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Ares (Ah-ree-s) Lord of Battles

General Information: CN Portfolio: War Realm: Major Spheres: Animal, Combat, Divination, Elemental, Healing, Necromantic, Protection, Weather Minor Spheres: All, Guardian, Summoning, Sun Worshipers: Symbols: Blazing sword on blood-red field. Colors: Holy Days: Sacrifices: Description: He appears as a 12-foot-tall human giant in battered and bloodied armor, his face hidden by a massive war helm. His shoulders and legs are bare and crossed with wounds, and he is always bleeding, though never tiring. The Lord of Battles is venerated by all alignments and all causes in conflict. Tempus is called upon before the evening of battle, to enhance the skills of one side and curse another. Tempus has been known to manifest to one side or the other in battle to indicate his favor. Most often he is seen standing with one foot on a white mare, Veiros, and the other on a black stallion, Deiros. If seen riding the mare, favor in battle is indicated, while riding the stallion foretells defeat. Clerical Information: Clericy Name: Main Temple Location: Clericy Description: Ceremonial garb is the same weather they are in the temple or on the battlefield (it is the same to a priest of Tempus). They wear full plate, spattered with blood. The arms and legs may have white saffron over the plates, but this, too is spattered with red. A full helm is usually common, but no face plate (or an open face plate). In those few areas untouched by war, a steel skullcap is worn instead. The orders of Tempus are military orders, and military ranks within the faith are common, such as priest-captain and most holy general. Ranks are assigned by higher-ups, in light of service, needs, and situation, and brevet (temporary) commands are common in desperate situations and suicidal missions. The leaders of a temple or crusade are entitled to wear the heavy battle gauntlet of rank. Tempurian crusades have been referred to as "a civilized man's barbaraian horde." Whipped into a frenzy by a strongly charismatic leader, such crusades have been known to travel great distances and level the castles of those (good, evil, or unaligned) who pose a threat to the faith. There have been rumblings here and there in the past centrury, but no full-blown crusade has rocked the lands from one end of the Realm to the other in recent memory. Requirements: Strength 14, Wisdom 12 Weapons Allowed: All bludgeoning weapons, the spiked glove, plus one other weapon of choice --any one weapon chosen by the priest. Armor Allowed: Any. If a two-handed weapon is taken as the chosen weapon, no shield may be used. Magical Items Allowed: Same as clerics, plus magical versions of their individual "chosen weapons" Clerical Extras: Priests of Tempus can incite a berserker rage in themselves and others. The rage lasts for 10 rounds. During this time the recipients have a +2 bonus to attack, damage, and all saving throws. The priest may affect one person per level of experiance, once per day. If the recipient runs out of enemies to fight, he must either attack the closest living target in the area (even a friend) or suffer 5 points of damage for each of the remaining rounds. This is the damage inflicted on himself to control his rage. At initiation, the priest of Tempus chooses a particular weapon as his chosen weapon. This is not a weapon type (such as "all flails") but one specific weapon (such as "this flail that I'm holding right now"). This chosen weapon may be on any weapon type. The priest can fight with that weapon type normally (this weapon is not given to the priest, it must be purchased with a proficency slot), but when using that particular weapon gains a +1 bonus to hit and damage (this is in addition to any other benefits, including the berserker rage). Should the chosen weapon be lost or destroyed, the priest may reconsecrate a new weapon at a recognized temple of Tempus in a ceremony of meditation and fasting which takes a week. Priests of Tempus have an excellent feel for weapons.They can discern the workmanship and potential magical ability of a weapon merely by handling it. The priest can determine the magical pluses (though not any other special or magical abilities) of any weapon that he is proficient with (including his weapon of choice). All priests of Tempus have the following nonweapon proficiencies at no cost: armorer, blind fighting, charioteerinng, and weapon-smithing. Priests of Tempus, particularly those of high rank, wear a spiked gauntlet as a symbol of office. The gauntlet costs 10sp (though more elaborate ones may be found in more important churches). This gauntlet is size S, a piercing weapon, with speed factor 2, and inflicts 1d4 points of damage to creatures of any size. The gauntlet usually is worn only by priests with some sort of authority -- those in charge of temples or leading crusades. Clerical Limitations: While recognizing the need for bows, crossbows, slings, and even firearms on the battlefield, the followers of Tempus take a dim view of missile weapons. In a perfect world, no one would use such cowardly items, but the world is imperfect. Therefore, no missile weapon can be taken as a chosen weapon unless it can also be used as a melee weapon (like a spear).
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