Wind

This god is related to the god of sky and weather, but he is devoted only to winds. Sailors, especially, pray to these gods, praying for good winds to take them in the direction they wish to go. Wind-gods are playful and sometimes malicious, and may choose to blow ships wildly off-course.

The priesthood of the god of winds makes these prayers for friendly winds, and tries to make sure that the wind-god gets his due of worship; but these priests otherwise are left much to their own devices, and many are adventurers and hero-sailors.

Lesser wind-gods will be gods representing specific types of winds: The cold north wind, the balmy southern wind, the terrifying typhoon or hurricane, the incredibly destructive tornado.

Wind-gods are male.

The priests of this god are on good terms with the priests of 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, Dexterity 12. Wisdom or Dexterity 16 means +5% experience; Wisdom and Dexterity 16 means +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Weather Sense. Nonweapon Proficiencies Recommended: Riding Airborne, 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: Blowgun, bows (all), crossbow, dagger/dirk, dart, hand/throwing axe, javelin, knife, lasso, mace, net, scourge, sling, spear, staff sling, whip. Armor Permitted: All armor; no shields. Oriental Campaigns: Also chain, daikyu, shuriken. All together, these constitute Good combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Elemental (the priest can only use the spells dust devil, air walk, chariot of Sustarre, and wind walk ), Protection, Weather. Minor Access to Divination, Guardian. The priest gets an extra major access to make up for the severe limitation imposed on his Elemental sphere access.

Powers: At 3rd level: Shapechanging (as per the Designing Faiths chapter), into one bird form of the DM's choice (the DM may allow the player to choose the bird form, if the DM so wishes). At 8th level: The priest can cast one aerial servant spell per day, in addition to all his other spells.

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 ten first-level fighters to serve as guards. The priest may take the following on adventures: Any three priests and four fighters of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.

Possible Symbols: Birds; Sails Filled With Wind.

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