Crafts

This god represents the crafting and creation of all sorts of non-metal goods: Wooden art objects, furniture, textiles, clothing, leather goods, glassware, porcelain ware, and so forth. He may also be the god of engineering and stonemasonry.

This god's priests try to support and aid young craftsmen, to encourage the exchange of ideas and techniques between different cities and different guilds, and to improve the state of sophistication of all crafts and related arts.

Lesser gods of this attribute would be gods of specific craftsman arts. One might be the God of Woodworking; one might be the God of Leatherworking.

Gods of crafts are equally likely to be male or female.

The priests of this god are on good terms with the priests of Arts, Community, Culture, Divinity of Mankind, Light, Literature/Poetry, Metalwork, Music/Dance, Race (Dwarven), Race (Elven), Sun, and Trade.

Alignment: The deity is good; at the DM's discretion, he may be chaotic good, neutral good, or lawful good, but tends to be neutral good. Regardless of his alignment, his priests may be of any good alignment. The flock may be of any neutral or good alignment.

Minimum Ability Scores: Wisdom 10, Dexterity 12. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Any one from this list # Carpentry, Cobbling, Engineering, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry, Weaving, Appraising, Gem Cutting, Bowyer/Fletcher. Nonweapon Proficiencies Recommended:Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Rogue.

Duties of the Priest: Guidance, Marriage. Education: Teaching of craftsmanship to the flock; promotion of all sorts of craftsmanship in the community and society. Must participate in semiannual events where crafts are displayed and promoted (before the throne or in market). Investigation: These priests are keen on history and seek to re-discover lost craftsman techniques and arts; this often leads them into old ruins and lost cities on expeditions of discovery. Vigilance against any enemy, ruler or private enterprise who seeks to suppress learning, especially of craftsman learning. (However, these priests encourage competitive thinking between guilds, or between the craftsmen of different cities; though this results in hard feelings sometimes, it does advance the state of craftsmanship.)

Weapon and Armor Restrictions: Weapons Permitted: Bows (all), club, crossbow, quarterstaff, sling, staff sling. Armor Permitted: All non-metal armor, all shields. Oriental Campaigns: Also bo stick, daikyu, nunchaku. All together, these constitute Medium combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Creation, Divination, Healing. Minor Access to Combat, Elemental, Guardian, Plant, Protection, Sun. This priesthood has one too few major accesses, and two extra minor accesses; we'll consider it balanced.

Powers: Analysis (as per the Designing Faiths chapter) of workmanship quality in crafted goods. The priest will be able to tell whether a crafted good is of poor, average or superior quality. This gives him a +2 to his Appraising proficiency check if he has that nonweapon proficiency, but does not give him the ability to rate crafted goods as to their gold piece value of he does not have that nonweapon proficiency. Detect Secret Doors (same as Elf ability: Success on roll of 1 on 1d6 when passing within 10', 1-2 on 1d6 to find secret doors and 1-3 on 1d6 to find concealed portals when actively searching; elven priests of this order have success on a roll of 1-2 when passing within 10', 1-3 to find secret doors and 1-4 to find concealed portals when actively searching).

Followers and Strongholds: The followers are received at 7th level, and consist of three third-level priests and six first-level priests of the same order, one third-level fighter and two second-level fighters to act as guards, and twenty Normal Men and Women, each with a craft-related Nonweapon Proficiency. The priest may take the following on adventures: Three priests, only one of whom may be third-level); plus two fighters, and four Normal Men and Women of his choice. The priesthood will pay for half of the cost of stronghold construction at 7th level. The stronghold must provide workshops for its craftsmen, including the Normal Men and Women.

Possible Symbols: Loom, Pottery Wheel, Drop-Spindle, Needle.

Notes: The weapons chosen for this priesthood were chosen because they are weapons that can be made by craftsmen instead of smiths, especially by woodcraftsmen.

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