Peace

This god is devoted to the cause of peace. He prefers for all conflicts to be settled non-violently.

His priests, in turn, work to keep things peaceful. They intercede between nations which are on the brink of war. They suggest compromises and nonviolent ways of settling important issues. They do their best to keep things calm and civil.

Remember, though, when role-playing such priests, that they don't have to be played as stupid. Nor do they have to presume that every fight can be avoided; when it's obvious that a situation will descend into violence regardless of their best efforts, they don't have to continually badger other players into not fighting. They do have to try to preserve peace when it can be preserved, and to prevent unnecessary violence when possible. A player who takes a peace-priest character would do well to become party spokesman; this will allow him to do all the party's negotiations and thus head off combat situations on a more frequent voice.

A god of peace is as likely to be male as female.

The priests of this god are on good terms with the priests of Community, Competition, Good, Healing, Love, Messengers, Prosperity, Race (Halfling), and Rulership/Kingship. The priests of this god dislike the priests of Justice/Revenge and War.

Alignment: The deity is lawful good. The priests may only be lawful good. The flock may not be chaotic or evil, but may be of any alignment not including those elements.

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

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Etiquette. Non-weapon Proficiencies Recommended: Modern Languages, Singing, Local History, Musical Instrument, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General.

Duties of the Priest: Guidance, Marriage. Missions: The priest often accompanies parties of war or groups of adventurers to try to bring about peaceful solutions to as many situations as possible. (Note to the DM: You don't want this priest as a player-character in your campaign unless most of the other players, too, prefer peaceful resolutions to various situations. If they prefer fighting things out, they'll resent the priest of peace and it will result in major annoyances in your campaign.) Vigilance against forces or individuals who seem to stir up trouble continually and needlessly.

Weapon and Armor Restrictions: Weapons Permitted: Lasso, net. Armor Permitted: All non-magical armor and shields. All together, these constitute Medium combat abilities.

Other Limitations: Priests of this sect receive six-sided dice for hit points, not eight-sided. Whenever they appear in public they must wear clothing or badges which display their status as priests of the god of peace.

Spheres of Influence: Major Access to All, Charm, Creation, Divination, Protection. Minor Access to Animal, Guardian, Healing, Necromantic.

Powers: Charm/Fascination (as per the Designing Faiths chapter). Language/Communication (as per the Designing Faiths chapter); from 1st level to 4th, the priest receives one extra language per level (or one extra nonweapon proficiency slot which may only be used for languages); the language chosen must be that of a sentient humanoid race. Soothing Word (Designing Faiths chapter). At 5th level: Laying On of Hands (same as the Paladin ability).

Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and sixteen first-level priests of the same order. The priest may take the following on adventures: Two priests of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.

Possible Symbols: Dove, Olive Branch.

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