Lathander
---------

(Morninglord)

Greater Power of Elysium, NG

PORTFOLIO:       Spring, dawn, birth, renewal, creativity, youth, vitality,
                 self-perfection, athletics
ALIASES:         None
DOMAIN  NAME:    Eronia/Morninglory
SUPERIOR:        None
ALLIES:          Chauntea, Gond, Silvanus, Tymora, Lurue the Unicorn,
                 Tyr, Torm, Ilmater, Sune, Lliira, Selune, Oghma, Milil,
                 Deneir, Mielikki, Eldath
FOES:            Talos, Shar, Moander (now dead), Bane (now dead),
                 Bhaal (now dead), Myrkul (now dead), Ibrandul (now dead)
SYMBOL:          A disk of rosy pink hue
WOR. ALIGN.      LG, NG, CG, LN, N, CN

A powerful, exuberant god, Lathander (Lah-THAN-der) is known as the
Commander of Creativity and the Morninglord. When Lathander is
depicted, he is most often shown in a form similar to his avatar (see
below) or as a mist of glowing, rose-colored swirls with two golden
eyes at the center. As the god of beginnings, Lathander traditionally
receives prayer from many inhabitants of Faerun at the start of a
journey or endeavor. Lathander's name is invoked to seal alliances and
start new ventures or companies. As a result, the god is very popular
among the merchant classes. Though depicted as young, Lathander's noble
bearing and demeanor serve him well among the nobility, who also favor
his worship in many places. Because he encourages his clergy to strike
out and start new shrines and temples all over Faerun, Lathander's
broad-based popularity is rounded out by the many peasant folk aided by
his clergy.

Lathander has a reputation for being sometimes overly enthusiastic,
slightly vain, and given to excesses, all flaws very common among the
young. He is also eternally optimistic and doggedly perseverant. His
alliance with Chauntea serves them both well, since his interests in
birth, nurture, and vibrant life dovetail well with her portfolio. The
churches of Chauntea and Lathander have only grown closer since the
Time of Troubles, and rumors hold that Lathander has been courting the
favor of the Earthmother romantically as well as politically.

Lathander's Avatar (Fighter 36, Cleric 25)

Lathander appears as a golden-skinned athletic male of exceeding beauty
who  has just fully entered early manhood. He wears noble robes
constructed in the colors of the dawn, carries himself proudly, and
dresses in the finest golden plate armor if attending to matters that
might turn violent. He has access to all the priestly spheres of magic.
Spells he casts from the sun sphere have triple normal effect.

AC  -5; MV 15; HP 234; THAC0 -10; >AT 5/2
Dmg  1d6+1 5 or +18 (footman's mace +3/+6, +9 STR, +2 spec. bonus in
     footman's mace)
MR  80%; SZ L (10 feet)
STR 21, DEX 20, CON 24, INT 22, WIS 18, CHA 25
Spells P: 11/11/10/10/9/8/4
Saves PPDM 2, RSW 5, IT 4, IW 4, Sp 6

Special Att/Def: In battle, Lathander bears Dawnspeaker, a footman's
mace +3. In his hands, Dawnspeaker automatically destroys all undead
creatures who are affected by sunlight and does +6 damage to other
evil beings.  In the hands of another, it works as a mace of disruption
+3. On rare occasions, Lathander has been known to loan Dawnspeaker to
those people or quests he deems worthy. When the need for its presence
is over, if teleports to him. Whenever he wishes, Lathander can create
light equal to sunlight over an area 10 mites in diameter for up to an
hour, whereupon he cannot do this again until two hours have passed.
Lathander also automatically dispels all magical darkness that he
touches in any way. He can also dispel all magical darkness within 120
yards with a thought. Because of his dominion over the dawn, light-
heat-, and fire-based attacks cannot harm him. Because of his alliance
with Chauntea, no plant, sentient plant, or plant-based attack can harm
him either.

Other Manifestations

Lathander manifests his power as an intense rosy radiance surrounding
the bodies of those he favors. Lathander s radiance also appears around
objects to indicate special qualities about them and at confusing or
dangerous junctures to indicate a safe or preferred path. This radiance
causes those people it surrounds to be healed ot all wounds, purged of
any diseases, poisons, foreign objects, afflictions (including
lycanthropy, feeblemindedness, insanity, and blindness), magical or
psionic compulsions, /car, and curses. The radiance also telekineses
people for short distances to get them out of harm's way.  (They may be
lifted out of a trap or our of the reach of enemies.)

The faithful of Lathander who are surrounded by the radiance also
receive a brief message of some type from Lathander to guide them.
Others may receive similar impressions if Lathander desires. If the
radiance appears around a corpse of one of the faith, resurrection
survival is automatically successful while the radiance is present.

Finally, Lathander sometimes uses robins, sunpeacocks [animals he
favors for their plumage), sunpeacock feathers, butterflies, and aster
blossoms as signs of his presence or favor.

The Church

CLERGY:          Clerics, specialty priests, crusaders
CLERGY'S ALIGN.: LG, NG, CG, LN
TURN UNDEAD:     C: Yes, SP: Yes, Cru: No
CMND. UNDEAD:    C: No, SP: No, Cru: No

All clerics, specialty priests, and crusaders of Lathander receive,
religion (Faerunian) as a bonus nonweapon proficiency.  Wealthy and
popular, the church of Lathander has opulent temples throughout the
North, some of which push back the borders of good taste, as well as
less audacious and more serviceable structures in most towns and cities
and dotting all of Faerun. The main room of a temple faces east and is
open to the horizon, at least in part, so that the faithful can see the
dawn.  The high priest or priestess of a shrine or temple is often
called a prior or an abbess, although titles vary throughout the
church.

Specialty priests of Lathander call themselves morninglords. Clerics of
Lathander call both themselves and their specialty priest and crusader
brethren dawn priests, ignoring any difference. About 35% of the
organized priesthood are specialty priests; the remainder are clerics
or crusaders. A larger number of the adventuring priests who serve the
Morninglord are specialty priests.

The Lathanderian religion has no overarching hierarchy from church to
church and no central authority. When issues of doctrine or policy come
up that must be decided upon, a conference is called at the church who
initially presented the problem for consideration, and the issue is
resolved. Regardless of rank or experience level, each Lathanderite
priest is considered the master of the temple, shrine, or parish she or
he is responsible for no matter the number of priests staffing the
facility under him or her.

Novices in the Lathanderian faith are called the Awakened, and they
gain the title of Dawnbringer upon becoming full priests. In ascending
order of rank, the titles in general use by the Dawnbringers are:
Dawngreeter, Dawnlord (the church does not use feminine form of titles
often), High Dawnlord, Dawnmaster, Morninglord, High Morninglord,
Mornmaster, High Mornmaster, and Sunrise Lord.

Dogma: The charge given to most novice postulants to the faith of
Lathander is: "Strive always to aid, to foster new hope, new ideas, and
new prosperity for all humankind and its allies. Perfect thyself, and
guard ever against pride, for it is a sacred duty to foster new growth,
nurture growing things, and work for rebirth and renewal. Be fertile in
mind and body. Consider always the consequences of thine actions so
that the least effort may bring the greatest and best reward. Wherever
you go, sow seeds of plants, tend the growing things you find, and
plant seeds of hope, new ideas, and plans for ,1 rosy future in the
minds of all. Whenever possible, see each dawn."

Lathanders dogma is filled with stories of optimism and perseverance.
It is important to feel good about an upcoming event or else it will
naturally go awry through negative thinking. Favorite sayings of
Lathander include:  "From death, life," "There is always another
morning," and "In the dawn, beauty reigns, and the way is clearer." Far
more importance is placed on acting in the service of Lathander by
helping, encouraging, and aiding than in strict adherence to rituals,
rules, and the dictates of superior clergy. This practical philosophy
is shared both by Lathander and his senior clergy.

Death is considered a reward for the clergy, since they arc "going to
Lathander" in the afterlife. Most clergy are not raised unless they are
needed ti complete a task.

Day-to-Day Activities: Lathanderites seek to build anew, encourage the
rebirth of barren areas and more productive growth in cultivated lands,
drive out evil, and either restore civilization to heights it once bad
or lead it to new dizzying heights of interracial harmony, cooperation,
and pursuit of the arts and progress. To do this, they battle monsters
to nurture civilization; they plant seeds and new seedlings, they
encourage and aid adventurers, travelers, traders, and pilgrims as the
harbingers of culture; and they recover lost magical items, pieces o(
literature, and works of art. Lathanderites study, restore, and attempt
to duplicate, emulate, or expand upon these recovered items and works
when possible.

Temples and shrines also sponsor athletic events and competitions where
people of all classes and races can strive together in nonhostile competition
in wrestling, distance throwing, target archery, running, jumping, horseback
riding, or any of a number of other noninjurious sports. Other competitions
sponsored by Lathanderian churches are for honors in the literary and fine
arts. Such competitions are usually for a prize, which may he money, a special item or piece of art, or even a work written about the victor by a famous
poet or artist. Winning a competition sponsored by the Lathanderites brings
great status in certain circles.

Temples and shrines of Lathander provide aid to adventurers and communities in their area as long as such aid is returned in good faith. Priests of
Lathander try tirelessly to encourage those of good alignments to the more
dedicated worship of the Morninglord if they are not already Lathanderites,
but they do not insist on conversions or withhold aid if they are refused.

Lathanderites are expected to make regular offerings of ideas, inventions,
coins, discovered artifacts, or food to Lathanderian temples and shrines.
Much more valuable offerings such as magical items or quantities of gold are
demanded of nonbelievers in return for special services like rescue missions
or raising from the dead.

Holy Days/Important Ceremonies: As may be surmised, most ceremonies of
Lathander are held at dawn. Actions taken and contracts agreed to at
dawn are considered blessed by the god. Marriages held at Lathanderian
temples or shrines at dawn are considered especially blessed and so
dawn is when the church most often holds such services, even if they
are inconvenient for visiting guests. Funerals consist of a solemn,
candlelit ceremony called the Going Down. This ceremony is followed by
a wake that lasts until dawn prayers. Funerals are not held for those
who are to be raised.

The most important ceremonies of worship are the daily prayers to
Lathander at dawn, often held outdoors or where the dawn can be
seen.This ritual is followed in importance by the twilight devotions.
Some temples and shrines also add to these two daily ceremonies an
optional prayer and song to Lathander at highsun. To these daily
devotions are added special prayers said when offerings are presented
at the altar and when priests call on Lathander for guidance or aid.
These ceremonies are all joyful, but dignified, and usually involve
prayer, song, and ritual drinking of well water touched by the dawn. On
special occasions, on Midsummer morning, and on the mornings of the
vernal and autumnal equinoxes, priests of Lathander perform the Song of
Dawn, praising Lathander with a blend of vocal harmonies and
counterharmonies of beautiful complexity.

Major Centers of Worship: The Spires of the Morning in Waterdeep,
headed by High Radiance Ghentilara, is the largest and probably most
opulent of Lathander's temples. The Tower of the Morning in Telpir, run
by High Radiance Durneth Seafarer, is the second most prominent of his
temples, though much simpler in design than the Spires of the Morning.

Affiliated Orders: The church of Lathander has a knightly order of
paladins, crusaders, and fighters known as the Order of the Aster.
Members of this order-protect temples and shrines, serve to lead large
military groups levied as needed to serve the church, and roam the land
seeking to do good in Lathander's name and promote his worship.
Individual temples and shrines of Lathander do not usually maintain
standing military forces of substantial size due to their cost,
although they often retain warriors and members of the Order of the
Aster to guard their establishments in numbers that each temple decider
.ire appropriate and affordable.

Priestly Vestments: Priests of Lathander dress in bright long-sleeved
robes of yellow, red, and pink. These are often called "sun robes."
Those priests with their own temples have their robes trimmed with
ornately Grafted gold ribbons. A sunburst headpiece, worn toward the
back of the head to emulate a rising sun or radiant sunpeacock,
completes the ceremonial garb. The ritual robes used at many rural
shrines are simple cassocks with a color scheme by rank. Novices and
postulants wear brown; adepts and underpriests wear russet and crimson.
Senior priests wear scarlet, and subpriors and those of higher rank
wear rose-red. The leader of the temple or shrine wears white. Holy
symbols of Lathander are often made ot painted wood, cur from rose
quartz or similar minerals, or enchanted to radiate a dim, pink glow.

Adventuring Garb: Adventuring clerics usually wear more utilitarian
garb, but prefer reds and yellows, to the point of tinting their armor
those shades. Most priests of Lathander favor chain mail, and often the
only obvious mark of Lathander they bear is a rose-red circle on their
shields and helm brows.

Specialty Priests (Morninglords)

REQUIREMENTS:    Wisdom  14, Charisma 12
PRIME REQ.:      Wisdom, Charisma
ALIGNMENT:       NG
WEAPONS:         Same as clerics
ARMOR:           All armor types up to and including plate mail and
                 shield
MAJOR SPHERES:   All, astral, charm, creation, elemental, healing, necro-
                 mantic  (restorative forms only of reversible spells),
                 plant, thought, sun, wards, weather
MINOR  SPHERES:  Combat, divination, guardian, time
MAGICAL  ITEMS:  Same as clerics
REQ. PROFS:      None
BONUS  PROFS:    Pick two; appraising, artistic ability, carpentry, cooking,
                 juggling, leatherworking, musical instrument, and pottery

* Morninglords turn undead creatures at four levels higher than their
  listed level if the undead is affected by direct sunlight.
  Intelligent undead such as vampires know about Lathanderian specialty
  priests and either avoid direct conflict or act to remove the threat
  they pose as quickly as possible.

* Morninglords are able to create light (as the 1st-level priest spell)
  three times a day.

* At 3rd level, morninglords are able to cast faerie fire (as the
  1st-level priest spell) once per day.

* At 5th level, morninglords are able to cast sunrise (as the
  3rd-level priest spell) once a day.

* At 7th level, morninglords are able to cast boon of Lathander (as
  the 4th-level priest spell) once a day.

* At 9th level, morninglords are able to cast false dawn (as the
  6th-level priest spell) once a day.

* Morninglords gain a +2 base bonus when using the appraising, artistic
  ability, carpentry, cooking, juggling, leatherworking, musical
  instrument, or pottery nonweapon proficiencies. Additional nonweapon
  proficiency slots devoted to these proficiencies increase the
  proficiency score normally.

* Morninglords convey a +10%  bonus to the resurrection survival check
  of any being upon which they cast raise dead or resurrection. (The
  resurrection survival score cannot, however, exceed 99%.)

Lathanderian  Spells

1-st Level

Rosemantle (Alteration, Necromancy)

Sphere:          Protection
Range:           Touch
Components:      V,S
Duration:        2+1d4 rounds
Casting Time:    4
Area of Effect:  One living creature
Saving Throw:    None

The spell causes the affected being (who may be the caster) to glow
with a soft, faint, rosy radiance. Until the spell expires or is
dispelled, the spell recipient moves and functions with the same
freedom a ring of free action grants and is temporarily released from
any negative modifiers or activity restrictions due to naturally or
magically induced pain, nausea, fear, or venom effects. (The effects of
venom are suspended by the spell, but not negated or lessened in any
way.)

Rosetouch (Alteration)

Sphere:         Protection
Range:          Touch
Components:     V, S
Duration:       Permanent
Casting Time:   5
Area of Effect: Object touched
Saving Throw:   None

This spell causes the caster's hands to glow with a bright rose-red
radiance. At any time after the spell is cast until the priest casts
another spell, loses consciousness, goes to sleep, or dies, the caster
can choose to mend any one item. The item cannot be larger in volume
than the caster's body.

The item must be touched by the caster, who must deliberately choose to
affect it. The object may have been once living or even be presently
living. When used on a living being, rosetouch closes gaping
wounds-even over a foreign object-and closes off veins and arteries to
prevent further blood loss, but cannot restore lost hit points, life
force, or functioning organs, nor knit together severed limbs.

As the item is mended, the rosy glow pulses brightly, surrounds the
item, and then fades. At the end of the round in which the rosetouch is
bestowed, the item is whole.

This spell is often used to mend broken weapons or tools. Although it
cannot restore the dweomer of a broken or expended magical weapon, its
physical repair work is permanent and cannot be dispelled. A weapon
that has been rosetouched gains no attack or damage bonuses, hut counts
as a magical weapon for purposes of what can be hit by it for 1 round
per level of the caster of this spell.

3rd  Level

Sunrise (Evocation, Alteration)

Sphere:          Sun
Range:           Touch
Components:      V, S, M
Duration:        1 + 1d4 rounds or special
Casting Time:    6
Area of Effect:  5-foot-sphere centered on one being
Saving Throw:    Special

With this spell, the caster evokes a dazzling sphere of light equal to
natural sunlight around himself or a touched being or item. All beings
in contact with the sphere lose the use of infravision for 2d4 rounds,
which is halved if a saving throw vs. spell is successful.

Vampires and other undead, fungoid creatures, and subterranean fungi in
contact with the sphere suffer 4d6 points of damage, which is halved if
a saving throw vs. spell is successful. Upon their first contact (only)
with the dazzling radiance, such creatures are affected as if by a
confusion spell on the round following contact. Essentially, on first
contact with the radiance, these creatures may continue an attack or
fighting actions that bring them into the light, but on the next round
they hesitate and are unable to attack or take any deliberate action.

Creatures harmed  by sunlight are affected by the radiance as if they
were caught in actual sunlight. Undead vulnerable to sunlight receive a
saving throw vs. spell to avoid destruction.

The caster of this spell can choose to have it delay and not take
effect until a word of activation that was whispered during casting is
spoken again. The spell effect occurs at any later time when the word
is spoken unless the touched being dies first or is affected by a
dispel magic. In addition, if the delayed form of the spell is cast on
the caster, it may even be activated by silent force of will alone; no
word need be spoken. The spell is not affected by other spellcasting or
magical activity on the part of the caster, but its delayed effect
cannot be unleashed in the same round as the caster activates a magical
item or casts another spell.

The material components of the spell are an aster seed and a piece of
sunstone (aventurine).

4th Level

Boon of Lathander (Conjuration/Summoning)

Sphere:         Combat
Range:          Touch
Components:     V, S
Duration:       6 rounds
Casting Time:   7
Area of Effect: One being
Saving Throw:   None

On the two rounds following the round this spell is cast in, the spell
recipient receives bonuses of +1 on attack rolls and +1 on all saving
throws and is allowed one extra attack per round. The spell recipient
glows with a rose-red radiance during this time of augmented ability*
This radiance is similar to faerie fire in appearance, but it dues not
carry with it the benefits that opponents would gain when attacking a
creature outlined in faerie fire.

5th Level

Shield of Lathander (Conjuration/Summoning)

Sphere:         Guardian
Range:          Touch
Components:     V, S
Duration:       1 round
Casting Time:   8
Area of Effect: One  being
Saving Throw:   None

It the recipient of this spell is unwitting or unwilling and engaged in
combat, a successful attack roll is necessary to touch that being. The
spell's recipient must be touched within three rounds of the spell
being cast or the spell is wasted and lost.

Shield of Lathander protects a single touched creature from all damage
due to purely physical means on the round after it is touched. The
protected being takes full normal damage from spells and magical item
discharges, but the physical component of an enchanted weapon's attack
is negated. For instance, a lung sword +2 striking a protected
recipient of this spell would inflict only 2 points of damage (due to
its magical bonus). Enchanted weapons lacking pluses cause only 1 point
of damage.

6th Level

False Dawn (Evocation)

Sphere:          Sun
Range:           0
Components:      V, S, M
Duration:        1 round/level
Casting Time:    9
Area of Effect:  30-foot-radius sphere
Saving Throw:    None

False dawn calls into existence a bright reddish light, as if a sunrise
were occurring, within the area of effect. This light is bright enough
to read by, dispels magical darkness, and persists for the spell
duration despite any attempts to dispel it or to establish magical
darkness in the area.

All undead creatures within a false dawn suffer 6d4 points of damage.
Undead creatures are not allowed saving throws against this damage, and
if it destroys them, their remains instantly crumble and can never
again be animated to undeath. Affected undead also act confused
(similar to the effects of a confusion spell) on the round after the
false dawn appears. These confused undead beings cannot move, launch
attacks, or use specific magical powers of their own volition.

All creatures using infravision have it foiled during the false dawn
and for 1d4 rounds after it ends or they leave its area.

The caster cannot choose to exempt any creatures within the area of
effect from these effects. The spherical area of effect extends below
the caster's ground level and into the air above him or her.

This spell consumes a clear-, red- or yellow-hued gemstone or gemstones
of not less than 1,000 gp total value that fades away to nothingness in
the caster's hand.

7th Level

Greater Shield of Lathander (Conjuration/Summoning)

Sphere:          Guardian
Range:           Touch
Components:      V,S
Duration:        1 round
Casting Time:    1 round
Area of Effect:  One  being
Saving Throw:    None

If the recipient of this spell is unwitting or unwilling and engaged in
combat, a successful attack roll is necessary to touch that being. The
spelt's recipient must be touched within three rounds of the spell
being cast or the spell is wasted and lost.

Greater shield of Lathander protects a single touched creature from all
damage-whether magical, physical, or psionic-on the round after it is
touched. The greater shield also suspends the functioning of any
magical geas, quest, or other compulsions on the touched being
including psionic controls and attacks. Note that protected beings in
or placed in damage-taking situations during the round of protection
(such as pinned under water, leaping off cliffs, or buried under
rockslides or collapsing buildings) are not rendered immune to damage.
On the round after the spell expires, they suffer the full normal
damage that the situation dictates. Beings can, however, use the grace
given them by this spell to activate healing or escaping magic.

