Here is the preview for the Woven Faith, and the Thread-Bearers that bless the priests of the mythos. As will all sneak previews, the information here is subject to change.
The Woven Faith
Long ago, divine power was woven into the Tapestry by Ciarda, Fainche, and Sciath; the three sisters of Fate. This Divine inspiration is all that is left of the Divine sacrifice made at the end of the last age. It is woven into the Tapestry as light, and as song, and as fire that brings warmth to the virtuous and yet burns those who are corrupt. You are devoted to the Woven Faith, and your faith is dedicated to preserving and strengthening these threads of Divine inspiration.
Each strand or thread of Divine inspiration is guarded by divine beings, saints and angels who have risen since those elder days. These divine beings are called the Thread-Bearers, for they are the guardians and caretakers of the Divine inspiration and its threads. Although Priests of the Woven Faith are devoted to the Divine inspiration and call upon it for their magic and faith, the Thread-Bearers seek out and choose Priests to act as their champions and aspirants, though their choices are sometimes inscrutable to the faithful who are chosen.
To those devoted to the Woven Faith, and the Thread-Bearers, the Divine Inspiration can manifest and be experienced in three ways. The Divine Light inspires thought, clarity, and leadership and this Light is represented by the Crown. The Divine Song inspires resolve, passion, and redemption and this Song is represented by the Harp. The Divine Fire inspires courage, justice, and purity and this Fire is represented by the Sword.
To understand the Woven Faith, one must view the divine sphere as an infinite battlefield between Light and Darkness. On the Night of Sacrifice, when the divine purpose was gathered so it would not fade from the world, the faithful were called upon to guard those threads. It is not only the faithful that can feel that divine energy. The Lord of the Underworld – the fallen god Beleghast – covets these divine threads. If he can gather to himself enough of that divine energy, his followers claim, he can rise from the Labyrinth, ascend to the Heavens, and become a god to rival the Three Sisters.
Beleghast, his host of demons, and the cults that worship them are constantly plotting to increase their presence and power in the world, but the ultimate purpose of Beleghast is to corrupt the divine threads. When a thread becomes corrupted, its divine purpose is twisted and no longer strengthens the Tapestry, but instead descends into the Labyrinth where Beleghast ultimately gathers it to strengthen himself. Each corrupted thread becomes entwined with a powerful demon who must guard that thread and prevent those of the Woven Faith from finding the thread, defeating the demon, and restoring the purified thread to a Thread-Bearer.
This constant battle to purify or corrupt the threads of the Divine inspiration has created an endless war between the Heavens and the Underworld.
Light and Shadow
The act of weaving the Divine inspiration into the Tapestry was like a great symphony, and the Divine energies took a life of its own. Countless threads touched all corners of the Tapestry, and the Three Sisters strengthened both the Tapestry and the Divine inspiration. The weave was allowed to spread throughout the Tapestry; Beleghast and his demons had not yet begun to pull at the threads.
When the Divine war began, and some of the threads became unwoven, the Sisters bequeathed threads to the most devote and faithful to guard them. These individuals made the ultimate sacrifice, accepting guardianship of the Divine thread knowing full well that they would forever be drawn in the war with the Underworld. The Thread-Bearers gave up their lives and Gifts to become saints and angels; Divine beings that have become entwined with the Divine inspiration. The Divine thread strengthens each Thread-Bearer differently, taking that being’s foundation of faith and using that concept to add to the Divine inspiration as a whole.
Not all Thread-Bearers receive that responsibility from the Sisters themselves. In the Divine War, some who hold unswerving yet unorthodox faith – or grim purpose – have given their lives to purify the Threads, and in death they have carried one of the Threads to the hereafter. These Thread-Bearers are not chosen by the Sisters or by Divine inspiration; rather they have inherited the responsibility either willingly or unwillingly rather than give up the thread to the agents of the Underworld.
Those Thread-Bearers that have been chosen by either the Three Sisters or the Divine inspiration itself are called the Thread-Bearers of Light. The others, Thread-Bearers who have inherited threads and have never earned the blessing of the Three Sisters or the other Thread-Bearers, are called the Thread-Bearers of Shadow. Although these Thread-Bearers have confidence in their own faith and have strength of purpose, their guardianship has been thrust upon them as a result of the Divine War.
While these are the Thread-Bearers that are known to bless Priests with divine power, there are rumors that other Thread-Bearers exist.
The Thread-Bearers of Light
The sun beats down on those who work the land, dam and shift streams to water their crops, and bend the primordial will of the land to produce food to sustain not only themselves and their families but the vast cities as well.
Skin tanned, clothes worn, heels of their boots ground down, these noble men and women do one of the greatest services to mankind that there is. However, the do not dress in finery, no one knows their names, no one gives them much thought, and they prefer it that way. There is honor in what they do, but no one needs to tell them that.
The Agrarian was one of these men. What did he farm? Where did he live? When? These questions have been asked for centuries but answers have never been discovered. Though people wish to know, the Agrarian, it seems, remains as humble as he did in life.
Those who have the Agrarian as their patron are often, but not always, farmers themselves. For some, it is recognizing what he stands for and what he inspires. Not everyone needs fancy clothes, fame, and fortune. Those who seek a humbler existence often attract the attention of the Agrarian.
A small satchel or pouch of seeds is the symbol of the Agrarian’s faithful. It reminds them that all things have a humble beginning.
“Life is humility.”
The Crown – Bountiful Harvest
Each event you may host a feast. During this feast you may give your favor to up to five participants. The people who receive your blessing will be nourished by your magic and need not pay for maintenance the next event.
You create a personalized favor of some kind that you present to the recipients to carry your magic. The favor can be a scroll, plaque, or some other token to represent your bountiful blessing. The favor must have the words Bountiful Harvest upon it, and your name as well.
The recipients will turn in your tokens at check in to pay for maintenance. You are welcome to pick up turned in tokens from check in so you can re-use them; but you should also have some extras in case some are lost.
The Harp – Well Fed, Good Health
Spend a point of Air, touch the recipient, and call out either “Cure Disease by Faith” or “Cure Poison by Faith.”
The Sword – Reap What You Sow
Your work provides you with exceptional health. Once per event you may call out “Resist” to negate one Death effect.
The world of dreams can be wistful and wonderful but dangers lurk there as well; even those disguised in pleasant wrappers. The bliss of dreams can lure those who yearn for something better from the real world only to be caught in the suffocating grasp of nightmares. The Dreamcatcher guards against all the dangers of the dream realm and teaches those how to embrace the joy and skirt the dangers. For some who wish to master the Dreaming, the lessons are even more complex and fraught…
Some who have the Dreamcatcher as a patron wish to act as guides and mentors to dreams and the Dreaming. Others wish to explore the limitless realm of dreams in a lifelong attempt to unravel the mysteries of the Dreaming in a quest of enlightenment and empowerment. Others wish to learn about any and all things that can be found in the land of dreams for their own pleasures and purposes.
The Nightmare Realm will always exist while the Gifted Races have fearful dreams, but without a malevolence to drive it that place has long swirled and ebbed far from the Dreaming. However, recently, small vortexes of nightmares have appeared in the Dreaming. Many followers of the Dreamcatcher have made it their mission to investigate the cause and to cure this blight.
The moon or stars are used as symbols of the Dreamcatcher. They can be in the form of jewelry, embroidered on clothing or a swatch of fabric, or even take other forms.
“Life is hope.”
The Crown – Dream Speaker
You may use the Chimera spell, Send Dreams, two additional times per event.
The Harp – Awaken, My Friend
Spend a point of Air, touch the recipient, and call out either “Cure Sleep by Faith” or “Cure Fear by Faith.”
The Sword – Dream Walker
While you are in the Dreaming, spend a point of Air, touch the recipient, and call out one of the following: “Refresh Earth by Dream,” “Refresh Fire by Dream,” or “Refresh Water by Dream.”
Life is a thinking person’s game; a series of philosophical and intellectual conundrums to be solved. Only in seeking the answers to the greatest mysteries of the world can one find their true path. Faith without understanding is blind.
You seek out the mysteries of the world, and value discussion with both allies and enemies. Even the most deceitful of demons reveal truths if one is keen enough to listen to the meaning behind their words. The Erudite seeks truths in light and darkness, revealing knowledge that was hidden from the world and the faith.
The symbol of the Erudite is rolled scroll that records knowledge that holds a particular importance to you. The scroll is tied with gold ribbon or rope.
“Life is Knowledge.”
The Crown – The Voice of Reason
Three times per event, you may use one of the following abilities.
Choose one of the following traits; Dead, Demon, Nightmare, Undead. Loudly call out “By My Voice, Expose [Trait] by Divine.”
Choose one of the following traits; Dead, Demon, Nightmare, Spirit, Undead. Point at a creature and call out “By My Gesture, Speak with [Trait].”
Sometimes the most powerful creatures will recognize the divine providence of this ability, and this ability might convince creatures to speak with you when they might not have otherwise done so.
The Harp – A Keen Intellect
Spend a point of Air, touch the recipient, and call out either “Cure Confusion by Faith” or “Cure Will by Faith.”
The Sword – Reasoned Preparation
After taking each long rest, choose Earth, Fire, or Water. If you refreshed that attribute as part of your long rest, the attribute is increased by 1 until the next time you refresh it. You can only have one attribute increased by this skill at any one time; if you use this skill again all previous effects end immediately.
Legends are wide and varied, and debates are passionate and vigorous, about the origins of the armored Ironclad. Did he bear his armor with him on charges to break the enemy lines, soaking punishment so others could collapse the defense of enemies of the Faith? Was he an armored healer who ran out after the fallen, being gravely punished in the process, to save them? Was he an armored juggernaut who stood like a monolith as his armor was shattered and his flesh rendered while protecting a stronghold of the faith?
The truth is, no one knows.
Those who have The Ironclad as a patron usually want to serve by protecting others using all they have including their very bodies. For those who follow this Threadbearer, there is nothing they won’t do in service to others or to a cause. Or, at least, that is their goal.
The symbol of the Ironclad is a gauntlet.
“Life is sacrifice”
The Crown – Eye of the Storm
Once per short rest, if you are wielding a weapon, spend 1 point of Air to use the Disengage effect.
The Harp – Stay True to the Fight
Spend a point of Air, and call out “Resist” to negate an attack with Fear or Confusion as a trait.
The Sword – My Faith is my Armor
Once per long rest, call out “Refresh All Armor by Faith” to restore all of your armor points. This ability has no attribute cost.
Family, whether blood or chosen, exemplifies everything meaningful about life. Everyone has a role to play and Ma Daya was the matron of her chosen family. It is amazing how much trouble a group of young adventurers can get into. She was there with calming words, bandages, wise council, and a caring embrace. Ma Daya was one of the pillars of her family and one that made them able to succeed and saved them when failure seemed imminent.
Those who have Ma Daya as a patron usually want to act as one of the pillars of their family. For some, it is their flesh and blood families with all their shared history, goals, and influence. For others, it is their chosen families and their wide array of hopes and goals.
When some people picture Ma Daya, they see a kindly woman, dressed humbly but perfectly for the weather, carrying a large haversack filled with almost anything one could need.
Ma Daya’s symbol is a ring. For one bonded with her, the ring might be something simple and new or it might be a family heirloom of intricate design.
“Life is family.”
The Crown – The Safe Hearth
You no longer need to spend a point of Earth to use the Wayfare spell, The Safety of Home.
The Harp – A Rested Body, a Rested Mind
Spend a point of Air, touch the recipient, and call out either “Cure Disease by Faith” or “Cure Despair by Faith.”
The Sword – If I Die Before I Wake
Once per event, spend a point of Void, touch a dead recipient before they turn to spirit, and call out “Cure Death by Divine” to bring them back to life.
The Maiden of Victory
It isn’t the destruction caused by battle, but rather the excellence in battle of her allies and enemies that burns in the blood of the Maiden of Victory. The dance of combat, the singing of steel and the cries of war inspire her. No one has truly lived until their life has nearly ended but for the heroic effort of the man or woman beside them. It is the night after that event one truly knows what it’s like to be alive. Raising a mug of cold libations to her lips, surrounded by her friends and allies, covered in the grime of combat, is her existence.
There is little pride to be had in defeating those weaker than you. You seek challenge. You seek to respect your allies and enemies. You can never truly defeat your enemy unless you know them; to know is to respect. A difficult paradox to parse, but one explored by the Maiden and those who serve her.
A victory alone is not nearly as great as a victory shared. Those who fight side by side share an eternal bond forged in battle. The bonds forged in battle last a lifetime. Those bonds are stronger and more sacred than any written contract or any loyalty bought with a purse of coin.
The symbol of the Maiden of Victory is an eagle.
“Life is victory.”
The Crown – Her Voice Above the Din
Once per short rest, you may deliver a beneficial effect from a skill or a spell using the name of an ally. When you use this skill add “By Your Name,” and the name of the recipient to the beginning of the verbal of the effect so your call benefits your ally.
The Harp – Battlefield Inspiration
Spend a point of Air, touch the recipient, and call out either “Cure Confusion by Faith” or “Cure Despair by Faith.”
The Sword – Excellence in Defense
Once per long rest, spend two points of Earth and call out “Parry” to negate one melee or missile attack.
A bowl of warm stew, a table around which to gather and talk, a refreshing drink, and safety with which to enjoy all of them was the dream of the Proprietor. There are many tavern tales that speculate on the Proprietor’s life before being called to protect the Tapestry. Was he a prince who gave up his shot at the crown for a humble life? The son of a rich guild master? The serving boy at a wealthy tavern in some big city? A man who took the tavern his father passed down to him and made it into something legendary?
No matter his origin, the Proprietor worked his whole life to have places where people could safely gather throughout the known world. Some were rustic hunting lodges or taverns in villages, while others were the most elegant and ornate lounges and inns in the biggest cities.
Those who have the Proprietor as a patron usually want to provide safe places to gather for everyone. They respect hospitality and what it means to extend it to friends and enemies alike. Some eventually come to understand the deeper importance of hospitality…
A tipped mug is the symbol of the Proprietor.
“Life is hospitality.”
The Crown – Come have a Drink with Me
Ten times per event, when someone sips one of your drinks (or a drink you have bought for them) within a tavern or hearth, touch them and call out “Grant Protection by Faith.”
The Harp – A Rested Body, a Rested Mind
Spend a point of Air, touch the recipient, and call out either “Cure Disease by Faith” or “Cure Despair by Faith.”
The Sword – Here, Drink This
Once per long rest, offer a drink to the victim of a Stricken effect. If they sip your drink, touch them and call out “Cure Stricken by Faith” to fix them up.
Beauty is made manifest by the Gifted with their creative arts; painting, poetry, singing, musical instruments and much, much more. Art and artists are deeply important to the health of the soul. Whether it is hard work or natural talent that makes one an artist, they all do much good for the world.
However, they are not the only ones. Those who are patrons of the arts are just as important; innkeepers who hire minstrels, nobles who commission sculptures and paintings, and those who attend performances.
A noblewoman of immense talent and a seemingly bottomless purse when it came to funding the arts, she was respected in all corners of the world of performing arts. She seemed as at home in a studio, surrounded by easels, paints, aprons, and pallets as she was in a beautiful gown standing in the center stage of a theatre as she was sitting in the balcony enjoying a vibrant performance she’d helped to see come before an audience.
When people try to conjure a picture of the Virtuoso in their minds, what they see varies greatly. Some see her with paint staining her fingers and apron as she paints some great masterpiece. Others see her elegantly dressed and appointed for an evening at a theatre either performing or enjoying the show. In rarer cases, some see her as a bard, singing for a few gathered in a park in a town or village bringing music and art where there is little to be found.
The Virtuoso’s symbol is a paint brush or an instrument.
“Life is art.”
The Crown – From the Balcony
Once per event, after someone else’s performance that you found inspiring, call out one of the following effects. “By My Voice, Refresh 2 Earth by Inspiration,” “By My Voice, Refresh 2 Fire by Inspiration,” or “By My Voice, Refresh 2 Water by Inspiration.”
The Harp – Inspired by Art
Spend a point of Air, touch the recipient, and call out either “Cure Despair by Faith” or “Cure Awe by Faith.”
The Sword – From the Stage
If you have the Centering skill from either the Skald or Troubadour header, you gain two additional Centering points.
Thread-Bearers of Shadow
There is joy and adventure to be found in lots of places and things. An overgrown trail, the vast oceans, rushing streams, and even magical portals can take one to new places, to meet new people, and to do new things. The Freebooter sought adventure, carrying back treasures that she found as she did.
Although the journey brings joy, there is also joy and satisfaction from the accomplishments you earned before you returned home. To see one’s friends and family, to share the tales of adventure, and to have safe haven before stepping upon the road are all fine, but to return with some great treasure or accomplishment is all the better.
While a light step carried her across the land, in her mind always were the treasures, secrets, and missions she accepted. She was known to say, “A hearty laugh and a cocky smile, no matter how desperate the situation, is almost enough to guarantee victory by themselves!”
Those who have the Freebooter as a patron seek to be free beyond all else. They wish to go where they want to whenever they want to. Their purposes are varied and patrons sometimes find themselves at odds as to why to travel. Adventure? Treasure? Secret Missions? Proselytizing? To serve others?
Many who follow the Freebooter dress in bright colors and stylish clothing.
A map is the symbol of the followers of the Freebooter.
“Life is the journey!”
The Crown – Cheer Up, Mate!
Three times per event, touch an ally other than yourself and call out one of the following to bolster them; “Refresh Earth by Inspiration,” “Refresh Fire by Inspiration,” or “Refresh Water by Inspiration.”
Alternately, if you are a Skald or a Troubadour and you may decide, when you take this skill, that you must precede the use of this skill with a short performance that is some sort of sea shanty. If you choose to do this, you may use this skill six times per event.
The Harp – A Salty Sailor
Spend a point of Air, and call out “Resist” to negate an attack with Water or Wind as a trait.
The Sword – Hurricane Twist
Once per long rest, spend a point of Water, call out “Disarm by Wind” and make a melee or packet attack to twist the weapon from an opponent’s hand.
Lady of Sapphires
The Lady is rumored to have ascended from the mortal world in the immediate aftermath of the Night of Sacrifice. Like a bright jewel, she is a warrior with both beautiful brilliance and exceptional hardness. She moves between skirmishing, face-to-face fights and the revelry that follows with ease.
Many of the most interesting things in the world never see the light of day. Forgotten libraries, dark corners where the gentry gather, dungeons, and battlefields all hold treasures that are worth pursuing. For her, there are times for a forceful approach, and other times that call for a gentle hand and a soft word, all-the-while decked out in finery. Whichever is the better tact- that is the one she would pursue. The Lady of Sapphires is a master of knowing which situation calls for which approach.
There are many paintings, poems, stories, and songs that offer a glimpse of what the Lady of Sapphires might look like. She always has dark hair, skin, and eyes. She wears substantial jewelry and many pieces of it. She is almost always armed with a longblade. She favors dresses of velvet in dark colors. Many of those who have her as a patron favor rich fabrics and jewelry with dark gems.
The symbol of the Lady of Sapphires is a faceted gem. Some priests, if they remain chosen of the Lady of Sapphires, will add more and more gems as they successful serve the Woven Faith under her blessing.
“Life is rich.”
The Crown – Multi-Faceted
You may change the trait of your attacks with a Physical trait to Force. You may change the trait of your attacks with a Elemental trait to Light. You may spend a point of Air and call out “Resist by Force” to negate a Slam effect with an Elemental or Physical trait.
The Harp – Hard as Diamonds
Spend a point of Air, and call out “Resist” to negate an attack with Force or Light as a trait.
The Sword – The Jeweled Blade
Once per long rest, spend a point of Void, call out “Double 5 Damage by Force” and make a melee, missile or packet attack.
The Merciful Killer
During the dark times before the Night of Sacrifice, the people of the lands were suffering from starvation. A lone, wandering healer was tormented as he moved from village to village to see those who had died and would never come back from the Gate of Death. He tried every spell, prayer, and elixir he knew of to no avail. Nothing was a substitute for food. He couldn’t heal the suffering for the first time in his life, and it weighed on him.
It started with a single person in a small village; he felt for an old man that reminded him of his father. At the next village, he killed everyone he met that he liked. Soon he moved from village to village to kill everyone. By doing so, he saved them from permanent death but he was tormented by his acts no matter how merciful they were.
Later in life, his views evolved to try to limit or eliminate all forms of suffering. When someone can be healed, everything must be done to heal them. When they cannot, one must gift them with another mercy. That mercy is not without cost to the person administering it.
Those who have him as their patron realize the world is a place of hard choices. In the worst of times, when there are only two awful choices, one must choose. Inaction is almost never the right choice and is never the right one in times of suffering.
Priests of the Merciful Killer carry a small vial of liquid that eases pain and puts someone into a deep slumber along with a dagger to cut loose the mortal coil of the suffering once they are sleeping. The vial and the dagger serve as the token for the priests who have him as their patron.
“Life is mercy.”
The Crown – The Quick Kill
You use this skill after you begin a Death Strike on a helpless or unconscious foe. Start your Death Strike, calling out slowly “Death Strike One.” If you finish the beginning of the Death Strike without being interrupted, you may call out “Death by Mercy” to finish them off. Unlike a normal Death Strike, this follow up verbal creates a Death effect and it is treated as a melee attack.
The foe must be unconscious or unmoving due to a game effect; you cannot attempt to use this on a character who is capable of defending themselves but doesn’t happen to be moving in an attempt to trick them into taking the Death effect.
The Harp – Mercy for the Just
Spend a point of Air, touch the recipient, and call out either “Cure Despair by Faith” or “Cure Aging by Faith.”
The Sword – The Greatest Mercy
Once per long rest, spend a point of Void, call out “Death by Will,” and make a melee, missile, or packet attack to grant a merciful death.
The Night Cloak
Enmity is the greatest blessing ever bestowed upon the Gifted. To look upon evil and injustice and to have it sicken you is how you know you are touched by the Divine. You must remove the source of that. People should not suffer if they do not deserve it. The Night Cloak needed no higher authority than her own to strike out against those who needed to be stopped.
The edges of battle, the vulnerable flanks, the soldiers focusing on the line are the Night Cloak’s chosen fields of combat. She sticks to the shadows at lets her allies draw all the attention during the battle and after it. Those who have her as their patron see themselves as people of great resolve with a desire to act against those who are most powerful and protected to do what must be done. In most cases, any law is less important than their own views on a given matter.
Because of this, many who follow the Night Cloak are feared for acting too rashly and being too self-important. They are often distrusted by other priests as well as lay people.
Hoods, masks, cloaks, and wicked short blades are the trappings of someone who has the Night Cloak for their patron. A fabric square of a dark color, like a handkerchief or a bandanna, is the token of her followers. It need simply be folded over and tied over one’s mouth to become a mask.
“Life is cunning.”
The Crown – Shadows, My Ally
If you use the Shadowmancer skill, A Cloak of Shadows, and remain in spirit form for at least 3 seconds, you also take the effects Heal All by Shadow and Repair All Armor by Shadow.
The Harp – Know Your Weapons
Spend a point of Air, touch the recipient, and call out either “Cure Poison by Faith” or “Cure Shadow by Faith.”
The Sword – Viper Strike
Three times per event, call out “3 Damage and Agony by Poison” and make a melee, missile or packet attack. These attacks have no attribute cost.
The Suicide King
Succeed or fail, when you take big risk, there is always a story good story to tell even if you’re not around to tell it! Life would be boring without the luck of the draw, the roll of the dice. Life, true life, is chance. Nothing is set in stone and a person’s fate can change in an instant.
Though a renowned gambler and master of cards and other games of chance, risk and potential reward is not limited to gambling halls, back alleys, and games. Risk should be sought in all arenas of life. Aspire to greatness, no matter what the end, and you will be great; stand or fall.
Those who have The Suicide King as a patron have an adventurous spirit. They embrace chaos and chance. They often see both good luck and bad as a blessing, even if bad luck is harder to feel good about. There are many, many types of people who follow him but they all share in common an aspiration to greatness.
Gamblers are very superstitious and even those who do not revere the Suicide King are wary of him. They often say prayers to him before cards games and games of chance. Some evoke his name before big reveals. In big tournaments this is often an official part of the proceedings.
The bold favor red and there are few bolder than those who embrace the ways of the Suicide King. Most followers are conversant in many of the most popular forms of poker and other gambling card games. If someone calls “Ante Up!” it’s like a siren’s call.
Most often the King of Hearts is used as a token of the faith but other playing cards can be used as can any other object associated with gambling; dice, poker chips, etc.
“Life is fortune.”
The Crown – This Has Always Been Lucky for Me
Once per event, when carrying one of your many lucky tokens, if you are unstable and your count is about to run out you may become stable instead of dying.
In addition, when using the Legacy spell, To Walk Death’s Realm, you may use a signature gambling token or playing card with your name on it instead of going through the process of creating a full writ. The token must be recognized as unique and your name must be legible. You give this token to the recipient instead of the writ. You and Death have an understanding about these things.
Others who use Legacy magic might find your lucky token disrespectful or distasteful. They are just jealous. You probably shouldn’t expect the Reapers to return your tokens. You don’t want to press your luck.
The Harp – Staying in the Game
Spend a point of Air, touch the recipient, and call out either “Cure Fear by Faith” or “Cure Confusion by Faith.”
The Sword – Double Down
Once per long rest, you may use this power when one of your attacks is negated by a called defense. Spend two points of Air to make that attack again.
To err is human, to forgive is virtuous, but to forget is foolhardy. Those who have done wrong must pay for their crimes. It is best for those they have wronged to visit vengeance upon a wrongdoer, but this is not always possible. The Wrath and his followers deliver vengeance for those who cannot.
Rules and laws must be enforced. Traditions must be respected. Those who do not obey the laws and disrespect tradition must pay the price for their heresy.
Those who have The Wrath as their patrons want to see those who are evil pay the price for their acts. They want to enforce the laws of the Divine and of man. They seek to bring violence to right wrongs.
Followers of The Wrath are integral to the redemption offered by The Salvation; they are what will come for the person who seeks redemption should they fail to earn it or if they fall again after redemption is granted. They also seek out and destroy the enemies of the faith; especially those who still use their powers after being excommunicated.
A lightning bolt serves as the token of those of wrath. It is often a pendant but can be a broach or something embroidered as well.
“Life is vengeance.”
The Crown – You Will Not Impede Me
Take 4 points of damage and call “Purge” to end one Root or Slow effect with an Elemental, Mental, Metabolic, or Physical trait. If you can’t take the full four points of damage, you can’t use this ability. Armor will protect against this damage.
The Harp – You Will Not Deter Me
Spend a point of Air, and call out “Resist” to negate an attack with Earth or Will as a trait.
The Sword – I Will Not Be Denied My Kill
Once per long rest, spend a point of Void, call out “Short Stricken by Divine,” and make a melee, missile or packet attack to prevent enemies from undoing your work.