The Yellow God, The Keeper of the Eternal Sun, Keeper of Law
Learn the law and live it; obey its every letter and clause, for in knowledge of the intracacies of law lies freedom to act with righteous impunity. Keep track of the decisions of your superiors so that the body of precedent continues to grow and the unity of purpose of the rulings of Amaunator is made manifest to all. Serve your superiors faithfully, and they will reward you faithfully; shirk your duty and find the harsh hand of reproof.
(You need to abide by these as clergy, not as a worshiper)
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Cleric or Paladin (Amaunator) or Shaman (At'ar)
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Any non-Drow, non-Duergar, non-Orc or Goblinoid (half- are permitted)
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You must follow all laws to the letter
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Shaman Initiation: You must prostrate yourself, naked, for a full day where the sun shines all day, without drinking water or making a sound.
(You need to abide by these as clergy, not as a worshiper)
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Level 3 spell: Animate dead
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I say, how unsightly!
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Level 5 spell: Darkness
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What comes of actions in dark places? Only something criminal, I'm sure!
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Holy Symbol: Sun with spiked rays (Amaunator), and a sun with spiked rays and metal rod piercing skin to affix itself to flesh (At'ar).
(If you wish to become clergy of this god, take three of these as your vows—if you violate them you lose any moves, spells, and any other benefits granted by this god until you atone.)
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Law (Forbidden: Allowing any crime you witness to go un-reported, or a report to go unprocessed: any crime you report you must pursue to the conclusion of its sentencing, if you haven't the power to administer to it yourself)
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Order (Forbidden: Allowing anything to be out of place; this regards lost items, stolen belongings, or even persons; those who have run away, or those unwittingly lost; if a place cannot be found for them, they belong nowhere and must be destroyed or else become emminently useful to the enforcement of law)
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Principle (Forbidden: Permitting anyone to utter, transcribe, or otherwise communicate any statement said in seriousness that is not wholly, literally true, especially regarding laws; even if slight or minor, and even if in error, you must correct it. If you yourself turn out to be wrong you are considered to have violated this vow and must atone.)
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Command (Forbidden: Permitting the undead; you must destroy all undead, or command them back to their graves; this is not a passive vow, you must seek out undead actively)
Amaunator (Ah-MAWN-ah-tor) is an ancient deity of order and the sun, and considered also as the separate entity At'ar in many places in Sulgate. As both Amaunator and At'ar he is considered a harsh but fair diety: more harsh as At'ar and fair as Amaunator, however.
Home Plane
House of Nature
Portfolio
Bureaucracy, contracts, law, order, the sun, rulership
Favored Weapon
Scepter of the Eternal Sun (mace)
Myths
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The Eyes of the Sun
The justice the Yellow God deals is said to depend upon the time of day. After dawn and through morning he is pleasant and tends more often toward mercy as he awakens, and shadow more often obscures his view of truth. However, at his height he sees everything clearly, and in him is awoken a vengeful desire to punish all wrongdoing and correct for his earlier oversight: at this time he becomes At'ar the merciless. This persists until the early evening, where he grows tired and concludes his affairs more arbitrarily, depending upon whichever path is most swift.
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History
Relationship with other gods and churches
After accepting Lathander, At'ar/Amaunator is generally tolerated but disliked by most other "good" and "neutral" deities for his unrelenting and exacting insistence on accuracy and punctuality in all things; even if they share nearly all of his enemies, they cooperate with him only reluctantly. Sune, Tymora, and Selune refuse to work with him, even if they never overtly act against him. While Helm sympathises with At'ar/Amaunator's rigid interpretation of law, he tends to feel as though the sun god is straying too far into his own portfolio, and guards it jealously from him. Amaunator's only true ally is Kelemvor, who holds similar views regarding lawfulness and the destruction of undead; however even the God of Death tends to find the God of the Sun's personality trying and discourages his visits.
Gruumsh, Lolth, Shar, Beshaba, Cyric, and Mask are all Amaunator's foes and endlessly plot against him, to the point of putting aside their differences long enough to collaborate together. Bane and Gargauth however tend to tolerate him better than most and often side with the God of the Sun at any moment when the other "evil" gods intend to act, thus foiling their plans. Though At'ar/Amaunator will never admit it, he secretly harbors some grateful feelings towards Bane and Gargauth and turns a blind eye to their activities, so long as they remain lawful.
Associated lesser deities
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Judges, esquires, and experts of canon law worship Amaunator most for their occupations, while the Daes of Daedina and the Nassouin nomads almost universally worship At'ar out of necessity, mostly appealing through acts of devotion to sate his wrath and spare them from his burning sight. Amaunator is the official deity of the Halfling kingdom of Caeor, as its people made a pact of protection with Amaunator that predates Lathander's revelation to the west, and have attributed to the sun the growth of plant-life in their country, which is unusually abundant for a land of Sulgate. However, many Halflings in Caeor are "converting" to worship of Lathander, likely due in no small part to his close relationship with Chauntea and generally more sunny disposition and outlook.
Amaunator’s clergy, known as Amaunatori, are extremely hierarchical and rulebound. Amaunatori serve often in court as judges, to present cases, and to hear legal arguments and disputes. They are paid well to settle merchant disputes over contracts, agreements, and trade practices and make a comfortable living for themselves and their church as arbitrators of all sorts of commercial and personal claims not worthy of the attention of figures of power in ultimate authority.
If they serve At'ar, his clerics are known as At'ari, and lead worship services among the god's followers. They serve as more informal councilors, but are every bit as strict in the adherence of law as the Amaunatori, although they often have more leeway to write laws themselves, and even establish their own temples as centers of government and law.
Hierarchy
Each Righteous Potentate (high priest of a temple, called a “Court”) oversees all aspects of church functions. No one can perform or be relieved of their duties without the consent of the Righteous Potentate or one of his seven Monastic Abbots. Under each of the seven Monastic Abbots, there are an additional seven High Jurists (priests) who serve relentlessly, performing whatever duties are assigned to them. Lower ranks of clergy members serve beneath the High Jurists, and were known as (in descending order): Jurists, High Magistrates, Magistrates, Defenders of the Law, Lions of Order, Radiant Servants, and Clerks.
Vestments
Priests of both At'ar and Amaunator dress in bright, long-sleeved, ornate robes of yellow, red, and orange that are covered with sewn-on arcane symbols for the sun or depict the sun through embroidery, artful dying, or gold decorations and gemstone encrustations placed to form a sun face. Those priests with their own temples have their robes worked of cloth-of-gold. A sunburst headpiece completes the ceremonial garb. Holy symbols are always made of gold, gold-plated metal, or gold-painted wood.
Priests of At'ar specifically are often given to wearing piercings, with some visible ones, but especially ones which are not shown, and worn where constant brushing against overclothes would frequently grind against or twist at them. They are meant to serve as a constant reminder of At'ar's presence, even when not in sunlight.
Adventuring clerics usually wear utilitarian garb, but prefer reds and oranges for cloaks, tabards, and accessories that are not part of their armor. When possible, they wear armor that has been washed or plated with gold.
Rites and Duties
At'ar's rites are tied to the noonday sun, and are observed every day. All worshipers of At'ar are expected to stop whatever they are doing (unless they are fighting or officiating over a legal ceremony), and lower to their knees in prayer to At'ar somewhere where his scorching light can bathe them. The At'ari tend to provide encouragement to worship in the form of chants and prayers which the worshipers repeat, though they must never echo loudly; the chaotic cacophony that tends to result from such practices is considered a dire affront to At'ar's presence.
Amaunator's rites differ greatly from those of At'ar. Amaunatori don't lead daily prayers, and their "festivals" tend to involve abstaining from behaviors and activities that the sun god considers disorderly, during periods leading up to and immediately after the summer solstice. Certain sects of worshipers and clerics have retained these rites even when passing into the church of Lathander.
All clergy members have to learn, understand, and know how to reap the benefits from (exploit) the laws of the land, the city, and the province they live in. In order to completely understand the nuances of law and legislature, the clergy constantly drill each other, practice law in court whenever possible, and rehearse law in practice courtrooms. They can not resist investigating the scene of a crime or taking part in the construction of new laws in their locale, and do so with great intensity and fervor.
Affiliated Orders
The Sunmasters are an elite sect of clerics and holy warriors whop serve the church of Amaunator.
The Most Transcendent Affiliation of Paradisiacal Pens are an aloof and arrogant order who travel the world preaching the holiness of law and order. Their mission in life is to collect lawbooks from all over Orben into Amaunator's temples.
The Syndicate of Celestial and Righteous Lawmakers are a highly exclusive order of seventy warriors and paladins (mainly paladins) who worship Amaunator because of his love of law. These women and men teach the lawful side of Amaunator, interpreting his somewhat nongood tendencies as deific recommendations that could be safely ignored or softened to a more humanitarian tone. These warriors branded the business side of their shields with extremely potent variants of continual light spells to blind the lawlessness they encountered. This gave them a lasting light source in darkness and a bonus in some strategic situations where they could nearly blind their foes with the intensity of light coming from their shields.
Amaunator's temples generally appear as large, round courthouses with rays projecting from corridors that lead to individual courtrooms. All ceilings in these temples are open, and court is only held when the sun is bright enough for them to operate. Temples in more cloudy or otherwise poorly-lit regions sometimes resort to magical spells approximating sunlight to continue their duties.
Other temples to Amaunator are amphitheater-sized buildings dedicated to the preservation of law. These huge, stone-walled monstrosities contained books and scrolls detailing the laws of every land and every city that the followers of Amaunator encountered.
At'ar's temples are found only in Sulgate, and tend to be large, square structures with open roofs. Rather than keeping books, the various laws of the lands are recorded onto the walls themselves, but always precisely, using letters of the same color and dimension. Still, the visual effect from beyond reading distance is unusually ornate for such an austere god.
For Cleric/Wizards
When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.
When you gain a level from 6–10, you may choose a second Domain.
If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.
Clerics/Wizards
If you are a Cleric or Wizard (and your god permits your class), choose from the following domains. You add all spells of the chosen domain to your spell list, up to level 7 (once you meet the mana requirements) or up to level 9 (if it's the primary domain and once you meet the mana requirements).
Primary Domain
Sun (Gain this domain's level 1-7 spells, this Primary Domain Move, and this level 9 spell)
Primary Domain Move
The Light, it Turns!
Gain Turn Undead. If you already have Turn Undead, you gain The Light, it Turns! When you use The Light, it Turns!, on a 12+ do 1d8 damage, ignoring armor, to all affected undead. You can only do this once per encounter
Level 9 Spell
Flamestrike | Level 9
All nearby living creatures of your choice take 1d6 damage; all nearby undead creatures of your choice take 2d6 damage.
Secondary Domains
Fire (Gain this domain's level 1-7 spells)
Hate (Gain this domain's level 1-7 spells)
Justice (Gain this domain's level 1-7 spells)
Knowledge (Gain this domain's level 1-7 spells)
For Non-Cleric/Wizards
When you gain a level from 2–5, you may choose a single Domain. A full list of domain spells and moves is under Choosing a God in Advanced Play Guides.
When you gain a level from 6–10, you may choose a second Domain.
If you choose the primary domain for your god, you also get the Primary Domain Move of that domain and take +1 to cast spells from the domain.
Non-Cleric/Wizards
If you are not a Cleric or Wizard, you gain access to all spells of your chosen domain up to level 3 and can cast them using the Cast a Spell Cleric move (you do not however gain any spells from the Cleric spell list). You can also gain a secondary domain move from that domain, in addition to the domain spells.
Primary Domain
Sun (Gain this domain's level 1 and 3 spells, this Primary Domain Move, and a Secondary Domain Move)
Primary Domain Move
The Light, it Turns!
Gain Turn Undead. If you already have Turn Undead, you gain The Light, it Turns! When you use The Light, it Turns!, on a 12+ do 1d8 damage, ignoring armor, to all affected undead. You can only do this once per encounter
Secondary Domain Moves (choose 1):
Here Comes Me
Once per encounter, when you arrive on the scene where there are undead (including Liches and Vampires), you can use the Cause Fear spell against an Undead creature, whether you have access to it or not. You automatically roll a 10.
It’s All Right
When you assist lawfully appointed officers of the law, they take +1 forward. You can’t use this to benefit yourself.
Secondary Domains
Fire (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Crossfire
When using Run Away or Defy Danger to get out of a situation where you have no stake and no allies in either side of a conflict, take +1.
Hate (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
It is Useless to Resist
When you use Cause Fear, the target of your attempt takes -1 to their Saving Throw.
Justice (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
It’s All a Deep End
When you're outnumbered 2 to 1 or more in a fight against criminals, do +2 damage.
Knowledge (Gain this domain's level 1 and 3 spells and this Secondary Domain Move)
Secondary Domain Move:
Knowtographic Memory
If you have read or heard something said before in play, you can recall it perfectly. You must have RPed reading or hearing it.