Assyir

Ogre God of Battle, Valor, Law and Honor

Alignment: Chaotic Neutral
Priest Alignment: Any, except Chaotic Evil
Spheres of Influence:
Major: All, Combat, Healing (non-reversible), Guardian, Protection, and War

Minor:

Necromantic Curing and Protection
Symbol: Golden Anhk
Colors: Gold and Black
Formal Vestments: Formal Vestements consist of a colored robe and sash. The color combination of the two denotes rank. From lowest to highest rank: Black robe with no sash, Black robe with gold sash, Gold robe with no sash, Gold robe with black sash, or Gold robe with golden sash (two seperate tones).Priests of Assyir only wear these robes during special occasions.
The Legend

Assyir is the only known Ogre god in modern times, once long ago there were many who claimed to be the gods of ogres. They warred constantly and their wars spilled over unto their followers and there was great bloodshed. Assyir watched from the distance disdaining to participate in what he considered childish games. Then the day came when Assyir foresaw that the others would destroy their followers to meet their ends and defeat their enemies. Assyir had seen enough. The mighty god came forth unto the battlefield of the would-be gods.

Assyir called forth those who would rule over all and challenged them to settle their scores in single combat. They scoffed and jeered at the impudent one who they believed hid because he was weak and they continued to sacrifice their followers in a lost cause. Seeing no other alternative Assyir challenged the most powerful of them to a duel. The most powerful of the would-be-gods accepted and before the others the two fought. It was a titanic battle where the destruction crossed several planes. But when it was done only Assyir was left standing. Assyir then challenged the others to follow a set of rules known only as the code. In response, they attacked en masse.

The histories say that then it quickly became evident to all of the difference in power between Assyir, the true Ogre God, and the others who would-be-gods. This second battle laid waste to everything on the plane that Assyir chose to reside in. The chosen of several other planes tried to seal off entrance to their plane in order to avoid the tide of destruction spilling over. But their efforts were for naught, for Assyirs' mighty power reached far and destroyed much.

When the time came and Assyir faced the last two who would challenge him he accepted the challenge of a duel from the would-be-god and gave him and honorable death. The last challenger looked over the devastation caused by the battle and he said these words, "I weep now, not for my life, but for those countless lives that were lost in this pointless battle. The countless souls sacrificed for our selfish enjoyment. In this last moment, I see the truth. You, Assyir, are the one true god of our people."

He threw down his weapon dropped to one knee and bowed his head. "With my death, let the past deeds be purged. Let time forget and forbid that such a thing should ever happen again. Take my life and give our people a future."

Assyir looked upon the fallen one and found that Assyir could not slay one who has seen the truth. Assyir realized that this one was no longer and enemy and as such declared, "No I shall not take your life." Assyir looked upon the devastation of the many realms and vowed "Never Again." With that Assyir put away his mighty weapon and went unto the people and spread the word of the code. The code of law that rules the Ogre people even unto this very day.

Many people refused to believe that Assyir was the one true god. But over the centuries when their prayers to the old ones went unanswered and unheeded they realized the truth of Assyirs words.

Of the nameless would-be-god, the histories only say that when he was spared he stood up and walked away, leaving behind his weapons and his deceased brethren, never to be seen again.

  Manifestations: Assyir appears to his people as a shining giant golden figure. Usually he appears to be judging the merit of ones actions. It is said that to see Assyir watching the battlefield guarantees a rout, though no evidence of the god actually fighting exists.

 Holy Days: There is but one holy day in the Assyirian calendar. That is the day that Assyir brought the code to his people. On this day the priests must spend the day meditating upon the code and reflect upon their actions. Any priest who does not do this may be judged harshly by Assyir. For the followers of Assyir the mediation is optional, but if taken they benefit from a sense of renewed faith and are less prone to despondency or foolish action..

Tithe: Priests of Assyir are expected to donate up to 1/10 of their earnings on any profitable venture. Ventures that do not generate a profit or payment of any kind are considered charity. Attempting to avoid this tithe could result in banishment.
Prayer Duties: Priests of Assyir are expected to reaffirm their commitment to Assyir at least once a day in the morning or evening. This guarentees that Assyir will at least listen to further prayers for the next day.
Weapons Allowed:

All non-poisonous weapons.

Armor Allowed:

Any

Minimum Attributes:

Strength: 15 and Constitution: 16 and Dexterity: 10

Non-Weapon Proficiency:

May learn any proficiency, except spellcraft with no penalty.

Granted Powers: (May be used once for each level of the priest per day)

Level         Granted Power
      1          Valor

Morale of priest and companions is raised to 14. They save vs. fear spell or powers at +2.

      3          Duel

Duel creates a circle with a 30-ft. radius surrounded by walls of force, which may not be dispelled. The priest or a selected champion and one other creature will be "locked in" until only one is left alive, one surrenders, or only one or both is unconscious.

      5          Discipline

The morale of the priest and companions is raised to 18. They are granted immunity to all fear spells or illusions. They gain a +1 bonus to hit an opponent, and a +1 bonus to damage an opponent. The bonus does not grant the ability to hit creatures that can only be hit by magic.

      7          Leadership

The priest and companions morale increases to 18 and they no further checks for morale are made until the effect ends. They are granted immunity to all fear spells or illusions. They gain a +2 bonus to hit an opponent, a +2 bonus to damage an opponent. Enemies morale suffers a penalty of -2 and they must make morale checks every round otherwise they will suddenly flee or surrender. The effects last until nightfall. A morale check for the enemy must be made when the power is used. Any enemy that rolls a 1 for morale immediately switches their allegiance to join the priest and attack their former comrades. After combat they surrender to the priest and offer their allegiance. Should the priest die in battle while the power is in effect. All companions and enemy units that switched sides gain an additional +2 bonus to hit an opponent, +2 bonus to damage and gain an additional attack every 2nd round. All bonuses allow affected to hit opponents that can only be hit by magic.

Restrictions:

Turn undead two levels lower than normal; Will never control undead

Absolute refusal to use poison of any kind.

Will never ambush and opponent unless against a significantly more powerful foe or if that is the only way to battle a foe.

Will retreat only in extreme situations (or previous planning) in case of impending rout will simply fight until dead.

Will never attack a defenseless opponent.

Will accept any and all offers to duel to resolve a greater issue.

Other:

Gain +2 bonus to hit undead and +2 bonus to damage undead. (Bonus will allow priest to hit a creature that can only be hit by weapons magic bonus of +1 or +2).

Until 5th level, where they gain Discipline, the priest may call upon a battle rage granting the priest a +1 non-magical bonus to hit an opponent and +1 bonus to the priests armor class.

All bonuses granted by the priest are cumulative to all other bonuses.