TEXT: Divinity
  Beyond the vast Ocean, under the earth or in a different plane of 
  existence lies the Underworld. There stands a severe throne and 
  on that throne sits a dark figure, a powerful sovereign. You.
  Death
  Faith
  +3
  +2
  +1
   0
  -1
  -2
  -3
   Salvation
  Fate
   Ruin
  Look
  Choose one of each, or make your own:
  Symbol:  a bloodied skull, a scythe and a sickle crossed 
  inside a circle, three bright stars upon a dark 
  night, a black jackal holding weighing scales.
  Form: 
  masculine, feminine, ambiguous, animal.
  Face:  
  severe, rotting, beautiful, cadaverous.
  Eyes:  
  forgiving, blind, distant, sardonic.
  Voice:  cackling, whispering, broken, soothing.
  Wear:  a dark robe, white linen wrappings, nude, a sceptre 
  made of myrrh whose thorns drip with blood.
  Cult
  Choose one of each, or make your own:
  Sacred rites: to sacrifice a black ram; to read publicly the 
  Book of the Dead; to travel at the end of one’s life to a 
  secluded place and wait for death.
  Sacred laws: worship the family ancestors; embalm the 
  dead, the undead are sacred; bury the dead with their 
  worldly possessions.
  Main worshippers: necromancers and the undead; 
  physicians and sick people; an elite who will reincarnate.
  Landmarks
  Draw a sign of one from each category on the map, or 
  make your own:
  Wonder
  A necropolis where all kings are buried, and where the undead 
  can live safely. 
  A river of blood, where the spirits of the dead come answer the 
  questions of the living for a dreadful price. 
  A frozen landscape where the sun never rises, always clouded in 
  darkness and blizzard where grows the tree bearing the fruit of 
  immortality.
  Shrine
  The skeletal remains of a legendary beast, with an altar sitting 
  where its heart was.
  A glade inside a gloomy swamp, surrounded by will-o’-the-wisps. 
  A dark grotto used as a catacomb, walls decorated with blood glyphs.
  Threat
  A terrible plague whose remedy remains unknown. 
  An army of undead, led by the Avatar of a dead deity. 
  A giant serpent eating the souls of the dead, preventing them 
  from passing peacefully into the Netherworld.
  Epithet
  Choose one:
   Who ends life. When you see destiny’s threads and 
  “there’s a sacrifice”, you can name someone else who 
  must suffer harm instead.
   Lord of the Great Dwelling. When you favour a mortal 
  and that mortal is killed, your Fate goes towards your 
  goal.
   Master of the shadow-dwelling place. To fall into 
  nothingness, you need to reach Faith -5.
  Sub-domain
  Choose one that no other Divinities already hold:
   Disease. Mankind has always been susceptible to 
  disease, and the chaos of the end times makes this 
  especially pervasive. At the beginning of a new Age, 
  a disease spreads amongst a population; add the 
  Detriment: disease.
   Judgment. Truth must be told. At the beginning of a 
  new Age, give 1 hold to your Avatar. They can spend 
  that hold to ask a question to someone that must be 
  answered with truth.
   Fertility. Mortals grow, but the earth is such a small 
  place that conflict is inevitable. At the beginning of a 
  new Age, a population grows out of control, merging 
  under one rule with another neighbouring population; 
  the GM may create a relevant Peril.
  Pantheon
  Say which deity played a part in your death. They get 1 
  Oath on you but you are currently higher in the pantheon 
  than them.
  Say which deity is your sibling (brother or sister). Give each 
  other 1 Oath and your relationship is unchanged.
  Revelation
  When your Avatar is chosen…
  Either you think they are faithful, and grant them your 
  blessings; they gain Wisdom+1 but your Faith becomes 
  weaker. When they die, they can’t choose to influence you.
  Or they become your Avatar despite your will; they first 
  have to prove themselves worthy of your support. Your 
  Faith becomes stronger. When they die, they may choose 
  to influence you.
  Fate Move
  Each time a powerful individual ends up in your dwelling 
  sooner than they should have, your Fate goes a step towards 
  your goal.
  End of Time
  Start at 0 Fate. At character creation, choose if your goal is 
  the world’s Salvation or Ruin.
  Also, when The End is Nigh, you may choose amongst 
  these blessings:
  An important character (PC or NPC) is brought back 
  from the dead.
  A Peril Faction is hunted down by winged furies that 
  you’ve sent; their numbers dwindle (reduce their size 
  Quality by one step).
  And amongst these blights:
  A terrible plague afflicts a city, which has been 
  quarantined. Add the Detriment: disease and erase all of 
  its Qualities.
  A defeated Peril returns from the dead, somehow changed 
  and corrupted, but more powerful and vengeful than ever.
  Artefacts
  When you create a Major Artefact, spend 1 Faith and say 
  what it looks like. Tell a short legendary event that involves 
  it. When your Avatar claims it, they hold 1. Your Avatar 
  may spend this hold to protect themselves from a fatal 
  wound (and thus avoid triggering harm).
  When you create a Minor Artefact, say what it looks like 
  and give it a Quality.
  Followers
  When you create Followers, say who they are and where 
  they are on the map (normally your Shrine). They usually 
  have a Quality depending on who they are, Quality: band, 
  and the Detriment: fatalist.
  Also, choose one:
  They add a Detriment somewhere; say which one and 
  update the map.
  They erase a Detriment somewhere; the GM will say 
  which one and update the map.
  Pantheon
  Divinity 
  Status 
  Oath
  
  Divinity
  The universe is order. Even the gods, there to keep mankind 
  obedient, must follow their own rules. Lawbreakers commit not 
  only a crime but also a sacrilege. They must be harshly punished.
  Justice
  Faith
  +3
  +2
  +1
   0
  -1
  -2
  -3
   Salvation
  Fate
   Ruin
  Look
  Choose one of each:
  Symbol: a dove upon a laurel crown, an eye engraved on 
  weighing scales, a rising sun, a hand swearing 
  upon a marble tablet.
  Form: 
  masculine, feminine, asexual, animal.
  Face: 
  graceful, flawless, emotionless, furious.
  Eyes: 
  blazing, merciless, blind, stern.
  Voice: 
  cold, imperious, harmonious, resenting.
  Wear: 
  a white robe without any ornament, tally stick 
  and scales, a sword and a golden shield, adorned 
  with a halo of blinding light.
  Cult
  Choose one of each, or create something else:
  Sacred rites: bathe for five days in a cleansing ceremony; 
  melt weapons that have shed blood and forge them anew; 
  sacrifice a heifer.
  Sacred laws: never lie and act with honour; punish those 
  who have betrayed the civilization and broken its laws; 
  accept truce when offered.
  Main worshippers: judges and public servants; citizens and 
  townsfolk; nobility, metalworkers and architects.
  Landmarks
  Draw a sign of one from each category on the map, or 
  make your own:
  Wonder: 
  A wondrous city, a shining beacon of civilization and a 
  crossroad for trade and diplomacy; 
  An impregnable fortress and its subterranean network, offering 
  the people protection; 
  A sacred stone, keeping forever sealed a source of evil.
  Shrine: 
  A peaceful temple inside a marble palace, next to the tribunal; 
  A sacred trireme, swift and old; 
  The road between two impressive cities, bound by sacred stones.
  Threat: 
  A jail for fallen angels, about to open its gates; 
  An army of giants gathering underneath, shaking the earth;
  An insidious surge of madness and berserk rage, making people 
  lie and kill.
  Epithet
  Choose one:
   The Impartial Judge. When a sacred law of any Divinity 
  is broken, your Avatar may choose an additional benefit 
  or one less calamity when they act to punish the 
  lawbreaker. 
   The Inescapable. When a sacred law of any Divinity 
  is broken, your Followers always know where the 
  lawbreaker can be found. No one will give them shelter.
   Lord of the Sacred Eye. When the GM introduces a 
  demigod, mythic creature or titanic monster as a Peril, 
  you will always know its weakness.
  Sub-domain
  Choose one that no other Divinities already hold:
   Civilization. Art, inventions and divine gifts will 
  lead mankind to progress. At the beginning of a new 
  Age, a population discovers a solution to one of its 
  Detriments. They erase it and gain a relevant Quality. 
  However, they arouse envy; the GM will create a Peril.
   Judgment. Truth must be told. At the beginning of a 
  new Age, give 1 hold to your Avatar. They can spend 
  that hold to ask a question to someone that must be 
  answered with truth.
   Luck. Destiny cannot be influenced but some possess 
  more than others; the fools call that luck. At the 
  beginning of a new Age, give 1 hold to your Avatar. 
  They can spend that hold to choose an additional 
  benefit or to prevent a calamity from happening.
  Pantheon
  Say which deity you defeated in a duel. You get 1 Oath on 
  them, and you are higher in the pantheon than them.
  Say which deity is your rival. Give each other 1 Oath and 
  your relationship is unchanged.
  Start at 0 Faith. +1 if no-one’s higher, -1 if no-one’s lower.
  Revelation
  When your Avatar is chosen…
  If you deem them worthy, grant them your blessings; they 
  gain Valour+1 but you lose 1 Faith. When they die, they 
  can’t choose to influence you.
  Or they become your Avatar despite your will; they must 
  prove they’re worthy of your grace. Gain 1 Faith. When 
  they die, they may influence you.
  Fate Move
  Each time the laws you uphold are honoured by mortals 
  despite an untruthful way being easier, your Fate goes a 
  step towards your goal.
  End of Time
  At character creation, choose if your goal is the world’s 
  Salvation or Ruin. When your Fate goes the way you want, 
  move it towards your Goal.
  Also, when the end is nigh, you may choose amongst 
  these blessings:
  • A sanctuary forms where absolutely no violence can 
  happen; add the Quality: haven to a place on the map.
  • You gift someone a protective statue. Name an NPC; 
  they cannot be hurt while they are next to this statue.
  And amongst these blights:
  • Divine agents are banned from a certain area; you can 
  use curse the unfaithful on any Avatar that enters 
  a small area on the map.
  • Minor deities of revenge are actively chasing down 
  those who deserve punishment; the GM will create a 
  new Peril.
  Artefacts
  When you create a Major Artefact, spend 1 Faith and say 
  what it looks like. Tell one tale from its legend. When your 
  Avatar claims it, they hold 2. They may spend 1 hold to 
  choose an additional benefit when they overcome the 
  tides of destiny.
  When you create a Minor Artefact, say what it looks like 
  and give it a Quality.
  Followers
  When you create Followers, say who they are and where 
  they are on the map (normally your Shrine). They usually 
  have a Quality depending on who they are, Quality: band, 
  and the Detriment: judgmental.
  Also, choose one:
  • They will add a Detriment; the GM will say which one 
  and update the map.
  • They will erase a Quality; the GM will say which one 
  and update the map.
  Pantheon
  Divinity 
  Status 
  Oath
  
  Divinity
  Gods uplift mankind. They gave fire. They taught how to tame 
  horses. Gods know everything that was, is and will be. Mortals 
  are the students of the gods. And they still have a lot to learn.
  Knowledge
  Faith
  +3
  +2
  +1
   0
  -1
  -2
  -3
   Salvation
  Fate
   Ruin
  Look
  Choose one of each:
  Symbol: A scroll and a pen, a forging hammer crossed by 
  a weaver’s spindle upon a sextant, an eye inside a 
  crystal ball surrounded by five stars, a finger on 
  closed lips.
  Form: 
  Masculine, feminine, asexual, animal.
  Face:  
  Wrinkled, concealed, friendly, pale.
  Eyes:  
  Wise, lost, sharp, kind.
  Voice:  Calm, mellifluous, weary, trembling.
  Wear:  A satchel and several silver scroll containers, 
  leopard hide over blue robes, a magic wand and a 
  lyre, an elaborate headdress.
  Cult
  Choose one of each, or create something else:
  Sacred rites: carry a veiled basket filled with unknown 
  objects to an underground cavern, and trade it there for 
  another basket; weave a beautiful vestment for a statue of 
  the deity; immolate a young child.
  Sacred laws: preserve writing at all costs; a promise to never 
  repeat a secret is sacred; seek wise counsel before acting.
  Main worshippers: scholars, philosophers and teachers; 
  artisans, traders and musicians; wizards and spies.
  Landmarks
  Draw a sign of one from each category on the map:
  Wonder: 
  A library gathering all recorded knowledge in the world; 
  A university where the great minds of the world are teaching 
  inquisitive students; 
  A dark obsidian tower where magic is practiced and secret 
  rituals and mysteries are taught.
  Shrine: 
  A secret place, known only by the initiates, only marked by 
  haphazardly scattered and strangely marked rocks; 
  A temple near boiling sulfur water, known to deliver oracles;
  A long-dormant volcano.
  Threat: 
  A secret order of assassins, planning to kill an important figure; 
  Tempests of magic swirling toward civilization, bringing chaos 
  and corruption; 
  A cult proclaiming the End of Time, gathering followers.
  Epithet
  Choose one:
   Of many devices. The Artefacts you grant have an 
  additional hold.
   Who sees all. When you see destiny’s threads, the 
  GM chooses one option and you choose and describe 
  the other.
   Lord of Foresight. When you trigger the end is nigh, 
  you may choose one more blessing or blight.
  Sub-domain
  Choose one that no other Divinities already hold:
   Magic. At the beginning of a new Age after someone 
  else triggered The End is Nigh, your Fate goes towards 
  your goal.
   Secret. It doesn’t matter if it’s well-hidden or not, you 
  know. You just do. At the beginning of a new Age, ask 
  the GM about something hidden and they will tell you.
   Strategy. At the beginning of a new Age, say who has 
  the most powerful military and say what is needed to 
  defeat them.
  Pantheon
  Say which deity accepted one of your precious gifts. You get 1 
  Oath on them and your relationship is unchanged.
  Say which deity is your sibling (brother or sister). Give each 
  other 1 Oath and your relationship is unchanged.
  Start at 0 Faith. +1 if no-one’s higher, -1 if no-one’s lower.
  Revelation
  When your Avatar is chosen…
  If you deem them worthy, grant them your blessings; they 
  gain Wisdom +1 but you lose 1 Faith. When they die, they 
  can’t choose to influence you.
  Or they become your Avatar despite your will; they must 
  prove they’re worthy of your grace. Gain 1 Faith. When 
  they die, they may influence you.
  Fate Move
  When an important secret is revealed or a wondrous 
  landmark is constructed, your Fate goes a step towards your 
  goal.
  End of Time
  At character creation, choose if your goal is the world’s 
  Salvation or Ruin. When your Fate goes the way you want, 
  move it towards your Goal.
  Also, when the end is nigh, you may choose amongst 
  these blessings:
  • A city becomes prosperous and enters a golden age; 
  give it Quality: growing and Quality: enlightened.
  • A place is a sanctuary to truth: no one there can lie.
  And amongst these blights:
  • A Peril learns how to become more powerful or knows 
  how to attack a weakness; the GM will make it harder 
  to struggle with or will make a GM Move.
  • The sources of magic become chaotic, the use of magic 
  may result in the exact opposite of what was intended; 
  add to the whole map the Detriment: chaotic magic.
  Artefacts
  When you create a Major Artefact, spend 1 Faith and 
  say what it looks like.Tell one tale from its legend. When 
  your Avatar claims it, they hold 1. Your Avatar may spend 
  this hold to ask any question about a Peril. If they use the 
  answer to fight the Peril, they may choose an extra benefit.
  When you create a Minor Artefact, say what it looks like 
  and give it a Quality.
  Followers
  When you create Followers, say who they are and where 
  they are on the map (normally your Shrine). They usually 
  have a Quality depending on who they are, Quality: band, 
  and the Detriment: nosey.
  Also, choose one:
  • They add a Detriment; the GM says which one and 
  update the map.
  • They erase a Quality; the GM says which one and 
  update the map.
  Pantheon
  Divinity 
  Status 
  Oath
  
  Divinity
  Sun. Moon. Mother. Child. Summer. Winter. Water. 
  Earth. Flood. Drought. Life. Death. You are dual, primal, 
  omnipresent and nothing can stand in your way.
  Nature
  Faith
  +3
  +2
  +1
   0
  -1
  -2
  -3
   Salvation
  Fate
   Ruin
  Look
  Choose one of each, or make your own:
  Symbol: A sheaf of grain upon a solar disk, an sturdy oak 
  tree, the head of a furious horse, a sickle and a 
  shepherd’s crook.
  Form: 
  Masculine, feminine, ambiguous, animal.
  Face:  
  Kind, lively, full, severe.
  Eyes:  
  Bright, caring, cool, forgiving.
  Voice:  Growling, soft, fiery, sorrow.
  Wear:  A simple robe, a mantle of thousand blooming 
  flowers, stinking animal pelts, a single-jewelled 
  scepter bright as the Sun.
  Cult
  Choose one of each, or create something else:
  Sacred rites: to participate in orgiastic ceremonies; to 
  celebrate a floral festival; to spill on the ground the blood 
  of a virgin.
  Sacred laws: never kill a wild animal; only work by day; 
  never shout or lie near flames.
  Main worshippers: farmers and shepherds; secluded druids 
  and priestesses; married women and mothers.
  Landmarks
  Draw a sign of one from each on the map, or make your own:
  Wonder: 
  A vast and thick forest, home to giant animals as clever as humans; 
  A serpentine river, whose tides bring alluvions to fertile lands; 
  A gathering of nymphs, elves and dwarves who bring curses or 
  blessings upon the land they dwell.
  Shrine: 
  A severe-looking but bucolic temple located in a forest that no 
  traveller may pass through without getting lost; 
  A sanctuary on the peak of a mountain, overlooking the valleys; 
  A blood-spoiled cavern, hidden behind a waterfall, lit by 
  nothing except a softly glowing pit.
  Threat: 
  An unstoppable giant boar that ravages the land, enraged by 
  the wound a hunter inflicted upon it; 
  A curse that makes men and women sterile and children dead 
  or deformed; 
  An eternal winter that sickens cattle and withers any crops.
  Epithet
  Choose one:
   Who provides food. When a shortage of food or water 
  should appear on the map, you may decide where it 
  appears.
   Who lives under the sea. Your Followers also have the 
  Quality:seafaring or Quality:army.
   The cloud-gatherer. Sacrifices to appease your furious 
  anger are an accepted part of your worship. When your 
  Avatar performs a miracle, the calamity “an important 
  sacrifice to you has to be made” must happen.
  Sub-domain
  Choose one that no other Divinities already hold:
   Hunt. At the beginning of a new Age, say which Faction 
  or Titan is the most dangerous and what is needed to 
  defeat them.
   Fertility. Mortals grow and thrive but the earth is 
  such a small place. At the beginning of a new Age, a 
  population grows out of control, merging under one 
  rule with another neighbouring population; the GM 
  may create a relevant Peril.
   Destruction. No defence built by Mortals stands the 
  test of time. At the beginning of a new Age, a fortress 
  or any other defence is destroyed. If there’s any Quality 
  attached to it, erase it.
  Pantheon
  Say which deity is your child. They get 1 Oath on you but 
  you are higher in the pantheon than them.
  Say which deity stole something from you or tricked you 
  somehow. You get 1 Oath on them and your relationship is 
  unchanged.
  Start at 0 Faith. +1 if no-one’s higher, -1 if no-one’s lower.
  Revelation
  When your Avatar is chosen…
  If you deem them worthy, grant them your blessings; they 
  gain Will +1 but you lose 1 Faith. When they die, they 
  can’t choose to influence you.
  Or they become your Avatar despite your will; they must 
  prove they’re worthy of your grace. Gain 1 Faith. When 
  they die, they may influence you.
  Fate Move
  When your cult is more desirable than another deity’s cult 
  and you gain a fair number of their worshippers, your Fate 
  goes the way you want.
  End of Time
  At character creation, choose if your goal is the world’s 
  Salvation or Ruin. When your Fate goes the way you want, 
  move it towards your Goal.
  When the end is nigh, you may choose from these 
  blessings:
  • Your Followers help a population to culture the land; 
  choose a city, its population grows greatly, add the 
  Quality: growing and the Quality: granary.
  • An Apostle has a child who will become also an 
  Apostle; they keep their parent’s Belief, in addition to 
  their own.
  And amongst these blights:
  • Savage, venomous, dire, giant beasts roam a natural 
  area; this area is guarded by a Peril and cannot be 
  entered without facing it.
  • The cruel winter lasts longer than it should and 
  the world is still frozen; the whole map gains the 
  Detriment: famine.
  Artefacts
  When you create a Major Artefact, describe it and spend 
  1 Faith. Tell one tale from its legend. When your Avatar 
  claims it, they hold 2. Your Avatar may spend 1 hold to 
  choose an extra benefit when they perform a miracle.
  When you create a Minor Artefact, say what it looks like 
  and give it a Quality.
  Followers
  When you create Followers, say who they are and where 
  they are on the map (normally your Shrine). They usually 
  have a Quality depending on who they are, Quality: band, 
  and the Detriment: hedonist.
  Also, choose one:
  • They add a Detriment somewhere; the GM will say 
  which one and update the map.
  • They erase a Quality somewhere; the GM will say 
  which one and update the map.
  Pantheon
  Divinity 
  Status 
  Oath
  
  Divinity
  You’re not likeable. But you don’t care. Your words have hurt 
  even the gods. But you don’t care. You tell hard truths, you tell 
  lies, you do what you please, following no rules. Joke’s on them.
  Trickery
  Faith
  +3
  +2
  +1
   0
  -1
  -2
  -3
   Salvation
  Fate
   Ruin
  Look
  Choose one of each, or make your own:
  Symbol: A laughing mask and a weeping mask, a cloud 
  hiding a full moon, a spider’s web, a broken 
  mirror.
  Form: 
  masculine, feminine, concealed, animal.
  Face: 
  concealed, handsome, twisted, shifting.
  Eyes: 
  cunning, odd-eyed, piercing, furtive.
  Voice: 
  seductive, mellifluous, youthful, bitter.
  Wear: 
  dark hooded robes, rich and dark nondescript 
  clothes, a flute and a goblet of mead or wine, a 
  silver mask and a jewelled mirror.
  Cult
  Choose one of each, or create something else:
  Sacred rites: to drink and pour alcohol on the ground; 
  to sacrifice the survivors of a shipwreck; to give votive 
  offerings, such as gold coins and precious gems.
  Sacred laws: always offer hospitality, even to a stranger; 
  speak the truth, even when it’s ugly and can lead to 
  discord; expel a scapegoat during times of disaster.
  Main worshippers: thieves and traders; bards and 
  prostitutes; travelers, beggars and misshapen people.
  Landmarks
  Draw a sign of one from each category on the map:
  Wonder: 
  A land of illusions where dreams and nightmares are prophetic; 
  A marketplace where exotic products from all over the world 
  can be found; 
  A tribe of fierce shape shifters.
  Shrine: 
  A temple opened only during the night and especially lit during 
  full moon; 
  A place of narrow access, located on a dangerous cliff; 
  A tower at the gates of a city where the busiest road leads.
  Threat: 
  A treasure everyone covets; 
  A rebellious faction that threaten the current authority; 
  A feud that can become a war because something has been stolen 
  or someone has been abducted.
  Epithet
  Choose one:
   Who breaks the laws. You can have an additional group 
  of Followers. They have the Detriment: unruly instead 
  of Detriment: outlaws.
   Made of honey. When you implore a higher deity 
  and you already owe them 1 Oath, don’t give them 1 
  Oath.
   The Messenger. When you ask your Avatar to do 
  what the divine heart desires and they follow 
  your decree, you gain 1 Faith.
  Sub-domain
  Choose one that no other Divinities already hold:
   Strife. No alliance stands the test of time. At the 
  beginning of a new Age, across the mortal world 
  enemies declare truce and allies become enemies.
   Secret. It doesn’t matter if it’s well-hidden or not, you 
  know. You just do. At the beginning of a new Age, ask 
  the GM about something hidden and they will tell you.
   Luck. Destiny cannot be influenced but some possess 
  more than others; the fools call that luck. At the 
  beginning of a new Age, give 1 hold to your Avatar. 
  They can spend that hold to choose an additional 
  benefit or to prevent a calamity from happening.
  Pantheon
  Say which deity you stole from or tricked. They get 1 Oath 
  on you and you are lower in the pantheon than them.
  Say which deity is your secret lover. You get 1 Oath on 
  them and you are lower in the pantheon than them.
  Start at 0 Faith. +1 if no-one’s higher, -1 if no-one’s lower.
  Revelation
  When your Avatar is chosen…
  If you deem them worthy, grant them your blessings; they 
  gain Charisma +1 but you lose 1 Faith. When they die, 
  they can’t choose to influence you.
  Or they become your Avatar despite your will; they must 
  prove they’re worthy of your grace. Gain 1 Faith. When 
  they die, they may influence you.
  Fate Move
  Whenever a pivotal decision is changed because of your 
  influence, your Fate goes the way you want.
  End of Time
  At character creation, choose if your goal is the world’s 
  Salvation or Ruin. When your Fate goes the way you want, 
  move it towards your Goal.
  When the end is nigh, you may choose amongst these 
  blessings:
  • An Apostle is granted the ability to change their 
  appearance between two aspects; they can change 
  between their Look and another one, picked from any 
  Apostle Look.
  • Two Perils fight each other; the GM will decide which 
  one survives and which one is defeated and removed.
  And amongst these blights:
  • A city is strife-ridden with petty rivalries and civil 
  disorder; add the Detriment: chaos.
  • You play one of your cunning tricks to an Avatar; if 
  their Divinity seeks Salvation, they begin the coming 
  Age at Fate -1; if they wanted Ruin, at +1.
  Artefacts
  When you create a Major Artefact, spend 1 Faith and say 
  what it looks like. Tell a short legendary event that involves 
  it. When your Avatar claims it, they hold 2. Your Avatar 
  may spend 1 hold to choose an additional benefit when 
  they speak the tongue of gods.
  When you create a Minor Artefact, say what it looks like 
  and give it a Quality.
  Followers
  When you create Followers, say who they are and where 
  they are on the map (normally your Shrine). They usually 
  have a Quality depending on who they are, Quality: band, 
  and the Detriment: outlaws.
  Also, choose one:
  • They will add a Detriment; say which one and update 
  the map.
  • They will erase a Detriment; the GM will say which 
  one and update the map.
  Pantheon
  Divinity 
  Status 
  Oath
  
  Divinity
  What’s better than riding your horse, free as the wind? To 
  kill without hesitation? To plunder and raze? To destroy the 
  pretentious creations of others? To laugh at the distress of the 
  War
  Faith
  +3
  +2
  +1
   0
  -1
  -2
  -3
   Salvation
  Fate
   Ruin
  weak? Enjoy it while it lasts. So then, to arms, people! Show 
  your strength and your iron will!
  Look
  Choose one of each, or make your own:
  Symbol: A flaming sword, a bow made of bone and a 
  quiver of arrows, a steel hand holding a spear, an 
  ever-watching black eye.
  Form: 
  Masculine, feminine, androgynous, animal.
  Face: 
  Scarred, angular, weathered, dashing.
  Eyes:  
  Mad, single eye, wary, merciless.
  Voice:  Menacing, cold, raspy, loud.
  Wear:  Shining plate armour, nothing (to show their 
  muscular body),a cape soiled of blood, a crown of 
  ivory and rubies.
  Cult
  Choose one of each, or create something else:
  Sacred rites: to pour human blood; to sacrifice a black bull 
  or a lion; to swear on someone’s arms.
  Sacred laws: fight honourably; gather on a battlefield to 
  fight; eat the vanquished.
  Main worshippers: savage unruly warriors; organized 
  professional soldiers; fierce weaponmasters.
  Landmarks
  Draw a sign of one from each category on the map:
  Wonder: 
  A colossus bearing golden armour, standing watch over a city; 
  A great wall made of steel, preventing raids from barbarians; 
  An army of clay statues guarding the mummies of legendary 
  rulers, inanimate as long as their masters are left in peace.
  Shrine: 
  The field of an ancient battle, still soiled with blood; 
  A war academy where trials are mortal and where every 
  firstborn must go when they’re no longer a child; 
  A temple of martial splendour perched upon a cliff, protected by 
  an order of warrior-monks.
  Threat: 
  An invading army, stationed in a once-glorious city; 
  An unkillable monstrous beast, ravenous and bloodthirsty; 
  A powerful sorcerer, immortal and mad, who wants to cast the 
  gods down from their thrones.
  Epithet
  Choose one:
   Scourge of Mortals. When your Avatar unleashes the 
  fury of war, the calamity “the field of battle is ruined for 
  this Age and the Age to come” must happen.
   Bearer of steel. Your Followers also have Quality: 
  armor or Quality: weapon.
   Who fights in the foremost ranks. When your Avatar 
  is harmed in battle, you may spend 1 Faith to take the 
  harm instead. You temporarily lose a Basic Divinity 
  Move until you regain 1 Faith.
  Sub-domain
  Choose one that no other Divinities already hold:
   Strife. No alliance stands the test of time. At the 
  beginning of a new Age, enemies declare truce and allies 
  become enemies.
   Destruction. No defence built by Mortals stands the 
  test of time. At the beginning of a new Age, a fortress 
  or any other defence is destroyed. If there’s any Quality 
  attached to it, erase it.
   Strategy. At the beginning of a new Age, say who has 
  the most powerful military and say what is needed to 
  defeat them.
  Pantheon
  Say which deity is your spouse. Give each other 1 Oath 
  and your relationship is unchanged.
  Say which deity you defeated in a duel of might. They get 1 
  Oath on you but you are higher in the pantheon than them.
  Start at 0 Faith. +1 if no-one’s higher, -1 if no-one’s lower.
  Revelation
  When your Avatar is chosen…
  If you deem them worthy, grant them your blessings; they 
  gain Valour +1 but you lose 1 Faith. When they die, they 
  can’t choose to influence you.
  Or they become your Avatar despite your will; they must 
  prove they’re worthy of your grace. Gain 1 Faith. When 
  they die, they may influence you.
  Fate Move
  Whenever a war is waged on the mortal realm and 
  thousands of lives are lost, your Fate goes the way you want.
  End of Time
  At character creation, choose if your goal is the world’s 
  Salvation or Ruin. When your Fate goes the way you want, 
  move it towards your Goal.
  Also, when the end is nigh, you may choose amongst 
  these blessings:
  • Your Followers ensure peace on the border of an empire; 
  add the Quality: peace to a large area on the map.
  • Enemies are disorganized and lack proper leaders; add 
  the Detriment: unruly to a Peril.
  And amongst these blights:
  • War is spread by your Followers; add the Detriment: 
  war to a large area on the map.
  • An enemy is on the edge to strike ruthlessly; pick a 
  Peril, and the GM will make a move using them.
  Artefacts
  When you create a Major Artefact, spend 1 Faith and say 
  what it looks like. Tell a short legendary event that involves 
  it. When your Avatar claims it, they hold 2. Your Avatar 
  may spend 1 hold to choose an additional benefit when 
  they unleash the fury of war.
  When you create a Minor Artefact, say what it looks like 
  and give it a Quality.
  Followers
  When you create Followers, say who they are and where 
  they are on the map (normally your Shrine). They usually 
  have a Quality depending on who they are, Quality: band, 
  and the Detriment: violent.
  Also, choose one:
  • They will add a Detriment; say which one and update 
  the map.
  • They will erase a Detriment; the GM will say which 
  one and update the map.
  Pantheon
  Divinity 
  Status 
  Oath
  
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  Avatar Calling
  The Angel
  You’re an angel: the flaming sword sent to obliterate your enemy. 
  You’re an angel: incarnation of beauty sent to protect humanity. 
  You don’t care what you’ve been sent for; you know only to serve.
  Stats
  Choose one set:
  • Charisma 0, Valour 2, Will 2, Wisdom 0
  • Charisma 1, Valour 2, Will 1, Wisdom 0
  • Charisma 1, Valour 1, Will 1, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  Masculine, feminine, asexual, ambiguous.
  Face: 
  Handsome, calm, smooth, young.
  Eyes: 
  Merciless, faraway, pitiful, emotionless.
  Body: 
  Lean, scarred, athletic, graceful.
  Voice: 
  Whispering, peaceful, inspiring, soothing.
  Optionally: Feather wings, halo of divine light, supernatural 
  beauty, tears of blood. If any, you gain a relevant 
  Quality and the Detriment: conspicuous.
  Backstory
  Everyone introduces their Avatar by their appearance. On your 
  turn choose at least one event from your former life as a mortal:
  • I did nothing out of the ordinary during my whole 
  life, but my heart has ever been entirely devoted to my 
  Divinity.
  • I lived among unfaithful people; my Divinity punished 
  them, I was the only survivor.
  • I preferred to die instead of denying my faith; this brief 
  torment was the moment my Divinity chose me.
  When all the Avatars have been chosen by Divinities, go around 
  again. On your turn choose another Avatar for at least one:
  • __________ has fought with me during a divine 
  war. Update the map with a large area (Detriment: 
  devastated). If any terrain feature was located here 
  beforehand, erase it.
  • I protected __________ from the fury of their Divinity. 
  I managed to divert their punishment onto an innocent 
  population. Say what kind of punishment it was; the GM 
  will add a relevant Detriment to a population.
  • I rightfully killed an Apostle of __________. Their 
  successor gains the Quality: avenging.
  Roles
  Choose one at character creation:
   The Champion. You fight valiantly in the name of your Divinity; 
  your arm strikes without hesitation wherever it is needed. Mark when 
  you take part in a crusade. Say who you’re waging war with; the GM 
  will say where they are and may create a relevant Peril.
   The Paragon. You truly incarnate your Divinity’s Domain and beliefs 
  and as such your Divinity’s worshippers take you as an inspiring 
  model. Mark when you accomplish a mission for your Divinity 
  without questioning their intent. Say who benefited from this; the 
  GM will say who suffered from this.
   The Heretic. You have lost the trust of your Divinity. Mark when you 
  discover truths that shake your loyalty. Say who you’re hoping will 
  offer you guidance.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you reveal your loyalty to something or someone else. Say 
  who they are; the GM will create a relevant Peril.
  When you mark a new Role after character creation, gain a new Angel 
  Move or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move 
  from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Angel Moves
  Choose two:
   Disarming presence. 
  When you speak or sing, no one who can hear you can start a fight. When 
  you make eye contact with an NPC, they freeze until you break it off.
   Fallen angel. 
  When you move the Fate of the world away from your Divinity’s goal, 
  hold 1. Spend that hold to avoid any harm or heal a fatal wound.
   inDomitable. 
  When you go into battle, hold 2. During the battle, you can spend your 
  hold to:
  • Redirect harm to someone else.
  • Cross the distance between you and another character outside your 
  reach before they have time to react.
  • Intercept any attack directed at someone; if they should have suffered 
  harm, you suffer it instead.
   merciFul
  When you unleash the fury of war or when you perform a miracle, 
  you may spend 1 Faith to prevent a calamity.
   ubiquitous
  You may appear in front of anyone whose true name you know. 
  Apotheosis Move
  When you die, you become a statue made of stone, captured in a moment 
  of perfect beauty. People will start worshipping this relic. Say what Quality 
  or Detriment this statue brings wherever it is located.
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  You’re a destroyer. No one can stop you.
  Stats
  Choose one set:
  • Charisma 0, Valour 3, Will 0, Wisdom 1
  • Charisma 0, Valour 2, Will 0, Wisdom 2
  • Charisma 0, Valour 2, Will 1, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  masculine, feminine, asexual, utterly inhuman.
  Face: 
  scarred, angular, weathered, grimy.
  Eyes: 
  disdainful, merciless, fiery, hungry.
  Body: 
  colossal, hard, stocky, muscular.
  Voice: 
  raspy, menacing, roaring, mute.
  Optionally: metallic skin, giant size, earthshaking stomp, 
  superhuman strength. If any, you gain a relevant 
  Quality and the Detriment: conspicuous.
  Backstory
  Everyone goes round the table and introduces their Avatar by 
  their appearance. On your turn choose at least one event from 
  your former life as a mortal:
  • I was born a slave but led a revolt, conquering my 
  freedom.
  • I fought every weaponmaster alive and defeated even the 
  best; no one could match me.
  • I was cast into a volcano as a punishment; this brief 
  torment was the moment my Divinity chose me.
  When all the Avatars have been chosen by Divinities, go around 
  again. On your turn choose another Avatar for at least one:
  • __________ has fought with me during a divine 
  war. Update the map with a large area (Detriment: 
  devastated). If any terrain feature was located here 
  beforehand, erase it.
  • __________ once saw me almost been killed and helped 
  me recover. Say who or what almost killed you; the GM 
  will create a relevant Peril.
  • I have rescued __________ from a hellish place. Update 
  the map with an limited area (Detriment: blight); the 
  GM will create a relevant Peril.
  Roles
  Choose one at character creation:
   The Champion. You fight valiantly in the name of your Divinity; 
  your arm strikes without hesitation wherever it is needed. Mark when 
  you lead the way against impossible odds. Say who’ll die; the GM 
  will say who’ll survive.
   The Zealot. You speak the words of your Divinity and promote 
  their Domain. Mark when you swear to bring down someone or 
  something. Say what would make you protect them instead; the GM 
  will create a relevant Peril.
   The Heretic. You have lost the trust of your Divinity. Mark when you 
  pursue a personal vendetta. Say where you might find allies against 
  your grudge’s target.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you destroy something you weren’t mean to. Say what 
  you need to do to prove you were right or at least to redeem yourself.
  When you mark a new Role after character creation, gain a new 
  Juggernaut Move or add +1 to a Stat. If you’re Heretic or Lost, you can 
  take a Move from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Juggernaut Moves
  Choose two:
   Death just makes me stronger. 
  Your Harm Move has an additional option: “Survive and get stronger by 
  your defeat; get +1 to one of your Stats”. As with all Harm move options, 
  you can only pick this option once.
   those walls won’t stop me. 
  When you smash through scenery or defences, you go where you want to 
  go. Choose any number of additional benefits up to your Valour:
  • You leave the enemy defenceless.
  • You directly face your true enemy.
  • You free potential allies. Say who they are.
  Choose up to your Wisdom in calamities that won’t happen:
  • You are fatally wounded in the process: suffer harm.
  • An NPC you sincerely care about just happens to be present. They are 
  either dreadfully maimed or killed.
  • The scenery is ruined for this Age and the Age to come; update the 
  map with a large area (Detriment: devastated). If any terrain feature 
  was located here beforehand, erase it.
  The calamities you haven’t chosen happen; the GM will flesh out the 
  details.
   heel oF achilles. 
  Unless your adversary is exploiting a weakness revealed via Overcome 
  the tides of destiny or other means, you can’t suffer harm.
   scent oF blooD. 
  No one can ever escape your revenge. When someone has harmed you or 
  those you love, hold 1. Spend that hold at any future point to appear in a 
  scene they’re in, with or without an explanation.
   tall as a titan, Frightening as a Dragon. 
  No mortal can fight you if they don’t have a relevant Quality (bravery, 
  god-killer, or a massive army, for example). Foes without the proper 
  Quality would probably flee the battlefield without even fighting.
  Apotheosis Move
  When you die, you fall like a giant, destroying anything of your choice in 
  the local area (a city, a mountain, etc).
  THe Juggernaut
  
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  You see people as resources: they may help you further the creed of 
  your god, or they are without value to your eyes. Even your allies 
  know they can trust you only until the point where they cease 
  to serve your cause. What can you say? You’re not here to make 
  friends, but to deliver the divine words and reap what you sow.
  Stats
  Choose one set:
  • Charisma 2, Valour 0, Will 2, Wisdom 0
  • Charisma 2, Valour 1, Will 1, Wisdom 0
  • Charisma 1, Valour 1, Will 1, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  masculine, feminine, asexual, utterly inhuman.
  Face:  
  angular, hidden, pale, kind.
  Eyes:  
  mocking, disingenuous, calculating, bright.
  Body: 
  colossal, lithe, bony, supple.
  Voice: 
  calm, sharp, hypnotic, bloodcurdling.
  Optionally: aura of fire and shadow, horns, dreary beauty, 
  encrusted jewelry. If any, you gain a relevant 
  Quality and the Detriment: conspicuous.
  Backstory
  Everyone goes round the table and introduces their Avatar by 
  their appearance. On your turn choose at least one event from 
  your former life as a mortal:
  • I ran amok during a religious festivity. My mind wasn’t 
  prepared to comprehend the words of my Divinity.
  • I was rejected by my family, I had no friends, and thus 
  stood on the path to greatness.
  • I heard my calling when I drank the blood of a former 
  Avatar.
  When all the Avatars have been chosen by Divinities, go around 
  again. On your turn choose another Avatar for at least one:
  • __________ stood in my way once; I spared them but was 
  punished for it. Say what you didn’t accomplish because 
  of them; the GM will tell you how it has become an even 
  worse situation and may create a relevant Peril.
  • I have deep feelings for __________ but there is a higher 
  purpose in my life than caring for others. Nevertheless, 
  say what they should say or do to get your help; they say 
  how they understood how to manipulate you.
  • __________ would make a good acolyte: their faith is 
  strong but ill-advised. Ask them how you could prove to 
  them the superiority of your Divinity.
  Roles
  Choose one at character creation:
   The Pontiff. You are your Divinity’s high priest on the mortal realm. 
  Mark when you try to co-opta more widespread religion. Say what 
  your secret trump card is.
   The Paragon. You truly embody your Divinity’s Domain or beliefs 
  and, and your Divinity’s worshippers take you as an inspiring model. 
  Mark when your actions cause unintended harm. Name one group 
  you need to make amends with to great extent if you want them to 
  join your ranks; the GM may create a Peril.
   The Heretic. You have lost the trust of your Divinity. Mark when you 
  make it your quest to fight against a Peril that doesn’t concern your 
  Divinity. Say how they are nevertheless connected to your Divinity.
   The Lost. You follow your own journey, leaving your Divinity’s 
  ways. Mark when you suffer a crisis of faith. Say what becomes more 
  important to you; the GM will say how to resolve your existential crisis.
  When you mark a new Role after character creation, gain a new 
  Harbinger Move or add +1 to a Stat. If you’re Heretic or Lost, you can 
  take a Move from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Harbinger Moves
  Choose two:
   hear ye hear ye. 
  When you show the glory of your Divinity to change the devotion of a 
  group of people they become favourable to your Divinity. Choose any 
  number of additional benefits up to your Charisma:
  • They permanently change their devotion without asking for any 
  sacrifice.
  • They can become Followers from now on, if your Divinity decides to.
  • People see the greatness of your Divinity and they begin to worship 
  them; your Divinity’s Faith becomes stronger.
  Choose a number of calamities up to your Will that won’t happen:
  • An NPC you sincerely care about just happens to be present. They 
  become fanatically zealous and will cause trouble.
  • This new devotion provokes a religious schism or an heresy. A new 
  hostile faction emerges from this group; the GM will create a Peril.
  • You cannot redo this Move until the next Age.
  The calamities you haven’t chosen happen; the GM will flesh out the 
  details.
   overthrow the False prophets. 
  You can spend 1 Faith to give an order to a group of Followers, even if 
  they’re not yours, and they’ll do it.
   renew the worlD. 
  When you trigger your Divinity’s Fate Move, hold 1. Spend that hold to 
  prevent another Divinity from moving their Fate towards their goal.
   the name that can be nameD is not the eternal name. 
  When you kill an Avatar, their Divinity must trigger fall into 
  nothingness.
   unsatisFactory alliance. 
  When you receive help from an Avatar or an Apostle of a different 
  Divinity, you must choose an additional benefit and an additional calamity 
  on any move triggered. You can spend 1 Faith to choose only the benefit.
  Apotheosis Move
  When you die, your place of death becomes a pilgrimage site and a place 
  of worship is built there. It become a place of safety for the worshippers 
  of your Divinity. There, followers can be easily found and no Peril can 
  harm them.
  The Harbinger
  
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  The Incarnation
  Apotheosis Move
  When you die, it’s just part of the cycle: worshippers are looking for your 
  next reincarnation. If your next character has the same Calling, you can 
  keep your advancements. Reset their Stats and Harm options and simply 
  change their Look - you may take another Role if that makes sense.
  Incarnation Moves
  Choose two:
   From eternity to temporality, From inFinituDe to FinituDe. 
  Your essence is divine, and one of your aspects is the epitome of your 
  Divinity. Choose one of your Stats; whenever you should use it, instead 
  use the current Fate of your Divinity (treating it as positive if it’s negative).
   i come into being, age aFter age. 
  Once per Age, you can ask the GM how you can trigger your Divinity’s 
  Fate Move. They will tell you exactly which requirements you must fulfil to 
  trigger it: up to three, linked with “and” or – mercifully – “or”.
   knowleDge is the ultimate weapon. 
  If you know the weakness of your foe, you can unleash the fury of war 
  against them with Will, instead of Valour.
   this is just a mere emboDiment oF the soul. 
  Whenever you want, change any or all of your Look and even the Quality 
  linked to your supernatural features. Those who know you can still 
  recognize you, but only if they look closely.
   revereD. 
  When you speak publicly to a mob, you can lead them to do your bidding. 
  Choose one below. You can ask them:
  • To bring you someone; but they will also commit violence upon people 
  that are similar or close to your target.
  • To bring you something precious you covet; but they will steal other 
  things also and be jealous of your treasure.
  • To fight for you or your cause; but they will spread chaos and death on 
  their way.
  Roles
  Choose one at character creation:
   The Champion. You fight valiantly in the name of your Divinity. 
  Mark when you creatively defeat an opponent of the cosmic balance. 
  Say who they were and how you defeated them. The GM will tell you 
  how you’ve seen evidence of their reappearance and how they seem 
  stronger; the GM will create a relevant Peril.
   The Hierophant. You act as an interpreter for your Divinity’s will and 
  educate their worshippers in their holy ways. Mark when you correct 
  a significant imbalance. Say how you’ve improved someone’s lot. The 
  GM will say what they now expect from you.
   The Heretic. You have lost the trust of your Divinity. Mark when you 
  engage in petty mortal quarrels. Say who was considered an enemy, 
  but was in fact ill-understood. The GM will say who was thought to 
  be an ally, and is in fact a foe.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you further the cosmic balance. luxury, at least on the 
  short-term, for a group of people. The GM will say who suffers from 
  this and now opposes the current imbalance; the GM may create a 
  relevant Peril.
  When you mark a new Role in play, gain a new Incarnation Move or 
  add +1 to a Stat. If you’re Heretic or Lost, you can take a Move from 
  another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Avatars are usually elevated by their deity from the masses of 
  humanity, and retain some of their weaknesses and imperfections. 
  You are different. You are the embodiment of your Divinity, 
  sent to the mortal realm to bring balance. Until a new cycle of 
  destruction and renewal begins.
  Stats
  Choose one set:
  • Charisma 0, Valour 0, Will 3, Wisdom 1
  • Charisma 1, Valour 0, Will 3, Wisdom 0
  • Charisma 1, Valour 0, Will 2, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  Masculine, feminine, ambiguous, concealed.
  Face: 
  Serene, gorgeous, luminous, pallid.
  Eyes: 
  Scorching, lost, venerable, candid.
  Body: 
  Luscious, still, gracious, imposing.
  Voice: 
  Stern, soothing, rich, passionate.
  Optionally: part-animal, several arms, levitating, inhuman 
  skin colour. If any, you gain a relevant Quality 
  and the Detriment: conspicuous.
  Backstory
  Everyone goes round the table and introduces their Avatar by 
  their appearance. On your turn choose the reason you have been 
  sent to the mortal realm:
  • You naturally appear when the balance between two 
  concepts must be restored (for example: good and evil, 
  chaos and order, creation and destruction).
  • You have been summoned by powerful worshippers of 
  your Divinity.
  • You are one of the numerous signs foretelling the end of 
  days.
  When all Avatars have been chosen by Divinities, go around 
  again, and on your turn choose another Avatar for at least one:
  • __________ came to me for wise counsel. Ask them what 
  it was about and say sincerely what you think their best 
  course of action is; the GM will consider that the truth.
  • I have foreseen the doom of __________ but I know a 
  way to prevent that from happening. Say what it is; the 
  GM will create a relevant Peril.
  • I know that the divinity __________ serves wrongly 
  tried to tip the balance to the universe. Ask them what 
  you prevented them from doing and tell them what they 
  should do instead to have your support.
  
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  The Martyr
  Apotheosis Move
  When you die, name an NPC (or a PC if they agree to it) responsible 
  for your death and say how and when they will die; the GM will make 
  that happen, no matter how. Name an NPC who will emerge unharmed 
  of the current situation; the GM will make that happen, no matter how.
  Martyr Moves
  Choose two:
   Don’t minD me. 
  When you blend in a crowd, you won’t be recognized and will look 
  unremarkable. You can also enter secure places without difficulty unless 
  you have the Detriment: conspicuous.
   Fight For the right cause. 
  When you witness an injustice or an evil deed and you intercede, you stop 
  it. Choose any number of additional benefits up to your Wisdom:
  • You prevent your antagonist from retaliating for now.
  • You show signs of wonder and people support your cause; your 
  Divinity’s Faith becomes stronger.
  • You have corrected a pivotal wrong; move your Divinity’s Fate a step 
  towards Ruin or Salvation.
  Finally, choose a number of calamities up to your Valour that won’t happen:
  • You are fatally wounded in the process: trigger harm.
  • An unforeseen complication will happen; the GM will make a Move.
  • An NPC you sincerely care about just happens to be present. They are 
  either captured or persecuted.
   beneDiction oF health 
  By your mere presence you may ease suffering. Spend 1 Faith to 
  temporarily erase a Detriment concerning a population, a place or a small 
  area. If you want to erase it permanently, the GM will tell you what more 
  you need to do (time, resources, sacrifice and/or help).
   reD martyrDom. 
  Your Harm move, instead of “Survive but reveal that your Divinity can’t 
  protect you”, has this option: “Survive and show that your persecution 
  sanctifies you; your Divinity’s Faith becomes stronger”. As with all harm 
  move options, you can pick this option only once.
   walking the earth. 
  When you visit a settlement for the first time, or when you return 
  after a long absence, say what you want from these people (protection, 
  information or worship). The GM will tell you what you need to do to 
  obtain it.
  Roles
  Choose one at character creation:
   The Hierophant. You act as an interpreter for your Divinity’s will and 
  educate their worshippers in their holy ways. Mark when you seek 
  sanctuary for your Divinity’s worshippers. Say where they’ll be safe; 
  the GM will tell you what’s in your way.
   The Sybarite. You live unidentified amongst the mortals and the 
  followers of your Divinity, sharing their joys and their pains. Mark 
  when you search the lands for a solution for the ills of your Divinity’s 
  worshippers. Say what it is; the GM will tell you what sacrifice must 
  be done or what unfortunate consequences will happen.
   The Heretic. You have lost the trust of your Divinity. Mark when 
  you choose to fight a threat that doesn’t endanger your Divinity’s 
  worshippers. Say who, person or faction, is helping you.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you refuse to serve your Divinity by harming people. Say 
  what about them reminds you of your former mortal life and how 
  you’re hoping to change your Divinity’s ways.
  When you mark a new Role after character creation, gain a new Martyr 
  Move or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move 
  from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Gods are long-sighted, but they don’t care if their orders harm 
  the weak and the unfortunate. You’re blessed with the glory of 
  the gods but seek a way to spread their words without causing 
  suffering. This is your calling, this is your curse.
  Stats
  Choose one set:
  • Charisma 0, Valour 1, Will 0, Wisdom 3
  • Charisma 0, Valour 2, Will 0, Wisdom 2
  • Charisma 1, Valour 1, Will 0, Wisdom 2
  Look
  Choose one of each, or create something else:
  Form: 
  masculine, feminine, transgressing, androgynous.
  Face: 
  smooth, scarred, striking, friendly.
  Eyes: 
  sharp, weary, shining, guilty.
  Body: 
  marked, slight, hard, skinny.
  Voice: 
  regal, caring, peaceful, soft.
  Optionally: halo of divine light, bleeding stigma, third 
  eye, impervious to elements. If any, you 
  gain a relevant Quality and the Detriment: 
  conspicuous.
  Backstory
  Everyone goes round the table and introduces their Avatar by 
  their appearance. On your turn choose at least one event from 
  your former life as a mortal:
  • I advocated for a false deity before receiving an epiphany 
  from my Divinity.
  • My followers were persecuted and killed; I am the only 
  survivor.
  • I travelled to hostile lands to preach, to no avail.
  When all Avatars have been chosen by Divinities, go around 
  again, and on your turn choose another Avatar for at least one:
  • I have rescued __________ from a hellish place. Update 
  the map with an limited area (Detriment: blight); the 
  GM will create a relevant Peril.
  • I have prevented __________ from harming people. 
  Neither of us are welcomed at that place now. Say where 
  it happened and ask them what they were about to do and 
  how you stopped them.
  • I have saved the life of someone dear to __________. Ask 
  them who it was; the GM may create a relevant Peril.
  
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  The Pandora
  Apotheosis Move
  When you die, your remains begin to vomit blights and evils. Say which 
  monstrosities roam the place; no one except Avatars would be fool 
  enough to enter this no man’s land. However, hold 1. At any moment 
  you can spend that hold to say that the treasure any PC is looking for is 
  located right here.
  Pandora Moves
  Choose two:
   all-giving. 
  If you give a meaningful present to someone, even if you just send it 
  to them, you can speak the tongue of gods to them as if “they are 
  susceptible to your words”. Moreover, they wouldn’t ever “ask you a tough 
  price”, even if you left that calamity open for the GM to describe.
   molDeD by the goDs. 
  The gods made you perfect. When your Divinity uses curse the 
  unfaithful on you, they lose 1 Faith.
   monster-bearer. 
  You can give birth to a monster. You can have only one monster at your 
  side at any moment. This monster can fight in the shadow of the 
  colossus for you and is clever enough to obey complex orders. If your 
  monster dies, you can’t have another one until the next Age.
  Choose one:
  • A Drake with Quality: fire-breathing,Quality: flying and Detriment: 
  overconfident.
  • A wild beast with Quality: tough, Quality: strong and Detriment: 
  savage.
  • A snake with Quality: amphibian, Quality: venomous and Detriment: 
  huge.
  • A giant spider with Quality: terrifying, Quality: sneaky, and Detriment: 
  slow.
   Full oF giFts. 
  You can give a Quality to an NPC or an Apostle, if you also give them a 
  Detriment. You can have only grant one Quality and Detriment at any 
  moment. You can’t take them back  the recipient needs to die first.
   no hope remains 
  When you suffer harm, hold 1. When the end is nigh, you can spend 
  that hold to choose any blight, even one specific of your Divinity.
  Roles
  Choose one at character creation:
   The Zealot. You speak the words of your Divinity and promote their 
  Domain. Mark when you forge powerful weapons of destruction. Say 
  where they are stocked on the map and who’s aware or afraid of their 
  existence; the GM will create a relevant Peril.
   The Sybarite. You live unidentified amongst the mortals and the 
  followers of your Divinity, sharing their joys and their pains. Mark 
  when you find answers to the reason of your existence. Say how you 
  can free yourself from your fate.
   The Heretic. You have lost the trust of your Divinity. Mark when 
  you save a population from the edge of extinction. Say why you save 
  them: compassion for them or rebellion against your Divinity.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you put aside your Divinity’s goals to forge an alliance for 
  the greater good. Say why the larger threat needs everyone to band 
  together to defeat it; the GM will create a relevant Peril.
  When you mark a new Role after character creation, gain a new Pandora 
  Move or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move 
  from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  If chaos would have a face, if strife would have a voice, it would 
  be yours. Of beauties and evils, you’re wealthy and generous. The 
  truth is, you live amongst mortals only to cause trouble. What can 
  you say? Trouble is the best gift you can give!
  Stats
  Choose one set:
  • Charisma 3, Valour 0, Will 1, Wisdom 0
  • Charisma 3, Valour 1, Will 0, Wisdom 0
  • Charisma 2, Valour 0, Will 1, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  masculine, feminine, ambiguous, androgynous.
  Face: 
  gorgeous, unsettling, striking, strange.
  Eyes: 
  arresting, dark, mocking, welcoming.
  Body: 
  toned, attractive, unnatural, graceful.
  Voice: 
  sultry, soft, soothing, lilting.
  Optionally: metallic skin, supernatural beauty, several arms, 
  floating lights. If any, you gain a relevant Quality 
  and the Detriment: conspicuous.
  Backstory
  Everyone goes round the table and introduces their Avatar by 
  their appearance. On your turn choose at least one event from 
  your former life as a mortal:
  • I was the guardian of a divine treasure, but I wasn’t 
  reliable enough and I failed to protect it.
  • I seduced everyone who laid their eyes on me; wars were 
  waged to conquer me.
  • I was created by the gods themselves and sent as a reward 
  or a punishment, but I’ve gained my free will.
  When all Avatars have been chosen by their Divinities, go around 
  again, and on your turn choose another Avatar for at least one:
  • __________ fell in love with me at first sight. 
  Unfortunately, they have a powerful rival. Say who it is; 
  the GM will create a relevant Peril.
  • I protected __________ from the fury of their Divinity. 
  I managed to divert their punishment unto an innocent 
  population. Say what kind of punishment it was; the GM 
  will add a relevant Detriment to a population.
  • I was bearing an Artefact intended for __________ when 
  I lost it. Say who has now reclaimed it; the GM will 
  create a relevant Peril.
  
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  The Prometheus
  Death
  When you die, instead of influencing your Divinity during your 
  Apotheosis Move, you can choose this option: “Become a deity: choose 
  a Domain and follow the usual rules to create them. The GM will play 
  your character as an NPC in the pantheon from now on.”
  Prometheus Moves
  Choose two:
   chaineD, tormenteD, but still alive. 
  When your Divinity uses curses the unfaithful on you, they 
  temporarily lose a Basic Divinity Move until they regain 1 Faith.
   taboo. 
  When you challenge the established order, current laws or customs, you 
  weaken the rules of the society: what you’ve done is accepted as normal for 
  now. Choose also any number of additional benefits up to your Will:
  • A rule is forever changed, according to your wish.
  • An Artefact you were bearing gains 1 hold up to its maximum.
  • Your Divinity’s Followers or Apostle lose one of their Detriments.
  Choose any number of calamities up to your Charisma that won’t happen:
  • You are fatally wounded in the process: you are harmed.
  • An unforeseen complication will happen; the GM will make a Move.
  • You show that the gods can be challenged; your Divinity’s Faith 
  becomes weaker.
   Divine thieF. 
  You have stolen something from a Divinity (not necessarily yours). You 
  have a Major Artefact you can use, and the Divinity must still pay the 
  Faith cost to create it.
   pleaD For humanity. 
  Once per Age, you can implore a higher deity. You don’t need to keep 
  track of the Oath you should give: it’s well-known that your word can’t be 
  trusted.
   wretcheD giFt. 
  When you perform a miracle or when you unleash the fury of war, 
  you may decide who will suffer the “unfortunate consequences” instead of 
  the GM.
  Roles
  Choose one at character creation:
   The Sybarite. You live unidentified amongst the mortals and the 
  followers of your Divinity, sharing their joys and their pains. Mark 
  when you lure worshippers to venerate you instead of a true god. 
  Name a faction that considers you a god; the GM may create a Peril.
   The Hermit. You are a secluded sage, without any followers, though 
  many seek your tutelage. Mark when someone asks you where to find 
  something crucial. Say who else is looking for it; the GM may create 
  a relevant Peril.
   The Heretic. You have lost the trust of your Divinity. Mark when 
  you give the gifts of your Divinity to someone your god views as 
  unworthy. Ask them who the gift was intended for, and say what 
  unfortunate consequences will happen now.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you seek a power that you could use to bring down the 
  gods. Mark a place on the map where you might find exactly that; the 
  GM may create a relevant Peril.
  When you mark a new Role after character creation, gain a new 
  Prometheus Move or add +1 to a Stat. If you’re Heretic or Lost, you can 
  take a Move from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Gods are a mistake that the universe needs to correct. They must 
  disappear, they must be killed. Because who else would end the 
  world, if not them? Mortals are the true kings, and it is time to 
  give them the keys of their destiny.
  Stats
  Choose one set:
  • Charisma 2, Valour 0, Will 2, Wisdom 0
  • Charisma 1, Valour 1, Will 2, Wisdom 0
  • Charisma 1, Valour 1, Will 1, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  masculine, feminine, transgressive, androgynous.
  Face: 
  striking, burned, sly, gaunt.
  Eyes: 
  passionate, anguished, angry, wary.
  Body: 
  angular, crippled, frail, graceful.
  Voice: 
  sullen, broken, distant, impenitent.
  Optionally: giant size, bleeding stigma, horns, halo of 
  darkness. If any, you gain a relevant Quality and 
  the Detriment: conspicuous.
  Backstory
  Everyone introduces their Avatar by appearance. On your turn 
  choose what kind of minor deity you are:
  • I am the child of a deity and a mortal but I refused to 
  take the side of the gods.
  • I am older than the gods themselves but I have spent 
  most of my existence in a hellish prison.
  • I was cast out of the divine realm because of a 
  wrongdoing.
  When all Avatars have been chosen by their Divinities, go around 
  again, and on your turn choose another Avatar for at least one:
  • __________ once found me almost dead and helped me 
  recover. Say who or what almost killed you; the GM will 
  create a relevant Peril.
  • __________ stood in my way once. I spared them but 
  was punished for my reluctance. Say what you didn’t 
  accomplish because of them; the GM will tell you how 
  it has become an even worse situation and may create a 
  relevant Peril.
  • I discovered a secret, something hidden or unsuspected, 
  with the help of __________. Say what it is and why it 
  needs to be kept secret or else disasters would ensue; the 
  GM may create a relevant Peril.
  
  Harm
  When you are fatally wounded, mark off an unmarked option:
   Die and make your Apotheosis Move.
   Survive but be weakened by your trial; get -1 to one of your Stats.
   Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
   Survive and change your Role.
  Charisma 
  Will 
  Valor 
  Wisdom 
  Avatar Calling
  The Prophet
  Death
  When you die, deliver a final prophecy even if you don’t have the 
  move. You can freely choose up to 3 benefits, and don’t have to pick any 
  calamities.
  Prophet Moves
  Choose two:
   they shall attack you, but they shall not prevail 
  When you suffer harm because of one of your prophecies, the harm is 
  transferred to your opponent or is negated (your Divinity’s choice).
   clairsentience. 
  You can spend 1 Faith from your Divinity to view an object, a person or 
  a remote location, for as long as you close your eyes. The better you know 
  the target, the clearer the vision.
   voice oF the goDs
  When you truthfully or falsely preach the words of your Divinity, choose one:
  • An NPC will believe you wholeheartedly, but they become too zealous.
  • An NPC will follow your words, but their path is their own.
  • An NPC or an Apostle will help you, but their true reasons are theirs.
  • An NPC or an Apostle won’t oppose you, and that’s enough for now.
  If your words are exposed as lies, expect doom; the GM will make a Move.
   prophecy
  When you deliver a prophecy, a wise counsel from your Divinity or a 
  vision of the future, whoever was paying attention will carefully consider 
  your words. Choose also any number of additional benefits up to your 
  Wisdom:
  • Whoever acts upon that prophecy to fulfill it may choose one more 
  benefit the next time they act.
  • Whoever acts contrary to the prophecy will have to choose one more 
  calamity the next time they act.
  • People see the greatness of your Divinity and they begin to worship 
  them; your Divinity’s Faith becomes stronger.
  Choose any number of calamities up to your Charisma that won’t happen:
  • You are fatally wounded in the process: trigger harm.
  • An unforeseen complication will happen; the GM will make a Move.
  • You cannot speak the tongue of the gods nor deliver a prophecy 
  until this prophecy has come to pass, one way or another.
   the law oF your Fathers is not the law oF the goDs. 
  You can spend 1 Faith from your Divinity to order an NPC or a group of 
  people to disobey one of their customs, laws or rules.
  Roles
  Choose one at character creation:
   The Pontiff. You are your Divinity’s high priest on the mortal realm. 
  Mark when you lead a mob of your Divinity’s worshippers to fight 
  for your Divinity’s cause. Say against who or what you’re fighting 
  against; the GM will say who is your best allies in that fight and may 
  create a relevant Peril.
   The Hierophant. You act as an interpreter for your Divinity’s will 
  and educate their worshippers in their holy ways. Mark when you 
  infiltrate a group to gain them to your Divinity’s cause. Say someone 
  who already trusts you; the GM will say someone who schemes 
  against you and may create a relevant Peril.
   The Heretic. You have lost the trust of your Divinity. Mark when you 
  spare or ally with your Divinity’s enemy. Ask the Divinity how you 
  can change their mind.
   The Lost. You follow your own journey, leaving your Divinity’s ways. 
  Mark when you discard the wisdom of your Divinity and seek new 
  guidance. Say what you’re looking for; the GM will tell you where to 
  find it.
  When you mark a new Role after character creation, gain a new Prophet 
  Move or add +1 to a Stat. If you’re Heretic or Lost, you can take a Move 
  from another Calling.
  If you’ve marked each Role, your character retires. Narrate an epilogue, 
  using any element you like from their Apotheosis Move.
  Whatever message the gods want to pass to humanity, you’ll 
  serve as an intermediary. Being the mouth of the gods has its 
  advantages: you can draw from an infinite fount of wisdom; 
  but it has also its disadvantages: people tend to persecute the 
  messenger for the bad news.
  Stats
  Choose one set:
  • Charisma 2, Valour 0, Will 0, Wisdom 2
  • Charisma 1, Valour 0, Will 1, Wisdom 2
  • Charisma 1, Valour 1, Will 1, Wisdom 1
  Look
  Choose one of each, or create something else:
  Form: 
  masculine, feminine, transgressing, concealed.
  Face: 
  grimy, young, weathered, serene.
  Eyes: 
  passionate, sunken, wise, bright.
  Body: 
  wiry, scarred, awkward, bent.
  Voice: 
  warm, husky, loud, vehement.
  Optionally: third eye, impervious to elements, halo of divine 
  light, levitation. If any, you gain a relevant 
  Quality and the Detriment: conspicuous.
  Backstory
  Everyone goes round the table and introduces their Avatar by 
  their appearance. On your turn choose at least one event from 
  your former life as a mortal:
  • I have been a scapegoat, banished from my people.
  • I went somewhere nobody ever set foot.
  • I was the most important mortal figure in the world 
  before becoming the messenger of my Divinity, such as an 
  emperor or a king.
  When all Avatars have been chosen by their Divinities, go around 
  again, and on your turn choose another Avatar for at least one:
  • __________ came to me for wise counsel. Ask them what 
  it was about and say sincerely what you think their best 
  course of action is; the GM will consider that as a truth.
  • I know a truth about __________ that they don’t know 
  and probably don’t even want to hear. Ask them what it is; 
  the GM will consider that as a truth.
  • I have foreseen the doom of __________ but I know a 
  way to prevent that from happening. Say what it is; the 
  GM will create a relevant Peril.
  
  Qualities:
  Qualities:
  Detriments:
  Detriments:
  Apostle
  Belief
  Choose one below:
   Some things are worth dying for. You have devoted your life to protecting someone, some people or 
  something. Say who they are. When the outcome of a Move should kill or harm an NPC, you may 
  take their place instead.
   We all should aspire to a better good. You once failed your sacred duty. Say who or what suffered 
  because of your mistakes. When you die, say which Divinity’s sacred law is changed and how.
   My word is my bond. You gave a promise that you haven’t yet fulfilled. Say what you promised, to 
  whom, and the GM will tell you why it is more complicated than it looks. When you die, give a 
  final order to someone present, even an Avatar, and they will have to execute it no matter what.
  Look
  Choose one:
   A fearless paladin. You care about people, maybe a little bit too much: that can eat you away at you. 
  When someone close to you or to your Divinity’s Avatar is in deep distress, you somehow know it.
   A monk with dark memories. You are a different person from the one who entered your order a 
  long time ago. When you enter a community, no one will harm you as long as you provide some aid.
   A resolute inquisitor. There will be no rest for the wicked, as you’ve devoted your life to justice. You 
  may fight in the shadow of colossus even if you don’t follow the orders of an Avatar, if your 
  intent is to serve justice.
  Role
  Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
   The Champion. You fight valiantly in the name of your Divinity; your arm strikes without 
  hesitation wherever it is needed. Your Divinity has already granted you an Artefact.
   The Paragon. You truly embody your Divinity’s Domain and beliefs, being an implacable 
  instrument of justice, and as such you inspire your Divinity’s worshippers. With time and effort, you 
  may change the Qualities and Detriments of your Divinity’s Followers.
   The Lost. You somehow rejected your Divinity: now you follow your own rules. You commit crimes 
  and villainy, do evil as soon as you can. If your Divinity’s Faith is negative, gain an extra Quality per 
  point below 0.
  If your Divinity’s Avatar changes their Role, you may also change yours. Say why and how it happens.
  Apostle of Justice
  Belief
  Choose one below:
   After winter, there’s spring; after death, life. You are an initiate of the Great Mysteries. Say what 
  you’ve lost or left behind to become an Apostle. When you die the first time, you may say that you 
  actually survive.
   We must remember the legends of the departed. Say whom your Divinity’s current Avatar reminds 
  you and say why you think they are similar and will meet the same fate. When you die, your 
  Divinity changes your body and mind into something different; say what it is and how the legends 
  will remember you.
   Death is no ending. Our deeds will be judged at our demise. Say who is the foulest character 
  amongst the Avatars and the Apostles; their player will reveal their darkest secret to you. When you 
  die, you leave a minor Relic that another Apostle can bear. The Apostle bearing your Relic may now 
  use your Look Move as if they had it.
  Look
  Choose one:
   An ambitious plague doctor. You wear a mask to hide deformities due to a disgraceful illness. You 
  are immune to any sickness. You can heal someone else’s fatal wound but you permanently lose one 
  of your Qualities during the process.
   A resolute necromancer. You have a gift and you want to use it well: you can talk to the spirits of 
  the dead and the undead. You can speak the tongues of the gods to them like an Avatar except 
  you only choose one of the benefits. Instead of picking calamities, you permanently lose one of your 
  Qualities.
   An aloof embalmer. You usually maintain a cold composure and you smell of myrrh, perfumed oils 
  and incense. When an Avatar dies in your presence, they may freely choose to “leave behind you a 
  Relic”. Change one of your Qualities to relic-bearer.
  Role
  Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
   The Zealot. You speak the words of your Divinity, explaining to everyone what they should expect 
  in the Afterlife. If you’re in an area with the Detriment: disease, you may consider it as one of your 
  Qualities.
   The Hermit. You are a secluded sage, without any followers, said to live forever. You appear and 
  disappear whenever your heart commands; you don’t fade out and may reappear even if the Age has 
  changed.
   The Heretic. You have lost the trust of your Divinity because you believe in a different Afterlife. 
  Gain a Quality when your Divinity’s Fate goes the opposite way and gain a Detriment when your 
  Divinity’s Fate goes the way they want.
  If your Divinity’s Avatar changes their Role, you can change yours. Say why and how it happens.
  Apostle of Death
  
  Qualities:
  Qualities:
  Detriments:
  Detriments:
  Apostle
  Belief
  Choose one below:
   Respect what is ancient and wise or fear its fury. You survived a natural disaster. Say what useful 
  fragments of your former civilization can be found in the devastated remnants of its land. When 
  you die, a disaster of cataclysmic proportion devastates the land. Say where it hits and which feature 
  is destroyed.
   Nature giveth, Nature taketh away, everything comes to a circle. Say what good Nature has given 
  and what good it has taken; erase a Quality somewhere on the map and add another one somewhere 
  else. When you die, say which enemy realizes that their way is wicked and becomes an ally.
   Words are deceitful, rely on your primal instincts. There is one rule of a civilized society that you 
  cannot fathom. Say what it is; the GM will tell you how you can make a population forget about 
  that rule. When you die, you curse an NPC present and they become an animal. Say which one.
  Look
  Choose one:
   A severe-looking hunter. Swift and silent, you are nothing but a shadow when nature surrounds 
  you. You have the upper hand in a forest.
   A flea-ridden old crone. Your skin looks like leather but, behind your frail appearance, you hide 
  a robust condition. You may take at will the form of any animal; change your Qualities and 
  Detriments accordingly.
   A stocky beastmaster. You wear hides and seem like an animal. With just a word, you can command 
  a ferocious beast to do your biddings. When your trained animal is at your side, you are considered 
  to have an additional relevant Quality.
  Role
  Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
   The Pontiff. You are the head of your clergy: a druid, but also a priest. Animals are used to obeying 
  your orders, and share with you what they have seen. You have your own Followers, simple animals 
  with Quality: band, Quality: small and Quality: inconspicuous or Quality: flying.
   The Zealot. You speak the words of your Divinity, explaining to everyone what Nature has in store 
  for them. If you’re in a purely natural area (forest, mountains, seas, etc) with a Quality, you can treat 
  the Quality as one of your own. 
   The Hermit. You are a secluded sage, without any followers, said to be sustained by nature itself. You 
  appear and disappear whenever your heart desires; you don’t fade out and may reappear even if the 
  Age has changed.
  If your Divinity’s Avatar changes their Role, you may also change yours. Say why and how it happens.
  Apostle of Nature
  Belief
  Choose one below:
   Curiosity brings great riches. You’ve discovered a strange place. Say where it is on the map and say 
  what what you think happened there. When you die, a Relic may be found on your body; the GM 
  will decide whose Relic it is and which Move is tied to it.
   We must learn to accept our destiny. You were full of good intentions but you’ve been a fool and 
  something wicked came along. Say what good you did in the past and the GM will tell what evil 
  happened because of you. When you die, say what good will come out of this; the GM will make 
  that happen.
   Wisdom lies within books. You are a bookworm; this is how you’ve found a legendary item. Say 
  what it is and where it is hidden; the GM will tell you who or what guards it. When you die, hold 1. 
  Spend that hold at any moment to reveal that a clue you’ve left gives someone information useful to 
  their current situation..
  Look
  Choose one:
   A reclusive wizard. For years you have studied the demanding, draining practice of magic, and in 
  return have gained deep power. You can perform a miracle like an Avatar except you only choose 
  one of the benefits and no calamities happen. Instead you permanently lose one of your Qualities.
   An adventurous scribe. You have travelled to every corner of the world, the sun has burnt your skin, and 
  you’re full of marvellous stories. You can find a friend in every settlement. When you introduce them 
  choose two: they’re influential, you don’t owe them, they’re interested in helping you with your problem.
   An hedonistic master schemer. Dressed in silk and jewellery, you’ve always seemed inoffensive to 
  everybody; that’s because they are exactly where you want them to be. When you spend time alone 
  with someone, you can ask their player “what do you intend to do?” or “what do you desire the most?”
  Role
  Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
   The Pontiff. You are the head of your clergy, a scholar but also a priest; worshippers are used to 
  heeding your words. You have your own Followers, educated people with Quality: band, Quality: 
  rigorous and Quality: information or Quality: tools.
   The Paragon. You truly embody your Divinity’s Domain and beliefs, possessing an indomitable 
  intellect, and you inspire your Divinity’s worshippers. With time and effort, you may change the 
  Qualities and Detriments of your Divinity’s Followers.
   The Hierophant. You act as an interpreter for your Divinity’s will. When your Divinity asks their 
  Avatar to do as the divine heart desires, if you follow their decree, you act as if you have the 
  Quality: inspired.
  If your Divinity’s Avatar changes their Role, you may also change yours. Say why and how it happens.
  Apostle of Knowledge
  
  Qualities:
  Qualities:
  Detriments:
  Detriments:
  Apostle
  Belief
  Choose one below:
   Blood calls for revenge. Your family was killed during a former conflict and now you seek revenge; 
  you’re a survivor. Say who harmed you or your relatives. When you die, those who fight to avenge 
  your death can choose an additional benefit on any relevant moves.
   War is just a mean to a better end. In order to topple a current injustice, you have spent years 
  learning how to fight. Say who or what you want to bring down. When you die, you may strike a 
  fatal blow to your enemy, even an Avatar.
   To bring peace, one needs to prepare for war. You have the ambition to conquer the world or you 
  may only want to protect your people. Say what is the price of your loyalty. When you die, say how a 
  battle will end, even against all odds.
  Look
  Choose one:
   A grizzly veteran. You are a worn and battered old soldier, but your hand is still firm for the war to 
  come. You can infiltrate any hostile territory or fortified place without trouble.
   A knight in shining armor. You have the arrogance of the youth and the striking beauty of someone 
  with pure heart. You may fight in the shadow of the colossus even if you don’t follow the 
  orders of an Avatar, if your intent is to fight an enemy.
   A brutish giant. People don’t like you but that’s fine, because you don’t like people. When you 
  fight in the shadow of the colossus, you may choose an additional calamity in order to pick 
  an additional benefit.
  Role
  Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
   The Pontiff. You are the head of your clergy: a war leader, but also a priest. You’re a warrior-monk 
  or a templar, and soldiers are used to obeying your orders. You have your own Followers, worthy 
  soldiers with Quality: band, Quality: loyalty, and Quality: weapon or Quality: bravery.
   The Champion. You fight valiantly in the name of your Divinity; your arm strikes without 
  hesitation wherever it is needed. Your Divinity has already granted you an Artefact.
   The Lost. You somehow rejected your Divinity: now you follow your own rules. You value honour 
  when only victory matters, or you value savagery when tactics are lauded. If your Divinity’s Faith is 
  negative, gain an extra Quality per point below 0.
  If your Divinity’s Avatar changes their Role, you may also change yours. Say why and how it happens.
  Apostle of War
  Belief
  Choose one below:
   Even death can be tricked if you’re sly as a fox. Say who left you for dead; the GM will tell you how 
  to get them at a disadvantage. When you die, you decide how you die, if you die; if you cheat death, 
  decide how you fade out.
   We all die alone, but I’ll be damned if I’d fall alone. Say who betrayed you in the past; the GM will 
  tell you what ills they are currently scheming. When you die, you may curse the unfaithful with 
  your last breath, targeting those responsible for your death.
   This will prove more useful in my hands. Say what you stole from someone; the GM will tell 
  you what they’re up to in order to get it back. When you die, someone realises that they’ve lost 
  something useful to them. Say where you’ve hidden it.
  Look
  Choose one:
   A deceitful shape-shifter. You can take the appearance of anybody. You hold 1. You can spend that 
  hold to appear in any scene, revealing yourself as one of the people present in the background.
   An outcast, on the verge of madness. You have been ostracised, you have been mocked, no one 
  takes you seriously... but they’ll see. When you fight in the shadow of the colossus, use your 
  Detriments instead of your Qualities and vice-versa.
   A thieving child. You have a satchel full of the things you have stolen. Hold 3. When you look in 
  your satchel for a helpful item, spend a hold to find it and gain a relevant Quality, but choose one: it 
  can only be used once, or it’s precious to you and you must spend an additional hold, or it belongs to 
  an NPC present and the GM will make a GM Move.
  Role
  Choose one (you can’t choose a Role already taken by your Divinity’s Avatar):
   The Paragon. You truly embody your Divinity’s Domain and beliefs, being an agent of change, and 
  as such you inspire your Divinity’s worshippers. With time and effort, you may change the Qualities 
  and Detriments of your Divinity’s Followers.
   The Sybarite. You live unidentified amongst the mortals, sharing their joys and their pains and 
  maybe being the cause of both. You gain the Quality: inconspicuous.
   The Heretic. You have lost the trust of your Divinity because you try to amend things instead 
  of bringing chaos. Gain a Quality when your Divinity’s Fate goes away from their goal, and a 
  Detriment when it goes towards their goal.
  If your Divinity’s Avatar changes their Role, you may also change yours. Say why and how it happens.
  Apostle of Trickery
  
  Divinity Moves
  Basic Moves
  see Destiny’s threaDs
  When you look into the threads of destiny to foretell 
  the true course of action, say what will happen if 
  your Divinity’s Avatar follows a certain course of 
  action.
  But the GM will choose two to fill out the details 
  of your foretelling:
  There’s a requirement: something must be done 
  first, or something or someone is needed.
  There’s an opponent: something or someone will 
  try to prevent it and is well-prepared.
  There’s a sacrifice: someone or something will 
  suffer harm in the process.
  grant an arteFact
  When you hand over an Artefact to your Avatar, 
  create a Major Artefact following the rules on your 
  Domain playbook. Your Avatar then claims it.
  When you hand over an Artefact to an Apostle, 
  create a Minor Artefact (following the rules 
  on your Domain playbook). Your Apostle then 
  claims it.
  inspire the DevoteD
  When you inspire worshippers to support your 
  Avatar, create a band of Followers following 
  the rules of your Domain playbook. They will 
  naturally find your Avatar as soon as they can. 
  You can only have one group of Followers at any 
  time.
  Peripheral Moves
  presiDe over the heavenly pantheon
  When you assemble a gathering of deities and 
  declare that a divinity equal in rank to you is 
  unworthy, spend 2 Oath against them and lower 
  their position in the pantheon a step.
  recall a Favour
  When an Avatar tries to interfere against your 
  will, you may spend 1 Oath to force their 
  Divinity to compel them to do as the divine 
  heart desires and halt their interference.
  implore a higher Deity
  When you beg for help from a divinity higher than 
  you in the pantheon, give them 1 Oath on you 
  and tell them the injustice or shame you’re facing. 
  Hold 2: while you keep this hold, they can’t act 
  against you or your Avatar.
  They can spend one of your hold whenever they 
  take concrete steps to fulfil your request for aid.
  If they are not helping swiftly enough for your 
  liking, you may spend 1 hold to choose an 
  additional calamity when their Avatar uses a 
  move.
  Do as the Divine heart Desires
  When you issue an order to your Avatar…
  Either they follow your decree; all is well, the 
  divine order is maintained.
  Or they don’t follow your decree, and you rightfully 
  resent that arrogance. Lose 1 point of Faith. You 
  may also curse the unfaithful.
  curse the unFaithFul
  When you punish your Avatar, say what curse you 
  bestow upon them. They are now forever afflicted 
  by that curse.
  The format of the curse should be similar to a Move. 
  For instance: “When you want to lie, don’t” or “When 
  you want to lie, vomit snakes, lizards, toads and 
  spiders” or “When you tell a prophecy, people won’t 
  believe you”. The simpler, the better.
  Favour a mortal
  Once in an Age you may favor a mortal being, 
  fascinated by their beauty or their skill. Say who 
  they are and how they enthralled you; place them 
  on the map.
  If they are important for the fate of the world 
  (your call), your Fate goes one step towards your 
  goal. However if they betray you or are killed, 
  your Fate goes two steps away from it.
  be Full oF grace
  When you reach Faith +4, reset to Faith +0, ascend 
  to a higher position in the pantheon, and trigger 
  The End is Nigh.
  Fall into nothingness
  When you reach Faith -4, reset to Faith +0 and 
  lose a Basic Divinity Move.
  Once per campaign, you can instead reset to Faith 
  -1, but you must change your Epithet and Sub-
  Domain and move lower in the Pantheon.
  If you have no remaining Basic Divinity Moves, 
  you lose your Domain and are slowly forgotten by 
  the world.
  Apostles
  When you bring forth an Apostle of a Divinity:
  Choose one Quality below, or create another one:
  Armor
  Artificial
  Bravery
  Disciplined
  Erudition
  Glory
  Godkiller
  Influence
  Magic
  Money
  Mounts
  Stealth
  Tough
  Undead
  Weapon
  If you want to pick another Quality, choose also 
  one Detriment below, or create another one:
  Addicted
  Ambitious
  Criminal
  Cursed
  Disloyal
  Foolish
  Light-sensitive
  Rusty
  Ruthless
  Sick
  Unequipped
  Unskilled
  Take the Apostle playbook for that Divinity, and 
  pick a Belief, a Look and a Role.
  
  Avatar Moves
  Basic Moves
  overcome the tiDes oF Destiny
  When you try to oppose destiny or when you try to accomplish epic 
  deeds, you barely do it, whatever the odds were. 
  Choose also any number of additional benefits up to your Wisdom:
  You do it with grace and ease, doing what no mortal could have 
  ever done.
  Destiny has changed; the GM will tell you which obstacle or trial 
  on your path is no longer relevant for now.
  Your action has more potency in the face of destiny than expected; 
  move your Divinity’s Fate one step towards Salvation or Ruin.
  Finally, choose any number of calamities up to your Valour that 
  won’t happen:
  You are fatally wounded in the process – you are harmed.
  You reveal one of your weaknesses, to all or to your worst enemy. 
  Say what it is.
  You attract unwanted attention; the GM will make a Move.
  Unchosen calamities happen; the GM fleshes out the details.
  perForm a miracle
  When you channel the power of your Divinity to bend the fabric of 
  reality itself, say what you try to accomplish. You manage to alter the 
  world more or less as you wanted; update the map and add a Quality 
  or erase a Detriment. 
  Choose any number of additional benefits up to your Will:
  You fully accomplish what you wanted; the miracle is permanent 
  and affects exactly what you wanted.
  People see the greatness of your Divinity and they begin to 
  worship them; your Divinity’s Faith becomes stronger.
  You have a prophetic vision; the GM will tell you something 
  interesting.
  Finally, choose any number of calamities up to your Charisma that 
  won’t happen:
  You exhaust yourself; take -1 on one of your Stats until the end of 
  this Age.
  An important sacrifice to your Divinity has to be made; your 
  Divinity’s Faith becomes weaker.
  Something or someone important to you or your Divinity suffers 
  unfortunate consequences; the GM will make a Move.
  Unchosen calamities happen; the GM fleshes out the details.
  unleash the Fury oF war
  When you engage in battle against a powerful opponent (an army, a 
  champion, another Avatar, etc) that you can harm, you achieve your 
  objective.
  Choose any number of additional benefits up to your Valour:
  You fully defeat your enemy, preventing them from fleeing, 
  recovering and regrouping; you won’t have to unleash the fury 
  of war against them again.
  People see the might of your Divinity and they begin to worship 
  them; your Divinity’s Faith becomes stronger.
  You learn something about your true enemy; the GM will tell you 
  something about a Peril.
  Finally, choose any number of calamities up to your Will that won’t 
  happen:
  You are fatally wounded in the process – you are harmed.
  Something or someone important to you or your Divinity suffers 
  unfortunate consequences; the GM will make a Move.
  The field of battle is ruined for this Age and the Age to come. 
  Update the map with a large area (Detriment: devastated). If any 
  terrain feature was located here beforehand, erase it.
  Unchosen calamities happen; the GM fleshes out the details.
  speak the tongue oF goDs
  When you try to convince an important NPC and they are susceptible 
  to your words, they’ll do what you’ve asked. 
  Choose also any number of additional benefits up to your 
  Charisma:
  You may permanently count them as ally, unless you betray them; 
  you won’t have to speak the tongue of gods again with them.
  Their own allies consider you favourably.
  They tell you something useful; the GM will tell you what.
  Finally, choose any number of calamities up to your Wisdom that 
  won’t happen:
  They ask for a tough price to pay to ensure their loyalty.
  You have shown your own limits in needing help; your Divinity’s 
  Faith becomes weaker.
  This new alliance spreads fear and hostility, enemies of your ally 
  plot their own schemes; the GM will make a Move.
  Unchosen calamities happen; the GM fleshes out the details.
  Peripheral Moves
  harm
  When you are fatally wounded, choose one:
  Die and trigger Apotheosis.
  Survive but be weakened by your trial; get -1 to one of your Stats.
  Survive but reveal that your Divinity can’t protect you; your 
  Divinity’s Faith becomes weaker.
  Survive and change your Role.
  You can pick any option only once.
  apotheosis
  When you die, choose two as you ascend to the divine realm:
  You influence your Divinity as you partially merge together; you 
  can change their Epithet, their Sub-domain, or cause them to seek 
  Salvation instead of Ruin or vice versa. They can refuse, but to do 
  so they must fall into Nothingness.
  Your death somehow influences the destiny of the world; your 
  Divinity’s Fate goes one step towards Salvation or Ruin.
  You leave behind you a testament of your glory, a Relic.
  relics
  When you leave behind a Relic, choose one of your Avatar Moves 
  and link it to one of your possessions or to a part of your body.
  When you claim a Relic of a former Avatar, you gain the Move 
  associated with it, some of their memories and part of their 
  personality. Say how it changes you.
  
  Story Moves
  the enD is nigh
  When years and generations pass by, the world enters a new Age. Apostles and Followers disappear 
  but Avatars survive, unless their player wishes otherwise.
  If the Divinity triggering this Move with Be Full of Grace has a positive Fate, they choose one 
  blessing for each point of Fate over 0 (up to 3):
  An NPC or Apostle becomes a legend, and their heroism brings hope to the land.
  You offer a new invention to humanity; add a relevant Quality to a small area.
  You interfere in a mortal’s life as a valuable service to another Divinity; they hold one less Oath over 
  you. The mortal is an NPC in the coming Age.
  If the Divinity triggering the Move has a negative Fate, they choose one blight for each point of Fate 
  under 0 (up to 3):
  An NPC dies in atrocious or shameful circumstances; their lineage is lost.
  A new Peril emerges. Say what it is and which objective or purpose they have.
  A minor divinity is forgotten; their domain becomes chaotic and others may covet it.
  Other Divinities may spend 1 Fate to choose a blessing or a blight.
  Afterwards, reset the Fate of each Divinity to 0, and reset their Faith: the lowest Divinity has Faith 
  -1, the highest has Faith +1, and the others have Faith +0.
  Focus on the mortal realm
  When we need to focus on dramatic events happening on the mortal realm and involving at least one 
  Avatar…
  1. Establish the scene: say which Avatars are present, where they are on the map, and what they are 
  doing.
  2. Focus on the Avatar most involved in current events, and find out what they want to do during 
  this scene.
  3. Focus on the Avatar that has been least involved in recent scenes and find out what they want to 
  do in this scene. If they don’t see anything to do, they may play an Apostle of the more involved 
  Avatar or arrive later during the scene when they find a reason to be present.
  4. Focus on the remaining Avatars and find out if they want to be present in this scene. If they don’t 
  see anything to do, they may play an Apostle of the less involved Avatar or arrive later as above.
  If somebody played an Apostle, they may roam the land after that scene.
  speak to the chosen
  When a Divinity appears on the mortal realm to converse with their Avatar, or speak to them through 
  signs or dreams…
  1. Establish the scene: say where they are (and point it on the map if possible), which appearance has 
  taken the Divinity and what the Avatar is doing.
  2. Play a quick scene or, if through divination or dreams, give the Avatar the substance of the 
  message.
  3. Follow the Avatar and find out what they will do about it.
  Focus on the Divine realm
  When large events unfold before the eyes of the divinities and they need to confer…
  1. Establish the scene: say which Divinities are present, what their surroundings in the mythic realm 
  look like, and what they are doing.
  2. Focus on the Divinity that has been least involved in recent scenes and find out what they want to 
  do. Speak to the Chosen, if need be.
  3. Ask the other Divinities if they want to accompany the less involved Divinity. If not, they may 
  roam the land afterwards.
  roam the lanD
  When some Avatars were not involved during previous scenes and had nothing to do on their own, each 
  player who wasn’t involved picks one:
  They change their Role in their Divinity’s clergy.
  They went preaching and working miracles; their Divinity gets +1 Faith.
  They learned new information; the GM will tell them something useful or interesting, or reveal a 
  Peril.
  They made the world better or worse; erase or add a Quality or Detriment.
  Optionally: when some Divinities were not involved during previous scenes and had nothing to do on 
  their own, each of those Divinities picks one:
  They inspired the devoted.
  They favoured a mortal.
  They built a new shrine; say what it is and place it on the map.
  They performed valuable service for an equal or inferior deity unknown before now. Describe the 
  deity,  their Domain, and what you did – gain 1 Oath on them. 
  In each case, quickly say what happened and move on to the next scene.
  enD oF session
  At the end of every session, each Avatar chooses one:
  You have become closer to another Avatar. Give them a Quality or a Detriment and explain how 
  they are the epitome of this epithet.
  You have a better understanding of your pivotal role in these troubled times. Erase one of your 
  Qualities or Detriments.
  You have become closer to some mortal. Sketch out an NPC and say how they are favourable to you. 
  The GM will flesh out the details.
  the enD oF time
  When the fourth Age ends, the Divinity triggering The End is Nigh instead brings about their current 
  goal: Salvation or Ruin.
  If they bring Ruin, they narrate how the world is devastated, according to their Domain, and if 
  mankind survives or not.
  If they bring Salvation, they describe how and then each player narrates what happens to 
  their Avatar and their Divinity. 
  
SOURCE: textdata/thevault/Legacy (PbtA)/2nd Edition/Supplements/Worlds Of Legacy/Godsend/Legacy - Life Among The Ruins (2nd Edition) - Worlds of Legacy - Godsend Playbooks.pdf