Pelor
the Sun Father
Pelor
the Sun Father
Greater God (Flan)
PORTFOLIO: Sun, Strength, Light, Healing
PLANE: Elysium
CLERIC ALIGNMENT: Neutral Good or Lawful Good (T)
SYMBOL: Golden face in the sun
Pelor (pay-lore), deity of the sun, is depicted as an older man in white, with wild hair and a beard of shining gold. Pelor is the creator of many Good things, a supporter of those in need, and an adversary of all that is evil. Those who wish to relieve suffering, or bring warmth and light to the despondent, worship him.
Pelorʹs radiance drives out the great darkness that seems to have befallen the land. Pelor is looked upon as a tower of strength beaming with goodness. This is exhibited by the cult of Mayaheine (demi‐god of protection, justice, valor) who is a servitor of Pelor. Pelorʹs strength and healing ability brings hope to those ravaged by the evil that plagues the land, with many warriors and commonfolk now turning to his faith.
Pelorʹs goodness shines through the darkness and brings life and warmth to those in need. Pelorʹs charity is unmatched by any other power in the multiverse as he will aid any creature in need.
With deities that have a following on Oerth, Pelor “respects” Kordʹs strength and courage in his battles against evil. Pelor is not jealous in sharing this aspect with another Oerth power because he realizes that there is strength in numbers.
Pelorʹs largest concern is towards those deities and their servants that employ darkness or try to destroy life. He has a particular hatred for undead of all kinds and attempts to seek them out and destroy them. The Sun Father’s greatest enemy is Nerull, because he represents the opposite of everything Pelor stands for and finds good in the multiverse. Incabulos is also greatly despised because he brings sickness and famine to the people, which Pelor tries to cure. Tharizdun is considered an enemy as well, but since his imprisonment, Pelor has not had to worry too much about him.
Wee Jas is the least loathed of all the "evil" powers of Oerth, but because she controls undead forces, Pelor counts her as an enemy as well.
Pelor also has an ongoing feud with Pholtus of the Blinding Light. Because of Pholtusʹs unyielding ways, he has made it an issue to challenge Pelor for the title of sun god of Oerth and will not back down. This rivalry has not turned into an all out battle, but time could spark this into a larger conflict.
Pelorʹs clericy is probably one of the most wide spread throughout all the Flanaess. A temple or shrine to the Great Source can be found in every city, town, village or port of the non‐evil nations of the Flanaess. A token shrine or temple can be found in the ʺreligiousʺ districts of the larger cities, but most temples are usually found in the poorer sections. This is where the priests spend most of their time and resources and the temples are usually the center point for impoverished areas. Pelorʹs priests are best known for their work with the poor and sick. The priests travel around the countryside and city ghettos bringing food, healing and aid to those that require it. The common people consider the priests as saviors of the downtrodden and less fortunate.
The clergy is ordered by the following titles, representing the different intensities of light that push back the darkness of evil and ignorance as the priest progresses along the path to greater enlightenment, charitable heart and stronger will. Titles are broken into four categories.
Novices (0‐Level) of Pelor are called Wicks.
Priests of 1st to 5th level are known as Glows. The proper way of addressing the priest is ʺGlowing Brother or Sister (name here)ʺ.
Priests of 6th to 10th level are known as Beams {ʺBeaming Brother or Sister (name here)ʺ}.
Priests of 11th to 13th level are known as Luminous Healer {Luminous Healer (name here)}.
And a priest of 14th level or higher is referred to as Mighty Sun {Mighty Sun (name here)}.
The head of the clergy is whoever happens to be the highest level priest in the church. They are known as the ʺHis (or Her) Prismatic Radiance, the Mighty Healing Father (or Mother) of Light and Goodness.
All clerics wear yellow robes, gold‐trimmed for specialty priests. Glows have a golden orb emblazed over their hearts, Beams have a golden orb with 4 rays shooting forth in the direction of the major compass points, Luminous Healers have a single open hand holding a golden orb and Mighty Sunʹs have a single clenched fist inside in a golden orb. The head of the church wears a multi‐colored set of robes and a shiny golden helm during official ceremonies and yellow robes with multi colored trimming at all other times. A pair of open hands inside a golden orb with 8 multi‐colored rays shooting off in the direction of the major compass points is emblazed over the heart on the robes of the head of the church.
Adventuring Garb. Golden chain mail or yellow dyed leather armor are preferred by the more militant followers. Robes, cloaks and regular clothes are preferred by the followers most interested in healing. Carrying a shield is optional, but it will have a great sun emblazoned upon it. The most important aspect of any non‐priestly attire is that there must always be yellow in the outfit. It doesnʹt matter if it is a hat, scarf, or shoes but the priest must wear a yellow article of clothing that is easily seen by casual observation.
Clerics add a bonus equal to their class level to all cure wounds spells and can choose to transform any memorized spell into a cure wounds spell. In this case, the casting time and spell components are as per the replaced spell. The cleric can “trade” any prepared spell in order to cast any cure wounds spell of the same spell level or lower.
At 5th level, clerics can cast continual light as a spell-like ability once per day. This can be infused with the light of the sun by lowering the duration from permanent to 1 round per cleric level. This infusion treats the spell's radiance as if it were bright sunlight/daylight and will affect creatures especially vulnerable to such radiance.
Access to these abilities requires a cleric spend 10% more experience points per level for advancement and this must be selected during character creation.
Dogma. Shine brightly so that evil may be pushed away from your radiant strength. The light of purpose shall save thee. Give everything you have to the poor, infirm, starving and homeless as an example of selflessness. No good deed goes without reward. Only through the light of day can all be seen as it truly should be. Bring this warming light to those that feel left in the cold.
Day‐to‐day activities. Help the poor, heal the sick, feed the hungry, collect alms from the rich to give to the less fortunate. The priests run the homeless shelters, soup kitchens and hospitals. Their major duties are to comfort the sick and bring the light of truth to those around them. Priest lead by example, and the goodness and inner strength they show is what brings new members to the faith. This is how they preach, by doing good deeds and celebrating the warming light of Pelor.
Important Ceremonies. Services to Pelor involve hymn singing, communal prayer, and the dispensing of alms to the needy (and the collection of alms from the well‐to‐do). The 1st of Readying is the Festival of St. Bane. This day has particular significance because of Pelorʹs hatred for undead, and as a token all attempts to turn undead are made at +1. Priests usually go to areas of known hauntings and attempt of remove the evil blight.
The 4th of Richfest (Midsummer Day) is the holiest day of the year. Being the longest sun filled day of the year, clerics of Pelor celebrate by renewing their vows and indoctrinating new members into the Church of the Great Source.
The 7th of Readyʹreat is the Festival of Hope. This day is set aside for the priests to hear the petitions of common people and the plights that they suffer. Priests are dispatched to help these poor people in their time of need and specialty priests take on quests to route out evil or undead.