Church
of Shammash
Sun
god, god of justice, god of divination, one of the celestial gods
Symbol of Shammash
Golden Sun on white background
Cities
The church is considered the patron of 4 cities: Critwall (Shield
Lands), Mithat
(Nyrond),
Willip (Furyundy),
and the church in the Theocracy. There is
also a church in Shammash's
realm on his home plane in Nirvana (probably).
Church Hierarchy
3 Cardinals,two of their Cardinals sit on the Council of Cardinals*
Cardinal
Bernardo Gui,*
Highest Priest of
Critwall
Cardinal ###, votes the same as Gui
Cardinal
Karul’Kanor, Highest Priest of Mithat
8 Archbishops
Archbishop Shivan
12 Bishops
Questioners of Light (clerics of various
levels), in addition to holding positions in cities, they travel with
units of the Shield
Knights to prosecute and interrogate suspects the knights encounter.
Cardinal Bernardo Gui
Guestimated to be over 30th lvl
Born in the Theocracy , mother was a concubine and Father was a priest
of Anu and the head of the wealthiest lawyers guild in the Theocracy
which had advocated for many rich and influential noble families. While
raised in the fashion of Anu he was soon converted after encounters
with the shield knights – he was seduced by their glory and how
people respected them and the raw power they had. He began to see that
true power and strength came from enforcement not legislation. With the
wealth afforded to him by his family he managed to spend time with a
well respected Shield Knight, spent time training in swordsmanship with
him in Leukish, and soon followed him back to Critwall and joined the
clergy there. His father was not happy and disowned him for switching
from Anu. For several years this dis-ownership kept him from its great
wealth and influence but as his father got older and some decisions not
so good for buisiness, he was able to convince several of the lawyers
and many of the clients to tilt the power of the guild to him. His
father became a powerless puppet while Bernardo pulled the strings from
afar. He is very shrewd. Soon the guild became dissociated from the Gui
name but its control was then iron grip in the hands of bernardo. The
firm worked from behind the scenes with its influence to assure that
bernardo had the best pick of assignments and a spirited rise
throughout the ranks.
Things he has done:
Built Church of Gui
on Shammash’s home plane
Powers:
Aura of Sunlight –
Nimbus of Shammash –
Shroud of the Sun –
Beads of Suntravel (12) – twelve times a day the bearer can do
suntravel as a move related action. This travel can take him anywhere
sunlight touches. As the Nimbus of Shammash creates light three rounds
before Bernardo arrives in any location (precognitive) Bernardo can
essentially travel anywhere on the prime material planes, the ethereal
or the astral. The Nimbus also allows him to use this power to step
directly into shammash’s home plane (usually at his church).
Ring of St Nudimund –
Teachings
Battles darkness and spreads
light
He gives life and makes the
dead to live
Judge of heaven and
earth, "Let justice shine on the land," served by Mesharu and Kettu
(Justice &
Righteousness).
As sun god, his light pierces
through all secrets and he sees everything, Shammash has seers baru
(never involved in compromising situations)
All teachings are ultra-conservative and, although the Church of Sin long ago proved the difference
between demons and elves, the Church of Shammash unofficially promotes
the outdated belief that elves are demons.
Judges for Anu, usually (Anu is inefficient).
Clerics are the Questioners (Spanish
Inquisition) and often do not bother the god with truth miracles, but
rely on torture to find truth.
All Nyrundian worshippers must
give confession of their secrets and
sins to clergy at least once per month so they may stay out of the grip
of the Dark One (master of secrets).
Do not speak with elves, who have life spans far beyond that of
humans, for
they will lead you morally
astray.
Shammash clerics interpret church dogma in the strictest possible
way.
Holy
Days
Holy days are Sapppatu (first of every month)
Akitu (first 11 days of year),
Vernal Equinox (August 14th)
Bet-Nahrain (birthday, March 3rd)
On Holy days both food and
gifts of respect are given. On birthday,
gardens are planted and there is the raising of the rocks in the stone
forest.
Clerical
Requirements
Duties of clergy:
- Bring justice to Oerth,
- Conduct long-range communication using the light of the sun
through Suncannons,
- Spread Shammash's light (interpreted to mean both the light of
the sun and the light of truth).
Alignment: All appear as Lawful Neutral (God is
Lawful Neutral, with tinges of good since his paladins are good).
Most clerics are Lawful Neutral, but blessed clerics appear as Lawful
Neutral although they may be another alignment.
Skills and Diplomacy:
Clerics are trained such that they have +2 torture skill, +1 lawyer
+15% reaction with conservatives (Marduke, Girru, Shammash churches and
cities)
-15% react with liberals (Sin, Gula, Ishtar churches and cities)
God Granted Powers and Other Abilities
Clerics lose all abilities during solar eclipses (natural or magical)
Level of casting reduced by 2 during midnight (half hour eitherway), -2
DCs
May request 1 knight of
holy shielding per level of cleric as a
companion.
Light based miracles may be cast as quickened spells (1 per round max)
1st - Light spell 1/day/lvl, 1 extra at noon
3th - Know Alignment 1/day/lvl, 1 extra at noon
5th - Sunray (q.v) 1/day, 1 extra at noon
7th - Shackle Spell 1/day, 1 extra at noon; At seventh level
clerics can change alignment to lawful neutral or be judged.
9th - Speak with Sun (may speak to any other clerics speaking to sun at
that moment) 1/day (never at night, 1 extra at noon)
12th - Sight of Shammash - Paralyzing light from eyes, 60' cone 40' at
base, -5 save, lawful neutrals immune, 3/day, -2 save per 2 lvls above
12th
Specialty Spells
City Spell: Sunbeam—acts
as judgment align status 1 or as long
distance communication with any city that has hired a sun reader
The Questioners
The Questioners are the Theocracy’s
seekers of truth but they have their own way of doing things. They are
VERY reverent of their god and their church preaches that they are not
to trifle their god with prayers for things that they themselves can
accomplish. Thus, spell such as detect lies etc are not usually prayed
for as their abilities to apply torture are very good at fact finding.
Commune with higher plane is likewise rarely used as they believe their
own judgment should be worthy of their deity.
All Questioners have the rank of District Judge within Nyrundic lands
and may convene courts or pass summary judgments. Only the ranking
local judge of a city may supercede their authority. As judges, their
role throughout the Theocracy is to insure the adherence of laws that
have been legally passed. A Judge can invoke local or King's law, laws
of the Theocracy as they apply to all cities, of the local religious
laws of a city that they are in. They have no jurisdiction when
applying religious laws of other cities.
Questioners and are commonly found among the ranks of the Knights of
the Holy Shielding – an order which they helped to create and now
manage. Within that order they carry ranks equal to that usually found
for a cavalier of three levels lower although few Shield Knights would
disobey any request from a Questioner. Since the Dark Times (and
even
before) the church has dedicated itself to rooting out Dark Friends and
prosecuting them.
Questioners are generally concerned only with if the law in question
has been broken and often disregard any other circumstances (with the
obvious exception of geases and/or compulsions). They are strict judges
and stick to the letter of the law (and are known for their lawful
neutral nature). They seldom, if ever, “legislate from the
bench” and do not establish common law with their rulings as
might be common in other cultures. It is a cleric of Shammash’s
duty to shine the light of justice upon humanity, judge defendants for
their guilt, and keep humanity on the strait and narrow path within the
law. Often, they must adventure and travel to find the most heinous of
crimes and find and prosecute the offenders. Infractions within the
ranks are not tolerated and knowingly misjudging someone or acceptance
of bribery is punishable not only by death but by damnation as well.
Laws for which the Questioners and their Shield Knights are known for
justiciating:
- Knowingly associating with Dark Friends
- Being a Dark Friend (service to a dark friend identifies you as
one as well)
- Knowingly doing evil
- Charming, mind controlling, or using magic or psionics to control
the actions of a Noble
- Murder of Nobility
- Use of magical darkness to cloak crimes
- Theft of valuable property from a Noble
- Treason against King, country, or city of its a Shammash city.
- Heresy
While some of these crimes may also apply to non-nobility, Questioners
often leave such law enforcement to other local officials (unless they
ARE the local official)
Punishment is determined by governing local law or the church's law if
not within the borders of legally defined lands.
Proof of being a darkfriend can come from direct observation of the
cleric, a voluntary signed sworn statement or one elicited through
torture, as well as other traditional forms of proof. Use of darkness
spells and/or poison is a strong indicator but not proof.
There is also a list of Known Darkfriends & Abominations (for which
judgment has already been passed and any acting as officers of the
court may kill on sight) [[rewards may apply for non shield knights]]
these entities include:
- any of the forsaken
- any priest of the nightshade
- any undead creature
- any demon, devil, daemon, or drow
- Priests of Nergal****
*Nergalite priests are not against Theocratic law nor does their
existence necessarily violate any local laws, but they are the sworn
enemies of Shammash and their preists.
Suncannons
A large device weighing 700lbs, can be mounted or placed on wheels. A
4ft long cylinder, 3ft diamter. At the front is a large glassteel
focusing lens. At the rear is a circular quartz portal that may be
opened and a large wad of caustic material can be placed in. This
material, when ignited, will create a burst, much like a lazer, doing
4-40 points of light damage in a 3ft diameter ray. The material may be
ignited by a wick at the top or through a sunray spell cast on the
quartz. When material is not within, the cannon will ampligy a sunray
spell to x10 damage vs undead.
The suncannon is most often used for long distance communication. When
the caustic material is heated, the cannon's rays may be seen
from leagues away and it can deliver messages to any city of Shammash.
Only clerics of Shammash understand these coded messages. Shield Knights will
use this for long distance messages, confering orders and relating
tactical information. Lay people may ask to send a message to a city of
shammash (and then have it delivered via courier) for a cost of 2,000gp.
A Questioner of at least 5th lvl will
always be found when a suncannon is present.
Possession of a suncannon by any other group save the Knights of the Holy
Shielding can result in serious consequences - imprisonment or
death.
Church of Gui on
Shammash's Home Plane
Planar effects: darkness spells are destroyed, darkness related items
are shut down for 1 day. (artifacts for 3 rounds after departure). True
sight affects all creatures in all areas of the plane.
Area turns undead as per a cleric of 50th lvl
Antipathy vs evil at 40th lvl
Blindness – all those entering who are not protected from
blindness must fort save at 50 or be blinded. Blindness takes the form
of constantly seeing a bright white light.
Incense – creatures not protected from gasses breathing in the
incense must fort save at 30 or receive a vision of all of the crimes
they have ever committed. This vision incapacitates chaotic characters
for 3d8 rounds, neutral characters for 2d6 rounds and lawful characters
for 1d4 rounds.
Any entering within the church receive a Blessing - +6 after the roll
once (can only have one at a time)
Eye of Shammash – the Light of Judgment
History of Shammash's Role among the Gods
Shammash is one of the most powerful gods in the Theocracy with just one fewer city than
Marduke (who is the god of cities after all) and more guys on the
Council of Cardinals than anyone.
He is the god of the larges knight order on Oerth, the Knights of the Holy Shielding who
torched the druids, left the treasury of Keoland unguarded because they
did not pay for protection, marched to kill all the elves in the
Celadon, and then killed Pedron Nyal once he switched to lawful good.
This church did not lose anything in the Dark Times, except the former
leader Pedron Nyal and 100 paladins who are now on our side. Some of
the other paladins may have left during the final battle when all good
people on Oerth were invited to leave and join the Solarian in Avalon.
Others would have been killed or made a major alignment or class change
during the Dark Times (as all people on Oerth during the Dark Times
did). There are no paladins of Shammash left in the Shield Knights at
this time.
In the Enuma Elish (the basis of the pre-play
power structure of the gods), there is no precedent for his ever being
more powerful than he is now. Being more powerful would mean toppling
Anu (in the first age of the gods) or Marduke (in the second).