5 - Faith Information

Apriori

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In Westeros, religion deeply influences politics, warfare, alliances, and daily life. Your character’s choice of faith grants unique abilities, significant roleplaying opportunities, and strategic advantages. Players select one religion at character creation, unlocking distinct abilities and bonuses as they progress. There are many religions, allowing members a choice between 5 different major religions. These religions grant differing amounts of passive and active skills to it’s practitioners, allowing them chances to access magical abilities.

Religion plays a powerful and enduring role in the world of War of the Realm, shaping cultures, allegiances, and the destinies of both kings and commoners alike. Characters may choose to follow one of the established faiths, unlocking unique Religious Feats, blessings, and special abilities tied to their devotion. Each religion offers distinct advantages, requiring players to balance spiritual power with political ambition. While some faiths grant passive protection or martial strength, others open paths to miracles, prophecy, and influence over the hearts of men. Commitment to a religion is not only a source of personal strength but a reflection of a character’s identity within the Realm.

The five major religions recognized in War of the Realm are:
  • The Faith of the Seven: The dominant religion across much of the southern kingdoms, the Faith of the Seven worships seven aspects of a single deity ( the Father, the Mother, the Warrior, the Maiden, the Smith, the Crone, and the Stranger ). Followers gain access to a wide array of active and passive abilities based on the aspect they devote themselves to, with a strong emphasis on justice, protection, healing, and righteous warfare.
  • The Old Gods of the Forest: An ancient faith tied to nature, the spirits of the earth, and the Weirwood trees. Practiced mostly in the North, followers of the Old Gods rely on passive blessings and natural resilience, gaining abilities that enhance survival, perception, and a deep bond with the land itself.
  • The Lord of Light (R’hllor): A faith centered around fire, prophecy, and the eternal battle between light and darkness. Devotees of R’hllor wield both active miracles and passive advantages, including abilities tied to visions, fire manipulation, and unshakable spiritual conviction in the face of adversity.
  • The Rhoynar: Traditions rooted in the riverfolk who once roamed Essos before settling in Dorne, the Rhoynar venerate water, memory, and ancestral wisdom. Followers of the Rhoynar draw strength from fluidity and adaptability, gaining powers that enhance speed, resilience, and spiritual attunement to the flow of fate and the living world.
  • The Drowned God: The harsh sea deity worshiped in the Iron Islands, the Drowned God exalts strength, survival, and conquest by water. His followers are blessed with bonuses during naval warfare, storms, and raids, thriving in conditions where others would falter and invoking the power of the ocean itself to crush their foes.


CHOOSING A FAITH



When creating a Character, one is allowed the chance to choose their character's religion should their Piety by 1 or higher. This is normally pre-determined by the region and House one joins but players are allowed to choose any Religion they want if available. This may cause loss of Influence in some regions, depending on the era and campaign in process. The only exception to this is House Greyjoy, all following the Drowned God Faith unless otherwise told by the GM/DM.

Upon choosing their Religion, members gain access to passive skills of their Faith and the ability to construct a Shrine should they reach the Piety requirement. In addition to this, additional Feats are unlocked as one's Piety and Faith increase. Before gaining access to any Active skill for the first time, one must visit a holy site related to their Faith and complete a ritual. This may range from praying at a Weirwood Tree to being baptized in the salt seas to meeting with a Septa. Some more powerful Skills may require these visits before each use. Additionally, if one wishes to forgo a religion, they are allowed to. Once the minimum of 1 Piety is met, members do not have to invest more points into this attribute unless they wish. Should one wish to convert to a religion later, however, they will require a higher minimum of 2 Piety before they can learn any skills as well as a religious event/ritual mission to be completed.

Unique to the Faith of the Seven, one may choose a specific aspect of the Faith to worship. These 7 Aspects ( The Mother, Father, Warrior, Maiden, Smith, Crone, and Stranger ) grant different skills and abilities to followers, allowing them to each feel unique and purposeful. One can follow only one aspect at any time, requiring at least 4 Piety and a reasonable ritual declaring their Aspect. This aspect cannot be changed later.
 
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Apriori

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THE OLD GODS



✖ THE OLD GODS - "They do not speak, but they are always watching."



Ancient and formless, the Old Gods dwell in the trees, rivers, and stones of the land itself. Worshiped through silent prayer before heart trees, their power is channeled not through priests but through personal communion, ancestral memory, and nature’s quiet will. This religion favors patience, foresight, and connection to the world’s hidden currents. Those devoted to the Old Gods may walk in dreams, hear whispers through leaves, or be shielded by powers older than history. The Old Gods Faith grants access to many passive skills designed to augment and bless those fighting in harmony with nature and ancestral blood in the North, growing in power in these regions - even calling upon the Children of the Forest themselves. The Old Gods represent a raw, natural force, more ancient than kings or crowns - neither good nor evil, but eternal.

This faith is strongest in the North, where nearly all Houses ( great and small ) keep sacred groves and live by the quiet, grim truths of the old ways. It also persists in the Riverlands, particularly among Houses like Blackwood, whose First Men roots still run deep. Beyond the Wall, the Free Folk revere the Old Gods as a way of life, and even in parts of the Vale, isolated mountain clans hold fast to their ancient trees. Their presence lingers anywhere untouched by southern conquest or Andal steel.

However, in much of Westeros, the Old Gods are seen as foreign or backward. In regions like the Reach and the Westerlands, where the Faith of the Seven dominates, Old Gods worship is viewed as heretical or barbaric. In the Stormlands and Crownlands, Andal traditions have all but wiped out the old ways, and their groves lie forgotten or destroyed. On the Iron Islands, the very idea of the Old Gods is rejected outright - replaced by the harsh sea-born rites of the Drowned God.

Passive Abilities

Heartwood Bond - Requires at least 1 in Piety Attribute
  • BNM Units fighting in the North or Forested Areas gain +1 DEF.
Warg-Touched - Requires at least 3 in Piety Attribute
  • Bond with an animal companion. This doesn't allow Warging into Level II or higher wild beasts. Must be used prior to any additional skills of Feats requiring Warging. Lasts for up to 4 turns/posts. If Piety is 6, this is doubled and can be used in battle.
Blood of the First Men - Requires at least 4 in Piety Attribute
  • You may move through forested or snow-covered terrain without being tracked, and your presence cannot be revealed by Schemes, Scrying, or magical observation while within such terrain.
Stillness of the Weir - Requires at least 5 in Piety Attribute
  • You gain resistance to Intrigue rolls in your region, causing an additional failure to be added to a rival's scheme against the user. Triggers upon first Scheme attempted on user in controlled Regions.
Ancestral Memory - Requires at least 6 in Piety Attribute
  • Once per RP phase, gain access to ancestral knowledge about a Secondary Attribute. This grants +1 to Crafting, Stewardship, OR Navigation for one Phase.
Ghost in the Trees - Requires at least 7 in Piety Attribute
  • You may not be ambushed in woodland maps. Gain first turn in any combat in woods. If against other Old Gods followers with this skill, first turn is determined via roll.
Blessing of the Old Blood - Requires at least 8 in Piety Attribute
  • You gain 20 additional Influence when negotiating with any House or faction with fellow Old God followers.
Active Abilities

Whisper Through the Roots - 4 PIETY UNITS ( Requires at least 5 in Piety Attribute )
  • Commune with a Weirwood or grove to gain knowledge of a Scheme in a nearby Landmark. Must request from GM and be within a Weirwood Forest or near a Weirwood tree.
Greenseer Glimpse - 6 PIETY UNITS ( Requires at least 5 in Piety Attribute )
  • Once per phase, see through the ravens to locate a rival. Allows the user to see the location of a rival traveling.
Skinchanger Surge - 8 PIETY UNITS ( Requires at least 6 in Piety Attribute )
  • Should an enemy have an animal or NPC companion, the user is able to warg into them for combat. Lasts 1 turn and can be done in combat.
Grove’s Vengeance - 8 PIETY UNITS ( Requires at least 7 in Piety Attribute )
  • The user calls upon the Old God to slow enemies in their lands through use of roots, fog, etc. This slows an enemy BNM units' SPD by 1 for 2 turns. Changes will be at GM's discretion.
Children of the Forest - 10 PIETY UNITS ( Requires at least 8 in Piety Attribute )
  • Gain access to unique BNM units fighting for your cause. Only available in the North and Riverlands OR up to 2 landmarks away from weirdwood forests.
 
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R'HLLOR



✖ R'HLLOR - "For the night is dark and full of terrors."



R’hllor, the Lord of Light, is a god of fire, prophecy, and rebirth, locked in eternal war against the Great Other - the god of cold, death, and darkness. His followers believe in a world defined by duality: light and dark, fire and ice, life and death. Worship is dramatic and visceral, marked by sacred flames, visions in fire, and sometimes, ritual sacrifice. Central to their faith is the idea that Azor Ahai, a prophesied champion, will wield a burning sword to save the world from an endless night. R’hllor offers tangible power ( resurrections, fire-magic, visions, and warding spells ) but demands total faith, often through trial by fire. There are no temples, only flames; no peace, only purpose. In R’hllor’s light, there is clarity but no comfort.

R’hllor’s following is strongest in Essos, however in Westeros, his presence is growing slowly, mostly through foreign-born followers and wandering red priests. His influence is most felt in the Stormlands during Stannis Baratheon’s campaign, and in port cities like Dragonstone and Gulltown, where foreign religion is tolerated or politically convenient. Certain lower-born converts or disillusioned nobles may turn to R’hllor in search of power, redemption, or purpose, especially in times of war and plague.

However, R’hllor’s faith is often viewed as alien and dangerous in most of Westeros. In the Reach, the Westerlands, and the Crownlands, it is considered heretical, associated with blood sacrifice and foreign corruption. The Faith of the Seven denounces it outright, calling its priests deceivers and warlocks. In the North, where the Old Gods still hold sway, R’hllor’s binary worldview feels unnatural, even offensive. On the Iron Islands, R’hllor is scorned as weak and southerly, drowned beneath salt and storm. His light may burn bright, but it is unwelcome in the halls of tradition.

Passive Abilities

Flame-Kissed - Requires at least 1 in Piety Attribute
  • You suffer -1 damage from fire-based hazards and battlefield fire (once per battle)
Ember-Eyes - Requires at least 3 in Piety Attribute
  • +1 Intrigue in any RP involving uncovering lies or deceit.
Light in the Dark - Requires at least 4 in Piety Attribute
  • You ignore darkness penalties. If fighting at night, +1 Dexterity.
Burning Conviction - Requires at least 5 in Piety Attribute
  • +1 to resist Intrigue-based seduction or coercion (once per phase)
Fiery Spirit - Requires at least 6 in Piety Attribute
  • One Unit gains +1 STR for one turn in battle. May only target a R’hllor-aligned Unit. Once per battle
Beacon of Truth - Requires at least 1 in Piety Attribute
  • Cannot be affected by hallucinations, illusions, or false visions. Immune to misleading omens.

Active Abilities

Ritual of Flame - COST 4 UNITS ( Requires at least 2 in Piety Attribute )
  • Burn an offering (real or symbolic) to gain +1 to your next Influence or Intrigue check.
Firebrand Blessing - COST 6 UNITS ( Requires at least 4 in Piety Attribute )
  • The user chooses a BNM Unit to become blessed, dealing +2 DMG for one turn. Their attacks are considered flaming
Sight Through Flame - COST 6 UNITS ( Requires at least 5 in Piety Attribute )
  • The user looks into the flames, being granted a vision of futures to come. The GM gives you a prophetic image or truth that may reveal vague knowledge about an enemy’s intent or action.
Cleansing Inferno - COST 8 UNITS (Requires at least 6 in Piety Attribute)
  • The user uses the power of fire to cleanse their body, burning away any status effect or illness. This includes poisoning.
Flame Ward - COST 8 UNITS ( Requires at least 7 in Piety Attribute )
  • Releasing a burst of flames to surround them, the user prevent a physical or RP-based assassination attempt (one target). Must be declared in advance.
Trial by Fire - COST 12 UNITS ( Requires at least 8 in Piety Attribute )
  • You or another undergo a divine test, rolling to see if the user is blessed or cursed. Failure can maim the user while success grants either +3 Influence or a miracle. Miracles are determined via GM discretion, related to the campaign. Once per campaign.
 
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RHOYNAR



✖ RHOYNAR - "The river remembers. The water carries all things home."


The faith of the Rhoynar is a fluid, ancestral spirituality centered around Mother Rhoyne, a great river goddess said to carry memory, healing, and wisdom within her endless flow. Brought to Westeros by Princess Nymeria and her people, the Rhoynar faith is quiet but enduring, rooted in ritual water rites, ancestral remembrance, and a deep respect for balance between land, water, and spirit. They believe that water is the eternal witness - that it hears, it holds, and it returns. Priests, often called river-speakers or memory-tenders, pass down oral traditions, offer healing blessings, and guide others through emotional and spiritual transformation. Unlike the fire of R’hllor or the rigidity of the Seven, the Rhoynar way is gentle, introspective, and shaped by rhythm, remembrance, and release.

The Rhoynar faith is strongest in Dorne, especially among the southern riverside Houses, descendants of Nymeria’s Ten Thousand Ships. Houses like Martell preserve fragments of the old beliefs, blending them with Dornish customs. In Sandstone, Ghost Hill, and along the Greenblood River, isolated communities still perform water offerings, mourning songs, and ancestor rites. The Orphans of the Greenblood, in particular, maintain the most faithful remnants of Rhoynar tradition, living on boats and worshipping the river as sacred.

Outside of Dorne, however, the Rhoynar faith is viewed with mild curiosity at best, disdain at worst. In the Reach, where the Faith of the Seven is tightly woven into daily life, Rhoynish rituals are dismissed as foreign superstition. In the Crownlands, Westerlands, and Stormlands, it is barely known or acknowledged at all. Northerners, who revere the stoic Old Gods, often find Rhoynish spiritual softness alien, and Ironborn view it with outright scorn, as weak water-worship unfit for warriors. Though not hunted or persecuted, the Rhoynar faith endures as a quiet minority, resilient and patient as the river itself.

Passive Abilities

Tideborn Resilience - Requires at least 1 in Piety Attribute
  • In river, coastal, or marsh terrain, gain +1 AGL. Your Fleets gain +1 SPD in shallow waters.
Ancestral Echoes - Requires at least 3 in Piety Attribute
  • Once per phase, gain +1 to any Intrigue or Crafting roll when invoking your bloodline or culture in RP.
Watersense - Requires at least 4 in Piety Attribute
  • Gain +1 Navigation when near any body of water (including coastlines).
Fluid Form - Requires at least 6 in Piety Attribute
  • Once per phase, you may reduce DMG taken by 2 by "flowing" with the attack. Only applies to melee attacks and in Duels.
Rhoynish Unity - Requires at least 7 in Piety Attribute
  • If another Rhoynar-worshipping player fights beside you, both gain +1 DUR and STR for 2 turns. Once per battle.
Active Abilities

River's Mercy - COST 4 UNITS ( Requires at least 2 in Piety Attribute )
  • Heal one Unit or Player for 5 HP. Must be near water or carry an approved Rhoynar relic. Can only be done twice and once per battle.
Drown the Noise - COST 5 UNITS ( Requires at least 4 in Piety Attribute )
  • Cancel or delay one RP speech, command, or order for 1 phase. This can prevent a duel challenge or political declaration/Scheme.
Flow of the Ancients - COST 6 UNITS ( Requires at least 5 in Piety Attribute )
  • Grant +1 SPD and +1 DEX to one Unit for 2 turns.
Crushing Wave - COST 8 UNITS ( Requires at least 6 in Piety Attribute )
  • In coastal or storm terrain, reduce enemy movement by 2 range for 2 turns.
Ancestral Flood - COST 12 UNITS ( Requires at least 8 in Piety Attribute )
Choose one:
  • Delay crossing of a river or watermark by enemy fleets for a phase;
  • Grant +1 DEF and +1 Crafting to all player-led units in one location for 1 phase;
  • Cleanse a site, purging rival Faiths from it. Removes Faith bonuses for other religions from landmark. Once per campaign
 
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THE DROWNED GOD



✖ THE DROWNED GOD - "What is dead may never die, but rises again, harder and stronger."


The Drowned God is the cold, ruthless deity of the Ironborn, said to rule the depths of the sea and call his people to a life of conquest, salt, and steel. Unlike the warm divinity of the Seven or the mystical silence of the Old Gods, the Drowned God offers only the embrace of the abyss and the glory of reaving, drowning, and rebirth. Worship is grim and physical - drowning rituals mark new initiates, and survival is seen as divine favor. His priests, known as drowned men, are grim, half-mad prophets who claim to speak the words of the sea. The religion is built on the belief that the Ironborn are chosen to take what they need by force - "the Old Way" - through bloodshed and the iron price. To live meekly is to insult the sea itself.

The Drowned God is worshipped almost exclusively in the Iron Islands, where his rites and laws are embedded into daily life. Each island holds sacred stones, sea caves, and tidepools used for offerings and baptisms. Priests serve lords and raiders alike, offering blessings before battles and casting bones for guidance. Houses like Greyjoy and Blacktyde elevate the Drowned God not only as religion, but as identity - a reason to plunder, to rule, and to suffer with pride.

Outside of the Iron Islands, the Drowned God is reviled, feared, or considered barbaric. In the Riverlands, Reach, and Westerlands, his worship is viewed as piracy disguised as piety, and his priests as little better than war criminals. The Faith of the Seven considers the Drowned God a false god of violence, and even in places like the Stormlands and Crownlands, Ironborn rituals are met with suspicion or open hatred. In the North, where stoicism reigns, the chaotic violence of the Ironborn way is alien.

Passive Abilities

Salt-Hardened Flesh - Requires at least 3 in Piety Attribute
  • Once per battle, reduce Fleet damage taken by 2.
Sea’s Claim - Requires at least 5 in Piety Attribute
  • You gain 50 additional Gold for each successful coastal battle you initiate and win.
Active Abilities

Drowned Man’s Resilience - COST 4 UNITS ( Requires at least 2 in Piety Attribute)
  • One of the user's Fleet units gains +1 DEF for 4 turns. Must be an Ironborn or drowned follower.
Saltwater Surge - COST 5 UNITS ( Requires at least 3 in Piety Attribute )
  • When fighting on the sea, the user is able to push one enemy unit back 1 range and reduce their SPD by 1 next turn.
Storm’s Embrace - COST 6 UNITS ( Requires at least 4 in Piety Attribute)
  • Become immune to Influence or Intrigue-based actions for 2 turns. Should the user be on sea, this is doubled in length.
Crash of the Depths - COST 8 UNITS ( Requires at least 7 in Piety Attribute )
  • Deal 4 DMG to all enemy naval units in a storm or coastal engagement. Once per campaign and covers up to 2 landmarks, including the one used in and one adjacent to it
Rites of Drowning - COST 9 UNITS ( Requires at least 8 in Piety Attribute)
  • Sacrifice one willing or captured Unit to restore 5 HP to another Unit or reroll one failed Influence check. User also loses 10 loyalty from remaining units.
Death’s Rebirth - COST 12 UNITS ( Requires at least 8 in Piety Attribute )
  • If reduced to 0 HP, roll a D20. On 18+, return with 1 HP and act normally for one turn. If successful, gain +1 STR for the next round. Once per campaign.
 
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FAITH OF THE SEVEN


✖ FAITH OF THE SEVEN - "The Father judges, the Warrior defends, the Mother loves - and the Seven watch all."



The Faith of the Seven is the dominant religion of the southern and central kingdoms of Westeros, structured, hierarchical, and deeply woven into the politics and culture of the realm. Worshipped as seven aspects of one divine being, the Seven represent the different faces of life: the Father (judgment), the Mother (mercy), the Warrior (strength), the Maiden (innocence), the Smith (labor), the Crone (wisdom), and the Stranger (death and the unknown). The Faith relies on priests (septons/septas), knightly orders, and a powerful governing body called the Most Devout, centered in the Great Sept of Baelor. It promotes values like honor, order, and unity, but has also led to zealotry, inquisition, and political manipulation when its power is challenged. It is a faith of temples, oaths, and pageantry - a religion that thrives on visibility and control.

The Faith of the Seven is strongest in the Crownlands, the Reach, the Westerlands, and much of the Stormlands. Noble Houses such as Tyrell, Lannister, Tarly, and Baratheon are deeply intertwined with the Faith's rituals and laws. Most cities in these regions have septs, septa-led schools, and Faith Militants protecting the interests of the gods. In the Vale, the Faith is also common, especially among courtly and noble circles. Marriage, inheritance, and legitimacy are all shaped by the Faith’s doctrines, making it not just a belief system - but a legal and political framework.

In contrast, the Faith is viewed with suspicion or rejection in areas where it failed to conquer hearts or lands. In the North, it is a foreign import, barely tolerated. Among the Free Folk and Old Gods followers, it is dismissed as rigid and blind to the natural world. The Ironborn openly despise it, calling it a weak man’s faith. In Dorne, especially among Rhoynar-descended Houses, it is often ignored or replaced by local customs.

Shared Abilities

Blessing of the Sept
- Requires at least 1 in Piety Attribute
  • While adjacent to a Faith of the Seven religious site, gain +10 during RP involving diplomacy, judgment, or local leadership. Applies once per phase
Righteous Decree - COST 6 UNITS ( Requires at least 4 in Piety Attribute )
  • Once per RP phase, suppress one enemy Intrigue action targeting you or an ally. Counts as a divine override - forces them to reroll with -1 modifier. If their Piety is higher than yours, the effect is negated
Trial of Seven - COST 10 UNITS ( Requires at least 7 in Piety Attribute)
  • Once per campaign, invoke a Trial of Seven to resolve a major legal or political conflict. Both sides name 7 champions (or fewer, depending on player count). If you win, gain +2 Influence permanently and the divine backing of the Faith. Also creates a temporary -1 Intrigue debuff for the losing side (RP only)


The Seven Aspects

THE WARRIOR
Patron of strength, valor, and victory in battle.
Strength of the Warrior - Requires at least 3 in Piety Attribute
+1 Strength for the player during combat-based RP scenes
Symbolizes divine fortitude in moments of honorable conflict
Judgment by Blade - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Once per battle, grant +1 STR to a target unit for 1 turn
Must be an offensive action or declared duel
If the attack defeats the target, regain 2 Piety Units
Divine Clash - COST 6 UNITS ( Requires at least 4 in Piety Attribute )
Interrupt an enemy's melee attack during a 1v1 duel
Roll DEX vs their STR—if successful, cancel the hit. Once per combat phase
Embolden the Faithful - Requires at least 5 in Piety Attribute
Allied units who share your religion gain +1 DEF when fighting adjacent to your character. Symbolizes divine protection through presence
Trial by Combat - COST 10 UNITS ( Requires at least 7 in Piety Attribute )
Once per campaign, you may challenge a rival to divine combat. If you win, gain +2 Influence, and the defeated cannot use Intrigue vs you for one phase. Must be a publicized or sanctioned battle. Cannot use Trial of 7 if used and vice versa.

THE MOTHER
Embodiment of compassion, nurture, mercy, and protection.
Soothing Presence - Requires at least 3 in Piety Attribute
Gain +1 to Influence when negotiating peace, alliances, or diplomacy involving civilians. You are seen as a calming and wise figure in RP.
Shelter the Weak - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Target one unit or character. They gain +1 DEF for 2 turns
May be used once per battle. Must be used defensively, not offensively
Nurturing Hands - COST: 5 UNITS ( Requires at least 4 in Piety Attribute )
Heal a character or unit for 5 HP. Cannot be used on yourself. Can be used once per day
Restoring Light - COST 6 UNITS ( Requires at least 5 in Piety Attribute)
Once per RP scene, cleanse a negative RP condition (exhaustion, curse, influence debuff, etc.). Must be within Temple grounds or sacred space
Benediction of Peace - Requires at least 6 in Piety Attribute
When you are present in diplomatic scenes, any opposing Intrigue actions take a -1 modifier. You exude divine serenity and emotional clarity.

THE FATHER
Symbol of justice, law, order, and divine wisdom.
Watchful Authority - Requires at least 3 in Piety Attribute
You gain +1 to Intrigue defense when being spied on, bribed, or blackmailed. Once per RP phase
Divine Mandate - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Declare a judgment in a noble dispute. If both sides accept your ruling, gain +1 Influence. Requires GM or player RP buy-in
Sacred Inquest COST 6 UNITS ( Requires at least 4 in Piety Attribute )
You may investigate a player’s RP action and force a Truth Check. Target must reroll their original action with a -1 Intrigue penalty. Used to uncover lies or enforce order
Voice of Authority - Requires at least 5 in Piety Attribute
When resolving trials, peace talks, or noble disputes, your Influence counts as 2 higher. Applies once per scenario
The Faith’s Justice - COST 8 UNITS ( Requires at least 7 in Piety Attribute )
You may pronounce a person guilty in the name of the Seven. Forces a vote or duel (Trial by Seven or Combat). If you are correct (GM decides), gain +2 Influence and suppress their next Intrigue action

THE MAIDEN
Aspect of innocence, love, purity, and guidance for the young.
Graceful Guidance - Requires at least 3 in Piety Attribute
You gain +1 to Influence when mentoring, advising, or guiding younger or lower-status characters. Used in courtship RP, moral guidance, or coming-of-age trials
Blessing of Innocence - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Target an ally to shield them from one negative Intrigue effect (e.g., seduction, lies, blackmail). Prevents the effect for 1 RP scene. Once per phase
Intercession of the Maiden - COST 6 UNITS ( Requires at least 4 in Piety Attribute )
Protects one unit or person from death in a single scene. If they would be killed, they instead fall unconscious at 1 HP. One use per campaign
Soft Heart, Sharp Mind - Requires at least 5 in Piety Attribute
Gain +1 Intrigue when engaging in conversations involving empathy, innocence, or love. Allows the Maiden’s kindness to mask subtle manipulation
Light of First Love - COST 8 UNITS ( Requires at least 6 in Piety Attribute )
Can cause one character to hesitate or reconsider a hostile action. Reduces their Influence or Intrigue by -1 for 1 turn. Requires emotional RP setup or connection

THE SMITH
Patron of labor, strength through creation, builders, blacksmiths, and architects.
Hammerhand’s Blessing - Requires at least 3 in Piety Attribute
Gain +1 Strength in any physical crafting, smithing, or repair-related RP action. Applies to forging, siege repair, or relic creation.
Divine Blueprint - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Once per phase, improve a Crafting roll or related structure upgrade attempt. Add +1 to any relevant Crafting-based task. Used with Barracks, Forge, Walls, etc.
Reforged by Faith - COST 6 UNITS ( Requires at least 5 in Piety Attribute )
Once per campaign, restore a broken item, weapon, or structure instantly. Symbolizes divine labor through flame and anvil. May restore a Tier II+ gear or partial keep damage (GM discretion)
Strength of the Forge - Requires at least 6 in Piety Attribute
When crafting or upgrading buildings, their Crafting cost is reduced by 1. Applies once per structure
Echoes of the Anvil - COST 8 UNITS ( Requires at least 7 in Piety Attribute )
Once per battle, strike a divine blow—your next melee attack deals +4 damage. Must be done with a hammer or forge-made weapon. Meant for characters that embody the Smith in combat and creation

THE CRONE
Aspect of wisdom, foresight, and guiding light in times of doubt.
Sight Beyond Sight - Requires at least 3 in Piety Attribute
You gain a GM-provided clue or omen once per RP phase involving danger, betrayal, or moral ambiguity. Usable in strategy meetings or spiritual introspection
Lantern in the Dark - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
May reveal one hidden truth about a situation, person, or plan. GM provides a partial insight or hint. Once per RP scene or phase
Prophetic Utterance - COST 6 UNITS ( Requires at least 5 in Piety Attribute )
May speak a prophecy that affects the next major event (e.g., siege, marriage, alliance). Grants +1 to the next RP roll involving your chosen event. If prophecy is fulfilled, gain +1 Influence permanently
Trials of Age - Requires at least 6 in Piety Attribute
You are immune to emotional manipulation from characters with lower Piety or Intrigue. You’ve seen too much to be easily swayed
Oath of the End - COST 12 UNITS ( Requires at least 8 in Piety Attribute )
Once per campaign, declare that something must come to pass (e.g., the fall of a lord, survival of a child, destruction of a city). The GM must alter one story thread to bring this fate closer, though not guarantee it. Highly RP-driven, divine intervention with narrative weight

THE STRANGER
Aspect of death, judgment, the unknown, and the outcast.
Walk Unseen - Requires at least 3 in Piety Attribute
Gain +1 to Intrigue when attempting stealth, secrecy, or disguise-based actions. RP bonus: those interacting with you sense something "off" or uncanny
Glimpse Beyond the Veil - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Ask the GM one question about a possible outcome or hidden threat. You receive a cryptic answer, hint, or symbol. Never direct, but thematically fitting. Once per RP phase
Death’s Acceptance - Requires at least 5 in Piety Attribute
You cannot be swayed by fear of death or manipulation through mortality. If reduced to 0 HP, you may deliver a final action (speech, attack, RP choice) before falling. Symbolizes the peace of those who walk beside the Stranger.
Mark of the Outcast - COST 6 UNITS ( Requires at least 6 in Piety Attribute )
Place a mark of death on a single character or target
That target suffers -1 Influence for the next phase (they appear cursed, diseased, or isolated). May not be used on the same target twice per campaign.
Silence the Light - COST 12 UNITS ( Requires at least 8 in Piety Attribute )
Once per campaign, you may declare the death or undoing of something sacred or celebrated. Must be roleplayed with thematic weight—this is fate made manifest, a dark miracle. GM determines the form and consequence of the effect. Due to scale, can easily backfire and requires D20 roll with 16+ for success.
 
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