Amun Tor

Sources of power: • existence of mysteries and secrets • people using riddles

Things he likes: • mysteries • unexplored locations • when people create mysteries/secrets • when people pose riddles • ancient locations/abandoned ruins • old texts • secret societies • "miracles" • sphinxes

Dislikes: • intentional deception / lies • institutions of mass education • transparent people

Followers: • Shrouded (? in blue, like ocean) • Independent • Must be complex, ambigious • Should uncover/solve mysteries/secrets but not reveal them • Should pose questions/answers as riddles when possible • Have a true name • Don't know each other

How does he punish? • Must solve or create a mystery • Must speak in riddles • Discover secret of companions • Can't speak • The challenge of riddles? • Mark self with a symbol/tattoo • Defend a sphinx (or other ally) from attack • Establish a cult/secret society • Temporarily blinds follower. Follower must do tasks with other senses • Build a shrine of ambiguity • Make an offering to a hidden being (nessie/sasquatch) • Perform experiment to understand phenomonom • Words come out in another language • Infiltrate secret society

Actions: • speaking in riddles: - 1 disapproval • leaving a secret unrevealed: -1 disapproval • building a shrine: -5 disapproval • creating a mystery: -1 to -5 disapproval

Lair: Infinite domain inside a vast pyramid/mausoleum Sphinxes Sarcophagi Hieroglyphics Lonely

Training: Learning to speak in riddles Learning to decipher ancient languages How to establish or infiltrate secret societies How to use dead languages to cast spells

Questions: What is most important to you? What understanding do you seek?

Vestments: Egyptian priest style robes Staff with eye of Amun Tor

Spell ideas: Deciphering/writing ancient texts Illusions Uncovering secrets/ESP X-ray vision/clairvoyance Detecting secrets Entombing/enshrouding/concealing

Spells: Also grants access to these wizard spells:

Level 1: • Comprehend Languages • Ekim's Mystical Mask • Read Magic • Runic alphabet, mortal Level 2: • Detect Invisible • ESP • Forget • Knock • Locate Object Level 3: • Consult Spirit • Runic Alphabet, fey

1- | Busy for 10 mins | Cleric loses all sense of taste and smell for the next hour. 2 | Busy for 60 mins; -1 spell check until complete | Cleric must etch an arcane symbol on their body. No turn/lay until they do. 3 | Recruit follower or -1 spell checks until next day | Vision becomes slightly blurry for one hour, as though things were shrouded in fog. Ranged attacks and spell checks have -2d/-1d for long/medium range 4 | -1 spell checks until next day | Next spell random/hidden 5 | Defer to others as superior; failure: no spells | Must refer to proper names using riddles, metaphors, similies, or kennings for 10 mins. Failure: no spells 6 | -1 to lay on hands permanently, until someone in need is significantly healed | Quest (easy) - 1d2 7 | Gains illness which causes stat loss; cannot heal himself or faces more disapproval | The next five sentences the cleric speaks must all be in riddle. If asked a question, the cleric may instead respond with another question. Failure: no spells until next day 8 | -4 checks on specific spell until next day | The cleric cannot speak for one hour. Spell casting is still possible, but suffers -1 on spell checks. 9 | -2 spell checks until next day | Vision becomes significantly blurry until next day, as though things were shrouded in heavy fog. Cannot see beyond short range, and any ranged attacks are made at -2d 10 | Lose access to one random spell until next day | Cleric must etch an arcane symbol on their face/hands 11 | -2 to all spell checks, lifted after DC 15 Will after every full day of meditation | Quest (med) - 1d4 12 | Cannot accumulate XP until next day | The cleric loses all sense of touch for the next hour. Any task involving legs and arms becomes very difficult, including combat and spellcasting, each of which suffer a -1d penalty 13 | Lose access two random spells until next day | Next three spells cast are randomly chosen 14 | -4 permanent spell checks until 40% of what he owns is sacrificed (-1 per 10%) | Cleric loses all sense of taste and smell until next day. 15 | Disapproval range doesn't reset next day | Must refer to proper names using riddles, metaphors, similies, or kennings for one hour. Failure: no spells 16 | No lay on hands for 1d4 days | The cleric becomes blind for one hour 17 | Loses access to 1d4+1 random spells | The cleric must not lie to anyone, nor permit lies to be spoken. Failure: Cannot turn unholy for 1d4 days. 18 | Cannot turn unholy for 1d4 days | The cleric cannot speak until next day. Spell casting is still possible, but suffers -1d on spell checks. 19 | Branded with sin, mark visible to other clergy. Disappears after a week w/o sin | Quest (hard) - 1d4+2 20+ | Lay on hands works only once per day per creature | The cleric becomes blind until the next day

Die Roll Result 1 must create a mystery (do something that leaves others wondering) 2 defend a sphinx (or other allies) from attack 3 build an unmarked/mysterious shrine 4 party transported to unknown location (puzzle dungeon), must find way out 5 infiltrate a secret society 6 establish a cult/secret society

Defense:

Defend sphinx from: • men • humanoids • dragon • manticore / chimera • space nazis • cyclops? • demon • dimensional raiders/ythoth • hydra • minotaur?

See also: https://knightsinthenorth.blog/2017/10/03/amun-tor-god-of-mysteries-and-riddles/