Old Mother Owl, Queen of the Blinding Wind, Seasinger
Goddess of Birds, the Sea, and Winter
Worshipers: Druids, fishermen, hunters
Alignment: Lawful Neutral
Domains: Air, Animal, Water, Weather
Subdomains: Feather, Ice, Storms, Wind
Favored Weapon: Pilum
Favored Animals: Gyrfalcon, snowy owl, whale
Centers of Worship: Birdman Mountains, Eternal Ice, Frozen North (Er¬iksholm), Great Green, Lotus Blossom Steppes, Northlands, Sea of Ithreia, Seven Principalities
Spend an hour caring for animals or preparing gear, food, and plans in case of an emergency. Do so with access to the open air if possible. You must sing from the Wintry Hymns during the obedience if you are able.
Evangelist Boons
1: Clarion Song (Sp) detect animals and plants 3/day, whispering wind (also functions purely underwater) 2/day, or water breathing 1/day
2: Trailblazer (Ex) You can move through difficult terrain as if it were normal terrain. Any ally can enter a square of difficult terrain you left within 1 round as if it were normal terrain.
3: Call Couriers (Sp) Ithreia’s children help you guide and transport your charges. Once per day as a full-round action, you can summon an option from the following list as if with summon monster IX: 8 advanced giant owls or 1 white whale. A conjured creature is helpful and willingly transports you for up to 1 hour per Hit Dice. It does not fight unless you command it to attack. If it attacks, the remaining duration is reduced from hours to rounds.
Exalted Boons
1: Owl’s Insight (Sp) commune with birds 3/day, owl’s wisdom 2/day, or clairaudience/clairvoyance 1/day
2: Mother’s Warning (Sp) Ithreia grants you her insight just when you need it most. You can cast contingency once per day to make a spell of the divination school contingent. The condition can be one only perceptible to that divination.
3: Cleanse Weakness (Su) As a standard action, you can begin a recitation of Ithreia’s teachings. You can continue to do so each round as a free action, up to a maximum of 10 rounds each day. While you chant, all allies that can hear you within 90 feet gain a +4 morale bonus on attack rolls, damage rolls, and skill checks. The first time an ally hears this ability each day, he gains 20 temporary hit points that last for 1 minute.
Sentinel Boons
1: Gyrfalcon’s Talon (Sp) aspect of the falcon 3/day, frost fall 2/day, or fly 1/day
2: Ithreia’s Sentries (Sp) Ithreia’s children help you defend animals, survi¬vors, hunters, and families. Once per day as a standard action, you can sum¬mon creatures from the following list as if with summon monster VI: 3 orcas, 3 giant owls, or 4 giant gyrfalcons (treat as advanced giant eagles). They follow your commands exactingly for 1 round per Hit Die you possess.
3: Knight of the Blinding Wind (Su) Any creature you strike with an attack is dazzled. Whenever you confirm a critical hit, the victim must succeed at a Fortitude saving throw or be blinded permanently and knocked prone. The save DC is 10 + 1/2 Hit Dice + Charisma modifier.


Ithreia is a goddess with three aspects, appearing as a young virtuoso, an aged matriarch, and a seasoned warrior. Her timelessness and her connection to the land suggest an elementality that predates time and the advent of mortals, or worshipers. After The Calling, she just was. The Elemental Lords reserved a special hatred for her, as she commanded the elements and taught mortals to resist the elements as cores of her religion.

Ithreia brought one of the largest Landed nations to Porphyra, a place that still stubbornly calls itself “The Frozen North” despite its current equatorial location. She left this place on the continent now known as the Land of Steam.

When The Calling happened, the goddess Ithreia saw the Zirakur Ziur mountain range, and desired its precipitous peaks. She claimed it as her own in a dream that was shared by every living creature within the mountains. She cursed the xax as spawn of elemental chaos (which they were) and bid them crawl back to Erkusaa. The xax were defiant. They set their wrongly-angled jaws and dug in their heels against this new bird-goddess.

And then the harpies came. For years, the xax held off the harpies who flocked and fluttered around their cloudy cities. The main turning point was the halflings. They, too, had received Ithreia’s vision and their hearts were more open to these new gods.

Led by a burgeoning devotion to the Old Mother Owl, the halflings rose up against their old allies and threw open the doors to the open air, allowing the harpy forces free entrance.

Ithreia’s first form, the Seasinger, is served by whales, seals, and other aquatic mammals who teach her followers to be aware of their surroundings and learn how to harvest the crops of the sea, fish. The second, Mother Owl, appears to offer warnings and prophecies, to instruct in the secret magic of storm and sea, and to gather news from all the birds of the world. Finally, she is known as the Queen of the Blinding Wind when she conjures storms to test her followers, punish foolishness, or occasionally aid mortals. The howls of the wintry gales are the horns of her vengeful knights, the Gyrfalcons; the snow that shields them is as down from her feathered cloak.


Ithreia presides over a vast wintry forest with a castle of ice and glass at its center. The whole realm sails through the icy storm roiling across the juncture of the Plane of Air and Plane of Water. Here, survivors of the ethereal mists and elemental wilds trade stories, secrets, and powerful magic items. They have cordial relations with the genies of air and water. Like a vast snowflake, the realm flutters and soars without ever touching the water. Sometimes, it appears in the skies above the perfect cities of the planes of Law, trading briefly with flying emissaries. In this way, Ithreia learns useful discoveries of the archons, axiomites, and devils alike.

Divine Relations

Ithreia is a staunch foe of the protean lords worshiped in Erkusaa and of the demonic influences that threaten to corrupt her chosen harpy servitors. Pazuzu and Eshsalqua are constant thorns in her side, corrupting harpies and other avian creatures who might otherwise be drawn to her.

At times, Ithreia allies with Nise against the demonic Dark Mistress. Ithreians often call upon psychopomp usher Anguta to provide a peaceful death, and Ithreia seems to favor this usher as a guide for the souls of her servants. Conversely, she often invites the usher Black Crow to vex slain enemies of her faith (an invitation he keenly accepts, since she so often visits her wrath upon bullies he can punish).

Ithreia has cordial relations with many of the faerie regals of the Great Green and other godlike fey lords and ladies. She is known to show them grave respect. Her affinity is so strong that some wonder if her origin might lie among their kind.


The faith of Ithreia teaches that change is an illusion. The seeming chaos of nature is really an intricate web of predictable patterns that the wisest can read. She may test her chosen with blizzards, but the blinding whiteness is only a comforting blanket for those clever enough to prepare for its inevitable arrival. Servants of Ithreia include clerics, druids, rangers, and those that inhabit the Northlands. Classed worshipers fall into three orders, each dedi¬cated to one of the goddess’s aspects.

  • First, the Order of the Singing Whale are ranger, hunter, and skald guides, community leaders, and others devoted to the Seasinger.
  • The Order of the Snowy Owl serves Mother Owl as a spy network that uses animals, druids, shamans, inquisitors, and rangers to see whether mortals have followed Ithreia’s will or have gone astray. They inform and advise the faithful and serve as scouts for worthy leaders.
  • The Order of the Gyrfalcon, paladins, hunters, shifters, and mounted warriors, is dedicated to the Queen of the Blinding Wind, and serve as agents of her tests as well as her displeasure. They monitor proper use of birds and animals, and also serve as advisers to chieftains, or guardians of revered oracles or pilgrims of Ithreia.

Ithreia’s temples and monasteries are built of native rock painted white.


Ithreia’s faith has three centers of worship on Porphyra: Eriksholm in the Frozen North, the Birdman Mountains, and the Ithreian Isles in the Sea of Ithriea.

In the Lands of Porphyra

Ithreia’s faith is most common in the Birdman Mountains, Eternal Ice, Frozen North, Northlands, and the Sea of Ithreia. Here, cold weather is a persistent enough threat that the priests constantly serve as community organizers to store food for bad times, teach survival techniques, and ensure proper animal handling.

In the Lotus Blossom Steppes, Ithreia’s faith is tied up in preparing for winter and staving off conflicts with the fey and kami. Ithreia’s priests are often called upon to serve as judges and teachers during the spring and summer, before they return to guiding the faithful against the hazards of the winter when autumn chills enter the air.

In the Sea of Ithreia and the Seven Principalities, Ithreia is worshiped as a goddess of sailors whose teachings help prevent storms from doing harm and whose blessings can avoid storms altogether. Few ships sail without one of her priests aboard, and many rise to become capable and well-prepared first mates.

The sylvan peoples of the Great Green worship Ithreia as patron of the countless birds that fill the forest canopy and as mistress of storms. Her priests are often asked to mediate conflicts due to their fairness, far-looking perspective, and disinterest between the squabbling factions of the vast forest.

Holy Text

Wintry Hymns: All the faithful learn the tenets of Ithreia in the form of a sa¬cred set of songs called the Wintry Hymns (also recorded as a text). The orders of her clerics, druids, shamans, hunters, skalds, rangers, and oracles use this book to pass along knowledge of the birds, beasts, storms, and other divine secrets.

Lamentations of the Frost: The Lamentations of the Frost record those who have failed Ithreia’s tests or neglected her teachings so that future generations can learn from their tragic mistakes. Many passages are sung at funerals. A number of the object lessons set down taboos to prevent affronting many of the more predictable and petulant of the many nature spirit factions lurking in these lands.


Gyrfalcon’s Night: Ithreians hold a memorial service near the vernal equinox for all who died in winter. The doleful ceremony culminates in the releasing of a gyrfalcon to send messages to the departed from those left behind, often venting regret, anxiety, or even frustration with the deceased for in a sense abandoning the living.

Thaw Moon: Ithreians celebrate Ithreia’s mercy and lessons in a three-day festival during the first month of spring, taking stock of what was learned and what was lost over the course of winter. Highly ritualized feasts calling for certain foods in certain quantities heap prestige on those who were careful with their supplies in winter. There are also races and musical contests dedi¬cated to Ithreia. Worshipers who can reach the coast for this holiday spend some of the day watching the sea in hopes of spotting a whale, which is taken to be a sign of the Seasinger’s favor.

Winter’s Crown: Ithreians celebrate the winter solstice with a dazzling show of trained animals, feasts, and feathered decorations amid carved ice and shaped snow. It is a chance to show offone’s preparedness and remember that the harshest cold cannot quash joy or safety if the faithful remember Old Mother Owl’s lessons.


“Build the Blubber before the Snow”: Ithreians are mindful that prepara¬tions must be made far before they are needed. They repeat this aphorism to anyone who seems lazy or heedless of future hardship, referencing animals who feed to grow their blubber in warm months before it is needed to keep them warm in winter.

“Owls Remember what their Ancestors Learned”: Although instinct might be mistaken, Ithreians say this to remember that no instinctual urge comes without a reason. When something feels wrong or right, they pause to listen to their instincts, because the urge might be immediately relevant.

Spell Preparation Ritual

A song from the Wintry Hymns at twilight helps prepare clerics for the tests ahead of them, and renew spells; in storms, the Wintry Hymns are sung as loud as possible, to lead lost to the sound of the voices of dedicated Ithreians.

Religion Traits

Hallowed Patience: Your recollection of the Wintry Hymns grants you a +2 trait bonus on Survival checks to predict and deal with weather and terrain hazards, and a +1 trait bonus on Knowledge (nature) checks. One of these skills is a class skill for you.

Peace of Winter’s Night: Your faith in the Goddess gives you strength to re¬sist. Once per day, when you are rendered blind, checked by wind, deafened, fatigued, sickened, shaken or frightened, you can call on Ithreia to delay the effect’s onset for 1 round as an immediate action.

Spellcasting Options

Worshipers of Ithreia add the following to the options for summon nature’s ally spells: 5th—giant owl

Worshipers of Ithreia always summon resolute animals rather than celestial or fiendish animals when casting summon monster/ spells and add the following option for those spells: 1st—great horned owl

Clerics and warpriests of Ithreia can cast frost fall as a 2nd-level spell, cone of cold as a 5th-level spell, and contingency as a 7th-level spell. Inquisitors and paladins of Ithreia can cast speak with animals as a 1st-level spell and com¬mune with birds (also works on porpoises) as a 2nd-level spell.

Divine Servants

Ithreia’s chosen servants seek to protect the laws of nature. They monitor and attack those who actively impair the natural abilities of creatures, who over¬burden nature’s bounty, or who abuse animals whose work they benefit from. Her servants include inevitables, lawful fey, amortortoks (Monsters of Porphyra 2), ta-jen (Monsters of Porphyra 2), and resolute animals (especially birds and cetaceans).

See Also