ORMAZD -- God of Araby

Description:  Ormazd is the sole Arabian god.  Also known as Al-Alnon ("The One"), Ormazd was once the Sun God and ruler of the pantheon of Nehekhara.  While followers of the Old World cults (e.g., Taal, Rhya, Ulric) still lived in mud huts, worshippers of Ormazd began to build the great civilization along the banks of the River Nyllus.  From the union of Ormazd and his consort, Innuli, came the other deities of the Nehekhara pantheon:  Orierus, god of the night and the underworld; Besta, goddess of cats and stealth; Thebias, god of knowledge, magic, and music; Kleamanta, goddess of rivers and fertility; Horanam the Vengeful, god of war and retribution; and Nefarini, goddess of beauty and protector of the family.

Nehekhara grew strong and without rival until the Pharaoh Ormahkaten ("Chosen of Ormazd") placed the cult of Ormazd above all others and thereby enraged the other cults.  Upon Ormahkaten's death, a Civil War erupted in Nehekhara which ended when the land was overrun by the Hettites.  The gods of Nehekhara, including the newly-arrived Kháine,  rebelled against Ormazd at this time.  Incensed by this outrage, Ormazd baked the land for years, punishing corrupt deity and mortal alike before taking his leave of them.

Having abandoned Nehekhara to its fate, Ormazd found believers in the nomadic Arabian tribes of the desert.  For years Ormazd tested his new worshippers to ensure their devoutness and avoid the problems that plagued the now-decadent and degenerating ancient Arabian kingdoms.  At this time, Ormazd came across Nefarini and Horanam who pleaded for his return.  Instead, Ormazd stripped his treacherous children of their powers and vowed eternal revenge against the other gods of ancient Araby (including Kháine).

Ormazd returned to strengthening his worshippers spiritually through teachers, known as Prophets.  The tenets of modern Arabian law developed during this time.  In ancient Araby, Black Magic (Necromancy) became dominant and the ruling class more decrepit under the ancient Arabian gods.  Their cults were soon overwhelmed when the land was subjugated by foreign (Old World) powers.  With these new rulers, the cults of the Old World (chiefly, Myrmidia and Verena) came to dominate Araby.

The last (and greatest) Prophet, Mulhaed al-Quyat began his teachings in the caravan town of Mendai.  It was he who inspired the Arabian forces into a holy war which resulted in the downfall of Old Worlder influence and the conversion of the people in the lands of Araby to the worship of Ormazd.

Ormazd is never portrayed in any form as to do so is a violation of his scriptures.

Alignment:  Neutral.

Symbol:  Ormazd's symbols are a pillar of fire, the sun, and a flaming scimitar.  Priests wear plain white robes without symbols or adornments.  Templars of the Scimitar (an Order dedicated to Ormazd) may wear the traditional heraldry of the Order on light chain mail, shield, and barding.  Shield bears the device of a flaming scimitar.

Area of Worship:  Ormazd is worshipped throughout Araby and in some pockets in the lands of the Border Princes.  Formerly, a great portion of Estalia also worshipped Ormazd until all the Arabian forces were driven out.

Temples:  The greatest temple to Ormazd is found in the holy city of Mendai, birthplace of the Prophet Mulhaed al-Quyat.  The temple grounds are the largest in the world as they must accommodate the multitude of the faithful who are on pilgrimage to this site.  As with all temples to Ormazd, the Great Temple is dominated by a large central dome surrounded by a number of lesser domes.  There are no ornations to the exterior and interior walls of the temple nor furnishings within except for a mosaic on the floor.  The mosaic is usually that of the sun, although other symbols of Ormazd may be used in addition.  Adjacent to this temple is the residence of the High Priest of the cult and the hall where he meets with his council of priests.

Other temples and shrines of Ormazd include a niche in the wall indicating the direction to the city of Mendai.  This enables the faithful to offer their prayers in the right direction.  Shrines to Ormazd are found alongside the main roads connecting the cities of Araby, usually at a day's journey distance from one another.

Friends and Enemies:  Although they are tolerant, the cult of Ormazd knows only disdain for the cults of the Old World.  They also harbor suspicion towards the cults of the Elder Races and fanatical hatred towards the cult of Kháine (the cults of the other Nehekharian gods have long since vanished) .

Holy Days:  The major sacred days to Ormazd are the summer and winter solstices (marking the change in the skyward movements of the sun) and the spring and fall equinoxes (signifying the start of the planting and harvesting of crops, respectively).  Lesser holy days correspond to Hexenstag and Geheimnistag on the Imperial calendar when Ormazd is called upon to protect the faithful from the machinations of the cult of Kháine.  Moreover, Ormazd holds every eighth day (Festag on the Imperial calendar) as a day of rest and religious observances. 

Cult Requirements:  Petitioners must be Human, believe in the supremacy of Ormazd, and denounce the worship of any deity other than Ormazd. 

Strictures:  Followers of Ormazd must abide by the following strictures:

•	Never imbibe alcoholic drinks as it weakens the spirit.
•	Once bread is broken with one's host, never repay his hospitality with treachery.
•	Never refuse a traveler seeking shelter and treat them with honor.
•	Never represent Ormazd in the guise of mortal men.  His being defies any and all description.
•	Always heed religious leaders and teachers.
•	Tolerate the religion of others, unless they worship Evil or Chaotic powers.
•	Always oppose Necromancers and the cult of Kháine.
•	Never suffer the existence of the accursed Undead.
•	Always defend your kin against hostile actions by outsiders.
•	Always pray three times a day facing the direction of the holy city of Mendai.
•	Always revere the martyr as they gave up their life for the glory of Ormazd.

Spell Use: Clerics of Ormazd may use all Petty Magic, Battle Magic, and fire-based Elemental Magic spells.  In addition, clerics of Ormazd may have access to the Necromantic Magic spells Destroy Undead (Level 1), Zone of Life (Level 1), and Annihilate Undead (Level 3).  Moreover, the following spells may be used by Clerics of Ormazd:

Sunspear
Spell Level: 2
Magic Points: 8
Range: 10 yards
Duration: Instantaneous
Ingredients: A 1" copper rod

The spell grants the cleric the ability to call down a narrow beam of fire from the heavens which burns one targeted individual or creature.  This spell may only be cast if sunlight is present.

Inflammable creatures receive 1d6+2 wounds at Strength 6 while flammable creatures receive 2d6+4 wounds at Strength 6.  Flammable objects struck by the sunspear will be set alight.

The sunspear has great power against Demons and Undead, causing 2d6+4 wounds at Strength 6 and blinding the target for 1d4 rounds.  Such creatures must also make an Instability test immediately.  Any control exercised over targeted Undead is immediately broken and must be re-established by the controller.

Flaming Scimitar
Spell Level: 3
Magic Points: 10
Range: Touch
Duration: 1d6+3 rounds
Ingredients: A 2" plate of burnished copper.

The cleric is granted the ability to cause one touched scimitar to become a magical flaming weapon for the duration of the spell.  In addition this spell grants the wielder of the flaming scimitar a temporary increase of +10 to WS and +1 to Strength.

Inflammable creatures receive 1d6+2 wounds at the strength of the wielder while flammable creatures receive 2d6+4 wounds at the strength of the wielder.  Flammable objects struck by the flaming scimitar will be set aflame.

The flaming scimitar has great power against Demons and Undead,  causing 2d6+4 wounds at the strength of the wielder.  Such creatures must also make an Instability test immediately.  Any control exercised over targeted Undead is immediately broken and must be re-established by the controller.

Skills: In addition to the skills normally available to them, Clerics of Ormazd automatically receive Law (Arabian) and Secret Signs-Arabian skills without having to spend Experience Points.  Also, they may choose two extra skills at each level, from the following list: Acute Hearing, Animal Care, Astronomy, Cure Disease, Disarm, Dodge Blow, Dowsing, Etiquette, Excellent Vision, Follow Trail, Heal Wounds, Herb Lore (Desert/Arid Places), History, Identify Plant (Desert/Arid Places), Orientation (Desert/Arid Places), Ride, Silent Move-Rural (Desert/Arid Places), Strike to Stun, Surgery (may only be taken after Heal Wounds and Cure Disease).  As always, skills gained must be paid for with Experience Points.

Trials:  Trials set by Ormazd tend to be of a martial nature.  One example of such trials may be searching the ancient tombs and ruins of ancient Araby (including Nehekhara) for nests of Undead or cultists of Kháine and destroy them.  Another may take the form of raids on Goblin settlements and strongholds on the Badlands side of the Marg beh-Mard Desert.  For less militant followers of Ormazd, trials may be of a more religious nature such as converting tribes in the Southlands to the cult.

Blessings:  Skills favored by Ormazd include combative skills (Disarm, Dodge Blow, Strike to Stun) and survival skills (e.g., Heal Wounds, Identify Plant, Orientation).  Favored tests are Fear, Terror, Poison, or Disease tests to counteract the special attacks of the Undead.  Other blessings might include temporary increases to Will Power and Cool.