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	<updated>2026-07-26T18:10:38Z</updated>
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	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Blessed_Wind&amp;diff=13903</id>
		<title>Blessed Wind</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Blessed_Wind&amp;diff=13903"/>
		<updated>2025-08-30T04:34:48Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
An impractically long and thin blade, Blessed Wind is forged from avadrium and magically bound with Essence. Bonding with Blessed Wind allows its wielder to maneuver it with uncanny grace for its size and even command it telepathically.&lt;br /&gt;
&lt;br /&gt;
=== Base Stats ===&lt;br /&gt;
''STR Weapon, Hand-and-a-Half (reduce APC by 1, min 2)''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 4-STR, min 3&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Reach 10 ft&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' 1d8 sharp &lt;br /&gt;
&lt;br /&gt;
Blessed Wind is a sword that is considered magical, silvered, adamantine, and avadrium. While using Blessed Wind you have +1 to damage and attack rolls. &lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.&lt;br /&gt;
&lt;br /&gt;
==== Biting Gale ====&lt;br /&gt;
Enhancements from this grouping improve your damage output.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Biting Gale&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor Gale'''&lt;br /&gt;
|Character Level 9&lt;br /&gt;
|Blessed Wind becomes +2 to damage and attack rolls. &lt;br /&gt;
|-&lt;br /&gt;
|'''Razor Gale II'''&lt;br /&gt;
|Razor Gale, Character Level 17&lt;br /&gt;
|Blessed Wind becomes +3 to damage and attack rolls. &lt;br /&gt;
|-&lt;br /&gt;
|'''Unstoppable Gust'''&lt;br /&gt;
|Character Level 13&lt;br /&gt;
|If your CHA is 4 or higher, Blessed Wind’s APC min is 2 when one-handed. &lt;br /&gt;
|-&lt;br /&gt;
|'''Whistling Steel'''&lt;br /&gt;
|&lt;br /&gt;
|Blessed Wind’s crit range increases by +1. &lt;br /&gt;
|-&lt;br /&gt;
|'''Whistling Steel II'''&lt;br /&gt;
|Whistling Steel, Character Level 21&lt;br /&gt;
|Blessed Wind’s damage becomes 2d8 sharp damage, or 2d10 sharp when using two hands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Blessed Protector ====&lt;br /&gt;
Enhancements from this grouping improve your defensive capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blessed Protector&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Parry'''&lt;br /&gt;
|&lt;br /&gt;
|While holding Blessed Wind, if you are the target of a melee attack, you may spend 2 Reactive AP to roll Blessed Wind’s damage die and add the result to your AR. &lt;br /&gt;
|-&lt;br /&gt;
|'''Parry II'''&lt;br /&gt;
|Parry&lt;br /&gt;
|While holding Blessed Wind, when an ally within reach is the target of a melee attack, you may use your Parry ability and add the result to that ally’s AR instead. &lt;br /&gt;
|-&lt;br /&gt;
|'''Preemptive Strike'''&lt;br /&gt;
|Character Level 9&lt;br /&gt;
|While holding Blessed Wind, you may make a reactive attack for 2 Reactive AP when a creature moves into its reach. &lt;br /&gt;
|-&lt;br /&gt;
|'''Retaliate'''&lt;br /&gt;
|Parry II, Character Level 17&lt;br /&gt;
|When you use your Parry ability, as part of the same reactive action, you may make an attack against the enemy that triggered your Parry. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wind Blade ====&lt;br /&gt;
Enhancements from this grouping allow you to telepathically control Blessed Wind.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Wind Blade&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Storm'''&lt;br /&gt;
|&lt;br /&gt;
|Spend 4 AP to throw Blessed Wind up to 60 ft and make a one-handed melee attack against an enemy within range. You may choose for Blessed Wind to return to your hand as part of the same action. &lt;br /&gt;
|-&lt;br /&gt;
|'''Blade Storm II'''&lt;br /&gt;
|Blade Storm&lt;br /&gt;
|Blade Storm becomes 3 AP and a range of 90 ft. &lt;br /&gt;
|-&lt;br /&gt;
|'''Dancing Blade'''&lt;br /&gt;
|&lt;br /&gt;
|You may choose to have Blessed Wind hover in a space within 10 ft of you. While hovering in this way, you may spend the normal amount of AP to command Blessed Wind to make a one-handed melee attack. &lt;br /&gt;
|-&lt;br /&gt;
|'''Dancing Blade II'''&lt;br /&gt;
|Blade Storm, Dancing Blade, Character Level 21&lt;br /&gt;
|On each of your turns you may spend 1 AP to command Blessed Wind to move up to 60 ft, where it hovers and awaits your command. You may use your Dancing Blade attack as long as Blessed Wind is within Blade Storm’s range.&lt;br /&gt;
If you move Blessed Wind with this feature, the first attack it makes on this turn costs 1 fewer AP (min 1).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Zephyr of Steel ====&lt;br /&gt;
Enhancements from this grouping compliment your combat style with select magical abilities.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Zephyr of Steel&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Charged Blade'''&lt;br /&gt;
|&lt;br /&gt;
|Blessed Wind now has a max of 4 charges and regains 1d4 charges at dawn each day. You may spend charges on various features that you take from this grouping of enhancements.&lt;br /&gt;
Choose two magical abilities from the following list. You can cast those abilities by spending the appropriate number of charges.&lt;br /&gt;
&lt;br /&gt;
Magical abilities that affect a weapon that you touch can only be used to affect Blessed Wind. Regardless of the source of the magical ability, it counts as divine for the purposes of this Legacy Artifact.&lt;br /&gt;
* '''Arcane Source:''' [[Enchant Weapon - Fire]] (1 Charge), [[Shield]] (1 Charge)&lt;br /&gt;
* '''Divine Source:'''  [[Divine Challenge]] (1 Charge)&lt;br /&gt;
* '''Primal Source:''' [[Instinctive Attack]] (0 Charges), [[Springstep]] (0 Charges), [[Cornered Frenzy]] (1 Charge), [[Hunter's Quarry]] (1 Charge), [[Boarish Savagery]] (2 Charges), [[Bullish Strength]] (2 Charges)&lt;br /&gt;
&lt;br /&gt;
* '''Psionic Source:''' [[Hasten]] (4 Charges)&lt;br /&gt;
|-&lt;br /&gt;
|'''Hypercharged Blade'''&lt;br /&gt;
|Charged Blade&lt;br /&gt;
|Charged Blade becomes a max of 8 charges and regains 1d8+1 charges at dawn each day.&lt;br /&gt;
Additionally, choose one additional magical ability from the list in the Charged Blade enhancement. You can cast this ability by spending the appropriate number of charges.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Savant'''&lt;br /&gt;
|Charged Blade&lt;br /&gt;
|Choose three additional magical abilities from the list in the Charged Blade enhancement. You can cast those abilities by spending the appropriate number of charges. &lt;br /&gt;
|-&lt;br /&gt;
|'''Whirlwind of Steel'''&lt;br /&gt;
|Charged Blade&lt;br /&gt;
|You gain the following special attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Whirlwind of Steel:''''' (4 AP, 2 charges) You throw Blessed Wind, which whirls with deadly accuracy before returning to your outstretched hand. Make an attack against the REF of each creature of your choice in a 60 ft line from you. On a hit, deal 5d8 sharp damage. On a miss, 1⁄2 damage.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=12914</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=12914"/>
		<updated>2025-04-18T20:58:54Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: Razor's description was the same as Multimatter's. This has been fixed to match the book.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'2&amp;quot; - 8'0&amp;quot;|Weight=100 - 600 lbs depending on primary material|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Humanoid. Some have extra arms and legs. Made out of Plant, Clay, or Bone mixed with stone.|image=Golem.png|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: One Year&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Unknown}}&lt;br /&gt;
&lt;br /&gt;
Formed of clay and stone, formed of sticks and bones, the lifeblood of a golem flows as magic from the Five Sources. An arcane spark, a divine gleam, a primal mark, an occult scream, or a psionic soul resides within. &lt;br /&gt;
&lt;br /&gt;
By sculpting a humanoid form and then binding it to a magical source, a golem is born. While animated objects are not very uncommon, true golems – which can act and reason independently of their creators – are relatively rare. &lt;br /&gt;
&lt;br /&gt;
The exact process by which individual casters assemble golems depends upon the source of their magic and their personal expertise. A golem’s physical and magical composition typically affects the golem’s specific capabilities and personality.&lt;br /&gt;
&lt;br /&gt;
===A Golem's Creator===&lt;br /&gt;
&lt;br /&gt;
With rare exception, a caster is only ever able to create one golem in their lifetime due to the intense amount of magical energy that goes into creating life from inanimate matter. This often means that a golem and its creator share an intense bond, either as great friends or terrible adversaries (as in the case of poor Viktor Shelley, who created the first golem).&lt;br /&gt;
&lt;br /&gt;
When making a golem, consider who created you. Typically, a caster will want to keep a golem around for protection or companionship. If this is the case, how do you feel about your creator? Are you friends, or is your relationship more like that of a parent and child or an employer and hired hand? Do you want to remain with your creator or set out to live your own life?&lt;br /&gt;
&lt;br /&gt;
Alternatively, sometimes the creation of a golem is a process that a caster is not yet prepared for, and the process kills the caster, propels them into another plane of existence, or some other dramatic fate.&lt;br /&gt;
&lt;br /&gt;
Perhaps your creator is another member of your party. Remember that the process of creating a golem usually requires a tremendous capacity for magic, but also exacts a high toll, so it is easy to justify your creator being only the same level as you from a mechanical standpoint. Perhaps your creator has lost much of their magical ability and hopes to reclaim it over the coming years, even if they will never again be able to create another golem.&lt;br /&gt;
&lt;br /&gt;
===Golem Traits===&lt;br /&gt;
'''Height:''' 5’2” - 8’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 600 lbs (depending largely upon the physical materials that comprise them)&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Typically made of plant matter, clay, or bones, with some stone to offer additional support/protection as needed. Golems usually look humanoid otherwise, though some might have additional arms or legs.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Golems are born with the sentience of a human child and learn rapidly. After they have been sentient for a year, they are capable of reasoning akin to a human adult of the same INT score. Thus far, no golems are known to have died naturally.&lt;br /&gt;
&lt;br /&gt;
=== Golem Features ===&lt;br /&gt;
&lt;br /&gt;
==== Golem Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a golem. You also gain additional features based on your primary material and life source.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Magically Constructed Nature''' &lt;br /&gt;
|You do not need to eat, but must drink, breathe, and sleep like any other creature. You might speak with your MC about what specifically you need to drink: perhaps you survive on olive oil, petroleum, low-viscosity lava, or some other unusual fluid.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Composition'''&lt;br /&gt;
|Make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source and gain bonus 1st level features based on your selections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Primary Material =====&lt;br /&gt;
Choose whether you are primarily constructed out of plant matter, clay, or bone. This choice grants you the following benefit: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Bone'''&lt;br /&gt;
|'''Vestigial Life'''&lt;br /&gt;
|Your body recalls that it once lived as some kind of mortal. When you receive magical healing from another creature, you regain +2 HP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clay'''&lt;br /&gt;
|'''Oozing Movement'''&lt;br /&gt;
|Gain the Oozing Movement ability. &lt;br /&gt;
&lt;br /&gt;
* '''Oozing Movement (1/Rest).''' Spend 2 AP to cause your body to melt into an oozing substance the consistency of putty for a number of rounds equal to your END+1. You may squeeze through areas as small as 1 inch. While using this ability, you cannot make attacks or interact with objects. You may end this form early, costing no AP. If this ability ends while you are in a space smaller than you could normally fit, you immediately reform in the nearest unoccupied space and take 1d10 blunt damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Plant Matter'''&lt;br /&gt;
|'''Minor Photosynthesis'''&lt;br /&gt;
|When you Recoup in nonmagical sunlight, you gain Shield HP equal to your END.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Life Source =====&lt;br /&gt;
Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Source&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane'''&lt;br /&gt;
|Fundamental magic courses through you. Learn two cantrips from the Arcane Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Divine'''&lt;br /&gt;
|Your connection to divinity manifests in the ability to heal. Gain the Holy Vestige ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Vestige (1/Rest).''' Spend 2 AP to restore HP equal to 1d6+END to a creature that you touch.&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult'''&lt;br /&gt;
|You were made through strange and esoteric means. Learn one ritual from the Occult Source. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal'''&lt;br /&gt;
|The generative power of the Everwilds swells from within. Learn two chants from the Primal Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic'''&lt;br /&gt;
|Your Essence is particularly adept. Learn one spell with the manifestation tag from the Psionic Source. This does not cost SP for you to cast. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Golem Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Explosion''' &lt;br /&gt;
|Life Source - Arcane&lt;br /&gt;
|Choose one spell from the Arcane Source that costs 4 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bludgeon''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Razor &lt;br /&gt;
|Your dominant hand grows in size and/or strength and can be used as a weapon with the stats of a club.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power''' &lt;br /&gt;
|Life Source - Occult &lt;br /&gt;
|Choose one chant from the Occult Source that has the dark power tag. You may cast it once per Rest. &lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Glimmer'''&lt;br /&gt;
|Life Source - Divine &lt;br /&gt;
|Choose one spell of your choice from the Divine Source that costs 5 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Alteration''' &lt;br /&gt;
|Life Source - Psionic&lt;br /&gt;
|Choose a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, choose which manifestation you have active for the day.&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy of Life''' &lt;br /&gt;
|Vestigial Life &lt;br /&gt;
|After receiving magical healing from another creature, you also deal +2 damage on your next hit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Form''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, your AR and physical defenses increase by +2.&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocation''' &lt;br /&gt;
|Life Source - Primal &lt;br /&gt;
|Choose one invocation from the Primal Source. You may cast it once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Major Photosynthesis''' &lt;br /&gt;
|Minor Photosynthesis&lt;br /&gt;
|When using your Minor Photosynthesis feature, add 1⁄2 your character level to the amount of Shield HP you gain. &lt;br /&gt;
|-&lt;br /&gt;
|'''Multimatter''' &lt;br /&gt;
|&lt;br /&gt;
|Gain one of the following features that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life.&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bludgeon &lt;br /&gt;
|Your dominant hand grows spines or a bladed edge and can be used as a weapon with the stats of a scimitar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron Lungs''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to breathe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Hard Reinforcement''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, gain Resist Physical +3 when attacks target your REF or FORT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hygroscopy''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to drink.&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Sentinel''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer sleep in the traditional sense, but instead remain completely motionless for 6 hours in order to rejuvenate yourself. During this time, you are Unconscious, but you retain visual and auditory awareness of your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Transmutable Clay''' &lt;br /&gt;
|Oozing Movement&lt;br /&gt;
|Oozing Movement becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=11924</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=11924"/>
		<updated>2025-02-10T21:37:03Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Archer'''. An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Commander'''. A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''Protection.''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''. You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
== Warrior Entry Talent ==&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician.'''  (AWR+1/Recoup) You may spend 1 AP on your turn to specify a target within 5 ft of you. Friendly targets within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
* '''Warrior Training.''' If this is your first Class Entry talent, you gain two [[Specialization Talents|specialization talents]]: one from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first Class Entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archery Track ==&lt;br /&gt;
[[File:Archery Track.png|thumb|479x479px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability. &lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' You may spend 1 AP to specify a target you can see and that is within range of the weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target gains TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain an additional +1 to your defenses when firing from Cover. When attempting to hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed, Unseen, and Invisible against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not take any movement on your turn or your last turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate Impeccable Aim, gaining +10 to your attack rolls until the end of your turn&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with your equipped ranged weapon. If you kill that creature, you may make one more additional attack for 0 AP. Subsequent attacks cost AP as normal, even if they are killing blows.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|On your turn, you can move 5 ft for free. Once per turn, if a ranged attack or spell misses you, you may move 5 ft for free.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking increases to half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot.''' (3/Rest)  Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. &lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and ignore the Prone condition.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest III'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest III&lt;br /&gt;
|Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|(1/Catch Breath) You may now activate Impeccable Aim without the conditions being met one time. &lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Head Shot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|Your Headshots now only take a -10 penalty, and you add one additional damage die to your damage roll if you hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to ½ your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend 2 additional AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire.''' (AWR/Recoup)  When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 AP to force the creature to roll the attack again and take the lower result. &lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks now cost you 1 fewer AP (min 1)&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|Your Focused Targets now gain TD on all their attacks made until the end of their next turn when they are struck by your ranged attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for free and the target is knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = 8+ Your DEX)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
** '''Level 30:''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commander Track ==&lt;br /&gt;
[[File:Commander Track.png|thumb|Commander Track Progression|255x255px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability. &lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All friendly targets within range gain TA on their first attack made on each turn they start in range&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have 20 HP, DR 20/Fire, and DT 10. &lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Friendly targets now gain TA on all attacks while within range of your standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|(1/Week) You may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your Standard Bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP. &lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one talent of your choice as though they were a level 1 adventurer, excluding magic entry talents.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability.&lt;br /&gt;
&lt;br /&gt;
* '''Command.''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands. Gain the Attack command.&lt;br /&gt;
* '''''Attack:''''' (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command. &lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning:''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.  &lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground:''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
* '''''Hold your Fire:''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command. &lt;br /&gt;
&lt;br /&gt;
* '''''Fire!:''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command. &lt;br /&gt;
&lt;br /&gt;
* '''''Charge:''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry.''' (1/Rest) By spending 5 AP, all creatures of your choice who can hear you and are currently under a battle standard gain an additional 2 AP at the beginning of their next turn. &lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|A target who can see or hear you use the War Cry ability who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard may move into that square for free.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Targets affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Broken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Targets affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes ½ AWR/Rest&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when choosing a target.&lt;br /&gt;
|''Warrior, Comander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the subject of an Exploit attack, friendly targets who are within 5 ft of the target and have the Reactive AP to do so may also attack that target even if a reactive attack would not have been triggered for them.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike. &lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
* '''Level 30:''' Your Knights add your AWR to their max HP and ½ your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Protection Track ==&lt;br /&gt;
[[File:Protection Track.png|thumb|244x244px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Battlefield Protector ability. &lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Protector.''' While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy gain TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection I: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability'''.'''&lt;br /&gt;
* '''Engage.''' You may spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection I: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept.''' (AWR/Recoup)  When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection I: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise the AR, FORT, and REF of all friendly targets within 5 ft of you by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this bonus is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection I: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection I: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make an attack against the triggering creature: STR vs FORT '''Hit:''' If the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection I: Any&lt;br /&gt;
|You gain 1 special AP (Battlefield AP) that cannot be used to move or attack but can be used for any other action. You can only have one source of Support AP. &lt;br /&gt;
If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|(1/Catch Breath) When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they gain the Taunted condition until the end of their next turn. &lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection I: Intercept&lt;br /&gt;
|If a creature critically fails an attack roll farther than 10 ft away, but no farther than 20 ft from you, you may use your Intercept ability without expending AP&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart.''' (AWR/Rest) By spending 1 AP, a target within 30 ft of you that can hear you gains Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection I: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection I: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any&lt;br /&gt;
|You gain Resist Physical 1, 2, or 3 in addition to your defenses, depending on the number of Reactive AP you spend. Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by 10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|You have 2 Battlefield AP&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the beginning of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|When you use your Engage ability, you can choose to target either 1 or 2 creatures within 5 ft, or to target all creatures within 5 ft of you. If you target all creatures, then the targets hit by your reactive attack granted by the Engaged condition take no damage when you strike them, instead only losing their movement.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection I: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP, as if you’d spent 2 AP whenever you use Intercept.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender's Superiority.''' (AWR/Rest) Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|You have 3 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense. &lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year). &lt;br /&gt;
In addition, you gain the Last Stand ability&lt;br /&gt;
* '''Last Stand.''' (1/Week) When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects: &lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn. &lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP. &lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current. square, and they can move up to their speed for free.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
*** '''Level 30:''' The final cap for your AWR Increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soldier Track ==&lt;br /&gt;
[[File:Soldier Track.png|thumb|553x553px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and one other ally are within melee range of the target. &lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties from Concealed, Invisible, or Unseen on attacks made on creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed, Unseen, or Invisible while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary attack: STR vs FORT. '''Hit''': The target is knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add half your AWR to your Exploit attack rolls, and additional compromising actions evoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of Allies equal to your AWR who travel with you for 7 days or more gain the effects of Versatile Arsenal on any day that they complete a Rest in the same building or campsite as you. &lt;br /&gt;
Additionally, once per 7 days, if you spend 8 hours training, you can reassign any Talent Points spent in the Combat stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft. You gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Once per week, you can specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your level, and all of your defenses equal your AWR, unless they would be higher otherwise. &lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes. &lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR. While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied. While it is recharging and you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|You gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR skill check in combat, roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services. &lt;br /&gt;
It is nearly impossible for you to be slain in battle. If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
&lt;br /&gt;
If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means rolling a new character and handing over narrative control to your MC.&lt;br /&gt;
&lt;br /&gt;
If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''Level 30:''' If you reach level 30 without using your Indomitable Champion feature, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Values,_Drives,_%26_Quirks&amp;diff=7189</id>
		<title>Values, Drives, &amp; Quirks</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Values,_Drives,_%26_Quirks&amp;diff=7189"/>
		<updated>2024-05-27T23:07:47Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When designing villains and supporting characters, you can use this system to flesh them out. Values, Drives, and Quirks will give your characters nuance and make them feel alive. &lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
People have nuanced and complex beliefs, and at times have beliefs that are at odds with one another. To represent this in your character, you can choose between two and six values that your character believes in or wrestles with. Many TTRPGs have made use of the law/chaos and good/ evil values systems, allowing characters to range from lawful good to chaotic evil. You might find it helpful to think of an NPC’s values in the same way but remember that their values might change over time, especially when multiple values conflict. If a character is Logical and Traditional, but is presented with an evidence-based logical argument about why a traditional practice may need to be amended, you will have to decide which value holds greater import in the NPC’s eyes&lt;br /&gt;
&lt;br /&gt;
==== Values Systems ====&lt;br /&gt;
'''Cautious/Risky.''' Characters that tend to be more cautious take time to plan, weigh their options, and avoid unnecessary risks. They value safety and predictability, often choosing the path of least [[resistance]]. Risky characters thrive on adrenaline and uncertainty. They leap before they look and are driven by the thrill of the unknown. Such characters might take the path less traveled, not despite its danger, but because of it.&lt;br /&gt;
&lt;br /&gt;
'''Greater Good/Personal Gain.''' Characters aligned with the greater good believe in self-sacrifice and making decisions that benefit the many, even if it comes at a personal cost. They seek to uplift society, protect the weak, or serve a broader cause. Those leaning towards personal gain prioritize their own interests, desires, and ambitions. They act to further their status, wealth, or power, even if others might suffer as a result.&lt;br /&gt;
&lt;br /&gt;
'''Honor/Pragmatism.''' Characters with a strong sense of honor uphold a code, whether it’s a knight’s chivalry, a samurai’s bushido, or any personal creed. They place integrity and righteousness above all else and will face adversity to maintain their principles. Pragmatic characters are adaptable and flexible in their approach to morality. While they may have their own set of beliefs, they’re willing to bend or break their rules if it means achieving a desired outcome.&lt;br /&gt;
&lt;br /&gt;
'''Logical/Emotional.''' Characters leaning toward the logical end of the spectrum tend to make decisions based on facts, data, and rational analysis. They are often methodical, valuing reason and objectivity, and may sometimes be seen as cold or detached. Characters on the emotional end are driven by their feelings, [[intuition]], and personal experiences. They are passionate and empathetic and often act on their instincts, even if it means deviating from the most reasonable path&lt;br /&gt;
&lt;br /&gt;
'''Loyal/Disloyal.''' Loyal characters hold fast to their promises, friendships, and duties. They value trustworthiness and often form deep, long-lasting bonds with others. To betray or abandon an ally is unthinkable for them. Characters leaning toward disloyalty have a tendency to prioritize themselves over any pledged word or bond. They might switch allegiances if it suits their needs and see relationships as transactional or temporary.&lt;br /&gt;
&lt;br /&gt;
'''Tradition/Change.''' Characters aligned with tradition respect and uphold the customs, rituals, and values that have been passed down. They see wisdom in the old ways and are resistant to altering established norms. Those advocating for change believe in personal evolution, innovation, and the need to [[adapt]]. They challenge the status quo and seek to usher in new ways of thinking and acting. Note that Logic and Risk are not mutually exclusive. An alchemist might be very logical, but still prone to conducting risky experiments. Likewise, a character who is both Cautious and prone to Change might be very intent on helping change the status quo of a circumstance, but only if they are certain that they can do so with impunity&lt;br /&gt;
&lt;br /&gt;
=== Drives ===&lt;br /&gt;
Virtually every person has some kind of goal. This drive will inform how they behave in various situations and might [[guide]] NPCs to prioritize certain values over others when certain values align more closely with their drive than some of their other values. You can roll 1d20 or choose from the table below if you want help brainstorming a villain’s or NPC’s drive&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d20&lt;br /&gt;
!Drive&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ambition&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Survival&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Escape&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Love&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|Conservation&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Power&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Revenge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Validation&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Recognition&lt;br /&gt;
|-&lt;br /&gt;
|12 &lt;br /&gt;
|Conquest&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Legacy&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Exploration&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Duty&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Justice&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Prestige&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Creativity&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Protection&lt;br /&gt;
|}&lt;br /&gt;
Having selected one or more drives, consider how intense those drives are for the character. Does the character care about this drive, but not to the extent that they will go out of their way for it? Or conversely, will the character betray both their own values and their friends and family if it means fulfilling this drive? Most characters will fall somewhere between these two extremes. Although there will be exceptions, NPCs will usually be less driven, and villains will be very driven.&lt;br /&gt;
&lt;br /&gt;
=== Drive Intensity ===&lt;br /&gt;
You might find it helpful to track NPC Drives on a Drive Intensity scale from 1-10. 1 being the lowest possible intensity, a character with Drive 1 cares about the drive, but wouldn’t necessarily go out of their way to pursue its actualization. 5 means that a Drive is a very motivating factor, and spurs many of an NPC’s decisions, but they wouldn’t necessarily go against their Values in [[order]] to fulfill their drive. A 10 is the most powerful intensity, and means the character obsesses over this. Such a character would think nothing of betraying not only their allies but their own beliefs in order to pursue this drive. For example, a very risk-averse and loyal character with a drive intensity that reaches 10 may chase vengeance even if their leader demands they don’t, and even if the risk is very high.&lt;br /&gt;
&lt;br /&gt;
Some NPCs may have more than one drive, but to keep a character from becoming too unwieldy, an NPC should never have more than 12 total Drive Intensity between any number of Drives.&lt;br /&gt;
&lt;br /&gt;
Drive Intensity should be variable as a campaign progresses. Events may reinforce a drive, causing the drive intensity to go up, or a new drive may present itself, taking up some of the available space for a character’s drive. For example, a character with the “Justice” drive may witness another act of extreme oppression, and this would cause their Drive Intensity to go from 5 to 6. Conversely, a Character with a strong Revenge Drive Intensity may fall in love, going from an 8 to a 6 as their “Love” Drive increases and does not leave room for Revenge to fill up so much of their Drive Intensity. When drive intensity reaches 1, a character may let go of a specific drive entirely&lt;br /&gt;
&lt;br /&gt;
=== Quirks ===&lt;br /&gt;
While quirks are usually the least complex part of an NPC, they can make the character deeply memorable. An NPC might have a funny voice or a huge love of potatoes, for example. The only limit on quirks is your imagination, but a short list of example quirks is provided below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!1d20&lt;br /&gt;
!Quirk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Quirk 1 Insists on being paid in small or valueless objects, such as acorns or pocket lint.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Always wears a fake mustache, even over a real one. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Constantly seems impatient and pulling out an hourglass during meetings &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Looking for their pet rock&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Claims they are from the futre... or the past&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Obsessively rearranges items on a table or furniture in a room. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Makes dramatic exits... then returns because they forgot something. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Believes the moon is haunted. &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Often loudly talking to themselves, at times with their own reflection. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Brings their own cup and utensils with them everywhere. Will not eat or drink food anyone else has handled. Will not shake hands or touch people. &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Swears they once dated a [[ghost]].&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Consults a rubber duck for advice. &lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Can’t turn left. &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Extremely superstitious, knocking on wood, throwing salt over their shoulder, and some wildly outlandish practices.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Refuses to sit on anything other than the ground.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Always refers to themself in the third person. &lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Has an explosively negative reaction to a particular food group. &lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Physically incapable of making eye contact, instead looking slightly past someone. &lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Always eager to share their latest grand theory of the universe. &lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Believes themself to be a great inventor, but has never made a useful invention.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example NPCs ===&lt;br /&gt;
Here are a few neutral NPCs and a few villains created using the Values, Drives, and Quirks system. You can use these NPCs as a framework for making your own memorable NPCs. Some of these NPCs are less fleshed out, using only a couple Values, while others use all six Values and several Drives.&lt;br /&gt;
&lt;br /&gt;
==== Two Value Characters ====&lt;br /&gt;
&lt;br /&gt;
===== Aureylia The Seer =====&lt;br /&gt;
Emotional Greater Good Character &lt;br /&gt;
&lt;br /&gt;
Aureylia is a young [[oracle]] driven by visions and her own intuition. She often feels the weight of the world on her shoulders and is determined to steer events toward the greater good, even if it requires personal sacrifice. An MC might play Aureylia as a character who acts impulsively based on her feelings or visions, always with the intent to benefit the many. &lt;br /&gt;
&lt;br /&gt;
Aureylia would be quick to anger and action and would never sacrifice a friend or innocent, even if her [[actions]] might cause harm to herself or her long-term goals. Aureylia would be quick to trust the players if they tugged at her heartstrings, but also be quick to reprimand and even leave the party if they made a logical decision that harmed innocents in some way.&lt;br /&gt;
&lt;br /&gt;
===== Master Chen =====&lt;br /&gt;
Logical Traditional Character&lt;br /&gt;
&lt;br /&gt;
Master Chen is a venerable monk who has spent decades in a secluded monastery. He values the ancient teachings and rituals of his order, approaching problems with a calm, analytical mind. An MC might portray Master Chen as a voice of wisdom, offering insight based on ancient texts and using meditation to solve problems. He may resist new methods or magic, believing in the tried and true. &lt;br /&gt;
&lt;br /&gt;
Master Chen would be amenable to logical arguments. While Master Chen is slow to change due to his traditionalism, arguments that are laid out rationally and supported with data would overcome his love for the old ways.&lt;br /&gt;
&lt;br /&gt;
===== Ser Davin =====&lt;br /&gt;
Cautious Loyal Character &lt;br /&gt;
&lt;br /&gt;
Ser Davin is a seasoned [[knight]] who’s fought countless battles for his kingdom. Though his valor is unquestioned, Davin tends to avoid unnecessary confrontations and prefers diplomacy over direct [[combat]]. He’s also unfailingly loyal to his liege and comrades, putting their welfare above his own. An MC might play Davin as someone who advocates for strategic retreats or negotiations and is often called upon to mediate disputes within the party. He could be resistant to undertake quests that seem treacherous or have unclear motives.&lt;br /&gt;
&lt;br /&gt;
Ser Davin would put his allegiances above all, and often urge those who took his council to practice caution. He would be slow to trust the heroes, but invaluable as an ally once his trust is earned.&lt;br /&gt;
&lt;br /&gt;
==== Six- value Characters ====&lt;br /&gt;
&lt;br /&gt;
===== Elara Moonshadow =====&lt;br /&gt;
Logical, Personal Gain, Loyal, Traditional, [[Honorable]], Cautious Character &lt;br /&gt;
&lt;br /&gt;
Elara is a scholarly elf who values ancient wisdom, loyalty, and tradition. She acts out of personal ambition, wanting to elevate herself in the elven hierarchy. While she holds a code of honor dear, she always approaches situations with caution&lt;br /&gt;
&lt;br /&gt;
===== Darius StormForge =====&lt;br /&gt;
Emotional, Greater Good, Disloyal, Change, Pragmatic, Risky Character &lt;br /&gt;
&lt;br /&gt;
Darius is an emotionally driven [[human]] [[warrior]]. His primary motivation is to serve the greater good, even if it means bending or breaking his personal code. Having experienced numerous betrayals, he finds it challenging to remain loyal. He embraces change, often advocating for new methods and approaches. In conflict, he is pragmatic and often takes significant risks.&lt;br /&gt;
&lt;br /&gt;
===== Lord Elarion =====&lt;br /&gt;
Logical, Greater Good, Disloyal, Change, Pragmatic, Cautious Character &lt;br /&gt;
&lt;br /&gt;
Lord Elarion is a calculating revolutionary. Once a prominent scholar, is now a mastermind who is secretly seeking to upend what he believes to be an oppressive regime. He believes in a world that works for everyone, not just the elite. Every action moves a piece on his vast mental chessboard. He is cautious and works through many identities and intermediaries. His true identity is a mystery to most. He dreams of a brighter future, but his methods are immoral, destructive, and violent. There is nothing Lord Elarion wouldn’t do to hurt the ruling elite.&lt;br /&gt;
&lt;br /&gt;
He views himself as a martyr, staining his hands with blood so that those who will enjoy the future don’t have to. He would call himself a freedom fighter and savior, and he would say his drive is freedom and fairness, but his true drive is vengeance, whether he would admit it or not. &lt;br /&gt;
&lt;br /&gt;
Drive: Vengeance (Intensity 7) &lt;br /&gt;
&lt;br /&gt;
Triggering Event: His firstborn son was killed in a meaningless war declared by his king despite Lord Elarion’s counsel. He advised the king not to wage war, but his perspective was ignored and his son was lost as a result. &lt;br /&gt;
&lt;br /&gt;
Lord Elarion would be very triggered if the heroes accuse him of being oppressive or immoral. He believes his vengeful quest to be righteous, even if his methods are cruel. &lt;br /&gt;
&lt;br /&gt;
He would likely reassess his antagonistic relationship with the heroes if they evoke [[empathy]] through familial relationships, especially those of a parent and child.&lt;br /&gt;
&lt;br /&gt;
=== Unnamed Villains ===&lt;br /&gt;
The following villains are not as well fleshed out as Lord Elarion, and might be useful in jumpstarting your own ideas.&lt;br /&gt;
&lt;br /&gt;
==== The Religious Tyrant ====&lt;br /&gt;
Emotional, Personal Gain, Loyal, Traditional, Honor, Risky &lt;br /&gt;
&lt;br /&gt;
The religious tyrant embodies fiery passion and conviction. Such a villain values loyalty and expects it from their subordinates. They would rely on ancient religious customs, what has worked before, and believe that impulsive decisions often lead to strife. The religious tyrant makes decisions based on conviction and tradition, not based on calculated outcomes&lt;br /&gt;
&lt;br /&gt;
==== The Unpredictable Mercenary ====&lt;br /&gt;
Logical, Personal Gain, Disloyal, Change, Pragmatic, Risky &lt;br /&gt;
&lt;br /&gt;
The unpredictable mercenary will always pick the winning side, and switch sides without batting an eye. They will often make what appear to be grand elaborate (and often risky) gestures, but there is a method to their madness.&lt;br /&gt;
&lt;br /&gt;
==== The Guardian ====&lt;br /&gt;
Emotional, Greater Good, Loyal, Traditional, Honorable, Cautious &lt;br /&gt;
&lt;br /&gt;
Bound by oath, the guardian places their sworn responsibility above all else. Perhaps they are protecting an ancient secret. They would give their life to uphold their charge and would be unwavering in the face of diplomacy and threat of force alike.&lt;br /&gt;
&lt;br /&gt;
==== The Ambitious Innovator ====&lt;br /&gt;
Logical, Personal Gain, Disloyal, Change, Pragmatic, Risky &lt;br /&gt;
&lt;br /&gt;
The ambitious innovator is a visionary, always on the cusp of the next groundbreaking discovery. Obsessed with progress and personal glory, they often skirt ethical boundaries in their experiments. Many admire their genius, but their his ruthless ambition and disregard for consequences make them a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=== Values in Action ===&lt;br /&gt;
Imagine a scenario in which Elara and Darius come across a forgotten temple said to contain a relic with immense power. The entrance to the temple is adorned with ancient runes that warn of dire consequences for those who dare to enter with ill intent. However, they also learn from local lore that the relic has the power to heal any wound and can even bring the dead back to life. Rumors also suggest that a dark cult seeks the relic to perform a ritual that will plunge the land into eternal [[darkness]]. &lt;br /&gt;
&lt;br /&gt;
Elara, being logical and cautious, would first try to gather all available information about the temple and the cult. Given her lean towards personal gain, she might see the relic as a means to increase her standing among her elven peers. Her sense of honor would likely make her wary of using the relic improperly. And her commitment to tradition could mean that she’s knowledgeable about ancient protocols for approaching such relics. She would probably seek an alliance or council with elder elves before making a move. &lt;br /&gt;
&lt;br /&gt;
Darius, driven by his emotional nature and desire to serve the greater good, would feel an immediate urgency to prevent the cult from getting the relic. His pragmatic approach might lead him to consider collaborating with the cult temporarily to understand their intentions, only to betray them later. His tendency towards disloyalty and risk could result in him storming the temple with a handful of allies or even alone if he believes the threat is imminent. He would be less concerned with the traditions surrounding the relic and more focused on preventing potential catastrophe. &lt;br /&gt;
&lt;br /&gt;
Their shared situation highlights their contrasting motivations and approaches. While Elara would act methodically, consulting with others and gathering information, Darius would act impulsively, prioritizing the immediate threat over potential long-term consequences.&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=4758</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=4758"/>
		<updated>2024-03-30T22:13:25Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: INT skills was missing Engineering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you attempt something that comes with a chance of failure or a negative outcome, your MC might ask you to make an attribute check.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Checks ===&lt;br /&gt;
Like attacks, attribute checks involve rolling 1d20 and adding your attribute to the roll. MCs will only ever ask for one of seven attribute Checks: STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask for COR attribute checks, given that COR functions differently from the other seven [[attributes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Strength (STR) Checks&amp;lt;/u&amp;gt; can determine whether you succeed at kicking down a door, climbing a wall, or some other feat of strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dexterity (DEX) Checks&amp;lt;/u&amp;gt; might be needed if you run along a precipice or try to nimbly sneak past a [[guard]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Endurance (END) Checks&amp;lt;/u&amp;gt; represent your ability to withstand extreme [[weather]] and march or run for long stretches of time without giving in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Awareness (AWR) Checks&amp;lt;/u&amp;gt; determine how attuned you are to sensory input. It might help you spot [[traps]] or hidden motives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Intelligence (INT) Checks&amp;lt;/u&amp;gt; can show how much you recall or can deduce about learned information, as well as your capacity to quickly encode new data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Charisma (CHA) Checks&amp;lt;/u&amp;gt; represent your ability to talk their way through social situations by charming or deceiving, and to lead or convince the people around you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Luck (LUCK) Checks&amp;lt;/u&amp;gt; can represent the twists and turns of fate. If you’re looking through a cupboard in an abandoned farmstead for some food, a LUCK check might determine whether you find any.&lt;br /&gt;
&lt;br /&gt;
===  Player Skills ===&lt;br /&gt;
Whenever a rule or ability warrants using a specific skill, the rule will signify this mentioning the skill immediately following the attribute, such as CHA/Persuading. A creature without the Persuading skill can still attempt such a check, simply rolling CHA.&lt;br /&gt;
&lt;br /&gt;
While the MC will only ever ask for one of the attribute checks described above, players have the chance to use skills, which give them a greater chance of success under specific circumstances.&lt;br /&gt;
&lt;br /&gt;
You will have a variety of skill points granted by your background and your profession. Your lineage and talents will occasionally give you skill points as well. You assign these skill points to specific skills, such as Balancing, Deceiving, or Distance Running.&lt;br /&gt;
&lt;br /&gt;
When your MC asks you for an attribute check and one of your skills associated with that attribute is situationally relevant, you may add that skill bonus in addition to your attribute.&lt;br /&gt;
&lt;br /&gt;
'''You may never have more than 20 points in a single skill.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!'''For example''' if [[Hanniah Sharptooth]] and [[Marcus Luxxor]] are adventuring together and both need to dash after a carriage to catch it before it leaves town, they would need to make STR checks to sprint after it.&lt;br /&gt;
Assuming they are both level 1, Hanniah and Marcus both have 2 STR. However, Hanniah has +1 in the Sprinting skill. This means that Marcus rolls 1d20+2 (adding his STR), while Hanniah rolls 1d20+3 (adding her STR and her Sprinting skill).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Circumstantial Bonuses&amp;lt;/u&amp;gt; ====&lt;br /&gt;
If you perform well on one skill that impacts another skill, then your MC might grant you a circumstantial bonus on the second skill check. This might be as low as a +1 or as high as a +5, depending upon what the MC feels is appropriate to the situation.&lt;br /&gt;
&lt;br /&gt;
=== Complete list of skills ===&lt;br /&gt;
Skills are related to a specific attribute and cannot be used with mismatching attributes. Skills are also organized by tags; if you gain an ability that lets you gain a skill with a specific tag, check the table below to see your options. Each skill is organized first by attribute, then by tag. Skills are described in more detail after these tables, although these descriptions are not comprehensive and your MC may allow other applications of these skills if you come up with creative ideas.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY ATTRIBUTE&lt;br /&gt;
|-&lt;br /&gt;
|STR &lt;br /&gt;
|Applied Force, Athletics, Menacing, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|DEX &lt;br /&gt;
|Balancing, Contorting, Dancing, Sneaking, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|END &lt;br /&gt;
|Distance Running, Forced March&lt;br /&gt;
|-&lt;br /&gt;
|AWR &lt;br /&gt;
|Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking&lt;br /&gt;
|-&lt;br /&gt;
|INT &lt;br /&gt;
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Smithing*, Sleight of Hand, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]&lt;br /&gt;
|-&lt;br /&gt;
|CHA&lt;br /&gt;
|Deceiving, [[Empathy]], Entertaining, Gossipping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|LUCK &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY TAG&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics &lt;br /&gt;
|Balancing, Contorting, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|Athleticism &lt;br /&gt;
|Applied Force, Athletics, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|Crafting* &lt;br /&gt;
|Alchemy, Brewing, Calligraphy, Carpentry, Cartography, Cobbling, Cooking, Glassblowing, Jeweling, Leatherworking, Masonry, Painting, Pottery, Smithing, Weaving, Woodcarving &lt;br /&gt;
|-&lt;br /&gt;
|Influence &lt;br /&gt;
|Deceiving, Empathy, Gossipping, Intimidating, Leadership, Persuading&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge &lt;br /&gt;
|Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one], Vehicles* [land], Vehicles* [water]&lt;br /&gt;
|-&lt;br /&gt;
|Luck &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|-&lt;br /&gt;
|Observation &lt;br /&gt;
|Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
|-&lt;br /&gt;
|Performance &lt;br /&gt;
|Dancing, Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|Stamina &lt;br /&gt;
|Distance Running, Forced March, Menacing&lt;br /&gt;
|-&lt;br /&gt;
|Subterfuge &lt;br /&gt;
|Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Survival &lt;br /&gt;
|Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Alchemy:''' ''INT, Crafting;'' You may use this skill when trying to recall intellectual information about the practice of alchemy, and doing so does not require any tools. &amp;lt;blockquote&amp;gt;'''Brewing Potions'''&lt;br /&gt;
&lt;br /&gt;
If you have the appropriate tools, you can attempt to brew potions. &lt;br /&gt;
&lt;br /&gt;
Potion creation takes 2 hours of uninterrupted work, which can be a part of a Rest. Healing potion creation DCs are cumulative. &lt;br /&gt;
&lt;br /&gt;
For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure. &lt;br /&gt;
&lt;br /&gt;
All healing potions share a common ingredient derived from the Embercap mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both. &lt;br /&gt;
&lt;br /&gt;
If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. &lt;br /&gt;
&lt;br /&gt;
Healing potions are considered magical, and appear as [[Primal]] Alchemy magic to any magical abilities that can detect an item’s Source or Function. &lt;br /&gt;
&lt;br /&gt;
Unconscious or Helpless creatures cannot be administered potions.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Healing Potion Table&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Material Cost&lt;br /&gt;
!Creation DC&lt;br /&gt;
!Effect&lt;br /&gt;
!Expiration&lt;br /&gt;
|-&lt;br /&gt;
|'''Herbal Potion'''&lt;br /&gt;
|25 sc&lt;br /&gt;
|15 sc&lt;br /&gt;
|Medicine 10&lt;br /&gt;
|(1/Rest) The imbiber gains HP equal to 1 + the potion creator's Medicine skill. &lt;br /&gt;
|12 hours&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Vial'''&lt;br /&gt;
|50 sc&lt;br /&gt;
|40 sc&lt;br /&gt;
|Alchemy 15&lt;br /&gt;
| +1d4 HP&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Potion'''&lt;br /&gt;
|250 sc&lt;br /&gt;
|200 sc&lt;br /&gt;
|Alchemy 20&lt;br /&gt;
| +2d4+2 HP&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Elixir'''&lt;br /&gt;
|500 sc&lt;br /&gt;
|400 sc&lt;br /&gt;
|Alchemy 25&lt;br /&gt;
| +4d4+4 HP&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Healing Elixir''' &lt;br /&gt;
|1500 sc&lt;br /&gt;
|1250 sc&lt;br /&gt;
|Alchemy 30&lt;br /&gt;
| +8d4+8 HP&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Healing Elixir'''&lt;br /&gt;
|3000 sc&lt;br /&gt;
|2500 sc&lt;br /&gt;
|Alchemy 45&lt;br /&gt;
|Heals its imbiber completely, but the imbiber becomes intoxicated gaining the Shaken condition until they Take a Rest. &lt;br /&gt;
|7 days&lt;br /&gt;
|}&lt;br /&gt;
'''Animal Handling:''' ''AWR, Survival;'' You might use this skill when riding a mount (see mounted) or when trying to train an animal that views you as a friendly creature.&lt;br /&gt;
&lt;br /&gt;
'''Applied Force:''' ''STR, Athleticism;'' You can use this skill to break down doors, use a crowbar to leverage heavy weights, and similar applications of pure strength with or without a mechanism to assist you.&lt;br /&gt;
&lt;br /&gt;
'''Appraising:''' ''INT, Observation;'' This skill can help you determine how valuable something is, or whether the materials are genuine. If you also have a Crafting skill, your MC might let you use that skill when appraising a particular craft, or even let you make an INT/ Appraising check and a skill check using that Crafting skill, taking the higher.&lt;br /&gt;
&lt;br /&gt;
'''Arcana:''' ''INT, Knowledge;'' You can use this skill when trying to recall information &lt;br /&gt;
related to planar entities or trying to recall factual information about any of the five Sources of Magic. You can &lt;br /&gt;
also use this skill to manipulate magical devices.&lt;br /&gt;
&lt;br /&gt;
'''Art:''' ''INT, Knowledge;'' This skill can help you determine factual information about art, such as the materials used or the message that the artist was trying to convey. Your MC might also let you add ½ your Art skill when trying to produce art, although if you have any points in a Crafting skill, you are more likely to just use that skill.&lt;br /&gt;
&lt;br /&gt;
'''Astrology:''' ''INT, Knowledge;'' You can use this skill when recalling information about astrological symbols and their significance. Your MC might rule that you can make an INT/Astrology check to give you a circumstantial bonus on a CHA/Empathy check or an AWR/Intuiting check when interacting with someone, as your understanding of their astrological signs might lend you insight into their character or unconscious motives.&lt;br /&gt;
&lt;br /&gt;
'''Astronomy:''' ''INT, Knowledge;'' You might use this skill whenever you want to recall or infer information related to space and the orbit of planets, satellites, and the like. Your MC might let you add ½ your Astronomy when trying to navigate, although if you have the Navigating skill you are likely to use that instead.&lt;br /&gt;
&lt;br /&gt;
'''Athletics:''' ''STR, Athleticism;'' This skill represents your general athletic capacity. When climbing or swimming, and at your MC’s discretion when jumping, you might use this skill. If you have a climb speed or a swim speed, this skill will not come up as often.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' ''DEX, Acrobatics;'' You might use this skill when traversing tricky and narrow terrain, such as the lip of a cliff or the pinnacle of a rooftop.&lt;br /&gt;
&lt;br /&gt;
'''Biology:''' ''INT, Knowledge;'' This skill will help you to recall or research any information related to biological studies. Your MC may allow you to make an INT/Biology check to gain a circumstantial bonus when making an INT/Nature check or an AWR/Animal Handling check.&lt;br /&gt;
&lt;br /&gt;
'''Brewing*:''' ''INT, Crafting;'' If you have the appropriate tools, you can attempt to brew craft beers, wines, or spirits. Your MC might also allow you to attempt to make potions, using ½ of your Brewing skill in place of Alchemy. You may use this skill when trying to recall or discern intellectual information about the practice of brewing, and doing so does not require any tools.&lt;br /&gt;
&lt;br /&gt;
'''Calligraphy*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful calligraphic works.&lt;br /&gt;
&lt;br /&gt;
'''Carpentry*:''' ''INT, Crafting.'' When equipped with the relevant tools, you can use this skill to build or repair houses and other structures made primarily of wood.&lt;br /&gt;
&lt;br /&gt;
'''Cartography*:''' ''INT, Crafting;'' When equipped with the relevant tools, you can use this skill to accurately map out regions or cities.&lt;br /&gt;
&lt;br /&gt;
'''Chemistry:''' ''INT, Knowledge;'' You can use this skill to recall or research any information related to chemistry and chemical studies.&lt;br /&gt;
&lt;br /&gt;
'''Cobbling*:''' ''INT, Crafting;'' If you have the appropriate time and tools, you can use this skill to repair shoes or make new ones.&lt;br /&gt;
&lt;br /&gt;
'''Contorting:''' ''DEX, Acrobatics;'' This skill allows you to contort your body and squeeze through spaces that would otherwise be too tight for a creature of your size. Especially tight contortions will be more difficult during [[combat]].&lt;br /&gt;
&lt;br /&gt;
'''Cooking*:''' ''INT, Crafting;'' Given the appropriate time and tools, you can use this skill to cook delicious food. You can also make checks to determine the quality or sourcing of food and similar cooking-related topics, regardless of whether you have tools.&lt;br /&gt;
&lt;br /&gt;
'''Dancing:''' ''DEX, Performance;'' You can use this skill to put on entertaining dance performances.&lt;br /&gt;
&lt;br /&gt;
'''Deceiving:''' ''CHA, Influence;'' You might use this skill when trying to mislead someone, tell half-truths, or outright lie in a convincing way.&lt;br /&gt;
&lt;br /&gt;
'''Disguising*:''' ''INT, Subterfuge;'' Provided that you have the relevant tools, such as makeup, a costume, hair dye, a wig, or similar cosmetics, you can use this skill to disguise yourself. Disguises made under duress will be more difficult than disguises made in leisure.&lt;br /&gt;
&lt;br /&gt;
'''Distance Running:''' ''END, Stamina;'' This skill can help you keep up a steady running pace over a prolonged amount of time, allowing you to cover vast distances.&lt;br /&gt;
&lt;br /&gt;
'''Dungeoneering:''' ''INT, Survival;'' When exploring a dungeon or subterranean area, you might use this skill to recall information about the area, to make logical inferences, or to know how best to use your [[gear]].&lt;br /&gt;
&lt;br /&gt;
'''Eavesdropping:''' ''AWR, Observation;'' You can use this skill when you want to overhear key information that other people are discussing without yourself being part of the conversation. After you succeed on an AWR/Eavesdropping check, your MC might award you a bonus to a check with the Influence tag, given your better understanding of the social situation.&lt;br /&gt;
&lt;br /&gt;
'''Economics:''' ''INT, Knowledge;'' This skill can help you recall or deduce information about the economy in a settled area and to better understand economic theory.&lt;br /&gt;
&lt;br /&gt;
'''Empathy:''' ''CHA, Influence;'' You can use this skill to make other people feel seen and understood, as well as helping you understand what people are feeling.&lt;br /&gt;
&lt;br /&gt;
'''Engineering:''' ''INT, Knowledge;'' This skill allows you to improve your knowledge in various types of engineering (architectural, mechanical, etc).&lt;br /&gt;
&lt;br /&gt;
'''Entertaining:''' ''CHA, Performance;'' You can use this skill when you want to captivate a crowd by making a public performance of any kind.&lt;br /&gt;
&lt;br /&gt;
'''Evading:''' ''INT, Subterfuge;'' You can use this skill to practice the art of hiding in plain sight. By knowing what people look for, you can avoid detection by changing your gait, sticking to crowded areas, or otherwise throwing off those that look for you.&lt;br /&gt;
&lt;br /&gt;
'''Foraging:''' ''AWR, Survival;'' You might use this skill when looking for food in the wilderness or finding ingredients.&lt;br /&gt;
&lt;br /&gt;
'''Forced March:''' ''END, Stamina;'' You can use this skill when trying to push beyond the normal [[travel]] pace that you could manage in a day, whether by walking a greater distance or by walking a normal distance with a greater load.&lt;br /&gt;
&lt;br /&gt;
'''Forging*:''' ''INT, Subterfuge;'' This skill can help you replicate signatures or create official-looking documents. If you do well on an INT/Forging check, then your MC will likely give you a circumstantial bonus to INT/Disguising or CHA/Savoir Faire checks.&lt;br /&gt;
&lt;br /&gt;
'''Fortuity:''' ''LUCK;'' Fortuity represents the likelihood that good things just happen to you. If your MC asks you to make a LUCK check to determine the likelihood of a positive outcome, you can add your Fortuity.&lt;br /&gt;
&lt;br /&gt;
'''Geography:''' ''INT, Knowledge;'' You can use this skill when trying to remember where you are in relation to somewhere else, or when you want to deduce information about common geographical patterns in an area.&lt;br /&gt;
&lt;br /&gt;
'''Glassblowing*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create stunning artistic glasswork, such as dining plates and even glass musical instruments.&lt;br /&gt;
&lt;br /&gt;
'''Gossiping:''' ''CHA, Influence;'' You can use this skill to seed real or false information about a person, event, etc. among populated areas.&lt;br /&gt;
&lt;br /&gt;
'''History:''' ''INT, Knowledge;'' This skill reflects your capacity for remembering historical events and your ability to quickly research historical events when given access to a library, university, or the like. Your MC might let you use this skill in tandem with another Knowledge skill when researching a particular field of knowledge, making an INT/History check and an INT check of the relevant Knowledge type.&lt;br /&gt;
&lt;br /&gt;
'''Instrument*:''' ''CHA, Performance;'' When you gain points in this skill, specify one type of instrument. When you have that instrument, you can use this skill to make better performances with that instrument. Your MC might rule that you can apply ½ of your skill points to related instruments; for example, if you have Instrument (Lute) +6, then your MC might allow you to play a banjo with a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
'''Intimidating:''' ''CHA, Influence;'' You can use this skill when trying to peel back someone’s psyche and frighten them into cooperating with you.&lt;br /&gt;
&lt;br /&gt;
'''Intuiting:''' ''AWR, Observation;'' This skill helps you assess when someone is being honest or if they might be hiding something.&lt;br /&gt;
&lt;br /&gt;
'''Investigating:''' ''AWR, Observation;'' You might use this skill when looking for physical clues at a crime scene, or when looking for a secret door or hidden compartment in a room.&lt;br /&gt;
&lt;br /&gt;
'''Jeweling:''' ''INT, Crafting;'' When you have the appropriate tools, this skill can help you create gorgeous works of jewelry. Your MC might allow you to use your Jeweling skill in place of Appraising when you want to assess the value of a piece of jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Law:''' ''INT, Knowledge;'' You can use this skill when you want to recall or acquire information about the legal system in a settled area. You might also use this skill, along with the Entertaining and Persuading skills, to win a case in court.&lt;br /&gt;
&lt;br /&gt;
'''Leadership:''' ''CHA, Influence;'' You might use this skill to bolster the resolve of a discouraged person or group of people, or to exert your status and influence over various officials and convince them to follow your commands.&lt;br /&gt;
&lt;br /&gt;
'''Leatherworking*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to make leather goods such as clothes, bags, or even [[armor]].&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking*:''' ''INT, Subterfuge;'' When you have a set of lock picks, you can use this skill to attempt picking any nonmagically sealed lock.&lt;br /&gt;
&lt;br /&gt;
'''Masonry*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to carve rock into sculptures or architectural stonework.&lt;br /&gt;
&lt;br /&gt;
'''Medicine*:''' ''INT, Knowledge;'' You can use this skill when trying to recall factual information about medicines, diseases, and the like, which can help you diagnose someone’s symptoms. If you have bandages, you can make an INT/Medicine check to remove the Bleeding condition (see p. 344) from a creature. Attempting this costs 3 AP, and unless otherwise specified from the source of the Bleeding condition, the DC is 14 + the amount of Bleeding [[damage]]. If you have the proper medicines, you can attempt to treat someone with a [[disease]]. The DC for this treatment, as well as the types of medicine that you need, will be mentioned in the disease’s description.&lt;br /&gt;
&lt;br /&gt;
'''Menacing:''' ''STR, Stamina;'' You can use this skill when trying to physically intimidate someone through a show of force.&lt;br /&gt;
&lt;br /&gt;
'''Military:''' ''INT, Knowledge;'' This skill will help you know the proper terminology when speaking with members of a military and can help you when trying to recall information about a military institution.&lt;br /&gt;
&lt;br /&gt;
'''Nature:''' ''INT, Survival;'' You might use this skill when trying to differentiate between edible and toxic mushrooms, recalling the behavior of [[wolf]] packs, or other information about the natural world.&lt;br /&gt;
&lt;br /&gt;
'''Navigating*:''' ''AWR, Survival;'' If you have a compass, astrolabe, sextant, or even just a map, you can use this skill to find your way through an otherwise confusing area of wilderness. Your MC might rule that you can make this check without the relevant tools, but the DC will be higher.&lt;br /&gt;
&lt;br /&gt;
'''Painting*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful paintings.&lt;br /&gt;
&lt;br /&gt;
'''Perceiving:''' ''AWR, Observation;'' You might make use of this skill when relying on sensory input, such as scanning a tree line for enemies, looking for concealed [[weapons]], listening for footsteps, or trying to identify a strange odor.&lt;br /&gt;
&lt;br /&gt;
'''Persuading:''' ''CHA, Influence;'' You can use this skill when trying to influence someone through sound arguments or emotional appeal.&lt;br /&gt;
&lt;br /&gt;
'''Politics:''' ''INT, Knowledge;'' When you take this skill, choose a specific region. Your MC will determine whether this should be a single city or a whole nation, based on the campaign they intend to run. When making INT checks related to the politics of that region, you can add this skill. When making INT checks related to the politics of another region, you can add ½ this skill..&lt;br /&gt;
&lt;br /&gt;
'''Pottery*:''' ''INT, Crafting;'' When you have the appropriate clay and tools, you can use this skill to make decorative and functional pottery.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' ''INT, Knowledge;'' When you take this skill, choose a specific religion. You could pick one of the pantheons listed in Appendix A, or work with your MC to come up with another religious tradition. When making INT checks related to the customs and beliefs of that religion, you can add this skill. When making INT checks related to the customs and beliefs of any other religion, you can add ½ this skill.&lt;br /&gt;
&lt;br /&gt;
'''Savoir Faire:''' ''CHA, Performance;'' You can use this skill to fit into any sort of situation. You can appear at home both with peasants and with aristocrats.&lt;br /&gt;
&lt;br /&gt;
'''Scavenging:''' ''LUCK;'' You can use this skill when trying to find food or supplies in an abandoned area. Your MC might also allow you to use this skill to determine how much loot you find on a body.&lt;br /&gt;
&lt;br /&gt;
'''Sheltering:''' ''AWR, Survival;'' You might use this skill when you’re in the wilderness to find a cave, hollow tree, or rocky bluff that can offer shelter from the elements.&lt;br /&gt;
&lt;br /&gt;
'''Sleight of Hand:''' ''INT, Subterfuge;'' You can use this skill when attempting to pickpocket someone, or when trying to keep an item undiscovered as you are patted down.&lt;br /&gt;
&lt;br /&gt;
'''Smithing*:''' ''INT, Crafting;'' When you have the appropriate metal and tools, you can use this skill to make wrought iron artistic works or to repair metal tools, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
'''Sneaking:''' ''DEX, Survival;'' You could use this skill when skulking about and trying to remain physically out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Sprinting:''' ''STR, Athleticism;'' You can use this skill when attempting to cover a small distance in an incredibly short amount of time. This is usually not applicable in normal combat, but might be used in a chase sequence.&lt;br /&gt;
&lt;br /&gt;
'''Tracking:''' ''AWR, Survival;'' You can use this skill when you are trying to follow a creature’s trail.&lt;br /&gt;
&lt;br /&gt;
'''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you don’t get hurt. In addition to allowing you to add dramatic flair to any performance you might put on, if you fall 40 ft or less, you can make a Tumbling check with a DC equal to the amount of ft you fell. If you succeed, halve the damage you would take and move 5 ft in a direction of your choice when you land.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Land)*:''' ''INT, Knowledge;'' You can use this skill to efficiently use land vehicles such as carriages or war carts.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Water)*:''' ''INT, Knowledge;'' You can use this skill to operate water vehicles, such as sailboats or galleons, with greater efficiency.&lt;br /&gt;
&lt;br /&gt;
'''Weaving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to make textile goods such as clothing and blankets.&lt;br /&gt;
&lt;br /&gt;
'''Woodcarving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to whittle toys, fletch arrows, repair a wagon wheel, and the like.&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4751</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4751"/>
		<updated>2024-03-27T16:49:06Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: All deities added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-[[Gust|GUST]]-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long [[shadow]], as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and [[adapt]] to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|[[Merriment]], a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don't hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don't see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature's nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|[[Turtle]] shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls, and an insular community, can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no instrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either [[kill]] or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|[[Lion]]'s head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|[[Shark]] fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, do not turn from it, either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Elephant]] head&lt;br /&gt;
|Never forget the past, for it is the lessons of the past that we can learn to shape a better future&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, inevitably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|[[Wolf]] paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Assi''' (ass-EE)&lt;br /&gt;
|''Decay, Revenge, Redemption''&lt;br /&gt;
|Humanoid with a donkey's head&lt;br /&gt;
|He believes that life is a series of miseries, separated by brief moments of annoyance. Might as well make sure everyone knows it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bline''' (BLIEN)&lt;br /&gt;
|''Hedonism, Light, Love''&lt;br /&gt;
|Handheld fan&lt;br /&gt;
|Alternating between joy and disgust, she tries to [[guide]] people in her own relatively narrow view of what “good” is and help them avoid “bad”.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caliban''' (KAHL-ib-ahn)&lt;br /&gt;
|''Decay, Redemption, Wrath''&lt;br /&gt;
|Knotted staff with barnacles on it&lt;br /&gt;
|Often misunderstood, he inspires fear in all who see his hideous visage. In truth, although he angers quickly, he seeks to protect the misguided and help them see the error in their ways&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari''' (ed-MAHR-ee)&lt;br /&gt;
|''Austerity, Serenity, Wrath''&lt;br /&gt;
|Happy and sad masks&lt;br /&gt;
|Typically agitated and frustrated, he believes that any institution becomes corrupt over time. After a certain point, all orders must be razed and started over.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyar''' (EE-yer)&lt;br /&gt;
|''Fate, Serenity, Wisdom''&lt;br /&gt;
|Sleeping pony&lt;br /&gt;
|Weary at the endless cycle of pain and shattered hopes, she prefers to slumber in melancholy and hope that one day the dreams give way to a brighter reality.&lt;br /&gt;
|-&lt;br /&gt;
|'''Halam''' (hal-AHM)&lt;br /&gt;
|''Hedonism, Serenity, Wrath''&lt;br /&gt;
|Upraised hand holding a skull&lt;br /&gt;
|Broody and emotional, he can be prone to manic phases of violent action before returning to his emotional muck. He embodies the tension between a desire for change and the overwhelming weight of said change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leira''' (LEY-ruh)&lt;br /&gt;
|''Darkness, Nature, Revenge''&lt;br /&gt;
|Woman's face with a bandage covering her eyes&lt;br /&gt;
|Alternating between long periods of relaxation and brief phases of panicked alarm, she tries to guide her pupils and her wards away from harm without revealing herself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oberon''' (OEB-ehr-ohn)&lt;br /&gt;
|''Darkness, Love, Revenge''&lt;br /&gt;
|Moon&lt;br /&gt;
|A gloomy lover who feels intense passion for his family and his subjects, he can be unstable and unpredictable force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck'''&lt;br /&gt;
|''Freedom, Salvation, Serenity''&lt;br /&gt;
|Dragonfly&lt;br /&gt;
|A carefree miscreant more than willing to do the dirty work of any other deity, provided that it won't land him in too much trouble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rometta''' (rom-ETT-uh)&lt;br /&gt;
|''Decay, Freedom, Wisdom''&lt;br /&gt;
|Spilled cup&lt;br /&gt;
|Obsessed with finding love for herself and helping mortals find love, she is usually deeply happy or quite sad - or that strange, sweet mix of both.&lt;br /&gt;
|-&lt;br /&gt;
|'''Titania''' (ti-TAIN-ee-uh)&lt;br /&gt;
|''Light, Serenity, Redemption''&lt;br /&gt;
|Sun&lt;br /&gt;
|A pensive and long-term planner, she makes decisions that she believes will benefit the ongoing wellbeing of her family and her subjects, even if those decisions are incredibly mundane.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen''' (ROES-un)&lt;br /&gt;
|''Cultivation, Love, Nature''&lt;br /&gt;
|Budding flower&lt;br /&gt;
|She sees beauty in the act of creating and cultivating new life, and in renewing old promises&lt;br /&gt;
|-&lt;br /&gt;
|'''Strack''' (STRAHK)&lt;br /&gt;
|''Austerity, Darkness, Honor''&lt;br /&gt;
|Snowflake&lt;br /&gt;
|Hardship gives rise to responsibility. He believes that frugal living is wise, and creatures have the duty to look after one another.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaund''' (THAWND)&lt;br /&gt;
|''Cultivation, Hedonism, Wrath''&lt;br /&gt;
|Lightning bolt&lt;br /&gt;
|He often lives in the moment, without a thought for the next day. Quick to wrath, and equally quick to forgiveness.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen''' (WEI-then)&lt;br /&gt;
|''Decay, Death, Hedonism''&lt;br /&gt;
|Fallen leaf&lt;br /&gt;
|Make merry, for tomorrow we all will die. She believes in accepting the inevitable, and finding enjoyment in the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Corrupted Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Dethonax''' (DETH-oh-NAX)&lt;br /&gt;
|''Ambition, Decay, Wrath''&lt;br /&gt;
|Cluster of spiked chains&lt;br /&gt;
|A devious hivemind who uses any means available to control and extort other creatures to his own ends. Paranoid, secretive, and possessive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kathanon''' (kar-THEN-ohn)&lt;br /&gt;
|''Decay, Cultivation, Revenge''&lt;br /&gt;
|Bloody pawprint&lt;br /&gt;
|Manic and obsessive creator of all manner of poisons and monstrosities. She tends not to scheme like the other Corrupted, but acts on impulse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Amonaq''' (AH-muhn-ock)&lt;br /&gt;
|''Death, Hedonism, Wrath''&lt;br /&gt;
|Asteroid cluster&lt;br /&gt;
|Fanatically determined to eradicate life at any cost, as it sees all existence as a terrible curse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ustaz''' (OOS-tahz)&lt;br /&gt;
|''Ambition, Death, Revenge''&lt;br /&gt;
|Spiked hammer&lt;br /&gt;
|Believes that if he consumes enough souls, he will ascend as the ultimate god. His schemes are entirely to help him kill and consume more creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehemekh''' (JEH-hem-eck)&lt;br /&gt;
|''Decay, Hedonism, Knowledge''&lt;br /&gt;
|Eight daggers bundled together&lt;br /&gt;
|Utterly exploitative, he will backstab anyone, including staunch allies, if it will get him ahead. Above all, he wants to amass more power and wealth to lord over all other creatures&lt;br /&gt;
|-&lt;br /&gt;
|'''Kamosh''' (KAM-osh)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|Bleeding anatomical heart&lt;br /&gt;
|Kamosh offers little thought to the future, instead pursuing any form of indolent pleasure that they can find in the present.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lashrael''' (LASH-ray-el)&lt;br /&gt;
|''Austerity, Darkness, Knowledge''&lt;br /&gt;
|Black scythe&lt;br /&gt;
|An uncaring and unfeeling force of death who simply wants to see the universe plunge into eternal darkness.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Paragon Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Nexariel''' (nex-AHR-ee-el)&lt;br /&gt;
|''Cultivation, Order, Knowledge''&lt;br /&gt;
|Four-dimensional cube&lt;br /&gt;
|Cold and uncaring, endlessly calculating. She exists as thousands of hypothetical iterations of the original Nexariel, who duplicated herself before sacrificing herself to save the avadri.&lt;br /&gt;
|-&lt;br /&gt;
|'''Romariel''' (row-MAYR-ee-el)&lt;br /&gt;
|''Order, Salvation, Redemption''&lt;br /&gt;
|A forge hammer engraved with a flower&lt;br /&gt;
|Compassionate and creative, he tends towards sorrow rather than anger when he is wronged. A smith and mason of cosmic proportions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Faetanorel''' (fay-TAN-oh-rel)&lt;br /&gt;
|''Freedom, Honor, Love''&lt;br /&gt;
|Opened book of music&lt;br /&gt;
|Creative and generous to the point of naivete, she seeks to create songs and creatures that can spread joy, and tries to ignore when they use their gifts for ill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yazardarel''' (yah-ZAR-duh-rel)&lt;br /&gt;
|''Death, Order, Revenge''&lt;br /&gt;
|Flaming gavel&lt;br /&gt;
|Absolutely emotionless embodiment of justice with no room for negotiation or exception. She sees no reason to offer any mercy to the guilty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Syllimael''' (sai-LEM-mai-el)&lt;br /&gt;
|''Austerity, Darkness, Wrath''&lt;br /&gt;
|Bleak humanoid face with a hand over its mouth&lt;br /&gt;
|A silent watcher, preferring to observe rather than interact directly. But when they deem it necessary to [[intervene]], their plans are unerringly successful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakariel''' (ray-KAHR-ee-el)&lt;br /&gt;
|''Death, Light, Wrath''&lt;br /&gt;
|Upraised hand with a decorative eye in the palm&lt;br /&gt;
|A violent [[warrior]] who striver for righteousness but will often strike first when he feels that proactive justice can prevent greater loss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avatar Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Door'''&lt;br /&gt;
|''Fate, Freedom, Knowledge''&lt;br /&gt;
|Door&lt;br /&gt;
|An impersonal, single center point that connects all worlds. Represents all beginnings and endings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dream'''&lt;br /&gt;
|''Austerity, Darkness, Serenity''&lt;br /&gt;
|Sleeping face&lt;br /&gt;
|A consciousness of what might lie beyond reality, what may or may not come to pass, and endless possibilities. The Dream is the bridge between the physical and spiritual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|''Cultivation, Knowledge, Redemption''&lt;br /&gt;
|Lighthouse&lt;br /&gt;
|Taking many forms, a Guide is born when the cycle stalls and their only drive is to put the cycle back into motion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Interloper'''&lt;br /&gt;
|''Ambition, Hedonsim, Revenge''&lt;br /&gt;
|Smirking face&lt;br /&gt;
|The interloper exists as a necessary antagonist and contingency to the cycle. Their goal is to break the wheel and end the cycle. The interloper constantly sturdies the wheel by attacking it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Messenger'''&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Folded letter&lt;br /&gt;
|Connects worlds and realities. Roams the dream and seeks truth. Brings sacred knowledge, invention, and enlightenment to mortal life across the universe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mother'''&lt;br /&gt;
|''Cultivation, Love, Wisdom''&lt;br /&gt;
|Face with a head scarf&lt;br /&gt;
|The first avatar. The Mother begins a cycle. Cultivates life and love.&lt;br /&gt;
|-&lt;br /&gt;
|'''Orphan'''&lt;br /&gt;
|''Ambition, Austerity, Fate''&lt;br /&gt;
|Cradle&lt;br /&gt;
|One who embodies trial, hardship, endurance, and survival. The orphan heralds the end of the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prophets'''&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Face looking upward&lt;br /&gt;
|The brothers are the antithesis of Mother's children. They contend with each other to sway The Orphan, one to destruction and one to enlightenment.&lt;br /&gt;
|-&lt;br /&gt;
|'''Superstar'''&lt;br /&gt;
|''Ambition, Fate, Hedonism''&lt;br /&gt;
|Star&lt;br /&gt;
|The moral uniter, the speaker of a collective dream, representing fame, riches, glory, and unity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|''Death, Decay, Entropy''&lt;br /&gt;
|Downcast face&lt;br /&gt;
|A dark force that can break most, but pushes heroes to action. Surrender is sometimes aware of its existence as a necessary evil and will martyr itself as a culling force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Veil'''&lt;br /&gt;
|''Fate, Darkness, Serenity''&lt;br /&gt;
|Curtain&lt;br /&gt;
|The obscuring force that preserves the mystery of the future. An enigmatic agent of chaos. Everything undiscovered and uncreated.&lt;br /&gt;
|-&lt;br /&gt;
|'''Violence'''&lt;br /&gt;
|''Death, Revenge, Wrath''&lt;br /&gt;
|Yelling face&lt;br /&gt;
|The second avatar. An eventuality that cannot be avoided, brother against brother. Those seeking the Orphan must find the Mother and Violence to start their path.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The Six Creators&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''&lt;br /&gt;
|''Ambition, Freedom, Nature''&lt;br /&gt;
|Butterfly&lt;br /&gt;
|The incarnation of change. One small action can have endlessly cascading ripples. The chaos comes all beauty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|''Decay, Cultivation, Fate''&lt;br /&gt;
|Cat&lt;br /&gt;
|The incarnation of time. Controls the rate and flow of the multiverse's forward progression. Protects the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|''Decay, Death, Nature''&lt;br /&gt;
|Crow&lt;br /&gt;
|The incarnation of death. Determines how the afterlife works and controls what happens to Essence after its [[vessel]] is gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life'''&lt;br /&gt;
|''Ambition, Hedonism, Salvation''&lt;br /&gt;
|Fish&lt;br /&gt;
|The incarnation of life. Capable of creating mythic artifacts, living worlds, and other deities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Destruction'''&lt;br /&gt;
|''Decay, Order, wrath''&lt;br /&gt;
|Serpent&lt;br /&gt;
|The incarnation of destruction. Breaks down vessels, nations, plants, and realities so that new ones might be created.&lt;br /&gt;
|-&lt;br /&gt;
|'''Creation'''&lt;br /&gt;
|''Cultivation, Order, Wisdom''&lt;br /&gt;
|Turtle&lt;br /&gt;
|The incarnation of creation. Gives form to previously formless matter and energy, creating galaxies and realities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Celestial Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Ahuromazdi''' (ah-HOO-row-MAHZ-dee)&lt;br /&gt;
|''Love, Redemption, Wisdom''&lt;br /&gt;
|Half-moon solar eclipse&lt;br /&gt;
|Charitability and wise counsel. He quietly works behind the scenes to facilitate reconciliation between aggrieved parties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alenoc''' (AHL-en-ock)&lt;br /&gt;
|''Ambition, Order, Knowledge''&lt;br /&gt;
|Thick, closed book&lt;br /&gt;
|Crafty and methodical planner. He uses any means at his disposal to gain influence and wields it with brutal efficiency.&lt;br /&gt;
|-&lt;br /&gt;
|'''Betorien''' (be-TOUR-yen)&lt;br /&gt;
|''Bravery, Honor, Wisdom''&lt;br /&gt;
|Weighing scales&lt;br /&gt;
|Delicately balances pragmatism and [[empathy]]. She seeks peace and reconciliation, but accepts that this sometimes involves harsh justice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elohiereen''' (ehl-OH-hier-EEN)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Winged fish&lt;br /&gt;
|Generally considered the mother of all mystic beasts, she always seeks to create new and wondrous creatures. Can be impulsive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Judesaril''' (joo-DEH-sah-rihl)&lt;br /&gt;
|''Honor, Salvation, Wrath''&lt;br /&gt;
|Flaming sword&lt;br /&gt;
|He is extremely security-oriented and militaristically pursues the containment or execution of planar threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucien''' (LOO-sien)&lt;br /&gt;
|''Freedom, Love, Redemption''&lt;br /&gt;
|Harp&lt;br /&gt;
|Both loving and lustful, they embody both infidelity and dedication in an intense tumult.&lt;br /&gt;
|-&lt;br /&gt;
|'''Musharan''' (MOO-sheh-rahn)&lt;br /&gt;
|''Bravery, Honor, Light''&lt;br /&gt;
|Antler&lt;br /&gt;
|Defender of the weak and speaker for those without a voice. He also follows every celestial law to the letter, even when this misses the law’s intent&lt;br /&gt;
|-&lt;br /&gt;
|'''Niphtaral''' (NIFF-tahr-all)&lt;br /&gt;
|''Bravery, Order, Revenge''&lt;br /&gt;
|Half-decayed tower&lt;br /&gt;
|Publicly a supporter of law and precedent, he maintains schemes within schemes to cause tradition to crumble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rasheen''' (ray-SHEEN)&lt;br /&gt;
|''Ambition, Bravery, Light''&lt;br /&gt;
|Executioner's axe&lt;br /&gt;
|A prowling protector that seeks out threats and neutralizes them to keep the innocent safe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tovare''' (TOW-vahr-ey)&lt;br /&gt;
|''Cultivation, Salvation, Redemption''&lt;br /&gt;
|Sprouting seed&lt;br /&gt;
|The leader of the Celestial Council, dedicated to cultivating the best in everyone and always seeking to redeem any who lose their way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yrojaram''' (yer-OH-jar-ahm)&lt;br /&gt;
|''Ambition, Decay, Freedom''&lt;br /&gt;
|Flame-bladed dagger&lt;br /&gt;
|A constant advocate for the villain and the monster, she trumpets the belief that there are always two sides to every story.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Angrodean''' (an-GROW-dee-un)&lt;br /&gt;
|''Decay, Hedonism, Serenity''&lt;br /&gt;
|Fattened boar&lt;br /&gt;
|Will do anything for his own comfort; believes one's own desires are the only truth&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolloc''' (BOL-ock)&lt;br /&gt;
|''Bravery, Nature, Wrath''&lt;br /&gt;
|Rabid dog's head&lt;br /&gt;
|They find purpose in eviscerating anyone and anything that moves. War provides meaning.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lissama''' (liss-AHM-uh)&lt;br /&gt;
|''Light, Love, Wrath''&lt;br /&gt;
|Hissing snake&lt;br /&gt;
|Power and control through any means are the ultimate good. She will do anything to gain and maintain such power.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mikhael''' (MICK-hai-el)&lt;br /&gt;
|''Ambition, Salvation, Wrath''&lt;br /&gt;
|Eagle's wings&lt;br /&gt;
|Power is a means to an end: the protection and glorification of all creation. He intends to rule over the multiverse, as none could do it better.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ortharia''' (or-THER-ee-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Chipped tooth&lt;br /&gt;
|Believes that the surest way to gain power and control is by destabilizing everyone and everything around her.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ralzire''' (rahl-ZIER)&lt;br /&gt;
|''Darkness, Honor, Redemption''&lt;br /&gt;
|Bat's wings&lt;br /&gt;
|Any born into darkness can nonetheless find the light. He is on his own journey to such an effect and guides others on similar redemptive journeys.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shivran''' (SHIV-rahn)&lt;br /&gt;
|''Death, Order, Wrath''&lt;br /&gt;
|Owl head with bleeding eyes&lt;br /&gt;
|Power lies in belief. She does whatever it takes to convince others of her own cause and her own capacity to enact it, for this is what truly inspires change&lt;br /&gt;
|-&lt;br /&gt;
|'''Zutonian''' (zoo-TOHN-ee-un)&lt;br /&gt;
|''Death, Honor, Knowledge''&lt;br /&gt;
|Horned helmet over a skull&lt;br /&gt;
|Single-minded focus on achieving an objective. He believes that collateral [[damage]] is an illusion: if the objective is achieved, that’s all that really matters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fiend Lord Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Gezanmorcrux''' (GEZ-men-OHR-crux)&lt;br /&gt;
|''Bravery, Death, Wrath''&lt;br /&gt;
|Axe with a haft resembling a [[giant]] femur&lt;br /&gt;
|A brutish, hulking fiend. He believes that the direct approach is usually the best.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakmourtuth''' (rack-MOOR-tuth)&lt;br /&gt;
|''Death, Darkness, Revenge''&lt;br /&gt;
|Six curved swords held in a bleeding fist&lt;br /&gt;
|A cunning demon agile of both body and mind. He believes that action is important, but only after careful planning.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sahrnulothon''' (sur-NUHL-eth-ohn)&lt;br /&gt;
|''Darkness, Knowledge, Revenge''&lt;br /&gt;
|Three triangular eyes rimmed in flame&lt;br /&gt;
|Figure who sees all throughout the multiverse. She is unendingly intelligent, and he makes no deal without steep recompense.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Six Bishops'''&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Human]] skull with six eyes&lt;br /&gt;
|A group of six death-obsessed entities that are constantly in the state of terminal illness, replaced by their hopeful apprentices as they die.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaniakoth''' (THAHN-ee-ack-oth)&lt;br /&gt;
|''Death, Hedonism, Revenge''&lt;br /&gt;
|Tongue licking fangs&lt;br /&gt;
|A carnal and riotous figure, he relishes any form of hedonistic gratification and is known for fits of unpredictable passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yolmurathun''' (YOHL-mur-AYTH-un)&lt;br /&gt;
|''Ambition, Fate, Revenge''&lt;br /&gt;
|Flaming warhammer&lt;br /&gt;
|A scheming fiend who spends as much time forging new inventions as he does planning his next moves in battle.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4750</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4750"/>
		<updated>2024-03-27T16:22:12Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-[[Gust|GUST]]-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long [[shadow]], as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and [[adapt]] to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|[[Merriment]], a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don't hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don't see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature's nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|[[Turtle]] shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls, and an insular community, can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no instrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either [[kill]] or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|[[Lion]]'s head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|[[Shark]] fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, do not turn from it, either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Elephant]] head&lt;br /&gt;
|Never forget the past, for it is the lessons of the past that we can learn to shape a better future&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, inevitably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|[[Wolf]] paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Assi''' (ass-EE)&lt;br /&gt;
|''Decay, Revenge, Redemption''&lt;br /&gt;
|Humanoid with a donkey's head&lt;br /&gt;
|He believes that life is a series of miseries, separated by brief moments of annoyance. Might as well make sure everyone knows it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bline''' (BLIEN)&lt;br /&gt;
|''Hedonism, Light, Love''&lt;br /&gt;
|Handheld fan&lt;br /&gt;
|Alternating between joy and disgust, she tries to [[guide]] people in her own relatively narrow view of what “good” is and help them avoid “bad”.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caliban''' (KAHL-ib-ahn)&lt;br /&gt;
|''Decay, Redemption, Wrath''&lt;br /&gt;
|Knotted staff with barnacles on it&lt;br /&gt;
|Often misunderstood, he inspires fear in all who see his hideous visage. In truth, although he angers quickly, he seeks to protect the misguided and help them see the error in their ways&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari''' (ed-MAHR-ee)&lt;br /&gt;
|''Austerity, Serenity, Wrath''&lt;br /&gt;
|Happy and sad masks&lt;br /&gt;
|Typically agitated and frustrated, he believes that any institution becomes corrupt over time. After a certain point, all orders must be razed and started over.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyar''' (EE-yer)&lt;br /&gt;
|''Fate, Serenity, Wisdom''&lt;br /&gt;
|Sleeping pony&lt;br /&gt;
|Weary at the endless cycle of pain and shattered hopes, she prefers to slumber in melancholy and hope that one day the dreams give way to a brighter reality.&lt;br /&gt;
|-&lt;br /&gt;
|'''Halam''' (hal-AHM)&lt;br /&gt;
|''Hedonism, Serenity, Wrath''&lt;br /&gt;
|Upraised hand holding a skull&lt;br /&gt;
|Broody and emotional, he can be prone to manic phases of violent action before returning to his emotional muck. He embodies the tension between a desire for change and the overwhelming weight of said change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leira''' (LEY-ruh)&lt;br /&gt;
|''Darkness, Nature, Revenge''&lt;br /&gt;
|Woman's face with a bandage covering her eyes&lt;br /&gt;
|Alternating between long periods of relaxation and brief phases of panicked alarm, she tries to guide her pupils and her wards away from harm without revealing herself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oberon''' (OEB-ehr-ohn)&lt;br /&gt;
|''Darkness, Love, Revenge''&lt;br /&gt;
|Moon&lt;br /&gt;
|A gloomy lover who feels intense passion for his family and his subjects, he can be unstable and unpredictable force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck'''&lt;br /&gt;
|''Freedom, Salvation, Serenity''&lt;br /&gt;
|Dragonfly&lt;br /&gt;
|A carefree miscreant more than willing to do the dirty work of any other deity, provided that it won't land him in too much trouble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rometta''' (rom-ETT-uh)&lt;br /&gt;
|''Decay, Freedom, Wisdom''&lt;br /&gt;
|Spilled cup&lt;br /&gt;
|Obsessed with finding love for herself and helping mortals find love, she is usually deeply happy or quite sad - or that strange, sweet mix of both.&lt;br /&gt;
|-&lt;br /&gt;
|'''Titania''' (ti-TAIN-ee-uh)&lt;br /&gt;
|''Light, Serenity, Redemption''&lt;br /&gt;
|Sun&lt;br /&gt;
|A pensive and long-term planner, she makes decisions that she believes will benefit the ongoing wellbeing of her family and her subjects, even if those decisions are incredibly mundane.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen''' (ROES-un)&lt;br /&gt;
|''Cultivation, Love, Nature''&lt;br /&gt;
|Budding flower&lt;br /&gt;
|She sees beauty in the act of creating and cultivating new life, and in renewing old promises&lt;br /&gt;
|-&lt;br /&gt;
|'''Strack''' (STRAHK)&lt;br /&gt;
|''Austerity, Darkness, Honor''&lt;br /&gt;
|Snowflake&lt;br /&gt;
|Hardship gives rise to responsibility. He believes that frugal living is wise, and creatures have the duty to look after one another.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaund''' (THAWND)&lt;br /&gt;
|''Cultivation, Hedonism, Wrath''&lt;br /&gt;
|Lightning bolt&lt;br /&gt;
|He often lives in the moment, without a thought for the next day. Quick to wrath, and equally quick to forgiveness.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen''' (WEI-then)&lt;br /&gt;
|''Decay, Death, Hedonism''&lt;br /&gt;
|Fallen leaf&lt;br /&gt;
|Make merry, for tomorrow we all will die. She believes in accepting the inevitable, and finding enjoyment in the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Corrupted Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Dethonax''' (DETH-oh-NAX)&lt;br /&gt;
|''Ambition, Decay, Wrath''&lt;br /&gt;
|Cluster of spiked chains&lt;br /&gt;
|A devious hivemind who uses any means available to control and extort other creatures to his own ends. Paranoid, secretive, and possessive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kathanon''' (kar-THEN-ohn)&lt;br /&gt;
|''Decay, Cultivation, Revenge''&lt;br /&gt;
|Bloody pawprint&lt;br /&gt;
|Manic and obsessive creator of all manner of poisons and monstrosities. She tends not to scheme like the other Corrupted, but acts on impulse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Amonaq''' (AH-muhn-ock)&lt;br /&gt;
|''Death, Hedonism, Wrath''&lt;br /&gt;
|Asteroid cluster&lt;br /&gt;
|Fanatically determined to eradicate life at any cost, as it sees all existence as a terrible curse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ustaz''' (OOS-tahz)&lt;br /&gt;
|''Ambition, Death, Revenge''&lt;br /&gt;
|Spiked hammer&lt;br /&gt;
|Believes that if he consumes enough souls, he will ascend as the ultimate god. His schemes are entirely to help him kill and consume more creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehemekh''' (JEH-hem-eck)&lt;br /&gt;
|''Decay, Hedonism, Knowledge''&lt;br /&gt;
|Eight daggers bundled together&lt;br /&gt;
|Utterly exploitative, he will backstab anyone, including staunch allies, if it will get him ahead. Above all, he wants to amass more power and wealth to lord over all other creatures&lt;br /&gt;
|-&lt;br /&gt;
|'''Kamosh''' (KAM-osh)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|Bleeding anatomical heart&lt;br /&gt;
|Kamosh offers little thought to the future, instead pursuing any form of indolent pleasure that they can find in the present.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lashrael''' (LASH-ray-el)&lt;br /&gt;
|''Austerity, Darkness, Knowledge''&lt;br /&gt;
|Black scythe&lt;br /&gt;
|An uncaring and unfeeling force of death who simply wants to see the universe plunge into eternal darkness.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Paragon Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Nexariel''' (nex-AHR-ee-el)&lt;br /&gt;
|''Cultivation, Order, Knowledge''&lt;br /&gt;
|Four-dimensional cube&lt;br /&gt;
|Cold and uncaring, endlessly calculating. She exists as thousands of hypothetical iterations of the original Nexariel, who duplicated herself before sacrificing herself to save the avadri.&lt;br /&gt;
|-&lt;br /&gt;
|'''Romariel''' (row-MAYR-ee-el)&lt;br /&gt;
|''Order, Salvation, Redemption''&lt;br /&gt;
|A forge hammer engraved with a flower&lt;br /&gt;
|Compassionate and creative, he tends towards sorrow rather than anger when he is wronged. A smith and mason of cosmic proportions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Faetanorel''' (fay-TAN-oh-rel)&lt;br /&gt;
|''Freedom, Honor, Love''&lt;br /&gt;
|Opened book of music&lt;br /&gt;
|Creative and generous to the point of naivete, she seeks to create songs and creatures that can spread joy, and tries to ignore when they use their gifts for ill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yazardarel''' (yah-ZAR-duh-rel)&lt;br /&gt;
|''Death, Order, Revenge''&lt;br /&gt;
|Flaming gavel&lt;br /&gt;
|Absolutely emotionless embodiment of justice with no room for negotiation or exception. She sees no reason to offer any mercy to the guilty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Syllimael''' (sai-LEM-mai-el)&lt;br /&gt;
|''Austerity, Darkness, Wrath''&lt;br /&gt;
|Bleak humanoid face with a hand over its mouth&lt;br /&gt;
|A silent watcher, preferring to observe rather than interact directly. But when they deem it necessary to [[intervene]], their plans are unerringly successful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakariel''' (ray-KAHR-ee-el)&lt;br /&gt;
|''Death, Light, Wrath''&lt;br /&gt;
|Upraised hand with a decorative eye in the palm&lt;br /&gt;
|A violent [[warrior]] who striver for righteousness but will often strike first when he feels that proactive justice can prevent greater loss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avatar Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Door'''&lt;br /&gt;
|''Fate, Freedom, Knowledge''&lt;br /&gt;
|Door&lt;br /&gt;
|An impersonal, single center point that connects all worlds. Represents all beginnings and endings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dream'''&lt;br /&gt;
|''Austerity, Darkness, Serenity''&lt;br /&gt;
|Sleeping face&lt;br /&gt;
|A consciousness of what might lie beyond reality, what may or may not come to pass, and endless possibilities. The Dream is the bridge between the physical and spiritual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|''Cultivation, Knowledge, Redemption''&lt;br /&gt;
|Lighthouse&lt;br /&gt;
|Taking many forms, a Guide is born when the cycle stalls and their only drive is to put the cycle back into motion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Interloper'''&lt;br /&gt;
|''Ambition, Hedonsim, Revenge''&lt;br /&gt;
|Smirking face&lt;br /&gt;
|The interloper exists as a necessary antagonist and contingency to the cycle. Their goal is to break the wheel and end the cycle. The interloper constantly sturdies the wheel by attacking it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Messenger'''&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Folded letter&lt;br /&gt;
|Connects worlds and realities. Roams the dream and seeks truth. Brings sacred knowledge, invention, and enlightenment to mortal life across the universe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mother'''&lt;br /&gt;
|''Cultivation, Love, Wisdom''&lt;br /&gt;
|Face with a head scarf&lt;br /&gt;
|The first avatar. The Mother begins a cycle. Cultivates life and love.&lt;br /&gt;
|-&lt;br /&gt;
|'''Orphan'''&lt;br /&gt;
|''Ambition, Austerity, Fate''&lt;br /&gt;
|Cradle&lt;br /&gt;
|One who embodies trial, hardship, endurance, and survival. The orphan heralds the end of the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prophets'''&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Face looking upward&lt;br /&gt;
|The brothers are the antithesis of Mother's children. They contend with each other to sway The Orphan, one to destruction and one to enlightenment.&lt;br /&gt;
|-&lt;br /&gt;
|'''Superstar'''&lt;br /&gt;
|''Ambition, Fate, Hedonism''&lt;br /&gt;
|Star&lt;br /&gt;
|The moral uniter, the speaker of a collective dream, representing fame, riches, glory, and unity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|''Death, Decay, Entropy''&lt;br /&gt;
|Downcast face&lt;br /&gt;
|A dark force that can break most, but pushes heroes to action. Surrender is sometimes aware of its existence as a necessary evil and will martyr itself as a culling force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Veil'''&lt;br /&gt;
|''Fate, Darkness, Serenity''&lt;br /&gt;
|Curtain&lt;br /&gt;
|The obscuring force that preserves the mystery of the future. An enigmatic agent of chaos. Everything undiscovered and uncreated.&lt;br /&gt;
|-&lt;br /&gt;
|'''Violence'''&lt;br /&gt;
|''Death, Revenge, Wrath''&lt;br /&gt;
|Yelling face&lt;br /&gt;
|The second avatar. An eventuality that cannot be avoided, brother against brother. Those seeking the Orphan must find the Mother and Violence to start their path.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The Six Creators&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''&lt;br /&gt;
|''Ambition, Freedom, Nature''&lt;br /&gt;
|Butterfly&lt;br /&gt;
|The incarnation of change. One small action can have endlessly cascading ripples. The chaos comes all beauty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|''Decay, Cultivation, Fate''&lt;br /&gt;
|Cat&lt;br /&gt;
|The incarnation of time. Controls the rate and flow of the multiverse's forward progression. Protects the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|''Decay, Death, Nature''&lt;br /&gt;
|Crow&lt;br /&gt;
|The incarnation of death. Determines how the afterlife works and controls what happens to Essence after its [[vessel]] is gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life'''&lt;br /&gt;
|''Ambition, Hedonism, Salvation''&lt;br /&gt;
|Fish&lt;br /&gt;
|The incarnation of life. Capable of creating mythic artifacts, living worlds, and other deities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Destruction'''&lt;br /&gt;
|''Decay, Order, wrath''&lt;br /&gt;
|Serpent&lt;br /&gt;
|The incarnation of destruction. Breaks down vessels, nations, plants, and realities so that new ones might be created.&lt;br /&gt;
|-&lt;br /&gt;
|'''Creation'''&lt;br /&gt;
|''Cultivation, Order, Wisdom''&lt;br /&gt;
|Turtle&lt;br /&gt;
|The incarnation of creation. Gives form to previously formless matter and energy, creating galaxies and realities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Celestial Deities ==&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4749</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4749"/>
		<updated>2024-03-27T16:06:37Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-[[Gust|GUST]]-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long [[shadow]], as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and [[adapt]] to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|[[Merriment]], a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don't hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don't see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature's nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|[[Turtle]] shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls, and an insular community, can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no instrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either [[kill]] or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|[[Lion]]'s head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|[[Shark]] fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, do not turn from it, either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Elephant]] head&lt;br /&gt;
|Never forget the past, for it is the lessons of the past that we can learn to shape a better future&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, inevitably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|[[Wolf]] paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Assi''' (ass-EE)&lt;br /&gt;
|''Decay, Revenge, Redemption''&lt;br /&gt;
|Humanoid with a donkey's head&lt;br /&gt;
|He believes that life is a series of miseries, separated by brief moments of annoyance. Might as well make sure everyone knows it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bline''' (BLIEN)&lt;br /&gt;
|''Hedonism, Light, Love''&lt;br /&gt;
|Handheld fan&lt;br /&gt;
|Alternating between joy and disgust, she tries to [[guide]] people in her own relatively narrow view of what “good” is and help them avoid “bad”.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caliban''' (KAHL-ib-ahn)&lt;br /&gt;
|''Decay, Redemption, Wrath''&lt;br /&gt;
|Knotted staff with barnacles on it&lt;br /&gt;
|Often misunderstood, he inspires fear in all who see his hideous visage. In truth, although he angers quickly, he seeks to protect the misguided and help them see the error in their ways&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari''' (ed-MAHR-ee)&lt;br /&gt;
|''Austerity, Serenity, Wrath''&lt;br /&gt;
|Happy and sad masks&lt;br /&gt;
|Typically agitated and frustrated, he believes that any institution becomes corrupt over time. After a certain point, all orders must be razed and started over.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyar''' (EE-yer)&lt;br /&gt;
|''Fate, Serenity, Wisdom''&lt;br /&gt;
|Sleeping pony&lt;br /&gt;
|Weary at the endless cycle of pain and shattered hopes, she prefers to slumber in melancholy and hope that one day the dreams give way to a brighter reality.&lt;br /&gt;
|-&lt;br /&gt;
|'''Halam''' (hal-AHM)&lt;br /&gt;
|''Hedonism, Serenity, Wrath''&lt;br /&gt;
|Upraised hand holding a skull&lt;br /&gt;
|Broody and emotional, he can be prone to manic phases of violent action before returning to his emotional muck. He embodies the tension between a desire for change and the overwhelming weight of said change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leira''' (LEY-ruh)&lt;br /&gt;
|''Darkness, Nature, Revenge''&lt;br /&gt;
|Woman's face with a bandage covering her eyes&lt;br /&gt;
|Alternating between long periods of relaxation and brief phases of panicked alarm, she tries to guide her pupils and her wards away from harm without revealing herself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oberon''' (OEB-ehr-ohn)&lt;br /&gt;
|''Darkness, Love, Revenge''&lt;br /&gt;
|Moon&lt;br /&gt;
|A gloomy lover who feels intense passion for his family and his subjects, he can be unstable and unpredictable force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck'''&lt;br /&gt;
|''Freedom, Salvation, Serenity''&lt;br /&gt;
|Dragonfly&lt;br /&gt;
|A carefree miscreant more than willing to do the dirty work of any other deity, provided that it won't land him in too much trouble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rometta''' (rom-ETT-uh)&lt;br /&gt;
|''Decay, Freedom, Wisdom''&lt;br /&gt;
|Spilled cup&lt;br /&gt;
|Obsessed with finding love for herself and helping mortals find love, she is usually deeply happy or quite sad - or that strange, sweet mix of both.&lt;br /&gt;
|-&lt;br /&gt;
|'''Titania''' (ti-TAIN-ee-uh)&lt;br /&gt;
|''Light, Serenity, Redemption''&lt;br /&gt;
|Sun&lt;br /&gt;
|A pensive and long-term planner, she makes decisions that she believes will benefit the ongoing wellbeing of her family and her subjects, even if those decisions are incredibly mundane.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen''' (ROES-un)&lt;br /&gt;
|''Cultivation, Love, Nature''&lt;br /&gt;
|Budding flower&lt;br /&gt;
|She sees beauty in the act of creating and cultivating new life, and in renewing old promises&lt;br /&gt;
|-&lt;br /&gt;
|'''Strack''' (STRAHK)&lt;br /&gt;
|''Austerity, Darkness, Honor''&lt;br /&gt;
|Snowflake&lt;br /&gt;
|Hardship gives rise to responsibility. He believes that frugal living is wise, and creatures have the duty to look after one another.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaund''' (THAWND)&lt;br /&gt;
|''Cultivation, Hedonism, Wrath''&lt;br /&gt;
|Lightning bolt&lt;br /&gt;
|He often lives in the moment, without a thought for the next day. Quick to wrath, and equally quick to forgiveness.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen''' (WEI-then)&lt;br /&gt;
|''Decay, Death, Hedonism''&lt;br /&gt;
|Fallen leaf&lt;br /&gt;
|Make merry, for tomorrow we all will die. She believes in accepting the inevitable, and finding enjoyment in the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Corrupted Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Dethonax''' (DETH-oh-NAX)&lt;br /&gt;
|''Ambition, Decay, Wrath''&lt;br /&gt;
|Cluster of spiked chains&lt;br /&gt;
|A devious hivemind who uses any means available to control and extort other creatures to his own ends. Paranoid, secretive, and possessive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kathanon''' (kar-THEN-ohn)&lt;br /&gt;
|''Decay, Cultivation, Revenge''&lt;br /&gt;
|Bloody pawprint&lt;br /&gt;
|Manic and obsessive creator of all manner of poisons and monstrosities. She tends not to scheme like the other Corrupted, but acts on impulse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Amonaq''' (AH-muhn-ock)&lt;br /&gt;
|''Death, Hedonism, Wrath''&lt;br /&gt;
|Asteroid cluster&lt;br /&gt;
|Fanatically determined to eradicate life at any cost, as it sees all existence as a terrible curse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ustaz''' (OOS-tahz)&lt;br /&gt;
|''Ambition, Death, Revenge''&lt;br /&gt;
|Spiked hammer&lt;br /&gt;
|Believes that if he consumes enough souls, he will ascend as the ultimate god. His schemes are entirely to help him kill and consume more creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehemekh''' (JEH-hem-eck)&lt;br /&gt;
|''Decay, Hedonism, Knowledge''&lt;br /&gt;
|Eight daggers bundled together&lt;br /&gt;
|Utterly exploitative, he will backstab anyone, including staunch allies, if it will get him ahead. Above all, he wants to amass more power and wealth to lord over all other creatures&lt;br /&gt;
|-&lt;br /&gt;
|'''Kamosh''' (KAM-osh)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|Bleeding anatomical heart&lt;br /&gt;
|Kamosh offers little thought to the future, instead pursuing any form of indolent pleasure that they can find in the present.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lashrael''' (LASH-ray-el)&lt;br /&gt;
|''Austerity, Darkness, Knowledge''&lt;br /&gt;
|Black scythe&lt;br /&gt;
|An uncaring and unfeeling force of death who simply wants to see the universe plunge into eternal darkness.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Paragon Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Nexariel''' (nex-AHR-ee-el)&lt;br /&gt;
|''Cultivation, Order, Knowledge''&lt;br /&gt;
|Four-dimensional cube&lt;br /&gt;
|Cold and uncaring, endlessly calculating. She exists as thousands of hypothetical iterations of the original Nexariel, who duplicated herself before sacrificing herself to save the avadri.&lt;br /&gt;
|-&lt;br /&gt;
|'''Romariel''' (row-MAYR-ee-el)&lt;br /&gt;
|''Order, Salvation, Redemption''&lt;br /&gt;
|A forge hammer engraved with a flower&lt;br /&gt;
|Compassionate and creative, he tends towards sorrow rather than anger when he is wronged. A smith and mason of cosmic proportions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Faetanorel''' (fay-TAN-oh-rel)&lt;br /&gt;
|''Freedom, Honor, Love''&lt;br /&gt;
|Opened book of music&lt;br /&gt;
|Creative and generous to the point of naivete, she seeks to create songs and creatures that can spread joy, and tries to ignore when they use their gifts for ill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yazardarel''' (yah-ZAR-duh-rel)&lt;br /&gt;
|''Death, Order, Revenge''&lt;br /&gt;
|Flaming gavel&lt;br /&gt;
|Absolutely emotionless embodiment of justice with no room for negotiation or exception. She sees no reason to offer any mercy to the guilty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Syllimael''' (sai-LEM-mai-el)&lt;br /&gt;
|''Austerity, Darkness, Wrath''&lt;br /&gt;
|Bleak humanoid face with a hand over its mouth&lt;br /&gt;
|A silent watcher, preferring to observe rather than interact directly. But when they deem it necessary to [[intervene]], their plans are unerringly successful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakariel''' (ray-KAHR-ee-el)&lt;br /&gt;
|''Death, Light, Wrath''&lt;br /&gt;
|Upraised hand with a decorative eye in the palm&lt;br /&gt;
|A violent [[warrior]] who striver for righteousness but will often strike first when he feels that proactive justice can prevent greater loss.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4748</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4748"/>
		<updated>2024-03-27T15:51:49Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-[[Gust|GUST]]-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long [[shadow]], as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and [[adapt]] to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|[[Merriment]], a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don't hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don't see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature's nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|[[Turtle]] shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls, and an insular community, can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no instrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either [[kill]] or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|[[Lion]]'s head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|[[Shark]] fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, do not turn from it, either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Elephant]] head&lt;br /&gt;
|Never forget the past, for it is the lessons of the past that we can learn to shape a better future&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, inevitably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|[[Wolf]] paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Assi''' (ass-EE)&lt;br /&gt;
|''Decay, Revenge, Redemption''&lt;br /&gt;
|Humanoid with a donkey's head&lt;br /&gt;
|He believes that life is a series of miseries, separated by brief moments of annoyance. Might as well make sure everyone knows it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bline''' (BLIEN)&lt;br /&gt;
|''Hedonism, Light, Love''&lt;br /&gt;
|Handheld fan&lt;br /&gt;
|Alternating between joy and disgust, she tries to [[guide]] people in her own relatively narrow view of what “good” is and help them avoid “bad”.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caliban''' (KAHL-ib-ahn)&lt;br /&gt;
|''Decay, Redemption, Wrath''&lt;br /&gt;
|Knotted staff with barnacles on it&lt;br /&gt;
|Often misunderstood, he inspires fear in all who see his hideous visage. In truth, although he angers quickly, he seeks to protect the misguided and help them see the error in their ways&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari''' (ed-MAHR-ee)&lt;br /&gt;
|''Austerity, Serenity, Wrath''&lt;br /&gt;
|Happy and sad masks&lt;br /&gt;
|Typically agitated and frustrated, he believes that any institution becomes corrupt over time. After a certain point, all orders must be razed and started over.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyar''' (EE-yer)&lt;br /&gt;
|''Fate, Serenity, Wisdom''&lt;br /&gt;
|Sleeping pony&lt;br /&gt;
|Weary at the endless cycle of pain and shattered hopes, she prefers to slumber in melancholy and hope that one day the dreams give way to a brighter reality.&lt;br /&gt;
|-&lt;br /&gt;
|'''Halam''' (hal-AHM)&lt;br /&gt;
|''Hedonism, Serenity, Wrath''&lt;br /&gt;
|Upraised hand holding a skull&lt;br /&gt;
|Broody and emotional, he can be prone to manic phases of violent action before returning to his emotional muck. He embodies the tension between a desire for change and the overwhelming weight of said change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leira''' (LEY-ruh)&lt;br /&gt;
|''Darkness, Nature, Revenge''&lt;br /&gt;
|Woman's face with a bandage covering her eyes&lt;br /&gt;
|Alternating between long periods of relaxation and brief phases of panicked alarm, she tries to guide her pupils and her wards away from harm without revealing herself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oberon''' (OEB-ehr-ohn)&lt;br /&gt;
|''Darkness, Love, Revenge''&lt;br /&gt;
|Moon&lt;br /&gt;
|A gloomy lover who feels intense passion for his family and his subjects, he can be unstable and unpredictable force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck'''&lt;br /&gt;
|''Freedom, Salvation, Serenity''&lt;br /&gt;
|Dragonfly&lt;br /&gt;
|A carefree miscreant more than willing to do the dirty work of any other deity, provided that it won't land him in too much trouble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rometta''' (rom-ETT-uh)&lt;br /&gt;
|''Decay, Freedom, Wisdom''&lt;br /&gt;
|Spilled cup&lt;br /&gt;
|Obsessed with finding love for herself and helping mortals find love, she is usually deeply happy or quite sad - or that strange, sweet mix of both.&lt;br /&gt;
|-&lt;br /&gt;
|'''Titania''' (ti-TAIN-ee-uh)&lt;br /&gt;
|''Light, Serenity, Redemption''&lt;br /&gt;
|Sun&lt;br /&gt;
|A pensive and long-term planner, she makes decisions that she believes will benefit the ongoing wellbeing of her family and her subjects, even if those decisions are incredibly mundane.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen''' (ROES-un)&lt;br /&gt;
|''Cultivation, Love, Nature''&lt;br /&gt;
|Budding flower&lt;br /&gt;
|She sees beauty in the act of creating and cultivating new life, and in renewing old promises&lt;br /&gt;
|-&lt;br /&gt;
|'''Strack''' (STRAHK)&lt;br /&gt;
|''Austerity, Darkness, Honor''&lt;br /&gt;
|Snowflake&lt;br /&gt;
|Hardship gives rise to responsibility. He believes that frugal living is wise, and creatures have the duty to look after one another.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaund''' (THAWND)&lt;br /&gt;
|''Cultivation, Hedonism, Wrath''&lt;br /&gt;
|Lightning bolt&lt;br /&gt;
|He often lives in the moment, without a thought for the next day. Quick to wrath, and equally quick to forgiveness.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen''' (WEI-then)&lt;br /&gt;
|''Decay, Death, Hedonism''&lt;br /&gt;
|Fallen leaf&lt;br /&gt;
|Make merry, for tomorrow we all will die. She believes in accepting the inevitable, and finding enjoyment in the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4747</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4747"/>
		<updated>2024-03-27T15:38:10Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-[[Gust|GUST]]-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long [[shadow]], as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and [[adapt]] to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|[[Merriment]], a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don't hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don't see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature's nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|[[Turtle]] shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls, and an insular community, can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no instrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either [[kill]] or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|[[Lion]]'s head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|[[Shark]] fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, do not turn from it, either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Elephant]] head&lt;br /&gt;
|Never forget the past, for it is the lessons of the past that we can learn to shape a better future&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, inevitably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|[[Wolf]] paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4746</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4746"/>
		<updated>2024-03-27T14:53:27Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4745</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4745"/>
		<updated>2024-03-27T14:42:51Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: Created page with &amp;quot;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the divine icons to which they give you access if you are a cleric who worships that deity.  == Major Pantheons == Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.  === Archfae =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir'''AY-sheer&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis'''AY-ves&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya'''AY-uh&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh'''GAHRD&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh'''GAYSH&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid'''GAY-ved&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd'''SHAHR-ed&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn'''SHEHR-en&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr'''Vish-EAR&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri'''yash-EHR-ei&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Cholereth_Warlord&amp;diff=4701</id>
		<title>Cholereth Warlord</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Cholereth_Warlord&amp;diff=4701"/>
		<updated>2024-03-20T00:44:58Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
A great ocean of burning sand and coals known as Kalk’gahrak dominates the domain of Cholereth. The fiends of this realm wage eternal war across its savage dunes. The Cholereth follow more of a hierarchy than any of Inferno’s other domains as they organize themselves into bloodthirsty warbands that seek to dominate and slaughter one another. They fight with skill and tactic as much as brute force to defeat all who stand in their way. Three Archfiends each battle for complete dominance over Cholereth, and Mikhael, the leader of the Exiles, is headquartered deep within Kalk’gahrak, where he plans his own conquest of Inferno.&lt;br /&gt;
&lt;br /&gt;
=== Cholereth War Bands ===&lt;br /&gt;
Many fiends in Cholereth organize themselves into war bands, with Raiders scouting ahead, Warlords organizing their troops, and Warriors doing the brunt of direct [[combat]].&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Cholereth Warlord ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 36''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Size. Huge Fiend'' &lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
!9&lt;br /&gt;
!7&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 19&lt;br /&gt;
!Fort: 17&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 15&lt;br /&gt;
!Will: 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist DR''' 10/Magical [[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 20 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 485&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Fire&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (STR) Menacing +6; (AWR) Perceiving +2; &lt;br /&gt;
(CHA) Leadership +4&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Eternal Aggression.''' The Warlord gains 1 TA per hostile creature within 5ft of it. &lt;br /&gt;
'''Four-Armed.''' The Warlord has four arms and can hold up to four weapons or items at a time, or two weapons with the Two-Handed tag. &lt;br /&gt;
'''Blade Storm.''' If the Warlord makes 5 weapon attacks during its turn, it may make an additional attack.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Warlord can take FIVE of the following actions, or take the same action five times.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Warlord can move up to its speed. Fist. Reach 10ft Natural Weapon. +9 vs AR. Hit: 12 (1d6+9) blunt. &lt;br /&gt;
'''Nodachi.''' Reach 15ft Two-Handed Weapon. +9 vs AR. Hit: 16 (2d6+9) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Flame Whip.''' Reach 20ft One-Handed Weapon. +9 vs REF. Hit: 13 (1d8+9) fire.&lt;br /&gt;
&lt;br /&gt;
'''Battle Axe.''' Reach 10ft Hand-and-a-Half Weapon. +9 vs AR. Hit: 13 (1d8+9) sharp; if using two hands, then 14 (1d10+9) sharp. &lt;br /&gt;
&lt;br /&gt;
'''Javelin.''' Reach 10ft (Thrown 60ft) One-Handed Weapon. +9 vs AR. Hit: 12 (1d6+9) sharp.&lt;br /&gt;
&lt;br /&gt;
'''[[Order]] Rabble.''' Up to 12 creatures under the Warlord’s command within 100ft of it gain +10ft speed until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
'''Focus Fire.''' Up to 6 creatures under the Warlord’s command within 100ft of it become Focused against a creature of the Warlord’s choice within 100ft of it. Creatures Focused in this way also deal +4 [[damage]] against the target of the Focus.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (2/Round).''' The Warlord can Exploit.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Values,_Drives,_%26_Quirks&amp;diff=4700</id>
		<title>Values, Drives, &amp; Quirks</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Values,_Drives,_%26_Quirks&amp;diff=4700"/>
		<updated>2024-03-19T22:26:09Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When designing villains and supporting characters, you can use this system to flesh them out. Values, Drives, and Quirks will give your characters nuance and make them feel alive. &lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
People have nuanced and complex beliefs, and at times have beliefs that are at odds with one another. To represent this in your character, you can choose between two and six values that your character believes in or wrestles with. Many TTRPGs have made use of the law/chaos and good/ evil values systems, allowing characters to range from lawful good to chaotic evil. You might find it helpful to think of an NPC’s values in the same way but remember that their values might change over time, especially when multiple values conflict. If a character is Logical and Traditional, but is presented with an evidence-based logical argument about why a traditional practice may need to be amended, you will have to decide which value holds greater import in the NPC’s eyes&lt;br /&gt;
&lt;br /&gt;
==== Values Systems ====&lt;br /&gt;
'''Cautious/Risky.''' Characters that tend to be more cautious take time to plan, weigh their options, and avoid unnecessary risks. They value safety and predictability, often choosing the path of least [[resistance]]. Risky characters thrive on adrenaline and uncertainty. They leap before they look and are driven by the thrill of the unknown. Such characters might take the path less traveled, not despite its danger, but because of it.&lt;br /&gt;
&lt;br /&gt;
'''Greater Good/Personal Gain.''' Characters aligned with the greater good believe in self-sacrifice and making decisions that benefit the many, even if it comes at a personal cost. They seek to uplift society, protect the weak, or serve a broader cause. Those leaning towards personal gain prioritize their own interests, desires, and ambitions. They act to further their status, wealth, or power, even if others might suffer as a result.&lt;br /&gt;
&lt;br /&gt;
'''Honor/Pragmatism.''' Characters with a strong sense of honor uphold a code, whether it’s a knight’s chivalry, a samurai’s bushido, or any personal creed. They place integrity and righteousness above all else and will face adversity to maintain their principles. Pragmatic characters are adaptable and flexible in their approach to morality. While they may have their own set of beliefs, they’re willing to bend or break their rules if it means achieving a desired outcome.&lt;br /&gt;
&lt;br /&gt;
'''Logical/Emotional.''' Characters leaning toward the logical end of the spectrum tend to make decisions based on facts, data, and rational analysis. They are often methodical, valuing reason and objectivity, and may sometimes be seen as cold or detached. Characters on the emotional end are driven by their feelings, [[intuition]], and personal experiences. They are passionate and empathetic and often act on their instincts, even if it means deviating from the most reasonable path&lt;br /&gt;
&lt;br /&gt;
'''Loyal/Disloyal.''' Loyal characters hold fast to their promises, friendships, and duties. They value trustworthiness and often form deep, long-lasting bonds with others. To betray or abandon an ally is unthinkable for them. Characters leaning toward disloyalty have a tendency to prioritize themselves over any pledged word or bond. They might switch allegiances if it suits their needs and see relationships as transactional or temporary.&lt;br /&gt;
&lt;br /&gt;
'''Tradition/Change.''' Characters aligned with tradition respect and uphold the customs, rituals, and values that have been passed down. They see wisdom in the old ways and are resistant to altering established norms. Those advocating for change believe in personal evolution, innovation, and the need to [[adapt]]. They challenge the status quo and seek to usher in new ways of thinking and acting. Note that Logic and Risk are not mutually exclusive. An alchemist might be very logical, but still prone to conducting risky experiments. Likewise, a character who is both Cautious and prone to Change might be very intent on helping change the status quo of a circumstance, but only if they are certain that they can do so with impunity&lt;br /&gt;
&lt;br /&gt;
=== Drives ===&lt;br /&gt;
Virtually every person has some kind of goal. This drive will inform how they behave in various situations and might [[guide]] NPCs to prioritize certain values over others when certain values align more closely with their drive than some of their other values. You can roll 1d20 or choose from the table below if you want help brainstorming a villain’s or NPC’s drive&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d20&lt;br /&gt;
!Drive&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ambition&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Survival&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Escape&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Love&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|Conservation&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|power&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Revenge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Validation&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Recognition&lt;br /&gt;
|-&lt;br /&gt;
|12 &lt;br /&gt;
|Conquest&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Legacy&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|[[Exploration]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Duty&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Justice&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Prestige&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Creativity&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Protection&lt;br /&gt;
|}&lt;br /&gt;
Having selected one or more drives, consider how intense those drives are for the character. Does the character care about this drive, but not to the extent that they will go out of their way for it? Or conversely, will the character betray both their own values and their friends and family if it means fulfilling this drive? Most characters will fall somewhere between these two extremes. Although there will be exceptions, NPCs will usually be less driven, and villains will be very driven.&lt;br /&gt;
&lt;br /&gt;
=== Drive Intensity ===&lt;br /&gt;
You might find it helpful to track NPC Drives on a Drive Intensity scale from 1-10. 1 being the lowest possible intensity, a character with Drive 1 cares about the drive, but wouldn’t necessarily go out of their way to pursue its actualization. 5 means that a Drive is a very motivating factor, and spurs many of an NPC’s decisions, but they wouldn’t necessarily go against their Values in [[order]] to fulfill their drive. A 10 is the most powerful intensity, and means the character obsesses over this. Such a character would think nothing of betraying not only their allies but their own beliefs in order to pursue this drive. For example, a very risk-averse and loyal character with a drive intensity that reaches 10 may chase vengeance even if their leader demands they don’t, and even if the risk is very high.&lt;br /&gt;
&lt;br /&gt;
Some NPCs may have more than one drive, but to keep a character from becoming too unwieldy, an NPC should never have more than 12 total Drive Intensity between any number of Drives.&lt;br /&gt;
&lt;br /&gt;
Drive Intensity should be variable as a campaign progresses. Events may reinforce a drive, causing the drive intensity to go up, or a new drive may present itself, taking up some of the available space for a character’s drive. For example, a character with the “Justice” drive may witness another act of extreme oppression, and this would cause their Drive Intensity to go from 5 to 6. Conversely, a Character with a strong Revenge Drive Intensity may fall in love, going from an 8 to a 6 as their “Love” Drive increases and does not leave room for Revenge to fill up so much of their Drive Intensity. When drive intensity reaches 1, a character may let go of a specific drive entirely&lt;br /&gt;
&lt;br /&gt;
=== Quirks ===&lt;br /&gt;
While quirks are usually the least complex part of an NPC, they can make the character deeply memorable. An NPC might have a funny voice or a huge love of potatoes, for example. The only limit on quirks is your imagination, but a short list of example quirks is provided below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!1d20&lt;br /&gt;
!Quirk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Quirk 1 Insists on being paid in small or valueless objects, such as acorns or pocket lint.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Always wears a fake mustache, even over a real one. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Constantly seems impatient and pulling out an hourglass during meetings &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Looking for their pet rock&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Claims they are from the futre... or the past&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Obsessively rearranges items on a table or furniture in a room. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Makes dramatic exits... then returns because they forgot something. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Believes the moon is haunted. &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Often loudly talking to themselves, at times with their own reflection. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Brings their own cup and utensils with them everywhere. Will not eat or drink food anyone else has handled. Will not shake hands or touch people. &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Swears they once dated a [[ghost]].&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Consults a rubber duck for advice. &lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Can’t turn left. &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Extremely superstitious, knocking on wood, throwing salt over their shoulder, and some wildly outlandish practices.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Refuses to sit on anything other than the ground.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Always refers to themself in the third person. &lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Has an explosively negative reaction to a particular food group. &lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Physically incapable of making eye contact, instead looking slightly past someone. &lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Always eager to share their latest grand theory of the universe. &lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Believes themself to be a great inventor, but has never made a useful invention.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example NPCs ===&lt;br /&gt;
Here are a few neutral NPCs and a few villains created using the Values, Drives, and Quirks system. You can use these NPCs as a framework for making your own memorable NPCs. Some of these NPCs are less fleshed out, using only a couple Values, while others use all six Values and several Drives.&lt;br /&gt;
&lt;br /&gt;
==== Two Value Characters ====&lt;br /&gt;
&lt;br /&gt;
===== Aureylia The Seer =====&lt;br /&gt;
Emotional Greater Good Character &lt;br /&gt;
&lt;br /&gt;
Aureylia is a young [[oracle]] driven by visions and her own intuition. She often feels the weight of the world on her shoulders and is determined to steer events toward the greater good, even if it requires personal sacrifice. An MC might play Aureylia as a character who acts impulsively based on her feelings or visions, always with the intent to benefit the many. &lt;br /&gt;
&lt;br /&gt;
Aureylia would be quick to anger and action and would never sacrifice a friend or innocent, even if her [[actions]] might cause harm to herself or her long-term goals. Aureylia would be quick to trust the players if they tugged at her heartstrings, but also be quick to reprimand and even leave the party if they made a logical decision that harmed innocents in some way.&lt;br /&gt;
&lt;br /&gt;
===== Master Chen =====&lt;br /&gt;
Logical Traditional Character&lt;br /&gt;
&lt;br /&gt;
Master Chen is a venerable monk who has spent decades in a secluded monastery. He values the ancient teachings and rituals of his order, approaching problems with a calm, analytical mind. An MC might portray Master Chen as a voice of wisdom, offering insight based on ancient texts and using meditation to solve problems. He may resist new methods or magic, believing in the tried and true. &lt;br /&gt;
&lt;br /&gt;
Master Chen would be amenable to logical arguments. While Master Chen is slow to change due to his traditionalism, arguments that are laid out rationally and supported with data would overcome his love for the old ways.&lt;br /&gt;
&lt;br /&gt;
===== Ser Davin =====&lt;br /&gt;
Cautious Loyal Character &lt;br /&gt;
&lt;br /&gt;
Ser Davin is a seasoned [[knight]] who’s fought countless battles for his kingdom. Though his valor is unquestioned, Davin tends to avoid unnecessary confrontations and prefers diplomacy over direct [[combat]]. He’s also unfailingly loyal to his liege and comrades, putting their welfare above his own. An MC might play Davin as someone who advocates for strategic retreats or negotiations and is often called upon to mediate disputes within the party. He could be resistant to undertake quests that seem treacherous or have unclear motives.&lt;br /&gt;
&lt;br /&gt;
Ser Davin would put his allegiances above all, and often urge those who took his council to practice caution. He would be slow to trust the heroes, but invaluable as an ally once his trust is earned.&lt;br /&gt;
&lt;br /&gt;
==== Six- value Characters ====&lt;br /&gt;
&lt;br /&gt;
===== Elara Moonshadow =====&lt;br /&gt;
Logical, Personal Gain, Loyal, Traditional, [[Honorable]], Cautious Character &lt;br /&gt;
&lt;br /&gt;
Elara is a scholarly elf who values ancient wisdom, loyalty, and tradition. She acts out of personal ambition, wanting to elevate herself in the elven hierarchy. While she holds a code of honor dear, she always approaches situations with caution&lt;br /&gt;
&lt;br /&gt;
===== Darius StormForge =====&lt;br /&gt;
Emotional, Greater Good, Disloyal, Change, Pragmatic, Risky Character &lt;br /&gt;
&lt;br /&gt;
Darius is an emotionally driven [[human]] [[warrior]]. His primary motivation is to serve the greater good, even if it means bending or breaking his personal code. Having experienced numerous betrayals, he finds it challenging to remain loyal. He embraces change, often advocating for new methods and approaches. In conflict, he is pragmatic and often takes significant risks.&lt;br /&gt;
&lt;br /&gt;
===== Lord Elarion =====&lt;br /&gt;
Logical, Greater Good, Disloyal, Change, Pragmatic, Cautious Character &lt;br /&gt;
&lt;br /&gt;
Lord Elarion is a calculating revolutionary. Once a prominent scholar, is now a mastermind who is secretly seeking to upend what he believes to be an oppressive regime. He believes in a world that works for everyone, not just the elite. Every action moves a piece on his vast mental chessboard. He is cautious and works through many identities and intermediaries. His true identity is a mystery to most. He dreams of a brighter future, but his methods are immoral, destructive, and violent. There is nothing Lord Elarion wouldn’t do to hurt the ruling elite.&lt;br /&gt;
&lt;br /&gt;
He views himself as a martyr, staining his hands with blood so that those who will enjoy the future don’t have to. He would call himself a freedom fighter and savior, and he would say his drive is freedom and fairness, but his true drive is vengeance, whether he would admit it or not. &lt;br /&gt;
&lt;br /&gt;
Drive: Vengeance (Intensity 7) &lt;br /&gt;
&lt;br /&gt;
Triggering Event: His firstborn son was killed in a meaningless war declared by his king despite Lord Elarion’s counsel. He advised the king not to wage war, but his perspective was ignored and his son was lost as a result. &lt;br /&gt;
&lt;br /&gt;
Lord Elarion would be very triggered if the heroes accuse him of being oppressive or immoral. He believes his vengeful quest to be righteous, even if his methods are cruel. &lt;br /&gt;
&lt;br /&gt;
He would likely reassess his antagonistic relationship with the heroes if they evoke [[empathy]] through familial relationships, especially those of a parent and child.&lt;br /&gt;
&lt;br /&gt;
=== Unnamed Villains ===&lt;br /&gt;
The following villains are not as well fleshed out as Lord Elarion, and might be useful in jumpstarting your own ideas.&lt;br /&gt;
&lt;br /&gt;
==== The Religious Tyrant ====&lt;br /&gt;
Emotional, Personal Gain, Loyal, Traditional, Honor, Risky &lt;br /&gt;
&lt;br /&gt;
The religious tyrant embodies fiery passion and conviction. Such a villain values loyalty and expects it from their subordinates. They would rely on ancient religious customs, what has worked before, and believe that impulsive decisions often lead to strife. The religious tyrant makes decisions based on conviction and tradition, not based on calculated outcomes&lt;br /&gt;
&lt;br /&gt;
==== The Unpredictable Mercenary ====&lt;br /&gt;
Logical, Personal Gain, Disloyal, Change, Pragmatic, Risky &lt;br /&gt;
&lt;br /&gt;
The unpredictable mercenary will always pick the winning side, and switch sides without batting an eye. They will often make what appear to be grand elaborate (and often risky) gestures, but there is a method to their madness.&lt;br /&gt;
&lt;br /&gt;
==== The Guardian ====&lt;br /&gt;
Emotional, Greater Good, Loyal, Traditional, Honorable, Cautious &lt;br /&gt;
&lt;br /&gt;
Bound by oath, the guardian places their sworn responsibility above all else. Perhaps they are protecting an ancient secret. They would give their life to uphold their charge and would be unwavering in the face of diplomacy and threat of force alike.&lt;br /&gt;
&lt;br /&gt;
==== The Ambitious Innovator ====&lt;br /&gt;
Logical, Personal Gain, Disloyal, Change, Pragmatic, Risky &lt;br /&gt;
&lt;br /&gt;
The ambitious innovator is a visionary, always on the cusp of the next groundbreaking discovery. Obsessed with progress and personal glory, they often skirt ethical boundaries in their experiments. Many admire their genius, but their his ruthless ambition and disregard for consequences make them a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=== Values in Action ===&lt;br /&gt;
Imagine a scenario in which Elara and Darius come across a forgotten temple said to contain a relic with immense power. The entrance to the temple is adorned with ancient runes that warn of dire consequences for those who dare to enter with ill intent. However, they also learn from local lore that the relic has the power to heal any wound and can even bring the dead back to life. Rumors also suggest that a dark cult seeks the relic to perform a ritual that will plunge the land into eternal [[darkness]]. &lt;br /&gt;
&lt;br /&gt;
Elara, being logical and cautious, would first try to gather all available information about the temple and the cult. Given her lean towards personal gain, she might see the relic as a means to increase her standing among her elven peers. Her sense of honor would likely make her wary of using the relic improperly. And her commitment to tradition could mean that she’s knowledgeable about ancient protocols for approaching such relics. She would probably seek an alliance or council with elder elves before making a move. &lt;br /&gt;
&lt;br /&gt;
Darius, driven by his emotional nature and desire to serve the greater good, would feel an immediate urgency to prevent the cult from getting the relic. His pragmatic approach might lead him to consider collaborating with the cult temporarily to understand their intentions, only to betray them later. His tendency towards disloyalty and risk could result in him storming the temple with a handful of allies or even alone if he believes the threat is imminent. He would be less concerned with the traditions surrounding the relic and more focused on preventing potential catastrophe. &lt;br /&gt;
&lt;br /&gt;
Their shared situation highlights their contrasting motivations and approaches. While Elara would act methodically, consulting with others and gathering information, Darius would act impulsively, prioritizing the immediate threat over potential long-term consequences.&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=4571</id>
		<title>Magic Talents</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Talents&amp;diff=4571"/>
		<updated>2024-03-06T23:20:15Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: spelling error: rocovery -&amp;gt; recovery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arcane Talent Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Student]] of the [[Arcane]]'''&lt;br /&gt;
|&lt;br /&gt;
|Having tapped into the Fundamental Well and reach Attunation, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt;: Gain 10 SP if this is the first Magic Entry talent you take. Otherwise, gain 5 SP. Each time you level up and spend your talent point in the arcane talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcane Power&amp;lt;/u&amp;gt;: Gain 1 Arcane Power. Each time you level up and spend your talent point in the arcane talent stack, you gain +1 Arcane Power.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Arcane Spells]]&amp;lt;/u&amp;gt;[[Arcane Spells|:]] You know a number of arcane cantrips and spells equal to your Arcane Power + your INT. Each time this number increases, learn another arcane cantrip or spell.&lt;br /&gt;
* &amp;lt;u&amp;gt;Student&amp;lt;/u&amp;gt;: Gain access to the arcane stack. Gain two talents from the arcane stack. (You do not gain additional spell points from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Arcanist&amp;lt;/u&amp;gt;: Unless otherwise noted, your Casting Attribute is INT.&lt;br /&gt;
|''Arcane Talent, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Cantrips'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain three arcane cantrips.&lt;br /&gt;
|''Arcane Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Knowledge'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain one arcane spell or cantrip, and gain +4 Skill Points&lt;br /&gt;
|''Arcane Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Arcane Magic]]'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane cantrips and one arcane spell.&lt;br /&gt;
|''Arcane Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane spells'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain two arcane spells.&lt;br /&gt;
|''Arcane Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clear Thoughts'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You permanently lose 3d4 maximum HP and can reallocate all talent points that have given you Arcane Power. You cannot reassign Student of the Arcane or Clear Thoughts. If reassigning would cause you to know fewer spells, you can choose which spells you forget. You must spend 8 uninterrupted hours in Attunation to achieve this, and rest for 8 hours following this process. If you are interrupted, you must start the process over. Your talent point changes do not take effect until you’ve finished the entire process. Taking this talent twice does allow you to reallocate the previous uses of this talent, but does not cause you to regain the lost maximum HP.&lt;br /&gt;
|''Arcane Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cold Focus, Necrotic Focus&lt;br /&gt;
|Your spells that deal fire [[damage]] now ignore Resist, but you can no longer cast spells that deal cold damage.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus II'''&lt;br /&gt;
|Fire Focus&lt;br /&gt;
|You gain +1 to hit with spells that deal fire damage, you gain Resist Fire 3, and you gain Vulnerable Cold 1.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus III'''&lt;br /&gt;
|Fire Focus II&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal fire damage, and your Resist Fire increases to 6. Your Vulnerable Cold value increases to 2.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire Focus IV'''&lt;br /&gt;
|Fire Focus III&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal fire damage, you gain Immune Fire, and gain your Vulnerable Cold value increases to 3.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus'''&lt;br /&gt;
|Incompatible: Fire Focus, Necrotic Focus&lt;br /&gt;
|Your spells that deal cold damage now ignore Resist, but you can no longer cast spells that deal fire damage.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus II'''&lt;br /&gt;
|Cold Focus&lt;br /&gt;
|You gain +1 to hit with spells that deal cold damage, you gain Resist Cold 3, and you gain Vulnerable Fire 2.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus III'''&lt;br /&gt;
|Cold Focus II&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal cold damage, and your Resist Cold increases to 6. Your Vulnerable Fire value increases to 2.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cold Focus IV'''&lt;br /&gt;
|Cold Focus III&lt;br /&gt;
|You gain an additional +1 to hit with spells that deal cold damage, you gain Immune Cold, and gain your Vulnerable Fire value increases to 3.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|When you Recoup, you may regain 1d4 SP. If you do, you do not naturally regain HP during that Recoup.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery II'''&lt;br /&gt;
|Fundamental Recovery&lt;br /&gt;
|The amount of SP you regain increases by +1d4.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery III'''&lt;br /&gt;
|Fundamental Recovery II&lt;br /&gt;
|When you use your Fundamental Recovery ability, you can still naturally regain HP as part of the same Recoup.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fundamental Recovery IV'''&lt;br /&gt;
|Fundamental Recovery III&lt;br /&gt;
|The amount of SP you regain increases again by +1d4.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus'''&lt;br /&gt;
|Incompatible: Cold Focus, Fire Focus&lt;br /&gt;
|Your spells that deal necrotic damage now ignore Resist, but you can no longer cast magic that deals radiant damage.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus II'''&lt;br /&gt;
|Necrotic Focus&lt;br /&gt;
|The first time you deal necrotic damage with a spell after Taking a Rest, gain [[Shield]] HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus III'''&lt;br /&gt;
|Necrotic Focus II&lt;br /&gt;
|The first time you deal necrotic damage with a spell after Recouping, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Necrotic Focus IV'''&lt;br /&gt;
|Necrotic Focus III&lt;br /&gt;
|When you deal necrotic damage with a spell, gain Shield HP equal to the amount of damage you dealt to one creature.&lt;br /&gt;
|''Arcane Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Magic Talent Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Disciple of the [[Divine]]'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to divine power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt;: If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Power&amp;lt;/u&amp;gt;: Gain 1 Divine Power. Each time you level up and spend your talent point on a talent in the divine talent stack, you gain +1 Divine Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Disciple&amp;lt;/u&amp;gt;: Gain access to the divine talent stack. Gain two talents from the divine talent stack. (You do not gain additional SP or Divine Power from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Divinity&amp;lt;/u&amp;gt;: Unless otherwise noted, your magic attribute is CHA.&lt;br /&gt;
|''Divine, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn one prayer, one divine ritual, and two divine spells.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Ritual'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two divine rituals.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Divine Spells]]'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four divine spells.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prayers'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three prayers.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Theological Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points, which you can spend on [[skills]] with the Knowledge tag. Learn one divine ritual.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Force of Belief'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points, which you can spend on skills with the Influence tag. Learn one divine spell.&lt;br /&gt;
|''Divine Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Recoup) When casting an evocation spell to restore HP, it costs 1 fewer AP (min 1). &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Recovery II'''&lt;br /&gt;
|Quickened Recovery&lt;br /&gt;
|Quickened Recovery reduces the spell’s APC by 2 (min 1).&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spark of Life'''&lt;br /&gt;
|&lt;br /&gt;
|(Divine Power/Rest) You may spend 1 AP and 1 SP to restore 1 HP to a creature that you touch, provided that the creature already has at least 1 HP. You regain all expended uses when you Take a Rest. &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Wards'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Recoup) When you cast a divine spell with the warding tag, you may cast it for 1 fewer SP (min 1). &lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward II'''&lt;br /&gt;
|Sanctified Wards&lt;br /&gt;
|Sanctified Wards cost 2 fewer SP (min 1).&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Santified Ward III'''&lt;br /&gt;
|Sanctified Wards II&lt;br /&gt;
|Sanctified Wards also allows you to cast the spell for 1 fewer AP.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sanctified Ward IV'''&lt;br /&gt;
|Sanctified Wards III&lt;br /&gt;
|Sanctified Wards becomes 2/Recoup.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Supplicant's Reward'''&lt;br /&gt;
|&lt;br /&gt;
|You may use the Supplicant’s Reward ability when you cast a spell, prayer, or ritual that affects consumable food or drink (such as purifying it of [[poison]], or transmuting it from water into an alcoholic beverage).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Supplicant’s Reward&amp;lt;/u&amp;gt;: You may also magically conjure one day’s worth of rations as part of the same spell, prayer, or ritual.&lt;br /&gt;
|''Divine Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occult Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Initiate of the [[Occult]]'''&lt;br /&gt;
|&lt;br /&gt;
|Having augmented yourself with strange powers, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt;: If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Occult Power&amp;lt;/u&amp;gt;: Gain 1 Occult Power. Each time you level up and spend your talent point on a talent in the occult talent stack, you gain +1 Occult Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Initiate&amp;lt;/u&amp;gt;: Gain access to the occult stack. Gain two talents from the occult talent stack. (You do not gain additional SP or Occult Power from these selections.)&lt;br /&gt;
* &amp;lt;u&amp;gt;Occultism&amp;lt;/u&amp;gt;: Unless otherwise noted, your magic attribute is CHA.&lt;br /&gt;
|''Occult, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Chants'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three occult chants.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult chants, two occult rituals, and one occult spell.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Rituals'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four occult rituals.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Occult Spells]]'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two occult spells.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Savant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' When you make a roll that could result in you suffering Dark Power, you reduce the highest possible Dark Power number by 1 (e.g., from a roll of 1-5 to a roll of 1-4). A roll of 1 always triggers Dark Power.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power Master'''&lt;br /&gt;
|Dark Power Savant 4x&lt;br /&gt;
|Dark Power Savant can reduce your chances of Dark Power to 0, even if you roll a 1.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Armor]] of [[Darkness]]'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is nighttime, gain Resist Energy 3 for the&lt;br /&gt;
next 4 hours.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Esoteric Ritualist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose a spell that you know with the Ritualize tag. The first time you cast that spell as a ritual after you Take a Rest, it does not expend a use of the Ritual.&lt;br /&gt;
|''Occult Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Repurpose Radiance'''&lt;br /&gt;
|&lt;br /&gt;
|When on a plane of existence that has days and nights, if you Recoup and it is daytime, the next time you deal damage, add +1d10 fire damage.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Rites'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Week) When you enter the space of a religious [[order]], such as a temple, you may steal a sliver of power from one god associated with that temple. Your MC will choose a [[Cleric#Apocrypha List|Divine Icon]] from the [[cleric]] stack based on the relevant god; you can use that Icon ability one time in the next 24 hours.&lt;br /&gt;
|''Occult Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primal Magic Stack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warden of the [[Primal]]'''&lt;br /&gt;
|&lt;br /&gt;
|Having cultivated a connection to the energy of the Everwilds, you can cast Primal magic. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt;: If this is your first Magic Entry talent, gain 10 spell points. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the primal stack, gain +5 SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Primal Power&amp;lt;/u&amp;gt;: Gain 1 Primal Power. Each time you level up and spend your talent point on a talent in the primal talent stack, you gain +1 Primal Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Warden&amp;lt;/u&amp;gt;: Gain access to the primal talent stack. Gain two talents from the primal talent stack. (You do not gain additional spell points from these selections, nor do they count towards your Primal Power).&lt;br /&gt;
* &amp;lt;u&amp;gt;Primeval Strength&amp;lt;/u&amp;gt;: Unless otherwise noted, your magic attribute is AWR.&lt;br /&gt;
|''Primal, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Chant'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn four primal chants.&lt;br /&gt;
|''Primal Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Invocations'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn two primal invocations.&lt;br /&gt;
|''Primal Talent,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal chants and two primal spells.&lt;br /&gt;
|''Primal Talent,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Primal Spells]]'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Learn three primal spells.&lt;br /&gt;
|''Primal Talent,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Survialist'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +3 Skill Points, which you can spend on skills with the Survival tag. Learn two primal spells.&lt;br /&gt;
|''Primal Talent,  Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) When Recouping, if you are in an area of unmitigated wilderness, regain a number of SP equal to your Primal Tier.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recovery II'''&lt;br /&gt;
|Primal Recovery, Primal Power 5&lt;br /&gt;
|Primal Recovery becomes: Regain a number of SP equal to your Primal Power.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cultivated Wilds'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Everwilds Affinity&lt;br /&gt;
|You may use your Primal Recovery ability even if you are not in unmitigated wilderness. So long as you are outdoors in an area that is predominantly nature, such as a garden or park, you can still use this ability.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Everwilds Affinity'''&lt;br /&gt;
|Primal Recovery II&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Cultivated Wilds&lt;br /&gt;
|When using your Primal Recovery ability, regain a number of SP equal to double your Primal Power.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Recover III'''&lt;br /&gt;
|Primal Recovery II, Primal Power 13&lt;br /&gt;
|Primal Recovery becomes 2/Rest.&lt;br /&gt;
|''Primal Talent''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Magic Stacks ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adept of the [[Psionic]]'''&lt;br /&gt;
|&lt;br /&gt;
|Having opened yourself to Psionic power, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aptitude&amp;lt;/u&amp;gt;: You manifest one Psionic Aptitude. when you cast psionic spells of that Aptitude with the Manifestation tag, they cost 0 SP for you.&lt;br /&gt;
* &amp;lt;u&amp;gt;Spell Points&amp;lt;/u&amp;gt;: If this is the first Magic Entry talent you have taken, gain 10 SP. Otherwise, gain +5 SP. Each time you level up and spend your talent point on a talent in the psionic stack, you gain +5 maximum SP.&lt;br /&gt;
* &amp;lt;u&amp;gt;Psionic Power&amp;lt;/u&amp;gt;: Gain 1 Psionic Power. Each time you level up and spend your talent point on a talent in the psionic talent stack, you gain +1 Psionic Power.&lt;br /&gt;
* &amp;lt;u&amp;gt;Adept&amp;lt;/u&amp;gt;: Gain access to the psionic stack. Gain two talents from the psionic stack. You do not gain additional SP or Psionic Power from these selections.&lt;br /&gt;
* &amp;lt;u&amp;gt;Psion&amp;lt;/u&amp;gt;: Unless otherwise noted, your magic attribute is AWR.&lt;br /&gt;
|''Psionic, Magic Entry''&lt;br /&gt;
|-&lt;br /&gt;
|'''Clairsentent Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' You learn three new spells and/or invocations with the Clairsentience tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Telepath Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable'' You learn three new spells and/or invocations with the Telepathy tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychokinetic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable'' You learn three new spells and/or invocations with the Psychokinetics tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psychometabolic Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable'' You learn three new spells and/or invocations with the Psychometabolics tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Metacreative Magic'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable'' You learn three new spells and/or invocations with the Metacreativity tag.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Psionic Spells]]'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable'' You learn two new Psionic Spells.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Versatility'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Focus&lt;br /&gt;
|''Repeatable'' You gain another Psionic aptitude.&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Focus'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Psionic Versatility&lt;br /&gt;
|''Repeatable'' Spells that have the tag you chose as your psionic aptitude cost 2 fewer SP (min 1, unless they are manifestations).&lt;br /&gt;
|''Psionic Talent, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Concentration'''&lt;br /&gt;
|Enhanced Concentration&lt;br /&gt;
|While concentrating on a Psionic Spell, you gain the Exploit maneuver.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor'''&lt;br /&gt;
|&lt;br /&gt;
|(1/Level) You can shorten the Meditation and Recovery time from [[Body Sculpt]] to 8 hours each. &lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor II'''&lt;br /&gt;
|Body Sculptor&lt;br /&gt;
|Body Sculptor becomes 2/Level.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Body Sculptor III'''&lt;br /&gt;
|Body Sculptor II&lt;br /&gt;
|You can now cast Body Sculpt on others, as though it had a range of Touch.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration'''&lt;br /&gt;
|&lt;br /&gt;
|When rolling Concentration, you now roll 2d20 and take the higher result. Additionally, if you roll concentration and would fail, you can spend one Action Point reactively to pass instead.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration II'''&lt;br /&gt;
|Level 12, Enhanced Concentration&lt;br /&gt;
|You can now Concentrate on two spells. However, when concentrating on two spells, your Concentration DC increases by 4. If you fail a Concentration check, you lose concentration on both spells.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration III'''&lt;br /&gt;
|Ehanced Concentration II&lt;br /&gt;
|When concentrating on one or more spells, you cannot lose concentration on the spell that you have been concentrating on for the longest time.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Concentration IV'''&lt;br /&gt;
|Level 24, Enhanced Concentration III&lt;br /&gt;
|You can now concentrate on three spells at once, and your DC for Concentration can not exceed 12. If you fail a Concentration check, you lose concentration on all spells except for the one that Enhanced Concentration III preserves.&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest'''&lt;br /&gt;
|&lt;br /&gt;
|You can remain partially aware of your surroundings while you sleep - able to wake at will, at a moment’s notice (this takes 1 Reactive AP).&lt;br /&gt;
|''Psionic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Meditative Rest II'''&lt;br /&gt;
|Meditative Rest&lt;br /&gt;
|You now only need 4 hours of sleep.&lt;br /&gt;
|''Psioic Talent''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quick Mind'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose two psionic spells that you know with the Conjuring tag. Their Conjuring value is lowered by 1 (min 1).&lt;br /&gt;
|''Psionic, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Dark_Smile&amp;diff=4476</id>
		<title>Dark Smile</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Dark_Smile&amp;diff=4476"/>
		<updated>2024-02-26T21:04:06Z</updated>

		<summary type="html">&lt;p&gt;Catvampire: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Occult]] Spell, Enchantment, Curse, Dark Power, Ritualize''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 8&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 60&lt;br /&gt;
&lt;br /&gt;
'''Range''': Sight&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Instantaneous&lt;br /&gt;
&lt;br /&gt;
After smiling at a creature, make a magic attack against their LOG. If you hit, then that creature becomes cursed. For the extent of the curse, the creature suffers from extreme [[paranoia]], resulting in the following effects:&lt;br /&gt;
&lt;br /&gt;
* The creature is Shaken.&lt;br /&gt;
* When the creature attempts to Take a Rest, it must make an INT check against DC 10 + your magic attribute. If it fails, then it gains the benefits of a Recoup but not of Taking a Rest.&lt;br /&gt;
* The creature is Phobic of smiling and takes 1d6 psychic [[damage]] whenever this phobia activates.&lt;br /&gt;
&lt;br /&gt;
If another creature witnesses the death of the affected creature, then the curse transmits to the new creature unless there were additional witnesses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Power:''' If you miss your initial attack and roll a 5 or lower, then the curse affects you instead of the target creature. &lt;br /&gt;
&lt;br /&gt;
'''Ritualize:''' If casting this spell as a ritual, the casting takes 10 minutes. It costs no SP when cast as a ritual. When cast as a ritual, there is no risk of Dark Power, but if the spell fails you still lose your SP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Occult Spells|[Back to Occult Spells]]]&lt;/div&gt;</summary>
		<author><name>Catvampire</name></author>
	</entry>
</feed>