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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