Fate (3.5e Deity)
From D&D Wiki
|Home Plane:||Ethereal Plane, Upper Deific Sphere, The Stream of Time|
|Portfolio:||Clockwork, Legends, Neutrality, Balance, Mortality, Time|
|Clergy Alignments:||Neutral Only|
|Domains:||Time Warp, Myth, Naught, Planning|
|Favored Weapon:||None; Fate turns the tide with proper planning and omniscience.|
All mortals curse her name, and yet revel in her magnificence in the same breath. It is she, who guides heroes to their highest moments, and who leads Kings to their downfall. Fate, the goddess of time and destiny, weaves the fabric of time and reality under the watchful eye of the rest of the pantheon. While perhaps her place is greater than most of the other gods of the Pantheon, even considered to be an Over-deity, at times, she holds no more power; She simply finds the actions taken within the Pantheon as the most neutral and balanced, and therefore heeds them.
While she does create the very form of reality itself, it does not mean that each and every action is predetermined. Fate merely builds the world out of the defining choices of those on the threshold of greatness and epic tales. Her fabric is only ever a few months ahead of inhabitants of the planes, so the future beyond those months is always up for change, depending on what the Gods, and the mortals below, happen to influence. The past, however, is always in stone, stagnant and unchanging... or, it usually is. Only the gods know of the few times Fate has simply thrown the fabric aside, to start anew.
Followers of Fate are, unsurprisingly, highly fatalistic. They fancy themselves more observers of a world already defined, or heralds of the oncoming days. They are often specialists in Divination schools of magic, due to their goddess' influence. It's not the rare case that an agent of fate ends up guiding heroes along in their journeys, knowing or not, and this practice is often perpetrated by the goddess, herself. Clerics of Fate are unable and unwilling to take Lawful, Chaotic, Good, or Evil spells or actions, merely acting as observers. Sometimes, however, they also may act as safeguards to the ordained future, traveling with a party in order to ensure their objective is met. They are usually callous and cold, unflinching at even the greatest of outcomes, and their voices are often distant and emotionless. By no means is this caused by troubled pasts or the like, but simply because they are resigned to the world that their goddess has created, and the neutrality she symbolizes.
This means, inherently, that Followers of Fate can accompany both Good and Evil parties with no moral consequence, so long as they consider it part of destiny. Every act they make is usually considered the same.
 Clergy and Temples
Clergy of Fate are located far and wide. They generally do not come together in large congregations, as it is not Fate's whim to have followers in the first place, so much as agents that carry out and safeguard the future. They generally dress in gray attire, mostly robes and other neutral and simple clothing, and once more, specialize in divination. Divine Spellcasters in Fate's service are often rejects or deserters from other orders, who have become fatalistic in their ideals, though some clerics can devote their lives to Fate's unseen guiding hand from their early childhood.
Temples to Fate are unheard of. Most of them are fakes, as true followers to Fate recognize her wishes more clearly. Worship is not her concern, so much as maintaining balance and the future. Some shrines are located to her, often housing an oracle, or simply being a place of communion for her servants. Such places are few, however, and the latter are more secretive than the former, since it would threaten the balance of the world if they were public.
Fate holds the top seat of the Pantheon of Tirr, effectively being the major source of mediation between the other gods and goddesses of the Deific Sphere. Her policies usually only are made effective if one or more of the other parties, such as Balthazar and other extreme deities, come close to confusing their personal or extreme goals with the state of the planes. Her power on the Pantheon is that of true neutrality and balance, of course. She may also sometimes rely on Hel to act unofficially in her stead, as the two maintain a trusting relationship.
Having held the seat of power for so long, effectively before time even could begin to exist, all deities in the universe of Tirr generally pay Fate with some respect, even if they may directly oppose her.
Fate has knowledge of all spells and casts them as if she had a caster level of 40, and proficiency with any weapons, though she prefers not to exercise the use of either, in most cases; Furthermore, she has all the class features of a Cleric, Tarot Mage, and Wizard, including Domains of her own. She usually opts to simply ignore or remove threats via her divinity, though it certainly doesn't imply a lack of power. Her divine abilities are vast, and it can be assumed that she simply possesses all functions of divinity, even if some are not exerted.