Feyja (CN)The All Mother
She birthed the animals and plants of the land, and breathed life into an empty world. She is as beautiful as she is cruel and caring. She is the Goddess of Nature. Her followers are to protect the beasts of the wild, and preserve the earth in the way she formed it. Her followers are normally Druids, Woodsmen or Elves.The churches will often have stables and gardens.
Relations:
-Loathes Balmoth for claiming to kill her husband.
-Has consideration for all of her children (even the evil ones)
-Has a strong respect for Solarius
Scripture: The Song of the Seasons
A great ballad that is sung over the course of a full day and night without pause. It contains great knowledge of the natural world. Furthermore, either reciting or listening to the song in full serves to attune one to the rhythms of the land around them. This can be a great boon to those attempting to live in an unknown wilderness.
Heralds:
Hidden away deep in the woods, a fresh bountiful garden is tended to by an anchient treant known only as the Green-Walker. Finding this garden is the surest way to catch the Godesses ear.
Curse/Blessings:
-The singing of birds, or a gentle breeze that smells of spring are considered signs of the Goddesses favor.
-Stillborn children or animals are often seen as a great sign of her wrath.

Obedience
Plant seven seeds in fertile earth, in a circle spaced at least 1 foot apart from one another.. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil, but they must have a chance at survival. Place an Acorn at the centre of the circle, and say a prayer for the health and safety of the animals in the area and those who may be in need of Feyja's guidance. Gain a +4 sacred or profane bonus on Knowledge (Nature) checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.
Evangelist
1: Green Thumb
Nature's Path 3/day
Wood Shape 2/day
Plant Growth 1/day
2: Beckon Creatures: Your connection to the animals of the forest is deep, and they come running when they hear your call as quickly as they would come to help Feyja. You gain wild empathy as per a druid of your character level. Once per day as a standard action, you can let out a cry and all animals within 200 feet immediately come to you as quickly as possible. They will not take unnecessarily dangerous risks to reach you, such as leaping over wide streams. This is a magical call, and animals respond even if unable to hear the call due to environmental conditions or deafness. For a number of minutes equal to your exalted level, you can communicate with these animals as if you had cast speak with animals. They are automatically friendly to you but are not obligated to do what you ask.
3: Tend the Grove: The woods recognize their mothers aura upon you and will come to your defence when you imbue them with extra life. Twice per day you can cast Animate Plants, or Command Plants as a spell like ability.
Exalted
1: Friend of the Wild
Entangle 3/day
Forrest Friend 2/day
Summon Nature's Ally III 1/day
2: Oak Heart: Once per day as a full round action, you can summon a Quickwood to aid you. The Quickwood follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back. The Quickwood don’t follow commands that would cause them to kill any living trees. This ability can instead be done as a move action if you are within reach of an Oak tree. In this case the oak tree springs to life as a Quickwood, and when the duration expires reroots itself in the ground wherever it is at the end of the duration.
3: Wild Transformation: Once per day, you can use baleful polymorph, The target takes a –4 penalty on its saving throw to resist your spell (if the new form would prove fatal for the creature, it still gains a +4 bonus on its saving throw, effectively negating this penalty). In addition to the other effects of the spell, the subject is made in a gentled version of the creature, which imposes a –2 penalty on all of the target’s ability checks, skill checks, saving throws, attack rolls, and damage rolls.
Sentinel
1: Woodland Warrior
Ant Haul 3/day
Greensight 2/day
Thorny Entanglement 1/day
2: Beast Form: You can cast Greater Animal Aspect as a spell-like ability three times per day. The body parts you chose to alter are more defined to look animalistic, though they provide the normal benefits of the spell.
3: Wild Synthesis: Your time spent communing with nature has given you a bond with plants. You can cast speak with plants 3 times per day and Once per day you may cast Tree Shape.. If you spend at least 1 hour during the day in direct sunlight, you don’t need to eat that day. Finally, you become immune to poisons derived from plants, and any poison from attacks or effects generated by plant creatures.