This is an old revision of the document!
Table of Contents
Royal Ancestor Worship
As followed by the Royal Family of Porters Bar, and other members of the Shay family.
Quasi-deity, Psychopomp and patron of The House of Shay (TN)
The Royal Ancestors have the power to grant spells to their descendants, although (technically, according to the Pathfinder rules) they are Mythic Characters, rather than true deities. This faith is only available to members of House Shay.
Background
Lei, the founder of Porter's Bar, was bought up in a culture that demanded respect for the spirits of the ancestors, and she continued that tradition when she settled in Porter's Bar. She set up a small shrine where a light could burn, and she could give occasional thanks to the spirits of her ancestors for their help and assistance.
It was her fourth child, Lanwe, who developed the shrine. When his mother died, and his father left with her body, Lanwe turned to the small ancestral shrine for comfort. Almost immediately he started to feel relief and succour and vowed to dedicate his life to the memory of his mother and his other ancestors. At first, he was regarded as having a problem, and it was assumed he needed more time to recover from his mother's death - but over time he started to develop a calmness and wisdom that was envied and almost venerated by his peers.
Over the next two generations, it became normal for all children of the royal family to study at the shrine of the ancestors and take guidance from the teachers and their writings. From there, it was but a short step to believing that the royal advisors should be chosen from the teachers and students at the shrine. Nowadays, junior priests of the Cult of the Royal Ancestors manage the day-to-day functions of the royal household, while the senior priests are all Royal Advisors.
Church
Yarma doesn't have much a formal church, as such. There is a temple in Porters Bar, that deals with funerals for the population, but just a few shrines outside that city. Most of his prayers to Yarma are made at shrines dedicated to The Cult of The Small Gods, that are scattered around the Hann Sea.
Priests
The vast majority of Priests are warriors, who have a single level of a divine class (often Adept) who are capable of leading a brief prayer just before conflict. However, there are higher level priests to serve his few shrines, while there are also a few adventuring priests, who dedicate their lives to protective duties. Yarma's Priests also have access to two new spells: Summon Psycopomp (L1) & Hero's Grave (L3) - both of which can be found here. These are not bonus, or domain spells, but must be learned in the same way as any other spell.
Shrines
Shrines are rarely more than a monument, probably a statue of a man armed with shield and spear, dedicated to those who have died in battle.
Powers
Yarma is a quasi-deity who can grant access to two domains, and can only grant spells up to Fifth Level, drawn from the Adept Spell list – any slots for higher level spells may be filled with lower level spells. Nor does Yarma allow adepts to take a Familiar at Level 2 - Instead, he grants them access to his domains.
Law Domain
You are a protector, who believes in the rule of law and the benefits of an ordered and safe society.
- Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos.
Ancestors Sub-Domain
You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
- Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Speak With Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability for a number of times per day equal to your cleric level.
- Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—rest eternal, 5th—slay living, 6th—geas/quest, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.
Spell List
Priests of Yarma may choose their spells from the following list:
- 0th Level: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue, vigor.
- 1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, face of the devourer, obscuring mist, preserve, protection from chaos, protection from evil, protection from good, protection from law, scarify, shield the banner, sleep, Summon Psychopomp.
- 2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, enemy’s heart, inner focus, invisibility, mirror image, resist energy, rumbling fury, scorching ray, see invisibility, tremor blast, web.
- 3rd Level: animate dead, bestow curse, blood rage, contagion, continual flame, cure serious wounds, daylight, deeper darkness, Heroes Grave, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
- 4th Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
- 5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
