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Deities of Amastasia

The Old

Many Amastasian have some respect for the deities and faiths of times gone by. Many of these deities may hail from other realms or worlds and many eek out niches of worship throughout Amastasia and the world beyond. Many northern Amastasians hold true to the "true" gods of the past and find newer beliefs and religions as non-sense or blasphemous.

The Heartland Families

Many northern Amastasians worship deities that are referred to as the Heartland Family. These deities are seen as related and their spheres of influence revolve around the family. Some of these deities include Atroa™, Sotollion™, Wenta™, Telchur™, Merikka™, and Berei™. The Heartland Family deities have originated in other worlds and originated in the World of Greyhawk™ and their origins and place within that world can be found in the Living Greyhawk Gazetter (© Wizards of the Coast). However, dynamics and relations within this extended family have changed quite a bit for the world of Amastasia and will be noted below.

The New

Imported from the lands to the east, the faiths of the Lion and the Dragon have been growing in popularity in southern Amastasia over the last two centuries. Both animals represent diametrically opposed view points between good and evil. The Lion represents all that is good and just within the world while the dragon is seen as all that is evil, cruel, and wicked.

Those that worship the Lion range from good to neutral in temperament, with generally law abiding attitudes. Self sacrifice, selflessness, and generosity compose the core of the faith of the Lion and those that share that belief that sacrifice for the good of others is a pure and noble ideal find the tenets of the faith of the Lion the most palatable.

Those that worship the Dragon are typically evil in temperament, with generally anarchistic tendencies. Greed and the lust for power typically drive those that follow the Dragon. It must be noted that actual Dragons have not been seen in Amastasia since before the birth of the empire, and the idea that such creatures exist beyond a figurative sense is considered ludicrous by most citizens.

And the Empire

Although generally scoffed by most Amastasians today, there has been a push throughout the empire's history for its citizens to venerate past emperors as gods and seeing current emperor's and god's in the making or demi-gods. This was especially prevelant six hundred years ago when the Emperor Justintine III pushed for the construction of Amastasian temples on all of the towns and cities and alters in smaller communities with the expectation that Amastasian citizens would at least pay their respects (and tithes) on every tweenday and the four season days.

The effort for mass obedience ultimately failed but it did result in the official birth of the Amastasian pantheon. Many towns and cities in Southern Amastasia have an active church with congregations of varying sizes. Of course as the prosperity of the empire grows or dwindles, so does the size of the congregation, typically in inverse proportions.

The pantheon of the Amastasian Church includes several of the more well known Amastasian Emperors as well as heros or notable figures from the Empire's past.

Revised Turning Rules

In development, for review and discussion

Turning undead within the 3.5 rules requires the cleric to make an attempt (1d20 + Charisma modifier), campare the result to a chart, and if successful roll 2d6 plus the cleric's level plus the cleric's Charisma modifier to determine the total number of Hit Dice of undead affected. The variant rules presented in the Complete Divine™ (and used in Pathfinder™) seems to simple, causing (or healing) damage equal to 1d6/cleric level. I propose an opposed roll system, based on the Cleric's level versus the Hit Dice of the undead with some modifications for sentient undead versus mindless undead (a.k.a. skeletons and zombies).

In this system, the Cleric simply makes an opposed check against either specified DC (for mindless undead) or variable DC (for sentient undead). The roll would be 1d20 + Cleric's level + Cha modifier. The DC for mindless undead would be 10 + Hit Dice of undead creature (plus any other modifiers for bolstering -see below-or natural turn resistance). The DC for sentient undead (intelligence greater than 2) would be 1d20 + Hit Dice + int modifier + cha modifier.

In regards to number impacted, it would be an aura type effect, 30' radius about the Cleric. The rules here could run a couple of ways, one would be to have one roll and compare it against all undead in the area individually. The second would be to roll once per undead type for mindless undead, and individually against sentient undead (or possibly individual sentient undead with as many hit dice as the Cleric has levels).

For example, a 5th level Cleric with a Charisma of 12 would roll a 1d20 and add 6 to the result. If facing Zombies and Skeletons (human), the DCs would be 12 and 11 respectively. If the same Cleric was facing a wraith, the DC would be 1d20 + 9 (+5 Hit Dice, +2 Intelligence, +2 Charisma). If there were zombies and skeletons and the wraith within 30 feet of the Cleric when he attempted to turn, he could roll once for the zombies, once for the skeletons, and a third time for the wraith.