Zelphair

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The Righteous Deity of the Sky.

Zelphair can be described as a Chaotic Good Deity.

The followers of Zelphair are granted a very special power by their deity - The power of limited flight. Zelphair appears pleased by Refined Quartz, as it is believed that although harvested from the nether; when brought to the surface and refined, it is the easiest block to levitate.

Historically, a Settlement in the Sky is well-organized and working for the benefit of all in the Land. They have a honest governments with a strong set of laws, that denizens are expected to willingly obey. Denizens shouldn't walk around wearing armour or carrying weapons - those who do may be viewed with suspicion or as trouble-makers.

Typically a Zelphair Follower is honest, law-abiding, and helpful. They show a commitment to opposing evil and speak out against injustice. A True Zelphair is said to hates seeing the guilty go unpunished. They will generally acts with compassion, honor and a sense of duty.

How to show Piety
Build Shrines made out of Quartz, Glass and Light Blue Wool.

Live above the clouds and spend little time on the surface.

Wear Light Blue.

How to gain favour and avoid Divine Retribution
• Do not lie.

• Do not harm the innocent.

• Help the needy.

• Follow all laws.

• Report illegal and immoral actions to the authorities.

• Aim to bring criminals and evil-doers to justice.

• Do not have improper social behaviour.

• Seek order in society.

• Do not fail to speak out against corruption or greed.

• Assist good beings when in need.

• Do not aid the servants of Chaos and Evil.

• Allow a disarmed enemy to pick up their weapon.

• Do not flee from, surrender or refuse a fair fight.

• Do not gloat over a victory.

• Do not taunt an enemy into fighting.

Windwalk
By using a Feather (Cannot be cast with a command), Those aligned with Zelphair may fly for as long as their Mana allows. Flying currently consumes 30 Mana at take-off and 30 mana every 2 seconds. Flight is the same speed as walking.

Zelphair Archer
Tether Arrow - Prevent whatever the arrow hits from jumping (does not prevent other methods of movement. eg. Windwalk or Leap)

Switch Arrow - This arrow bends light and space as you switch places with what it hits.

Lightning Arrow - These arrow heads carry a prayer to Zelphair - that call upon a lightning strike onto any living thing it hits.

Zelphair Mages - "Wind Mage"
These Mages air attuned with the wind and call on the power of Zelphair to perform their magic.

(Right Click while holding a stick to select spell and Left Click to cast it).

Air - Replace the target block with Air. (25 Mana)

Grounded - Prevent your target from jumping (does not prevent other methods of movement. eg. Windwalk or Leap) (25 Mana)

Zephyr - Launch your target into the air. (50 Mana)

Gust - A gust of wind emanates from where you aim this spell. Sending living things flying away from that location. (50 Mana)

Cloud Tomb - Encase your target in cloud (White Wool for effect) (50 Mana)

Switch - Bend light and space as you switch places with your target. (75 Mana)

Introduction
Steps sounded in the alley mouth. The man behind the trash bin tensed, clutching his stolen prize: a glowing feather. 'There he is!' called a searcher up high on a nearby building, pointing towards him.

The man swore and dropped into a nearby drain pipe. A hundred feet away, he popped out and started to run for the gates. If he made it, he was free. If he made it, they had no authority over him. He sprinted for it.

100 feet away He glanced back and grinned. They stood there watching him! The fools were doing nothing! He grinned and ran on.

70 feet away He glanced back and his grin faltered. A score of bowman had lined up and were aiming at him! He scowled and sprinted for it.

Twang-BOOM Twang-BOOM Twang-BOOM Lightning came clear out of the clear blue skys and struck where the arrows landed, making the spots glow cherry-red. The man gulped, then went for the gates anyways. He duck and dove, twisted and turned, leaped wildly and froze at sudden times. He glanced ahead.

30 feet to go... Suddenly the archers stopped, and unable to stop himself, the man threw a glance back toward them. A single archer drew back his bow. The man sneered, and strode powerfully towards the gate.

10 feet left! The man grinned and stopped running. He turned and gave a mocking bow to the still figures and the archer. He waved goodbye and strolled towards the gate.

Twang-Zzzip An arrow took him in the shoulder. Swearing, the man pulled it out and looked up. The group was right there. The man's mind spun in confusion. They had been nearly 100 feet away! How- he looked at the gate. An single archer stood there, and seeing him looking, gave a mocking bow. He started to run, but all of a sudden, he could feel shackles on his hands and feet! He looked for them, but they weren't there. Finally, he gave up. The men took the feather from him and took him to the highest spot nearby.

'Stranger, you have stolen from Zelphair, god of the sky and the wind. Therefore, it is up to him to decide whether or not you live...' boomed the a mage, acting as judge. He turned and walked to the edge-but didn't stop! He walked onto air like it was solid ground! He stood facing the man.

'Let Zelphair decide your fate!' cried the man, pointing a finger at him. The theif spun on the spot and the man appeared where he was. They all looked back to where the mage has been, only to see nothing. They all paused, confused. A long despairing scream answered them, dwindling as it sped away. THUD

- by Wind_Jackal

More Lore Here: Deity Lore