Erlena provides for and tends to the Weave, of which she is effectively the embodiment. The Weave is the conduit that enables mortal spellcasters and magical crafters to safely access the raw force that is magic. Erlena is also the deity of the possibilities that magic can bring about, making her one of the most powerful beings involved with Larsil. Although she favours good, she has learned that as a deity of magic, she must preserve the Balance. Erlena appears as a beautiful human woman with dark, flowing and radiant hair.
Erlena was born during the battle between Jacquith and Maldi at the dawn of time. Being the goddess of magic, spells, creativity, invention, and knowledge, she is said to have taught the first spellcaster of Larsil. Erlena was killed when she broke her connection of the weave from the Archmage Karsus of Nesseril. Karsus, most probably the greatest archmage of Larsil, attempted to cast a twelfth circle spell from the Nesseril scrolls.
Karsus created a direct link between the goddess of magic and himself, and upon this he learned of the danger of his actions. Erlena subsequently severed Karsus from magic entirely and in doing so killed herself, and was reborn almost instantly. It was during this brief lapse between resurrection that magic ceased to function and the great cities of Nesseril fell, as the magic holding them up was nullified. The circumstances around Erlena’s resurrection are still not fully understood and she has never felt the need to explain the event.
Erlena’s customary advisor is Kalen. Lordan and Lossoth, who thus indirectly report to Erlena as well, serve Kalen. The Mother of All Magic maintains close alliances with deities of knowledge, such as Barian, Beledan and Aelfur, as well as the deities of magic in other patheons, including Corellon Larethian. Although she hates Tanor and views Iraxar with burgeoning hatred, Erlena’s chief antagonist is Jacquith. Jacquith secretly created the Shadow Weave long ago in response to Maldi’s creation of Erlena and the Weave (to which Jacquith inadvertently contributed as well). Erlena sees Jacquith’s actions as a direct threat to her own portfolio and a grave danger to the integrity of the Weave, and her ties with Maldi are strong and growing.
Love magic for itself. Do not treat it as a weapon to reshape the world to your will. True wisdom in knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.
Clergy and Temples
Clerics of Erlena pick one time of day or night to consistently pray for spells.
Erlenan clergy work hard to preserve all magical lore so that magic can flourish in the future regardless of what befalls the thinking races of Larsil or the powers of the planes. They maintain secret libraries, private safeholds, well-guarded research laboratories, and small, hidden stashes. Erlenans also search out beings skilled in spell use and keep watch on the power and behaviour of individuals likely to become magic-wielders of importance. The clergy actively seek out sources of old magic, often from tombs, dangerous ruins — even liches. They consider it more crucial to know the precise location of artifacts and items of magical power than to possess them, but whenever possible, they work to wrest control of such things from the aggressively evil, the irresponsible, and the unsound of mind. All clergy of Erlena are expected to devise their own new magic (whether it be spells or items) upon gaining sufficient experience. In this way, magical study remains a growing, vibrant thing, and magic is not merely seen as a handy tool for rulers and engineers to tame Larsil, but remains a thing of wonder.
Temples of Erlena can be almost any size and style of structure; some shrines are natural caves and grottoes. All are living works of art — or rather, Art — raised with magic and enwrapped with countless spells. Most are filled with magic items, many of which are of an esoteric rather than practical nature. Most include an open central courtyard in which daily services are held and from which one can see the stars at night or a magical representation of them. Lesser rooms house libraries of magical lore or serve as workshops and laboratories for experimentation in the Art. Sites dedicated to the deity are enhanced by the Weave to enhance spellcasting power.