Wisdom
This is a god of common sense. Wisdom is distinct from, though normally
compatible with, formal education and conventional learning; but it is not the same.
It consists merely of having sense enough to know what it otherwise takes
experience or an education to learn. The learned man knows from experience when his
words will provoke a fight; the wise man knows it intuitively, instinctively.
The priests of this god promote sensible solutions and actions on the part of
the flock. They suggest compromises and alternatives. They plan future events.
The look for trouble in upcoming events and try to head it off. But this isn't
a god of peace, and so the priests of wisdom will often be advisors to military
officers, helping them plan effective strategies.
The god of wisdom will be female.
The priests of this god are on good terms with the priests of Divinity of
Mankind, Good, Literature/Poetry, Mischief/Trickery, Oracles/Prophecy, and Time.
The priests of this god dislike the priests of Evil, whom they do not consider
sensible.
Alignment: The deity is good; at the DM's discretion, he may be chaotic good, neutral
good, or lawful good, but is probably neutral good. Regardless of his alignment,
his priests may be of any good alignment. The flock may be of any neutral or
good alignment.
Minimum Ability Scores: Wisdom 13. Wisdom 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Religion. Nonweapon Proficiencies
Recommended: Modern Languages, Ancient History, Ancient Languages, Local History,
Reading/Writing. Weapon Proficiencies Required: None. Nonweapon Proficiency Group
Crossovers: Priest, General.
Duties of the Priest: Guidance, Marriage. Education: Priests of this sect believe in education for
its own sake, and work to provide teaching to all the flock and even the
general population (when possible). Vigilance: These priests try to act as advisors
to rulers, in order to keep them from making decisions in a too-hasty or foolish
fashion. Local rulers often do give them posts as advisors.
Weapon and Armor Restrictions: Weapons Permitted: Bows (all), dagger/dirk, javelin, knife, picks (all),
quarterstaff, spear, sword/long, sword/short. Armor Permitted: All armor and
shields. Oriental Campaigns: Also bo stick, daikyu, katana, nunchaku, sai, wakizashi.
All together, these constitute Good combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Charm, Divination. Minor Access to Healing, Sun.
Powers: Immunity (as per the Designing Faiths chapter) to confusion and feeblemind spells. Soothing Word (as per the Designing Faiths chapter). At 5th level: Inspire Fear (as per the Designing Faiths chapter). At 8th level: Prophecy (as per the Designing Faiths chapter).
Followers and Strongholds: The followers are received at 9th level, and consist of two third-level
priests and four first-level priests of the same order, plus one fifth-level
fighter, one third-level fighter, and two second-level fighters to act as guards, and
one third-level mage, one third-level bard, one second-level thief, and one
second-level illusionist to act as consultants. The priest may take the following
on adventures: Two priests (only one of whom may be third-level, plus two
fighters of his choice, and two from the following list: mage, bard, thief, and
illusionist. The priesthood will pay for half of the cost of stronghold
construction at 9th level.
Possible Symbols: Owl, Raven, Vulture.
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