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The Magic Users of Seaheim. Part II: The Divine.
The clerics of Seaheim worship gods in a way that the gods themselves don’t understand. The divinity sees their clerics as little more than agents in a never ending proxy war. All clerics, regardless of alignment, have animosity towards clerics of a rival god. Usually, terms of peace are laid out, and an uneasy truce is set. However, most clerical orders have a militant branch for a reason, usually containing paladins. The most famous of these are the monster hunter clerics of Kaz, who roam the world hunting down evil with no remorse. Just as well known are the Warpriests of Tynse, who are often more akin to fighters blessed with divine intervention than the usual cleric.
The gods of Seaheim are not dependant on worship. They were here before the mortal races were, and they will exist long after they are gone. The gods do not hesitate to remove the abilities of a cleric that do something that displeases them, nor are they above giving their agents boons as reward for particularly good service.
Nature gods such as Vera, Diphycys, and Tristarios also employ rangers and druids to their causes. Often these druids are given an innate spark of magic when they are born. While not required to be a druid or ranger, the spark gives them an innate connection to nature which proves invaluable. Not all druids and rangers revere gods, and some draw from the primal elements of the land and nature around them for their magic. Some races, such as Firbolgs and Elves are more likely to become druids. Vera is especially fond of the aforementioned races, while Diphycys prefers Tritons and humans, and Tristarios prefers an evil being.
The Magic Users of Seaheim, Part I: Alchemists
The alchemists and artificers of Seaheim are a weird lot. Not quite accepted by the magical community at large, they toil in remote workshops honing their craft. Most alchemists are mercuial in nature, usually do to some eccentricism they have, though sometimes also due to altered mnoods from being exposed to dangerous chemicals.
Generally, alchemists tinker and make magical items for either their own use as adventurers or to sell to adventurers. Most are business minded, even if they do treat their craft with reverence. Alchemists are also known to be more accepting of monstrous races into their craft or business deals, so long as they can prove they have an inquisitive mind and (more importantly), a fat wallet. It isn’t rare to see a Kobold or Goblin Alchemist, for instance, as they are races gifted with a cunning sense of design. The path of alchemy often leads these beings away from their kin for any number of reasons. Being an inventor in Seaheim is a lonely profession, as they are only truly trusted by needy adventurers and other alchemists.
The primary region where alchemy is practiced is the port city of Vys. A dangerous place filled with pirates and other rough folk, alchemists often find plentiful business here, even if it is a bit dangerous.