Elemental Forces (Force)

This force is a representation of all pure, natural power, including forces of nature (such as waterfalls) and magical energies.

The priests of this force learn as much as they can of magic and try to pass that learning along. They also don't like to see natural forces extensively channelled by man; they often destroy dams, for instance.

Because they are devoted to powerful natural forces, priests of this force tend to be magically powerful.

Lesser attributes of the Elemental Forces could be represented by actual gods. The gods of Darkness, Fire, Light, and Lightning might be considered lesser gods of this attribute.

The priests of this god are on good terms with the priests of Darkness/Night, Dawn, Fertility, Fire, Light, Lightning, Love, Magic, Seasons, Sky/Weather, Sun, Thunder, and Time.

Alignment: The forces being worshipped and protected are chaotic in nature, so all its priests must be chaotic; they may be chaotic good, chaotic neutral, or chaotic evil. Each branch has its own cult, so good priests don't have to be friends with evil ones. The flock may be of any alignment.

Minimum Ability Scores: Wisdom 10, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Spellcraft. Nonweapon Proficiencies Recommended: Fire-building, Astrology, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Wizard.

Duties of the Priest: Guidance, Marriage. Education: These priests help in the education of the flock in both priestly doings and magical learning. Missions: These priests often go on voyages to observe phenomena and learn more about the forces that bring them about. Vigilance against any beings that might interrupt, divert, or channel great natural forces for those beings' own gain.

Weapon and Armor Restrictions: Weapons Permitted: Battle axe, bows (all), cestus, club, hand/throwing axe, harpoon, javelin, mace, net, picks (all), scourge, scythe, sickle, spear, trident. Armor Permitted: All armor and shields. Oriental Campaigns: Also daikyu. All together, these constitute Good combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Combat, Elemental. Minor Access to Creation, Sun, Weather. This priesthood has access to many powerful spells and to one extra minor access, so it will not have much in the way of Granted Powers.

Powers: Immunity (as per the Designing Faiths chapter-- +2 to all saving throws) to all priest spells of the Elemental sphere.

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 priesthood, plus one third-level mage and two first-level mages to act as consultants, and five first-level fighters to act as guards. The priest may take the following on adventures: Two priests, one mage, and two fighters of his choice. The priesthood will pay for half of the cost of stronghold construction at 9th level. Part of the stronghold must be a library devoted to elemental magics and the elemental planes, and scholars interested in these subjects will visit the stronghold in order to learn from the library or contribute to it.

Possible Symbols: Fire, Lightning.

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