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Canonfire :: View topic - The Flannae Pantheon: Allitur
The Flannae Pantheon: Allitur

 
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Cebrion
Black Hand of Oblivion
Black Hand of Oblivion


Joined: Feb 16, 2003
Posts: 3736
Location: So. Cal

PostPosted: Sun Jun 11, 2006 1:08 am    Post subject: The Flannae Pantheon: Allitur Reply with quote

Priests of Allitur(Lesser God of Ethics and Propriety, The Law-giver)

AB: Wis 13, AL: LG, LN; RA: gray robes, SY: a pair of clasped hands, Wpn: as cleric, plus spear; AR: any, SPH: all, charm, combat, creation, divination, guardian, healing, law, necromantic(m), protection, sun(m), thought;Spl: mark of justice, Add: zone of truth(see below).

Priests of Allitur function as the caretakers of the cultural traditions of the Flan, traveling across the land teaching young and old, heathen and faithful alike. They are responsible for insuring that future generations retain knowledge of the old Flan rituals and enact them properly. As the tenets of Allitur pervade the everyday life of all worshipers of Flan gods, he is venerated by most, or at least given passing respect.

As Allitur is the god who introduced the concept of law and punishment to the Flan, his temples also function as courts. Priests of Allitur function as arbiters, passing judgment and when necessary enforcing penalties. They also take on the role of diplomats, lawyers, and legal counsel to those who are in need of their advice. Priests of Allitur are often sought out to draw up legal documents or preside over legal agreements between different parties. Priests of Allitur also conduct marriages among the faithful when necessary, though they always defer to priests of Berei if present when followers other than those of Allitur are involved.

At 3rd level, priests of Allitur gain a +2 bonus on saving throws vs. ESP, charm person, suggestion, feeblemind, and similar mind-affecting magics that could potentially affect the priest’s ethical thinking and decision making ability. Similarly, a priest of Allitur that is coerced by such magics into taking an action against their ethos immediately receives an additional saving throw (with a +2 bonus) to shrug off the effect. At 5th level, priests of Allitur gain the ability to create a zone of truth as the spell of the same name once per day. At 9th level, priests of Allitur gain a further +2 bonus vs. mind affecting spells and effects, for a total bonus of +4. At 11th level, priests of Allitur come under a permanent effect similar to wearing a ring of truth. The priest becomes attuned to the truth in all matters, but they themselves may also not knowingly tell a lie. A priest of Allitur who knowingly breaks a law that falls within the purview of Flannish Law, or that acts in any unethical way loses access to all spells and special abilities until completing an act of atonement. Priests of Allitur turn undead at -2 levels.

Temples of Allitur are comparatively simple in their construction, with the only notable outward decoration being bas- relief images depicting important Flan rituals and Allitur giving the law unto the Flan people. Within, such temples are notably ornate in only one respect: the walls are inscribed with a full recounting of Flan law. A statue of Allitur holding the Scrolls of Law and the Spear of Judgment is also usually prominently displayed. Temples of Allitur also function as storage houses for records of judgments and other legal proceedings as well as all manner of other legal documents. Records of cultural and ritual teachings are also kept in their own separate archive. In smaller, more rural communities where a proper temple cannot be built for whatever reason, a local priest will adopt the roll “keeper”. The keeper’s duties include recording all local legal proceedings, acting as the arbiter of disputes, and they are responsible for overseeing cultural and religious rituals and practices.

Temples and other sites dedicated to Allitur can be found in most lands boasting a large percentage of Flan inhabitants, such as the Duchy of Geoff, the Duchy of Tenh, the County of Ulek, Sterich, Verbobonc, and the lands of the Rovers of the Barrens.

Mark of Justice (Necromancy) Level 5

Sphere: Necromancy
Range: 0
Components: V, S
Duration: Permanent; see below
Casting Time: 1 turn
Area of Affect: One creature
Saving Throw: None

Priests of Allitur use this spell to deter criminals from going back to their nefarious ways. Through use of this spell, the priest inscribes an invisible rune upon the subject (usually upon the forehead or over the heart) and states some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically the priest designates some sort of criminal behavior that activates the mark, but can pick any act that they please. The effect of the mark is identical to the effect of a bestow curse spell except that it is permanent. Since this spell takes 10 minutes to cast and involves writing on the target, so you can cast it only upon a creature that is willing or restrained. A mark of justice is plainly visible to any preist of any Flannae deity.

A mark of justice operates similarly to a bestow curse spell, even if it hasn’t been activated yet, and cannot be dispelled. A mark of justice can be removed with a remove curse spell but only if it is cast by a priest of higher level than the priest who cast the mark of justice spell.

References:

World of Greyhawk boxed set (1983), by Gary Gygax.

Living Greyhawk Gazeteer (2000), by various.

Visit this link http://www.canonfire.com/htmlnew/modules.php?name=Forums&file=viewtopic&t=932&sid=8f2e0b03c2229d704b3dc2fbf607d1a2 for an explanation of how and why these entries were compiled and for links to other information.
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