Fire
This god is the deity of fire in all its aspects: The spark of civilization,
the cleanser of sickness and evil, the terrifying natural force, the special
gift of the gods to man, the principal force behind some sorts of magic.
The priesthood is devoted to celebrating fire and honoring the god of this
most useful gift. They make burnt sacrifices to the god and learn as much as they
can of fire-magic.
Lesser gods of this attribute will be gods of just one aspect of fire. One
might be a god of forest-fires, one a god of the fires used by metalworkers and
pottery-makers, one a god of the hearth-fire that represents home and shelter.
Fire-gods are as likely to be male as female.
The priests of this god are on good terms with the priests of Dawn, Elemental
Forces, Justice/Revenge, Light, Lightning, Magic, Metalwork, Race (Dwarf), and
Sun. They are not that fond of, but also not enemies of, the priests of Oceans/Rivers. The priests of this god dislike the priests
of Disease.
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 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience;
Wisdom and Intelligence 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Fire-building. Nonweapon Proficiencies
Recommended: Reading/Writing, Religion, Spellcraft. Weapon Proficiencies Required:
None. Nonweapon Proficiency Group Crossovers: Priest, General, Wizard.
Duties of the Priest: Guidance, Marriage.
Weapon and Armor Restrictions: Weapons Permitted: Bill, dagger/dirk, knife, stiletto, swords (all). Armor
Permitted: All metal armor, all metal shields. Oriental Campaigns: Also chain,
katana, shuriken, wakizashi. All together, these constitute Good combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Elemental (the priest may only use the spells whose
names include the words Fire, Flame, Heat, Pyrotechnics, and the spell chariot of Sustarre ), Sun. Minor Access to Charm, Divination, Healing, Necromantic, Protection,
Weather. This priesthood receives extra minor accesses because its two major
accesses are limited in significant ways: Its Elemental sphere is limited to
fire-spells and the Sun sphere has only six spells to start with.
Powers: Defiance of Restriction/Obstacle (as per the Designing Faiths chapter): The priest can pass unharmed through
any wall of fire spell. Immunity (as per the Designing Faiths chapter): The priest gets a +2 saving throw vs.
all priest spells of the Elemental sphere and vs. all wizard spells of the
Alteration and Evocation schools with the words fire, burning, flaming, pyrotechnics, and incendiary.
Followers and Strongholds: The followers are received at 8th level, and consist of three third-level
priests and six first-level priests of the same order, plus five first-level
fighters to act as guards, one third-level mage and two first-level mages acting as
consultants, and ten Normal Men and Women, half with Reading/Writing
proficiency and half with Fire-Starting proficiency, who act as temple functionaries. The
priest may take the following on adventures: Two priests (only one of whom may
be third-level), two fighters, one mage, and two Normal Men and Women of his
choice. The priesthood will pay for half of the cost of stronghold construction
at 8th level.
Possible Symbols: Torch.
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