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Semirath

God of Justice, Laughter and Freedom
  Chaos, Good, Liberation, Luck, Retribution, Trickery. The Chakram. Weapons of Distance.
  Much maligned by the more solemn dieties, Semirath is the patron deity of jesters, guards and anyone who appreuciates the joyful absurdity of life. He entreats his followers to protect the individual rights and freedoms of thinking creatures of every sort, irregardless of race, social station or outlook. Semirath is an incorrigable trickster, but his games always target those who have done something deserving, whether they take the form of gentle chastisement or brutal guerilla warfare. Beneath his casual demeanour, Semirath harbours a deep devotion to equal justice, and a desire to punish those who have wrongfully taken joy or freedom from others. His clergy work tirelessly to bring down corrupt autocracies, punish domination and liberate the oppressed, and their schismatic touch has collapsed more than one evil empire.
  Optimism is a central virtue to the clergy of Semirath -- his notion of freedom emcompasses not only the removal of external restrictions, but freedom from the limits that despair, pragmatism and cynicism place upon a soul. A very few paladins serve Semirath, though many find it difficult to reconcile the paladin's devotion to law with a god to whom dirty tricks are just a way of life.
  Semirath's holy symbol is a crystalline chakram, and that is also his chosen weapon. He offers his clerics the powers and spells from the Domains of Chaos, Good, Liberation, Luck, Retribution and Trickery. He is Chaotic Good, though he cheerfully accepts clerics of any Good alignment.
   Worship: Semirath will accept any evil creature as a sacrifice, though he especially appreuciates the sacrifice of creatures who embody tyrrany (such as illithids or beholders and their creations) as well as common bandits, outlaws and brigands that lurk in the shadows in cities, bringing fear to honest folk. He also accepts the sacrifice of magical items used to mentally enslave or control others.
   Semirath is a tolerant and forgiving god, but can be angered if his followers commit evil acts repeatedly. He is also gravely angered if his followers kill a good member of a normally evil species, seeing this as essentially a hate crime. Killing any non-evil sapient creature is also to be avoided, though less serious -- Semirath prefers his followers to trick and finangle rather than slay when not dealing with evil. Outsiders (including elementals) are exempt from this restriction, because they can be exceptionally alien and difficult to communicate with, and do not truly 'die' when slain on the Prime Material Plane, instead returning to their natural homes.
   Semirath approves of risk-takers and dislikes caution in the same sense that Sabine does.
   It's said that a silver tongue and skill as an entertainer amplify favour with Semirath; in a more general sense, competance and skillfully larcenous solutions to problems please him.
   Blessings: Semirath is more willing to come to the aid of his followers more frequently than most gods. He will heal, purify the body, teleport to safety, ease hunger or fatigue or replace spellbooks for followers with only minimal favour. For those who have followed him longer and done more in his name, he will cure blindness and permanent wounds, lift curses and grant incredible luck and grace in combat. He has also been known to resurrect those that have served him more loyally still.
   His permanent blessings include the ability to develop certain larcenous skills, inherent magic suited to trickery and pranks and augmented agility and intellect.

Domains: Chaos, Good, Liberation, Luck, Retribution, Trickery

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