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USING this Zine

These hands are called to action, as


the gods demand..
Theses hands offer supplication,
as the gods demand...
These hands are imbued with fervor,
as the gods demand...
These hands shall not waver, as the
gods demand.
As the Gods Demand is a
deconstruction of divine power and
deities for use in the world’s most
popular role-playing game.
Rather than treat gods and their
power as something a player can
earn through leveling up, As the
Gods Demand present divine power
as something that can be wielded
and earned by anyone, provided
they take the appropriate steps and
sacrifices. Walking the path of a
cleric or zealot now requires action
and risks consequence, allowing
players to make interesting choices
if they wish to seek greater power.
The many gods within the zine offer
all manner of powers and boons if
the faithful is willing to undertake
tasks to earn their favor.
This zine provides player rules for a
level-less divine magic system, a
series of gods for both GM and
player to explore, accessory rules on
death, divine-inspired encounters,
and becoming a deity yourself.
The content in this zine was
designed to be mostly system-
neutral. While much of it operates
with a twenty-sided dice in mind,
they can be easily adapted to fit
most systems.

Some recommended rule-sets:


• Old-School Essentials
• Dungeon Crawl Classics
• Knave • Mork Borg
• Black Hack • Troika
• Pathfinder • 5E

1
You are the Faithful
The gods call and you answer. It is a
ring from the fiery word of a
proselytizer, a gentle hums from the
natural world, or perhaps a whisper
that crawls from the forbidden
reaches of your psyche. Your station
in life matters not, all that matters
are your actions in service to your
god. Their blessings are yours to
accept, but their demands grow
greater and more extreme the
longer you walk the divine path.
How far will you go to satisfy your
god?
The Level-less Cleric
The following system removes the
need for a dedicated “cleric/
warlock” class; anyone can
undertake the path of a cleric,
prophet, or fanatic. Rather than gate
the powers of the divine behind a
class or at character creation,
powers are gained organically as a
character grows and pursues a path
of devotion. The strength and
wisdom a character gains from
levels facilitate their spiritual growth
and assist them in their divine
journey.
Powered by Action
Instead of levels determining the
abilities of the character, powers are
gained and determined by the
actions and sacrifices made by the Miracles of the Gods
character in accordance with their Each god bears its own demands
faith. In this system, the more effort and strictures, while also bestowing
a character puts in to satisfying their their own unique miracles and
deity the more they are rewarded powers to their followers. Instead of
and empowered; so long as they drawing from a pool of generic
uphold the progressively stricter and miracles and spells, each god has a
more difficult requirements to short and specific list of powers
sustain that power. If a character is closely tied to their domains and
capable of completing actions to strictures. The miracles themselves
curry divine favor, there is nothing range from being subtle and easily
stopping them from earning such applicable, to devastating albeit
power. obtuse; it is up to the character to
discover a proper use for the
miracles of their gods.

2
Miracles and Favor

The gods wield powers that mortal Favor


minds were not meant to
understand. Wills and might that In order to invoke a Miracle a
shaped and wove the world from follower must spend Favor.
nothingness. They offer this power to Favor is a currency gained by
their followers, but only if their will appeasing the follower’s chosen
is appeased... god, earned with acts of devotion or
sacrifices made in the god’s honor.
The following section details how Each Miracle costs a single Favor to
the gods and their powers function cast (unless otherwise noted) and a
mechanically. In the abstract, follower can hold any number of
followers will be undergoing Favor.
initiation, gaining Favor, and
spending said favor to invoke Daily Invocation: As long as a
Miracles. follower upholds their god’s creed,
they awake each sunrise with one
Initiation & Miracles Daily Favor. Unlike other forms of
Initiation is the first step to earning Favor, this Daily Favor is not
becoming the follower of a god. cumulative and resets each sunrise
Each god has their own stricture if unused.
and process of initiation, involving a Rite
ceremony and swearing of a creed.
So long as a follower upholds their A follower can earn access to
god’s creed they can invoke a additional Miracles by performing
Miracle: a divine power that can be Rites for their god. Rites, in this
cast like a spell. context, are specific holy tasks that
can range in difficulty and scope.
Once a Rite is complete, the
follower is given access to another
Miracle.
3
AshThemus, Law-bringer
The Iron Priests
The followers of the Law-bringer are
denoted by their wrought iron
jewelry, often inscribed chains to
symbolize the iron-will and
unbreakable laws of their god. The
religious leaders, known as “Iron
Priests” lead orderly congregations
through strict and rigorous sermons,
that function as both structured
liturgy and legal lecture. Both Iron
Priests and worshipers sometimes
find themselves working as judges,
barristers and notaries; while
executioners and law enforcement
officials take pride in upholding the
cold justice of their god.
Initiation
To join the Law-bringer’s
congregation, you must seek out a
practicing Iron Priest. If you are an
upstanding member of society and
well-versed in the laws of the land,
the Iron Priest will test you on civic
proceedings and philosophical
quandaries pertaining to the law. If
you are found worthy, you must
sign your name in blood upon the
priest’s ledger and are given an
appropriate devotional item.

Daily Invocation
In the beginning the world was - Always obey the law.
without form or order. Ashthemus
gazed upon the primordial chaos - Hold or wear a symbol of
and saw it wanting, for without devotion to Ashthemus.
shape it was without purpose. They - Attend religious
set out to enact a great change upon service at least
the disorder of the world, carrying once a week if
words meant to shape and bind. Yet able.
none would bear their will; neither - Assist with civic
stone, nor sea, or sky above was or legal disputes
want to be given true purpose. So, when asked.
Ashthemus, whose will would shape
the world, carved the words upon
their own flesh; as the words were of
their will, it was only fair that they
bear it.
Thus, the first law was written and
Ashthemus the Law-bringer’s will
was made manifest.
4
Initial Miracle Observance of the Knotted Creed
The Binding Words Heretical to the priests and despised
You enter into a contract with by almost all, yet their god declares
another being who can understand it justice...
you. The contract can either be
written or spoken, but always ends You must defend the actions of
with each party shedding a single yourself or another using only the
drop of blood. Once invoked, the letter of the law. Even if the actions
parties must provide and uphold are considered unlawful or unjust,
their ends of the bargain. If the deal you may justify them with anything
is broken, the wronged party will from legal loophole or archaic
immediately know of it, a strange technicality. So long as the actions
force pointing them to the deal- of the defendant are deemed “legal”
breaker like a compass. If the or “justified” by those presiding over
Faithful is wronged, anything they the judgment, the rite is completed.
provided in the contract is returned Miracle: The Edict Temporal
mysteriously over the course of a Until the next sunrise, you may
week. bring a new law into existence. This
edict may be written or spoken
Rites aloud, but all who observe it are
Trial of the Sanguine Justice compelled to believe that this new
law is to be followed. Some may
The law can be written in blood or save to avoid this, but most will cow
stone, yet it must be held aloft by to it and follow it without question.
those willing to bleed for it.
You must hunt down a notorious The Hundredth-Graven Offering
and dangerous outlaw, one who is
unbound by any law. You shall ask Those who provide for Ashthemus
them three times to denounce their may speak and bargain in their
ways and swear fealty to the Law- stead, their wills intimately bound.
Bringer as penance. If they refuse You must contractually acquire 100
the third time, they are to be swiftly mortal souls for Ashthemus. This
executed, thus completing the rite. can be with fair and honest bargains
Miracle: Aegis of Law or subtle technicalities. As long as
For one hour, you are wholly the souls are bound or delivered,
protected by the law. If there is a the rite is considered complete.
law in place against theft, violence, Miracle: The Graven Pact
or undue harm as it pertains to you, You enter into a contract with
then no such action can befall you. another being on behalf of
Assailants or adversaries find Ashthemus, each side agreeing to
themselves compelled to cease specific terms and conditions. Once
unlawful actions against you. the deal is struck, anything the
being desired is mysteriously and
magically provided including
Favor vitality, wealth, and even power.
- Assist in the proceedings of However, if the being breaks their
an important court case. end of the bargain in any fashion or
- Ritually execute a criminal in the bargain has a tragically ironic
the name of the law and outcome and the being wants out,
Ashthemus. you may end their life with a single
word, sending their soul to
- Contractually acquire a mortal Ashthemus.
soul for Ashthemus.
- Bring in an outlaw to be
convicted and judged.

5
Muertesol, Sun-Shearer
The Grey Gardeners
Adherents to Muertesol are denoted
by their gray garbs and charms
depicting a sheared flower. While it
is unusual to see a formal
congregation, the religious leaders
known as “Grey Gardeners”
typically operate out of shrines near
graveyards and crypts, preforming
burial rites and offering funerary
sermons. While followers are
stereotyped as gravediggers and
death cultists, most practice
gardening and many become
acclaimed growers in their lifetimes;
as life begets death, so too does
death beget life.
Initiation
To become an adherent of
Muertesol, you must seek out a
practicing Grey Gardener and attend
one of their funerary services. If
they have the time and space they
will offer you an apprenticeship at
their shrine. After at least a year of
assisting with the shrine and its
functions, the Grey Gardeners will
evaluate whether you are worthy. If
you pass their evaluation, they will
ritually bury you for a day and a
night in a plot of grave soil. When
you arise, they will offer you a cloak
When the world was young and the of gray linen & anoint you in
sky without color, a mighty garden sunflower oil.
grew wild and without quarrel. One
flower grew higher and mightier Daily Invocation
than the rest, blossoming into the
sun. Its unending radiance scorched - Never take magical healing
the world barren, until a gardener - Never end a life early unless
clad in gray parlayed with the it would cause undue harm
flower to cease its brilliance. The - Never extend a life with
flower spoke, but could not end what magical means.
was in its nature, so the gardener
pruned the mighty flower, causing it - Assist with funeral rites when
to fall from the sky and return life to asked or able.
the world. Taking up the name
Muertesol, the gardener tended the
flower, pruning the flower each day
at its apex.
This will continue until they both
expire and a new garden may rise
from their remains.
6
Initial Miracle Severing of the Errant Branch
The Earthen Return That which clings to life with
You touch a once-living object and abandon can only exist so long as
cause it to rot away in a matter of others are buried in their stead.
minutes. Wood decays into compost,
corpse-flesh rots into grave-soil, and You must seek out and defeat a
bone withers into meal, all in the mighty being that refuses to die and
span of 1d6 minutes. This miracle returns through resurrection, divine
affects up to a cubic foot of intervention, or the like. After they
contiguous dead material. are defeated but before they return,
you must bury a piece of their body
Rites in a grave of sanctified grave-soil
and preform funerary rites. Once
Passage of the Charnel Shrine finished, the rite is completed.
The temptations for a life beyond the Miracle: The Graven Shears
natural cycle are pervasive; such You touch a being and sever its
temptations must be banished. unnatural life. Once invoked, beings
You must make the month-long kept alive through resurrection,
pilgrimage to one of the Charnel eternal life, or even divine
Shrines. Your journey will not be intervention are permanently
easy, all manner of spirits and the stripped of their rejuvenating ability.
restless dead will accost and attempt Depending on the method of
to end your pilgrimage. Once you revuvenation the being may simply
have made it, meditate in the grave- crumble to dust; others might
soil ossuary beneath for a day and a survive, albeit mortal & incapable of
night to complete the rite. ever being resurrected.
Miracle: Bane of False-Life Trial of the Inverted Burial
A miracle that frightens and Such blasphemous creations,
destroys the undead. When invoked, perversions of the cycle, somehow
all undead within 30 feet of you flee blessed by our god…
in terror. If they have equal or
greater Hit Dice than you, they may You must seek out a mushroom that
make a save; if they have half or less grows on the grave of a previous
Hit Dice than you, they are Grey Gardener. After consuming the
destroyed. mushroom, bury yourself face-down
in a plot of grave-soil for an entire
night, during which you will be
plagued with intense hallucinations
Favor of microscopic life and death. The
- Preform ritual funerary rites. rite is completed if you survive the
- Destroy or banish a powerful ordeal until sunrise.
undead. Miracle: The Bargain Mycelium
- Consecrate a garden with You touch a decaying corpse or
your weight in grave-soil. skeleton and summon a fungal
companion. The fungus spreads
- Spend a season tending the across the cadaver and animates it
graveyard belonging to the much like a zombie, controlling its
Grey Gardeners. limbs and joints and following your
commands. The fungal companion
has one Hit Point for each Hit Dice
the cadaver had in life, along with
its original strength and speed. It
loses one Hit Point a day as the
fungus eats away at the remains,
until it crumbles into a pile of fertile
grave-soil.

7
TiaMut, Mother-of-Monsters
The Braymahn
Draped in pelts, bone and
monstrous masks, the followers of
Tiamut are rare in the “civilized”
world. The “Braymahn,” those who
interpret the will of Tiamut and her
children, operate on the edges of
the wilderness and interact with
mortals only when necessary.
Deemed “savages” and “witches” by
the superstitious outsider, those
who glimpse at the Braymahns’
wisdom and understanding of the
natural world offer them gifts of
food and clothing whenever
possible. It is also rumored that not
all are even mortal, and many beasts
and monsters make up the greatest
number of Tiamut’s followers...
Initiation
You must relinquish all iron and
bury it deep in the earth before
offering a Braymahn a gift of food
and bowl of your blood. They will
taste the blood, measuring what you
are capable of and if you can follow
the path of the Braymahn. If you are
accepted, they will let you live
alongside them. Such a life is not
easy, you will have to seek out your
own food and not risk their ire, only
sharing shelter if necessary. When
you are ready, they will take you on
In the beginning, when the land and a hunt under the full moon with
sea were young, the children of only tooth and claw. If successful,
Tiamut mother-of-monsters, walked they will anoint you in the quarry’s
beside their mother and observed blood and feast on the heart of the
but one law: “that which you kill, beast with you. In the morning you
you shall eat.” Her children stirred will arise as a Braymahn.
one day, strange beings not of
Tiamut’s womb crawled across the
land bearing cruel tools of iron, Daily Invocation
wood, and stone. The beings set out - Must eat anything you kill if it
to slay without purpose and devour can be consumed.
with abandon, butchering Tiamut’s
children and scattering them to the - Never slay a creature without
barren corners of the world. In her reason.
anguish, Tiamut retreated deep into - Hold no laws of mortals over
the land and sea, but before she left, nature.
she gifted her children a last and - Never take up arms or armor
mighty gift: of iron.
Her hunger.
8
Initial Miracle Task of the Mother’s Ire
Law of Flesh She left but one law, yet it is denied-
You imbibe the flesh of a being and
gain its power. After eating two You must seek out a great and
handfuls of flesh or viscera, you are powerful monster. At the edge of
imbued with a singular power or the world they kill without reason
ability that the being had in life. and stain the world with blood. You
This can be a natural ability, an must confront it with an offering of
immunity to certain substances, a food, if they deny it they are to be
special attack, or burst of strength. swiftly slain and you are to eat your
As a general rule, the miracle only fill of its flesh, completing the rite.
lasts a number of minutes or uses Miracle: Mask of Many Beasts
equal to your Hit Dice. You take on the form of a great and
terrifying monster. When invoked,
Rites you transform into a monster,
gaining a number of random
The Mother’s Walk strengths, abilities, and physical
As she walked the world alongside characteristics. This lasts 1 minute
her children, we too shall walk as per Hit Dice you have.
both parent and child. 1d3 - Agile Wings/Tunneling Claws/
You must travel alongside a monster Slithering Body
or beast from a full moon until the 1d3 - Hardened Carapace/
next. Observe the motions of the Poisonous Spines/Viscous Slime
beast, avoid its ire, and sup
alongside it. When the next full 1d3 - Vicious Claws/Many Heads/
moon rises, and if the beast deems Crushing Beak
you worthy, the rite is complete. 1d3 - Massive Size/Breath Weapon/
Miracle: Tongue of the Mother Fearsome Aura
You may understand and speak to Path of the Unwinding Tool
beasts, commanding those smaller
than yourself. When invoked, you ‘Tis a grave sin to bend minds that
can communicate with any creature have denied the Mother, yet her will
that can hear or smell you for one allows such cruel miracles…
hour. Additionally, you may You must travel to the Cave of the
command a number of beasts whose First Mortal, a place forgotten by
cumulative Hit Dice are equal to or history and nestled in the mountains
less than your own; if the actions of a primal wasteland. The cave is
are dangerous the beasts can make marked by countless drawings on its
a saving throw to resist before walls, old beyond reckoning, where
fleeing or attacking. mortals were changed from beasts
and learned to wield tools. Meditate
in this cave for a week and dream
on how mortals may be unmade,
Favor completing the rite.
- Ritually slay an unjust hunter. Miracle: Sleep of the First Cave
- Commune with a great and You stir the blood and psyche of a
powerful beast. mortal and drive them feral. You
- Hunt, kill, & devour a touch another mortal to invoke this
dangerous adversary. miracle, causing them revert to a
feral state. They may save to resist
- Broker a peace with mortals this miracle, failure causing them to
and monsters. lose speech, reason, and any drive
outside of base physical needs. They
may be made to remember how to
be mortal again, but only if they
visit the Cave of the First Mortal.

9
Sant-Eschar, Holy-Wound
The Weeping Clerics
Those who observe the Holy-Wound
carry charms or pendants of a
peaceful face riddled in open
wounds, a motif of their god. The
religious leaders, known as Weeping
Clerics, sometimes lead
congregations preaching the need to
aid the sick and wounded while
also using their skills as healers to
assist at infirmaries, almshouses,
and barbers. Many buildings to
Sant-Eschar double as medical
wards, always tended by Weeping
Clerics who bear countless wounds
and white linen robes stained with
humors.
Initiation
To join the ranks of the Weeping
Clerics, you must first assist at one
of their medical wards for at least a
season. Afterwards you may petition
a Weeping Cleric to take you on as
an apprentice. The apprenticeship
only lasts a month but is grueling;
everything from amputations to
palliative care will be covered and
practiced. At the end of the month,
There once was a healer who wept if the Weeping Clerics deem you
that they might not spare the world worthy, they will baptize you in
from its many wounds and pain. pool of saline, anoint you with the
Try as they might, they could not four humors, cut a wound across
shoulder the pain of so many in a your body, and gift you a set of
way that mattered. That was until a pristine linen robes.
beggar, their face ruined with sores
and cuts, asked for their help. The
healer worked fervently, crying out Daily Invocation
and demanding that the wounds not - Do no harm needlessly
mar someone so pitiful as the
beggar, that they would suffer in - Never end a life early unless
their stead. At this declaration, the it would cause undue harm
healer’s face split and sores begin to
boil across their skin, but as the - Take wounds upon yourself
wounds opened upon their face, they before allowing others to take
closed and mended upon the beggar. them.
All who gazed upon the act and saw - Provide healing whenever
the blood seep from the healer’s asked.
ecstatic face bowed in reverence.
Thus, the miracle of the Grievous
Wound was witnessed and Sant-
Eschar was born into the world.
10
Initial Miracle Stations of the Infinite Burden
The Grievous Wound To give yourself wholly is divine.
You may transfer a wound from
another unto yourself. You touch You must make a pilgrimage to the
another individual and transfer any shrine of the first miracle, where
number of Hit Points or vitality from Sant-Eschar was born as a god.
yourself to the wounded. As the Countless folk from across the
wounds disappear from the target of world gather at this shrine, begging
this miracle they appear on yourself the Holy-Wound to alleviate their
and must be healed like any other. terrible pains and ailments. You
must tend to them, giving your life
Rites over and over to the wounds of
battle, trauma, and circumstance.
Trial of the Defiled Humors Only when you have been utterly
You must willingly infect yourself spent and you can give absolutely
with a dangerous and possibly no more is the rite complete.
deadly ailment. Once infected, you Miracle: Ecstasy of the Wound
must quarantine yourself and make You double your Hit Points for a
certain that you do not spread the time. Once invoked you gain
disease, battling the ailment for additional Hit Points equal to your
however long it takes to purge it current maximum for 1 hour per Hit
from your body. Once the ailment Dice. These Hit Points disappear
has passed, and so long as you did after the miracle expires along with
not infect anyone else, the rite is any damage that they took.
completed.
Miracle: The Coffer Pestilent Will of the First Witness
You may transfer an aliment from We are told to give pain is a sin, why
another to yourself. You touch are such horrid wounds divine…
another individual and remove a You must seek out the mausoleum
single supernatural, magical, or of the Almis, the first to receive the
natural ailment from them and miracle of Sant-Eschar and witness
transfer it to yourself. Once their ascension to godhood. It is
transferred, you take on any taboo to speak of and most Weeping
outwardly physical manifestations of Clerics will deny its existence. You
the ailment but experience none of will find it hidden away in a
the symptoms or downsides. forgotten cellar or catacomb, tended
However, you are still a vector for to by a quiet trio of aged clerics.
diseases, and must cure it normally They will tell you the story as it was
to stop it from being spread. There told to them, of how Almis wished
is no limit to the amount of ailments only for their wounds to be tended
you can hold in this fashion. and how they claimed Sant-Eschar
had no right to bear their own pain
Favor without their consent. Once you
hear the truth and leave the
- Save someone from the brink mausoleum, the rite is complete.
of death. Miracle: The Unwitting Martyr
- Work at an almshouse, You transfer your many wounds and
infirmary, etc. for a season. ailments to another. When invoked,
- Cure a particularly virulent you touch another being and
disease in yourself or another. transfer any wounds, ailments, or
- Bear a terrible pain in curses you currently bear onto
someone’s stead. them. They are permitted a save to
avoid the transference, failure
causing them to take damage,
become infected, or any number of
ills that you pass on to them.

11
Sej-Et, The-Enlightened
The Sejian Scribes
Those who follow the teachings and
practices of Sej-et the Enlightened
bear pendants containing scrolls
inscribed with the teachings of Sej-
et. The religious teachers, known as
Sejian Scribes, take this a step
further by inscribing their skin with
words and symbols of their god’s
message and philosophy. Such
Sejian Scribes sit in an odd secular
space, operating as teachers,
scholars, and archivists of any piece
of knowledge while considering
such actions a holy task. The most
esteemed Sejian Scribes are more
likely to be wizened thinkers or
librarians than vociferous preachers,
and their religious “temples” are
often schools and libraries.
Initiation
To follow the teachings of Sej-et you
must seek out a practicing Sejian
Scribe at their place of worship and
offer your services as an acolyte. If
they accept, they will put you to
work with menial tasks that, over
time, grow to research, archiving,
and eventually teaching. When the
Sejian Scribes deem you ready, they
will ritually question you on a litany
There once was a child born under of subjects ranging from natural
the light of a shooting star, who sciences to philosophical
gazed up at the tapestry of night quandaries. If they deem your
and wished to know it wholly. They answers sufficient, they will tattoo
left home when they were of age and the mark of Sej-et on your skin, gift
set out to learn all that the world you an empty manuscript and
might offer. On their travels they welcome you into their ranks.
learned a great and many things,
taught to them by scholars of every
creed and books of every language, Daily Invocation
but it was not enough. They learned - Hold no secrets
to speak to the world itself, asked - Teach or assist at a library or
questions of the stars and stone, school once a week if able.
communed with great minds of past,
present, and future. - Keep a personal history and
record in it each day.
When at last they had learned all
there was to be known in the earthly - Provide knowledge on a
realm, they shed their mortal form subject when asked.
and took the name Sej-et so as to
enlighten the world.
12
Initial Miracle Quest of the Piercing Eye
Key of Tongues Let no secret pass unchecked.
You can read, write, understand any
language. Once invoked, you gain You must unearth a long-buried
the ability to read, write, and secret. It may be hidden deep in the
understand any language for 1 hour veins of the earth or perhaps locked
per Hit Dice. You can communicate away in the crumbling ruins of a
in any language as well, so long as forgotten temple. Whatever it is and
you have the physical attributes wherever it may be, there are
necessary to communicate in the powerful foes who guard it and
perceived language. wish to keep it secret. When the
secret is exposed and recorded, the
Rites rite is complete.
Miracle: Passage of the Mind
Duty of the Wanting Eye You may have any single question
It is our sacred duty to observe that answered about a person, place or
which is taboo and pen words to thing. When invoked, you may ask
actions that we may not yet the referee a single question about a
understand. person, place or thing. If there is an
You must seek out and record a answer to the question the referee
piece of esoteric knowledge, provides it, along with any pertinent
custom, or practice that has yet to details regarding the answer. Using
be recorded. Seeking out this this miracle is usually accompanied
information will likely involve travel by a bought of severe tinnitus.
and may require an appropriate Walk of the Impassive Scholar
exchange to gain permission to
observe. Once recorded and To record is holy, to erase is
donated to an archive or library, the sacrilege; yet The Enlightened
rite is complete. presents us a subversion…
Miracle: Motions of the Studied You must make a dangerous
You may replicate any action, task, pilgrimage to the archive of the
or mundane object you have Impassive Eye. Hidden high in
observed. When invoked you can treacherous mountains, it is where
perfectly replicate the physical, Sej-et carved the 49 lessons stolen
mental, and spiritual motions from the minds of the greatest
necessary to complete a task or craft scholars they met in their travels.
a non-magical object, so long as you The scribes here will teach you the
have observed it in its entirety and ways of the impassive scholar and
have the physical faculties inscribe the 49 lessons into your
necessary. You may also replicate flesh, completing the rite.
spells in this manner, however, you Miracle: Anathema of Secrets
will always risk a 1-in-20 chance of You tap into the minds of those
suffering an associated catastrophe. around you to draw out knowledge.
When invoked, anyone within
eyesight must make a save or have
Favor an important piece of knowledge
- Teach a subject that you have plucked from their mind. The
personally recorded and knowledge you receive in this
observed. manner is random, but if you invoke
- Unearth and record a long- the miracle to seek out a particular
buried secret. piece of knowledge you will receive
- Complete and archive a pertinent memories and
manuscript. information. Knowledge taken from
others in this way is removed from
- Destroy a long-held their mind for 1d6 days, returning
misconception or belief. like a bout of forgetfulness.

13
The Ewe, Mother-of-All
The Twain-Wiks
The worship of Mother-of-All tends
to occur in more rural and agrarian
places of the world, denoted by the
symbols and idols of a pregnant
satyr. The leaders of such devotion
are the Twain-Wiks, denoted by
their goat-fur masks and pelts, they
lead ceremonies and calls to
worship in times of both celebration
and trouble. The Twain-Wiks hold
many titles outside of worship,
serving local communities as
midwives, time-keepers, and
herbalists in return for food, shelter,
and assistance with their ceremonies
in honor of The Ewe.
Initiation
If you wish to become a follower of
the Ewe, you must seek out a
practicing Twain-Wik and present
them a gift of food, drink, and pelt
of goat-fur. They will take note of
these gifts and judge your character
from them. If they deem you
worthy, they will take you on as an
assistant, schooling you on the ways
of midwifery, animal-husbandry, and
seasonal patterns. After a time and if
you have met the Twain-Wik’s
expectations, a ceremony will be
had over a full night and day under
When the world was young the sky the full moon. You will dance
chased with the world through the between merriment and weeping,
fields and trees as a strange and never sleeping or resting; only at
curious wind. In this timeless era the end will you rest, awakening
they would dance and revel together, swaddled in goat-fur as a Twain-Wik
until the world laid with the sky in a
bed of their own making. This
conception bore two children, the
sun and the moon; one bold and Daily Invocation
bright, the other gentle and dark. So - Assist in all matters of sowing
beloved were these children that the and reaping.
sky bore them aloft one after the - No partaking of flesh born of
other before returning them to the a mother.
world. - Kill not a mother whose
Thus the world, the Ewe, the mother- children still walk in their
of-all-things, birthed day and night, shadow.
the seasons, and the tides of the sea - Once a year, sacrifice a twin.
itself.

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Initial Miracle The Bargain of Spring
Embrace of the World You must seek out a newborn twin
You gift a being a supernatural of livestock or beast and nurture it
blessing from the world. When through life. As it grows from young
invoked, you touch another being to adult you must protect it and
and grant them advantage on all ensure that it lives a healthy and
tasks for 1 minute per Hit Dice. This content life. When it comes of age
miracle only works while the and decides to reproduce, it will
blessed is standing on solid earth or bear twins; one will live a normal
natural ground. life, the other must be given over as
Rites sacrifice, completing the rite.
Miracle: Station of Sun and Moon
Trial of the Missing Twin You bless an act of creation to be
You must ritually starve yourself twined. When invoked, you touch a
over the course of a season. When person, animal, or tool and cause its
the last harvest of fall has been had, next act of creation or procreation
you must split whatever food you to yield twice as much. This can be
have with another. When the cold anything from a blacksmith crafting
grows harsh you must share twice the number of nails, an oven
whatever warmth you have with yielding twice the number of bread
another. Finally, in the dead of loaves, or a cow birthing twice the
winter, you must go without food number of offspring. This miracle
for one week, whereupon you will can only be invoked once per act, or
be assaulted by visions of spirits only ruin shall follow...
that dance and bite in the cold of
winter. If you survive this final Chase of the Paramour
week, the rite is complete. You must seek out one of the many
Miracle: Prosperity of the Mother holy sites where The Ewe and their
You make a sacrifice of food to have paramour the sky laid and bedded
it returned seven-fold. To invoke, one another. No trail will ever lead
you must bury or burn the last of to one, but the wind of the sky
the food you have. After one week always drifts back to these sacred
of time, the food reappears where it spots. The way is dangerous, you
was sacrificed at seven times the will cross paths with at least one of
amount. This miracle only works The Ewe’s scorned lovers, powerful
once every new moon. and jealous beings who the Ewe
struck down for daring to court
them. When you do find the site,
Favor rest there for a night and dream of
- Help or preform the tasks of the vast sky to complete the rite.
a midwife successfully. Miracle: Blessing of the Sky
- Make a sacrifice of food or You breath sentient life into a
drink under the full moon. Homunculus (pg xx). To invoke,
you must gather at least a gallon of
- Bring life to an area once your blood and mix three gallons of
barren. dry clay with it. With the clay, craft a
- Host a ritual feast at an form befitting and let it rest
equinox or solstice. undisturbed for a full moon cycle
before breathing deeply into its
barren lungs. If the miracle is
successful, the homunculus will rise,
curious and shaky, much like a
newly born calf. It will recognize
you as its parent and follow your
will, so long as you treat it with
kindness and respect.

15
Kii An’Aer, World-Walker
The Wild-Walkers
Those who observe the World-
Walker live on the fringes of society,
disdainful of authority and bearing
handmade charms of a cloven foot.
The Wild-Walkers, holy nomads of
Kii An’aer, travel the world seeking
communities where their help is
needed, assisting with everything
from community projects to
updating folks on news and current
events. They are reviled by lawmen
and lord alike, as the Wild-Walkers
defy their laws and codes with
direct action and reckless defiance.
While they are despised by
authority, they are seen by many as
champions of the common folk and
sympathizers will commonly offer
aid and lodging to the Wild-Walkers.
Initiation
To travel the path of Kii An’aer, you
must seek out a Wild-Walker
bearing gifts of food, clothing and
shoes. They will deny the gift at
first, but if they accept it on the
third attempt they will offer you the
chance to travel with them for a
season. On the travel you will brave
dangerous terrain, horrible weather,
When the world was new and the and angry lawmen all while
gods made council with one assisting the Wild-Walker. If you
another, one was struck with a survive the ordeal and they deem
curious feeling. Their body felt you worthy they will allow you to
wrong, their thoughts contorted, and join them in a jubilant carousal
their spirit howled at some unknown which will shed you of wealth,
indignation. The other gods clothing, and inhibition. When you
dismissed their pleading, but the awake, they will return the cloth
feeling only grew into a fell mood. It and shoes you gave them and
was only when the mood grew to its declare you a Wild-Walker
limits that the god was struck with a
revelation: they remembered a time
before their body was taken from Daily Invocation
them, before their thoughts were - Observe no written law.
bound and tamed, and before their
spirit was made to be more obedient - Take no lodging, unless
to an order that had no place in the offered thrice.
world. With this revelation, they cast - Pay for nothing, only barter
off their old body and spirit, and with action or goods.
struck out in fury with their true - Once a season, give away any
name “Kii An’aer.” monetary wealth you possess
They roam unchecked, breaking the in a raucous carousal.
cruel bonds that bind the world.
16
Initial Miracle Splintering of the Iron Law
Breaking of Bonds The tools of tyrants we shall break.
You may escape or break non- You must ritually have yourself
magical bonds. When invoked, you imprisoned and stage a breakout.
touch something that ties, binds, or The dungeon or oubliette you select
restrains another and cause it to must be one of great infamy, a place
release or break. Masterwork or of suffering and tool of sadistic
large bonds may require additional despots. Any tool, strategy, or ability
effort to be affected by the miracle, you possess may be used to assist in
while magical or cursed bonds your escape; however, you must also
remain unaffected. free at least one other person during
Rite your breakout. If you and your
companion survive the breakout, the
Jaunt of the Free rite is complete.
They call us mad, mad for a life Miracle: Unbound Steps
without coin and bond. Yet we walk You can move in any direction
free and fast, for we have no chains uncontested. When invoked you
to cruelly bind us. may move without being affected by
You must take the season-long harmful terrain, magical effects, or
journey to the infamous Carnival of being restrained for 1 minute per
the Free. You must undertake the Hit Dice. Your movement is also
journey by foot, pay for nothing unaffected by gravity or physics,
with coin, and be offered free allowing you to hover and ascend as
lodging at least three times. The if flying. As well, you may pass
journey will not be easy, the through a solid object or surface,
weather seems to strike harder, the however, doing so immediately ends
terrain grows treacherous, and the miracle.
dangers both mortal and divine
seem to strike the witless. When you Observance of the Defiant
arrive at the carnival and revel until Gaze upon their bones and
the sunrise, the rite is complete. remember: we shall not forget, and
Miracle: Nomad’s Blessing we shall not forgive…
Your travels are blessed with speed You must make a pilgrimage and
and safety. You may invoke this offering to the Despot’s Fall, a
miracle anytime you and another chasm in the earth filled with the
undertake a journey (1 Favor per bones of tyrants and lords who
additional person), causing the dared to bind the world. It is hidden
journey’s time to be halved. While in a dangerous and distant land, one
you may not feel or appear to be ruled by the free who suffer no will
going any faster than usual, you beyond their own desires. Once you
always end up at your destination in arrive at Despot’s Fall, make an
half the time. As well, dangerous offering of the flesh or bone of one
encounters or roadblocks occur half who dared to rule another. Once the
as often as they usually do. offering is made, the rite is
complete.
Miracle: The Uncontested Will
Favor For one hour, you cannot be
- Donate a grand gift with no harmed by or made to do the will of
intent for compensation. another. Once invoked, you are
unaffected by charms, persuasion,
- Assist another in their travels. or magic that might affect your free
- Free someone held by the will. As well, others cannot harm or
law. take action against you if they were
- Offer the head of a despot to ordered or compelled to do so, they
a shrine. may only act if it is their own true
and free will.

17
OMe, Ever-Gnawing
The Gnawing Monks
Adherents to the Ever-Gnawing will
never profess their faith openly,
never wearing anything that may
announce their allegiance or
existence. The mysterious Gnawing
Monks consider existence itself to
be unbearable and unnatural, a
truth that brings pain to their deity.
Operating and worshiping in secret,
they quietly and methodically strip
the world of its past, present, and
future. Libraries burn, histories
forgotten, and secrets disappear, all
by the invisible hand of Ome...
Initiation
To become a follower of Ome you
must seek out a Gnawing Monk
hidden within society. They will
never openly reveal themselves, and
you must carefully track them down
wherever they might be operating.
Do not reveal your intentions to
them, simply observe them and
assist with their action if you are
able. After a time, and if the
Gnawing Monk believes you
competent, they will carefully
introduce you to their inner world
and private practices. Eventually, a
secret ceremony will be had, you
will renounce any stations you had
A vellum canvas stretched from in life, devour the vellum of a
nothingness, a stylus made of grimoire, and draw a knife across
searing light, and pools of umbral your stomach. If Ome deems you
ink drawn from the void. With these worthy, the wound will transform
tools, the world was written into into a hungry mouth, and you will
existence. But there was another in rise as a Gnawing Monk...
the nothingness. Clinging
desperately to the vellum was a
single larvae, a crawling and pitiful Daily Invocation
worm that nibbled at the pages of - Feed the mouth on you
creation. Its hunger endless, it chews stomach a book a week.
at the words that should not have - Hold no gods or laws higher
been written and feeds on the vellum than Ome’s will.
that should have remained empty.
- Never share any truth or
Soon the vellum will be devoured secrets about yourself.
and the larva will weave itself a
cocoon. When it hatches, it will - Keep no records of yourself
spread its mighty wings and or others.
disappear back into the nothingness.
18
Initial Miracle The Hallowed Vanishing
Blessing of Ome You must destroy any record, trace,
You remove a single sense from or proof of a single person, place, or
another being. When invoked, you thing. The entity does not need to
select a being you can sense and be well-known, merely recorded,
remove one of their senses for 1 observed, and remembered by more
hour per Hit Dice you have. They than one individual. After you have
may make a save to resist, with destroyed any trace of the entity and
failure causing them to go blind, prevented it from ever being
deaf, numb, etc. recorded, the rite is complete.
Miracle: Consumption of Psyche
Rites You physically summon the
Walk of the Empty Vellum memories of a victim and devour
them from existence. When invoked,
You must hide from the world and you select a memory from someone
society for an entire month or something you can sense and
undetected. However, you must summon a physical manifestation of
remain within the confines of it within arm’s reach. The
civilization and stay close to mortal manifestation usually takes on the
kind, observing their secrets and form of the memory and fits in your
mimicking their routines all while palm; its insides are soft like fruit
they remain unaware of your and crimson like flesh. The memory
presence. So long as the month disappears from the victim, as well,
passes and you remain you may devour the manifestation
undiscovered, the rite is complete. and learn of the memory yourself.
Miracle: The Passage Unknowable
Mortals and creatures cannot form Erasure of the Profane
memories of you. When invoked, for You must seek out a place of great
1 hour per Hit Dice, you vanish historic or worldly importance.
from the memory of anyone who Grand holy sites, libraries, or
observes you while the miracle is monuments work, so long as their
active. Any damage you do or destruction will be felt deeply by
physical traces you leave behind many. You must occupy the space,
remain, but those who experience it hiding from those who guard it, and
will be puzzled or attempt to avoid being evicted. If you remain
rationalize it in some way. Powerful lodged within for at least a full
being may attempt a save to see month, you must then destroy the
through the effects of the miracle, site under a total eclipse; followers
success allowing them to vaguely and allies may be called to assist
remember a mysterious figure… with this. Once the place is
demolished, the rite is complete.
Favor Miracle: Invitation of Oblivion
You transform into an avatar of Ome
- Destroy an important record to devour the world. To invoke, you
or documentation. must stand in the ruins of the site
- Cause something to disappear you destroyed and meditate
and remain hidden. undisturbed for the full night. When
- Recruit another faithful the night ends your body expires
member. and a Gnawing Worm (pg. xx) will
emerge from your mouth. Your
- Destroy and scatter an conscious will guide the Gnawing
important piece of your past. Worm and it will inherit any
Miracles, Favor, or abilities you
possessed in life. However, it is
motivated by a single-minded will to
devour all of creation...

19
Miscellaneous Favor
Below are a series of additional ways you may accrue divine Favor. However,
each god is different and may not see all of the following as an appropriate
act of devotion…

Ceremony
Participate and assist in the functions of a holy day or ceremony. The
ceremony must be appropriately grand and require a significant amount of
effort or cost in order to effectively execute.
Construction
Build a structure or place in honor of your god. The place does not
necessarily need to be grand, but it must be a genuine sign of effort or
dedication and create a safe place for followers to congregate or pay
respects.
Conversion
Convert or assist someone into the faith. This goes beyond simply convincing
a gullible mortal into a half-hearten belief, you must truly convince someone
to follow your god’s will who has had few or no aspirations to do so
beforehand.
Creation
Create an object of art or reverence to your god. The object does not
necessarily need to be large, but it must be a genuine sign of effort, craft,
value, or dedication.
Denial
Ritually deny yourself a boon or advantage to complete a task in honor of
your god. This can be the eschewing of a tool or weapon, or actively making
a task more difficult for yourself. The task must be appropriately difficult and
the effort sincere.
Donation
Make a proper donation of goods or time to the will of your god. The value
of the goods, time, or labor does not need to be of high monetary value, but
it must be a genuine sign of dedication and further the will of your god.
Pilgrimage
Make a pilgrimage to a holy site. The site must be of large importance to
your faith and require a significant effort, cost, or dedication to reach.
Recovery
Recover and return a relic or sacred object that has been lost or stolen.
Where the object is returned to is up to you, so long as it is out of the hands
of a rival belief or non-believer and returned to a sympathetically faithful.
Sacrifice
Make an appropriate sacrifice of worldly things. The sacrificial things may be
of great monetary or personal value, so long as they are a sign of dedication.

20
Monsters Divine
Cultist The Gnawing Worm
A zealot, a preacher, or perhaps a A writhing and twisted coil of flesh,
secret follower… its sight seems to pain the eyes. Its
HD 1 | HP 4 | DF None | gaping maw opens and closes, the
AT As Weapon | MV Standard inside devoid of anything…
Favor & Miracles: Knows 1 Miracle HD 1 | HP 5 | DF Hide
and has 1d3 Favor AT Bite 1d6 | MV Burrow, Standard
Mouth of Ome: Anything eaten by
Heirophant the Gnawing Worm is utterly
One who has devoted their life to annihilated and forgotten, as if it
their faith, their words echo the will never existed…
of their god… Devour: The Gnawing Worm grows
HD 4 | HP 18 | DF Chain | by eating powerful artifacts, spell-
AT As Weapon | MV Standard books, relics, spell-casters or
Favor & Miracles: Knows 1d4 faithful. The more they eat the more
Miracles and has 1d6 Favor powers and abilities they gain.
Homunculus # Devoured HD Powers
A curious and twitching being, its 10 2 Bite 1d8
clay flesh slick with sanguine
blood… 20 4 DF Chain
HD 1 | HP 6 | DF Chain | 40 6 Bite 2/1d10
AT As Weapon | MV Standard
80 10 MV Fly,
Helpful: Any rolls or saves done Standard;
with the assistance of a Homunculus Frightful
are made at advantage. Presence
Locus of The Ewe: Anytime Favor
is spent in the presence of a 150 15 Bite 2/2d10;
Homunculus there is a 1-in-6 chance DF Plate
the Favor does not disappear. 300 20 Damage
The Unwitting Lamb: The Reduction
Homunculs may be sacrificed for 10/Magic
1d6 Favor.
500 30 Bite 3/3d10
Vanishing: Once per day, the
Gnawing Worm my become
incorporeal and invisible for 1 min.
per Hit Dice.

Playing as the Gnawing Worm


Those who become The
Gnawing Worm are free to
continue playing as it. From this
point on you cannot level
normally, instead growing in
strength with the Devour ability
and gaining Favor.

21
The Path to Godhood
The Hallowed Rites
Rite of Defiance
You must slay the champion of
another god in ritual competition.
They are powerful beings, ones who
hold great favor and miracles of
their god. Once you have sought
them out you must formally
challenged them; in return they will
choose the competition that will
determine who lives and dies. The
competition can be anything from a
battle of wits, a test of physical
prowess, or perhaps a duel to the
death. Whatever the competition,
whoever loses must forfeit their life.
If you survive and defeat your
opponent, the rite is complete.
Divine Invention
You may create a single miracle of
your own design. Its powers and
purpose must align with your own
will and goals, serving you as a tool
on your divine journey. Consult with
the Referee and other miracles in
this zine to determine its scope and
power.
Rite of Piety
You must undergo all known rites of
at least one god and perform a great
act in service to them. This act can
be anything from a grand and
complicated ritual that spans the
world, or hunting down and slaying
Service is not the end of the divine a great and powerful enemy to the
journey. For some, glimpsing divine god. The god will guide you,
power provides an understanding of pointing you to what must be done.
it, a way of gazing at its purpose Once the work is finished, the rite is
and means, and a path to its complete.
transmutation…
Divine Benefaction
Attached are a series of rites that You may grant Favor or Miracles to
one might undertake to harness the a worshiper. You may give Favor
power and means of a god. They are from yourself to one who worships
grand tasks that may span many or follows you, so long as they
sessions of play and be contested adhere to a strict set of rules and
with all manner of danger or guidelines set by your will. You may
complication. The path to ascension also gift a follower access to a
is not for the feint of will, and there Miracle or power that you possess,
is no telling how many bodies of provided they undergo a
both friend and foe will pave the challenging and difficult rite in your
way to godhood... honor.
22
Divine Adoration
Rite of Subversion You receive additional Daily Favor
You must create a place of worship based on the size of your worship
& build a congregation. Doing so space or congregation. Losing the
will require sufficient resources, structure or artifacts held within will
including sacred objects (pg. xx) or affect the size of the congregation
relics (pg. xx) to draw pilgrims and and in turn the Daily Favor you can
followers. Once built and stocked, receive in this manner.
the rite is complete.
Using Existing Structures: Rather
than build from scratch, you may
retrofit an already existing space or
structure into a place of worship. So
long as the space is of sufficient
value and appropriate shape, it may
be converted and retrofitted for 1/10
the cost.
Building Cost (gold) Congregation Daily Favor
Shrine 50, 1 Artifacts 0-50 +1
Chapel 100, 2 Artifacts 50-100 +2
Temple, Small 500, 3 Artifacts 100-500 +3
Temple, Large 5,000, 5 Artifacts 500-5,000 +4
Temple, Grand 50,000, 10 Artifacts 5,000-50,000 +5

Rite of Acknowledgment
This rite may only be undertaken
after completing the Rite of
Defiance, Piety and Subversion.
You must seek out and commune
directly with the body or spirit of a
deity. Finding them is no simple
task and you may have to walk the
world, cosmos, or psyche of your
mind in order to find them. Once
you reach their resting place, prove
to them your worthiness with
whatever you have at your disposal.
If they acknowledge your will and
might, the rite is complete.
Divine Ascension
You transcend to godhood,
abandoning the desires and
necessities of the mortal world. The
change may feel severe or perhaps
be unnoticeable. Wherever you go
or whatever tasks you undertake,
you do so as one of the pantheon of
countless gods...

23
Art & Death of the Divine
Divine Relics
Death is common to those who
adventure and pursue the path of
the divine. However, those who die
in such a fashion have a chance of
offering divine assistance from
beyond the grave.
Becoming a Relic
If a character is killed with unspent
Favor, a piece of their body may be
returned to an appropriate place of
worship, sanctified, and made into a
single Relic. The powers of such a
Relic are determined here:

Relic
Every 1d6 days, a relic may cast
a single Miracle that the Faithful
knew in life.
Daily Favor: Possessing the
relic grants 1 additional Daily
Favor if the wielder observes
the same god as the relic.
Sacrifice: The relic may be
ritually sacrificed or consumed
to grant the wielder 1d6 Favor.
The relic is destroyed or made
useless after such a process.
Sacred Objects
The worldly and divine cross in
subtle and curious ways. Crafts by
mortal hands may serve as divine
instruments.
Creating a Sacred Object
A Faithful may craft an object or art
piece specifically for the purpose of
being a Sacred Object. Doing so is
expensive, laborious or requires rare
materials. Once complete, the
Sacred Object gains the following:

Sacred Object
Stores up to 1d3 Favor that can
be withdrawn and used by
someone who observes the
same faith. Favor may be placed
and stored in the Sacred object.

24

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