Culture (Bringing Of)

This god's interest is in the education and "improvement" of other cultures... especially those considered "lesser" cultures by the principal culture of the campaign.

The priests of this god are charged with the education of the population in whatever subjects the god espouses. If the god wants everyone to be literate, the priests teach Reading/Writing, free of charge, to as many students as they can teach at a time.

However, if the god is simply of the opinion that one whole culture is the best culture of all, then his priests are charged with turning every other culture into this best culture. Consequently, the priesthood invades other nations, peacefully if possible, setting up missions and trying to convert the population wholesale to the worship of this god, and to the cultural behavior of the god's favorite civilization.

When peaceful intrusion is not possible, the priesthood agitates for war with the other civilization; if the civilization can be conquered, they move in to convert is population by force. In these situations, we see mass destruction of the temples and sanctuaries of the "lesser" gods of this culture, elimination of their priesthoods, and ruthless suppression of the cultural elements which the culture-god's priesthood wants to change.

Not all culture-gods have to be racist or contemptuous of other cultures. Sometimes they're just education-minded gods who want to bestow godly cultural elements on the human population; in such cases, the priesthood is not one that proposes war or holds inquisitions to suppress other sects.

Culture-gods are most likely to be male.

The priests of this god are on good terms with the priests of Arts, Crafts, Literature/Poetry, Marriage, Metalwork, Music/Dance, Race, Rulership/Kingship, Trade, and War.

Alignment: The deity is lawful neutral. His priests can be of any lawful alignment. The lawful evil priests' sect is separate from the sect of lawful good and lawful neutral priests. The flock may be of any alignment.

Minimum Ability Scores: Wisdom 12. Wisdom 16 means +10% experience.

Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Reading/Writing. Nonweapon Proficiencies Recommended: Ancient History, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General.

Duties of the Priest: Guidance, Marriage. Missions: Conquest of new lands and education of the conquered population in the one true way to think and behave. Vigilance: The priests must be ever alert to the sign that old, bad ways and customs are re-emerging in the conquered population (or, if conquest was not involved, in the flock).

Weapon and Armor Restrictions: Weapons Permitted: Dagger/dirk, javelin, knife, lance, polearm, spear, stiletto. Armor Permitted: All armor; no shields. All together, we consider that this priesthood has Good combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Charm, Divination. Minor Access to Combat, Creation.

Powers: Inspire Fear (as per the Designing Faiths chapter). Soothing Word (as per the Designing Faiths chapter).

Followers and Strongholds: The followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests, of the same order, and one fifth-level fighter and five second-level fighters to act as soldiers. The priest may take the following on adventures: Two priests and two fighters of his choice. The priesthood will pay for half of the cost of stronghold construction at 9th level.

Possible Symbols: Book, Quill, Scroll.

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