Malar (MAY-larr) The Beastlord
General Information: CE
Portfolio: Hunters, beasts, blood
Realm: Major Spheres: All, Animal, Combat, Healing, Plant, Summoninng,
Sun, Weather
Minor Spheres: Divination, Elemental, Protection
Worshipers:
Symbols: A talloned, bestial claw
Colors:
Holy Days:
Sacrifices:
Description: Described as being a black beast, covered with wet dripping blood, and having
the fangs and clawed forelimbs of a great cat.
Malar is related to Silvanus and the other "nature" gods. Hunters (both for game and
in sport) make offerings to him before setting forth in the chase, and he is said to
manifest himself in berserkers, enraged beasts, and in that type of frenzied beasts,
and in that type of frenzied human killer that men deem "mad". Bhaal is overlord to
those who view killing as an art to be coldly perfected; Malar is the patron of those
who exult in it endlessly, sensually; and it prefered by adventurers over professional
warriors.
Clerical Information:
Clericy Name:
Main Temple Location:
Clericy Description: The "church" of Malar has no real organization. Rather it is
built around the concept of the hunt. The most powerful individual in the
group is the huntmaster and he rules the followers. It is the huntmaster
who decides the time of the ceremmonial hunts, the type of prey, and the
location of the ceremonial hunt. The huntmaster may be a priest, cleric,
or even a fighter, wizard, or rogue. The huntmaster may be challennged at
any time by others. He may resign to the challenger or (more likely) battle
to the death.
Priests of Malar are normally dressed in woodland gear, usually red and brown
in color. The headpiece is always that of a great bear, cat wolf, or other
predator, preferably one that the priest slew himself with either his bare
hands or his claws.
The weapon known as the claws of Malar is considered the sole property of the
followers of Malar. Nonbelievers use the claws at their own risk, as the
followers of Malar will target that individual as the subject for their next
hunt.
Malar is not a popular god with many devoted followers. Like Umberlee, he is
invoked usually to prevent his intercession (usually heralded by wild beasts)
as opposed to beseeching it. There do exist groups devoted to following him
and these bands terrorize civilized areas, poaching for what they need.
Priests of Malar will seek out and attempt to destroy druids, regardless of
the faith that the druid professes. Because druids fight to maintain a balance,
they are the antithesis of the single-minded Malarites. Druid organizations,
including the Harpers, also try to seek out and destroy Malar strongholds.
Requirements: Strength 13, Wisdom 12
Weapons Allowed: Same as clerics plus "the claws of Malar" . No missile weapons.
Armor Allowed: Any
Magical Items Allowed: Same as clerics
Clerical Extras:
Priests of Malar automaticaly have the hunting proficiency with a +2 bonus.
Additional slots alloted to this prificiency increase it normaly.
Priests of Malar may use the Claws of Malar. These are acquired through the
church and are not normally for sale on the open market. They are claw-like
devices similar to brass knuckles, but with sharp, jagged edges along the top
like lion's claws. The claws weigh 1 lb each, are size S, do type S damage,
with a speed factor of 2. They inflict 1d6 damage to S/M targets and 1d4 to
larger targets. The priest must a locate a weapon proficiency for these
weapons in order to use them. Other individuals can try to use the claws, but
a nonbeliever or nonpriest of Malar will suffer the wrath of the church if he
does so. (Said wrath translates to the priests hunting down and slaying the
individual as a warning to others.)
At 3rd level, priests of Malar can identify plants, animals, and pure water
with 98% accuracy.
At 7th level, priests of Malar are immune to the effects of Charm spells cast
by woodland creatures, in a fashon similar to druids.
Clerical Limitations:
Priests of Malar cannot command or turn undead.
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