Sun (LL)

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==Sun (intermediate god)==
Sun, sometimes called Shakuru, is charged by the Great Spirit with casting warmth and light over the world. Aside from the Great Spirit himself, Sun is the most powerful of the dominant Indian spirits. Although he serves the Great Spirit's will, he is not subordinate to the Great Spirit in any servile sense, for he is free to discharge his duty as he pleases.
On most days. Sun is clearly visible in his true form, a shimmering disc of light. He is said to walk from one side of the world to the other, spreading warmth and light over the land as he goes. Sun has the power to create warmth and light wherever he can see, though he is often inconsistent in his use of this power.
Role-playing notes: Unlike the Great Spirit, Sun is heavily involved in the affairs of men. As he walks across the sky each day, he cannot help but see what the tribes are doing. When he is pleased with their actions, he shines down upon their lands brightly and keeps them warm. When he is displeased, however, he does not show himself and the day is dim and chilly. If angered, he shines down with great intensity, making men hot and tired and withering their plants.
Unfortunately, Sun has a mercurial disposition, so it is difficult to determine what will make him angry and what will not. In addition, he is not one given to gentle messages. Often, the first sign of Sun's anger may be a severe sunburn suffered during the dead of night, or sudden and severe heat exhaustion. Sun rarely punishes fallen priests with death, however. If a priest offends him too deeply, Sun simply severe the spiritual connection which gave the medicine man his powers.
Statistics: AL en; WAL any but evil; AoC light, heat; SY sun.
==Sun's Avatar (Fighter 14, Illusionist 14)==
Sun's avatar takes the form of a yellow-skinned, yellow-haired warrior of great physical strength and attractiveness. He can call upon the Illusion/Enchantment school of magic for his spells.
: Str20
: Int 18
: MV 15 f
: AC 0
: #AT 2	
: Dex 20
: Wis 16
: SZ 6'
: HD 14
: THAC0 7	
: Con 18
: Cha 18
: MR 35%
: HP 126
: Dmg 1d8/1d8 +8
Special Att/Def: when someone looks at Sun's avatar with harmful intent, the attacker must save versus spells or be permanently blinded. Once per round, he can throw a fireball up to 500 yards without suffering penalty for range. This fireball does 2dlO damage for each 100 yards it travels. Sun's avatar can fly at the same speed he moves on ground.
==Duties of the Priesthood==
Medicine men devoted to Sun spend the majority of their time trying to appease their spirit. They are constantly sending messengers, in the form of powerful birds, to the Upper World with messages of supplication. When Sun shines too brightly for too long, they must suffer endless hours of rigorous penance in the hope of salving his anger. If Sun chooses not to shine, they must often spend days on end begging him to show himself.
One of the most important duties of a medicine man devoted to Sun is greeting him each morning. The surest way for a priest to incur Sun's wrath is to sleep past dawn.
Another important ceremony is the Sun Dance held each spring. The medicine man must spend an entire week dancing. It is during this time that young warriors hoping for Sun's favor must endure a test of pain to prove their worthiness.
In each tribe, the most experienced medicine man worshiping Sun is granted the power to call and command birds of prey, which serve as messengers to the Upper World.
Statistics: AB Standard; AL any g or n; WP bow, tomahawk (hand axe), or club; AR b; SP sun, all, healing , and protection ; PW special (see above); TU turn. 
==Sage Advice (Dragon Issue #197)==
Last issue, I promised to start giving unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities in Legends & Lore. I'll work through one pantheon a month until they're all done. Here's the list for the pantheon:
* Sun: Major: Chaos; Minor: Time, Thought.