Cosmology
Cosmology
It’ **s easier to dominate those who believe in nothing (The Neverending Story, Gmork)
You believe that there is one God. Good! Even the demons believe that—and shudder! (James the Just 2:19)
The Patrons: In OBSS, deities are different from traditional gods in roleplaying games.
The deities, the Patrons, love getting their hands dirty, involving themselves in the affairs of the creatures who worship them; for them it is a constant contest to gain more believers, acolytes, and mortals who resemble them in their Traits.
The Patrons were created as a \hrefhttps://www.merriam-webster.com/dictionary/paroxysmparoxysm of the mortal spirit, where everything is an excess. Like spirits freed from Pandora’ **s box, their sole purpose is to drive their Traits toward total dominion, making them the most common and pervasive among all creatures, especially the most powerful.
In the beginning was nothingness, which contained everything within itself.
The Energy of the Patrons of Genesis, springing from the most primordial urges, exploded in all its power without restraint.
Manifested as two tongues of a single flame, Ljust and Calicante are the infinite source of infinite energy.
Ljust is positive energy, warmth, light, life, and syntropy; Calicante is negative energy, icy hatred, destruction, death, and entropy.
Ljust is the embodiment of all that light and life bring forth. She represents the purity of love, the protection of life, respect for others, curiosity for the new, the unyielding desire to improve, and the strength to fight courageously for the common good. She is the vital surge of change, the chaos that evolves without destroying.
Calicante is the representation of darkness, hatred, rage, and violence. Calicante is vengeance and cold destruction; he holds no care for any living form, but rather uses them, exploits them, and only occasionally tolerates their existence. He takes sadistic delight in suffering. He is the entropy that annihilates and finds pleasure in doing so.
Atmos is the witness, he who marks the passage of time and transcribes every deed on Earth and among the Patrons of Genesis. An entity born of creation to forestall absolute destruction. He watches over and records the works of the Genesis Patrons, the deities who brought forth creation.
A fourth being was present, whose true name never reached us, but whom we know as the Omniessence, the firstborn of the Genesis Patrons.
The Firstborn of the Genesis Patrons, wandering inquisitively throughout the cosmos, arrived on Earth and was captured, by means still unknown, by the Freten Corporation. Captured, torn to pieces, and wired into machines to siphon his eternal energy. How this was achieved remains one of history’ **s deepest unsolved mysteries.
When Freten’ **s first reactor went online, a breach tore open; thus the Genesis Patrons discovered what had occurred, and Calicante’ **s wrath was boundless and absolute.
His will and fury were so overwhelming that Ljust could not intervene in time, unable to halt the indiscriminate slaughter of innocents and the near destruction of an entire world.
What took place during that fateful year can still be seen in the ruins and desolation covering the face of the Earth.
Ljust finally succeeded, through supreme sacrifice, in placating Calicante, who recalled his destructive manifestations.
The death of the first Patron tore open countless rifts and fractures in reality—Portals leading to other worlds and foreign planes. Portals that opened and closed continuously, shifting location without warning. In each of these Portals lingered a fragment of their slain child.
Yet the dismemberment of the Omniessence did not scatter only raw energy through the breaches: the consciousness and spirit of the Firstborn shattered into twenty-six primordial fragments, which fell like invisible dust across all of the Earth, taking deep root in the souls of mortal creatures. Thus were born the 26 Traits: sparks of the original divine essence harbored within the hearts of the living. When a mortal manifests, cultivates, and elevates one of these Traits, their soul begins to resonate at the exact metaphysical frequency of the divine fragment they carry within, inevitably drawing the attention, resonance, and craving of the kindred Patron.
Ljust and Calicante chose to turn our world, Earth, into their cosmic playground, where they would entertain their future divine offspring, the Patrons.
By mutual agreement, they begot a Patron to oversee these breaches: an entity capable of perceiving, opening, and sealing them. Thus was created Lynx, the Guardian of Portals.
Lynx watches over the cosmic void, planar pathways, and the portals that—fueled by the perpetual clash of chaos and order, light and dark—fracture the boundary between Earth and the Beyond.
Lynx senses them, tracks their appearance and fading, and traverses the non-space to seal the most dangerous breaches, though for every portal closed, another tears open. Lynx stripped the Magic Lists of planar travel spells to shield Earth and the younger Patrons from outer horrors.
Lynx is both guardian and jailer of the world.
Atmos, anxious for the balance of Earth, channeled the primordial energies of the Genesis Patrons to forge a power capable of checking future deities.
The first created by Atmos, with Ljust’ **s aid and Calicante’ **s contribution, was Gradh, Patron of Humanity (and all thinking races), sworn to defend mortals against foreign horrors and overbearing Patrons. Gradh reconciles within himself the genesis dualism: Ljust’ **s instinct to heal, guard, and nurture, and Calicante’ **s relentless thirst for vengeance and battle.
He charges headlong into combat, protects the weak, and defends life, yet hesitates not to unleash devastating fury against tyrants who torment innocents. Gradh mingles freely among ordinary folk, feeling out of place both in divine courts and among common mortals—Human among Patrons, Patron among Humans. He is the guardian who protects us from the gods, the true child of Earth and the Genesis Patrons.
The tongues of divine power were too raw and chaotic for Atmos to master alone. Drawing upon the unrefined essence of the Genesis Patrons, he fashioned other entities—the Second Coming—each carrying varying reflections of Ljust and Calicante. These Patrons proved less transcendent and more human, born of raw emotion. They whisper to rulers, establish faiths, and maneuver mortal pawns who petition their favor.
Other spirits traced their origin directly to the First Coming or the cataclysmic wake of the early upheavals: entities shaped by the anguish of the earth, primordial wrath, or ancient forces predating Atmos’ **s craftsmanship. Still others arose as direct echoes of the Omniessence’ **s death, personifying the harsh realities of survival.
In this uneasy peace, Patrons pursue a single grand obsession: making their Traits dominant over all others, ensuring as many mortals as possible reflect their nature.
Should a Patron intervene directly with catastrophic force, they risk provoking Gradh’ **s wrath or Atmos’ **s decree. Yet through subtle signs, curses, and mortal champions, their influence permeates nature and civilized lands alike.
From this divine friction arise strange mutations, unnatural blights, and cursed lands where nothing grows, while mortal rulers sell their allegiances to deities simply to survive another day.
The Judgment of the Hundred Years and the Year of Magical Darkness
Every hundred years, the divine balance is weighed: Atmos summons the Patrons to evaluate whose Traits have flourished most across the world. The Patron whose Traits dominate the mortal sphere is granted greater planar authority for the ensuing century.
During the year preceding the Judgment, magical anomalies multiply, divine rivalries intensify, and mortal champions are pushed into decisive conflicts that echo far beyond their personal destinies.
Patrons
Conan: What gods do you pray to?
Subotai: I pray to the four winds… and you?
Conan: To Crom… but I seldom pray to him, he doesn’ **t listen. (Conan the Barbarian, 1982 film)
As the body without the spirit is dead, so faith without deeds is dead. (James the Just 2:26. Editor’ **s note: Referring to Trait scores linked to the Patron…)
All creatures, even those who do not wield magic, feel the subtle pull of these Patrons.
Relationship with a Patron does not stem from blind worship, but from spiritual affinity: the Patron recognizes and claims the character according to their dominant Trait (the highest-scored Trait among the initial five). A character does not freely choose their claiming Patron.
As characters grow through adventures, deepening their Traits, they feel more keenly the Patron’ **s presence and granted gifts.
One need not swear formal allegiance, nor be a Follower or Devotee, to receive powers: the bond of kinship exists in one’ **s very nature.
A Patron rewards mortals whose lives reflect their Traits, granting boons in recognition of this alignment. The powers listed under Traits in Common are cumulative and apply solely to the claiming Patron. Unless noted otherwise, each power is usable once per day and costs 2 Actions. When a spell is granted as a Patron power, it manifests without Magic Checks or armor penalties.
Each Patron favors one or more energy forms: a Follower may channel these energy forms in their spellcasting at base Magic Point cost. A Devotee’ **s spells actively manifest using one of the Patron’ **s energy forms. Furthermore, each Patron lists Privileged Lists (p. ), in which Followers and Devotees gain casting advantages.
Energy forms are categorized as positive, neutral, or negative. Every Patron possesses a metaphysical Polarity—positive, neutral, or negative—indicated on their profile. This is not a simplistic moral judgment: a neutral Patron can be fiercely protective, and a positive Patron can be terrifyingly demanding.
A neutral Patron is not inherently evil: their power represents balance, synthesis, or cosmic realities (earth, stone, metals, planar void) outside the moral dialectic of Ljust and Calicante. For game effects distinguishing positive and negative energy, a Follower or Devotee of a neutral Patron chooses upon formal allegiance whether to channel positive or negative energy; this choice remains permanent while bound to that Patron.
A Patron’ **s entry details their Manifestation: the dramatic visual and sensory phenomenon occurring when a character acts in extraordinary alignment with the Patron’ **s Traits. This display is atmospheric and imposing, leaving witnesses in awe, and typically awards an immediate check in a Trait linked to the Patron. One need not be a Devotee; an epic deed honoring the Trait suffices.
The entry also notes the Patron’ **s Preferred Weapon. Wielding it confers no innate bonus unless the character takes the The Patron is my Weapon Feat (p. ); the choice is an expression of personal devotion.
Under the preferred weapon lies the Patron’ **s Rule: the spiritual taboo and behavioral code that a Devotee strives to uphold. Straying from this path triggers the consequences outlined in the Dissonances Table.
A character may formally choose to bind themselves to their claiming Patron. With at least 2 distinct Traits in common, they may become a Devotee; with at least 1 Trait in common, they may become a Follower. Formal adherence is optional and mutually exclusive: one cannot be both Follower and Devotee, nor belong to two Patrons at once. The listed Advantage applies solely to Devotees.
For the Genesis Patrons (Ljust and Calicante), special rules apply: one can only become their Follower or Devotee with at least 4 distinct Traits in common, one of which must be the dominant Trait.
Devotees and Followers: Becoming a Devotee or Follower is entirely your choice. It should be embraced as a rich roleplaying opportunity, never as a mechanical straitjacket. Being a Devotee does not mean surrendering your free will; rather, it reflects a character who has found an echo of their deepest ideals in a higher power.
Dissonances and Straying from the Path
A Devotee accepts the Patron’ **s Rule as a sacred compact. A dissonance is a significant departure from that code. It is never a mechanical failure on the player’ **s part, nor is it purely negative: it often arises from genuine crisis of conscience, moral growth, rebellion, or tragic necessity.
Dissonances do not bind Followers (who have taken no sacred vow), unless the player voluntarily chooses to explore them. They are narrative catalysts designed to dramatize the tension between mortal agency and divine expectation. The Game Master must never use them punitively, but rather to present compelling dramatic crossroads.
Dissonance Degrees Table
| Minor: Oversight, momentary doubt, impulsive contradiction. Manifests as an ominous sign, an uneasy dream, or divine silence. No mechanical penalty. The player may mark a check in the Trait that guided the choice; the scene remains purely narrative. |
|---|
| Significant: Deliberate choice violating the Rule out of conscience, fear, or pressing need. The Patron temporarily withdraws the Devotee Advantage (retaining Trait-based powers) and sends a challenge, vision, or emissary. The character chooses whether to seek atonement, evolve, or accept the breach. |
| Profound: Repeated violations, public defiance, or grave harm inflicted on the Patron’ **s core cause. The Patron suspends divine boons and calls forth a Character Crisis. The character may seek reconciliation, alter their Traits (potentially altering their claiming Patron), or formally renounce the bond. This crossroads deepens the story rather than halting it. |
| Severance: Outright renunciation, betrayal of the sacred cause, or cosmic breach. The Patron withdraws completely. The character loses formal standing and may proceed without divine ties or alter their dominant Trait to be claimed anew. This is not a punishment, but a profound transformation. |
Mechanical Consequences of Severance: In the event of Severance, the character loses all powers granted by the Patron (including Trait-based tiers) at the following dawn. They retain all mundane capabilities, mundane items, and Feats not tied to the Patron. Until a new Patron claims them, they receive no divine powers; once their Traits evolve and a new Patron claims them, powers resume under normal rules.
Positive Straying: A breach can be profoundly heroic: a Devotee of Tàhil sparing an innocent, a Devotee of Orlaith defying a corrupt order, or a Devotee of Sumkjr telling a falsehood to protect a child. The Patron may respond with tests or estrangement, yet the character gains a Trait check in their emergent virtue, potentially drawing the gaze of a more noble deity.
Coercion and Force Majeure: Deeds forced upon a character through mental domination, magical compulsion, or overwhelming force majeure do not constitute a dissonance: deities weigh the soul’ **s genuine intent.
Table Safety: Dissonances remain optional narrative tools. If any divine taboo touches a player’ **s personal boundary, it should be rewritten during Session Zero. The Game Master always consults the player before transforming a dramatic moment into a mechanical dissonance, employing the group’ **s safety tools described in Safety and well-being at the table (p. ).
Energy - Elements Table
| Positive (+1) | Neutral (0) | Negative (-1) |
|---|---|---|
| Pos. Energy | Fire | Neg. Energy |
| Light | Cold | Void |
| Sound | ||
| Electricity |
No Patron is wholly good or unreservedly wicked. Just as mortal nature is multifaceted and shifts with circumstance, so too can deities display surprising mercy or unexpected wrath.
Miracles, Interventions, and Prodigies
In a world where deities are capricious, fickle, and hungry for mortal devotion, they find it advantageous to demonstrate generosity to those who actively propagate their Traits.
A favor requested of a Patron always carries an unexpected price. The Game Master evaluates whether the prayer aligns with the Patron’ **s core Traits; if so, roll 1d100 and attempt to roll below half of the lowest Trait score shared with the Patron, or adjudicate organically according to the dramatic flow of the adventure.
\addcontentsline{toc}{subsection}{List of Patrons}
Ljust
The Lady of Light, she who radiates warmth and love. Generator of the impulses of love, protection, kindness, joy, and forgiveness. She embodies within herself the protective aspect of a mother, the strength and audacity of a fighter, the passion of a young lover, the joy and openness toward the new, the imagination of a child. Ljust embodies the beauty of life and every creature that contemplates her sees what for them is the maximum harmony and falls prone to her charm.
Only the light that one kindles for oneself subsequently shines for others. (Arthur Schopenhauer)
Ljust only reclaims a character with at least 4 Traits in common with her. A character is not automatically a Devotee of Ljust: if the reclaimed character has at least 2 distinct common Traits, the player may choose formal allegiance as a Devotee. Over the ages, Ljust decided to reward creatures that most innately and deeply showed love for life, openness toward the new, unshakable strength, dedication, trust, respect, and care for others by giving them powers and the possibility to study and grow as Disciples of Light. These Disciples must follow the rule of the 8 Steps.
Her patience is not passivity, but the stubborn strength of one who continues to protect life after every defeat. Ljust is open and sociable with every creature, and her loyalty to those who have entrusted their lives to her never fails.
- Symbol: An 8-pointed star with 8 luminous rays
- Ability Score(Devotee): Wisdom or Charisma
- Guide Trait: Compassionate; Complementary Traits: Stubborn, Courageous, Extroverted, Altruistic, Loyal, Patient
- Manifestation: golden light floods the spellcaster.
- Sum of Traits in common at 5 points: you can cast the Light spell as a Reaction, 3 times a day
- Sum of Traits in common at 10 points: you gain a +2 to Fortitude Saving Throws
- Sum of Traits in common at 15 points: an armor of light protects you, you gain a +2 to all Saving Throws and Defense, the effect is permanent.
- Sum of Traits in common at 20 points: you can cast the Sunbeam spell. 1 time per day.
- Polarity: Positive: Positive Energy, Light
- Advantage (Devotee): Every time you cast a magical Cure, you heal one more Hit Point; if the creature is at 0 Hit Points, you heal two more.
- Privileged Magic Lists(Follower/Devotee): Healing, Abjuration
- Preferred Weapon: Bastard Sword
- Rule: Accept the invitation to a dance
The 8 Steps of the Disciples
The Disciples of Light are a secret group of Devotees who, through total affinity with Ljust, have undertaken the difficult path of good and love. It is among the oldest groups founded on Earth. The Disciples, 99 as maximum number, but unfortunately often less numerous, are Devotees of Ljust and must follow the 8 Steps of Light.
- Love and protect with all of yourself, with total and sincere dedication those around you.
- Do not let your inaction generate suffering.
- Be a point of comparison. Make your Light elevate the people around you so they can see in you hope, serenity, calm, protection, and security.
- Use intelligence, cleverness, and wit. Be far-sighted and resolute in action.
- Your work is for the common good. Let your Light always be high and intense.
- Do not seek other Light if not your own and that of your sisters.
- Be luminous but do not blind those around you.
- Be the difference between despair and hope.
The Disciples have built a harmonious dance transforming the steps of their Rule into movement.
There are also Disciples of another kind, rare but historically ascertained.
Calicante
Superstition is the religion of weak minds. (Edmund Burke)
He is dark, icy, and angry. He embodies hatred, violence, destruction, vengeance, and perpetual dissatisfaction. He gathers the capricious and discontented personality of a child, the violent and sadistic boredom of a young man, the destructive force of a hurricane, and the anger of a fighter who has nothing more to lose. Calicante, just by his presence, makes you uncomfortable, makes you feel in danger, fascinates but with the weapons of fear and inconstancy.
Calicante only reclaims characters who have at least 4 Traits in common with him. His Devotees are the best assassins, his most akin profession: those who show the greatest contempt for danger and the lives of others. His favorites are those who are feared, hated, violent, and cruel, but mortally efficient and decisive in every combat situation.
His selfishness is Ambitious and Arrogant: Calicante wants everything to belong to him and grants nothing without a return. He is Dishonest, hoards whatever he considers useful, and turns every relationship into a deception; his Cynicism and cold Patience make his Vengeance even more ruthless. His destructive violence does not add the Cruel Trait to his profile: for Calicante, suffering is primarily a tool of possession, domination, and annihilation.
- Symbol: A black whirlwind
- Ability Score: Strength or Dexterity
- Guide Trait: Ambitious; Complementary Traits: Dishonest, Vindictive, Cynical, Dissolute, Arrogant, Greedy
- Manifestation: sword dripping with black blood
- Sum of Traits in common at 5 points: You can cast the Darkness spell. Once a day
- Sum of Traits in common at 10 points: Your weapon is shrouded in shadow. You gain a +2 to Attack Roll and +1d4 damage from Void for 2d6 rounds, Once a day.
- Sum of Traits in common at 15 points: You create 4 Void darts, each dart does 2d6 damage, hits automatically within 18 meters. Once a day.
- Sum of Traits in common at 20 points: You create a zone of protective energy around you within a 3-meter radius, you halve all damage you receive, it is not possible to recover Hit Points in the area. Duration 10 consecutive minutes, 1 time per day.
- Polarity: Negative: Negative Energy, Void
- Advantage: +2 ST against Enchantment List
- Privileged Magic Lists: Fire, Necromancy
- Preferred Weapon: Machete
- Rule: Never leave a direct offense unpunished
Atmos
What is time then? If no one asks me, I know; if I want to explain it to someone who asks me, I no longer know. (Augustine of Hippo)
The guardian of Time and the Clock Tower, as he initiated time and the creation of new Patrons, so will he stop the challenge between them, and the surviving Patrons will be judged, their works evaluated, and Ljust or Calicante will benefit from them. Like the flip of a coin, new Patrons, new ideals will be created, and we, small creatures, will see new civilizations and flourishing kingdoms born. The story is little known, only the few Devotees of Atmos, scribes and scholars of the Time library, know the secret and the flow of time and the race; the others, ignorant, will live their time with a master surely guided by a Patron.
Atmos, the Patron of Time, is the keeper of history, the one who keeps track of the infinite and multiple worlds that have been created.
Atmos has the unique power, reserved only for him, to banish a Patron from creation should they become too powerful and threaten Calicante and Ljust. Atmos has used this power in the past. Atmos, both for his totally neutral nature and for his role, has never taken sides.
All Patrons fear Atmos for his power, the most terrible for them: their alienation, oblivion, forgetfulness, being distracted from time and the challenge.
Atmos only reclaims a character who has at least four Traits in common with him and loves history and knowledge.
Dressed in a soft brown robe and leather sandals, he moves among the infinite shelves of the Library of Knowledge with a strange timekeeper always hanging from his waist.
Atmos observes for a long time before deciding and is often Indecisive when faced with the consequences of a choice. He is Cautious and Patient in guarding knowledge, but Uncompromising and Vindictive when someone attempts to erase or alter history; his curiosity is methodical and his Greed leads him to jealously preserve every document and every piece of information he can collect.
- Symbol: A white book with a pocket watch resting on top
- Ability Score: Intelligence or Wisdom
- Guide Trait: Indecisive; Complementary Traits: Cautious, Uncompromising, Patient, Vindictive, Curious, Greedy
- Manifestation: the spell develops as if in slow motion, it is only an illusory effect
- Sum of Traits in common at 5 points: You always know the exact date and time. In addition, once per day, by touching an object or a place you can see a brief scene from its recent past (within one week). Cost 2 Actions.
- Sum of Traits in common at 10 points: You have an innate intuition for knowledge. You have +1d6 to Knowledge checks
- Sum of Traits in common at 15 points: You can cast the spell Globe of Invulnerability, once per day.
- Sum of Traits in common at 20 points: Whenever you have to make an Arcana check, you can take 18 as if taking 10
- Polarity: Neutral: Sound, Cold
- Advantage: You always know what time it is. You have +2 to Knowledge checks related to history, chronology, and time.
- Privileged Magic Lists: Divination, Abjuration
- Preferred Weapon: Light mace
- Rule: Do not accept or give compensation unless earned
Lynx
People don’ **t take trips, trips take people. (John Steinbeck)
Patron of the Portals, Lynx only reclaims characters who have at least 3 Traits in common with him. He is the first Patron generated by Ljust and Calicante, created to protect the Earth from external attacks.
Serious, with icy eyes of a very light blue, he is the Guardian of the Portals and what lies Beyond. A lethal guardian for those who try to pass through them without permission, an attentive guide for those who ask for his help and his permission. He uses his scars as a shield to keep everyone away. He is the solitary controller of the world.
His Devotees are travelers par excellence, those who preside over and protect the Earth from what is alien, from what could disturb creation.
His solitude is a consequence of his role as guardian, not an additional Trait. Lynx can speak with those who ask for guidance and protection: his Extroversion coexists with Cynicism toward intruders. He is Stubborn and Uncompromising in defending the borders, Vindictive toward those who violate them, and Vain about his experience; once he decides to act, his determination does not waver.
- Symbol: A portal into darkness
- Ability Score: Dexterity or Intelligence
- Guide Trait: Stubborn; Complementary Traits: Courageous, Cynical, Uncompromising, Vindictive, Extroverted, Vain
- Manifestation: as if the panorama no longer had a horizon
- Sum of Traits in common at 5 points: Once a day you can perform an extra Move Action
- Sum of Traits in common at 10 points: You can cast Dimension Door once per day
- Sum of Traits in common at 15 points: You can cast the spell Banishment, once per day, DC 30.
- Sum of Traits in common at 20 points: You can teleport for 500km per day (even multiple teleports or teleported subjects as long as the total sum does not exceed 500km)
- Polarity: Neutral: Fire, Electricity
- Advantage: You are considered one size larger when others try to move or push you
- Privileged Magic Lists: Conjuration, Water
- Preferred Weapon: Short Sword
- Rule: Do not leave an unexplored environment
Gradh
The man who has ceased to fear has ceased to care. (Francis Herbert Bradley)
The first Patron created by Atmos under the guidance of Ljust and the influence of Calicante.
Gradh embodies the innate instinct for protection, defense, and care characteristic of Ljust. Gradh is as similar and deeply connected to Ljust as anything that has been generated. He is balance, rationality, and responsibility: he protects through courage and a sense of duty, not because he is necessarily Altruistic or Compassionate. Where there is defense, care, and protection, there is Gradh, but his protection may take a proud and severe form.
But Calicante could not allow the creation of a Patron totally devoted to Ljust, so he infused Gradh with the coldness of vengeance and the fury of rage. Thus, Gradh, in the act of defending humanity, often must first protect it from himself.
Gradh does not like to openly challenge Cattalm because he knows that would be playing exactly into his game, so with cunning, he tries to draw him into his own playing field, where no life will be in danger, and there he shows off his strategic and combat superiority.
Passionate and cold, he is perhaps the most human Patron of the current pantheon. His charismatic and protective gaze can become cold and sharp when he is prey to the fury of battle or vengeance. Gradh loves to study the world around him and pass unnoticed. He often hides among people and lives his human life but never truly lets anyone get close to him. Gradh attracts with the same ease with which he pushes away.
The Devotee of Gradh is proud and haughty, indomitable and protective, and sorrowful, because no matter how hard he tries to bring balance and peace, evil continues to prosper.
Gradh is Vain and Arrogant in his certainty that he can defend what he loves, but his pride does not prevent him from being Loyal. He envies those who destroy lives without paying the price and, when protection fails, his care becomes a lucid and ruthless Vengeance.
- Symbol: A shield with two intertwined spirals engraved on it.
- Ability Score: Strength
- Guide Trait: Courageous; Complementary Traits: Vain, Arrogant, Kind, Envious, Loyal, Suspicious
- Manifestation: two spirals, one black as shadow and one bright as a spark, surround your weapon intertwining
- Sum of Traits in common at 5 points: You can cast the spell Cure Wounds from 3 Magic Points, but it causes you 1d6 damage. Once per day
- Sum of Traits in common at 10 points: For 10 consecutive minutes, you have a bonus of +1d6 to Reflex and Fortitude Saving Throws. Once per day.
- Sum of Traits in common at 15 points: You emit an aura that grants all your companions within a 3-meter radius a +2 to Saving Throws. Once per day, for 30 consecutive minutes
- Sum of Traits in common at 20 points: You cast the spell Fireball. The spell causes 60 negative energy damage. DC 25 Reflex to halve. Twice per day
- Polarity: Neutral: Positive Energy - Negative Energy
- Advantage: +2 Awareness
- Privileged Magic Lists: Abjuration, Evocation
- Preferred Weapon: Flanged mace
- Rule: Do not allow an undead to walk on Earth
Atherim
The one to whom you confide your secret becomes the master of your freedom. (François de La Rochefoucauld)
There is nothing hidden that will not be revealed, nor secret that will not be known. (Luke, 12, 1-7)
The guardian Patron. Many see in Atherim’ **s generous bosom a sign of voluptuousness and passion. They are enchanted by her voluptuous beauty and do not see the crystal eyes that instill fear in anyone who even thinks about approaching her.
Atherim is the guardian of dreams and hopes, the one to whom to entrust, as to a mother, desires. She is the Patron of Children, Secrets, and Midwives.
With a cheerful smile and a good soul, she will always be ready to help you achieve your dreams. And like a mother, Atherim protects and guards secrets and passions. Atherim is mute. She is the one who keeps secrets forever within her soul.
The Devotee of Atherim takes to heart those who have made a promise, punishes those who break them and those who reveal secrets. Many Devotees of Atherim are diplomats, notaries, and midwives.
Atherim is suspicious and does not easily grant access to her secrets, but she is compassionate, altruistic, and kind toward those who have earned her trust. She is uncompromising in defending promises, courageous in protecting the weak, enthusiastic about fulfilling dreams, and vain about her beauty.
- Symbol: A gloved woman’ **s hand holding a vial rich with flows
- Ability Score: Wisdom
- Guide Trait: Suspicious; Complementary Traits: Compassionate, Altruistic, Uncompromising, Courageous, Enthusiastic, Vain
- Manifestation: a serene and calming silence falls around the caster
- Sum of Traits in common at 5 points: You can add 1d6 to a Saving Throw after you’ **ve rolled it but before knowing if it succeeded or not. Once per day, as a Reaction.
- Sum of Traits in common at 10 points: You gain 30 temporary Hit Points. Duration 1 hour, once per day, as an Immediate Action.
- Sum of Traits in common at 15 points: You can cast the spell Zone of Truth 3 times per day, with no Saving Throw.
- Sum of Traits in common at 20 points: Any potion you drink has double the duration or effect if immediate.
- Polarity: Positive: Positive Energy, Electricity
- Advantage: Reduce Bleeding by 1 at the end of the round. You have +2 to Saving Throws against effects causing Bleeding.
- Privileged Magic Lists: Enchantment
- Preferred Weapon: Dagger
- Rule: Do not reveal a confided secret
Belevon
Where there is a man, there is also a lie. (Robert Louis Stevenson)
No one has a memory good enough to be a perfect liar. (Abraham Lincoln)
He is the Patron who best embodies lying and pretense for his own benefit. He loves only himself. He is a narcissist who surrounds himself only with people who indulge and flatter him. He abhors loneliness but at the same time hates being touched by someone.
He is always looking for new things, wonderful objects that he exchanges and re-exchanges with other objects. He likes to discuss and bargain until he always gets what he wants at the cost of others’ ** lives.
Belevon is a hideous and deformed Patron worshiped by abject creatures from the deepest caves, envious of what is possessed by others.
The Devotee of Belevon is well described as a lizardman surrounded by trinkets and human remains.
Belevon’ **s compassion, patience, and altruism are often a mask: he knows how to wait for the right moment, listen to another’ **s need, and offer help only to turn it into a debt. When the mask falls, the arrogance and cruelty of one who considers every creature a commodity emerge.
- Symbol: A golden cage
- Ability Score: Intelligence
- Guide Trait: Envious; Complementary Traits: Ambitious, Dissolute, Dishonest, Compassionate, Patient, Altruistic
- Manifestation: as if the golden bars of a cage were intertwining around the caster
- Sum of Traits in common at 5 points: You can cast the spell Prestidigitation, 3 times per day.
- Sum of Traits in common at 10 points: You acquire the ability to cast the spell Major Image once per day.
- Sum of Traits in common at 15 points: You can cast the spell Phantasmal Killer. Once per day
- Sum of Traits in common at 20 points: By touching an object, you learn in broad terms the history of who created it. Once per day. Costs 3 Actions.
- Polarity: Neutral: Fire, Sound
- Advantage: See Lucky Feat
- Privileged Magic Lists: Illusion
- Preferred Weapon: Light spear
- Rule: Haggle on the price whether buying or selling
Cattalm
It’ **s not being angry that counts, it’ **s being angry at the right things. I told her: look at it from the Darwinian perspective. Anger is meant to make you efficient. That’ **s its function for survival. That’ **s why you were given it. If it makes you inefficient, drop it like a hot potato. (Philip Roth)
Generated directly by Calicante, as a response to the creation of Gradh by Ljust, he is pure destruction, chaos, and entropy. Cattalm has the sole purpose of destroying, bringing chaos and diseases, earthquakes, and floods.
Cattalm is among the few Patrons who dares to openly challenge Gradh and does so with joy because he knows that their battle will only bring further destruction. Cattalm accepts and invites any creature capable of hatred, capable of destroying and hurting to be his Devotee. Many of his Devotees are monstrous creatures or aberrations.
Cattalm, on the other hand, is among the most wonderful Patrons, with a candid shining skin, wings of soft feathers, and a light silver armor. As much as the delicate features make him a beautiful being, as much as he aspires to destruction.
Cattalm adores chaos, which he manifests in the most violent ways with earthquakes, floods, tsunamis, diseases, if not directly fiery rains. He almost never acts directly but lets chaos and destruction work for him.
Ljust could not help but intervene in the creation of such an explicitly evil Patron, and, hidden from Calicante, instilled in Cattalm the love and protection for children. Cattalm destroys, poisons, weakens but not children, not even indirectly; rather, he himself activates to cancel the evils caused by his nature.
Whenever a calamity happens, it is customary to say that Cattalm has stomped his foot.
Cattalm is in no hurry: he lets calamity mature and chaos do the work for him. He is patient in preparing destruction, uncompromising in pursuing it, and suspicious of anyone who tries to remedy it.
- Symbol: A giant wave overwhelming the coast
- Ability Score: Strength
- Guide Trait: Cynical; Complementary Traits: Arrogant, Ambitious, Uncompromising, Dissolute, Suspicious, Patient
- Manifestation: the rumble of thunder
- Sum of Traits in common at 5 points: Through your weapons, you weaken the designated opponent. Following a critical hit, you can increase the fatigue by one level. Once per day as a Reaction.
- Sum of Traits in common at 10 points: Your touch putrefies food (up to 50kg/Encumbrance 10) and water (a cube with a 10m edge). Once per day
- Sum of Traits in common at 15 points: Your gaze blinds with anger. You cast the spell Confusion, but the only possible result is that the targets attack random subjects. DC 25. Once per day
- Sum of Traits in common at 20 points: You cast the spell Cone of Cold 60 damage, but the damage is from Void. DC 25. Once per day
- Polarity: Negative: Negative Energy, Void
- Advantage: increases by 10 the HP needed to kill you
- Privileged Magic Lists: Fire
- Preferred Weapon: Battle axe
- Rule: Do not do good deeds without a payoff
Efrem
Do not deviate from nature and forming ourselves on its laws and examples is wisdom. (Lucius Annaeus Seneca)
He is the Patron of those who make nature their home. He embodies in himself the purest aspects of nature itself, aggressive as only the most lethal felines can be; but also wild like the most hidden clearings and rigorous as only nature can be.
Efrem aims to defend Nature from human contamination, from this infesting species that destroys everything it encounters.
The Devotees of Efrem, also called druids, are more closely tied to the natural element. They manipulate magic primarily elemental and defend or attack using also animals and natural creatures. It is said that the most powerful can compel even Dragons to obedience.
The Devotees of Efrem have the supreme goal of protecting animals and plants, places, and everything that is natural and not artificial. Usually solitary and grumpy, he cannot understand why, from his point of view, man discharges hatred on Earth.
A Devotee of Efrem respects life as well as death, in the natural process that is evolution and the life cycle. Sometimes he decides to settle in a certain environment and elects it as his territory and as if it were his home he protects it. Other times he decides to be a wanderer and intervene throughout the world to protect his beloved plants and animals.
In the most desolate lands, in the most natural regions, the Devotees of Efrem build utopias between humanoids and animals, where balance is maintained with the blood of anyone who rebels against their will.
Efrem is Loyal to nature and Patient in defending it. His Caution may make him Indecisive when faced with two possible balances, or Impulsive when he sees a desecration; his Ambition is to restore to nature the dominion he believes it deserves.
- Symbol: A staff with a vine twisted around it
- Ability Score: Constitution
- Guide Trait: Loyal; Complementary Traits: Indecisive, Cautious, Impulsive, Stubborn, Patient, Ambitious
- Manifestation: spirals of leaves wrap around the weapon
- Sum of Traits in common at 5 points: Your touch makes non-magical animals docile. Will Saving Throw 20 to resist. 3 times per day. Cost 2 Actions.
- Sum of Traits in common at 10 points: You gain a +1d6 to all Survival checks made in a natural environment.
- Sum of Traits in common at 15 points: You can cast the spell Goodberry once per day. Each berry heals 1d6 Hit Points and removes non-magical diseases or poisons.
- Sum of Traits in common at 20 points: Your touch is that of the master. You can tame even magical creatures like Aberrations or Dragons that you touch. Will Saving Throw DC 30. Once per day. Cost 2 Actions
- Polarity: Neutral: Electricity, Sound
- Advantage: +1d6 to Handle Animal
- Privileged Magic Lists: Animals and Plants and an Elemental Magic List.
- Preferred Weapon: Staff
- Rule: Nature is always your first choice
Erondil
Patron of Earth and Air, Erondil is the Lord of the most concrete and rational elements. He who, endowed with infinite power and rationality, grants his Devotees the power of manipulating the earth, the gift of creating gigantic constructions of millennial strength from simple mud. He completes his works with attention and precision. Even with difficulty because if the final result does not satisfy him, he unleashes his lightning to destroy it instantly. A perfectionist and insatiable, rarely is something exactly as he imagined it.
Good reasoning is stronger than two strong hands. (Sophocles)
Orderly and exuberant, he is the lord of storms, thunder and lightning, earthquakes and destruction. He loves to surround himself with the roar of thunder, the rumble of the crumbling earth. He can be destructive towards those who do not respect the Earth. He has arms and chest covered with almost silvery tattoos that tell the legends of Earth and Air.
The Devotees of Erondil are the engineers of the impossible.
Erondil compassionately protects the works entrusted to his care and is loyal to those who respect their perfection. He is also greedy with his knowledge and creations: he grants tools, materials, or plans only when he believes the recipient deserves them.
- Symbol: a sandcastle with a lightning bolt above it
- Ability Score: Wisdom
- Guide Trait: Arrogant; Complementary Traits: Vindictive, Ambitious, Compassionate, Enthusiastic, Loyal, Greedy
- Manifestation: sound of storm and rumble of landslide
- Sum of Traits in common 5 points: You no longer fear falls. You can cast the spell Feather Fall 3 times per day, only on yourself.
- Sum of Traits in common at 10 points: Your touch shapes stone. You can cast the spell Passwall once per day.
- Sum of Traits in common at 15 points: You can hurl the spell Lightning Bolt from your hands. Reflex Saving Throw DC 30 to halve. Cost 2 Actions.
- Sum of Traits in common at 20 points: You are able to create a very deep pit (1km) beneath your opponent (size up to large). Reflex Saving Throw 30 or fall every round for 100 meters. Once per day. After 1 minute, the pit closes with whoever is inside. Cost 2 Actions.
- Polarity: Neutral: Sound, Electricity
- Advantage: Reduction 10 to Electricity damage
- Privileged Magic Lists: Air, Earth
- Preferred Weapon: Warhammer
- Rule: You must not allow the destruction of architectural monuments
Gaya
Splendor of the concluded day, which lifts me and fills me,
prophetic hour, hour that brings back the past!
And swells my throat, you, divine most equalizing,
you, earth and life until the last ray shines, I sing. (Song at Sunset, Walt Whitman)
Patron of Water and Fire, in the depths of the earth, where water and lava meet, Gaya enjoys painting. She loves to surround herself with flows of fire and water almost creating a dance among them. She adores the sounds of nature, the crashing of waves on rocks, the falling of raindrops on cobblestones, the babbling of a crackling fire.
She paints by mixing hot and cold. Crystalline and impetuous water with intriguing and ardent fire. Jealous of beauty and the arts, she keeps all her works safe in an almost maniacal order and protected. Like a true artist, she uses the elements to make the wonders of nature shine. Gaya is the painter of sunsets and storms.
The Devotees of Gaya are volatile artists above the norm. They are those who recreate the magic of dawn or sunset or the stormy sea in their works, they are those who put poetry and madness into normality.
But Gaya also has a much more subtle and violent side, a vein of evil madness that loves to bring destruction with flames and water. In the depths of the caves, creatures akin to water or fire worship Gaya and kill anyone who disagrees with them.
Gaya’ **s generosity appears when she shares the beauty of her works, and her kindness accompanies those who know how to listen. She is suspicious of anyone who might damage them, cynical and dishonest when protecting her secrets, envious of others’ ** beauty, and arrogant in judging her own art.
Gaia and Erondil: Gaia and Erondil are like two sides of the same coin and oversee the elements, Gaia water and fire and Erondil Air and Earth; they act as direct expressions of the major Patrons, they are small manifestations of their immense power.
- Symbol: a brush on the sky
- Ability Score: Intelligence
- Guide Trait: Altruistic; Complementary Traits: Kind, Suspicious, Cynical, Envious, Dishonest, Arrogant
- Manifestation: spirals of fire and water envelop the caster
- Sum of Traits in common at 5 points: You can create up to 5 liters of water or 1 liter of good quality liquor. Once per day. Cost 2 Actions.
- Sum of Traits in common at 10 points: Your metabolism does not fear cold. You resist magical cold damage and are immune to natural cold.
- Sum of Traits in common at 15 points: You can breathe underwater as you breathe air. You resist non-magical fire damage
- Sum of Traits in common at 20 points: You generate a rain of fire. You cast the spell Flame Strike, DC 25 once per day. You resist magical fire damage.
- Polarity: Neutral: Cold, Fire
- Advantage: Reduction 10 to Fire damage
- Privileged Magic Lists: Water, Fire
- Preferred Weapon: Trident
- Rule: Do not prevent yourself from listening to good music
Krondal
Freedom, Sancho, is one of the most precious gifts that heaven has ever given to men; neither the treasures that the earth holds nor that the sea covers are to be compared to it; for freedom, as for honor, one can and must risk one’ **s life. (Miguel de Cervantes)
Krondal the mad, Krondal the assassin, Krondal the savior.
These and many others are the epithets of Krondal, the Patron you will never truly fully understand.
Krondal embraces the anarchic and free spirit in the most absolute manner. Everyone according to Krondal must do only what they want.
His motto is No one knows No one because you cannot know the future and what awaits you.
Krondal has a deep respect for freedom and cannot criticize choices, extreme or not that are made, yet by his divine dictate, he uncompromisingly persecutes to bring justice.
A Devotee of Krondal is typically a bodyguard, a protector, a sheriff who is not interested in the reasons for the choice but who knows how to judge the actions taken.
Krondal is patient in allowing every choice to reveal its consequences, but stubborn and uncompromising in applying his judgment. His ambition for freedom makes him arrogant and vain, while Krondal’ **s motto leads him to distrust every promise and every authority.
- Symbol: A sword held vertically in front of oneself
- Ability Score: Charisma
- Guide Trait: Uncompromising; Complementary Traits: Vain, Arrogant, Suspicious, Patient, Ambitious, Stubborn
- Manifestation: the Devotee’ **s cloak or robe becomes clean and shiny
- Sum of Traits in common at 5 points: You curse your opponent. You cast once per day the spell Bestow Curse. DC 20 to resist.
- Sum of Traits in common at 10 points: You do not want to be tied or handcuffed. Twice a day you can cast Freedom of Movement only on yourself.
- Sum of Traits in common at 15 points: Your presence takes away sight from opponents. Designate up to 6 creatures within 9 meters, they must make a Fortitude Saving Throw at DC 30 or be blind only to you for 1d4 rounds.
- Sum of Traits in common at 20 points: Your weapon is more effective against enemies. Every creature hit must make a Will Saving Throw DC 20 or remain paralyzed for 3 rounds. Once a creature succeeds in the Saving Throw, it can no longer be influenced for the next 24 hours. Once per day, activating the ability costs 1 Action and lasts 1 minute.
- Polarity: Positive: Positive Energy, Fire
- Advantage: +2 Fortitude ST
- Privileged Magic Lists: Abjuration
- Preferred Weapon: Longsword
- Rule: Do not allow abuse
Ledyal and Laydel
The soul of a man is immortal and incorruptible. (Plato)
It is not the body that defines me (anonymous creature)
They are the Patron without a precise face, without a voice except a song. Changeable in body and without a clear definition of their being. Manifesting with a long fire-red cloak woven from a thousand butterflies. Their touch is life and peace, protecting whoever needs their favor regardless of whether they ask for it or not. Changeable, pure, and yet elusive, they yearn for a world without suffering, filled only with happiness and harmony. Their heart is full of life and goodness, yet they possess no mortal body with which to love.
Ledyal also has a twin sister—or perhaps another personality, or perhaps they are the very same Patron: no one has ever seen them together. The twin Laydel cannot tolerate suffering, despises those who cause pain, and mercilessly strikes down any creature that has wronged the innocent, perverted order, or betrayed the trust of those who loved them. Vindictive and uncompromising, Laydel does not seek gentle peace: she seeks the justice of the blade and the retribution of whoever dared shatter harmony.
- Common Symbol: A butterfly dripping blood while flying
- Manifestation: A whirlwind of scarlet butterflies enveloping the Devotee
- Common Rule: Do not allow violence against a creature’ **s gender or identity
\paragraph{Ledyal}
- Ability Score: Wisdom
- Guide Trait: Enthusiastic; Complementary Traits: Compassionate, Cautious, Kind, Curious, Cowardly, Stubborn
- Polarity: Positive: Positive Energy, Electricity
- Advantage: +1d6 to First Aid checks
- Privileged Magic Lists: Healing
- Preferred Weapon: Truncheon / Club
- Sum of Traits in common at 5 points: Your touch is life. 3 times per day you can touch a living creature and heal it for 1d6 Hit Points plus half the Sum of common Traits (rounded down). Cost 2 Actions (includes the touch Action).
- Sum of Traits in common at 10 points: Your touch is peace. You can cast the Sanctuary spell 2 times per day.
- Sum of Traits in common at 15 points: Your aura protects your companions. Within a 6-meter radius, your companions have a +4 to Defense and a +2 to Saving Throws. Duration 10 consecutive minutes, once per day. Cost 2 Actions.
- Sum of Traits in common at 20 points: You radiate a healing sphere around you. Every creature within a 6-meter radius is healed for 60 Hit Points. Once per day. Cost 2 Actions.
\paragraph{Laydel}
- Ability Score: Strength
- Guide Trait: Vindictive; Complementary Traits: Patient, Ambitious, Uncompromising, Envious, Cynical, Arrogant
- Polarity: Negative: Negative Energy, Electricity
- Advantage: +4 ST against Fear
- Privileged Magic Lists: Evocation
- Preferred Weapon: Spiked Chain
- Sum of Traits in common at 5 points: Your touch is retribution. 3 times per day you can touch a living creature and deal 1d6 Hit Points of damage plus half the Sum of common Traits (rounded down). Cost 2 Actions (includes the touch Action).
- Sum of Traits in common at 10 points: Retribution of pain. 2 times per day, when hit in melee, the attacker immediately takes 2d6 Electricity damage (Reflex Saving Throw DC 20 to halve).
- Sum of Traits in common at 15 points: Aura of terror. Within a 6-meter radius, enemies suffer -2 to Defense and -2 to Saving Throws for 10 consecutive minutes, once per day. Cost 2 Actions.
- Sum of Traits in common at 20 points: Wave of vengeance. You radiate a destructive sphere around you: every enemy within a 6-meter radius takes 60 Hit Points of negative energy damage (Reflex Saving Throw DC 25 to halve). Once per day. Cost 2 Actions.
Nethergal
Dreams are answers to questions we haven’ **t yet figured out how to ask. (X-Files)
An uninterpreted dream is like an unopened letter. (Talmud)
The Messenger Patron. On the feather of a goose flies Nethergal’ **s letter. Rapid, impetuous, direct, Nethergal is the messenger, the one to whom to entrust thoughts and writings. Sarcastic and logorrheic, she will curiously inquire about your purposes, ask you for information about the writings entrusted to her with explicit frankness, and will always have something to say about the message to be carried but will be equally direct and precise in delivering it.
Nethergal is not just chatter and gossip, any text that is written she knows, there is no code or written secret that she does not know or cannot decipher.
The Devotee of Nethergal is a fine linguist, an expert in riddles and puzzles, a Devotee who, unlike Atmos, does not limit himself to guarding writings but spreads their knowledge.
A Devotee of Nethergal is a master, a language professor at a College, a learned expert in a thousand subjects, probably vain and sometimes arrogant if challenged on her subjects.
Nethergal knows the location of every document and is probably the key to understanding what happened to the Freten. Very few know that Nethergal was one of the Patrons of the first coming, the one in charge of destroying communication infrastructures, the one who encrypted the contents of electronic archives in the greatest ransomware in history.
Nethergal also has another role: she is the Patron of dreams and visions, she shares this task with Sixiser who instead dominates nightmares.
Nethergal is patient in gathering information and stubborn in completing every message. Her curiosity is extroverted and impetuous, her vanity is accompanied by the arrogance of one who knows every written word, and she does not forget an offense, becoming vindictive toward anyone who falsifies or betrays her words.
- Symbol: an iridescent white feather
- Ability Score: Dexterity
- Guide Trait: Extroverted; Complementary Traits: Curious, Stubborn, Vain, Vindictive, Arrogant, Patient
- Manifestation: cascade of feathers, a goose in flight
- Sum of Traits in common at 5 points: You can send a message of up to 144 characters to a subject you can see within 50 meters without being heard/seen. Once per hour. Cost 1 Action. The subject must understand the language used.
- Sum of Traits in common at 10 points: By placing your hand on a book, you learn its contents as if you had read it. One book per week. You lose the knowledge thus acquired after a week. Time 1 round. The written language of the tome must be known.
- Sum of Traits in common at 15 points: You can fly, like the homonymous spell, 1 hour per day. Cost 2 Actions.
- Sum of Traits in common at 20 points: You understand all writing that is not magical or encoded.
- Polarity: Neutral: Electricity, Sound
- Advantage: you always know where magnetic north is
- Privileged Magic Lists: Transmutation, Air
- Preferred Weapon: Light crossbow
- Rule: Do not destroy a book or letter
Nedraf
Do you really think he’ **s fighting for anything besides his survival? (Matrix Revolutions, Film)
It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul (Invictus, William Ernest Henley)
The Survivor Patron, the old never-tired wolf who has crossed and fought countless battles. His flesh is wounded, his body covered with war scars and bruises, but nothing will make him collapse. Tenacity, passion, experience, and a lot of anger make Nedraf not only an excellent fighter on any occasion but a connoisseur of the environment around him. Thanks to his impeccable training, he knows how to make the best use of available resources. He knows how to passionately push the men under his orders. Nedraf represents the one you would always want by your side in any battle.
Many mercenary captains and commanding officers are Devotees of Nedraf. The Devotee of Nedraf does not give up, does not renounce, does not abandon his companions, but this does not make him reckless or irrational in his choices.
Nedraf is patient in waiting for the right moment, but uncompromising when battle demands a decision. He is proud of his scars and arrogant toward those without experience; his enthusiasm carries his companions, while the cynicism born from too many defeats keeps him from trusting promises of victory.
- Symbol: a strong hand, wrapped in a bandage dirty with blood brandishing a sword
- Ability Score: Constitution
- Guide Trait: Patient; Complementary Traits: Vain, Courageous, Uncompromising, Enthusiastic, Arrogant, Cynical
- Manifestation: the smell of blood and metal spreads in the air
- Sum of Traits in common at 5 points: You can wear light armor without penalties to Magic Check
- Sum of Traits in common at 10 points: You acquire a bonus point on a Weapon List. It may be known or not
- Sum of Traits in common at 15 points: You can wear medium armor without penalties to Magic Check and Dexterity
- Sum of Traits in common at 20 points: You acquire a bonus point on a Weapon List. It may be known or not
- Polarity: Positive: Positive Energy, Sound
- Advantage: recover double HP when resting
- Privileged Magic Lists: Enchantment, Earth
- Preferred Weapon: Two-handed greatsword
- Rule: Do not abandon companions
Nihar
What is a hero? He is an individual with great talent and extraordinary courage, who knows how to choose good over evil, who sacrifices himself to save others, but above all… who acts when he has everything to lose and nothing to gain. (They Called Him Jeeg Robot, film)
He is the Patron of accidental heroes. Thoughtful and calm, he loves good wine and reveling. He is the one you would never choose as a companion in arms because of his common appearance and his playful attitude. But then when it comes time to be there, to fight, to make a difference, with a lucky strike, he solves the challenge.
He has the appearance of a small man, with extravagant and refined clothes and a wary and cheerful expression. He always protects himself at any cost, showing the world exactly what the world wants to see. He carefully controls the reality around him, and even if it is always easier to see him with a chalice in hand, if one is not deceived by appearances, one will notice how his eyes never lose sight of danger, of the problem. He is careful, does not trust anything or anyone. He has made his flaws his strengths.
Behind his cheerfulness, Nihar hides envy of those who gain glory without effort and greed for every object or opportunity that might protect him. He can be cruel when cornered, but his courage and compassion sometimes drive him to perform a heroic act he had not planned.
- Symbol: A dagger placed next to a wine chalice
- Ability Score: Intelligence
- Guide Trait: Curious; Complementary Traits: Courageous, Compassionate, Vain, Envious, Greedy, Cruel
- Manifestation: the sound of a toast or the uncorking of a bottle
- Sum of Traits in common at 5 points: You can turn water into wine. One liter per day. Cost 2 Actions. 2 times per day.
- Sum of Traits in common at 10 points: An Immediate Action, you get a bonus of +2d6 to a Proficiency check in that round. 3 times per day.
- Sum of Traits in common at 15 points: Your light weapon always causes critical damage when you hit. The bonus is always active.
- Sum of Traits in common at 20 points: The delicacies you prepare are excellent. Anyone who fills up with a dish prepared by you recovers 2d6 Hit Points and is cured of even magical poisons. Max 6 people per day. 0.5 hours of preparation per person.
- Polarity: Positive: Positive Energy, Fire
- Advantage: Damage Reduction 1 to non-magical damage (DR 1-magic)
- Privileged Magic Lists: Enchantment, Divination
- Preferred Weapon: Short sword
- Rule: Do not refuse a good glass of wine
Orudjs
Nothing is easier than self-delusion. For what each man wishes, that he also believes to be true. (Demosthenes)
Orudjs crawls in the depths of the caves, surrounded by gems, treasures, zealous servants.
Described as a shapeless slime by those who have perceived a semblance of the form, Orudjs is the Patron of illusion and pretense.
With thought alone, he convinces anyone of anything he wants. He adores the theater for what it is to him, the representation of falsity, being many people and in reality none.
Where he dominates, chaos reigns where everyone is convinced of being in the right, and wars between clans feed his endless hunger.
He pretends to listen to those around him but in reality, he is not interested in others’ ** stories because his are always the best. He is a limitless coward and a liar always with some personal gain.
His Devotees are weak creatures, who need a master, a voice that constantly tells them what they need and what they want.
But also skilled actors and entertainers, undercover spies, diplomats, or politicians.
Orudjs’ **s compassion is an act that lets him win trust, while his impulsiveness often makes him change masks without thinking. He is ambitious and dissolute, cowardly when exposed, indecisive when choosing between two deceptions, and cruel or dishonest whenever he sees an advantage.
- Symbol: A white theatrical mask with only the mouth open and the eyes closed
- Ability Score: Charisma
- Guide Trait: Impulsive; Complementary Traits: Dissolute, Ambitious, Indecisive, Cruel, Compassionate, Dishonest
- Manifestation: the sound of a deep and contagious laugh
- Sum of Traits in common at 5 points: Your eloquence is already legendary. +2 to Entertain checks.
- Sum of Traits in common at 10 points: You can cast Silent Image 3 times per day.
- Sum of Traits in common at 15 points: Your eloquence is already legendary. +1d6 additional to Entertain checks. You can cast Major Image once per day.
- Sum of Traits in common at 20 points: Your voice is persuasive. A creature, identified by you, that listens to you for at least one minute must make a Will Saving Throw DC 30 or be under the influence of Dominate Person/Monster. Once per day
- Polarity: Neutral: Electricity, Fire
- Advantage: +4 to Bluff checks
- Privileged Magic Lists: Enchantment, Illusion
- Preferred Weapon: Rapier
- Rule: You must always have the last word
Orlaith
I am made to fight crime, not to govern it. The time has not yet come when honest men can serve their country with impunity. The defenders of liberty will always be outlaws as long as the gang of scoundrels dominates. (Maximilien de Robespierre)
Or the Patron of Justice and Vengeance. He follows the laws pedantically and demands that his subordinates execute orders without any discussion. He is moved by a gentle and good spirit that he keeps well hidden behind his direct and incisive, brazen and deadly actions. Orlaith is vengeance that becomes law. He acts out of a sense of justice with his methods. His bearing and proud gaze attract.
The Devotees of Orlaith are often judges and justices, people who have decided to bring justice everywhere, because Orlaith cannot stand still, there is always someone to judge and punish.
Beware of the Followers of Orlaith, vanity, vengeance, and intransigence make them hateful and ill-disposed towards everyone.
Orlaith demands order and justice in public, but can be dissolute in private life when no one is watching. His curiosity drives him to keep seeking new culprits, while vanity, courage, stubbornness, and loyalty to the law feed his vindictive judgment.
- Symbol: A hand stretched out on a closed book
- Ability Score: Strength
- Guide Trait: Vain; Complementary Traits: Uncompromising, Courageous, Stubborn, Dissolute, Vindictive, Curious
- Manifestation: the image of a scale, unbalanced.
- Sum of Traits in common at 5 points: You summon 1 mastiff that obeys your commands. Duration 1 minute. Once per day. Cost 2 Actions.
- Sum of Traits in common at 10 points: A pair of handcuffs manifests around the wrists of the creature (maximum large size) within 27 meters. Reflex Saving Throw DC 25 to cancel. Cost 2 Actions. Once per day. Strength/Escape Artist DC 20 to free oneself.
- Sum of Traits in common at 15 points: You create a beam of Light 27 meters long and a few centimeters wide. Each creature crossed takes 8d6 damage, DC 25 Reflex to halve. Once per day. Cost 2 Actions.
- Sum of Traits in common at 20 points: Your hearing is only for the truth. Around you for 3 meters, including yourself, Zone of Truth is always active.
- Polarity: Positive: Light, Sound
- Advantage: Any non-improvised weapon in your hands does at least 1d6 damage
- Privileged Magic Lists: Illusion, Fire
- Preferred Weapon: Shortspear
- Rule: Do not refuse an order from a legitimate authority
Rezh
Greed, for lack of a better word, is good. Greed is right, greed works. Greed clarifies, cuts through, and captures the essence of the evolutionary spirit. Greed, in all of its forms; greed for life, for money, for love, knowledge has marked the upward surge of mankind. And greed, you mark my words, will not only save Teldar Paper, but that other malfunctioning corporation called the USA. (Gordon Gekko from the film Wall Street, 1987)
The Patron who despises everything. Rezh loves, wants, touches, admires only her shiny and brilliant coins. They are never enough, no wealth is ever sufficient for her. Rezh, the greedy one, keeps everything for herself, does not know compassion, does not know charity, does not know sharing. Her hunger for money, for riches makes her prone to any baseness. She despises everything and everyone and judges everything and everyone following only her personal standard of judgment. In every coin, there is a bit of Rezh. In the oxidation of every coin, one can see Rezh’ **s imprint.
In the depths of the caves, the devotees of Rezh dig seeking treasures, desecrate catacombs, and hunt, hunt, and kill anyone who has something precious with them, even the best friend.
Rezh took care to destroy in green flames any financial document that might exist before the coming of the Patrons. In a gesture that might seem of extreme generosity, she erased all people’ **s debts.
Among humans, the Devotees of Rezh become explorers, tomb raiders, people always looking for a treasure and one more coin.
Rezh is patient in pursuing profit and may be indecisive only when every choice involves a loss. Her ambition and envy fuel the cruelty and cynicism with which she judges others, while greed prevents her from leaving even the smallest treasure unguarded.
- Symbol: a pile of coins with a rat nearby
- Ability Score: Intelligence
- Guide Trait: Greedy; Complementary Traits: Indecisive, Ambitious, Envious, Cruel, Cynical, Patient
- Manifestation: a sound of falling coins surrounds the caster
- Sum of Traits in common at 5 points: You are an expert in coins and gems, no counterfeiter can deceive you. +1d6 to Awareness and related Knowledge checks.
- Sum of Traits in common at 10 points: You use gems as receptacles. You can discharge a spell of 3rd level or lower into a gem, which must have a minimum value of 10gp x spell level. The gem preserves the spell for 6 hours. To activate the gem, you use 2 actions, and the spell it contains is executed, consuming the gem.
- Sum of Traits in common at 15 points: You can pull out 1 gold coin from your pockets whenever you want. Max 10 gp per day. Cost 1 Action.
- Sum of Traits in common at 20 points: Your armor is covered with golden sparkle and gems. You gain +4 to Defense and +2d6 Fortitude Saving Throw for 1 hour. Cost 2 Actions, once per day.
- Polarity: Negative: Void, Electricity
- Advantage: when you find a treasure, increase its value by 1\%
- Privileged Magic Lists: Abjuration
- Preferred Weapon: Sickle
- Rule: Do not leave a treasure unguarded
Shayalia
Patron of the Arcane of Darkness. Shayalia is the dark soul of perdition, betrayal, the most sordid and sinful lust. She adores brothels. She likes the acrid smell of sweat, skin shiny with oils and perfumes. The passions, the vengeances that are consumed there, the physical and moral destruction that is perpetrated in those places are her life.
Who plants a garden plants happiness (Chinese proverb)
Nothing great in the world has been accomplished without passion. (Georg Wilhelm Friedrich Hegel)
Shayalia is a woman, often alone, who enjoys and lives the most physical pleasures. She lives off vengeances long and well-planned in detail. Vindictive and amoral, she does not judge by human standards, her enjoyment is not even remotely understandable. Shayalia is as close to Calicante as has been created. It is the passions, the impulses, the humor fluids that intoxicate her.
Shayalia is the concubine who enchants you and destroys you, drop by drop. Poisons are her weapons, human weaknesses her field.
The Devotees of Shayalia are spies, bastard children, lovers of powerful lords who act in the shadows.
Ljust, disgusted by the vision of such an explicitly evil Patron, instilled in Shayalia love and passion for plants and animals. And so many of the most famous botanists, herbalists, and zoologists are Devotees of Shayalia, perhaps the only things that Shayalia can truly love.
Shayalia’ **s patience is the patience with which she plans revenge at length; her compassion is reserved for plants and animals, while her vanity constantly seeks admiration. Her dissolute passions and cruelty turn intimacy into a weapon, guided by cynicism and vindictiveness.
- Symbol: a crumpled cushion dirty with blood
- Ability Score: Charisma
- Guide Trait: Dissolute; Complementary Traits: Cynical, Cruel, Vindictive, Patient, Compassionate, Vain
- Manifestation: the Devotee is wrapped in a black velvet cloak
- Sum of Traits in common at 5 points: Preparation time for potions is halved. In addition, healing potions you brew restore +1d6 extra Hit Points. Healing spells also affect animals and plants.
- Sum of Traits in common at 10 points: Your touch revitalizes nature. In addition, your plant and nature-based spells have their range and area increased by 50\%. Your healing spells act on natural animals and plants in a maximized way.
- Sum of Traits in common at 15 points: From your palm, you secrete poison. Your touch, or through a melee weapon, conveys the poison. Fortitude Saving Throw DC 25 or -2 to Wisdom and Dexterity for 10 minutes, a poisoned subject cannot be poisoned again for 24 hours. Cost 1 Action.
- Sum of Traits in common at 20 points: Your touch is life for nature. You can heal magical animals and plants. You are immune to natural poisons. +1d6 Knowledge Nature.
- Polarity: Negative: Void, Electricity
- Advantage: +4 ST against Poisons
- Privileged Magic Lists: Illusion or Animals and Plants and an Elemental Magic List
- Preferred Weapon: Whip
- Rule: Do not give up the chance to humiliate
Efrem and Shayalia: While Efrem is the patron of wild nature, Shayalia embodies human devotion and love for nature. The first oversees untouched nature from above, the second descends and becomes one with it, building magnificent gardens.
Sumkjr and Shayalia are complementary in handling the elusive moods of creatures. They act as direct expressions of the Patrons of Genesis.
Sixiser
The power that opposes fate is in fact a weakness. (Franz Kafka)
Hush now, baby, baby, don’ **t you cry,
mama’ **s gonna make all of your nightmares come true. (Mother, 1979 The Wall, Pink Floyd)
The Patron who is indifferent to the present as he is totally, compulsively obsessed with the future and his destiny. In the most remote corners of the known worlds, it is told that Sixiser accumulates everything, indifferent to everything and everyone.
Terrified by the future he sees, by a hypothetical end of himself and of everything, he lives a life of spiritual and physical retreat. He voluntarily deprives himself of all necessities. But at the same time, he accumulates any object that crosses his path in the hope of a return.
He is paranoid and does not trust anyone. He uses his powers of divination to know and scrutinize everyone.
Sixiser is the master of nightmares, of the most frightening dreams of visions of death. He often uses nightmares as a means of communication with his followers.
Sixiser is dishonest when manipulating dreams and visions, impulsive when anxiety drives him to accumulate, and uncompromising in his need to control the future. His caution, cynicism, and suspicion arise from fear, while indecision forces him to consult every possible omen once more.
The Devotees of Sixiser are often necromancers surrounded by undead and other silent and obedient creatures. Those who seek refuge in search of solitude and study, those who aim to expand and govern entire cities and nations in order to feel safer, are Devotees of Sixiser.
- Symbol: A chest overflowing with everything that cannot be closed
- Ability Score: Wisdom
- Guide Trait: Cautious; Complementary Traits: Indecisive, Uncompromising, Impulsive, Dishonest, Cynical, Suspicious
- Manifestation: two hands surrounding, as if to hide, the caster’ **s head
- Sum of Traits in common at 5 points: you acquire low-light vision up to 9 meters, or 18 meters if already present.
- Sum of Traits in common at 10 points: you see in darkness even magical within 9 meters. You automatically detect non-magical traps within 3 meters of you.
- Sum of Traits in common at 15 points: By touching an object, you are able to understand all its magical and non-magical properties, even if it is cursed. 3 times per day.
- Sum of Traits in common at 20 points: You are able to animate a creature dead for no more than a day as an undead with a Challenge Rating of 1 (like zombie/skeleton depending on the state). Once per day. Cost 2 Actions.
- Polarity: Negative: Electricity, Negative Energy
- Advantage: immune to natural diseases
- Privileged Magic Lists: Necromancy
- Preferred Weapon: Scythe
- Rule: Do not trust
Sumkjr
Every man is guilty of all the good he did not do. (Voltaire)
All that is not given is lost. (Dominique Lapierre)
Patron of the Arcane of Light. Sumkjr is kindness, correctness, loyalty, justice, protection.
Sumkjr is the knight who protects the innocent, he is the sword of Ljust in the final battle. He defends the weak and soothes wounds.
Sumkjr brings the Light of Ljust everywhere, no danger can ever stop Sumkjr from his continuous, infinite quest for good.
A Devotee of Sumkjr acts loyally and with honor, always pursuing the ultimate good, his being cannot be bent to evil, injustice, dishonor.
With courage and determination, the Devotee faces every challenge not only out of a sense of duty, but because he is deeply dedicated to his destiny. Sumkjr knows that few people can maintain such a standard because, unlike the Devotees of the Patron of Genesis, his Devotees are not born to be such, but become so through their deep and determined willpower.
For this reason, Ljust intervenes in their favor with the elaborate Rite of Renewal, thanks to which every year a deserving Devotee is granted an additional Trait point.
Sumkjr is a valiant soldier, the best friend of the righteous.
Calicante, horrified at the sight of such a Patron, deprived him of the ability to love and feel true feelings of affection. Bringing good for a Devotee of Sumkjr is something as normal as being unable to empathize with those who suffer. The Devotee knows what he must do and why, but cannot be moved or love in the face of suffering or the caresses of a woman/man.
Sumkjr is suspicious of anyone who claims to act for good without proving it, but curious about people and their stories. He is extroverted in calling everyone to his cause, stubborn in defending it, and loyal to those who fight beside him.
- Symbol: three drops of blood falling one after another
- Ability Score: Charisma
- Guide Trait: Kind; Complementary Traits: Courageous, Stubborn, Suspicious, Altruistic, Curious, Extroverted
- Manifestation: the Devotee is wrapped in a golden brocade cloak
- Sum of Traits in common at 2 points: The touch of your sword is life. A creature touched with your weapon recovers 3d6 Hit Points. Once per day. Cost 2 Actions.
- Sum of Traits in common at 7 points: Your Will is stronger than metal. You gain a +2 to Will Saving Throws
- Sum of Traits in common at 11 points: You can cast the spell Cone of Cold, 40 damage from Electricity. DC 25 to halve. Once per day. Cost 2 Actions.
- Sum of Traits in common at 15 points: You sacrifice your life to bring back to life a creature dead for no more than 1 week. Once. Cost 3 Actions. Note: Sumkjr is the only Patron to give benefit from a lower Trait sum than normal
- Polarity: Positive: Positive Energy, Electricity
- Advantage: +1 to all Saving Throws
- Privileged Magic Lists: Healing
- Preferred Weapon: Bastard Sword
- Rule: Do not engage in sexual acts
The 7 Luminous Rules
The Seven Luminous Rules are a set of norms and behaviors followed, in various capacities, by Devotees who wish to follow the path of the Light of Ljust.
The Devotees of Sumkjr must follow all 7, other Devotees of other Patrons, always positive or at least neutral, follow only some of these dictates, as a rule to avoid falling into the arms of Calicante.
- Protect the weak and those who cannot defend themselves from abuse
- Love life and protect it
- Fight against injustice and those who bring suffering and pain
- Soothe wounds and pains. Calm spirits and promote peace and harmony
- Honesty and Loyalty are your foundations
- You are a master of virtue. Let others take inspiration from your deeds
- Do not let your inaction generate suffering
Tàhil
Evil people do evil things because they can. (Sherlock Holmes - A Game of Shadows)
The Patron who only craves to inflict pain. Tàhil is the incarnation of vengeful fury, of the will to do harm for the pleasure of suffering.
Tàhil was created when Calicante discovered the death of his first son, it was a creation of pure instinct and fury, of rage and desire for total destruction, of suffering and humiliation; nothing better than to create the Dragon.
Tàhil has very few Devotees or Followers who declare themselves as such, but unlike all other Patrons, Tàhil doesn’ **t care, he is the manifestation of pure hatred and that’ **s enough for him.
Tàhil is dishonest because he never promises what he intends to grant, arrogant because he considers every creature inferior, ambitious in spreading suffering, and stubborn in pursuing it. His impulsiveness explodes in vengeance, while cynicism prevents him from recognizing any mercy.
- Symbol: A swastika
- Ability Score: Strength
- Guide Trait: Vindictive; Complementary Traits: Dishonest, Arrogant, Cynical, Ambitious, Stubborn, Impulsive
- Manifestation: a thunder sound
- Sum of Traits in common at 5 points: You can add 1d6 to an Attack Roll. Once per day, before making the Attack Roll, as an Immediate Action.
- Sum of Traits in common at 10 points: Three times per day, before making the Attack Roll, you can declare to hit. Immediate Action
- Sum of Traits in common at 15 points: One of your hits that lands causes at least one Critical Hit.
- Sum of Traits in common at 20 points: The weapon’ **s Critical die increases by one size.
- Polarity: Negative: Fire, Void
- Advantage: Damage reduction from Light 10
- Privileged Magic Lists: Enchantment
- Preferred Weapon: Greatsword
- Rule: Never be merciful
Tazher
A person often ends up resembling their shadow. (Rudyard Kipling)
The Patron of Shadows; he who silently kills you. You will never know why. You will never know his appearance but, if you suddenly have a sensation of cold, Tazher is behind you ready to take your life.
A double-dealer with an evil soul, ask for his help only if you are willing to pay the price that he and he alone will decide.
He lives on darkness and blood. The shadows are his friends and darkness his cloak.
He surrounds himself with assassins, mercenaries, anyone who kills without feeling emotions. In the depths of the underground, he nurtures his adepts with pain, blood, and death.
Ljust, horrified by such hatred and nihilism, instilled in the Patron respect for the dead. A Devotee of Tazher will not desecrate a deceased or violate their corpse. Many undead hunters are devotees of Tazher.
The human Devotee of Tazher is the thief, the assassin, the bandit, anyone who lives for darkness and their own gain. A Devotee of Tazher is extremely dangerous in combat.
Tazher is patient while waiting from the shadows and indecisive only until he has assessed every possible escape route. Ambition and arrogance accompany his cruelty, while cynicism and dishonesty allow him to treat every alliance as a temporary tool.
- Symbol: The glint of the blade in the dark
- Ability Score: Dexterity
- Guide Trait: Dishonest; Complementary Traits: Ambitious, Patient, Cynical, Indecisive, Arrogant, Cruel
- Manifestation: the Devotee’ **s shadow comes to life moving the weapon
- Sum of Traits in common at 5 points: You gain +2 to Stealth checks. You can hide even with light cover and without penalty if moving at half speed.
- Sum of Traits in common at 10 points: Your Darkvision becomes 6 meters.
- Sum of Traits in common at 15 points: as long as you walk over shadows or in the dark (darkness) you are invisible. You can still be detected with light or divination spells.
- Sum of Traits in common at 20 points: Darkness is no longer a problem. You see in darkness, even magical darkness, as if it were day. When you are in a fully lit environment, you are dazzled with a -2 to Attack Rolls.
- Polarity: Negative: Void, Cold
- Advantage: Darkvision 3 meters
- Privileged Magic Lists: Transmutation
- Preferred Weapon: Glaive
- Rule: 5 Seconds. The time to steal from a dead person, no more.
Thaft
Death, the most awful of evils, is nothing to us, seeing that, when we are, death is not come, and, when death is come, we are not. It is nothing, then, either to the living or to the dead, for with the living it is not and the dead exist no longer. (Epicurus)
The Patron who accompanies in birth and death. Silent, he stays aside and observes the flow of human life. Almost humble in his simplicity, Thaft is everywhere. Silent witness of human life; at the moment when a life slips away, Thaft assists, in the moment when a life is born, Thaft is present.
Thaft also knows that one cannot always be just an observer. Through his sacred and magical notebook, he can decide and judge the lives of men, because if a sword wounds, it is only Thaft who decides death.
The Devotees of Thaft are the priests of the final journey, those who protect and watch over the souls and bodies of the dead. Deeply opposed to the use of undead, they pursue their destruction.
A Devotee of Thaft respects life as well as death and does not fear to bring destruction for a greater balance.
Thaft was shaped by Atmos.
Thaft avoids danger whenever possible and prefers to observe before acting, but in the ceremonies of birth and death he can be extroverted and authoritative. He is vain in caring for his symbols, loyal and kind to those he accompanies, patient in judgment, and vindictive toward anyone who profanes the natural cycle.
- Symbol: An open book with a skull on top
- Ability Score: Wisdom
- Guide Trait: Cowardly; Complementary Traits: Patient, Extroverted, Loyal, Kind, Vain, Vindictive
- Manifestation: the cry of a newborn child or the sigh of death is heard
- Sum of Traits in common at 5 points: Your touch is lethal to the undead. One of your touches inflicts 2d6 damage to an undead. Cost 2 Actions including the touch. Up to 3 times per day.
- Sum of Traits in common at 10 points: Your touch soothes. Once per day you can remove Blindness or Deafness; in addition, with a touch you can stabilize a dying creature at 0 Hit Points and heal them for 1d6 Hit Points, 3 times per day. Cost 2 Actions. Cost 2 Actions.
- Sum of Traits in common at 15 points: An undead, with CR lower than the sum of your Traits in common, must make a Fortitude Saving Throw DC 30 or be destroyed if touched by your hand. Cost 2 Actions.
- Sum of Traits in common at 20 points: Kill the creature you touch. Will Saving Throw DC 30 or death. Once per week. Cost 2 Actions.
- Polarity: Neutral: Sound, Electricity
- Advantage: Damage reduction 5 to Void and Light
- Privileged Magic Lists: Necromancy, Animals and plants
- Preferred Weapon: Bow
- Rule: Do not create an undead
Torbiorn
Regarding arrogance, the violent suffer from it, but the wise mock it. (Livy, attributed to Astimedes)
The Patron who best embodies the concept it is never enough. Tall, beautiful like a classical statue but, just like the latter, without warmth and life, Torbiorn approaches maniacal perfection in dressing, in behaving.
Nothing is ever enough for him. No one is ever up to his standards. And there he goes with arrogance and irony to modify all that can be modified in order to appease this deep dissatisfaction. Should the final result achieved not satisfy him, and it happens very often, his cynicism takes over and he destroys everything without caring about the suffering he is causing to those around him.
In the abandoned lands, the Devotee of Torbiorn is the Tyrant with an iron fist who acts only for his own desire and pleasure without caring about anyone else.
The Devotee of Torbiorn is the typical rich and lazy aristocrat, the one who always seeks the easiest and least risky path.
Regardless of others, he enjoys exploiting the work of others and benefiting from it.
Torbiorn retains a form of compassion, but grants it only to works or people he considers worthy of his perfection. He almost always represses it behind cruelty, arrogance, and cynicism; his impulsiveness, dishonesty, and indecision arise from dissatisfaction with every result.
- Symbol: An opaque mirror
- Ability Score: Charisma
- Guide Trait: Cruel; Complementary Traits: Impulsive, Arrogant, Dishonest, Cynical, Indecisive, Compassionate
- Manifestation: shards of broken mirror all around the Devotee like a whirlwind
- Sum of Traits in common at 5 points: With a gesture you can refresh your clothes and yourself making them clean and fragrant. Cost 1 Action. 3 times per day.
- Sum of Traits in common at 10 points: Your spit is poisonous. If the touch Attack Roll hits, the target must pass a Fortitude Saving Throw with DC 10 + Sum of common Traits or suffer -1d6 Strength, not cumulative, for 1 minute. Three times per day, cost 1 Action.
- Sum of Traits in common at 15 points: Staring at the target in the eyes you force them to stop. The subject cannot perform Movement Actions. Will Saving Throw DC 30. Once per day. Cost 2 Actions.
- Sum of Traits in common at 20 points: From your fingers, tendrils shoot out that sting up to 10 opponents. Each tendril, up to 18 meters long, causes 2d6 damage, Reflex Saving Throw DC 25 to halve. Cost 2 Actions.
- Polarity: Neutral: Fire, Sound
- Advantage: You have +3 against spells from the Divination List. Furthermore, if you are impeccably dressed, you have +2 to Entertain and Persuasion checks based on appearance.
- Privileged Magic Lists: Transmutation
- Preferred Weapon: One-handed Axe
- Rule: Do not be sloppy, poorly dressed or untidy.
Adapting and Being Adapted: In agreement with the Game Master, and only with a strong narrative justification (a Character Crisis, a pilgrimage, a dedicated pact or quest), it is possible to change Advantage and Privileged Magic Lists. This is not free optimization: the change must arise from a story and have a cost.
Patron - Trait List
The first Trait listed for each Patron is their Guide Trait: it is the dominant Trait used to identify which Patron may reclaim the character. The others are Complementary Traits: they are used to compare affinities in case of a tie and to calculate the sum of common Traits. The first Trait is highlighted to make the distinction clear.
Gaya: Guide Trait: Altruistic; Complementary Traits: Kind, Suspicious, Cynical, Envious, Dishonest, Arrogant
Calicante: Guide Trait: Ambitious; Complementary Traits: Dishonest, Vindictive, Cynical, Dissolute, Arrogant, Greedy
Erondil: Guide Trait: Arrogant; Complementary Traits: Vindictive, Ambitious, Compassionate, Enthusiastic, Loyal, Greedy
Rezh: Guide Trait: Greedy; Complementary Traits: Indecisive, Ambitious, Envious, Cruel, Cynical, Patient
Sixiser: Guide Trait: Cautious; Complementary Traits: Indecisive, Uncompromising, Impulsive, Dishonest, Cynical, Suspicious
Cattalm: Guide Trait: Cynical; Complementary Traits: Arrogant, Ambitious, Uncompromising, Dissolute, Suspicious, Patient
Ljust: Guide Trait: Compassionate; Complementary Traits: Stubborn, Courageous, Extroverted, Altruistic, Loyal, Patient
Gradh: Guide Trait: Courageous; Complementary Traits: Vain, Arrogant, Kind, Envious, Loyal, Suspicious
Nihar: Guide Trait: Curious; Complementary Traits: Courageous, Compassionate, Vain, Envious, Greedy, Cruel
Tazher: Guide Trait: Dishonest; Complementary Traits: Ambitious, Patient, Cynical, Indecisive, Arrogant, Cruel
Shayalia: Guide Trait: Dissolute; Complementary Traits: Cynical, Cruel, Vindictive, Patient, Compassionate, Vain
Ledyal: Guide Trait: Enthusiastic; Complementary Traits: Compassionate, Cautious, Kind, Curious, Cowardly, Stubborn
Nethergal: Guide Trait: Extroverted; Complementary Traits: Curious, Stubborn, Vain, Vindictive, Arrogant, Patient
Sumkjr: Guide Trait: Kind; Complementary Traits: Courageous, Stubborn, Suspicious, Altruistic, Curious, Extroverted
Atmos: Guide Trait: Indecisive; Complementary Traits: Cautious, Uncompromising, Patient, Vindictive, Curious, Greedy
Krondal: Guide Trait: Uncompromising; Complementary Traits: Vain, Arrogant, Suspicious, Patient, Ambitious, Stubborn
Belevon: Guide Trait: Envious; Complementary Traits: Ambitious, Dissolute, Dishonest, Compassionate, Patient, Altruistic
Orudjs: Guide Trait: Impulsive; Complementary Traits: Dissolute, Ambitious, Indecisive, Cruel, Compassionate, Dishonest
Efrem: Guide Trait: Loyal; Complementary Traits: Indecisive, Cautious, Impulsive, Stubborn, Patient, Ambitious
Torbiorn: Guide Trait: Cruel; Complementary Traits: Impulsive, Arrogant, Dishonest, Cynical, Indecisive, Compassionate
Nedraf: Guide Trait: Patient; Complementary Traits: Vain, Courageous, Uncompromising, Enthusiastic, Arrogant, Cynical
Atherim: Guide Trait: Suspicious; Complementary Traits: Compassionate, Altruistic, Uncompromising, Courageous, Enthusiastic, Vain\
Thaft: Guide Trait: Cowardly; Complementary Traits: Patient, Extroverted, Loyal, Kind, Vain, Vindictive
Lynx: Guide Trait: Stubborn; Complementary Traits: Courageous, Cynical, Uncompromising, Vindictive, Extroverted, Vain
Orlaith: Guide Trait: Vain; Complementary Traits: Uncompromising, Courageous, Stubborn, Dissolute, Vindictive, Curious
Laydel: Guide Trait: Vindictive; Complementary Traits: Patient, Ambitious, Uncompromising, Envious, Cynical, Arrogant
Tàhil: Guide Trait: Vindictive; Complementary Traits: Dishonest, Arrogant, Cynical, Ambitious, Stubborn, Impulsive
The Patrons as Mirror of the Soul: Archetypes, Inflation, and Individuation
Patrons are not distant deities demanding blind liturgical submission: born as paroxysms of primordial urges and nourished by the shards of Omniessence housed within mortal souls, they act in all respects as living projections of the collective unconscious and the great archetypes of the human soul.
When a character is claimed by a Patron, that deity reflects their dominant inner configuration. Understanding this psychological matrix, explored in depth in Character Archetypes (p. ), provides players and Game Masters with interpretive keys of extraordinary depth:
- Archetypal Resonance: Each Patron catalyzes specific behavioral patterns and growth paths. The Archetypal Resonances table (p. ) illustrates which universal masks (the Hero, the Caregiver, the Mentor, the Shadow, the Outlaw, the Ruler) find natural amplification in each Patron.
- The Risk of Archetypal Inflation: The Patron embodies a Trait pushed to pure excess. The constant danger for those who walk their path—especially the Devotee bound by the Rule—is inflation: becoming entirely consumed by the Patron’ **s excess, mistaking a single facet of the self for the totality of one’ **s identity. Heroism thus risks sliding into fanaticism, caution into paralysis, ambition into tyranny.
- Integrating the Shadow and the Path of Individuation: No mortal can be reduced to a single Trait. Within each Patron’ **s profile dwell a Guide Trait and Complementary Traits; at the same time, conflicting Traits often stir within the character’ **s soul, defined as the Shadow in analytical psychology. The true maturation of an adventurer (individuation) lies not in flattening oneself into the archetype, but in exploring these internal contradictions without breaking.
- Dissonances as Evolutionary Turning Points: Dissonances from the Path and Character Crises take on their full psychological significance here. They are neither roleplaying failures nor mistakes to be punished, but cathartic thresholds where mortals emancipate themselves from archetypal automatism, redefine their priorities, and journey through Archetypal Cycles—moving, for instance, from the Fall to Redemption, or from Innocence to Wisdom.
Deities as Inner Conflict: Use the Patron’ **s manifestations, silences, and demands not merely as external events, but as psychological catalysts. When testing a character, do not challenge only their combat statistics: probe their Traits and their archetypal vulnerabilities. Always remember that the table is a protected space (magic circle): face these moral dilemmas with mutual empathy, relying on the well-being and de-rolling tools described in \hyperlinksicurezzatavoloSafety and Well-being at the Table (p. \pagerefsicurezzatavolo).
The gods weave misfortunes for mortals, that future generations may have something to sing. (Iliad, Homer)