Religion in the game is a very real thing; while the gods can neither be seen nor touched, those who Follow a Way commune with them, walk in their metaphorical footsteps, and serve their interests in the world. A Way, however, is more than simply belief; it is a lifestyle, a calling, a reason for being. Those who Follow seek to come ever closer to the god that governs their Way — and as they do, they are granted pieces from the mantle of their god's power, abilities unlike any other magic in existence. A truly devout Follower who lives and breathes the principles of their Way may even come to the threshold of divinity in their own right, creating a religion of their own.


see also Aspect List

Anyone may worship any deity, but truly setting foot on a Way begins with an Aspect. An Aspect is a simple, brief yet profound tenet that defines how a character relates to the world around them. It drives values, choices, and goals. It may shape a character's aspirations: what they seek from life, their perceptions of beauty and authority and worth, their ideals. It may determine how they relate to others: whether they draw apart, succor the helpless, scorn the weak. Two people may possess the same Aspect, yet realize it in completely different manners — for example, one with 'Aspires to Strength' may make themselves into a valiant defender of the weak, while another may fight their way to authority and rule as a cruel despot, and a third may seek fame and glory as a renowned athlete. All of these people value strength and physical fitness, but pursue very different ends in the name of that principle.

Aspects are patterns etched into the core of one's being, deeper and more fundamental than mere personality. A personality trait can be disregarded, set aside, or even trained away given enough time and effort; it can be altered by brain damage or traumatic events. An Aspect is integral and immutable. It exists on the level of the soul, cannot be ignored or contradicted, and indeed is so fundamental that most do not even conceive of acting contrarily, never mind try to do so. Once acquired, an Aspect cannot be changed in the scope of a single lifetime; it takes death and rebirth before the soul can pursue new alignments. Even with that, many people have an Aspect that is fundamental indeed, carved deeply into their soul by choices repeated across multiple incarnations.

All PCs are eligible to begin with a single Aspect, taken at the time of character creation. This is optional, but encouraged.

After creation, Aspects can only be awarded by a Moderator, and only upon player request. The player must provide four threads that showcase their character living the behaviors appropriate to the Aspect. For example, a candidate requesting "Inquiring Mind" should submit threads of their character asking questions, digging up information, and otherwise pursuing understanding of something. As Aspects are high-level principles with broad applications, how affinity is demonstrated is entirely up to the player's imagination, so long as it fits the Aspect's theme.

There is no hard limit to how many Aspects one character may acquire. However, one may only take on Aspects that are mutually complementary; thus, with every Aspect one accrues, the pool of potential additions grows smaller. Because of the profound influence of Aspects upon personality, holding more Aspects can also strongly constrain one's actions and values.


see also Ability List

Abilities are fragments of divine power, blessings bestowed by gods upon their Followers. These powers are tools in a Follower's figurative toolbox, intended to facilitate their work on the god's behalf. Thus, all Abilities for a Way are informed by its core principles, and each has a specific, defined effect and scope. Some Abilities can be approximated through magic, but there is no actual relationship between the two types of power; one does not have to be a shaman or witch to possess and use an Ability, nor does having an Ability necessarily make one more capable at magic.

Abilities are acquired solely by progressing through a Way, with one Ability granted for each level of affinity. Abilities also have power levels, and increase in level as the Follower progresses. Thus, one's first Ability will also become the most powerful, increasing with every progression, while later ones remain weaker.


A Call is a summons by one's god to perform some task, communicated in the form of a dream. The complexity of the task typically depends upon the Follower's rank, with simple tasks being predominantly given to low-level Followers; however, in situations where the god's options are limited, they may simply call whoever is immediately available. For examples of tasks appropriate to a particular Way, see its page.

Note: Players are free to invent tasks for their Follower PC to be Called to, subject to the usual limitations regarding inventing lore, self- or guest-modding, and restricted concepts. Tasks should be consistent with the principles of their Way, but because dream communications are highly subject to misinterpretation, PCs do not necessarily have to be pursuing what their god intended.


The first blessing, an Awakening, is bestowed at the whim of a god upon someone who has attracted their attention and appears to be a good fit for their Way. Once someone has been Awakened, they are officially a Follower. From that point on, simply praying to the god is not sufficient to progress, though that does tend to keep them in good standing. Ascending to higher blessings means living the lifestyle of the Way and doing the god's work in the world, in whatever form that work may take.

Additionally, gods are able to retract their favors, although this happens rarely. Most often, retractions are made when low-level Followers (Awakened) abandon their Way, ignoring or even acting in flagrant opposition to its principles and their god's requests. High-level Followers have taken on multiple Aspects associated with their Way, and thus have considerable difficulty going against it; but such rejections are also known. Depending on the degree of betrayal, these apostates may be considered anything from disappointments to enemies of their former god — scorned by, at odds with, or even outright hunted by the Followers who used to be their brothers and sisters in faith.


One who is Awakened has a single Aspect and a single first-level Ability appropriate to their Way. Their patron deity may communicate with them through dreams, though the messages tend to be highly symbolic and indirect, and thus susceptible to misinterpretation. Temple staff and other holders of religious offices are typically Awakened, as those with greater blessings are typically too busy to spend all their days in teaching, proselytizing, and maintenance.

Any player may request a moderated Trial in order for their character to become Awakened in a Way. Awakening may also be awarded at staff discretion as a consequence of an appropriate Quest or Event. One character may be Awakened in at most two different Ways; those Ways and their governing deities may not conflict with one other.


To become an Aspirant, one must not only worship a god, but truly commit to following in their footsteps and living the lifestyle of their Way. Aspirants put their dedication to their patron deity before all else, and as such are extremely valued by their god. As such, they receive a second Ability and an increase in power to their original Ability. The Aspirant also takes on an additional Aspect appropriate to the Way (unless they already have two, in which case it is optional). If they have an Ability gained through a second Awakening, it is not affected.

To progress to Aspirant, one must pass a moderated Trial. In order to attempt an Aspirant Trial, a PC must have at least four seasons of active RP as an Awakened, with at least eight threads spread out over that time demonstrating the character's commitment to their Way. These threads may include acts of reverence, proselytizing, instructing junior Followers, responding to divine Calls, performing tasks in the furtherance of their Way without formal Calls, and other such relevant scenes. Notably, Aspirant status will only be granted in a single Way for any given PC.


Avatars are rare indeed, Followers who have entirely defined themselves around their service to the divine, to the point of becoming only one figurative step away from their god itself. An Avatar is someone who has wholly sublimated their goals and desires to the dictates of the Way they ascribe to, and as such are truly the hands of their god in the world. They receive a third Ability from their god, increases in power to their previous two Abilities, and also take on yet another Aspect appropriate to their Way.

Avatar status can only be received by passing a moderated Trial. Time and thread prerequisites are the same as for an Aspirant Trial, but the threads should predominantly involve Calls or the unasked performance of similar tasks, and said tasks should be appropriate to the PC's standing (i.e. greater in both scope and risk than those given to an Awakened).


see also Deity List

Archetypes are the gods themselves, discarnate entities that exist solely as ideals. PCs may not technically ascend to Archetype status; however, Aspirant characters may still request an Archetype Trial. If the Trial is passed, staff will work with the player to create a new Archetype that echoes their PC. This Archetype may either supplant the existing god of their Way or be used to create a new 'branch' faith, related but distinct. The successful PC gains no new Aspects or Abilities, but leaves a lasting impression upon the game, with ramifications that potentially affect all other Followers of their Way.

Time and thread prerequisites for an Archetype Trial are the same as for an Avatar Trial. Note that an Archetype Trial is likely to involve a long-term task, and thus the player may be required to do several independent threads before the Trial is resolved.

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