Astreil (CG)The Silver Lady
The goddess of Freedom and the Stars. Astreil arranged the heavens so her followers could navigate the largest seas and deserts, and coincidentally brought real beauty into the world. She holds freedom in the highest regard and has scorn for those who hold others in place.
Those who are followers of Astreil are part of Velona's church, but put an emphasis on Exploration. Her clerics can often act as guids for lost travellers, and her Paladins fight agaianst slavery. Travelers of all kinds tend to take part in this variant of Velona's religion, including Sailors, Sky Captains, and Bards.

Major God
Relations:
- Sister of Velona and often follows her lead on larger issues.
- On her own she cares little for politics and squabbles of the other gods. Her lack of responsibility has lowered her in the eyes of the more lawful gods
Scriptures: The Road of Stars
A small and lightweight book, written in simple language and well waterproofed. It gives helpful tips on reading the heavens, local customs, and where road shrines are to be found.
Heralds:
-Astreil has a deep affection for those that wander under her skies. As such, migratory creatures such as albatrosses or butterflies are common servants of her will.
-Zadral and Siordal, the husband and wife that make up the Northern and Southern stars; serve as Astreil’s closest allies and Heralds.
Curse/Blessings:
-A shooting star is the most common sign to her followers that she is smiling upon them.
-Starless nights and misfortune in a journey are considered ill portents.
Obedience
Dance in a random pattern beneath the light of the stars, trusting in the guidance of Astreil. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where they will. When the dance feels complete, cease dancing. Gain a +2 sacred bonus to CMD vs Grappling, and +5ft of base land speed.
Evangelist
1: Luminary
Liberating Command 3/day
Burst of Radiance 2/day
Guiding Star 1/day
2: Starlit Caster: Over time you have learned to focus your magical power to better damage agents of evil. You add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starlight around the spell’s original effect.
3: Invoke Uprising: Even shackles of the mind do not escape your notice, and you can use an inspiring word from the teachings of Asreil to help others find the strength to break those shackles. You are automatically aware of any creature within 10 feet of you that is currently under the effects of a charm, compulsion, or possession effect. Three times per day as a swift action, you can inspire such a creature to throw off the influence, granting that creature a new saving throw to immediately end the effect. If the effect does not normally allow a saving throw, calculate the save DC as normal if it is a spell; if it’s not a spell, the DC is equal to 10 + 1/2 the source’s Hit Dice + the source’s Charisma modifier. The creature gains a sacred bonus on this saving throw equal to your Charisma bonus (minimum +1). This bonus is doubled if you include a physical touch as part of your invocation to rise up against the effect. In either case, this is a language-dependent effect.
Exalted
1: Chain Breaker
Burst Bonds 3/day
Grace 2/day
Litany of Escape 1/day
2: Liberated Traveller: Once per day you may cast Freedom of Movement as a spell-like ability. The duration for this effect is doubled If cast under the open sky at night.
3: Blast of Motes: Whenever you channel positive energy to heal living creatures, a shower of starry motes cascades over all of the living creatures in the area of effect. These motes do not impede vision or stealth attempts, nor do they reveal invisible creatures, but they infuse the targets with divine luck. Targets of this ability reduce any miss chance they face by 10%. In addition, when targets of this ability roll damage dice, they may treat all 1s as 2s. The motes and their effects last for 1 round + 1 round for every 4 Hit Dice you have (maximum 6 rounds). If you don’t have the ability to channel positive energy, you gain the ability to do so once per day as a cleric of a level equal to your Hit Dice (maximum 20), but only to heal living creatures. Whenever you use this ability, the beneficiaries are showered with starry motes, with the effects described above.
Sentinel
1: Star Caller
Longstrider 3/day
Glitterdust 2/day
Vengeful Comets 1/day
2: Starport: As the patron deity of travel, Astreil grants you the power to appear wherever under the night’s sky you are most needed, or to escape to fight another day. Once per day as a swift action, you can teleport as per dimension door, but only at night when you are under the light of the stars (Not in dungeons, caves, or other closed enclosures) you destination must also be an area that meets this criteria
3: Shooting Star: You can throw your deity’s star-shaped favoured weapon with great speed and ease. Three times per day, you can make a single ranged attack with a starknife as a swift action. To throw a starknife as a swift action, you must have it in hand, have sufficient actions available to draw the starknife, or have the Quick Draw feat or a similar ability.