Healer of the Gods
God of Healing
Alignment: Neutral Good
Domains: Community, Good, Healing, Protection, Repose
Favored Weapon: Quarterstaff
Divine Animal: Bear
Kallum is a gentle man with an inclination to heal. He was always more inclined to help others and could get quarrelsome if people dealt out harm to others. He could be very fervent in guarding the injured and helpless. It was one of the few areas he and his twin, Appaliunas, could agree upon. Otherwise the two would quarrel as Appaliunas was given more to action and attacking, while Kallum was more given to patience.
Kallum pushes his followers to offer healing to everyone. He wishes none to be denied healing for any reason and thus all are welcome in his temples. He also insists his followers be ready to defend the injured and helpless. His opinion is that one must be ready to defend those that come for healing and always stand ready to do such.
The duties of the healer are many. Since his return he has noted more celestials and fiends being born, not simply created from souls of mortals. As part of his duties he helps with the birthing of the new celestials. He would help the fiends as well, but they trust him far less. Another portion of his duties is that when a celestial or god is injured (more likely a celestial) he must heal them.
His followers tend to number amongst any who favor healing over bloodshed. Many are former warriors who know much of the path of bloodshed and have chosen to try and wipe the red from their ledgers. They are aware they may never be able to do so, but hope to at least balance the lives they took out against the lives they save.
Kallum does not tend to show his favor overly much. When it does show it is for those who have shown extreme devotion to healing other. His interventions are even more rare as he prefers to not meddle heavily with the lives of others. These interventions can sometimes be very obvious when they happen. A cleric casting a spell far beyond the capabilities or an arcane caster suddenly casting a divine spell needed to save lives.
Kallum is Appaliunas' twin. They are identical twins and when children they would use this to play ticks. As such Kallum has the same golden head of hair and blue eyes. He though tends to have less of a warrior's build, but still has the strength to move those who are unconscious by himself (something that was needed when they were mortal and Appaliunas sorely wounded)
Kallum's symbol is the Wand of Asclepius, a serpent wound around a staff. The staff is brown while the serpent is green, but the colors can be changed as can the serpent to suit the individual.
The Church
The church has an almost sole focus on healing. They make many of the needed remedies and make them available to the public at low cost. No priest of Kallum will turn aside the injured even if they are unable to pay for the services. This leads to many commoners ensuring the temples are well-stocked with food and any plants they require.
Those who enter a church or ask for healing are forbidden to harm the temple or healer. Most living enemies leave the church alone in case they require healing later. Violating this one rule of never harming the healers can result in their refusal to grant healing with Kallum's blessing.
Priests have the task of ensuring that the community they reside in is healthy. To that end they keep an eye on how illness moves within the community and whether there seems to be more sickness or accidents than normal.
The temples are found in any region where people live and sometimes along very desolate routes to ensure there is a place to heal or shelter from bad weather.
The temples offer healing in every area. They constantly research the various illnesses to refine their understanding of them. The also constantly work on evolving their understanding of injuries and the anatomy of the various races.
Temples and Shrines
A temple is always set up with an extensive medical wing. Usually the healing area is several floors and can house 100-200 patients at a time. Kept connected only by a hallway the building medicine is made is also part of the temple. Yet another area holds classrooms to teach young healers.
A Priest’s Role
The duty of a priest is very simple, they must heal all who enter the church. They may only deny those who have struck down healers promised protection. Otherwise their duties revolve around healing, teaching, and crafting.
When Healing they must revolve through different areas to ensure they keep their knowledge fresh on all issues. They must also take turns crafting magic items for healing and crafting medicines.
For teaching they teach all the lessons required to heal every injury, illness, and poison they cross. They all take turns with teaching and displaying their area of expertise. In addition the teachers sit in on classes to update their knowledge and also aid in research.
A typical day revolves around the duties already listed. Though where a garden is raised they also tend to that. Only on the grand holy days do they have a great mass. Otherwise they showreverence when they have the time. Being dedicated to healing means they don't always have the to do so alltogehter very frequently.
A cleric has the same duties as a priest. The only difference is the cleric has magic while the priest does not.
The inquisitor has a job that none envy. Their job is to hunt down those who have broken the Hippocratic Oath or broken any vows made in the name of Kallum. Only that which is done to sooth the patient to allow healing to take traction may take place for lieing.
Paladins are very rare amongst his followers. Though they act as a defense for others they also tend to be skilled healers themselves.
I shall defend the helpless
I shall always show mercy
I shall offer healing to all
I shall refuse healing to none, but those Kallum orders shunned
Adventurers
There is pain in many areas of the world. Some of it hidden away from others. This leads to some choosing to wander in order to bring the healing to every corner of the world.
Adventurers frequently exasperate the temples. They tend to return from various outing injured. They get patched up only to go right back to being injured. Still the adventurers tend to pay which ensures that the church can contne to grant free healing to those in need. Many even donate extra to help the church out.
Clothing
There is no actual ritual garb as they are healers first and foremost. Nor is there any ceremonial wear to speak of. The closest the come are their fine healing robes for special occasions.
Most followers of Kallum wear green and brown robes. Most have green as the primary shade as it is easier to see, but they have been know to do brown instead to hide the bloodstains. The trim is generally the opposing color.
Holy Texts
Hands of Healing: The text describes the many adventures Kallum had as a mortal with his twin and sister. These adventures frequently are written in a way that it teaches what he holds to be true and focuses on his contributions in the adventures. After all of that there are notes on the basics of the healing craft. Things that need to be known to grant aid in countering illness or poison and how to handle most injuries.
Holidays
Healer's Day: 8/15 A day set aside to honor the healers of a given community. Frequently it is set up as a small festival and feast. The Healers that can attend do. This came to be more due to the communities wishing to show their gratitude to the Healers. In a large city this may be a week long festival to allow more of the Healers to attend and culminate in a large day long feast.
Aphorisms
By Kallum's light: Spoken when the Healer has made a realization or breakthrough. It references the time Kallum summoned a light and suddenly realized just what their group faced
Relations with other Religions
Kallum tends to get along with all of the deities. As his title suggests his task is to keep them all healthy. He also attends almost all celestial births. He is respected by all of them, even if some grumble about having to heed a healer.
Kallum has three strong allies in the Celestial Realms. They are his twin and his sister. Aurora, his sister, tends to turn to him to ask if someone is worth saving. The third is his wife Fiona, a redeemed succubus. Kallum seems to have an idea on many of these due to his role as a healer, since he knows if they have enough compassion to heal another.
Appaliunas, his twin, has a strong tendency to protect him. When they first formed temples Appaliunas ordered some of his follower's to Kallum's temple in order to give it strong defenders. Kallum countered by sending healer's to his twin's temple to ensure they had excellent healing. The two have continued this tradition ever since.
Only those who favor death truly oppose Kallum. Outside of a few fiends that is a very small number as many want his healing. Of that all are very powerful undead.
Realm
His home on the celestial realm looks like a perfect place to hold healing. It contains a wide variety of gardens to walk through. It is here many learn even stronger healing. Within the halls of it the many activities of the temples are reflected.
On the material plane Kallum keeps a simple basic home. Just large enough to house himself and his family. Though he has been thinking of adding on a library and a work area for healing. The home is in a place that the locals all know and they try to not disturb the house for less than an emergency.
Planar Allies
Ursa: A celestial bear who serves as his divine animal. This bear is very wise and capable of healing many things with a touch of her paw
Luna: a unique Banshee. She was a follower of Kallum who became a, she then fought the urge to kill all for the wrong done to her. When the temple was built on the place she haunted she became attached to the temple by sheer chance. Once she did Kallum flooded her with his soothing peace. In this action he kept her a banshee, but adjusted her to being wholly unique in her abilities and actions.
For Faithful Characters
Archetypes
Alchemist: Chirurgeon
Bard: Arcane Healer, Song Healer
Cleric: Merciful Healer
Monk: Monk of the Healing Hand
Witch: Hedge Witch
Mystery/Spirit Choice:
Oracle: Life
Shaman: Life