Unaligned Faithful
Those who wield unaligned magic via faith.
Boccaforte
Type: Preacher
Boccaforti are preachers who serve the Travelers' Friend, an unaligned deity, and travel the realm seeking new followers or chances to preach. They do not stay anywhere very long and follow the wind when they leave.
While they function like any follower of a deity, needing their favor for prayers to be answered, they gain magical power by keeping moving.
Most boccaforti come to their faith by being converted by other boccaforti. Some are raised in it, but few come to it without some guidance to it. They believe that travel is sacred and that freedom of movement is a right given them by their deity. They believe the Traveler's Friend guides them, protects them, and gives them speed and endurance. They preach to others about living a free life, about sacred movements, about their deity's power to move mountains and bring messages of power and insight.
As preachers, their role is to spread the word, convert others to follow the Traveler's Friend, and to be among the common folk. So long as they remain faithful to their deity and keep moving, they gain magic from moving with and following the wind:
- Voice of the wind: they can speak with the voice of the wind, sending their voice over distances.
- Fleet of foot: they can give themselves or others temporary boosts to speed.
- Durant travel: they can grant themselves or others greater endurance for long-distance travel.
- Traveler's companion: they can call upon their deity to keep them company on a long and lonely journey.
- Many tongues: they can learn the local languge quickly if they preach to the folk there.
- Swift deliverance: they can send a message nearly instantly on the wind.
- Light packs: they can make their packs and luggage lighter as they travel.
- Compass of the wind: they can know which direction to follow next by sensing where the wind is blowing toward.
- Winged sandals: they can fly briefly.
Boccaforti often find themselves with small followings as they convert people, but eventually, members either go off on their own journeys or become boccaforti themselves and take up their own flocks. A player choosing to be a boccaforte has the option of being solo or having a small following. If they choose the latter, they may work with the GM to develop a small crew of
NPCs. Or they can leave it up to the GM.
PRO +1 ATH +3 STR +1 AWA +1 WIL +1 PRS +2 STH -2
Cleric
Type: Cleric
Clerics are official members of a religious organization in a leadership position. What is written here assumes an unaligned deity, but this can apply to any believer of any deity, though some have other abilities from other energies.
Clerics gain power by remaining in their deity's favor, which they do by living up to the values of their Divine and leading the rites, rituals, and clerical duties of their faith, specifically writing, researching, leading, engaging in, and spreading prayers to their deity. Their magical power derives from how often and what they pray for. If they pray for something outside the domain of their deity, they lose favor quickly. For Clerics invoke the favor of their deities via prayer or ritual, asking for almost anything, and roll their favor score to see if they receive it. Success or failure results in loss of favor points.
They may pray for absolutely anything, but if they expect an actual effect, they must be sincere in their request. If the request is within the domain of the Divine, it will be easier to do. If it is outside the Divine's domain, it will be more difficult. If it is antithetical to the Divine's values or their domain, it will be impossible. Asking for something insincerely or antithetical to the Divine's values will result in loss of favor.
Depending on their deity, they may gain different abilities that go along with their prayers.
Click to Religion to read about potential deities, specifically the list of Unaligned Deities. Unaligned faiths are not integrated with the state like imperials ones, but they are not as unstructured as elemental, celestial, or fey ones are. They have their own temples and hierarchies and are not criminalized, but they are also not widely accepted. They are seen at best as a little odd and at worst as heretical but tolerated. Clerics work in the temples. Their work is largely focused on administration and background functions, but they are expected to pray at least an hour a day to maintain their magical power.
Depending on the deity (or, in rare cases, deities) the player chooses, some specific abilities might be available. Consult the GM. If one prefers to play as a follower of an elemental, celestial, or fey deity, this is possible if no one else is playing an occupation of that alignment.
PRO -1 ATH -1 STR / AWA +2 WIL +3 PRS +2 STH -1
Believer
Type: Believer
Someone who has no occupation but serving and believing in a deity, but who is not an official member of a religious organization or role of leadership. What is written here assumes an unaligned deity, but this can apply to any believer of any deity, though some have other abilities from other energies.
Believers gain power by remaining in their deity's favor, which they do by living up to the values of their Divine or following their rules. Depending on their deity, they may gain different abilities. All believers may invoke the favor of their deities via prayer or ritual, asking for almost anything, and roll their favor score to see if they receive it. Success or failure results in loss of favor points. As lay believers, they do not gain as much favor as clerics or others in official positions, but they sometimes gain special attention for not being official.
Like clerics, theyc an pray for anything. If the request is within the domain of the Divine, it will be easier to do. If it is outside the Divine's domain, it will be more difficult. If it is antithetical to the Divine's values or their domain, it will be impossible. Asking for something insincerely or antithetical to the Divine's values will result in loss of favor. Lay believers, however, have more leeway here, as they are not expert in the faith. As such, they lose less favor, but they also get fewer prayers answered.
Some Divines will have a set of standard prayers and invocations the believer may refer to, but these vary by deity. Click to
Religion to read about potential deities, specifically the list of Unaligned Deities. Unaligned faiths are not integrated with the state like imperials ones, but they are not as unstructured as elemental, celestial, or fey ones are. They have their own temples and hierarchies and are not criminalized, but they are also not widely accepted. They are seen at best as a little odd and at worst as heretical but tolerated.
Depending on the deity (or, in rare cases, deities) the player chooses, some specific abilities might be available. Consult the GM. If one prefers to play as a follower of an elemental, celestial, or fey deity, this is possible if no one else is playing an occupation of that alignment.
PRO -1 ATH / STR / AWA +2 WIL +2 PRS +1 STH -1
Orecchio
Type: Chaplain
In many militaries in the region, there are orecchii, chaplains of one of the many war deities. Though the official imperial war deities are represented among them, players of orecchii would be followers of one of the unaligned war deities (or a fey one, if you ask the GM nicely and no one else is playing a fey occupation). There are no elemental or celestial war deities represented among the orecchii, because these would not be allowed in local militaries.
The main unaligned war deities are as follows:
- The WAR GOD: an overall god of war, one whose entire domain is war and conflict.
- The Stooped One: bent but not broken, the god of might and strength, a god of war won by pure might.
- The Bell-Armored Warrior: the god of skill, the god of war won through finesse and precision.
The orecchio is a decent warrior as well as a chaplain, but their main purpose is to keep morale up in the military unit they are attached to, provide insights and advice to the soldiers, and lead them in prayer and dedication to the war deity of their choice.
Like other faithful, they gain magical power through winning the favor of their Divine. They do this through the usual acts of prayer and devotion, but also through specific acts of ritual combat for the WAR GOD, feats of strength and strength-building exercises for the Stooped One, and training in skills and craft and ritual movements for the Bell-Armored God. The more favor they curry, the more their prayers will be answered. Like believers, they may pray for anything, but if it is within the domain of their deity, it is more likely to be answered. See lay believers above to know more.
Orecchii are oft sought out by imperial militaries because they can palpably enhance warriors, but they will not engage in acts of war that go against their beliefs. Thus, they sometimes leave the imperial militaries if war crimes or methods of war they disapprove of occur.
WAR GOD: PRO +2 ATH +1 STR +2 AWA +1 WIL +1 PRS / STH /
Stooped One: PRO +1 ATH +2 STR +4 AWA -1 WIL +2 PRS / STH -2
Bell-Armored: PRO +3 ATH +2 STR +1 AWA +2 WIL +1 PRS / STH +1
Pentanchor
Type: Monk
Pentanchors are monks of the Five-Headed God, the Dragon God. They live in monasteries and practice and follow the Fivefold Path: the Path of Discipline, the Path of Power, the Path of Majesty, the Path of Territory, and the Path of Accumulation. They believe this philosophical path will lead them to spiritual wholeness and strength. Though they worship the Five-Headed God, they often work directly for a mortal dragon.
Within the monastery, there is a hierarchy: acolytes who are not yet on the Path, novices who have begun the Path, disciplants who are on the Path of Discipline, magnites who are on the Path of Power, magnanimants who are on the Path of Majesty, anchorites who are on the Path of Territory, and accumulants who are on the Path of Accumulation. On each path, they must pass a trial:
- Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.
- Trial of Power: they must prove themselves strong enough to survive the energies they will wield and the dragon’s demands.
- Trial of Majesty: they must prove they have a sense of authority and the ability to lead.
- Trial of Territory: they must prove they know and respect the dragon’s territory.
- Trial of Accumulation: they must prove they know all of the previous trials again.
Once they have completed the trials, the become a pentanchor and are granted the abilities of their monastery:
- Black dragon's will: they can invoke the Black Dragon's will to maintain their disciplined routines or protect their minds.
- Garnet dragon's strength: they can invoke the Garnet Dragon's strength to improve their physical power.
- Painted dragon's aura: they can invoke the Painted Dragon's aura to make themselves more impressive.
- Zinc dragon's wall: they can create a wall of energy known as the Zinc Dragon's wall to protect themselves or others within their personal space or their full territory (the monastery).
- Magenta dragon's pocket: they an make a pocket on their person a "hoard pocket" by invoking the Magenta Dragon, allowing it to hold more than it should.
If they directly serve a dragon, they may have other abilities if the dragon is not one of the five "true dragons" of black, garnet, painted, zinc, or magenta. The player can only follow a fey, celestial, or elemental dragon if no one else is playing an occupation of that alignment.
Pentanchors can also pray to the Five-Headed God. They build favor with them by keeping to their monastic duties and disciplines.
PRO +1 ATH +1 STR +2 AWA +2 WIL +3 PRS +1 STH -3
Richiedente
Type: Supplicant
Richiedenti are followers of the Light Eternal, the Infinite, a deity of the vastness of reality and the constance of light, who put themselves entirely in its power. They are supplicants, those making a plea to the Infinite for something specific. Most richiedenti request knowledge, understanding, or insights from their deity. They often study mathematics and physics, and those who do usually come from a privileged background.
To become a richiedente, one must understand one's place in the unending vastness of reality and their insignificance in comparison to light itself. They must know they are small, insignificant, almost non-existent compared to all that is. Infinity is a very difficult concept to wrap one's head around, but one must not limit oneself to simply seeing some comparison to something large but finite. One must seek full understanding of the Infinite (deity) and the infinite (concept). One must feel and understand oneself as one part of the eternal, and the knowledge that only through the light would they ever see it all.
This may take decades. This may take moments. Every individual is different. Some come to it via an epiphany and others come to it through study, meditation, and subjection. But they come to the understanding of their place within the Infinite, and they find in themselves a need, a desire, a request of this Divine power. When they find this feeling, this need, they devote their lives to making the request in a way the Infinite will eventually acknowledge. From this, from this unending quest for an answer, they gain abilities and magic:
- Light of infinity: the richiedente can draw upon the Divine light of the Infinite to over-awe others and leave them with a sense of their own smallness in the universe.
- Eternal questioning: the richiedente can meditate upon a profound or unanswerable (to them) question for four hours at night and gain bonuses to investigations of any kind for the next day.
- True constance: the richiedente can emulate the constance of the speed of light in a vacuum (which they simply understand as the permanence of light) and act at an even pace without error for a time.
- Illuminative calculation: the richiedente can solve or perform special calculations that release a special light that shows the numbers that define others (i.e., get a glimpse at part of a character sheet).
- Numerical reevaluation: if they have illuminated someone's numbers, they can reevaluate them and change them if they are powerful enough (i..e, they can change some numbers on the character sheet temporarily).
Richiedenti are a rare and obscure religious group. They often keep in touch via a network of letter writing and correspondence. Many work in academia.
PRO -2 ATH -1 STR -1 AWA +4 WIL +3 PRS -1 STH /