Trade
This god loves bargaining, and loves characters who bargain well. He also
promotes the exchange of ideas between cultures through trade. And these, too, are
the traits of his priests, who try to keep trade routes between nations open,
free from excessive taxes, and mutually profitable.
The god of trade also likes the god of mischief and trickery, and he is a
suitable deity for the worship of thieves and bards.
The trade-god is male.
The priests of this god are on good terms with the priests of Community,
Crafts, Culture, Fortune/Luck, Messengers, Mischief/Trickery, and Prosperity.
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 12, Charisma 13. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, hafllings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Appraising. Nonweapon Proficiencies
Recommended: Etiquette, Modern Languages, Riding Land-Based, Reading/Writing,
Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers:
Priest, General.
Duties of the Priest: Guidance, Marriage.
Weapon and Armor Restrictions: Weapons Permitted: Bill, dagger/dirk, dart, hand/throwing axe, javelin,
knife, main-gauche, stiletto, sword/rapier, sword/sabre, sword/short. Armor
Permitted: All non-metal armor; no shields. Oriental Campaigns: Also shuriken,
wakizashi. All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Charm, Divination, Guardian, Protection. Minor Access to
Combat, Healing, Sun, Weather.
Powers: Immunity (automatically successful saving throw, as per the Designing Faiths chapter)
vs. all spells with the word charm in the name. 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 can only be used for languages); the languages chosen must be those of
sentient humanoids. Soothing Word (as per the Designing Faiths chapter).
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 three second-level
bards and two second-level thieves to act as agents (eyes and ears) and one
fifth-level fighter (to act as guard). The priest may take the following on
adventures: Two priests, one bard, and one thief of his choice, and the fighter. The
priesthood will pay for half of the cost of stronghold construction at 8th level.
Possible Symbols: Ships, Coins.
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