realm,
where she swarmed him with horrible monsters, finally attacking in the guise of a great
deformed jackal, tearing his beast dominion from him. This wound was too great for the
elder deity and as his last act, he willed his power over travel to Desna. Since this theft,
wild animals have treated mankind as an outsider and an enemy rather than a part of nature,
and Desna has searched far and wide to find a way to force Lamashtu to surrender
Curchanu’s stolen power. The faithful use this story to remind them of Lamashtu’s
treachery to honor Curchanu’s gift to Desna, and to remind them that failure is just a
setback, not an end.
The Stair of Stars: This long and convoluted myth tells of the journeys of a priest who
explored the world for many years, placing found-marks at the tips of mountains and in the
deepest forests. As he sensed the edges of the world closing in on him, he lamented the end
of discoveries and wonders. That night he dreamed he walked to the shore of a great ocean,
and upon that shore he saw a stairway made of glittering stars. In the dream, he trop upon
the stair and saw that it led to infinite worlds in the sky and beyond. He awoke, praised the
goddess for this inspiration and spent the rest of his days seeking this stairway and the other
worlds it promised. This myth teaches that there are always new things to discover, even
after a lifetime of journeys. Some faithful believe that the stars in his dream represent the
countless people of the world and how getting to know each of their stories is a great
journey in itself, that the need to explore and discover refers to people as well as places.
Holidays
Given their lack of unified structure and penchant for spontaneous celebrations, the church
of Desna has few formal holidays. Two major festivals stand out from the dozens of minor
events.
Ritual of Stardust: This celebration takes place on the summer and winter solstices,
bracketing the shortest and longest nights of the year, and thus the best day to travel and
the longest night to view Desna’s stars. A great feast starts at dusk with several large
bonfires throwing sparks into the darkening sky. When dusk turns fully to night, the faithful
sing until the fires burn down to glowing embers, then throw handfuls of sand laced with
star gems – star rubies, star sapphires or rose quartz) on the coals or into the air downwind
of the festival. Pledges of friendship and journeys follow the stardust ritual with the
winking speckles of sand mirroring the stars in the sky and representing Desna bearing
witness to the words. Some cultures include prayers for good harvests or safe winters,
depending on the season.
Swallowtail release: Legends tell of one of Desna’s avatars plummeting from the Heavens
after a great battle with Lamashtu. A blind orphan nursed her avatar back to health and to
thank the child, the goddess transformed her into an immortal butterfly. In this form, the
child could forever fly in the day and night, seeing all the wonders of the world. In honor
of this event, the church raises swallowtail butterflies, releasing them from a netted wagon
on the first day of autumn in front of a crowd of the faithful. These “children of Desna” fill
the air for the rest of the day’s singing, feasting and storytelling. Those of the church believe
it is good luck for a butterfly to rest on them during the festivities. Because of this event,
larger temples sometimes have enclosed gardens where they raise the caterpillars for
eventual release; smaller temples or those in climates averse to butterflies might release
dry leaves or cornhusk fragments painted to look like butterflies.
Desna remains aloof from most deities for she is a loner and a wander, and her sometimes
tragic history has left her cautious about leaving herself vulnerable to others. While coyly
unreceptive, she is aware that some find her remoteness enticing and she encourages even
godly paramours to explore and discover new things while trying to court her. Recently,
the young god Cayden Cailean has made attempts to woo Desna, a flirtation she finds
endearing and that reminds her of her own youth.
For a deity who keeps her distance, Desna has several enemies, most from long standing
feuds or old grudges. She battles Zon-Kuthon - God of envy, pain, and darkness – for she
wants the night to remain a time of wonder rather than of fear and oppression. Rovagug –
God of wrath, disaster, and destruction – contests for the void of space, which she considers
her realm for it contains the stars. Her pursuits of Ghlaunder and Lamashtu are still ongoing.
The goddess also watches for signs of numerous mostly forgotten and departed deities from
ages long pat, guarding against their unlikely but ever possible return.
Desna’s only sources of comfort among the deities are Sarenrae, who tends her wounds
after battling the evils of the night, and Shelyn, who ever reinvigorates her spirits and
creates new wonders to be explored.
Consummate artisans and lovers of beauty, followers of Desna create a variety of holy
items to honor their goddess and spread her mysteries.
Monarch Talisman: This mithral medallion is shaped into an elegant, gemmed image of
Desna’s symbol. Crafted long ago by a Desnan priest, some believe by the unnamed priest
of the Stair of Stars myth, the wearer is
protected by endure elements at all
times and shrouded in fresh breathable
air as if he’s wearing a necklace of
adaptation. By concentrating on the
medallion, the wearer can determine
which way is north (or a comparable
reference point while on another plane),
create a flame as if using a tindertwig,
or cause the medallion to glow as
dimly as a candle or as brightly as a
torch. When unattended, the medallion
floats several inches into the air and
hovers whimsically. This item changes
hands often and tends to turn up in
unusual places. The church owns several lesser (non-artifact) versions of this item that
duplicate some but not all of its powers (typically endure elements, water breathing and
light)
The Starhand: This slender piece of darkwood is topped with a star-shaped crystal with a
handle wrapped in the silvery hair of an elven woman. It has all the powers of a ring of
shooting stars. When held, it increases the wielder’s base land speed by 10 feet (as if using
the longstrider spell). As a standard action, the wielder can fire a magic missile (one missile
only for 1d4+1 damage) from its tip. A spellcasting wielder can use a standard action to
channel one of her own 1st level spells through the Starhand, transforming the energy into
a magic missile spell at the wielder’s caster level, even if magic missile is not n his spell
list or ne of the spells he know (for example, a 9th level druid could use one of his 1st level
spell to cast a magic missile spell at caster level 9th, creating five missiles at 1d4+1 damage
each). Currently this item is believed to be in the hoard of a Numerian spine dragon, traded
by a Desnan priest for his freedom.
Holy texts
The faithful of Desna care little for heavy tomes of holy doctrine or arguments over the
most righteous path. They prefer their religion concise, entertaining to read and easy to
carry.
The seven scrolls: These seven short scrolls contain all the official doctrine of the church,
summarizing Desna’s early days as a goddess, interaction with other deities, discovery of
her powers, and the fixing of the stars in the night sky. The fifth scroll contains most of the
church’s words regarding the behavior of mortals, which sparks many friendly debates
among the faithful. Desna is a goddess of inherent contradictions and not all of her dogma
is absolutely clear. Fortunately, her faithful are not the sort to start fights over doctrinal
differences and her loosely organized church accepts all plausible interpretations of the
scrolls that do not radically deviate from the standard church teachings. The scrolls
themselves are short enough that they all fit within two scroll cases, one if the writer’s
handwriting is particularly fine.
Shrine writings: Wayside shrines to Desna are typically covered in graffiti, most
perpetrated by travelling followers of the goddess. It is said that inspiration indulged at
such a place is granted by the goddess herself and that adding to the artistry, scribbled
verses or life observations scrawled upon the shrine grants safe travels and good luck.
NPC priests of Desna
Here are but three faithful followers of the goddess of stars who might make good contacts
for a PC priests of Desna or who might encounter characters in their own travels.
Bodowen (Chaotic-Good male human bard level 5) is a charming and talented Varisian
singer, actor, and seducer. Rakish, with a pointed goatee and slicked-back black hair, he
favors deep blue clothing with silver pipping. He enjoys challenging thugs to duel,
disarming them, and marking their weapon hands with quick slices. He has a fondness for
elven wine and slender elven women, although he is not averse to beer and a husky human
barmaid. Bodowen enjoys trading gossip, especially about people in powers and loves to
travel, although he gets very seasick and therefore limits his sailing to emergencies.
Bodowen left his nomadic clan, the Ralscarri, six summers ago – purportedly at Desna’s
urging – and has gone out of his way to avoid the Varisian east where they typically travel.
Rumors hold that his father, the clan patron, asks after his wayward son wherever the family
travels.
Krym (Chaotic-Neutral male elf cleric level 8) is a mystic, always watching the horizon
and trying to interpret subtle signs in the clouds and stars. He wears a simple white tunic
and black pants with a silver belt, adding a large black cloak in the rain. His dirty blond
hair is usually long and unkept. He reads palms, interprets dreams and writes bad poetry.
He is also known to attract black and gray cats wherever he goes’ they follow him while
he walks and play or sleep at his feet when he stops. He claims not to know why the cats
follow him but has on occasion been caught examining a relic he goes to great lengths to
hide.
Hakkeshi (Neutral-Good female human cleric level 13) is a respected priestess, having
traveled by foot, hoof and sail over much of the known world and having placed her found-
mark at the gate to the Sodden Lands ruin she dubbed the Seeping Silence. Currently
recovering from a stubborn curse-induced injury to her leg, she teaches music and
geography at a small college in Andoran called Torchpoint. Short, with the black hair
turning silver at the roots, she wears dapper vests, a silver circlet studded with small
diamonds and comfortable skirts to accommodate her splinted leg. Patient and friendly,
with a barbed wit she only uses when among good friends or hated enemies, she is eager
for recent news of the places she’s explored, resenting the confinement her injury has
forced upon her.
Planar allies
Aside from her herald and the lyrakien, her capricious minions, the following outsiders
serve the goddess of dreams and only willingly answer planar ally and similar calling spells
cast by her worshipers.
Nightspear is a fierce avoral. His feathers are jet black except for spots of white on the
tips and his eyes are bright silver that becomes dull and opaque when he’s hunting or hiding.
He is especially proud of his diving ability, able to snap out of a full plummet and turn
horizontal with only inches to spare. He has an excellent singing voice and often belts out
heroic songs of his own composing in mid-battle.
The Prince of the Night Sky is an arrogant djinn who once served Gozreh but joined
Desna when he found her attitude more to his liking. He looks like a typical djinn except
that he appears to be made of dense white smoke or inky black darkness dotted with bright
stars, alternating between the two at whim). In either form, he has a long black beard which
he keeps meticulously combed. For payment, he prefers jewelry and items that summon
air elementals.
Sorrowbrand is an overly dramatic lillend composer and author. Her scales are a silvery
black and she wears dozen of black silk ribbons in her hair. While she enjoys helping in
the mortal world, she constantly complains how it takes time away from her study and
writing. She prefers payment in the form of bardic scrolls or long-lost songs.