Skip to main content

Gods of Ezora: Vrathari

This entry delves into a corner of Ezora, a fragment of my world’s lore that you can adapt to your game if you find it inspiring. Use this adaptable lore to enrich the story, characters, or themes of your own game world.

Vrathari is the deity of incandescent truth, unyielding justice, and the order that emerges from purifying fire. Twin sister of Dahanya, she represents the other face of the sacred flame: where Dahanya transforms and renews, Vrathari reveals and judges. She manifests as an androgynous figure, with skin of burnished bronze that reflects the firelight like a mirror. Her eyes are two white embers so intense that few mortals can withstand her direct gaze. She wears a robe of immaculate white linen cinched with a gold sash upon which the cardinal sins are inscribed in fiery script, and she carries a scale of crystalsteel in one hand and a judge's hammer forged from volcanic obsidian in the other. As the architect of the Blazing Pact's judicial system, she established the fundamental laws following the liberation of the sul'tar and say'tar, dictating how they must coexist without destroying one another. To her people, she is neither a goddess of mercy nor of cruelty, but implacably just: every action has its exact consequence, every lie will be exposed, every karmic debt will be settled.

Her faithful maintain that the universe tends toward moral equilibrium and that every action generates a karmic debt or credit that must be settled. Truth is a fire that never goes out; lies are smoke that eventually dissipates. Every act weighs upon the eternal scale: there is no escaping punishment, for if not in this life, in the next incarnation the debt will be collected. Justice is not vengeance but the restoration of a broken balance, and it must be applied without hatred or pleasure, recognizing the gravity of depriving someone of freedom or life. The clergy functions simultaneously as a religious priesthood and the judicial body of the Blazing Pact, with the Called of Vrathari presiding as magistrates who interpret the law where sacred texts fall short, overseen by the Guardians of Equilibrium who prevent corruption, and led by the Living Balance, the high priestess chosen through an oracular process who is believed to be the reincarnation of her predecessor, accumulating judicial wisdom across multiple lives.

Her relationship with the pantheon is complex: with Dahanya she maintains a complementary tension between transformation and order; with Vul'kar, a foundational alliance based on mutual respect; with Thal'kor, absolute enmity that defines a great part of her inquisitorial work; and with Sulayra, growing friction between legal tradition and accelerated progress. The Inquisitors of the White Flame, paladins and clerics who travel investigating corruption and heresy, are feared yet respected, dedicating more resources to eradicating the cult of Thal'kor than any other threat. Paradoxically, Vrathari acknowledges that the Custodians of Ash (by creating spawn that break the cycle of reincarnation) violate the central dogma she herself protects, but justifies this contradiction as "surgery of the cycle": extracting irreparably corrupted souls to protect the rest, with the Custodians assuming a terrible karmic debt that they must purify in future lives.

Path of the Devotee

  1. Raise your prayer at midday, when the sun of Mehr reaches its zenith and no shadow can hide.
  2. Utter no oath you cannot fulfill.
  3. Expose the lie wherever you find it, though the truth may burn: If you witness falsehood, injustice, or corruption, you have a sacred duty to report it to the appropriate authorities.
  4. Accept just punishment without resistance, for to reject penance is to aggravate the debt. Resistance to just punishment doubles the karmic debt.
  5. Judge not without evidence, nor condemn without proof, for hasty justice is injustice in disguise. Before accusing or condemning, ensure you have solid evidence.
  6. Treat the powerful and the weak equally, for before the fire, all burn the same.
  7. If you must judge, do so without hatred or pleasure, for justice is a sacred duty, not entertainment.

Sacred Symbol: A scale with equal pans and a flame burning beneath the central fulcrum. Domains: Fire, Law, Retribution, Protection, Knowledge, Inquisition, Purification. Alignment: Lawful Neutral. Favored Weapon: Spear. 

 

Comments

Favourites of the Comunity

Chardaukan Hexcrawl: Adapting Fever Swamp

In this series of articles, I will guide you through the process of designing a sandbox hexcrawl, illustrating each step with Chardauka, one of the continents of my world. Throughout these articles, I will cover both adventure content creation to populate the hexes and the worldbuilding elements that bring the setting to lif e. Portada de Fever Swamp, por Andrew Walter «The air is moist. The moisture mixes with your sweat—the heat is relentless. The drone of insects gives you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees.You’ve only been here for three days.» Fever Swamp is an adventure written by Luke Gearing for Lamentations of the Flame Princess and published in 2017. Gearing is also the author of the renowned Wolves upon the Coast . The module in question, which you can purchase here , is a small sandbox hexcrawl set in a swamp. Its content is evocative and original, with descriptions that i...

Chardaukan Hexcrawl: Adapting The Evils of Illmire

In this series of articles, I will guide you through the process of designing a sandbox hexcrawl, illustrating each step with Chardauka, one of the continents of my world. Throughout these articles, I will cover both adventure content creation to populate the hexes and the worldbuilding elements that bring the setting to lif e. Cover of The Evils of Illmire The Evils of Illmire is an adventure published by Spellsword Studios for B/X D&D, Old School Essentials, and other OSR systems. Originally conceived in 1998, it was remastered thanks to a successful Kickstarter campaign. It is a sandbox hexcrawl with remarkable attention to detail, set, as is customary on this blog, in a swamp (although it also includes forest and mountain biomes). I believe it is one of the best hexcrawls published in recent years and a magnificent example of applying this structure to small-scale settings .  While reading Challenge of the Frog Idol and Fever Swamp , the idea of creating a hidden cult...

Adapting Red Hand of Doom to Ezora (2): Structure

Warning: This article contains spoilers about the overall structure of the Red Hand of Doom module. If you prefer to discover its details on your own, I recommend reading with caution! Adapting Adventures: Flexibility as a Narrative Key When adapting an adventure, I usually break it down into its constituent parts: locations, monsters, and NPCs. This approach is particularly useful in adventures like Red Hand of Doom (RHoD), which follow a linear structure. One question I always ask myself is: Is it possible or desirable to visit these locations (or nodes , as Justin Alexander calls them—in an order different from the one proposed in the adventure? In most cases, the answer is yes. The structure of RHoD is brilliantly summarized in a flowchart presented by ksbsnowowl in The (New) 3.5 Red Hand of Doom Handbook for DMs : Ambush on the road —> semi-remote town —> wilderness —> Army’s forward scouting base (Vraath Keep) —> secondary forward base/choke point (bridge) —> atta...