Nature
This deity is related to the gods of agriculture and fertility. He's most
similar to the gods of the Earth, but is less concerned with earthly powers (like
volcanoes) and more with weather and its effects on all living things.
The priesthood teaches the population to worship the deity of nature, and to
fear him. It stresses the fact that man is a small, insignificant thing next to
the grandeur of nature and must recognize that the sentient species are just
elements, ingredients, of nature. This philosophy doesn't sit well with most of
the sentient species, except the elves, who are in accord with it.
Nature-gods may be male or female.
The priests of this god are on good terms with Druids and the priests of
Agriculture, Animals, Death, Earth, Fertility, Life-Death-Rebirth Cycle, Lightning,
Race (Elf), Seasons, Sky/Weather, Thunder, and Vegetation.
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 9. Wisdom 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Agriculture. Nonweapon Proficiencies
Recommended: Animal Handling, Fire-building, Fishing, Weather Sense, Healing,
Herbalism, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon
Proficiency Group Crossovers: Priest, General.
Duties of the Priest: Guidance, Marriage. Vigilance against any forces, gods, or mortals that
threaten nature: If a god of fire has gotten too happy and is burning up great
tracts of plain or forest during an overlong summer, if a mortal civilization is
destroying wilderness by exploiting it or expanding into it, priests of the god of
nature are commanded (by their temple or by their god) to go forth and do
something about it.
Weapon and Armor Restrictions: Weapons Permitted: Club, scythe, sickle. Armor Permitted: All armor and
shields. Oriental Campaigns: Also nunchaku. All together, these constitute Medium
combat abilities.
Other Limitations: Temples operated by these priests must be built outside city walls. Such
priests can sleep within city walls (especially when travelling, when the city is
under siege, etc.), but his permanent residence must be outside the city limits.
To have permanent residence elsewhere is a minor offense, as described in the
"Role-Playing" chapter under "Priests and Punishment."
Spheres of Influence: Major Access to All, Animal, Elemental, Plant, Protection. Minor Access to
Divination, Healing, Sun, Weather.
Powers: Analysis, Identification (as per the Designing Faiths chapter): The priest has no special detection
powers, but when he sees a plant or animal he can identify its species and
whether or not it is normal for this area. He can only identify non-magical animals
and plants; those with any magical powers, including breath weapons, are beyond
his power. Turn Undead (same as the Cleric ability). At 5th level: Inspire Fear (as per the Designing Faiths chapter). At 8th level: Shapechanging (as per the Designing Faiths chapter); the DM can decide whether the priest
can turn into one animal or three, and what species he may turn into. He may opt
to let the player make that choice.
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 third-level rangers and four first-level rangers to act as guards. The
priest may take the following on adventures: Two priests and two rangers of his
choice. The priesthood will pay for half of the cost of stronghold construction
at 8th level.
Possible Symbols: Mistletoe.
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