Everything

This deity represents all godly attributes. He is usually the god of a monotheistic culture, and is either (a) the creator of all the world and the only true god in existence, or (b) a powerful god who demands that everyone accept him as the only real god and intends to demote all other gods to the status of lesser demons, devils, or servants-beings.

Priests of this god seek to convert all the world to the worship of this god. They persuade whole populations that all other gods are false, or lesser beings. They sometimes agitate for and initiate wars so that conquered populations may be reeducated in this doctrine. In such times, they are much like priests of Culture.

This god is just as likely to be male as female. If male, he'll probably have some sort of sky aspect; if female, she'll have an earth aspect.

The priests of this god can, at the DM's discretion, be on good terms with the priests of the philosophies of the Divinity of Mankind and Good, for these are philosophies and not gods. The priests of this god dislike the priests of all other gods, and also hate priests of the philosophy of Evil.

Alignment: The deity is lawful good. The priests may be any sort of good alignment. The flock may be of any neutral or good alignment.

Minimum Ability Scores: Wisdom 10. Wisdom 16 means +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Religion. Non-weapon Proficiencies Recommended: Reading/Writing, Ancient History. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General.

Duties of the Priest: Guidance, Marriage. Missions of conversion and education in populations which don't belief in this god's supremacy. Vigilance against evil and decadence.

Weapon and Armor Restrictions: Weapons Permitted: Belaying pin, club, flails (both), mace, mancatcher, maul, morning star, net, quarterstaff, sling, warhammer. Armor Permitted: All armor and shields. Oriental Campaigns: Also bo stick, chain, nunchaku. All together, these constitute Good combat abilities.

Other Limitations: Priests of the God of Everything must wear their priestly vestments whenever they appear in public.

Spheres of Influence: Major Access to All, Creation, Healing. Minor Access to Divination, Protection.

Powers: Soothing Word (as per the Designing Faiths chapter). Turn Undead (same as the Cleric ability).

Followers and Strongholds: The followers are received at 8th level, and consist of one third-level priest and two first-level priests of the same priesthood, plus one fifth-level fighter, two third-level fighters, and twelve first-level fighters to act as soldiers, plus four Normal Men and Women with the Reading/Writing nonweapon proficiencies to act as scribes and recorders. The priest may take the following on adventures: One priest, three fighters, and two Normal Men and Women of his choice. The priesthood will pay for half of the cost of stronghold construction at 8th level.

Possible Symbols: Staff, Sceptre.

Notes: This priestly order is very similar to clerics (though with reduced magic); if you decide to remove clerics from your campaign, based on the advice from the Role-Playing chapter, you may wish to recommend that players who still want to play clerics take this priest-class instead.

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