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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