Ormazd Cult__________________________

Description:  Lesser God; sole Arabian deity.  Also known as Al-Alnon ("The One"), Ormazd was once the Sun God and ruler of the pantheon of Nehekhara.  While followers of the Earth Mother and the Young Gods 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, Écate, 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.
   The Nehekhara Empire 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, led by Écate and her son Khaine,  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 Nehekhara Empire.  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 Dark Children.
   Ormazd returned to strengthening his worshippers spiritually through teachers, known as Prophets.  The tenets of Arabian law developed during this time.  In Nehekhara, Black Magic (Necromancy) became dominant and the ruling class more decrepit under the Dark Children.  Their cults were soon overwhelmed when Nehekhara was destroyed – in an ironic twist of faith – by Nagash.
   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 the religion of the old gods and the conversion of the people in the lands of Araby to the worship of Ormazd.
   Ormazd is never depicted in any form as to do so is a violation of his principles and doctrines.

Where Worshipped:  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.

Alignments:  Law and Neutral preferred.  Good permitted.  Evil and Chaos prohibited.

Friends and Enemies:  Neutral towards the cult of the Earth Mother.  Disdain for the cults of the Young Gods.  Suspicion towards the cults of the Elder Races.  Enemies with the cults of Humanoid Daemonic and Chaos.  Fanatical hatred towards the cults of the Dark Children.

Cult Symbols and Dress:  Initiates, Priests, Fanatics, and Templars identify themselves with the following symbols: Pillar of Fire, Sun, Flaming Scimitar.  Priests wear plain white robes without symbols or adornments.  Cult tokens are brass and usually represent the Sun with a yellow topaz embedded in the center.  Fanatics usually wear unadorned black clothing.  In battle, they use light chain mail and a shield bearing the device of a pillar of fire or sun.  Templars of the Scimitar may wear the traditional heraldry of the Order on light chain mail, shield, and barding.  Shield bears the device of the Flaming Scimitar.

Cult Careers Available:  Initiate, Priest, Fanatic (Order of the Flame), Templar (Order of the Scimitar).

Distinguishing Principles and Doctrines:  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 worship of the Dark Children.  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.

Afterworld:  For the faithful, the afterworld resembles a garden abundant in water fountains, pools, shady palms and date trees, and lush shrubs and flowering plants.  Here the spirit is served by beautiful servants and fed scrumptious meals and drinks.  There is no want in this paradise.  The spirit of martyrs are treated with greater care and may lounge in large rooms with balconies overlooking the gardens.

Temples and Shrines:  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 ornamentations 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.

Saints and Heroes:   Saints and heroes of Ormazd are usually his Prophets, such as Mulhaed al-Quyat, who were instrumental in testing the spiritual strengths of the Arabian tribes and welding them into a nation.  Other heroes are the various Arabian leaders and generals.  One such person was Emir Abdul Sali-Din ibn Hashid who, in 1958 I.C., conquered the remaining Crusading Kingdoms in Araby.  This eliminated the last toehold of the Old World nations on Arabian soil.

Cult Requirements:  Requirements for Laymen Status:  Automatic for the children of cultists.  Petitioners must be Human and denounce the worship of any deity other than Ormazd.  Also, petitioners are subject to review and approval by a Priest.
Requirements for Initiate Status:  Granting of the Light the Path or Shadeward prayer is commonly acknowledged as a Sign of a Calling.  Must be sponsored by a Priest.
Requirements for Priest Status:  Approval be council chaired by a Priest of at least second rank.
Requirements for Fanatic Status:  Selection by a Priest of at least third rank from suitable laymen.
Requirements for Templar Status:  Selection by a Priest of at least second rank from suitable laymen.

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 Nehekhara, Nippur, or Assuria for nests of Undead or cultists of the Dark Children and destroy them.  Another may take the form of raids on Goblinoid 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:  A one-time-bonus or automatic success on fear, terror, poison, or disease tests to counteract the special attacks of the Undead.  Or, a one-time-bonus or automatic success on bind wounds, dowsing, follow trail, orientation (desert/arid places), ride, and wilderness lore (desert/arid places) skills.

Penances:  Fasting, performing menial tasks, praying in the wilderness, cleaning and tending to temples and shrines

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 Dark Children.  Moreover, Ormazd holds every eighth day (Festag on the Imperial calendar) as a day of rest and religious observances. 

Gifts:
Rank 1:  Granting of the Bless Weapon prayer once per day at no MP cost, automatic success with dowsing skill once per day.
Rank 2:  Granting of the Sunspear prayer once per day at no MP cost, automatic success with dodge blow skill once per day.
Rank 3:  Granting of the Flaming Scimitar prayer once per day at no MP cost, automatic success with marksmanship skill once per day.
Rank 4:  Granting of the Sunbeam prayer once per day at no MP cost, automatic success with strike to stun skill once per day.
Fanatic:  Granting of the Frenzy prayer once per day, may use marksmanship skill once per day with a +10 modifier.
Templar:  Granting of the Inspired Attack prayer once per day, may use strike to stun skill once per day with a +10 modifier.

Cult Prayer Lists

Initiate
Required:  Bless Token, Exalted Shield, Heal Cultist, Know Follower, Light the Path, Seek Shrine, Shadeward, Vigilance
Honors:  Blessed Sacraments, Detect Magic, Gift of Tongues
Rank 1
Required:  Bless Shrine, Bless Weapon, Frenzy, Leap of Faith, Learn God's Will, Radiant Armor, Righteous Blow, Sacred Circle, Sacred Warding, Scourge the Enemy, Sense Land, Spread the Word, Valor, Voice of God, Ward Undead
Honors:  Cure Poison, Dispel Sorcery, Follow Tracks, Identify Divine Instrument, Mindlink, Remove Minor Curse, Sanctuary
Rank 2
Required: Bless Thy Servant, Faith Provides, Great Warding, Hand of God, Inspired Attack, Make Thy Servant Whole, Smite Thy Enemy, Sunspear, Treat Illness
Honors:  Detect Chaos, Grant Greater Prayer, Know Enemies, Pillar of Flesh, Sense Hidden Danger
Rank 3
Required:  Contact Soul of the Faithful, Cure Insanity, Flaming Scimitar, Heal Injury, Heal the Faithful, Inspired Fervor, Light of Day, Shelter Against Undead, Smite the Abomination
Honors:   Banish Ensorcelment, Blind Enemy, Know Alignment, Riddling the Signs, Self-Defense, Shelter Against Daemons, Shelter Against Elementals
Rank 4
Required:  Banish Undead, Bless Hero, Consecrate Altar, Divine Judgement, Divine Wisdom, Godsfire, Preach the Word, Scourge the Abomination, Sunbeam
Honors:  Banish Daemons, Banish Elementals, Banish Profane Enchantment, Grant Sacrament of Prayer

Numina Forms
(NOTE: Ormazd does not provide for the summoning of any numina form by his clergy.  Rather, he sends them for his own purposes.)
Counselor:  Spirit of a departed priest or renowned warrior.
Guardian:  Spirit guardians may take the form of ghostly deceased priests or warriors.
Servant:  Spirit of a deceased High Priest or Prophet.
Avatar:  Lesser aspect of Ormazd in the form of a pillar of flame or a bright shimmer of light.

Special Careers

Templar: Order of the Flaming Scimitar
   Founded during the wars against the declining religious orders, the Templars of the Order of the Burning Scimitar have been in the forefront of every war against the enemies of the cult.  The Burning Scimitars embody the virtues of bravery, vigor, and strength of faith that is held in esteem by the Arabian people.
   For career advance scheme, career exits, and trappings see the Templar advance career, WFRP, page 106.  In place of the Specialist Weapon-Lance skill and Breast Plate trappings, the Order of the Flaming Scimitar substitute the Marksmanship skill and the Short Bow with Ammunition trappings.

Fanatic: Order of the Flame
   The Order of the Flame are fanatical followers of Ormazd whose goal is the eradication of the Dark Children cults and other enemies.  These black clad fanatics dress as mercenaries and patrol the deserts and arid lands of Araby.  They actively hunt Undead (including warbands), Necromancers, and other enemies engaging them in combat until one side or the other are annihilated.  Obviously, the life span of members of the Order of the Flame are rather short (especially given the cult's respect for martyrs).  Some of the Order serve as armed bodyguards or escorts for Arabian leaders (including some high ranking Priests).
   Prerequisite Career:  Those who join the ranks of the Order of the Flame usually come from a martial career, mostly one regimented to some degree.  All must be members of the cult of Ormazd and have been selected by Priests of at least third rank. 
Advance Scheme
M  WS  BS   S  T  W   I  A  Dex  Ld  Int  Cl  WP  Fel
- +20   -  +1 +3 +5 +20 +1   -  +10  +10 +30 +20   -
   Prerequisite Career: Mercenary, Militiaman, Soldier, Watchman.
   Career Exits: Initiate (Ormazd), Mercenary Captain, Templar (Order of the Flaming Scimitar).
   Skills: Disarm, Dodge Blow, Frenzied Attack, Marksmanship, Secret Language- Battle, Specialist Weapon- Double-Handed, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun.
   Trappings: Mail Shirt, Shield, Hand Weapon, Bow, D6 Gold Riyals, D6 Silver Dirhams

Favored Cult Skills

Layman:  Animal Care*, Bind Wounds, Excellent Vision, Orientation (Desert/Arid Places), Ride*
Initiate:  Dowsing, Follow Trail, Heraldry, Herb Lore (Desert/Arid Places), Identify Plant (Desert/Arid Places), Sing, Wilderness Lore (Desert/Arid Places)*
Rank 1:  Acute Hearing, Dodge Blow, Etiquette, Heal Wounds, Identify Undead*, Silent Move-Rural (Desert/Arid Places)*
Rank 2:  Cure Disease, Disarm, Immunity to Disease, Marksmanship, Secret Signs (Arabian)*
Rank 3:  Astronomy, History, Immunity to Poison, Law (Arabian)*, Strike to Stun
Rank 4:  Speak Additional Language, Strike Mighty Blow, Surgery

Sub-Cults and Honorary Orders:  None

Cult Prayers

Sunspear
Prayer Rank: Second
Magic Points: 8
Range: 10 yards
Duration: Instantaneous
Area of Effect: One individual or creature
Resistance: None
   The priest is granted the ability to call down from the heavens a narrow beam of incandescent light which burns one targeted individual or creature.  This prayer is granted only when the sun is above the horizon; cloud cover does not prevent the granting of this prayer.
   Non-flammable creatures receive 1d6+2 wounds at Strength 6.  Flammable creatures receive 2d6+4 wounds at Strength 6.  Flammable objects struck by the sunspear burst into flame.
   The sunspear is especially ruinous to Daemons, Divine and Sorcerous Undead, and Chaotic beings, causing 2d6+4 wounds at Strength 6.  Also, such creatures must make an Instability test immediately.  Any control exercised over targeted Undead is immediately interrupted.

Flaming Scimitar
Prayer Rank: Third
Magic Points: 10
Range: Touch
Duration: 1d6+3 rounds
Area of Effect: One scimitar
Resistance: None
   The priest is granted the ability to cause one touched scimitar to become a magical flaming weapon for the duration of the prayer.  In addition this prayer grants the wielder of the flaming scimitar a temporary increase of +10 to WS and +1 to Strength.
   Non-flammable creatures receive 1d6+2 wounds at the strength of the wielder.  Flammable creatures receive 2d6+4 wounds at the strength of the wielder.  Flammable objects struck by the flaming scimitar burst into flame.
   The flaming scimitar is especially ruinous to Daemons, Divine and Sorcerous Undead, and Chaotic beings, causing 2d6+4 wounds at the strength of the wielder.  Also, such creatures must make an Instability test immediately.