Ruins of Adventure
Sorassar
- Name: Sorassar
- Allegiance: Gods of the Wild
- Portfolio: Runes, Glyphs, Symbols, Names, Caves, Magical Pools, Solitude
- Titles: The Namer; Keeper of Pools; He Who Knows All Names; He Who Awaits the End
- Symbols: A wand; A glowing pool; A stone disk, half black, half white
- Worshiper Alignments: LN, NG, TN, NE, CN
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Core Doctrine: Anything worth having, is worth waiting for.
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Edicts:
- Know yourself.
- Know your enemies.
- Keep no secrets.
- Do not rush to action.
- Learn all you can, about all you can.
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Anathema:
- Destroying a work of written lore.
- Ignoring any rumor or hint regarding the Pools of Radiance.
- Refusing to answer a direct question, or giving an evasive answer.
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Edicts:
- Allied Faiths: [Eldath, [Grimnir]], Oghma, Silvanus, The Mog
- Enemy Faiths: none
- Pseudonyms: none
Base Requirements
- Races: Any
- Base Class: Cleric
- Ability Requirements: Reason 14, Aim 12, Intuition 10
- Alignments: Neutral (with respect to Law/Chaos)
- Starting Cash: by class
Proficiencies
- Weapon Slots: By class
- Allowed Weapons: Any One-handed Blade (excluding those that can be wielded in two hands), Staves Group
- Allows Armor: Any armor or shields.
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Groups: Spiritual, Academic, and Detection
- Bonus Proficiencies: Investigation, Navigation, Runecraft, Survival (Arctic)
- Required Proficiencies: Literacy, Research
- Recommended Proficiencies: Alms, Ancient History, Ancient Languages, Calligraphy, Cartography, Concentration, Cryptography, Fasting, Modern Languages, Mountaineering, Numeracy, Planes Lore, Poetry, Sacred Legends, Screed Lore, Spellcraft, Tattooing, Teaching.
- Forbidden Proficiencies: none
Priest Spheres:
- Major: All, Combat, Divination, Earth, Numbers, Sun, Thought, Wards
- Minor: Creation, Guardian
Overview: Quiet, patient, and enigmatic, Sorrassar sits alone in a cave high in the Dragonspines, waiting for the end of all things, or perhaps the beginning. Sorassar is well known in the north among those well-versed in arcane lore. While his divinity might be questioned, the educated say the Sorrassar is an ancient giant who knows the names of all things and is willing to share his knowledge of names, runecraft, and ancient artifacts with any who seek him out. Among those that live near Sorrassar’s cave, particularly among the Eraka of the Ride and the people of Dragonden Pass, there are many who pay him lip-service as a god, calling on him for wisdom, protection, and the revealing of secrets.
Description: Sorrassar’s few priests dress in a manner typical of scholars or mages, favoring long robes, often in muted shades of blue or gray, and carry wands (of any variety) as their holy symbols. When combat is called for, priests of Sorrassar are free to use any armor they choose. They typically carry light, one-handed blades (such as rapiers, daggers, or iuaks) for self defense.
Role-Playing: Priests of Sorrassar, like their god, tend to favor solitude, and can often be found contemplating the mysteries of names or researching ancient lore in cold mountain peaks or deep beneath the earth where they will not be bothered. They are patient and steady, willing to spend months or even years in solitary research to better understand themselves and the world. More than anything else, Sorrassar and his priests are obsessed with the legends of the Pools of Radiance. These magical pools are perhaps the only thing guaranteed to rouse the normally sedate priests from their contemplations and spur them to hasty action.
Special Abilities:
- A priest of Sorrassar can freely use any magical wand, staff, or rod, even those normally restricted to other classes.
- A priest of Sorrassar is so well-versed in the lore of names and runecraft that he automatically succeeds his saving throw against all magical runes, glyphs, sigils, and symbols (provided one is allowed).
- A priest of Sorrassar automatically knows his own true name. Because he is well acquainted with his true self, the priest has complete immunity to all polymorph effects. Likewise, this awareness of their selves protects them from any attempt pry secrets from them by magical means, making them immune to magical or psionic effects that would discern their alignment or read their thoughts.
- Words have power. Thrice per day, a priest of Sorrassar can speak a soothing word to calm troubled or violent thoughts in others. A single use of this power can either: Dispel one instance of magical fear affecting one victim; eliminate one warrior’s berserker rage; or momentarily calm down a number of characters or monsters (equal to 2x the priest’s experience level in hit dice). This power is primarily useful for getting the attention of an angry group of people and allowing the priest to address them. The combination of the soothing word and the speaking abilities of many priests can often defuse an angry mob.
- All cleric of Sorassar are all taught at least the rudiments of the ancient arts of rune magic. A cleric of Sorassar begins knowing a single rune at 1st level, plus any bonuses for having a high Intuition score, and learns 1 additional rune at 5th, 10th, 15th, and 20th levels. A cleric of Sorassar that is not also a Runecaster may have only a single active rune at any given time.
Special Disadvantages:
- Priests of Sorrassar are tasked with seeking out the Pools of Radiance by any means necessary. A priest that hears even the slightest rumor regarding the location of one of the Pools is expected to immediately drop all other concerns to pursue the search for the Pool. Should the priest refuse to pursue a clue or rumor related to the Pool to its utmost, he loses all spellcasting ability (but retains his other granted powers) until such time as he follows up on the lead.
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