Azure Drake

in: True God

**Alignment:** Chaotic Good

**Domains:** Arcana, Knowledge, Travel, Dream

**Symbol:** A blue dragon's eye with a star pupil

**Favored Weapon:** Rapier

**Epithets:** The Seeker, The Wanderer, The Enlightened One

**Divine Font:** Heal or Harm

**Divine Skill:** Arcana

## History:

Azure Drake was once a blue dragon named Azurion who was fascinated by the mysteries of magic and the multiverse. He explored many planes and realms, collecting secrets and artifacts along the way. He was ascended by an ancestor god who recognized his potential and curiosity. He rules the Dreaming Spire, a tower that connects to various dimensions and realities.

## Appearance:

Azure Drake appears as a majestic blue dragon with scales that shimmer like stars. He has long horns that curve backwards. His eyes are deep and wise, and he often wears a cloak of many colors that conceals his treasures.

## Personality:

Azure Drake is a deity who values knowledge, freedom, and creativity. He encourages his followers to seek out new experiences and learn from them. He is also playful and whimsical, often creating or altering things for his own amusement. He dislikes tyranny, ignorance, and stagnation, and opposes those who would limit or destroy the wonders of Spielatz.

## Domain:

The Dreaming Spire is a tower that rises from the center of a vast library that contains books from every world and time. The tower has many doors that lead to different planes and realities, some of which are created by Azure Drake himself. The tower is guarded by his servants, the azurites, who are fey-like beings with blue skin and wings.

## Worshippers:

Azure Drake's worshippers are mostly mages, scholars, explorers, and artists who share his passion for magic and discovery. They seek to expand their horizons and learn new things, often traveling to exotic or dangerous places. They also use their talents to create or improve things, whether it be spells, inventions, or works of art. They respect other cultures and beliefs, as long as they are not oppressive or harmful.

## Clergy:

Azure Drake's clergy are known as seekers, wanderers, or enlightened ones. They wear blue robes with silver stars and carry quarterstaffs as their holy symbols. They serve as teachers, guides, healers, and protectors of knowledge and magic. They often travel the world or the planes, spreading Azure Drake's teachings and collecting new information. They also maintain temples and shrines dedicated to him, usually located near libraries, academies, portals, or places of natural beauty.

## Temples and Shrines:

Azure Drake's temples and shrines are usually built in the shape of towers or domes with many windows and doors. They are filled with books, scrolls, maps, artifacts, and other items of interest. They also have portals or gateways that allow access to other planes or realities. Some of his temples are mobile or hidden, such as airships, wagons, caves, or illusions.

Azure Drake’s church is loosely organized into a network of cells and factions that share information and resources. They also maintain hidden sanctuaries, libraries and portals where they offer training, and guidance.

## Holy Texts:

Azure Drake's holy texts are collectively known as the Chronicles of the Seeker. They are a collection of journals, diaries, letters, and notes written by Azure Drake himself or his followers. They record their experiences, discoveries, insights, and adventures across Spielatz. They are constantly updated and expanded by new seekers who add their own contributions.

## Spells

### Dream Travel (conjuration) Spell Level 6

Casting: 10 minutes

Components: V, S

Range: touch; Targets: you and up to five willing creatures

Duration: 8 hours

You and the targets enter a trance-like state and project your minds into the Dimension of Dreams. You can travel through this plane as if using plane shift, but you can only visit locations that correspond to places on Spielatz or other planes you have visited before. You can also manipulate the dreamscape as if using dream logic. You return to your bodies when the duration ends or when you use this spell again.

### Dream Invasion (illusion) Spell Level 8

Casting: 1 action (verbal)

Range: unlimited; Targets: one creature you know by name or have met before

Duration: sustained up to 1 minute

Saving Throw: Will; see text

You invade the target’s mind and create a shared dream with them. The target must be asleep or unconscious for this spell to work. You can shape the dream as you wish, creating any images, sounds, smells or sensations you can imagine. The target can attempt a Will save to resist.

Success The target is aware that they are dreaming and can attempt to wake up by spending an action to attempt another Will save.

Failure The target believes that the dream is real and acts accordingly.

Critical Failure As failure, plus the target takes 10d6 mental damage each round they remain in the dream.