Gods and Their Specialty Priests

Gond (Wonderbringer)

Lesser Power of Concordant Opposition, N

Portfolio: Artifice, craft, construction
Requirements: Wisdom 14, Intelligence 14, Dexterity 14
Major Spheres: All, Astral, Combat, Divination, Elemental, Protection, Sun
Minor Spheres: Charm, Guardian, Healing
Weapons Allowed: Bludgeoning weapons (and firearms such as the arquebus, if available)
Armor Allowed: Plate (maximum), no shields
Magical Items Allowed: Same as clerics but including all magical staves, wands, and rods

Granted Powers

Other Notes

Specialty priests of Gond tend to be southerners. There are a number of northern branches of the faith, including a budding temple complex in Sauter, though most of the specialty priests of the faith are immigrants from the south.

In most of the region, the proportion of clerics to Gondsmen (as the specialty priests are called) is 20:1. In the south this proportion is reversed. Many southern merchants encountered are specialty priests of Gond.

Gondsmen wear saffron vestments with a crimson sash over the right or left shoulder. The sash is dotted with small metal tools and other objects, which may or may not prove useful (and range from interesting bits of tin to the Gondsman's lock-picking set). They wear a metal belt about the waist and enormous sun hats. In dangerous situations Gondsmen wear standard armor (along with the sash), but generally a Gondsman prefers the protection of 10 or 12 big fighters.

Copyright © 2000, Michael Friedman.