Lady Justice, She Who Sees Sightless, the Dragon’s Daughter, Truthseeker

ALIGNMENT: Lawful Neutral
PORTFOLIO: Justice, Investigation, Cunning, Adaption
DOMAINS: Knowledge, Trickery, War

THE SEER OF MIND is a goddess dedicated to justice at any cost; her punishments are harsh and her judgements swift, and yet even those who do not trust her know that she is incorruptible and unwaveringly even-handed.


The Seer of Mind is the goddess of justice, harsh and unremitting, and the tales associated with her reflect this. She is said to be blind and is always depicted sightless, but according to legend she smells the taint of crime on a perpetrator’s very soul and never fails to hunt them down and mete out punishment- after death if not before. Many ancient civilisations found strength in the rule of her Law, but as modern scholars point out, woe betide the thief who stole a loaf of bread when a single Justice could be judge, jury and executioner.


The Seer of Mind appears in the worship of two different pantheons as well as individually.

In the PANTHEON OF BLOOD, she is the sometime lover of the KNIGHT OF BLOOD, and despite their arguments supports his authority amongst the other gods. In a pantheon where every god has trouble getting along, she is the one who manipulates and pulls the strings to keep her comrades working together, guiding her fellows and ensuring fair play by all.

Within the STARWALKERS, a pantheon whose worship has faded in all but a few lands, she is either boon companion or lover to the KNIGHT OF TIME and the former lover of the KNIGHT OF BLOOD, and alternately fuels and thwarts their rivalry. Her dedication to justice is such that she justly slew her own sister for murder before the world was made, and yet as the Goddess of Secrets she acts as a nexus for strife in the pantheon. Despite bearing great hatred for the BARD OF RAGE, in certain of the legends she shares his bed, risking the jealous fury of her Knights. In some tales she loses herself entirely, in others she is saved by the SEER OF LIGHT; what is truth is unclear.

Alone, she is the goddess of law and the patron of cunning; many tales of the Seer play out like games of cat-and-mouse, or intricate plans where every last detail falls into place at exactly the right moment. Like her followers, she treats her quests as games and her games as quests, but while she may sometimes seem to gamble she never leaves anything to luck.

As an antagonist to other pantheons or deities she is cruel and cold, a remorseless and calculating force whose dedication to punishing the guilty leaves no room for empathy or understanding. In most cases she is an accidental enemy, her attention drawn by a necessary violation, but in the case of the BARD OF RAGE she is an implacable and unrelenting foe.


The Seer of Mind is most usually depicted as a tiefling, a drow, or a moon elf. She is always smiling or grinning, either blindfolded or clearly eyeless, and is often shown with dragon-wings in glittering rainbow hues. In some images she carries a light in her hands, which from the reactions of the figures around her is plainly blinding and painful to behold.


Dragons, lizards and reptilian races are thought to be the creations of the Seer of Mind, but in keeping with her nature she shows no undue favor to any of these creatures.

The Dragon Court
A mythical court said to be at the heart of the world, and formed of twenty great wyrms- each the oldest and wisest of their kind. Rarely do they sit in judgement, but when they roar their voices echo the world over.

The Inevitables
Ageless, genderless, and driven by a single purpose, the Inevitables exist only to destroy agents of Chaos, and although the Seer may unleash them not even she can call them back once their mission is set.


Temples of the Seer are common in Drow cities, often doubling as courts and providing the backbone of law enforcement despite internal schisms and strife. In the former Aelfen lands, it is not uncommon for watchmen and judges to swear to “Lady Justice” or even keep small shrines to her- the last vestiges of a Temple that was once even grander than the one which now rules in Drow lands.


Clerics and followers of the Seer of Mind are Lawful Neutral, Lawful Good, Lawful Evil, and True Neutral.

Followers of the Seer are judges and watchmen, investigators and bounty hunters, but also researchers, historians, and scientists. Anyone whose mind is disciplined and whose goal is the unraveling of mysteries for the sake of truth can find guidance in the Seer’s teachings.

The clergy of the Seer are most usually Clerics, with more Paladins in the kindlier branches of her service. Her devout followers usually end up excelling in their field- most often as manhunters or investigators of some stripe.

Temples of the Seer are built to intimidate visitors, most consisting of a central high-ceilinged chamber filled with shadows and spotlight with actual altars and shrines confined to smaller side-rooms. Her shrines, by comparison, are often small and could be considered frivolous in their decoration. The Seer prefers a more personal relationship with her loyal followers, but she does like to make wrongdoers quake in their boots.

The holy texts of the Temple of Mind are more often than not lawbooks, written by holy prophets and blessed by priests. The few tomes thought to originate from the Seer herself are stories wrapped around riddles and filled with eye-searingly bright colored illustrations.

The First Law
The original copy of this slim book is supposedly kept in high state in the City of Shadows, each passage written in both Infernal and Celestial. Even the more modern copies are handled with reverence, as the contents are supposedly the first laws ever given to mortals.

The Adventures of Lemonsnout
This cheerful children’s story follows the cunning Lemonsnout through his rise from humble beginnings to fame, fortune and eventual deposition and rightful execution for being a treacherous kinslaying despot. It is considered an excellent primer for youngsters considering a temple career.

Games, Riddles and Other Diversions
Popular amongst the laity, this book gives a variety of deceptively simple games that can be played to sharpen the mind and challenge the senses. Mastering them is a necessity for members of the clergy.

Cults and temples of the Seer have precisely defined holy days, and cheerfully preside over executions and public trials.

The Feast of Heroes
A solemn affair which falls whenever all six moons are full at once, this holiday is marked by feasting and religious ceremonies in honor of all who have fallen in the pursuit of justice and truth.

Dragon Day
Held after the first harvest of the year, this is a joyous celebration, marked by elaborate parades and fanciful costumes for young and old. There are usually prizes for the best efforts, and plays put on by professionals and amateurs alike.

The Grand Tournament
Once in a decade the grand tournament is held; a gathering in the city of Budaklar, of those who claim to have mastered their discipline whatever it may be. Under the watchful eye of the goddess and her chosen judges they compete with one another in hope of being granted the title of Grand Master.


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