
At a Glance
| Identity | Details |
|---|---|
| Name | Haeva |
| Tradition | Local cults of the Low Countries and Lower Rhine |
| Sacred country | The Batavian river country and household shrines |
| Divine concerns | Hospitality, chosen household, reunion and the care that follows danger |
| Recognisable signs | Her name beside Magusanus on an altar; a shared loaf at a threshold in the campaign cult |
| Worshippers | River households, hosts, carers and people making room for someone returning |
| Campaign alignment | Neutral Good |
| Domain paths | Healing, Protection |
Haeva opens the door before the returning soldier has found the courage to knock. There is bread on the table and water set aside for washing. In her household, coming home is an act of care that begins after the battle has ended.
Haeva in the Living World
Her shrines are found in houses near the river, where wet boots dry by the hearth and the guest’s place can be made ready without ceremony. Haeva appears as a woman in a woollen shawl, old enough to recognise an excuse and patient enough to hear the truth beneath it. She knows that some people need a new home rather than a return to an old one.
In a riverside hamlet, the boat builder Marrit keeps a room for travellers recovering from injury. She welcomes people who have no kin nearby and asks them to help only when they are able. Haeva occasionally shares the work, kneading bread or holding a beam while Marrit repairs the roof. Her presence makes the house feel large enough; it does not make its people inexhaustible.
Her name stands with Magusanus in an ancient dedication. In the campaign their cults meet naturally when warriors return to the river households. Haeva can disagree with a champion who has forgotten the people doing the care. The shared inscription does not establish her as his wife, and her identity is not reduced to a guessed relationship.
Worship and Sacred Places
The house keeps a clean cup for a stranger and sets aside food before a feast. Worshippers honour freely given hospitality, adoption and the work of carers. A guest must be free to leave; a host’s kindness is not a purchase of obedience. Household rites, bread imagery and protective powers are original campaign choices for this sparsely attested goddess.
Meeting Haeva
She will hear an estranged family without demanding reconciliation. She protects the right to refuse a cruel home as firmly as the chance to return to a loving one. Characters seeking her help may be asked to carry someone’s possessions, find a missing carer or sit with a person through a difficult night. Threatening a guest brings an immediate warning: the door opens onto the road, however deep inside the house the aggressor stands.
Adventures
The House with One More Room
Marrit’s house grows a new room every night, each containing the belongings of someone missing from the river villages. The rooms lead to a flooded hall where a being is hoarding lonely people. The party can follow the possessions, bargain for the captives or dismantle the hall’s stolen hearth. Taking its treasure first causes the doors to close.
The Homecoming Nobody Wants
A veteran returns to find his former household has taken in the family of the enemy who spared him. He demands they leave. Haeva asks the party to recover his missing companion, who knows what really happened in the war. The rescue can change the veteran’s choice; it cannot force forgiveness or remove the newcomers’ right to safety.
Divine Presence and Defeat
The visible figure is a manifestation through which the divine power can act among mortals. Its defeat ends that appearance and leaves the local cult without direct intervention for thirty days; it does not kill the god or erase worshippers’ memories. Destroying a shrine can damage a community and close a meeting place, but is not a reliable way to destroy divinity.
An ordinary intervention begins with a warning, a mortal worshipper or the blessing described below. A personal appearance follows when the sanctuary or people within this deity’s care face a danger their own efforts cannot contain. Bargaining, retreat and fulfilling the god’s stated purpose remain possible during an encounter.
Divine Powers and Cleric Traditions
Campaign rules: All manifestation statistics and divine abilities below are original, unofficial and unplaytested. Challenge ratings are provisional encounter estimates, not a measure of the god’s full power. Each edition is self-contained. A creature must be within range and visible where a power requires sight; a power cannot move it into an unsafe or occupied space. Ordinary spell and condition rules apply.
Haeva — Manifestation
Medium Celestial (Deity), Neutral Good
AC 23 (divine ward); HP 450 (36d8 + 288); Speed 30 ft.; Initiative +6 (16)
| Ability | Score | Modifier | Save |
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 22 | +6 | +13 |
| CON | 26 | +8 | +15 |
| INT | 24 | +7 | +7 |
| WIS | 28 | +9 | +16 |
| CHA | 28 | +9 | +16 |
Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, Low German, Latin; Telepathy 120 ft.
Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 22 (provisional); Proficiency Bonus +7. Divine comprehension allows communication through Telepathy without granting a universal spoken language.
Traits
Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Peace of the Threshold. Allies within 20 feet have Advantage on saving throws against being Charmed or Frightened. She knows when a creature within that area is unwillingly prevented from leaving by a magical effect, but not who caused it.
Divine Strikes. The manifestation uses Charisma for its supernatural attack and power save DC 24. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.
Actions
Multiattack. The manifestation makes three The Hearth’s Rebuke attacks.
The Hearth’s Rebuke. Melee Attack Roll: +16, reach 10 ft., one target. Hit: 31 (4d10 + 9) Radiant damage.
A Place at the Table (3/Day). She chooses up to six willing creatures within 60 feet. Each regains 35 Hit Points and may end the Frightened or Charmed condition on itself. A creature can receive this healing only once per day. The effect does not compel affection, forgive a crime or change a creature’s loyalties. Any saving throw or escape check in this power has DC 24.
Bonus Actions
Come Inside. One willing creature within 60 feet may move 15 feet without provoking Opportunity Attacks and gains 20 Temporary Hit Points.
Reactions
There Is Shelter Here. When a willing creature she can see within 30 feet takes damage, she reduces that damage by 25 and may move it 10 feet into a safe unoccupied space closer to her.
Legendary Actions
Legendary Action Uses: 3. After another creature’s turn, the manifestation may expend one use for one option below. It regains all uses at the start of its turn and cannot use more than one option after the same turn.
Advance. Move up to half its Speed without provoking Opportunity Attacks. Divine Strike. Make one The Hearth’s Rebuke attack. Grant Shelter. One willing creature within 30 feet gains 15 Temporary Hit Points. Grant Shelter can be used only once before the manifestation’s next turn.
Clerics and Domain Spells
Life Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2024 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.
| Cleric level | Domain spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.
Haeva — Manifestation
Medium Celestial (Deity), Neutral Good
Armor Class 23 (divine ward); Hit Points 450 (36d8 + 288); Speed 30 ft.; Initiative +6
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 22 (+6) | 26 (+8) | 24 (+7) | 28 (+9) | 28 (+9) |
Saving Throws Dex +13, Con +15, Wis +16, Cha +16
Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, Low German, Latin; Telepathy 120 ft.
Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 22 (provisional); Proficiency Bonus +7. Divine comprehension allows communication through Telepathy without granting a universal spoken language.
Traits
Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Peace of the Threshold. Allies within 20 feet have Advantage on saving throws against being Charmed or Frightened. She knows when a creature within that area is unwillingly prevented from leaving by a magical effect, but not who caused it.
Divine Strikes. The manifestation uses Charisma for its supernatural attack and power save DC 24. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.
Actions
Multiattack. The manifestation makes three The Hearth’s Rebuke attacks.
The Hearth’s Rebuke. Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) Radiant damage.
A Place at the Table (3/Day). She chooses up to six willing creatures within 60 feet. Each regains 35 Hit Points and may end the Frightened or Charmed condition on itself. A creature can receive this healing only once per day. The effect does not compel affection, forgive a crime or change a creature’s loyalties. Any saving throw or escape check in this power has DC 24.
Bonus Actions
Come Inside. One willing creature within 60 feet may move 15 feet without provoking Opportunity Attacks and gains 20 Temporary Hit Points.
Reactions
There Is Shelter Here. When a willing creature she can see within 30 feet takes damage, she reduces that damage by 25 and may move it 10 feet into a safe unoccupied space closer to her.
Legendary Actions
The manifestation has 3 legendary actions, regaining them at the start of its turn. It may take one option at the end of another creature’s turn. Advance (1 action): Move up to half its speed without provoking opportunity attacks. Divine Strike (1 action): Make one The Hearth’s Rebuke attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.
Clerics and Domain Spells
Life Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2014 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.
| Cleric level | Domain spells |
|---|---|
| 1 | Bless, Cure Wounds |
| 3 | Lesser Restoration, Spiritual Weapon |
| 5 | Beacon of Hope, Revivify |
| 7 | Death Ward, Guardian of Faith |
| 9 | Mass Cure Wounds, Raise Dead |
Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.
Haeva — Manifestation
Medium outsider (extraplanar), neutral good; CR 18 (provisional original encounter)
Initiative +10; Senses darkvision 60 ft.; Perception +46
Defense
AC 41, touch 23, flat-footed 34 (+6 Dex, +18 natural, +6 deflection, +1 dodge); hp 324 (24d10+192); Saves Fort +24, Ref +16, Will +25.
DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 29; fast healing 15.
Offense
Speed 30 ft.; Attack slam +30 melee (6d8+5 plus 4d8 divine force/19–20); Full attack 2 slams +30 melee (6d8+5 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).
A Place at the Table (Su, 3/day). Standard action. Up to six willing creatures within 60 feet each recover 35 hit points and may end one charm or fear effect. Each creature can benefit from the healing once per day. This supernatural power changes no memories or loyalties. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Charisma modifier.
Peace of the Threshold (Su). Allies within 20 feet gain a +4 sacred bonus on saves against charm and fear. She senses magical confinement affecting a creature in that area without learning its source.
There Is Shelter Here (Su). Once per round as an immediate action, reduce damage to a willing creature within 30 feet by 25 and move it up to 10 feet into a safe space closer to her. This movement does not provoke attacks of opportunity.
Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.
Statistics
Abilities Str 20, Dex 22, Con 26, Int 24, Wis 28, Cha 28; Base Attack +24; CMB +29; CMD 52.
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Perception), Skill Focus (Sense Motive), Improved Critical (slam) (12 racial-HD feat slots).
Skills Diplomacy +36, Knowledge (religion) +34, Perception +46, Sense Motive +46, Profession (shrine keeper) +36, Survival +36, Swim +29, Stealth +33. Listed skills have ranks equal to Hit Dice. Outsider class skills include Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth; the four additional racial class skills are Diplomacy, Knowledge (religion), Profession and Survival.
Languages Middle Dutch, Low German, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The Batavian river country and household shrines; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.
Clerics and Domain Spells
Domains: Healing, Protection. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.
Granted powers: Healing: Rebuke Death and Healer’s Blessing; Protection: Resistant Touch and Aura of Protection. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.
| Spell level | Healing | Protection |
|---|---|---|
| 1 | Cure Light Wounds | Sanctuary |
| 2 | Cure Moderate Wounds | Shield Other |
| 3 | Cure Serious Wounds | Protection from Energy |
| 4 | Cure Critical Wounds | Spell Immunity |
| 5 | Breath of Life | Spell Resistance |
| 6 | Heal | Antimagic Field |
| 7 | Regenerate | Repulsion |
| 8 | Mass Cure Critical Wounds | Mind Blank |
| 9 | Mass Heal | Prismatic Sphere |
Haeva — Manifestation
Medium outsider (extraplanar), neutral good; CR 18 (provisional original encounter)
Initiative +10; Senses darkvision 60 ft.; Listen/Spot +38
Defense
AC 40, touch 22, flat-footed 34 (+6 Dex, +18 natural, +6 deflection); hp 300 (24d8+192); Saves Fort +24, Ref +22, Will +25.
DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 29; fast healing 15. Dodge grants a further +1 dodge bonus to AC against one designated opponent; it is not included in the base AC.
Offense
Speed 30 ft.; Attack slam +30 melee (6d8+5 plus 4d8 divine force); Full attack 2 slams +30 melee (6d8+5 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).
A Place at the Table (Su, 3/day). Standard action. Up to six willing creatures within 60 feet each recover 35 hit points and may end one charm or fear effect. Each creature can benefit from the healing once per day. This supernatural power changes no memories or loyalties. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Charisma modifier.
Peace of the Threshold (Su). Allies within 20 feet gain a +4 sacred bonus on saves against charm and fear. She senses magical confinement affecting a creature in that area without learning its source.
There Is Shelter Here (Su). Once per round as an immediate action, reduce damage to a willing creature within 30 feet by 25 and move it up to 10 feet into a safe space closer to her. This movement does not provoke attacks of opportunity.
Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.
Statistics
Abilities Str 20, Dex 22, Con 26, Int 24, Wis 28, Cha 28; Base Attack +24; Grapple +29.
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam) (9 racial-HD feat slots).
Skills Diplomacy +36, Knowledge (religion) +34, Listen +38, Spot +38, Sense Motive +36, Profession (shrine keeper) +36, Survival +36, Swim +32, Hide +33. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.
Languages Middle Dutch, Low German, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The Batavian river country and household shrines; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.
Clerics and Domain Spells
Domains: Healing, Protection. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.
Granted powers: Healing: Cast healing spells at +1 caster level.; Protection: Once per day, a standard-action touch gives a resistance bonus equal to cleric level on the next saving throw within 1 hour. Use the linked 3.5e domain rules for turning and other class interactions.
| Spell level | Healing | Protection |
|---|---|---|
| 1 | Cure Light Wounds | Sanctuary |
| 2 | Cure Moderate Wounds | Shield Other |
| 3 | Cure Serious Wounds | Protection from Energy |
| 4 | Cure Critical Wounds | Spell Immunity |
| 5 | Mass Cure Light Wounds | Spell Resistance |
| 6 | Heal | Antimagic Field |
| 7 | Regenerate | Repulsion |
| 8 | Mass Cure Critical Wounds | Mind Blank |
| 9 | Mass Heal | Prismatic Sphere |
A Blessing to Earn
A host who welcomes someone in need without trapping them in a debt may receive a night of restorative sleep. Everyone freely sharing that household’s meal gains one reroll of a saving throw against fear before the next dusk; each reroll must be accepted, and the gift does not stack.
Sources and Mythic Context
Haeva is known from a dedication naming her alongside Magusanus. The association is attested; a marriage, family tree and complete portfolio are not. Her hospitality, household worship and present-day encounters here are explicitly original SpiralWorlds developments.
- LEIZA — The joint dedication to Magusanus and Haeva
- Rijksmuseum van Oudheden — Indigenous divine names
Explore the Low Countries Pantheon, the Gods and Pantheons directory, and the neighbouring Roman Pantheon.
Original SpiralWorlds campaign lore, artwork and rules. Historical names and objects are distinguished from campaign developments above. Rules references: Wizards of the Coast, D&D Basic Rules (2014), Free Rules / Player’s Handbook (2024), and revised D&D 3.5 System Reference Document; Paizo, Pathfinder First Edition Core Rulebook and Bestiary. Referenced names identify the relevant edition; no publisher endorsement or playtest certification is implied.
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