Cantabrian pantheon (Greater god)
LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
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Bless |
Augury |
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Atonement |
Aerial Servant |
Astral Spell |
Command |
Chant |
Continual Light |
Detect Lie |
Commune |
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Control Weather |
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Create Food & Water |
Divination |
Cure Critical Wounds |
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Cure Light Wounds |
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Cure Blindness |
Exorcise |
Dispel Evil |
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Gate |
Detect Evil |
Hold Person |
Cure Disease |
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Find the Path |
Holy Word |
Detect Magic |
Know Alignment |
Dispel Magic |
Neutralize Poison |
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Heal |
Regeneration |
Light |
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Protection from Evil 10ft r. |
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Restoration |
Protection from Evil |
Silence 15ft r. |
Glyph of Warding |
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Quest |
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Resurrection |
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Slow Poison |
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Raise Dead |
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Symbol |
Remove Fear |
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Prayer |
Tongues |
True Seeing |
Word of Recall |
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Remove Curse |
Air Walk |
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Avian Summoning III |
Teleport without Error + |
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Spiritual Longsword |
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Avian Summoning I |
Avian Summoning II |
Summon Air Maiden |
Whirlwind + |
Bird Friendship |
Charm Avians |
Call Lightning |
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Conjure Air Elemental |
Weather Summoning |
? |
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Flame Blade |
Cure Serious Wounds |
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Control Winds |
Wind Walk |
? |
Precipitation |
Gust of Wind |
Fireblade |
Prot. From Lightning |
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Telekinesis + |
? |
Predict Weather |
Levitate |
Fly |
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Teleport + |
? |
Speak with Avians |
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Wind Wall |
? |
? |
? |
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Turn Undead + |
? |
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? |
? |
? |
LEVEL ONE
Bird Friendship -
(Level 1, Ukko Special) - As Animal
Friendship (Druid, 1st)
but only affects birds.
Locate Avians -
(Level 1, Ukko Special) - As Locate Animals (Druid, 1st) but
only affects birds. (Only
available in Cantabria).
Precipitation -
(Unearthed
Arcana, Cleric 1st)
Casting: 3 segs
(VSM); Range: 1"/level; Area: 3" diameter cylinder up to
12" high; Duration: 1 seg/level; Save: None. When
this spell is cast, all water vapour in the atmosphere within the
area of effect is precipitated in the form of a light rain. (Note
that low-level spell casters will certainly be within the area of
effect of the spell.) The rain will continue for only as many
segments of time as the spell caster has levels of experience. Since
only some 1/100 of an inch of precipitation falls during the course
of a segment, the spell will have only the following general
effects:
-
Thin,
light material will become damp in 1 segment and thoroughly wet
thereafter.
-
Twigs
and heavy material such as canvas will be damp in 2 segments and wet
thereafter.
-
Flat,
relatively non-porous surfaces, such as stone floors, rock, painted
wood, etc., will be damp in 1 segment and filmed with water
thereafter.
-
Semi-porous
surfaces and materials will become damp on the surface in 2 segments,
and thereafter the damp area will progress downward/inward, until
after 5 segments the surface or material will be thoroughly wet.
-
Porous
surfaces and materials will simply absorb the rain up to the limit of
their capacity - which probably extends well beyond the duration of
the spell.
-
Small
flames, such as those of candles, will be extinguished by 1 segment
of precipitation. Small fires will slow and become smoky for 1 round
after precipitation has ceased. Large fires will not be materially
affected by the spell.
Note
that if the temperature is above 90oF, the duration of the spell will
be extended to double normal except in arid regions. Also, where the
temperature ranges between 33o and 31oF, the precipitation will fall
in the form of sleet. At 30oF and below, the precipitation will fall
as rather thick snow, and most dampness/wetness effects will be
negated or postponed until the snow melts. If magical heat of large
area (i.e. a Wall of Fire, Fireball, Flame Strike, etc) is applied to
Precipitation, a cloud of warm fog of double the area of the
Precipitation effect will be formed. If magical cold is applied to
the spell or the water which remains thereafter, normal ice will be
formed. The material component of the spell is a pinch of silver
dust.
Predict Weather - As
the 1st-level Druid spell.
Speak with Avians
- (Level 1, Ukko Special) -As Speak with Animals (Druid, 1st)
but only affects birds.
Wall of Fog - As
the 1st-level Illusionist spell. (Only
available in Cantabria).
LEVEL 2
Charm
Avians - (Level 2, Ukko Special) -As Charm Person
(Magic-user, 1st) but only affects birds.
Flame Blade
- (Level 2, Ukko/Sif Special) Casting: 5 segs (VS); Range: 0;
Area: N/A; Duration: 1 min/level; Save: None. A
3-foot-long, blazing beam of red-hot fire springs forth from your
hand. You wield this blade-like beam as if it were a long sword.
Attacks with the flame blade are melee attacks. The blade deals 1D8
points of fire damage +1 point per two caster levels (maximum +10).
Since the blade is immaterial, your Strength modifier does not apply
to the damage. A flame blade can ignite combustible materials such as
parchment, straw, dry sticks, and cloth. The spell does not function
underwater.
Gust of Wind - As
the 3rd-level Magic-user spell.
Levitate
- As
the 2nd-level Magic-user spell.
Obscurement
- As
the 2nd-level Druid spell.
Spiritual Longword
- (Cleric Level 2, Sif Special) Casting: 5 Segments + Special
(VSM); Range: 3"; Area: One Longsword; Duration: 1 Minute/level;
Save: None. This is basically the same spell as Spiritual Hammer
except the weapon is a Longsword. Within my campaign this spell has
been modified with the following changes. Casting Time: 5 segments +
spend the rest of round giving orders. The weapon will carry out its
orders until re-ordered which takes a round to do. No concentration
is required upon the part of the caster who is free to continue with
other things. If the spiritual weapon rolls a "1" on it's
to hit roll it disappears prematurely.
LEVEL 3
Call
Lightning - As
the 3rd-level Druid spell.
Fireblade -
(Level 2, RQ/Sif/Ukko Special) Casting: 8 Segments (VSM); Range:
80 yards; Area: One edged weapon; Duration: Special; Save: None.
Cast
on the metal part of an edged weapon, this spell causes the weapon to
flame, doing 3d6 damage when it hits an opponent. This damage is not
over and above the normal weapon damage, it is the only damage that
is done with such a weapon. Armour will protect against damage
from a Fireblade. The caster must concentrate to maintain the
spell but can fight while doing so: if they take damage or attempt to
cast another spell the Fireblade ceases. The weapon is not
destroyed. Magic Resistance does not apply to this damage.
This spell is incompatible with other weapon affecting spells but
compatible with the effects of ability-enhancing spells such as
Bladeskill or Bladesong. The material component is a rune,
usually carved upon a holy symbol or weapon, upon which the caster
must focus while invoking the spell.
Fly -
As
the 3rd-level Magic-user spell.
Hold Avian
- (Level 3, Ukko Special) -As Hold Person (Druid, 1st) but
only affects birds. Any prime material flying creature smaller than a
giant eagle will be affected, the flyer will be forced to glide down
and land on the ground where they will be stuck fast by their feet.
(Only available in Cantabria).
LEVEL 4
Air
Walk - (Unearthed
Arcana, Cleric 5th)
Casting: 1 seg
(VSM); Range: Touch; Area: One creature; Duration: 6 turns +1/level;
Save: None.
This
spell enables the cleric to tread upon air just as if it were solid
ground. Moving upward is similar to walking up a hill, and the more
steep the ascent, the slower the rate of movement: Ascending at a 45o
angle is done at one-half normal movement, a 60o angle reduces
movement to one-fourth of normal, and traveling straight upward can
be done at one-eighth the normal rate. Similarly, rapid descent is
possible, almost as if the cleric were running downhill; invert the
above proportions, so that traveling straight downward can be done at
eight times the normal movement rate (or, of course, at any slower
rate the traveller desires). An air walking creature is always in
control of his or her movement rate; someone traveling straight down
at a rapid rate can "stop on a copper piece" to avoid
crashing into the ground or some other solid object. Someone
attempting to air walk while a Gust of Wind spell is in effect in the
same area will move at one-half the usual rate if going into the
gust, or twice the usual rate if traveling in the same direction. The
spell can be placed upon any creature touched, up to and including
one of giant size. For example, the caster could place the spell upon
a trained horse and ride it through the air. Of course, an animal not
accustomed to such movement would panic, so the steed would certainly
need careful and lengthy training. The material components for the
spell are the cleric's holy/unholy symbol and a bit of
thistledown.
Avian Summoning I -
(Level
4, Ukko Special) - As Animal
Summoning I (Druid,
4th) but only flying creatures respond.
Cloudburst
- (Unearthed
Arcana, Cleric 3rd)
Casting: 3 seg
(VSM); Range: 1"/level; Area: 3" diam. cylinder up to 6"
high; Duration: 1 round; Save: None (& special). By
means of this spell the caster causes the atmosphere to instantly
precipitate all of its water vapour in the form of huge drops of
rain, the resulting condensation not only causing a true downburst of
rain but also sucking more vapour into the area to likewise be
precipitated. The Cloudburst will effectively drench everything in
its area of effect within 1 segment, for its rain will fall at the
rate of 1/10 inch per segment, or 1 inch of rainfall in 1 round. All
normal fires within the area of effect will be extinguished by a
Cloudburst - small ones instantly, medium-sized ones in 3-5 segments,
and large-sized ones in 8-10 segments. Magical fires will also be
extinguished by a Cloudburst, with the following general rules
applying:
Permanent
magical fires will re-light in 1-2 rounds. Small, rekindlable magical
fires such as that of a Flame Tongue sword will be affected only
during the actual Cloudburst. Spells such as Produce Fire and Burning
Hands will be negated. Large-area spells such as Fireball, Flame
Strike, Wall of Fire, etc., will, in the course of being
extinguished, vapourize the rain into a cloud of steam covering an
area four times as large as the spell's area of effect (i.e., a
cylinder of up to 12" in diameter and as much as 24" high).
This steam will inflict 1-3 points of damage per round on normal
creatures within its area, and will do twice that damage to
cold-dwelling or cold-using creatures. The cloud of steam will
persist for 2-5 rounds, half that if a breeze is blowing, or only 1
round if a strong wind is blowing.
In
arid regions, the Cloudburst will act only as a double-strength
Precipitation spell. In hot and humid areas, the duration of the
spell will be extended to 2 rounds. In areas with a temperature
between 33 and 31 F inclusive, sleet rather than rain will fall, with
ice and slush being formed when it accumulates. In temperatures of 30
F and lower, the Cloudburst becomes a Snowburst, with one inch of
snow per segment falling. The material components for the spell are
powdered silver and powdered iodine crystals, plus the cleric's holy
symbol. (Only
available in Cantabria).
Control
Temperature - As
the 5th-level Druid spell, Control
Temperature 10ft radius.
(Only available in
Cantabria).
Protection
from Lightning - As
the 4th-level Druid spell.
Repel Flying
Insects - As
Repel Insects
(Druid,
5th), except only flying insects are affected. (Only
available in Cantabria).
Wind
Wall - (Ukko
Special/Magic 3rd) [AD&D 2nd Edition/Unearthed Arcana] Casting:
3 segs (VSM); Range: 10 yds./level; Area of Effect: Wall, 10 x5
ft./level, 2 ft. wide; Duration: 1 rd./level; Saving Throw: Special
This
spell brings forth an invisible vertical curtain of wind 2 feet thick
and of considerable strength - a strong breeze sufficient to blow
away any bird smaller than an eagle or tear papers and like materials
from unsuspecting hands. (If in doubt, a saving throw vs. spell
determines whether the subject maintains its grasp.) Normal insects
cannot pass such a barrier. Loose materials, even cloth garments, fly
upward when caught in a Wind
Wall.
Arrows and bolts are deflected upward and miss, while sling stones
and other missiles under two pounds in weight receive a -4 penalty to
a first shot and -2 penalties thereafter. Gases, most breath weapons,
and creatures in gaseous form cannot pass this wall, although it is
no barrier to non-corporeal creatures. The material components are a
tiny fan and a feather of exotic origin.
Wind Words -
(RuneQuest,
Orlanth) Casting:
5 segs (VS); Range: Self; Area: 160 yards; Duration: 15 mins; Save:
None. If
downwind, the caster can cause the wind to bring conversations to his
ears as if standing next to the speakers. (Only
available in Cantabria).
LEVEL 5
Avian
Growth - (Level 5, Ukko
Special) - As Animal
Growth (Druid, 5th) but
only flying creatures are affected. (Only
available in Cantabria).
Avian
Summoning II - (Level 5,
Ukko Special) - As Animal
Summoning II (Druid,
5th) but only flying creatures respond.
Conjure Air
Elemental - As the
6th-level Druid spell Conjure
Fire Elemental, except
that either an Air Elemental, Sylphs or Djinn is conjured.
Control
Winds - As the
5th-level Druid spell.
Telekinesis - As
the 5th-level Magic-user spell. (Available
at Level 6 outside Cantabria).
Teleport
- As the 5th-level
Magic-user spell. (Available
at Level 6 outside Cantabria).
LEVEL 6
Avian
Summoning III - (Level 6,
Ukko Special) - As Animal
Summoning III (Druid,
6th) but only flying creatures respond.
Summon Air
Maiden - (Ukko
Special - from Aerial Servant, Cleric 6th, adapted
by SJW) Casting:
8 segs (VS); Range: 1"; Area: Special; Duration: 1 day/level;
Save: None. This spell
summons one of Ukko's Warriors - an Air Maiden - a 6ft-tall human
female with a long sword (+3 Frost Brand), garbed in flowing robes
and glowing with a brilliant blue-white light (see AD&D, Deities
& Demigods). When sent by Ukko, a maiden will first advise the
worshipper as to the best course of action, using telepathy; if
necessary, a Maiden will enter combat thereafter. Although having few
magical abilities each Maiden is magic resistant (50%:22+) and may
fly (at up to 48") without tiring. Only one Air Maiden will
appear at a time. Should an Air Maiden be slain before her mission is
completed, another will immediately appear. If a Maiden is slain, she
and all her possessions (including the sword) will vanish. [AC-5, HP
85, HACO 5, #Att x2 @+6, d8+7+3+Frost, LG, Fighter 16th/Cleric
7th/Magic-user 7th; Str19(+3/+7), Int19, Wis19, Dex19, Con19,
Cha19]
Weather Summoning - As
the 6th-level Druidic spell.
Wind Walk -
As the 7th-level Clerical
spell.
LEVEL 7
Teleport
without Error – As
Teleport,
but without the chance of arriving off-target. [D&D3 (M7)] (Not
available in Cantabria).
Whirlwind
– As D&D3 spell (Druid
7). (Not available in
Cantabria).
Ukko is a Greater God and is recognized as King of the Gods. His brothers and sisters number Hephaestus, Ilmatar, Hiisi, Loviatar, Hel, Sif and Bragi. Ukko was born first of his siblings and claimed his right to be first among them. Married to Ilmatar they have twin daughters, Mielikki and Demeter. Throughout this time Ukko has in fact been faithful to Ilmatar and this has formed the basis of power amongst the gods. It has meant that any pretenders have been unable to overcome them. Ukko provides life to all creatures, as the air that all creatures’ breathe is provided by Ukko. Thus it is recognized that Ukko is life giver to all.
Ukko gives life to all and therefore commands the obeisance of many lay members. His closer circle of worshippers is however fewer but influential. In a hierarchical world of the feudal system, the nobles recognize Ukko as the natural leader and follow his path as one for leaders to follow. In the main his worshippers are therefore leaders, both in terms of the nobility and sometimes in other spheres as well. In having the majority of nobles as his worshippers one tends to find family shrines within the homes of most nobles and as they are the richest in the land, the actual temples are very well supported. Though often fairly empty until high holy days when nearly the whole populace attends. Some Mage’s follow Ukko, especially those element lists who favour the element of air. Some warriors who seek to lead and show potential are allowed into the ranks of the temple and often senior initiates are knighted so closely is the temple hierarchy interlinked with the feudal hierarchy. As Lord of the air Ukko is believed to bring forth the spring rains and thus his importance to the lower echelons of feudal society is increased significantly during the planting season.
Ukko recognizes the valuable job that Hel does to judge the recently dead. However he sometimes fears that she judges some of his worshippers harshly. As some nobles prefer to follow other Gods or Goddesses as well he will sometimes intervene to ensure that the soul reaches his lands. The halls of Ukko hold feasts and tourneys for the nobles who inhabit the realms. In the skies above air maidens and air warriors soar waiting for calls from Ukko to undertake mission to the mundane world.
All priests and priestess of Ukko wear Sky blue clothing, the paler the colour the more senior the rank. The holy symbol is portrayed as a flaming sword similar to the one Ukko himself wields in battle. It is seen as the symbol of strength and power with which Ukko is able to rule. The eagle is seen as the bird with Ukko has greatest affinity. The king of the birds, the eagle controls the skies of natural creatures. Often eagles will find an eerie in the spires of the temples that are built by worshippers. These will sometimes form a bond with select worshippers to become companions with them, sometimes for a short time and sometimes for the remainder of their life.
With the leadership shown by Ukko, the nobility often use Ukko as their God of choice. The main population often turns to him as the final deity, lord of all. The peasantry and even priests and priestesses of Demeter and Mielikki will worship him during the planting season especially before the first rains arrive. The hierarchy of the religion tends to be overbalanced by the nobility, though some aspiring warrior will join and the paladins are filled with promising youngsters from all walks of life. Most worshippers are either good and/or Lawful in outlook.
The worship of Ukko is intrinsically linked to the nobility and because of this it is likely tat the prestige and power of Ukko will be maintained within the country. Ukko priests expect to be senior in all normal dealings with other religions and this can sometimes lead to conflict.
There are temples in all the main cities of Cantabria with the largest being centred in Canton, seat of the royals. None of these temples are exceptionally huge as the following of initiates is often smaller than other religions. However the open spaces around it allow sufficient space for the larger celebrations for the general populace. Many barons have shrines within their household and often a priest will be assigned to a Duchy / County who will then spend time wandering round the various barons.
Within the temples a strict hierarchy is established with the high priest virtual king in everything he does. Often called upon as adviser to the king.
High mountains and specific peaks form the holy places of power for Ukko. The temples within the country form another and any coronation centre is also a place of power. The are several holy weapons in existence (flaming swords) and most of these can be sanctified and made into a altar.
Planting season provides one such day which is well attended. The second most important day is new year.
There are no requirements to join as a lay member other than to worship on holy days and sacrifice a point of power. Both humans and non-humans are accepted.
All that is required of lay members is to regularly attend meetings and to sacrifice a point of power.
There are no obvious benefits to joining as a lay member other than future anonymity. No special skills are taught to lay members.
All lay members receive a base 1% chance of divine intervention.
All lay members who have shown true dedication to the religion may be invited to become initiates of the religion. A candidate for initiation must take this step with the full realization that if the initiate later refutes his/her pledge then they may suffer the consequences of the spirit of reprisal. A prospective candidate must have a sponsor who is already at least an initiate within the religion. He/she must also pass a test that is vs. Wisdom (D20 under Wisdom to pass). The candidate needs to be of noble blood to be accepted although there are some circumstances for extremely good warriors to be accepted. Often this is accomplished at the same time the individuals are ennobled themselves. The one exception to this is Priests/Priestesses of Mielikki and Demeter who are sometimes accepted as initiates, normally so that these clerics can hold services to Ukko in regions where Ukko priests are rarely found.
Initiates must sacrifice two power points during each holy festival and will donate 10% of their wealth. Initiates are expected to enforce the regulations of the religion in full, upholding the feudal system of the land and the rights of nobility. Where a priest is not available for the high festival of First Rain, an initiate is expected to lead the worship. Within the temple grounds initiates are expected to uphold the religious hierarchy, but outside they should respect the noble seniority.
As the hierarchy is very rich initiates will sometimes be
re-equipped at the expense of the hierarchy. Initiates are also
favoured by Ilmater religion and healing is often given free of
charge in the right circumstances, with repayment normally covered
through reciprocal services.
Initiates are offered weapons
training in Long sword, Spear and Crossbow. For a similar amount of
time in service to the temple/chapel with a minimum service period of
a month. Falconry is also taught although eagles are not used some of
the larger birds of prey are. Some classes are also held in some of
the “noble” arts, such as heraldry, etiquette and riding,
these however are normally chargeable at standard rates.
The base chance of success for an initiate to call upon Ukko is 1% per level, however when faced by enemies such as worshippers of Hiisi or demons, that chance can double and Air Maidens are often sent to aid the individual.
Paladins of Ukko are called air warriors, they are well respected within the hierarchy and act as elite warriors within the nobility. Some Air warriors are introduced as promising youngsters from all walks of life, while others are the lesser sons/daughters of the nobility. Very rarely are initiates granted the accolade of paladinhood. This tends to be granted and wished for by those initiates who were not born into the nobility.
Those individuals who seek to become Paladins will be trained as Cleric/Fighters. They must have a wisdom of greater than 12, Strength and Charisma greater than 9 and a Constitution of greater than 6. Initiates who are seeking to attain Paladin status must represent the ideals and skill of a noble warrior
Paladins must always follow the tenets of nobility. They are restricted in the use of certain weapons
Paladins are blessed by Ukko and most receive the benefit of a 10% chance of divine intervention modified by recent successes in the service of Ukko. This aid will normally take the form of an air maiden to aid with advice or skill at arms. On rare occasions Ukko might offer alternate aid. In fact even if the assistance required is trivial an air maiden will be sent to rectify the difficulty that the Paladin has gotten him/herself into. This means that when the Air maiden’s help is barely required, some ridicule may follow or a reduced chance of any further divine intervention. In fact the Air Maiden will only help as required to tip the balance in favour of the Paladin which means that the Paladin often finds a hard battle still on his ir her hands. This negates the problem of escalation as the deity is not seen as someone who interferes excessively in mundane matters.
Priest of Ukko are often referred to as Nobles. This can sometimes lead to confusion but often allows priests to use their secular titles within the hierarchy. For instance Baron Tornad would be addressed as the Noble Baron Tornad. Like Paladins most priests come from wealthy or noble families, few others are accepted except as children (q.v.). It is the priesthood who wield the power within this religion and control the purse strings of possibly the richest religion in the land. It is not clear where the money from tithes go, but much is possibly spent on the subsistence of the priests within the religion.
Those individuals of noble birth who have a Charisma and Wisdom greater than or equal to 9 are eligible to join this priesthood. For a large sum of money bestowed upon the church a rich individual might gain access for a young child to be trained as a priest is the other most used method of entry. However the child who is purchased into the priesthood must be no older than 6. Often their training is spent for the first 2 years in the temple of Ilmatar. A noble child who wishes to join must do so of their own free will and should have been a squire for at least 4 years. It is unlikely that anyone over the age of 16 will be accepted by this route. In both cases the temperament of the child is accessed and most failures are found out in the first 3 months. The last method by which an individual might join the priesthood is through an annual competition. The competition is open to all and is normally held in a single location, often the capital city. The children who seek to attain this privilege must be 12 years old but can be from any walk of life. The competition is held annually during the spring festival and is comprised of several rounds. The first round is Air, this test seeks to find how attuned to the air and how much stamina an individual possesses, it takes the form of a swim across a wide expanse that must be accomplished underwater. The second test gauges nobility and etiquette, this test varies year on year. In the past is has been to identify from Heraldic devices the order of seniority, manners during a feast, a test of leadership, the third test is known as the test of the coin. Each individual left is given a silver coin to spend how they wish for the good of the nation and explain their deed. After the fourth test, there are normally only five or fewer individuals left to continue. The final test, known as the eagle dare is performed in the central courtyard, each competitor is given a small titbit of meat and then left. The temple eagles will then descend upon them, one per person and seek to take each morsel. At the end of a few minutes, each individual must have either had their morsels eaten or be cut by the eagle. Upon completion, those individuals who have no marks are awarded into the priesthood. During their first 2 years they will be training at Ilmatar, Mielikki and Demeter.
5th Predict Weather, 7th Eagle Companion, 9th Speak with Avians
Sarco was the founder of Cantabria, the hierarchy believe that he was a paladin of Ukko, and in fact all four nation kings were original Paladins. As such there is a small band of worshippers who also pray to the spirit of Sarco. Some members of the royal family have been known to do this but the centre of the cult is actually in Sarcophraz. This is the resting place of Sarco and the base of his power. It is Sarco who gifted Ukko with the variation to Spiritual Longsword. Followers of the Sarco sect when they cast this spell actually receive two weapons, a longsword and a dagger. Sarco fought with a crystal sword and dagger, there is a statue in the town centre depicting him thus.
(Original by S.A.Brooks; Updated by S.J.Wells, Sept 2006, Sept 2006, 13 Nov 2011)