The Sheltered Hand: Difference between revisions

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[[File:The_Sheltered_Hand.png]]
[[File:The_Sheltered_Hand.png]]


'''Acalan'''
[[File:Acalan.png]]
==Player Characters==
[[The_Sheltered_Hand:_Tereza|'''Tereza Dalca''']] ''played by'' [https://forum.rpg.net/index.php?members/potted-plant.24190/ Potted Plant]
[[Eglantine Belwyse|'''Eglantine Belwyse''']] ''played by'' [https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
[[The_Sheltered_Hand:_Character 6|'''Idris Ofori''']] ''played by'' [https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]
[[The_Sheltered_Hand:_Skaati|'''Skaati''']] ''played by'' [https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]
[[The_Sheltered_Hand:_Briar | '''Briar''']] ''played by'' [https://forum.rpg.net/index.php?members/strange-behaviour.186867/ strange behaviour]
[[The Sheltered Hand:Katrin|'''Katrin''']] ''played by'' [https://forum.rpg.net/index.php?members/kittlefish.62862/ kittlefish]
- retired -
[[The_Sheltered_Hand:_Mama Nguyen|'''Mama Nguyen''']] ''played by'' [https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]
'''[[Saxx Avendaar]]''' ''played by'' [https://forum.rpg.net/index.php?members/llayne.162426/ Llanye]
[[The_Sheltered_Hand:_Character 5|'''Arohata''']] ''played by'' [https://forum.rpg.net/index.php?members/ckirby.35473/ CKirby]
[[The_Sheltered_Hand:_Character 4|'''Caledon the Outsider''']] ''played by'' [https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]


== A Brief History ==
== A Brief History ==
Line 30: Line 57:
== Character Creation ==
== Character Creation ==


'''Step One''' – Determine Characteristics
D&D 5th Edition characters.
 
Characters have ''Might'', ''Perception'', ''Agility'', ''Stamina'', ''Presence'' and ''Will''.
 
Assign values: 4, 4, 3, 3, 3, 2 as desired.
 
'''Step Two''' – Choose [[Anam:Peoples|People]]
 
Characters come from one of the following People: Humans, Sinandre, Tarat, Yryc, Havlin, Gnomon, and Halflings
 
Your choice of People gives your character Special Attributes, Advantages, or other benefits, which has been provided up thread.
 
'''Step Three''' – Choose [[Anam:Cultures|Culture]]
 
Characters come from one of ten different cultures.
 
Each Culture provides three Abilities at Student (2) from a set list of five, a list of preferred weapons, and a Bonus Background, which covers the general knowledge learned within that Culture (See upthread).
 
'''Step Four''' – Choose or create Background.


Each Background provides two Abilities as Apprentice (3). In a change from upthread, if your Background increases a Cultural Ability, that Ability goes to Apprentice (3) and you can select another Ability at Student (2).
PHB, Xanathar's and Tasha's are in play.


'''Step Five''' – Choose or create a Profession
People:
*Human (You can play as either Standard or Variant)
*Sinandre (Wood Elf)
*Esinandre (High Elf)
*Halfling (½ Elf)
*Tarat (Dwarf)
*Yryc (½ Orc) - No actual Half-Orcs, the Yryc are an Orcish People, using the ½ Orc rules.
*Gnomon (Gnome)
*Havlin (Halfing)


Creating a Profession (I don’t have many created yet, my bad) is simple enough. Choose five Abilities that fit within that Profession. One of those Abilities will be raised to Adept (5), and two others to Journeyman (4).
No Tieflings, no Dragonborn.


This includes Special Abilities such as Magic.
Basic Array for Stats with a single free +1.


If one of the Abilities Raised already has a Level from Culture or Background, raise that Ability, then select another Ability (Choosing first from the others available to the Profession) to take the Level of the prior Ability.
All PCs get 1 Feat free at 1st Level. (Variant Humans therefore have two)


(Example: If selecting Melee Weapons to raise to Adept (5), but the character already has it at Student (2), Melee Weapons is raised to Adept (5) and another Ability is taken at Student (2).
Starting Level is 5th. HPs are Max at 1st level and average for class after that.


In addition, every Profession either provides access to a Special Ability or it provides a set Advantage, representing a specific bit of training available only within that Profession. The value of the Advantage can be +1, +2 or +3, based on how specific the conditions of its use are.
Multi-classing - One class only, after 4th level (so all PCs will have 4 levels of their main class minimum)


'''Step Six'''
All PCs get starting funds +35 GP per level (with the assumption that 15 GP per level went to living it up, paying needed dues, etc.)


Spend Advances. Every character has 15 Advances available to spend on increasing Characteristics, Increasing Ability Levels and purchasing Special Attributes.
All PCs can have 4 Common or 2 Common and 1 Uncommon Magic Item.


Characteristics cost 2 Advances per point, so to increase a Characteristic from 4 to 6 would cost 4 Advances.
Weapons and metal armour are assumed to be Bronze or Brass.


Abilities are a little harder, mostly because they’re where all the action is. Increasing an Ability costs the Level you’re gaining in Advances. (To gain Master (6) from Adept (5) costs 6 Advances.)
Every character may have 3 Iron Weapons or 1 Steel Weapon.


You can also purchase new Abilities. The cost is the same – gaining Neophyte (1) with an Ability costs 1 Advance.
Iron Weapons will have a +1 to Hit '''or''' a +1 to Damage.


Special Attributes cost Advances based on their Scope and Impact. I’ll work with you on the cost of any Special Attributes.
Iron Armour (including Shields) gain a +1 to AC


'''Step Seven'''
Steel Weapons will have a +1 to Hit and Damage.


Final Steps.
Steel Armour will have a +1 to AC and increases the allowed Dex Mod by 1 / grants a +1 Max Dex Mod if there wasn't one.


Determine secondary Characteristics:
Other items which might benefit from Iron or Steel construction will have similar bonuses.


Wound Threshold is 2. Will of 5 or 6; or Stamina of 5 or 6 will add 1 to that (This is cumulative if you wish to spend sufficiently to get both). Add any benefits from People.
Any items found in the three allowed books can be purchased with available gold.
 
Base Weight is 100 kg. Orcs have a Base Weight of 150 kg. Might determines how much your character can carry or lift.
 
Movement: 8m. Only increases by purchasing an appropriate Special Attribute.
 
Bruises: Wound Threshold +2. Most characters will have a value of 4.
 
Wounds: Wound Threshold +1. Most characters will have a value of 3.
 
Conditions: All characters start with 3 Condition slots, unless a Special Attribute increases that value.
 
Finalize Abilities:
 
In addition to the Abilities provided by Culture, Background and Profession, character have some abilities that can be used at a Default Level, if not purchased higher. This is not a purchased Level, and only applies if the Ability was not purchased otherwise.
 
Athletics has a Default Level of ½ Might
 
Acrobatics has a Default Level of ½ Agility
 
Awareness has a Default Level of ½ Perception
 
Presence provides a Default Level to one of the following Abilities: Deceive, Intimidate, Oratory, Persuasion or Seduction. The Default Level is ½ Presence.
 
Gear
 
For anything except weapons and armour, the only restriction is that of reasonability – whatever your character is carrying, they should be able to carry, and shouldn’t include more than one minor luxury item (A Fur lined cape, a small, semi-precious stone, etc.)


== Peoples ==
== Peoples ==


'''The Sinandre''' (Elves)
'''The Sinandre''' (Elves)
Advantage: Elven Sight +3 on all Tests involving seeing at great distances (more than a mile).
Special Attribute: Starlight Vision; Negate up to -3 Circumstance penalty due to lack of light if they are above ground under a clear sky.
Ageless


'''The Tarat''' (Dwarves)
'''The Tarat''' (Dwarves)
+2 Bruise Track
Special Attribute: Low Light Vision; Negate up to -3 Circumstance Penalty if there is any light within 120’.


'''Yryc''' (Orc)
'''Yryc''' (Orc)
Special Attribute: Stronger - Increase Base weight by 50 kg.
Special Attribute: As above.


'''The Havlin''' (Halfing/Hobbit)
'''The Havlin''' (Halfing/Hobbit)
Tough - +1 Bruise Track
Advantage: Halfing Arm; +2 on any attack with a small (< 1 lb) thrown object.
1 Extra Advance


'''Gnomon''' (Gnome)
'''Gnomon''' (Gnome)
Advantage: Move with Nature; +2 on Stealth Tests when outside.
Special Attribute: Low Light Vision: As above
2 Extra Advances


'''Halflings''' (Half Elf)
'''Halflings''' (Half Elf)
Advantage: Elven Sight: As above.
Advantage: Charismatic: +1 with all Social Tests.
2 Extra Advances


'''Humans'''
'''Humans'''
+1 Condition
3 Extra Advances


[[Anam:Peoples|Additional Information on the Peoples of the Sheltered Hand]]
[[Anam:Peoples|Additional Information on the Peoples of the Sheltered Hand]]
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== Cultures ==
== Cultures ==


[[Anam:Cultures|Cultural Information]]
The Sheltered Hand is in the very '''very''' early Iron Age for the most part.
 
== Essential Rules ==


[[Anam:Resolution_Rules:Resolution_Rules|Resolution Rules]]
Armour and Weapons are mostly of Bronze, with some Iron here and there.


[[Anam:Special_Abilities|Special Abilities]]
Two nations know how to make Steel, and do, but neither sells the secret, and costs for Steel weapons are astronomical.


[[Anam:Conflict|Combat Rules]]
[[Anam:Cultures|Cultural Information]]
 
'''Conflict in a Nutshell:'''
 
This applies to all forms of conflict – Physical, Mental and Social.
 
'''Time'''


Physical Conflict takes place in turns that cover roughly 6 seconds. Any other conflict occurring at the same time as Physical Conflict takes place in the same time frame.
== Backgrounds ==


Mental Conflict, when occurring by itself, takes place in turns of 1 second.
Backgrounds from any of the three allowed books can be used.


Social Conflict, especially when debating or arguing for effect, has turns that can be as much as 5 minutes.
If you want a custom background, speak to me.


'''Actions'''
== Professions ==


''Free Actions'' – These take very little time and are not Tested. Activating a Power (Special Attribute), drawing a weapon from a well-fitted sheathe, snapping off a one-liner, etc.
AKA Classes. Only classes and class options found in the three main books are allowed.


''Movement'' In a given physical conflict round, each character may make a single Move action up to their Move.
Each Culture has preferred and scorned classes. Each also provides a Bonus Skill. As with all such skill gains, if your PCs class or background would give them the same skill, you may choose another.


''Perform a Task'' Any Tested action is involved here. Picking locks, attacking with a weapon (or with words), or performing an active defense. If the action could require a Test, it counts – and each character can perform only one Task per Combat Turn.
'''Acalani''' - The Acalani prefer Bards, Paladins and Wizards. They scorn Barbarians, Rogues and Warlocks.
*Bonus Skill: Persuasion


''Attack'' involves a Task against a TD of the defender’s Passive Defense (Acrobatics for Physical conflict, other Abilities as appropriate for Mental / Social conflict.
'''Trakken''' - The Trakken prefer Druids, Rangers and Fighters. They scorn Clerics, Rogues and Wizards.
*Bonus Skill: Survival


''Active Defense'' involves taking a Test of the character’s defense ability specifically in an attempt to get a better defense than is available passively.
'''Caslaht''' - The Caslaht prefer Fighters, Paladins and Bards. They scorn Barbarians, Rogues and Sorcerers.
*Bonus Skill: Nature


Manipulation: Attempt to manipulate the conflict by taking advantage of terrain, taunting the opposition, flanking or the like. This is a catchall option. Success provides a special Circumstance modifier (Special in that it stacks with existing Circumstances) with a limited lifespan.
'''Delisse''' - The Delisse prefer Druids, Clerics and Rangers. They scorn Fighters, Rogues and Warlocks.
*Bonus Skill: Nature


''Range''
'''Sartana''' - The Sartana prefer Barbarians, Clerics and Monks. They scorn Druids, Rangers and Sorcerers.
*Bonus Skill: Religion


Range is fairly abstract –
'''Kal Tora''' - The Kal Tora prefer Clerics, Paladins and Sorcerers. They scorn Barbarians, Rogues and Wizards.
*Bonus Skill: Athletics


Close range is for true ‘in your face’ combat.
'''Faram''' - The Faram prefer Bards, Sorcerers and Wizards. They scorn Barbarians, Fighters and Rogues.
*Bonus Skill: Investigation


Melee range is within 3-6’ generally (some weapons will have stats that extend that).
'''Anlat''' - The Anlat prefer Barbarians, Druids and Rangers. They scorn Monks, Rogues and Warlocks.
*Bonus Skill: Survival


Short range is for Thrown weapons (not more than about 60’)
'''Sinandre''' - The Sinandre prefer Druids, Rangers and Sorcerers. They scorn Paladins, Monks and Wizards.
*Bonus Skill: Athletics


Medium range is the ‘average’ range for mechanical ranged weapons such as bows and the like.
'''Esinandre''' - The Esinandre live amongst Humans and take the culture in which they live.


Long range is the longest practical range for mechanical ranged weapons.
'''Tarat''' - The Tarat prefer Clerics, Fighters, and Paladins. They scorn Barbarians, Rogues and Wizards.
*Bonus Skill: Perception


Extreme range is the farthest that a mechanical ranged weapon can be fired – such shots are always effectively blind.
'''Yryc''' - The Yryc take the Culture in which they live. They can be found amongst all save only the Tarat.


''Damage''
'''Havlin''' - The Havlin take the Culture in which they live. They can be found amongst all Peoples.


All characters have two damage tracks: Bruises and Wounds, as well as a number of Injury boxes.
'''Gnomon''' - The Gnomon can be found amongst the Tarat, the Sartana, or the Kal Tora, and take that culture.


An attack is successful if its Effect Level equals the defense Level. At that base success, the damage is 1 Wound.
== The Creed ==


For every Level that the attack’s Effect level exceeds the defense Level, that damage increases by 1.
The Creed – more properly known as The Creed of Carran – are the primary Church within the Sheltered Hand. Individual gods have their own churches and centers of worship, yet almost all acknowledge the authority of the Creed of Carran.
The Creed takes its name from the agreement that Carran reached with the gods that they would not war against each other, an agreement which they have upheld. As none of the gods who were part of a pantheon were able to convince their entire pantheon to join Carran, the Gods within the Shield represent numerous cultures and belief structures, the Creed gives them all some stability and a framework within which they can work together.


Some weapons and other options may increase the damage done as well.
The Creed do not worship any single God, rather they give reverence to the agreement – the Creed – which Carran made, and in general to the Gods for upholding the Creed.


The total number of wounds is compared to the character’s Wound Threshold. If the total damage is less than the Wound Threshold, the character takes a Bruise.
To this end, they have amassed a great deal of temporal power. The various nations are allowed to function as they will, within their borders, saving only that they do not persecute any followers of the Creed, or of Gods who follow the Creed.


If the character’s Bruise track gets filled, any new bruises roll up to become Wounds.
Any conflicts between nations are expected to be placed before the Creed for arbitration.


If the total is higher than their Wound Threshold, the character must mark one Wound for each point above that value.
Most of those currently ruling the nations have been put into place by the Creed, either directly or by more subtle means.


Soft Armour adds to the wearer’s Wound Threshold, but any damage exceeding its protective value reduces that value by 1. (So Leather, with a Protective Value (PV) of 2, loses 1 if an attack does 3 damage). This can be repaired with a little downtime.
== Gods of the Sheltered Hand ==


Hard Armour has a Hardness Value (HV) which reduces the Wounds a successful attack will do, and can even reduce the damage below 0 meaning that the armour prevented even a Bruise. Hard armour is tiring to wear and makes some actions more difficult.
The Creed recognise 18 Gods these are the ones who came with Carran and created The Shield.


The higher the Armour’s HV, the more restrictive it can be for those actions.
They are, as noted, representative of numerous cultures and pantheons. Most of these Gods can be found in any nation, though each nation does tend to have favourites.


If the player doesn’t want to take Wounds, especially when receiving multiple wounds, they can instead take an Injury, which will soak up 3 Wounds.
[[Anam:The_Rosseni|The Rosseni]] - Popular amongst the Acalani


An Injury is a Condition, such as a sprained wrist, a broken leg or the like. Each Injury inflicts a Circumstance Modifier of -2 for any actions which would be impacted by that Injury.
[[Anam:The_Twins|The Twins]] - Most popular amongst the Anlat and the Delisse


The Bruise track clears at the end of that conflict scene.
[[Anam:The_Family_of_Rehma|The Family of Rehma]] - Most popular with the Trakken and the Delisse (as well as any fisherfolk, no matter where they live)


The Wound track clears after a full scene (at least two to three hours) of rest.
[[Anam:Individual_Gods|Individual Gods]]


Injuries must be treated, either with Scholarship (Medicine) or by magic.
[[Anam:Non-Creed_Gods|Non-Creed Gods]]


[[Anam:Attributes_and_Abilities|Attributes & Abilities]]
[[Anam:The_Anathema|The Anathema]]

Latest revision as of 02:48, 1 October 2024

Acalan

Player Characters[edit]

Tereza Dalca played by Potted Plant

Eglantine Belwyse played by NightGoblyn

Idris Ofori played by Dersen Lowery

Skaati played by brahnamin

Briar played by strange behaviour

Katrin played by kittlefish

- retired -

Mama Nguyen played by brahnamin

Saxx Avendaar played by Llanye

Arohata played by CKirby

Caledon the Outsider played by Mr Adventurer

A Brief History[edit]

The Sheltered Hand is a peninsula jutting off a larger continent. Called 'The Hand' originally as it separates into five smaller peninsulae.

It gains the name Sheltered in two ways.

First, the Suntoucher Mountains - a range of large mountains that blocks most travel to and from the peninsula. The Suntouchers extend into the ocean both to the North and South, making travel even by water treacherous.

Second, some three hundred years ago, the great prophet Carran, tired of the near constant war between the gods and their faithful, had the audacity and the courage to upbraid them.

While all know that the gods cannot - or at least, will not - slay mortals directly, as the saying goes, 'you'd be surprised what you can live through'. None doubt his courage.

Nor was his tongue lacking, either, as he convinced some of the gods - eighteen in all - to aid him. He took his followers and others as tired of the war as he, and removed to The Hand, home at the time to a long-isolated peoples - the Saram - who welcomed him and his followers.

The gods with him then put up The Shield. The passes between the mountains and even the water paths, could no longer be traversed by any armies, and no gods, nor their power, could operate from outside.

Several nations formed, but the people of the Sheltered Hand learned a lesson - the intervention of Gods wasn't needed for folk to fight, and fight they did.

The priests of the Gods and the followers of Carran strove mightily to stop the fighting, but all they managed was to limit it.

Until seventy years ago - give or take - when the followers of Carran, now calling themselves The Creed of Carran, showed their hand. In every nation then standing, The Creed had been building power, and they showed that power, stopping the wars and battles that were occurring. The Churches of the Gods, working with The Creed, helped to enforce that peace. Even the Gods, it seems place the Creed of Carran over worship to their own faiths, though they do still ask for worship.

Of course, no peace is perfect. There are still skirmishes, outlaws, and so on, but the Creed prepared for that, as well. They created an offshoot - the Carran Guild - which provides training and some support to the kind of outsiders who can act when others can't.


Character Creation[edit]

D&D 5th Edition characters.

PHB, Xanathar's and Tasha's are in play.

People:

  • Human (You can play as either Standard or Variant)
  • Sinandre (Wood Elf)
  • Esinandre (High Elf)
  • Halfling (½ Elf)
  • Tarat (Dwarf)
  • Yryc (½ Orc) - No actual Half-Orcs, the Yryc are an Orcish People, using the ½ Orc rules.
  • Gnomon (Gnome)
  • Havlin (Halfing)

No Tieflings, no Dragonborn.

Basic Array for Stats with a single free +1.

All PCs get 1 Feat free at 1st Level. (Variant Humans therefore have two)

Starting Level is 5th. HPs are Max at 1st level and average for class after that.

Multi-classing - One class only, after 4th level (so all PCs will have 4 levels of their main class minimum)

All PCs get starting funds +35 GP per level (with the assumption that 15 GP per level went to living it up, paying needed dues, etc.)

All PCs can have 4 Common or 2 Common and 1 Uncommon Magic Item.

Weapons and metal armour are assumed to be Bronze or Brass.

Every character may have 3 Iron Weapons or 1 Steel Weapon.

Iron Weapons will have a +1 to Hit or a +1 to Damage.

Iron Armour (including Shields) gain a +1 to AC

Steel Weapons will have a +1 to Hit and Damage.

Steel Armour will have a +1 to AC and increases the allowed Dex Mod by 1 / grants a +1 Max Dex Mod if there wasn't one.

Other items which might benefit from Iron or Steel construction will have similar bonuses.

Any items found in the three allowed books can be purchased with available gold.

Peoples[edit]

The Sinandre (Elves)

The Tarat (Dwarves)

Yryc (Orc)

The Havlin (Halfing/Hobbit)

Gnomon (Gnome)

Halflings (Half Elf)

Humans

Additional Information on the Peoples of the Sheltered Hand

Cultures[edit]

The Sheltered Hand is in the very very early Iron Age for the most part.

Armour and Weapons are mostly of Bronze, with some Iron here and there.

Two nations know how to make Steel, and do, but neither sells the secret, and costs for Steel weapons are astronomical.

Cultural Information

Backgrounds[edit]

Backgrounds from any of the three allowed books can be used.

If you want a custom background, speak to me.

Professions[edit]

AKA Classes. Only classes and class options found in the three main books are allowed.

Each Culture has preferred and scorned classes. Each also provides a Bonus Skill. As with all such skill gains, if your PCs class or background would give them the same skill, you may choose another.

Acalani - The Acalani prefer Bards, Paladins and Wizards. They scorn Barbarians, Rogues and Warlocks.

  • Bonus Skill: Persuasion

Trakken - The Trakken prefer Druids, Rangers and Fighters. They scorn Clerics, Rogues and Wizards.

  • Bonus Skill: Survival

Caslaht - The Caslaht prefer Fighters, Paladins and Bards. They scorn Barbarians, Rogues and Sorcerers.

  • Bonus Skill: Nature

Delisse - The Delisse prefer Druids, Clerics and Rangers. They scorn Fighters, Rogues and Warlocks.

  • Bonus Skill: Nature

Sartana - The Sartana prefer Barbarians, Clerics and Monks. They scorn Druids, Rangers and Sorcerers.

  • Bonus Skill: Religion

Kal Tora - The Kal Tora prefer Clerics, Paladins and Sorcerers. They scorn Barbarians, Rogues and Wizards.

  • Bonus Skill: Athletics

Faram - The Faram prefer Bards, Sorcerers and Wizards. They scorn Barbarians, Fighters and Rogues.

  • Bonus Skill: Investigation

Anlat - The Anlat prefer Barbarians, Druids and Rangers. They scorn Monks, Rogues and Warlocks.

  • Bonus Skill: Survival

Sinandre - The Sinandre prefer Druids, Rangers and Sorcerers. They scorn Paladins, Monks and Wizards.

  • Bonus Skill: Athletics

Esinandre - The Esinandre live amongst Humans and take the culture in which they live.

Tarat - The Tarat prefer Clerics, Fighters, and Paladins. They scorn Barbarians, Rogues and Wizards.

  • Bonus Skill: Perception

Yryc - The Yryc take the Culture in which they live. They can be found amongst all save only the Tarat.

Havlin - The Havlin take the Culture in which they live. They can be found amongst all Peoples.

Gnomon - The Gnomon can be found amongst the Tarat, the Sartana, or the Kal Tora, and take that culture.

The Creed[edit]

The Creed – more properly known as The Creed of Carran – are the primary Church within the Sheltered Hand. Individual gods have their own churches and centers of worship, yet almost all acknowledge the authority of the Creed of Carran.

The Creed takes its name from the agreement that Carran reached with the gods that they would not war against each other, an agreement which they have upheld. As none of the gods who were part of a pantheon were able to convince their entire pantheon to join Carran, the Gods within the Shield represent numerous cultures and belief structures, the Creed gives them all some stability and a framework within which they can work together.

The Creed do not worship any single God, rather they give reverence to the agreement – the Creed – which Carran made, and in general to the Gods for upholding the Creed.

To this end, they have amassed a great deal of temporal power. The various nations are allowed to function as they will, within their borders, saving only that they do not persecute any followers of the Creed, or of Gods who follow the Creed.

Any conflicts between nations are expected to be placed before the Creed for arbitration.

Most of those currently ruling the nations have been put into place by the Creed, either directly or by more subtle means.

Gods of the Sheltered Hand[edit]

The Creed recognise 18 Gods – these are the ones who came with Carran and created The Shield.

They are, as noted, representative of numerous cultures and pantheons. Most of these Gods can be found in any nation, though each nation does tend to have favourites.

The Rosseni - Popular amongst the Acalani

The Twins - Most popular amongst the Anlat and the Delisse

The Family of Rehma - Most popular with the Trakken and the Delisse (as well as any fisherfolk, no matter where they live)

Individual Gods

Non-Creed Gods

The Anathema