Fate, Destiny

This god cautions the mortal races to accept whatever fate that the gods or even a higher Destiny have in store for them. This is the god of acceptance, of resignation, of coping without struggling.

Priests of this faith believe that everything that happens is predestined. They preach a doctrine of acceptance of the will of the gods, including gods other than their own. When two gods are in opposition, these priests do not interfere in the mortal doings resulting from that struggle (unless one of the gods is the god of fate/destiny, in which case they support him); but when a single god is pursuing a goal and mortal beings are trying to oppose him, these priests work on behalf of the god and against the mortals. This takes place even when the god is evil; these priests take the side of gods against mortals regardless of the god's motives. In short, this is a very strange priesthood, one that is philosophical but joyless.

Lesser gods of this attribute might be gods of specific future events: The war that destroys all the gods, for instance. Such gods will strive to make sure that the events they represent do take place, and their priests will dutifully help.

The god of this attribute is as likely to be male as female.

The priests of this god are on good terms with the priests of Ancestors, Fortune/Luck, Oracles/Prophecy, and Time.

Alignment: The deity is true neutral. The priests may be true neutral or neutral good; most are true neutral. The flock may be of any alignment.

Minimum Ability Scores: Wisdom 13. Wisdom 16 means +10% experience.

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

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

Duties of the Priest: Guidance (doctrine of acceptance of the will of the gods). Missions against those who defy the gods. Vigilance against those who defy the gods.

Weapon and Armor Restrictions: Weapons Permitted: Dagger/dirk, knife, lasso, mancatcher, net. Armor Permitted: All armor and shields. Oriental Campaigns: Also chain. All together, these constitute Medium combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Divination, Guardian, Protection, Summoning. Minor Access to Combat, Necromantic, Sun, and Weather.

Powers: The priest can cast the commune spell once per month, even at first level, in addition to all other spells (obviously, at first level, he can only ask one question per application of the spell). Soothing Word (Designing Faiths chapter).

Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and 16 first-level priests of the same priesthood. The priest may take the following on adventures: Three priests (only one of them may be third-level) of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.

Possible Symbols: Book, Pen/Stylus, Chains.

Notes: This order uses the net and lasso because those weapons represent the inevitability of fate and destiny.

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