War

This god is the deity of combat and warfare. He exists only to promote and participate in bloody battle.

Each nation has priests of this god, and in each nation the priests constitute a separate cult; they do not cooperate with one another in times of war, especially when their armies are opposed. They help train new warriors, teach battlefield tactics, and make records of the most valiant fights of any war or battle.

In painful times of peace, these individual sects may cooperate with one another. However, they usually only do so to conspire and start up another war.

Lesser gods of war will be gods of some secondary aspect. One might be the god of Berserker Rages, another the god of Battlefield Terror, another the god of Confusion, another the god of Tactics, another the god of Cavalry... and so on.

The chief war-god is male, but lesser war-gods are as likely to be female as male.

The priests of this god are on good terms with the priests of Community, Culture, Guardianship, Justice/Revenge, Messengers, Metalwork, Mischief/Trickery, and Rulership/Kingship. The priests of this god dislike the priests of Peace.

Alignment: The deity is true neutral. The priests may be neutral evil, true neutral, or neutral good; evil priests have their own sect and the other priests don't have to tolerate them. The flock may be of any alignment.

Minimum Ability Scores: Wisdom 9, Strength 13. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Blind-fighting. Nonweapon Proficiencies Recommended: Animal Training, Heraldry, Riding Land-Based, Healing, Reading/Writing, Religion, Armorer, Bowyer/Fletcher, Charioteering, Hunting, Running, Tracking. Weapon Proficiencies Required: No specific weapon required, but priest must choose one weapon from the list of weapons available (below) and specialize in that weapon according to normal weapon specialization rules. He is the only priest who can take any weapon specialization. Nonweapon Proficiency Group Crossovers: Priest, General, Warrior.

Duties of the Priest: Guidance, Marriage. Missions: The priests want to and are required to accompany armies on the march of war. At every war, priests of this sect will be in attendance on the officers and rulers of both sides. Vigilance: The priests of this sect must keep their eyes open against complacency and the tide of philosophies of peacefulness; if a land is too peaceful for too long, they must shake things up and get a war, even a small one, going.

Weapon and Armor Restrictions: Weapons Permitted: Battle axe, bows (all), dagger/dirk, knife, lance, mace, maul, polearm, spear, swords (all), warhammer. Armor Permitted: All armor and shields. Oriental Campaigns: Also katana, wakizashi. All together, these constitute Good combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to Combat, Healing. Minor Access to Necromantic, Protection.

Powers: Incite Berserker Rage (as per the Designing Faiths chapter). At 5th level: Inspire Fear (as per the 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 six first-level priests of the same order, plus two fifth-level fighters who act as guards. The priest may take the following on adventures: Three priests of his choice, and one fighter. The priesthood will pay for half of the cost of stronghold construction at 8th level. The stronghold must include a large armory chamber.

Possible Symbols: Sword Across Banner; Polearms In Formation.

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