Music, Dance

This god represents the performing arts -- vocal and instrumental music, traditional and interpretive dance, even stage tragedy and comedy. He is closely related to the gods of arts and of literature/poetry, and is the favorite god of bards.

His priests are devoted to the advancement of music and dance in the population. They organize events where music is played, dances are performed, and plays are enacted. Sometimes they tour as part of theatrical companies, among bards and other performers. Their quest is to bring light to others through the performing arts.

Lesser gods of this attribute concentrate on only one of his aspects. One god might be the deity of vocal music, another the deity of wild, frantic dances, another the god of ballet.

A god who encompasses all the aspects of music and dance is probably going to be male. Gods of individual aspects are more likely to be female.

The priests of this god are on good terms with the priests of Arts, Community, Crafts, Culture, Divinity of Mankind, Light, Literature/Poetry, Metalwork, and Sun.

Alignment: The deity is good; at the DM's discretion, he may be chaotic good, neutral good, or lawful good, but tends to be 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 12 and either Charisma or Dexterity 14. If Wisdom or second ability is 16, character gets +5% experience. If Wisdom and second ability are both 16, character gets +10% experience.

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

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Any one from the following list # Dancing, Singing, Musical Instrument. Nonweapon Proficiencies Recommended: Any of the others from the list above, plus Artistic Ability/Composition, Ancient History, Local History, Reading/Writing, Religion, Juggling, Jumping, Tumbling. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Rogue.

Duties of the Priest: Guidance, Marriage. Education: These priests must encourage and support members of their flock (or the general population) who show signs of talent with dance or music.

Weapon and Armor Restrictions: Weapons Permitted: Dagger/dirk, javelin, knife, lasso, quarterstaff, spear, stiletto, sword/long, sword/rapier, sword/sabre. Armor Permitted: None; no shields. Oriental Campaigns: Also bo stick, chain, katana. All together, these constitute Medium combat abilities.

Other Limitations: Priests of this sect receive six-sided dice for hit points, not eight-sided.

Spheres of Influence: Major Access to All, Animal, Charm, Summoning, Sun. Minor Access to Divination, Elemental, Healing, Plant.

Powers: Charm/Fascination (as per the Designing Faiths chapter). Soothing Word (as per the Designing Faiths chapter, but at 5th level can use the power six times per day instead of three). Turn Undead (same as the Cleric ability).

Followers and Strongholds: The followers are received at 7th level, and consist of three third-level priests and six first-level priests of the same order, plus five first-level fighters to act as temple guards and twenty Normal Men and Women, each of whom has a Nonweapon Proficiency appropriate to the temple (Artistic Ability, Dancing, Singing, Musical Instrument). The priest may take the following on adventures: Three priests (only one of whom may be third-level), two fighters, four Normal Men and Women. The priesthood will pay for half of the cost of stronghold construction at 7th level. One of the elements of the stronghold must be a hall, including a stage, where musicians and dancers from the surrounding area may congregate to practice their arts.

Possible Symbols: Any musical instrument.

Notes: The weapons permitted to this priesthood are the weapons best suited to inclusion in dances.

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