Morning-Lord, God of Spring, Morning, and the Sun
God of the spring and the dawn, patron of the nobility, and both the rights and duties of Noblesse Oblige. A popular and powerful god, both in his aspect as healer and renewer, and as the fiery eye that purges darkness and evil from the land each morning. His church was once the most popular and powerful through most of Faerun, and still enjoys wide acceptance throughout the lands of elves and men, but has been eclipsed in many places by the Church of the Holy Triad. The faiths have a cordial, if sometimes strained, relationship – often finding themselves on opposites sides of political power struggles between hereditary nobles and elected magistrates.
Elements: Beauty, Good, Light.
Holy Powers: Allies, Blessed, Detect, Healing, Oracle, Patron, Resistant, and True Faith as for standard Holy Might; Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius, -40%; PM, -10%; Reduced Fatigue Cost 1, plus20%; Spend 1 FP and roll IQ+Holiness to eliminate darkness penalties around the cleric for one minute) (7); Damage Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) (4 or 7); and Temperature Tolerance 1 to 6 (must be added to the “hot” end of the scale) (PM, -10%) (1/level). Auras and imbuements as for Holy Might, plus Blinding Defense, Dazzling Display, and Fireproof Armor.
Clerics & Holy Warriors: Standard template. • See also the Monks of the Sun Soul, mystic martial artists who worship the Sun.
Disadvantages: Required: Sense of Duty (Good entities) [-10]. • Otherwise as for normal cleric or holy warrior.
Skills: Weapon: Mace.
Spells: As for Sun Priests (DF7: Clerics, p. 29).