Vegetation
This is a god of nature who is devoted specifically to plant-life. He is an
admirer of vast forests and plains and all sorts of plant growth, especially that
which is wild and not fettered or trimmed or tamed by mankind.
Priests of the god try to make sure that there are always tracts of wilderness
in abundance for the god to admire. They work hard to keep civilization from
making inroads too deep into wilderness. They do this by spreading tales of the
forest as a deep and dangerous place. They often sneak around in the wilderness
using their spells on travelling city-folk, or stock the forest with dangerous
animals, in order to reinforce this impression. They do not impede those who
know the forest (elves, gnomes, rangers, hunters, trappers, woodsmen), but will
terrorize innocents and city-soft travellers.
Vegetation-gods are as likely to be male as female.
The priests of this god are on good terms with Druids and the priests of
Agriculture, Earth, Fertility, Life-Death-Rebirth Cycle, Nature, Seasons, and
Sky/Weather.
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: Elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Herbalism. Non-weapon Proficiencies
Recommended: Agriculture, Reading/Writing, Religion, Mountaineering, Survival,
Tracking. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers:
Priest, General, Warrior.
Duties of the Priest: Guidance, Marriage.
Weapon and Armor Restrictions: Weapons Permitted: Club, quarterstaff, scythe, sickle. Armor Permitted: No
armor; all wooden shields (no metal or leather). Oriental Campaigns: Also
nunchaku. All together, these constitute Poor combat abilities.
Other Limitations: Priests of this sect may not wear leathers or furs in their clothing.
Spheres of Influence: Major Access to All, Divination, Healing, Plant, Protection, Summoning,
Weather. Minor Access to Animal, Combat, Creation, Guardian, Necromantic, Sun.
Powers: Analysis, Identification (as per the Designing Faiths chapter); the priest can identify plants of any
sort with perfect accuracy. Defiance of Obstacle (as per the Designing Faiths chapter); the priest can pass through overgrown
areas like the druid, but can do so at 1st level.
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: Single plant of any sort (except domestic grains).
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