Sor, the Elemental God of Fire

Sor is the youngest of the Elemental Gods, the Mother set him both above and beneath his brothers to be the God of the world’s core and of its sun.  Sor is the fiery and easily angered god of burning, of fire and of warmth.  Despite his many years of existence, years which cannot be numbered, Sor has retained his youthful enthusiasm and rashness – Sor is also known as the God of Fools.  Sor is both a creative and a destructive force; one which makes civilization possible and one which so often causes its destruction.  The power of the God of Fire is highly variable, one century he might ascend to rival the power of Gor while the next he could be as weak as one of the Mortal Gods.  When Sor’s power increases the world of Saas becomes warmer and correspondingly, when his power dims the world becomes colder.

The Powers of Sor

Sor has been injured many times, but he is just as indestructible as the other Elemental Gods.  When he is strong there is no other god who can match him, only the Mother can reign him in and only the Ferendel can do him harm.  Sor is most often, and most easily injured when in the form of his avatar the Burning Angel before which terror spreads like wildfire and no mortal is safe.

Sor has power over all fire and over the sun and the molten core of the world.  Fire magic is his dominion and the sun-scorched desert his domain.  Sor is also the God of Fools and of rash decisions, he is warded against in all cities and yet invoked frequently, it is his fate to be loved, needed, hated and feared by all that live.  He is the patron of smiths, for all who forge weapons do so because he allows it, and thus he is also a god of war and battle and indirectly a god of the harvest; of the rising of the sun and of dusk and of the ebb and flow of the seasons.  All these things Sor can exert power over, though he is only truly the master of fire.

Sor’s power is variable, but currently he is the third strongest of the elemental gods, meaning that he is beneath Gor, Lor and Baeandar, but above all the other Elder and Mortal Gods in power.

The Avatar of Sor

When Sor takes physical form it is always to destroy and terrorize, to take war to the halls of his enemies and smash down their works.  His avatar is known as the Burning Angel, it stands 12 feet tall with wings made of fire and across all its skin flame crawls; the sinews of its body are blackened by fire and its eyes are red coals.  It carries a sword of fire, a spear of molten steel and a bow that launches bolts of liquid flame.  Sor’s avatar is a level 50 warrior (147hp) with 2 attacks from the sword and 2 from the spear in combat or 5 shots from the bow.  Both the sword and spear do 3d8+10 damage per hit and the bow does 3d6+4.  Anything hit by any of the weapons, or by Sor himself, automatically catches fire.  Sor is presumed to pass an statistic-based test it is required to take (bend bars, system shock, etc.).  It is immune to all mind affecting spells and fire-based attacks and has 100% magic resistance and all its saves are made on the roll of a 2 or better.

Despite the formidable power of this avatar it is not invincible.  It has been thrice felled by dwarf kings in single combat, once it was beaten by a pair of ancient white dragons, twice it has been killed by the avatar of Baeandar and it was once destroyed by Dol Cadredriel Ibenorsus when Sor sent it to kill the elf archmage for some sleight – Ibenorsus is said to have been only “mildly surprised” by the appearance of the Burning Angel in his herb garden and the battle lasted barely a minute.  Sor invests much of his power into the avatar and when it is destroyed the god suffers a loss of about 30% of his power for a year and it will not be until the end of that year that a new avatar can be created.  Sor’s power waxes and wanes over time and the gains he makes against his brothers during decades or centuries of strength are often lost twice over in such moments of weakness.

Clerics of Sor

Humans and Elves are the most common priests of Sor.  Humans tend to be evil and destructive, while the elves use the power given to them by Sor to help forge great items from metal.  They tend to dress boldly in reds and coppers, they are loud, vibrant and have an aura of life that makes them seem much larger than other clerics.

Allowed weapons: Clerics of Sor may use scimitars, spears, daggers and bows.

Recommended NWP: Any smithing and Fire-Building.

Clerics of Sor have major spell access to the following spheres: All, Creation, Elemental: Fire, War, Combat, Sun & the wizard school of Elemental Fire.

They have minor spell access to the following spheres: Weather.

Additional Granted Powers: The following powers are in addition to the standard spells and abilities of a cleric.

At 1st level a cleric of Sor can cast Protection From Fire once per day.

At 3rd level a cleric of Sor can cast Heat Metal once per day.

At 5th level a cleric of Sor can cast Fire Trap once per day.

At 7th level a cleric of Sor gains +1 to all saves against fire.

At 9th level a cleric of Sor gains a further +1 to all saves against fire.

At 11th level a cleric of Sor and his possessions become invulnerable to normal fire and magical fire damage is halved.

At 13th level a cleric of Sor may cast Produce Flame at will.

At 15th level a cleric of Sor can cast Animate Flame three times per week.

At 17th level a cleric of Sor can cast Produce Fire three times per day.

At 20th level a cleric of Sor becomes immune to all damage caused by spells which are partly Elemental: Fire.

Holy Symbol: The holy symbol of Sor is blackened torch, which may or may not be lit.

Turning Ability: Clerics of Sor turn undead at normal level.

Role-playing Notes: Clerics of Sor are highly variable; some are destructive and truly evil, while others, like the Sorwoden (Elven Smiths) are creative and industrious.  The common trait they share is that clerics of Sor are constantly moving around, filled with a nervous energy, desperate to do something and always aware of time passing.  Clerics of Sor may be subject to the unprovoked attacks of the servants of Lor, Aor or Gor at any time and are in return expected to attack their counterparts whenever such action may be judiciously taken – they are devotees, not fanatics and will not risk their lives unless they are certain of victory.  In more civilized areas, such as cities, the clerics tolerate each others existence, but servants of an elemental power should always expect persecution in some form by worshippers of other elemental powers and for obvious reasons local authorities are unlikely to intervene for anything less than murder.


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