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Avaryan, Esea, The Sun Goddess, The Sunlord | |
| Type: Greater | Symbol: Rising gold sun on a field of silver |
| Sphere of Influence: Creation, Dawn, Renewal | Races: Any |
| Alignment: Lawful Good | Sects: Shin Faer Calün |
| Priests' Alignment: Lawful Good | Centers of Power: Empire of the Hartland |
| Worshippers' Alignment: Any neutral or good | Holy Days: Winter Solstice, Summer Equinox |
| Spell Domains: Good, Law, Sun | Allies: Corellon, Sylvanus, Talamyr |
| Feats: Bonus: Pick any one Craft feat | Enemies: Bael, Set |
| History: | ||
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Whether Essea was a man or woman is open to considerable question. Histories take both views of Her. Whatever the case, Essea was an exceptionally gifted person of great power. He used his ability to create, shaping form and substance out of chaos and nothingness. She followed a just and contemplative life. As his works became more famous, ever more beauteous, others began to follow his philosophy. It was said that when the sun shone, it shone most brightly on the works of Essea. Essea was the first to focus and direct human faith into Power, Power that he used to work wonders both for the betterment and enjoyment of her people. He saw it as his life's duty to create and struggle against the rapacious nature of the Tae-esh-naree. Soon, her Power became self-sustaining, allowing him to shed her mortal form and enter the realm of the divine. This he did, so as to better protect her chosen people. Before the Cataclysm, Essea often took mortal form, setting right much of the damage that was done to Avamor in the war against the Tae-esh-naree, instilling a basic order to Creation, and returning the Cycle of life, death, and rebirth to all living things on Avamor. As Essea has given so much life and light to the world, so He has taken the sun as Her symbol, to represent the gift of life unto all creatures. It is light that gives life, that chases away darkness, reveals all that is hidden, and shows the work of mortals in all their glory. Essea eventually became known as Avaryan, the Lifebringer. Many of Her followers believe that she was a woman in life. Though Avaryan has appeared as both man and woman, She has not revealed the truth, saying only that it is good to seek after all truths. | ||
| Description: | ||
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Avaryan is the creator of the world and the patron of the artists. Anyone who creates beauty, whether with stone or words, in Avaryan's name is giving the highest honor possible to the goddess. Exceptional works of beauty have a 5% chance of gaining the goddess's favor in some way. Avaryan seeks to bring out the inner beauty of all that exists in the world. To this end, her followers work harmoniously with Sylvanus, Corellon, Moradin, and other Powers with similar views. There is some conflict: Avaryan's followers will build a beautiful, peaceful garden where Sylvanus' druids would see a natural glade. Avaryan seeks growth and continuance for her children... for all her children, even the hateful Eloch'kal. She also seeks to guide and protect her children, so that they may pursue other ways than conflict (though Avaryan knows well that conflict is often the seed that the greatest creations will bloom from). Artisans, builders, and architects of all races pay heed to Avaryan. It is a rare building that does not have one or more of her priests bless it before ground is first broken (the Kathnyri being a notable exception among human nations). Farmers pray to Avaryan to keep the sun shining so that crops will grow. Mothers and fathers pray for the safe delivery of their children and herds. And nearly all people pray for her divine light to chase away the darkness of night. Avaryan's priesthood is one of the most structured on Avamor. The head of the order, called the Divine Radiance, oversees all of Avaryan's work on the mortal plane. Some even say that the Divine Radiance speaks directly with Avaryan herself! Below the Divine Radiance are the Archprelates, who govern the affairs of the faithful in a country. Then come the Prelates, who direct regional activities. Heirarchy below the Prelates follows more traditional lines of clergy. The Creator's temples are always very beautiful, even if simplistic. They will often have open courtyards with fountains. Every priest strives to add some beauty to the temple or shrine grounds, even if such a task means decades of effort. Places of worship dedicated to Avaryan are always open, bright affairs, designed to let in the maximum amount of sunlight. They are places to instill happiness and hope. |
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| Powers: | ||
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Detect Secret Doors (Ex): Priests of Avaryan automatically make a Search check to notice it as if he or she were actively looking for the door. The priest's aesthetic sense subconsciously picks up on the minute details of the door's presence. If the priest is also an Elf, the Search check is made at +2. Aura of Light (Sp): Priests of Avaryan can generate light, equivalent to a Light spell. The light surrounds the priest in a golden aura and moves with him. Although it is not true sunlight, the aura affects creatures sensitive to bright light (such as Orcs) as if it were sunlight. Low-light Vision (Ex): With their affinity for light, priests of Avaryan see twice as far as normal humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. The priest can easily distinguish color and detail in poor lighting. This ability stacks with any other Low-light Vision abilities the priest may have. Turn Undead (Su): Same as the Cleric ability. Immunity to Level-Draining (Su): Gained at 5th class level. Priests of Avaryan are immune to level draining by undead, spell, or device. Laying on of Hands (Su): Gained at 5th level. The priest can instantly heal a touched creature (or himself) of 2 hit points of damage per class level, or any fraction of the total, once per day. Sunbeam (Sp): Gained at 10th class level. The priest can use this spell once per day in addition to his or her other spells. Fire of the Sun (Su): Gained at 14th level. With a single blow, a priest of Avaryan will leave a burning sun symbol on the flesh of the victim. This symbol will burn with the heat of the sun (10hp/round, save for half), eventually consuming the victim's entire body. The mark can be removed by any priest of Avaryan acting of his own free will, or by the intervention of another Power. |
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| Duties: | ||
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Dress. Priests of Avaryan are required to wear some artistic article of clothing at all times. Typically, during ceremonial duties, inlaid armors of fine metals will be worn. During more day-to-day life, beautifully woven clothing, stitched with many intricate designs, is used. Guidance. Avaryan's priests are required to help and guide any being along the paths of goodness, but only if they are specifically asked to. A priest who is already on a quest can delegate such guidance to another (i.e. writing a letter of introduction to another priest/temple in the near area). But in such cases, the priest must periodically check up on the being in question. This is usually done once a year. Marriage. On occasion, a priest may find him or herself in the compromising position of marrying two people whose parents are vehemently opposed to the union. In such cases, the priest is obligated to marry, protect, and defend the couple. Education: Avaryan's priests always try to promote the study of arts, including magic. Vigilance: The sun-goddess is a goddess of observation, of keen eyesight, of vigilance in general. Therefore, all her priests are commanded to keep their eyes open and learn as much as possible about what is going around them at all times. What they do with that knowledge, outside the context of helping their temple and preserving the worship of Avaryan, is up to them. Tithe: Once each year, the priest must donate a work of exceptional beauty or artistic ability to the priesthood. This donation could be an innovative dance form or an ancient work of art thought lost, for example. |
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| Skills: | ||
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Bonus: Profession (Artist) Pick 2: Appraise, Perform, Profession (Acting), Profession (Dance), Profession (any artistic) at +2 bonus. Required: Healing |
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| Weapons: | ||
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Favored Weapon: Composite longbow, composite short bow, longbow, shortbow Weapon Proficiency: Composite longbow, composite shortbow, crossbow (Light), dagger, dart, javelin, longspear, longbow, shortbow. |
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| Restrictions: | ||
On every night of a new moon, the priest's spellcasting ability is temporarily lowered by one. This effect lasts from dusk until dawn. During this time, the priest gains and casts divine spells as if he were one level lower, including number of spells allowed per level. The priest may lose access to his highest level spells entirely during this time. All domain spells and powers are also affected. | ||
| Role-Playing Notes: | ||
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Priests of Avaryan should take the time out to see the sights of any town or city they enter. They should visit local artisans and spend hours looking over the work. Any famous buildings, statues, or other works of art must be seen. They should admire and be respectful towards Dwarves, who are great craftsmen. Priests of Avaryan are the least tolerant of all the priesthoods, save Vardin. Destruction of any work of art will enrage the followers of Avaryan. Any objects de Arte found as treasure should be claimed by the priest first, even in lieu of money or magic. The priest should try to engage each of his companions in an in depth discussion of art (i.e., bore them to death and annoy the hell out of them). Come across as good-hearted and cultured, if a trifle naive. |
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| Note that the original concept for Avaryan was derived from the Avaryan Rising series by Judith Tarr. | ||
| History: |
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Once a powerful creation of the Tae-esh-naree, Bael chafed under the Elders' yoke. He fed upon their power, growing stronger himself, and enjoined all he could to likewise take what they could so that one day, one day soon, they would be the masters. It is said that Bael and His ilk strove against the rebels, actually aiding the Tae-esh-naree, until a critical juncture of the battle was reached. At that time, when the Tae-esh-naree first realized the danger that the newborn gods posed, He turned on His tormentors and slew the greatest of them. Many stories recount how Bael fed upon the bodies of the Tae-esh-naree, consuming their power and their souls. Thus began the first Night of Blood, when Bael and his minions fell upon the Elders, slaughtering them by the scores and eating them alive. Men, women, even babes in the cradle - none were safe from His ravaging hunger. In the end, what Bael had taken was easily the equal of any of the gods. Many creatures swelled the ranks of his followers, eager to have their own sip of power, seduced by the sweet offering of dominion and destruction. Bael lent His strength to the other gods, most especially Essea, to undo the Tae-esh-naree harm. But in doing so, He planted spores of corruption in the world's wounds, spores that germinated over the centuries to erupt forth and spread destruction among all creatures. Thus Bael is hated by nearly all the gods, but His power arises from destruction. So even the constant friction between Avaryan and Set strengthens Him. Indeed, the gods of Neutrality and Evil find His existence distasteful, but they can not destroy him. And Bael does have His uses. |
| Description: |
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Bael the Destroyer, Bael the Ravager... these are only a few of the names for the God of Blood. He exists to dominate and destroy, to enslave the followers of good in an endless nightmare of torture. The World was created for his use, to be squeezed of every last drop of pain and suffering, then discarded and trod underfoot. All who live have two choices - to enslave, or to be enslaved. Bael accepts any and all to his flock. Those who derive pleasure from the suffering of others are especially welcome. People come to Bael for many reasons. Some seek bloody, terrible revenge for past wrongs, others seek raw, undiluted power. Many desire their own dominance over others, to see the multitudes press their faces to the floor at their passing. All are welcome. All it costs is your soul. For centuries, Bael's priesthood has been scattered, hunted almost to extinction by the Empire of the Hartland and the Shin Faer Calün. They have existed in the secret, dark places, waiting for their chance to emerge. Now the return of Anryth and destruction wrought by Asrexius has given them their chance. The priesthood usually orders itself in cabals, tight-knit circles of priests who only know a few other members in the cabal - both to protect themselves and their fellows. One Master rules each cabal, supported by his or her own subordinate Talons. In ancient times, temples to Bael were open, grim, terrible places. Supplicants were forced to enter through portals shaped as the mouth of the god's terrible visage. Undead, and worse, roamed the surrounding temple grounds, eager to take the sweet life force of any so foolish as to leave the "one true way". In truth, they occasionally harvested from the faithful to sate their undying hungers. Now, temples are very few and far between. The followers of Avaryan have rooted them out, destroyed them utterly. Now, temples are hidden, secret places of blood and gore, dug deep into the earth. They are places of terrible rituals and evil ceremonies where the blood of the innocent and the pure is like so much sweet wine to the adherents. They are also places of power, where the Ravager's influence is strong. The priesthood itself is rife with assassinations and rivalries, as each individual strives to eliminate his or her superior and rise in rank. Bael carefully nurtures such activities, for it makes His followers stronger. The weak are to be used and discarded. Only the strong matter. Disciples must be careful in their plotting, for if they are uncovered by their superiors, they visit the bloody altar themselves - these are too weak and therefore unworthy. Ravagers. The Ravagers are a select group of truly faithful Baelites. Most have willingly contracted Lycanthropy in an effort to further spread chaos and destruction. It is not unusual for such werecreatures to willingly place themselves inside a small town or village when the greater moon, Acravar, is full. This way, they can spread the lycanthropic curse more easily, forcing family and friends to slay loved ones to save themselves. Other Ravagers are natural disease carriers. They knowingly contract terrible, highly contagious plagues, then deliberately travel through major cities and along main trade routes, spreading their illness as they go. They will deliberately contaminate food and water supplies, work in taverns and restaurants so they can handle food and come into contact with the patrons. |
| Powers: |
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Control Undead (Su): This power works the same as the priestly ability to Turn Undead, except that on a successful Turning attempt, the priest actually gains control over those undead, as if he or she were their master. Immunity to Disease/Poison (Ex): Hearts filled with corruption, Bael's followers are immune to the effects of their preferred implements. Inspire Fear (Sp): With a smile or a gripping motion of the hand, priests of Bael evoke pure terror in the hearts of lesser mortals. Same as the 4th level Wizard spell, Fear. Useable 2/day. Lay on Hands (Su). Priests of Bael can heal 2 hit points of damage per level of experience as if they had cast a Cure Wounds spell. Bael's faithful can also cause 2 hp damage/level by touch, exactly as if they'd cast a Cause Wounds spell. Immunity to Energy Drain (Su). Gained at 3rd level. Mummys Rot by Touch (Su). At 6th level, priests of Bael can cause Mummy Rot by touch 1/week. This disease is identical to the touch of a mummy in all respects. Energy Drain (Sp). Gained at 10th level, usable 1/week. Same as the 9th level Cleric spell. Create Skeletal Warrior (Su): Gained at 14th level. By a single word, a high priest of Bael may turn the mortal remains of a slain warrior into a powerful undead servant. This power is usable 1/year. |
| Duties: |
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Devotions: On the thirteenth day of every month, Bael's priests must fast and spend eight hours in prayer (Day of Darkness ceremony). Dress. Priests of Bael must always wear red robes or armor bearing the Ravager's symbol when they are on (un)holy ground. The priest cannot set foot on (un)holy ground otherwise. Food. Once each year, Bael's priests must consume at least one drop of demon blood. For one hour thereafter, the priest will be helpless, writhing in pain as he or she looks upon the face of the Destroyer. This ceremony is called the Visage of the Destroyer. Missions: Those who follow the God of Blood are dedicated to spreading evil and misery across the lands. Obedience. Any priest must obey the orders of his or her superiors in the order, even unto death. The one exception to this is the Rite of Passage. The priests command this obedience through power and fear. They have the right to immediately sacrifice any underling who does not obey orders. The Ravager frowns on those who needlessly destroy His underlings. Rite of Passage. There are only two ways to advance in Bael's order: Murder, and the god's favor. When an underpriest successfully murders her immediate superior, she immediately assumes that rank. The target of this assassination may use whatever means he or she wishes to prevent this, short of killing off all of his underpriests without cause. Advancement by the god's favor occurs infrequently, usually only to priests who have furthered Bael's goals. Of course, this immediately places the advancee as a target of his former peers. Vigilance. The priesthood must always be ready for opportunities to corrupt and destroy. This does not necessarily mean mindlessly attacking, but can include a variety of means to sow discord. |
| Skills: |
Bonus: Alchemy |
| Weapons: |
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Favored Weapon: Flail Weapon Proficienccy: All Medium-size weapons. |
| Restrictions: |
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Contamination (Su): After being struck by a holy or blessed weapon from a god or goddess of lawful good, the priest must undergo rituals of purification. Going too long without purification will have dire consequences. At the end of the day the priest was struck, he or she loses access to his highest level divine spells. For every three days that pass without completing the rituals of purification Bael's priests lose access to one divine spell level, starting with the highest level of spell the priest can cast. The rituals require the sacrifice of lives to Bael - one life for every level of spell lost from contamination (If the priest lost six and seventh level divine spells, that priest must sacrifice 13 lives to Bael). The rituals take two days to complete. Any interruption spoils the entire ritual - it must be started over again from scratch. Ritual Sacrifice. Each month, every priest of 6th level or higher must sacrifice a number of sentient creatures whose total hit dice equal or exceed the priest's class level. It takes one hour per creature to perform this ceremony. This is part of the Day of Darkness ceremony. |
| Role-Playing Notes: |
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Baelites should either come across as your best friend, or should be out-and-out evil. Have plants wither when they pass, milk go sour, children get boils, plates break, etc. Baelites should not pass up an opportunity to do something cruel or petty. They should pass counterfeit money to the good guys, spread foul rumors about innocent people (or better still, about heroes), impersonate them and commit murders, etc. They should dominate cruelly and by fear. They are most likely to be arrogant and put enemies in elaborate death traps "with no hope of escape!" Most should probably appear as the cowardly sort of bully. This is an act. They are actually the most vicious, back-stabbing, murdering, conniving SOBs imaginable. These are the BAD GUYS. They enjoy killing things in slow, agonizing ways. Baelites should be blamed whenever a child goes missing, or a murder occurs - even if they didn't do it. Picture Jeffrey Dahmer, or Ted Bundy as templates. |
Copyright 1998-2001 by Guardian (cmuel59749@aol.com).