Rules

Gods & Patrons


Many characters align themselves with a god or patron. For soulcasters, these powerful beings grant them the ability to cast spells. The character may also be expected to perform certain tasks or uphold certain values that align with the god or patron's tenets.

Gods

Divine casters align themselves with a god. The god grants them the ability to cast spells and expects them to uphold certain values. If the character does not uphold these values, they may lose their spellcasting abilities.

Good gods

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Neutral gods

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Evil gods

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Patrons

Patrons are powerful entities that grant soulcasters the ability to cast spells. Not all are gods, but they are powerful enough to grant magic to those who form a pact with them. Depending on the nature of this pact, the patron may expect the character to perform certain tasks or uphold certain values, similar to gods. If the character refuses, they may lose their spellcasting abilities, or worse.

Occult patrons

Patrons of the occult include spirits, devils, demons, and other entities of the unknown. Not all are strictly evil, however, and some may even be good. The nature of the pact between the character and the patron is up to the player and the GM.

Nature patrons

Patrons of nature include powerful spirits and entities of the fey. They form pacts either intentionally or otherwise. Many of their motives are unknown, but they are often chaotic. Fey patrons are often whimsical, their pacts less rigidly defined, but most promote the preservation of the natrual world.