Justice, Revenge (CPrH)

__TOC__
This god brings revenge on those who deserve it, rights wrongs, punishes the wicked, and avenges those who cannot avenge themselves.
Normally, the god acts through his priests. Priests of this god are approached by those who have been wronged, and must learn what they can of the situation, decide who's right and who's wrong, and take steps to punish the guilty party. They must make the punishment fit the crime (a theft does not warrant the killing of the thief in most cases, for instance).
Since these priests are often approached to punish those whom ordinary laws can't touch (for instance, to punish a rich man who can bribe his way out of any charge or punishment), they frequently have to perform their missions secretly, so that the local authorities cannot learn of them. These vigilante priests are not appreciated by local governments.
Lesser gods of this attribute could be devoted to only one kind of crime or revenge. One might be the god of the Revenge of Spurned Lovers. One might be a god of Lawful Trials, and must always go through the legal system. One might be the god who punishes those who forswear themselves, and another a god who punishes those who kill their own kin.
The deity of revenge is more likely to be female than male.
The priests of this god are on good terms with the priests of Competition, Death, Fire, and War. (Individual DMs might consider this priesthood to belong to Good or Evil camps. But Good sects consider this one to be too "tainted" to be truly good, while Evil sects don't like the fact that this sect punishes the wicked.) The priests of this god dislike the priests of Peace.
Alignment: The deity is lawful neutral. His priests may be of any alignment but lawful good. The flock may be of any alignment.
Minimum Ability Scores: Wisdom 12, Strength 12. Wisdom or Strength 16 means +5% experience; Wisdom and Strength 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Tracking. Nonweapon Proficiencies Recommended: Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Warrior.
Duties of the Priest: Guidance, Marriage. Missions to achieve justice when justice has been thwarted. Vigilance: The priests must keep their ears open and keep track of those who try to avoid the consequences of their actions. 
Weapon and Armor Restrictions: Weapons Permitted: Dagger/dirk, knife, lasso, scythe, sickle, spear, stiletto, sword/bastard, sword/khopesh, sword/long, sword/rapier, sword/sabre, sword/short. Armor Permitted: All armor and shields. Oriental Campaigns: Also katana, sai, wakizashi. All together, these constitute Good combat abilities.
Other Limitations: Priests of this god may not refuse to investigate when the story of an injustice is brought to them (unless they've already investigated this same complaint). To do so is to constitute a "betrayal of goals" from the "Priests and Punishment" section of the "Role-Playing" chapter. To investigate, find that there has been an injustice, and then to refuse to act on it is a similar betrayal. However, it is not a betrayal to discover an injustice and then take the time to make sure the priest has enough influence and force to effect revenge; he does not have to effect revenge immediately. 
Spheres of Influence: Major Access to All, Divination, Necromantic. Minor Access to Elemental, Guardian.
Powers: The priest, even at first level, can cast the detect lies spell three times per day in addition to all other spells. At 3rd Level: Inspire Fear (as per the Designing Faiths chapter).
Followers and Strongholds: The followers are received at 9th level, and consist of three third-level priests and six first-level priests of the same order, plus one third-level fighter, one third-level mage, one third-level illusionist, one third-level thief, and one third-level bard who act as consultants. The priest may take the following on adventures: Three priests (only one of whom may be third-level), the fighter, the mage, the illusionist, the thief, and the bard. The priesthood will pay for half of the cost of stronghold construction at 9th level. In the construction of the stronghold, its builders must include a courtroom and an execution chamber or field (the method of execution is up to the priests). 
Possible Symbols: Scales (of Justice); Headsman's Axe.