The Mercanian Gods (Norse)
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Order of the Shield of Light (Fighting Order: The Spears of Light)
Deity | AMMON-RA the Golden, Lord of Light, God of the Sun |
Sphere | The Sun. Protection & Healing. Fighting evil. |
Alignment | Lawful Good |
Symbols | Cross (red) or Disc/Sphere (gold) |
Holy Days | Summer & Winter Solstices (June 22nd & December 25th) |
Services | Weekly (Sunday). (Sunrise, noon and/or sunset). |
Sacrifices | Valuables, especially Gold items. |
Weapons | Blunt weapons (Club, staff, maces, flails, hammer). |
Armour | Any armour (preferably golden), any shield. |
Cult Skills | Weapon (blunt), Shield, Oratory, First Aid. |
An aggressive but chivalrous sect which recognizes the value of healing and good deeds. Acts of valour and glorious quests are frequently undertaken to prove the superiority of the True Faith to the heathen. Evil creatures should be converted, where practical, but killing them may be necessary to prevent the spread of evil in the world. After all, the process of reincarnation may give them a better chance to find the true way. Heretics and devil-worshippers are slain if they cannot be made to repent.
The clerical order has an associated Fighting Order, the Spears of Light. Certain exemplary warriors of this order may be chosen by Ammon as Paladins. Paladins are holy warriors who gain special powers, and have the privilege of undertaking the most dangerous quests.
The Healer sects of the Ammonite religion are greatly respected by the Warrior Priests of the Shield of Light. Healers are vigourously defended, and detachments of Warriors of the Spears of Light are usually deployed to protect Healer temples. Such protection is not always appreciated, however.
Benefits
Lay members of course come under the protection of the
Priests and Paladins. In a violent world this is an important benefit. Membership simply requires tithing,
attendance at services with reasonable regularity and occasional sacrifices, as
appropriate to social status. The poorest worshippers may receive alms from
time to time. Warriors, Paladins and Priests can always receive food and board,
in return for service, from any chapel,
church or temple of Ammon. Furthermore,
they will usually be ransomed by their temple at a moderate rate (though the
ransom will have to be paid back).
Life After Death
The souls of the faithful will be rewarded in heaven
for their good deeds during life. Eventually the cycle of reincarnation will
return them to the world to face new challenges. To ensure that the souls of
the departed reach their proper destination, the physical body should be
cremated on a pyre under the Sun. The ashes may also be preserved.
Honourable warriors usually favour this religion. This is the primary religion for nobles of feudal societies, and frequently enjoys tax-free status.
Clerics gain the special ability to Detect Evil (at will, must concentrate).
SPELLS AVAILABLE TO AMMONITE CLERICS
Level 1: Bless, Command, Cure Light Wounds, Light, Protection
from Evil, Remove Fear, Resist Cold, Sanctuary, Turn Undead*
Level 2: Chant, Find
Traps, Hold Person, Resist Fire, Silence 15ft radius, Slow Poison, Speak with
Animals, Continual Light*
Level 3: Cure Disease,
Cure Serious Wounds, Dispel Magic, Glyph of Warding, Prayer, Remove Curse, Speak
with the Dead, Sunburst*
Level 4: Cure Critical
Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10ft
radius, Flame Strike*
Level 5: Commune, Dispel
Evil, Plane Shift, Quest, Raise Dead, True Seeing
Level 6: Aerial Servant,
Blade Barrier, Find the Path, Heal,
Speak with Monsters, Word of Recall
Level 7: Astral Spell, Control Weather, Regenerate,
Restoration, Resurrection, Wind Walk
TURN UNDEAD (Necromancy) (C 1st)
VSM;
CT 4 segs; R 0; AoE 30'radius; D 1 turn; ST Neg.
All undead in the area must save or flee from a Holy
Symbol boldly presented by the caster. Undead of higher level (or HD) than the
caster get +10 on the save. (Material component: any holy symbol).
SUNBURST (Evocation) (C 3rd - Ammonite only) VSM;
CT 3 segs; R 60'+10'/level; AoE 20'radius; D Instant; ST Special
This spell produces a flash of blazing golden light at
the required range. Any creature in or closely facing the area must save or be
blinded for 1 round. Any undead in the burst suffer damage (d6 per two levels
of the caster). (Material component: Holy Symbol).