Awr


      Bringer of Conflict

        Born of the struggle between Tronet and Gerof, Awr is the
       master of all conflict, be it war, a private duel or a game
       of chance.  Awr is honored at sporting events and by
       barbarian hordes.  Awr's believers follow a simple code: 
       Survival of the Fittest.
      
      
      Priests: The Priests of the god of conflict spend most of their time overseeing contests of one sort or another. It is not uncommon for the generals of both sides of a war to have a Priest of Awr as an advisor. They also sponsor and judge athletic and gaming contests. The Priesthood is also responsible for overseeing units of Templar bands. Spheres & Powers
      MAJOR (All+)
      Combat
      Guardian

      MINOR
      Charm
      Healing
      Divination
      GRANTED POWERS by Level
      1: Incite Berserker Rage


      ARMOR
      Any

      Any Shield
      WEAPONS
      Select one class
      (Bludgeoning, Piercing or Slashing)
      May specialize as Warrior
      
      
      Laity: Worshipers include the obvious warriors and berserkers, but also gamblers, athletes and even artisans, at least in regions where artistic competitions are held. Many people who are involved in a personal struggle with a rival will also give an offering at the Temples of Awr.
      Templars: The Swords of Awr are mercenaries of the truest sort. Berserkers, they are often as dangerous to their allies as to their enemies. Swords are divided into several Legions, and will only work with members of the same Legion. There is no difference between these groups discernable to outside observers, other than the colors of their banners. Indeed, it is not uncommon for both sides of a major conflict to have each hired Swords from a different Legion. Periodically, a Priest of Awr will gather several Swords into a band. The majority of the proceeds for their activities are funneled back into the church. The single most reliable trait of the Swords is that once they have been hired, they will stay for the duration of their contract.
      Initiation: The selection process used by the Swords to determine prospective members is a complete mystery to outsiders. Some sages have hypothesized that the Priests are able to sense those who carry the neccessary internal conflicts at a young age. Once a Priest has selected a new trainee, he or she is quickly taught, not only the art of personal combat, but also the science of military strategy. They are also taught the devastating talent of braku, the berserker rage. During this training period, the Initiate wears a white sash to denote her status. She must prove herself in a series of grueling battle-tests and war games before being granted status in one of the five legions.
      Structure: The Swords fall into seven divisions, called Legions. The Legions are recognized only by the colors of their sashes and banners. Only two, the Ivory and Ebon Legions, are different from the others. The five ``colored'' Legions are: Emerald, Crimson, Violet, Gold and Sky. Each of these is functionally identical, selling services to employers for brief periods. There are only three rules when it comes to accepting employment. First, only members of the same Legion may be hired by a single employer. Second, no Sword may remain with the same employer for a period longer than one month/level. If a band of Swords is under the direction of a Priest of Awr, then all the members of the band use the Priest's level for determining the maximum length of service. Third, no Temple of Awr may be targeted by the attack. Swords are expected to turn over one-half of their earnings to the Temple which sponsored them. It is common in very large wars for more than one side to have Swords in its employ. In this circumstance, the Swords will almost always move first to battle one another, in the belief that they are their own toughest opponents. The Ivory Legion is, as stated above, composed of Initiates. As such, they are not allowed to accept employment, and spend all of their time in training. They are, of course, expected to "chip in" if the Temple itself is attacked, but they will not be entrusted to commands of their own except in truly desperate circumstances. The Ebon Legion is responsible for protecting the Temples and Priests of Awr. This is often considered to be hardship duty for the action-oriented Swords, and many of the "colors" look down on the Ebon Legion. The fact that they are also the primary instructors of the Ivory Legion does little to mitigate this, as most Swords resent the harshness of the lessons.
      Adventure Notes: Most player-character Swords will be members of one of the five "colored" Legions. Some Swords do operate as free-lance adventurers, but such quests must involve a strong combat element and yield a profit for the Temple. Low-level Swords make excellent hirelings, and will serve faithfully for the terms of their contracts. Likewise, Swords will often be encountered as part of the rank-and-file of marauders. Temples of Awr often sponsor athletic and martial competitions, and run gladiator pits in regions where such activity is allowed.
      Dogma: To surrender is to die. Never yield. Glory to the brave--the warrior's reward is a place in ranks of the Eternal Host. War is both art and science. Learn all of its facets. Competition weeds out the weak and unfit. Never let the fire of your bloodlust go cold. Keep the braku close to the surface at all times. Bans: Surrender (retreat is acceptable on a temporary basis only), cowardice, violation of a contract.
      Game Notes: Ability Requirements: Str 14, Con 14, Wis 12 HD:d12/+3 Save/Attack as Warrior Alignment Req:Any N Tendency:TN Race: Human/U, Orc/U, Elf/8, Drow/9, Kobold/12, Gnome/8, Dwarf/12, Goblin/12, Aaracockra/8, Hissus/12, Thri-Keen/10, Bullywug/8, Kuo-Toa/9, Locathah/8, Sahuagin/12. Armor :Any Weapons:Any Special Abilities: Priest : Warrior:Con Bonus, %Str Rogue :Inspire as Bard Wizard : Other :braku (berserker rage): Must remove all armor and shield. Lasts until no opponents left. May not retreat. Natural AC:8+Dex/Magic. Hit +2, dmg +1/3lev., rd up. Can fight to -10hp. Auto-save against Ench/Charm magic. NWP: General, Warrior, History Restrictions: Tithe(x2) Level XP 2 2600 3 5200 4 10400 5 26000 6 52000 7 104000 8 195000 9 364000 +1 +390000

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