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.
Table of Contents