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Northlandish

Tokiwa-Dai

Land of Five Cities

Southlandish

Demi-human

Titans

The Gods of Terra Dyne

Fistus
(Greater God, CN)

Description:

General Aspect:
God of War: Fistus, the Bull-Headed God; Fistus of the Flaring Nostrils; Red-Eyed Fistus; Fistus of the Flaming Sword. The god of war is known by many names, many of them unprintable. Fistus watches over the field of battle and siege encampments, goading the opponents and reveling in the mayhem and slaughter. Each side vies for his favor, but Fistus is a fickle master. The glory and savagery of battle are more important to Fistus' ethos than skill in combat.

Worshippers:
Minotaurs, berserkers, brigands, soldiers, officers, tyrants, dictators, monarchs, nobles, athletes, gladiators.

Holy Items:
Holy symbol (a miniature silver or platinum sword with golden flames surrounding the blade). Holy flame (eternal flame maintained in shrines and temples). The two-handed flamberge, called the Blade of Fistus, is the specialty priest's main holy symbol. If he should lose it, the priest cannot cast spells or use granted powers until he has regained or replaced it. Manufacture of a Blade takes approximately a month, and requires at least 500 gp. of materials, including several hard-to-find items which must be added to the coals, hammered into the metal, or mixed in the tempering water. Blades of Fistus are only forged at Temples of Fistus. A specialty priest of Fistus who has strayed from the path will quickly find that a squad of his former peers is tracking him down to retrieve the Blade.

Holy Days:
24 Sheg (Glorious Day of Battle).

Holy Areas:
Shrines and temples to Fistus are frequently maintained at the sites of great battles. Chapels are maintained nearby garrisons, barracks, or wherever large numbers of soldiers are housed.

Restrictions:

Alignment:
Priests: Any Chaotic.
Worshippers: Any non-Lawful.

Racial Requirements:
Human, minotaur, humanoid. Only minotaurs can progress beyond the 13th level of experience.

Ability Requirements:
Wisdom: 9
Strength: 12
Constitution: 15
Charisma: 9

Experience point chart:
Specialty priests of Fistus use the standard cleric experience progression table.

Preferred Weapons (in order of preference):
Two-handed flamberge (wavy-bladed sword) (required). Any melee weapon allowable, but non-lethal weapons (net, lasso, mancatcher, etc.) are frowned upon. Only hand-thrown missile weapons are allowed. Specialty priests of Fistus can also specialize in Punching and Wrestling (but not Martial Arts).

Armor:
Any, including helmets, but shields are not allowed. Human and humanoid priests of Fistus often wear helmets with ornamental horns.

Magical Items:
Specialty priests of Fistus can use any magical items normally available to priests. In addition, specialty priests of Fistus can use Rods of Lordly Might and potions of Heroism, Super-Heroism, Invulnerability, and Giant Strength.

Non-weapon Proficiencies:
Required: Blind-Fighting, Modern Language: Minotaur. Preferred: Animal Training, Armourer, Charioteering, Weaponsmith, Riding (Land-based).

Miscellaneous Restrictions:
All priests of Fistus may not eat beef. Specialty priests of Fistus with Constitution scores higher than 16 gain bonus hit points as Warriors.

Spheres:
Major:
All
Chaos
Combat
Healing
War

Minor:
Animal
Divination
Necromantic
Protection

Granted Powers:

Flame Blade

Range: Touch
Duration: 1 round/level
Preparation Time: 3 seg.
Area of Effect: Blade of Fistus
Saving Throw: None
Frequency of Use: 1/day/level
Minimum Level: 2

Not to be confused with the 2nd level Priest spell of the same name, this granted power causes the specialty priest's Blade of Fistus to burst into flame. Any creature or object susceptible to damage from normal fire takes an additional 2d4 hit points of fire damage on a successful hit. The flame can also be used to light any inflammable material afire, and to brighten the area, much like a torch. The Flame Blade is immediately doused if it leaves the priest's hand. At 6th level, the additional damage increases to 3d4, at 10th level it increases to 4d4 and damages creatures or objects affected by magical fire, and at 14th level the damage increases to 5d4. At this level, the metal of the Blade glows red-hot and is surrounded by a jet of searing blue flame. A single high-level priest of Fistus wielding a Flame Blade in a Berserk Rage has caused many an army to be routed in terror.

Inspire Berserk Rage

Range: 0
Duration: Special
Preparation Time: 1 round
Area of Effect: Allies within hearing range
Saving Throw: Neg.
Frequency of Use: 1/week/level
Minimum Level: 3

This granted power of Fistus allows the specialty priest to Inspire Berserk Rage in his allies. The priest chants continuously for the duration of the power; a round of chanting passes before the Rage takes effect. As soon as the priest stops chanting, the Rage ceases. The priest can take no other action while chanting. Enraged combatants earn a +2 to attack and damage rolls, but may only use melee weapons, and take a penalty of +2 to AC. Additionally, enraged subjects are immune to all fear (except that inspired by gods). Subjects must be willing to partake in the berserk; anyone who does not wish to become enraged automatically saves, and anyone who does want to join is automatically enraged.

Bellow

Range: 0
Duration: 1 round/level
Preparation Time: 2 seg.
Area of Effect: All enemies within 10 yd/lvl radius
Saving Throw: vs. Paralyzation negates.
Frequency of Use: 1/day
Minimum Level: 4

In using this granted power, the specialty priest of Fistus bellows like an ox (well, actually, like a bull) for a round; this sound causes all 0-level persons or creatures with 1 or less HD, and any 4th or lower level or 4 HD or lower creature who fails its save vs. Paralyzation, to drop whatever they are holding (50% chance, -5% per level/HD) and flee in terror using the fastest means at their disposal for the duration of the power. Undead and deaf creatures are not affected.

Berserk Rage

Range: Self
Duration: 1d4 rounds + 1 round/level
Preparation Time: 1 round
Area of Effect: Priest
Saving Throw: None
Frequency of Use: 1/week
Minimum Level: 5

Using this power, the specialty priest of Fistus becomes mad with bloodlust. After taking a round to psych up, the priest explodes in a whirlwind of violence, striking out against all enemies in his path. Anyone who physically accosts the priest, even a friend trying to restrain him, will be attacked. The priest's Strength increases by 2 points; priests with Strengths of 17 increase to 18/01, and priests with Strength of 18 increase to 18/51. The priest's attacks per round double. The priest may only use whatever weapon he is holding when the Rage seizes him, and he may only use it in melee (even if it is a bow or crossbow!). If he drops or breaks the weapon, he will continue fighting with his fists. He cannot cast spells nor invoke any granted powers. If his hit points are reduced to 0, he continues fighting until he loses a number of hit points equal to his Constitution score, at which point he falls dead. While he is in this state, the Fistusian priest loses almost all perception of his surroundings, except to recognize and attack his enemies. He will ignore everyone and everything outside of a 60-foot radius unless they specifically attract his attention (e.g., by attacking him). He will hurl himself into extreme danger without consideration for his own welfare, for instance by wading through a pool of acid to chase after a low-flying opponent. Furthermore, he is at a -2 to saves vs. Rods, Staves, Wands, Spells, and Breath Weapons for the duration of the berserk.

When all enemies (or perceived enemies) have been defeated (i.e., killed, knocked unconscious, or at least pretending to be incapacitated), or at the end of the duration of the power, the priest takes 1 more round to cool off, during which he may fight normally. After that round, the priest is completely exhausted, and collapses from fatigue for 2d6 rounds. At the end of this period, the priest must make a Constitution check to regain his strength; if he fails, he must rest for another 1d6 rounds. Even if he succeeds, he cannot engage in combat except to defend himself for as many rounds as he was enraged. If the priest is at 0 or less hit points when he comes out of the rage, he immediately falls unconscious.

Turning Undead:
Specialty priests of Fistus turn undead as normal. Evil priests of Fistus have the option to control undead.

Ethos:
Fistus is god of combat, of war, of fighting. He is concerned not so much with tactics, skill-at-arms, and battle prowess as he is with glorious mayhem and bloodshed. He is also god of the minotaurs, and as such represents the qualities that they most respect: strength, health, endurance, willpower, fearlessness, and firm beliefs. It is the latter trait that many attribute to Fistus' predilection for warfare, since without strongly held opinions and an unwillingness to compromise, there would be no need for conflict. Fistusian priests, both minotaur and human, tend to be as bull-headed as their god: once they have decided upon a course of action, nothing will turn them astray.

The soldier-priests of Fistus serve their god by promoting and maintaining a state of war and conflict wherever they go. This is not necessarily by starting fights with everyone they meet (though this is fairly common as well), but rather by advising whomever will listen to take a course of armed conflict as a resolution to almost every problem. Many Fistusian priests gain training as expert strategists specifically so that their services are sought out by those in power. Lower level priests serve in armies themselves, serving by building morale among the troops and by direct participation in combat. Fistusians thrive on the chaos and confusion of combat and the muddled state that adrenaline brings on.

In minotaur society, the priests of Fistus are the counselors to chieftains and kings, as well as the spiritual leaders of the people. Their primary duty is to ensure that Fistus favors their side in times of war. Secondarily, however, they provide the sacraments to the minotaur people, notably baptism, initiation, marriage, and last rites.
Cowardice, weakness, and indecision are perceived by the minotaurs as mortal sins. One of the duties of the priest of Fistus is to condemn those who show this sort of weakness, whether the sinner is a common householder or the priest's own chieftain. This condemnation might be through private admonishment, public ridicule, or even a challenge to combat. In serious cases, the result is usually the ostracism of the offender from his community.

Fistus demands sacrifices of livestock, food, and precious metals to earn his favor before a battle. Many priests consider it proper to sacrifice captives after a successful battle, as well, in thanks for Fistus' aid. This is usually done in a rather bloody manner; the minotaurs are believed to have invented the hideous and fearsome "blood eagle" style of execution.
Fistus is portrayed as a huge bull-headed man. His head is covered in coarse russet hide, his horns are black, and his eyes are perpetually bloodshot. He is occasionally shown with flames emitting from his flaring nostrils. His muscular body is scarred and weathered. He has been portrayed with either human or bovine legs, but he almost always has a bull's tail. Sometimes Fistus wears burnished plate armor with no helmet or shield; sometimes he is portrayed naked, his enormous genitalia on proud display.

Hierarchical Organization:
The priesthood of Fistus, despite being a militaristic order, is rather loosely organized. There is less of a hierarchy among the clerics than bands of clergy led by high-level chieftain-priests, although these groups only gather in person for occasional synods. Outside of Minotaur society, however, Fistusians tend to congregate even less closely. Most missionaries serve as chaplains in the armies of kings, or act as agents provocateurs, or take up adventuring in the hope of amassing enough wealth and glory to collect their own warbands.

Temples of Fistus act both as memorials to glorious battles and as training grounds for acolytes. As a result, such temples tend to be located at least a short distance away from urban areas, and sometimes in quite rural locations, so long as they are nearby roads or navigable rivers where armies were likely to meet. The guardians of the temples tend to be aged veterans, battle-weary and more often than not maimed or crippled from combat wounds. These priests have lost little of their vigor, however, and will be active in the defense of the church as well as in the tutelage of their students.

Chapels are maintained nearby garrisons and barracks in regions where priests of Fistus are welcome. Even where they are not welcome, underground congregations tend to pop up. Chaplains of Fistus are generally well-liked by the rank and file, as they are as hard-drinking, foul-mouthed, and carousing as any soldier, and many were soldiers before they were priests. Men with violent tendencies often are attracted to military service, and many of these are further drawn into the worship of Fistus. In the Highlands and other lands of the minotaurs, a substantial fraction of veterans joins the Fistusian orders, both as priests and as lay members, on their retirement from active service.

Fistusian Chaplains
Exp. Lvl. Title
1-3 Acolyte
4-6 Soldier
7-9 Warrior
10-14 Blade
15+ Chieftain

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