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
Requires at least 1 Piety Attribute
The Old Gods recognize those who honor the ancient ways.
Gain +1 Success to Navigation rolls while traveling through forests or near Weirwood trees.
Warg-Touched - Requires at least 3 in Piety Attribute
The user forms a spiritual bond with a single animal companion. The user may communicate mentally with their bonded animal, sharing simple thoughts, emotions, and commands.
Cannot view through the animal’s senses or control its actions.
Blood of the First Men - Requires at least 4 in Piety Attribute
The old blood carries the instincts of those who survived before kings and kingdoms.
When traveling through forests, mountains, or snow-covered terrain:
Enemy Tracking attempts against you receive -1 Success.
Your movement leaves fewer traces.
Stillness of the Weir - Requires at least 5 in Piety Attribute

  • The silence of the Old Gods protects those who listen.
    When targeted by an Intrigue action within Old Gods-aligned territory, the opposing player receives +1 Failure to their roll.
Ancestral Memory - Requires at least 6 in Piety Attribute
The roots remember what men have forgotten.
Once per RP Phase, commune with ancestral memory to gain one of the following:
+1 Crafting, Stewardship, or Navigation for one Phase OR Receive GM-provided knowledge regarding a historical event, bloodline, location, or forgotten secret.
Ghost in the Trees - Requires at least 7 in Piety Attribute
Those who walk beneath the ancient trees are never truly alone.
When fighting in woodland terrain:
Cannot be ambushed.
Gain the first turn/action in combat.
If fighting another user with Ghost in the Trees, initiative is determined by 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(6) PIETY UNITS ( Requires at least 5 in Piety Attribute )
The user communes with a Weirwood tree or sacred grove to receive knowledge hidden within the land.
The GM may reveal information regarding:
A nearby Scheme.
Events occurring near the landmark; Hidden truths connected to the location.
Must be within a Weirwood Forest or near a Weirwood tree.
Skinchanger's Sight - 6 PIETY UNITS ( Requires at least 5(6) in Piety Attribute )
Greenseer Glimpse - 6 PIETY UNITS ( Requires at least 5 in Piety Attribute )
The user enters the mind of their bonded animal companion and experiences the world through its senses.
Allows the user to:
See through the animal's eyes.
Hear through the animal's ears.
Scout locations remotely.
Track targets.
Greenseer Glimpse - 6 PIETY UNITS ( Requires at least 7 in Piety Attribute )
The user receives a vision through dreams, ravens, Weirwoods, or the whispers of the Old Gods.
The GM provides a symbolic vision, warning, or hidden knowledge regarding:
A rival's intentions.;A future event; A forgotten truth.
The vision may be unclear and requires interpretation.
Grove’s Vengeance - 8 PIETY UNITS ( Requires at least 7 in Piety Attribute )
The Old Gods call upon the land itself to resist those who invade it.
Enemy BNM Units within an Old Gods-controlled territory suffer:
-2 SPD for 2 Turns.
Outside Old Gods-controlled territory:
Enemy BNM Units suffer -1 SPD for 2 Turns.
Effects are determined by terrain and may include roots, fog, snow, difficult terrain, or natural obstacles.
Beastwalk - 10 PIETY UNITS ( Requires at least 8 in Piety Attribute )
The user temporarily merges their consciousness with their bonded animal companion.
Effects:
Control the bonded animal for one scene.
Use the animal during combat.
Gain access to its natural abilities.
Restrictions:
Only applies to the user's bonded companion.
Cannot control humans or another player's creatures.
Larger or unusual creatures require GM approval.
Children of the Forest - 10 PIETY UNITS ( Requires at least 8 in Piety Attribute )
The user calls upon the ancient children who once walked beside the First Men.
Gain access to a unique Faith-based BNM Unit: Children of the Forest.
Restrictions:
Only available in the North, Riverlands, or within two landmarks of a Weirwood Forest.
Functions as a specialized unit rather than a conventional army.
Exact abilities determined by GM discretion.
 
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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.
Ember-Eyes - Requires at least 3 in Piety Attribute
  • +1 Success to user's Schemes involving uncovering lies or deceit.
Light in the Dark - Requires at least 4 in Piety Attribute
  • You ignore darkness penalties. If fighting at night, the user gains+1 Dexterity during the battle.
Burning Conviction - Requires at least 5 in Piety Attribute
  • +1 Failure to opposing Intrigue-based seduction or coercion rolls (once per phase)
Fiery Spirit - Requires at least 6 in Piety Attribute
  • One BNM Unit gains +1 STR in battle. May only target a R’hllor-aligned Unit. Only one unit may be enhanced at any time.
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 Success to your next Influence or Intrigue roll.
Firebrand Blessing - COST 6 UNITS ( Requires at least 4 in Piety Attribute )
  • The user chooses a BNM Unit to become blessed, gaining +1 STR and DEX for one turn. Their attacks are considered flaming and lasts for 3 turns. After this ends, their DEF and STR decreases by 1 for 3 turns.
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
  • While fighting in river, coastal, or marsh terrain, gain +1 AGL. Allied Fleets gain +1 SPD while traveling through shallow waters.
River's Whisper - Requires at least 3 in Piety Attribute
  • While meditating beside a natural body of water, you may seek guidance from Mother Rhoyne. Once per Phase, the GM may provide a symbolic clue, forgotten truth, or subtle omen related to your current objective.
Watersense - Requires at least 4 in Piety Attribute
  • Your bond with Mother Rhoyne allows you to recognize the health and movement of living waters. You may detect poisoned or corrupted bodies of water, purify enough water to sustain yourself and nearby allies, and perform minor manipulations of existing water for roleplay purposes, such as calming ripples, gently shifting floating objects, or subtly influencing natural currents.
Fluid Form - Requires at least 5 in Piety Attribute
  • Once per Phase, reduce the damage of one incoming melee attack by 2 DMG as you instinctively flow with the force of the strike.
Blessing of the Greenblood - Requires at least 7 in Piety Attribute
  • Friendly Fleets beginning their movement from a river or coastal Landmark may reroll one failed Navigation or travel-related roll each Phase.
Active Abilities

River's Mercy - COST 4 UNITS ( Requires at least 2 in Piety Attribute )
  • Restore 5 HP to one allied Player or Unit adjacent to a natural body of water. May be used twice per Phase, but only once per battle.
Flow of the Ancients - COST 6 UNITS ( Requires at least 5 in Piety Attribute )
  • One allied Unit gains +1 SPD and +1 DEX for 2 turns as the wisdom of the Rhoynar guides their movements.
Rhoynar's Gate - COST 6 UNITS ( Requires at least 5 in Piety Attribute )
  • Raise a barrier from an existing river, lake, marsh, or coastline. This wall extends 10m in the sky and slows opposing targets by 2 SPD and deals 5 DMG to Player Characters.
Wrath of Mother Rhoyne - COST 10 UNITS ( Requires at least 8 in Piety Attribute )
  • Once per Campaign, invoke one of the greatest miracles of the Rhoynar. Choose a Landmark containing a significant natural body of water. The Mother Rhoyne answers with a powerful blessing or upheaval of the waters, flooding a river crossing or landmark to delay an invading army, strengthen the defenses of a settlement, or hinder enemy Fleets through overwhelming currents. This miracle must originate from an existing body of water and cannot create water where none exists
 
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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 2 in Piety Attribute
  • Once per battle, reduce Fleet damage taken by 2.
The Iron Price - Requires at least 4 in Piety Attribute
  • Whenever you successfully conquer or raid a coastal Landmark, gain +10 Influence and 50 Gold.
Saltborn Resolve - Requires at least 6 in Piety Attribute
  • The first penalty caused by storms, rough seas, or hazardous ocean travel each Phase is ignored by your Fleet.
Active Abilities

Drowned Man’s Resilience - COST 4 UNITS ( Requires at least 3 in Piety Attribute)
  • Bless one allied Fleet with the Drowned God's favor. That Fleet gains +1 DEF for 4 turns.
Call of the Deep - COST 6 UNITS ( Requires at least 3 in Piety Attribute )
  • Call upon the sea to answer your prayers. Choose one coastal or sea Landmark under your control or one you're engaged in. Enemy Fleets within that location suffer -1 SPD until the end of the Phase.
Drowned Prophecy - COST 6 UNITS ( Requires at least 4 in Piety Attribute)
  • Following a ritual immersion or prayer beside the sea, seek wisdom from the Drowned God. Once per Phase, the GM provides a cryptic vision, omen, or symbolic warning regarding your current objective, an approaching danger, or a significant future event. The prophecy is never direct and must be interpreted through roleplay.
Rites of Drowning - COST 8 UNITS ( Requires at least 6 in Piety Attribute)
  • Offer a willing follower or captured Unit to the Drowned God. Sacrifice one willing or captured Unit to restore 5 HP to another Unit or reroll one failed Influence check. Afterward, all friendly Units in adjacent Landmarks lose 10 Loyalty as the grim cost of the ritual becomes known.
What is Dead May Never Die - COST 10 UNITS ( Requires at least 8 in Piety Attribute )
  • Once per campaign, if reduced to 0 HP on sea, roll a D20. On 16+, return with 2 HP and immediately take one additional turn. For the remainder of the battle, gain +2 STR and +2 DUR.
 
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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
  • When participating in diplomacy, judgment, marriage negotiations, or interactions with Faith-aligned characters, gain +1 Success to Influence or Intrigue rolls once per Phase. If performed within a Sept or Faith landmark, this bonus applies an additional time.
Righteous Decree - ( Requires at least 4 in Piety Attribute )
  • Once per Phase, the first Influence or Intrigue action made directly against your lawful public rulings, judgments, or declarations gains +1 Failure. This only applies to actions made openly against your recognized authority or decisions.
Sanctuary - ( Requires at least 7 in Piety Attribute)
  • While within a Faith of the Seven religious landmark, your prayers, rituals, and Faith abilities cannot be interrupted by RP actions or Schemes unless the landmark is captured or destroyed.


The Seven Aspects

THE WARRIOR
Patron of strength, valor, and victory in battle.
Strength of the Warrior - ( Requires at least 3 in Piety Attribute ) Grants +1 Strength. Symbolizes divine fortitude in moments of honorable conflict
Judgment by Blade - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Once per BNM battle, grant +2 Strength to a target Unit for 1 turn. Must be used during an offensive action or declared duel. If the attack defeats the target, regain 2 Piety Units.
Blessed Steel - COST 6 UNITS ( Requires at least 4 in Piety Attribute )
Bless your weapon in the name of the Warrior. Your next melee attack deals +2 additional Damage and ignores 1 Defense.
Embolden the Faithful - Requires at least 5 in Piety Attribute
Allied followers of the Faith of the Seven engaged in the same battle or duel as you gain +1 Strength while you remain standing.
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 +50 Influence, and the defeated cannot use Intrigue vs you for one phase. Must be a publicized or sanctioned battle.

THE MOTHER
Embodiment of compassion, nurture, mercy, and protection.
Soothing Presence - Requires at least 3 in Piety Attribute
Gain +1 Success 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 phase.
Mother's Embrace - COST 8 UNITS ( Requires at least 6 in Piety Attribute)
Once per Phase, when you defeat an opposing character or Unit, you may choose to spare them rather than finish them. If you do, gain +20 Influence and recover 2 Piety Units. A spared character or Unit cannot be targeted again until the current scene or battle ends.
Mercy of the Mother - COST 8 UNITS ( Requires at least 6 in Piety Attribute )
Once per Phase, when you defeat an opposing character or Unit, you may choose to spare them rather than finish them. If you do, gain +20 Influence and recover 2 Piety Units. A spared character or Unit cannot be targeted again until the current scene or battle ends.

THE FATHER
Symbol of justice, law, order, and divine wisdom.
Eyes of Judgment - Requires at least 3 in Piety Attribute
Gain +1 Success when acting as a judge, mediator, or arbitrator during disputes, trials, or legal proceedings.
Loyalty Subjects - Requires at least 5 in Piety Attribute
Characters and Units under your direct authority gain resistance against attempts to convince them to abandon their sworn duties, betray their obligations, or act against their lawful commitments. The first such attempt each Phase gains +1 Failure.
The Father’s Balance - Requires at least 5 in Piety Attribute
When participating in a negotiation between opposing parties, you cannot lose Influence from Schemes or other means until you openly declare your allegiance.
Sacred Oath - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Bless an oath, treaty, marriage, fealty, or other sworn vow willingly entered into by two or more parties. If every participant honors the oath until its agreed conclusion, each gains +20 Influence. If a participant knowingly breaks the oath before then, they lose 25 Influence and cannot benefit from Faith of the Seven Aspect abilities until the end of the current Phase.
The Father’s Inquiry - COST 10 UNITS ( Requires at least 5 in Piety Attribute )
Open a formal inquiry into a major accusation, betrayal, or dispute. All involved parties must present their claims and evidence. The matter cannot escalate until the inquiry is concluded. The final ruling may result in restoration, punishment, or Trial by Combat depending on the circumstances.

THE MAIDEN
Aspect of innocence, love, purity, and guidance for the young.
Guiding Lights - Requires at least 3 in Piety Attribute
Characters of a lower Rank than you who are under your direct mentorship, command, or guardianship gain +1 Success on their first roll each Phase.
New Beginnings - Requires at least 5 in Piety Attribute
Once per Phase, after an allied lower-Rank character fails an action, they may immediately reroll it.
Blessings of Love - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Bond two willing characters. Once per Phase, when one succeeds on an action, the other gains +1 Success on their next related action.
Maiden's Blessing - COSTS 6 UNITS ( Requires at least 5 in Piety Attribute )
Choose a lower-Rank allied character. Until the end of the Phase, they are considered one Rank higher for the purpose of interacting with allies, commands, and responsibilities, but not for unlocking permanent features or progression.
Hope Rekindled - COST 8 UNITS ( Requires at least 6 in Piety Attribute )
Fill the hearts of your allies with renewed hope. Choose up to three allied characters or one allied Unit. Until the end of the current Phase, they ignore the first effect that would cause them to lose hope, morale, or resolve.

THE SMITH
Patron of labor, strength through creation, builders, blacksmiths, and architects.
Master Craftsman - Requires at least 3 in Piety Attribute
Crafted items created under your supervision are of exceptional quality and greater durability within their existing tier.
Foundain of Stone - COST 4 UNITS ( Requires at least 5 in Piety Attribute )
Structures and Keeps under your control are built with exceptional craftsmanship, making them more resistant to damage, sieges, sabotage, and destruction.
Diligent Hands - COST 4 UNITS ( Requires at least 3 in Piety Attribute )
Construction, crafting, or repair projects overseen by you are completed in half the normal time until the end of the current Phase.
Strengthen the Foundations COST 6 UNITS - Requires at least 5 in Piety Attribute
Reinforce a Structure, Keep, Ship, or Siege Weapon. Until the end of the current Phase, it gains increased resistance to damage and destruction.
Great Works - COST 10 UNITS ( Requires at least 7 in Piety Attribute )
Designate a completed Structure, Keep, Harbor, Shipyard, Sept, or other permanent improvement as a Great Work. Its exceptional craftsmanship grants it a permanent enhancement appropriate to its purpose, determined by the GM.

THE CRONE
Aspect of wisdom, foresight, and guiding light in times of doubt.
Eyes Open - Requires at least 3 in Piety Attribute
Once per Phase, when you encounter a significant hidden danger, deception, or overlooked detail that a wise observer could reasonably notice, the GM must provide a subtle clue or warning.
Ancient Wisdom - Requires at least 3 in Piety Attribute
Once per Phase, when confronted with an unfamiliar situation, the GM may reveal a relevant historical precedent, forgotten tradition, or lesson from the past that could inform your decisions.
Crone's Advice - COST 4 UNITS ( Requires at least 4 in Piety Attribute )
Present a proposed plan, decision, or course of action to the GM. Through the Crone's guidance, one significant risk, overlooked consideration, or foreseeable consequence that a wise person could reasonably recognize is revealed. After receiving this counsel, you may alter your intended course of action.
Light the Way - COSTS 6 UNITS ( Requires at least 5 in Piety Attribute )
Before an allied character, Unit, or expedition begins a journey, battle, negotiation, or other major undertaking, bless them with the Crone's guidance. The first unexpected obstacle encountered during that undertaking is reduced in severity or may be reasonably mitigated by prior preparation.
Crow's Lantern - COST 10 UNITS ( Requires at least 8 in Piety Attribute )
Invoke the Crone's divine wisdom. The GM reveals one dormant World Trigger that your character could reasonably discern through wisdom, experience, and the Crone's guidance. If no suitable World Trigger exists, the GM instead reveals another significant opportunity or danger that a person blessed by the Crone could reasonably recognize.

THE STRANGER
Aspect of death, judgment, the unknown, and the outcast.
Beyond Fear - Requires at least 3 in Piety Attribute
When targeted by a Scheme, action, or ability intended to kill, permanently disable, or seriously harm you, you may reroll the defense/check once per Phase.
Wanderer’s Grace - Requires at least 5 in Piety Attribute
If you are exiled, banished, displaced, or otherwise separated from your home and allies, the Stranger grants you guidance and protection. You suffer reduced penalties from isolation, unfamiliar lands, and lack of support. You are more easily able to survive, travel, and establish yourself among those outside your original realm.
Death’s Acceptance - COSTS 4 PIETY UNITS ( Requires at least 4 in Piety Attribute )
When entering unknown lands, foreign territory, or unfamiliar societies, invoke the Stranger's guidance. You gain insight into the dangers, customs, or challenges that may await you before proceeding.
The Stranger Among Strangers - COST 6 UNITS ( Requires at least 6 in Piety Attribute )
When entering a region outside your own, invoke the Stranger's blessing. Your Regional Influence is not affected by your House Loyalty when determining your starting Influence within that region. If your Regional Influence would be negative, it instead begins at 0.
Silence the Light - COST 10 UNITS ( Requires at least 8 in Piety Attribute )
When your character dies and an heir takes their place, the Stranger guides the passage between generations. Your heir retains a greater portion of your predecessor's accomplishments, allowing them to inherit more of their influence, resources, or abilities than they normally would.
 
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