Paths
On this page60
- Paths
- Path Opportunity Structure
- Path Categories
- Path Quest System
- Defining Your Quest
- Failing Your Quest
- Voluntary Path Changes
- Changing Paths
- When You Change Paths
- Path Restrictions
- Heroic Paths
- 1. The Peasant
- 2. The Orphan
- 3. The Apprentice
- 4. The Refugee
- 5. The Wanderer
- 6. The Escaped
- 7. The Knight
- 8. The Soldier
- 9. The Sellsword
- 10. The Noble
- 11. The Heir
- 12. The Exile
- 13. The Acolyte
- 14. The Scholar
- 15. The Sailor
- 16. The Ranger
- 17. The Thief
- 18. The Investigator
- 19. The Merchant
- 20. The Hermit
- 21. The Performer
- 22. The Pilgrim
- 23. The Guard
- 24. The Lost
- 25. Diplomat
- 26. Monster Slayer
- 27. The Reborn
- 28. The Touched
- 29. The Transformed
- 30. The Awakened
- 31. The Chosen
- 32. The Cursed
- 33. The Heir Apparent
- 34. The Fallen Hero
- 35. The Vessel
- 36. The Pact-Bound
- 37. The Hunted
- 38. The Liberator
- 39. The Betrayer
- 40. The Condemned
- Mythic Paths
- 41. The Ascendant
- 42. The Kingslayer
- 43. The World-Walker
- 44. The Dragon-Blood
- 45. The Legend
- 46. The Prophet
- 47. The Apocalypse
- 48. The Unmaker
A path is where you came from and what you are chasing now. It gives a Legacy you can invoke once per level and a title at every odd level, and most heroic paths add starting gear and a token.
Paths
Path Opportunity Structure
PASSIVE Your Path Passive is something always true about your character from their background:
- A loyal follower or companion
- An animal or creature
- A piece of equipment or heirloom
- A spell or minor supernatural ability
- Permanent access or immunity
- A reputation effect that's always active
- A skill or knowledge base
LEGACY (1/Level) Your Legacy is a dramatic moment where your background creates a significant story impact. Once per character level, you can invoke your Legacy for a powerful effect tied to your origin.
Refreshes: When you gain a new level.
Path Categories
HEROIC PATHS - Backgrounds, professions, and circumstances. Anyone can take these at any level.
MYTHIC PATHS - Available at any level, but only through extraordinary circumstances. These represent world-shaking destinies that fundamentally change who you are. Requires GM permission and a defining moment in play. You don't choose a Mythic Path; it chooses you.
Path Quest System
At levels 3, 5, 7, and 9, you define a quest related to your current path. This represents what you're actively pursuing through your path.
Defining Your Quest
A quest is something you proactively pursue in the world. Good quests have unambiguous completion: when you're done, everyone knows it. Quests should be achievable within 1-3 levels.
Good Quests: "Kill the baron who murdered my family." "Find the source of the corruption." "Retrieve the Sunblade from the Tomb of Kings."
Bad Quests: "Become stronger." "Find something worth protecting." "Learn to trust again." (These are internal arcs, not world engagement.)
Failing Your Quest
If you fail to complete your quest by the time you would gain the next one (or by level 10 for your level 9 quest):
You MUST change paths.
- Choose a new path (Heroic is automatic, Mythic requires extraordinary circumstances)
- Lose your current Legacy ability, gain new one
- If changing on an even level (2, 4, 6, 8, 10): Lose your most recent title
- If changing on an odd level (1, 3, 5, 7, 9): Keep all titles
Voluntary Path Changes
You can always choose to change paths voluntarily when you level up, regardless of whether you completed your quest:
- Choose a new path (Heroic is automatic, Mythic requires extraordinary circumstances)
- Lose your current Legacy ability, gain new one
- If changing on an even level (2, 4, 6, 8, 10): Lose your most recent title
- If changing on an odd level (1, 3, 5, 7, 9): Keep all titles
Changing Paths
Your path represents your current identity and relationship to the world. You may change your path whenever you level up - voluntarily or because you failed your quest.
When You Change Paths
You always gain:
- The new path's Legacy ability (replaces your old one)
- The new path's Title for your current level
You always keep:
- All previous titles from old paths
- Your starting gear and token from your original path
Title loss (even levels only):
- Odd levels (1, 3, 5, 7, 9): No penalty
- Even levels (2, 4, 6, 8, 10): Lose your most recent title
Path Restrictions
Heroic Paths: Anyone can switch to a Heroic path at any level
Mythic Paths: Require extraordinary circumstances and GM permission. You don't choose a Mythic Path; it chooses you
Heroic Paths
1. The Peasant
Gear: Improvised weapon, simple clothes, travel pack, rope, 2d6x5 gp
Token: Family heirloom, deed to worthless land, lucky charm, wedding ring, prayer beads
Legacy - "Voice of the People" (1/level) Rally the common folk to collective action. When invoked, the working people of an area rise up in your support: a riot, a strike, a mob, a mass protest, or coordinated non-compliance. The scale depends on your title: Common Folk rallies a single tavern or work crew, while a Tribune of the People can shut down an entire city.
| Level | Title & Reputation |
|---|---|
| 1 | Common Folk - Peasants recognize you as one of their own. They'll share food and warn you of danger without being asked. |
| 3 | Voice of the Fields - Workers and laborers listen to you. You can gather a crowd in any village or working district. |
| 5 | People's Champion - The common folk will hide you from authorities. Servants in noble houses pass you information. |
| 7 | Folk Hero - Peasants and laborers would lie for you, even under threat. Your name is known in every tavern. |
| 9 | Tribune of the People - The working class would riot on your behalf. Nobles treat you as a serious political threat. |
2. The Orphan
Gear: Dagger, tattered cloak, stolen backpack, improvised lockpicks, 1d6x5 gp
Token: Torn portrait, mysterious letter, stolen locket, strange birthmark, broken toy
Legacy - "Life Debt" (1/level) Call upon the network of street children, beggars, and outcasts who remember you. When invoked, the forgotten people of a settlement act on your behalf: spreading messages through danger, providing hidden shelter, stealing keys and documents, creating distractions, or rising up to protect you. The scale depends on your title: a Street Survivor gets small favors, while a Champion of the Lost can spark riots or hide you from armies.
| Level | Title & Reputation |
|---|---|
| 1 | Street Survivor - Street children and beggars recognize you as one of their own. They'll share gossip and warn you of danger. |
| 3 | Urchin King/Queen - You can find the local thieves' guild or criminal network in any city within a day. Street kids carry messages for you. |
| 5 | Shadow Network - Beggars and outcasts across the region know your name. You can gather street-level intelligence in any town overnight. |
| 7 | Voice of the Forgotten - The dispossessed would hide you from authorities. Servants and slaves pass you information without being asked. |
| 9 | Champion of the Lost - Every street child, beggar, and outcast in the realm would help you. The underclass treats you as their protector. |
3. The Apprentice
Gear: Light weapon, artisan's tools (one trade), work clothes, 3d6x5 gp
Token: Masterwork tool, unfinished project, master's sigil, trade secret notes, rare material
Legacy - "Masterwork" (1/level) Given appropriate materials and time (at least one day), create a masterwork item of your trade. Masterwork items are exceptional: weapons strike true, armor turns blows that would pierce lesser work, tools feel like extensions of your hand, locks resist picking, rope never frays. The scale depends on your title: a Journeyman makes fine tools, while a Guildmaster creates works that become heirlooms.
| Level | Title & Reputation |
|---|---|
| 1 | Journeyman - Craftsmen recognize your training. You can find work in any town with your trade skill within a day. |
| 3 | Master Craftsman - Guild members treat you as an equal. You can identify the maker of any crafted item in your field. |
| 5 | Guild Honored - Craftsmen's guilds across the region know your name. You have access to guild halls and resources. |
| 7 | Renowned Artisan - Your work is known in noble courts. Wealthy patrons seek you out for commissions. |
| 9 | Grandmaster - Guilds offer you leadership positions. Other masters defer to your expertise. Your name is synonymous with quality. |
4. The Refugee
Gear: Simple weapon, travel-worn clothes, family pack, blanket, 2d6x5 gp
Token: Faded map of homeland, prayer book, family recipe, scar from escape, foreign coin
Legacy - "Survivor's Network" (1/level) You find others who fled the same disaster or war. When invoked, fellow refugees appear to help with one mission: reclaiming something, striking back, protecting others, or escaping danger. The scale depends on your title: the Displaced finds 2-3 scared civilians, while an Architect of Return commands a small army of hardened survivors.
| Level | Title & Reputation |
|---|---|
| 1 | Displaced - Other refugees recognize the look in your eyes. They'll share food and shelter without question. |
| 3 | Survivor's Voice - Refugee communities trust you. You can find safe houses and aid networks in any region. |
| 5 | Leader of the Lost - Displaced peoples look to you for guidance. You can rally refugee communities to collective action. |
| 7 | Symbol of Resistance - Your survival inspires others. Refugee camps speak your name. Those who fled would fight for you. |
| 9 | Architect of Return - Refugees across the realm look to you for leadership. Displaced peoples seek your guidance on resettlement. |
5. The Wanderer
Gear: Staff, weathered cloak, large backpack, rope, map and compass, 2d6x5 gp
Token: Strange stone, foreign trinket, journal of places, faded photograph, mysterious key
Legacy - "Every Road Leads Home" (1/level) No matter how lost, you find your way. When invoked, you either: know a safe path through dangerous terrain, remember a contact in this region who can help, arrive at exactly the right moment to witness something crucial, or discover a hidden route that bypasses an obstacle. The scale depends on your title: a Traveler finds a shortcut through the woods, while a Master Guide knows secret paths across continents.
| Level | Title & Reputation |
|---|---|
| 1 | Traveler - Innkeepers and caravan guards recognize fellow wanderers. You can find safe rest in any settlement. |
| 3 | Road-Wise - Merchants and travelers share road conditions with you. You know which inns are safe and which aren't. |
| 5 | Pathfinder - Rangers and guides know you by reputation. You can find wilderness guides in any region within a day. |
| 7 | Wayfarer - Innkeepers along major routes know you by name. Caravan masters trust your route advice. Bandits recognize you and often let you pass. |
| 9 | Master Guide - Noble expeditions seek you as pathfinder. Your knowledge of roads and terrain is unmatched. Border guards wave you through checkpoints. |
6. The Escaped
Gear: Simple weapon, freedom papers (real or forged), simple clothes, small pouch of coins, 2d6x5 gp
Token: Broken chain link, brand scar, manumission document, former owner's seal, first coin earned free
Legacy - "I Know the Way Out" (1/level) You understand systems of captivity: their weaknesses, blind spots, and human elements. When invoked, exploit this knowledge to break people free, infiltrate by posing as property, identify vulnerabilities in guard systems, or access underground networks. The scale depends on your title: The Escaped helps a few individuals, while The Unchained can collapse slavery in an entire region.
| Level | Title & Reputation |
|---|---|
| 1 | The Escaped - Former slaves and current captives recognize scars or mannerisms. Reactions vary: hope, envy, suspicion, or opportunity. |
| 3 | Known Fugitive - Underground networks (criminal and otherwise) know your name. You understand how the hidden economy of runaways works. |
| 5 | The Unbound - Your escape is legendary. The enslaved whisper your name. Slavers know it too - some want you dead, others want your skills. |
| 7 | Freedom's Expert - Abolitionists and slavers alike seek your expertise. Institutions see you as threat or asset depending on your actions. |
| 9 | Master Liberator - Your reputation precedes you in any region with bondage. Captive populations know your name. Slave-owners fear your arrival. |
7. The Knight
Gear: Spear or sword, shield, leather armor, military kit, 2d6x5 gp
Token: Order insignia, campaign medal, oath document, mentor's gift, battle scar
Legacy - "Call the Order" (1/level) You invoke your connection to a martial order. When invoked, warriors trained in the same tradition appear for one mission. What that mission entails depends on your order's traditions. The scale depends on your title: a Knight Errant summons 2 fellow initiates, while a Grand Master calls a full chapter of veteran knights.
| Level | Title & Reputation |
|---|---|
| 1 | Knight Errant - Those familiar with martial orders recognize your training and insignia. Reactions vary based on your order's reputation. |
| 3 | Proven Knight - Other knights acknowledge you as peer. You have access to knight chapters and martial orders. |
| 5 | Knight Champion - Your deeds are known. Lords seek you for their causes. Common folk react based on your order's reputation and your actions. |
| 7 | Knight Commander - Bards sing of your deeds. Young warriors seek to join your retinue. Lesser knights defer to your judgment. |
| 9 | Grand Master - Martial orders offer you leadership positions. Rulers treat you as a military authority. Knights across the realm know your name. |
8. The Soldier
Gear: Spear or sword, shield, leather armor, military kit, 2d6x5 gp
Token: Unit insignia, campaign medal, discharge papers, comrade's memento, battle scar
Legacy - "Call the Unit" (1/level) Your old unit appears when you need them most. When invoked, soldiers who fought beside you arrive for one military operation: assault, defense, escort, sabotage, or extraction. The scale depends on your title: a Veteran calls 3-4 old comrades, while a Marshal commands an entire company.
| Level | Title & Reputation |
|---|---|
| 1 | Veteran - Other soldiers recognize your bearing. Veterans share drinks and war stories with you freely. |
| 3 | Decorated Soldier - Military personnel respect your service. You have access to army camps and veteran networks. |
| 5 | War Hero - Your unit's exploits are known. Soldiers salute you. Recruiters want you to train their troops. |
| 7 | Battle Commander - Your tactics are taught at war colleges. Officers seek your counsel before campaigns. Veterans salute you in the street. |
| 9 | Marshal - Military governors recognize your rank. You can call musters in the crown's name. Standing armies accept your command authority. |
9. The Sellsword
Gear: Sword, leather armor, bedroll, whetstone, 3d6x5 gp
Token: Old contract, employer's seal, famous battle scar, dead comrade's token, proof of a legendary job
Legacy - "The Market" (1/level) You know where the work is and who's worth working for. When invoked, the mercenary network provides: intelligence about who's hiring and what they're really paying for, access to a mercenary guild's resources (lodging, equipment, healers), warning about which employers don't pay or which contracts are deathtraps, or an introduction to someone who needs violent professionals. The market takes care of its own. The scale depends on your title. A Hired Blade knows the local jobs, while a Captain-General has contacts across kingdoms.
| Level | Title & Reputation |
|---|---|
| 1 | Hired Blade - Mercenaries recognize your professionalism. You can find mercenary companies in any city within a day. |
| 3 | Known Contractor - Your reputation gets you hired. Employers seek you out. You can name your price for standard jobs. |
| 5 | Elite Mercenary - Mercenary guilds compete for your services. You're offered the dangerous, high-paying contracts. |
| 7 | Senior Contractor - Your reputation closes deals. Nobles pay premium rates. Rival mercenaries avoid competing against you. |
| 9 | Captain-General - You command a recognized mercenary company. City-states negotiate your contracts directly. Your company has standing with regional powers. |
10. The Noble
Gear: Rapier, fine clothes, signet ring, servant (loyal), 5d6x5 gp
Token: Family crest, court invitation, scandal hidden, rival's threat, noble burden
Legacy - "Call in the Favor" (1/level) Your family's influence opens doors. When invoked, you leverage noble connections for aid: audiences, military support, legal immunity, access to restricted locations, or court intelligence. The scale depends on your title: a Minor Noble gets a meeting with a local lord, while a Duke commands armies and shapes royal policy.
| Level | Title & Reputation |
|---|---|
| 1 | Minor Noble - Servants and guards recognize your status. You have access to noble estates and social events. |
| 3 | Established Noble - Your name opens doors at court. Merchants offer you credit. Guards defer to your authority. |
| 5 | Influential Lord/Lady - Nobles seek your alliance. You can gain audiences with regional rulers within days. |
| 7 | High Lord/Lady - Your counsel shapes policy. Royal advisors consult you. Your endorsement or opposition matters in succession disputes. |
| 9 | Duke/Duchess - You hold territory and title that demands respect. The crown negotiates with you rather than commands. Lesser nobles petition for your favor. |
11. The Heir
Gear: Good weapon, fine clothes (slightly worn), forged documents, blackmail material, 3d6x5 gp
Token: Noble parent's letter, illegitimate birth proof, half-sibling's portrait, family secret, bitter keepsake
Legacy - "The Loyalists" (1/level) Some still believe you are the rightful heir. When invoked, those loyal to your claim provide aid: a retainer who served your family opens a door, a sympathetic noble offers shelter and resources, old servants pass you information from enemy households, or legitimist knights answer your summons for one task. They help because they believe in your bloodline - not necessarily in you. The scale depends on your title: a Disinherited has a few secret sympathizers, while a Recognized Claimant commands a faction.
| Level | Title & Reputation |
|---|---|
| 1 | Disinherited - Those loyal to your family recognize you in secret. They offer hidden aid and information. |
| 3 | Claimant - Your bloodline is known. Political factions consider supporting your claim to weaken rivals. |
| 5 | Rightful Heir - Legitimists openly support you. Your claim is taken seriously in noble circles. |
| 7 | Pretender - Your claim is taken seriously by multiple noble houses. Foreign powers consider backing you. Assassination attempts are likely. |
| 9 | Recognized Claimant - Courts officially acknowledge your claim. You have a seat at succession negotiations. Some provinces would accept your rule if you won. |
12. The Exile
Gear: Simple weapon, travel clothes, few possessions, exile decree, 2d6x5 gp
Token: Homeland keepsake, exile brand, forbidden knowledge, former rank insignia, enemy's promise
Legacy - "The Underground" (1/level) You know the routes that don't exist on maps. When invoked, the exile underground provides: a safe house that authorities won't find, a smuggler's route across a hostile border, passage on a ship asking no questions, forged documents from someone who owes you, or sanctuary in a community of outcasts. These are the networks that catch the fallen - and they remember who helped them survive. The scale depends on your title. An Outcast finds local shelter, while a Government in Exile can move people across continents.
| Level | Title & Reputation |
|---|---|
| 1 | Outcast - Other exiles recognize the look. Refugees and outcasts offer shelter without questions. |
| 3 | Voice of the Banished - Exile communities know your name. You can find sanctuary in foreign lands. |
| 5 | Leader of the Lost - The exiled rally to you. Refugee communities offer you positions of authority. |
| 7 | Exile of Note - Foreign courts know your name and circumstances. Rival nations consider you a useful asset. Diplomats approach you discreetly. |
| 9 | Government in Exile - You lead an organized exile community. Foreign powers grant you official status. Your homeland's enemies fund your operations. |
13. The Acolyte
Gear: Holy symbol, ceremonial weapon, religious vestments, prayer book, 2d6x5 gp
Token: Sacred relic, mentor's prayer, divine sign, temple key, sacred vow record
Legacy - "Divine Intercession" (1/level) Your god answers your desperate prayer. When invoked, divine power manifests to aid you: miraculous healing, a sign that changes hearts, sanctuary, or revelation of truth. The scale depends on your title. An Initiate receives subtle guidance, while an Archpriest calls down miracles that reshape the faith.
| Level | Title & Reputation |
|---|---|
| 1 | Initiate - Clergy recognize your devotion. You have access to temples and religious communities of your faith. |
| 3 | Ordained Priest/Priestess - Faithful of your religion seek your blessings. You can perform religious rites and ceremonies. |
| 5 | Blessed Speaker - Your sermons draw crowds among believers. Church hierarchy of your faith listens to you. |
| 7 | High Priest/Priestess - You hold authority within your church hierarchy. Temple leaders seek your guidance. Your interpretations of doctrine carry weight. |
| 9 | Archpriest - You oversee multiple temples or a major cathedral. Church councils vote on your proposals. Your blessing or condemnation shapes religious politics. |
14. The Scholar
Gear: Staff, student robes, spellbook (empty or starter), component pouch, 2d6x5 gp
Token: Mentor's sigil, half-learned spell, cryptic lesson, magical Faith, mentor's last words
Legacy - "Consult the Archives" (1/level) You know where to find the answer. When invoked, you locate crucial information: an ancient text, a forgotten expert, a hidden library, or arcane knowledge. The scale depends on your title. The Learned finds a useful book, while a Dean Emeritus accesses forbidden archives that hold world-changing secrets.
| Level | Title & Reputation |
|---|---|
| 1 | Learned - Scholars recognize your education. You have access to public libraries and academic circles. |
| 3 | Published Scholar - Your research is cited. Universities offer you access to restricted sections. |
| 5 | Expert Authority - Academics seek your opinion. You can gain entrance to private collections and archives. |
| 7 | Master of Lore - Your expertise is legendary. Nobles hire you as advisor. Secret societies invite you. |
| 9 | Dean Emeritus - Universities offer you permanent positions. Academic societies name awards after you. Your published works become required reading. |
15. The Sailor
Gear: Cutlass, sailor's clothes, rope, navigation tools, 2d6x5 gp
Token: Captain's letter, ship's coin, storm survivor mark, sea chart, drowned shipmate's token
Legacy - "Every Port Knows Me" (1/level) Call on your reputation in port towns. When invoked in any coastal or river settlement, you have: contacts who owe you favors, smuggling routes, access to vessels, or maritime intelligence. The scale depends on your title. A Deckhand borrows a rowboat, while a Commodore commands a fleet.
| Level | Title & Reputation |
|---|---|
| 1 | Deckhand - Sailors recognize your experience. You can find work on any ship in port. |
| 3 | Boatswain - Captains know you're reliable. Dock workers share news and warn you of trouble. |
| 5 | Ship's Master - Your navigation skills are well-known. Merchant companies offer you command of their vessels. |
| 7 | Captain - You're trusted to command your own ship. Harbor masters expedite your paperwork. Crews want to sail under you. |
| 9 | Commodore - Naval authorities and merchant fleets recognize your rank. You can requisition supplies on credit in most ports. Multiple captains defer to your judgment. |
16. The Ranger
Gear: Bow, hunting knife, leather armor, survival kit, 2d6x5 gp
Token: Fur pelt, carved totem, wilderness map, animal companion's memory, untamed heart
Legacy - "Hunter's Network" (1/level) Call on wilderness guides and hunters. When invoked, rangers appear to aid in survival, tracking, navigation, or ambush. The scale depends on your title. A Wilderness Scout finds a local trapper, while a Chief Ranger commands a network of rangers across the frontier.
| Level | Title & Reputation |
|---|---|
| 1 | Wilderness Scout - Hunters and trappers recognize your skills. You can find wilderness guides in frontier towns. |
| 3 | Proven Tracker - Ranger lodges welcome you. Frontier settlements hire you to deal with threats. |
| 5 | Master Ranger - Your tracking skills are legendary. Lords hire you to hunt dangerous beasts. |
| 7 | Warden of the Wild - Wilderness communities trust you to protect them. Rangers defer to your expertise. |
| 9 | Chief Ranger - Rangers throughout the region defer to you. Noble houses offer permanent positions as game warden. Frontier settlements name you as protector. |
17. The Thief
Gear: Daggers (2, 1d4), thieves' tools, dark clothes, grappling hook, 3d6x5 gp
Token: First stolen treasure, guild mark, nemesis's calling card, escape route map, partner's debt
Legacy - "The Big Score Network" (1/level) Assemble specialists for a heist. When invoked, skilled thieves appear for one job: heist, infiltration, forgery, or smuggling. The scale depends on your title: a Cutpurse finds a lockpick and a lookout, while a Guildmaster assembles a legendary crew that could rob a dragon's hoard.
| Level | Title & Reputation |
|---|---|
| 1 | Cutpurse - Street thieves recognize your skills. You can find fences in any city within a day. |
| 3 | Proven Thief - Thieves' guilds know your name. You're trusted with better jobs and higher cuts. |
| 5 | Master Thief - Your reputation opens locked doors. Guild masters consult you on difficult scores. |
| 7 | Senior Burglar - Nobles hire you to test their security. Guild masters defer to your judgment on difficult scores. |
| 9 | Guildmaster - Thieves' guilds offer you leadership. Crime bosses negotiate with you as equals. Your reputation protects you. |
18. The Investigator
Gear: Magnifying glass, notebook, light weapon, investigator's kit, 2d6x5 gp
Token: Unsolved case, cryptic clue, enemy's threat, witness's trust, the one that got away
Legacy - "The Informant Network" (1/level) You've cultivated a web of informants across social strata. When invoked, an informant contacts you with actionable intelligence: a servant who saw what happened, a guard who'll look the other way, a clerk who can access records, or a criminal who knows the underground. They provide one piece of concrete help - information, access, or a small service - but they won't risk their lives. The scale depends on your title: a Private Eye has local contacts, while a Chief Inspector has informants in every institution.
| Level | Title & Reputation |
|---|---|
| 1 | Private Eye - Informants and witnesses trust you. You can ask questions without arousing suspicion. |
| 3 | Known Investigator - City guards consult you on difficult cases. You have access to crime scenes. |
| 5 | Master Detective - Your deductive skills are renowned. Nobles hire you for sensitive investigations. |
| 7 | Senior Inspector - Criminals fear your reputation. Corrupt officials avoid you. Your cases make headlines. |
| 9 | Chief Inspector - Law enforcement across the realm consults you. Your cases set legal precedents. Foreign governments request your expertise on sensitive matters. |
19. The Merchant
Gear: Light weapon, merchant's clothes, scales and weights, trade goods, 5d6x5 gp
Token: Trade license, family ledger, rare sample, trusted contact's seal, first profit coin
Legacy - "Trade Network" (1/level) Leverage your commercial connections. When invoked, your network provides: rare goods, credit, contacts, or leverage over debtors. The scale depends on your title: a Trader gets wholesale prices and local gossip, while a Trade Magnate can crash economies or fund armies.
| Level | Title & Reputation |
|---|---|
| 1 | Trader - Merchants recognize you as fellow business folk. You can find trade goods in any market. |
| 3 | Established Merchant - Your credit is good. Shop owners offer you wholesale prices and insider information. |
| 5 | Guild Master - Trade guilds seek your partnership. You can manipulate local markets. |
| 7 | Merchant Prince/Princess - Your economic power rivals nobles. Cities court your business. Trade routes depend on you. |
| 9 | Trade Magnate - Your trade empire spans multiple regions. Banks and guilds seek your investment. Cities compete to host your headquarters. |
20. The Hermit
Gear: Staff, simple robes, meditation supplies, journal, 1d6x5 gp
Token: Revelation record, hermitage location, spiritual Faith, years of silence, the question that haunts you
Legacy - "Hermit's Wisdom" (1/level) Your isolation granted you unique insight. When invoked, you know something others don't: a secret, the solution to a riddle, the true nature of a threat, or a forgotten path. The scale depends on your title: a Recluse knows local secrets, while an Elder Sage holds wisdom that could reshape kingdoms.
| Level | Title & Reputation |
|---|---|
| 1 | Recluse - Hermits and monks recognize your solitary nature. You find welcome in isolated monasteries. |
| 3 | Wise Hermit - Seekers of wisdom find their way to you. Village elders send people with difficult questions. |
| 5 | Oracle - Your insights are considered prophetic. Pilgrims journey to seek your counsel. |
| 7 | Mystic Sage - Nobles travel far to hear your wisdom. Your prophecies shape events. |
| 9 | Elder Sage - Your wisdom is sought by heads of state. Philosophers debate your teachings. Settlements offer you peaceful land if you'll reside nearby. |
21. The Performer
Gear: Performance instrument or tools, costume, light weapon, 2d6x5 gp
Token: Best review, patron's token, rival's grudging respect, show-stopping prop, crowd's favor
Legacy - "The Show Must Go On" (1/level) Your performance moves hearts and changes minds. When invoked, you deliver a performance that creates real change: inspire a crowd, change a tyrant's heart, expose truth through art, or unite factions. The scale depends on your title: a Street Performer sways a tavern, while a Virtuoso moves nations with a single performance.
| Level | Title & Reputation |
|---|---|
| 1 | Street Performer - Crowds gather to watch you. Innkeepers let you perform for room and board. |
| 3 | Renowned Entertainer - Your name appears on playbills. Tavern owners pay well for your performances. |
| 5 | Star Performer - Noble courts invite you to perform. Fans follow you from city to city. |
| 7 | Master Performer - Theaters sell out when you perform. Nobles compete to host you. |
| 9 | Virtuoso - Royal courts compete for your performances. Your name sells out theaters. Wealthy patrons fund your every project. |
22. The Pilgrim
Gear: Walking staff, pilgrim's robes, prayer beads, holy symbol, 2d6x5 gp
Token: Sacred relic, pilgrimage map, blessed token, miracle witnessed, faith tested
Legacy - "Sacred Journey" (1/level) Your pilgrimage granted you divine favor. When invoked, sacred sites provide aid: relics activate, saints' prayers protect, holy ground offers sanctuary, or pilgrims rally. The scale depends on your title: Wandering Faithful receives minor blessings, while a Hajji Master calls upon the power of the holiest sites in existence.
| Level | Title & Reputation |
|---|---|
| 1 | Wandering Faithful - Priests recognize your devotion. You have welcome at temples and shrines. |
| 3 | Blessed Pilgrim - The faithful share your journey. You know sacred sites and pilgrimage routes across the land. |
| 5 | Holy Wanderer - Religious communities consider you blessed. Pilgrims seek your guidance. |
| 7 | Saint's Companion - Miracles are attributed to you. Temples offer you hospitality without question. |
| 9 | Hajji Master - Religious authorities consult you on sacred matters. Pilgrims seek you as guide. Your testimony about holy sites is considered authoritative. |
23. The Guard
Gear: Spear or sword, shield, leather armor, guard's badge, 2d6x5 gp
Token: Oath of service, protected's token, dead partner's memory, duty roster, the one you couldn't save
Legacy - "The Watch" (1/level) Call fellow guards to enforce order. When invoked, guards arrive to restore law: break up a riot, arrest criminals, protect civilians, or defend a location. The scale depends on your title: a Watchman calls 2-3 fellow guards, while a Lord Commander mobilizes the entire city watch.
| Level | Title & Reputation |
|---|---|
| 1 | Watchman - Other guards recognize your service. You have access to guard posts and watch stations. |
| 3 | Senior Guard - City watch respects you. Criminals know you by sight and reputation. |
| 5 | Captain of the Watch - Guards follow your orders. You can requisition resources for investigations. |
| 7 | Marshal - Your authority extends across regions. Corrupt officials fear your attention. |
| 9 | Lord/Lady Commander - City watches across the realm offer you senior positions. Guards trust your judgment implicitly. Criminals know your reputation. |
24. The Lost
Gear: Strange weapon, unusual clothes, mysterious items (3), 2d6x5 gp
Token: Unknown origin, recurring dream, inexplicable skill, missing time, the face in the mirror
Legacy - "The Strange Place" (1/level) You remember the impossible realm. When invoked, knowledge from that otherworldly place helps you: recognize strange magic, know secret routes, speak alien languages, or understand incomprehensible phenomena. The scale depends on your title: Touched by Beyond has fragments of alien memory, while The Unreturned walks between worlds at will.
| Level | Title & Reputation |
|---|---|
| 1 | Touched by Beyond - Mystics and seers recognize something strange in your eyes. Weird things don't frighten you. |
| 3 | Walker Between - Occultists seek you out. You can identify otherworldly phenomena others can't perceive. |
| 5 | Strange Wanderer - Cults and secret societies want to study you. You're immune to reality-bending effects that terrify others. |
| 7 | Breach-Touched - Your presence makes reality unstable. Mages study you. Dimensional rifts respond to you. |
| 9 | The Unreturned - Part of you never came back. Reality bends near you. Planar beings recognize you as kin. |
25. Diplomat
Gear: Fine clothes, diplomatic papers, light weapon, gifts for negotiation, 3d6x5 gp
Token: Peace treaty, rival diplomat's respect, failed negotiation, breakthrough moment, the war you prevented (or started)
Legacy - "Arrange the Meeting" (1/level) You can bring hostile parties to the table. When invoked, you successfully arrange a parley, negotiation, or temporary ceasefire between conflicting factions. Both sides agree to talk - though you don't control what they say or whether they honor it. Whether you seek peace, profit, or manipulation is your business. Scale depends on your title.
Your title determines the scope:
- Mediator (1): Small disputes, local factions
- Negotiator (3): Guild-level conflicts, organizations
- Ambassador (5): Regional diplomacy, noble houses, cities
- Envoy (7): National level, kingdoms will hear your proposals
- Grand Ambassador (9): Rulers personally request your mediation, nations seek your counsel
| Level | Title & Reputation |
|---|---|
| 1 | Mediator - Small factions accept you as neutral ground for talks. |
| 3 | Negotiator - Organizations and guilds will send representatives to meet with you. |
| 5 | Ambassador - Noble houses and cities will hear your proposals. Your safe conduct is generally respected. |
| 7 | Envoy - Kingdoms will negotiate with you. Rulers take your proposals seriously. |
| 9 | Grand Ambassador - Rulers personally request your mediation. Your word carries weight in treaties. Nations seek your counsel before major conflicts. |
26. Monster Slayer
Gear: Hunting weapon, silver dagger, monster hunter's kit, trophy bag, 3d6x5 gp
Token: First kill trophy, hunter's oath, mentor's weapon, guild mark, the one that got away
Legacy - "The Hunter's Lodge" (1/level) Monster hunters share what they know, because the alternative is more dead hunters. When invoked, the lodge provides: detailed information about a specific monster's weaknesses and habits, access to specialized gear (silver weapons, blessed oils, rare poisons), a safe house where hunters rest between jobs, or warning about a creature's territory and recent kills. The lodge remembers every hunter who contributed, and every hunter who didn't. The scale depends on your title. A Monster Hunter gets local lore, while a Grand Slayer accesses centuries of accumulated knowledge.
| Level | Title & Reputation |
|---|---|
| 1 | Monster Hunter - Villagers hire you for local threats. Hunters recognize your profession. |
| 3 | Proven Slayer - Your trophies speak for themselves. Towns send for you when monsters attack. |
| 5 | Master Hunter - Nobles hire you for legendary beasts. Your name is spoken in fear by monsters. |
| 7 | The Slayer - Monsters know your scent. Some flee at your approach. Ballads sing of your kills. |
| 9 | Grand Slayer - Monster hunters throughout the realm know your reputation. Nobles offer permanent retainers. Your expertise commands the highest fees. |
27. The Reborn
Legacy - "Death Denied" (1/level) You refuse death itself. When invoked after being reduced to 0 Vitality, you come back up with 1 Vitality and take one final action before collapsing. The scale depends on your title: the Returned gets one desperate swing, while The Undying can fight through wounds that would kill anyone else multiple times over.
| Level | Title & Reputation |
|---|---|
| 1 | Returned - Those who knew you before recognize the change. The dying feel comfortable near you. |
| 3 | Death-Touched - Necromancers and death priests sense you died. Undead react strangely to your presence. |
| 5 | Twice-Born - Your impossible survival is known. Healers study you. People believe you're blessed or cursed. |
| 7 | Deathless - Legends grow of your resurrections. Assassins fear to kill you lest you return. |
| 9 | The Undying - Your repeated returns from death are legendary. Healers study your case. Necromancers fear what you've become. |
28. The Touched
Legacy - "The Presence Speaks" (1/level) The entity that touched you manifests. When invoked, the cosmic force provides: visions, otherworldly power, protection, or forbidden knowledge. The scale depends on your title: the Marked receives cryptic whispers, while a Vessel of Power channels forces that terrify even the gods.
| Level | Title & Reputation |
|---|---|
| 1 | Marked - Mystics see the otherworldly mark on you. Strange things happen in your presence. |
| 3 | Conduit - Occultists recognize you as touched by power. Magical anomalies occur near you. |
| 5 | The Chosen Vessel - Cults form around you. Powerful entities take interest in you. |
| 7 | Living Omen - Your presence signals great change. Seers prophesy about you. Reality warps subtly around you. |
| 9 | Vessel of Power - You're the physical anchor for cosmic power. Cults and churches debate your nature. Powerful entities treat you with caution. |
29. The Transformed
Legacy - "Embrace the Change" (1/level) Your transformation grants you power. When invoked, you shift into your altered form for one scene: bestial strength, elemental powers, shapeshifting, or supernatural senses. The scale depends on your title: the Changed shows minor signs, while a True Shapeshifter becomes something entirely inhuman.
| Level | Title & Reputation |
|---|---|
| 1 | Changed - You can't hide what happened. Mages recognize magical transformation. Common folk fear you. |
| 3 | Shapeshifter - Your nature is known in arcane circles. Researchers want to study your condition. |
| 5 | Master of Forms - You've learned to control the change. Transformation is now a tool, not a curse. |
| 7 | Living Chimera - Your transformations are legendary. Druids revere you. Naturalists document you. |
| 9 | True Shapeshifter - You've transcended human limitation. Scholars debate what you've become. Shapeshifters across the realm seek your teaching. |
30. The Awakened
Legacy - "The Dreaming Network" (1/level) Those who have awakened find each other in visions. When invoked, another awakened (a hermit seer in the mountains, a mad prophet in the city, a sleeping oracle in a distant temple) sends you a vision or warning relevant to your current situation. They share what they've seen: danger approaching, a hidden truth about someone you've met, the location of something lost, or a path forward that others cannot perceive. The awakened help each other because they share the burden of sight. The scale depends on your title. Someone with Opened Eyes receives cryptic fragments, while a Grand Oracle communes with the greatest seers of the age.
| Level | Title & Reputation |
|---|---|
| 1 | Opened Eyes - Mystics recognize you've awakened. You see through common illusions. |
| 3 | Seer - Your insights are valued. People seek you to reveal hidden truths. |
| 5 | Oracle - Your visions shape events. Rulers consult you before major decisions. |
| 7 | Prophet - Your revelations are considered divine. Religions debate your visions. |
| 9 | Grand Oracle - Rulers across the realm seek your visions. Your prophecies are recorded and studied. Seers treat your interpretations as authoritative. |
31. The Chosen
Legacy - "The Faithful" (1/level) People believe in your destiny and act on that belief. When invoked, those who follow the prophecy provide aid: zealots shelter you from your enemies, a sage who has studied the signs shares crucial knowledge, believers donate resources to your cause, or a dying keeper passes you the next fragment of your prophesied path. They help because they believe you will save them, whether or not you actually will. The scale depends on your title. Someone Marked by Fate has a few true believers, while The Prophesied One commands a movement.
| Level | Title & Reputation |
|---|---|
| 1 | Marked by Fate - Seers recognize prophecy in you. Omens follow your path. |
| 3 | The Foretold - Your role in prophecy is known in religious circles. Believers seek to aid you. |
| 5 | Destiny's Champion - Half the realm knows the prophecy. Factions align to support or stop you. |
| 7 | The Prophesied - Your legend spreads. People believe you're destined for greatness or ruin. |
| 9 | The Prophesied One - Your role in prophecy is undeniable. Factions across the realm position themselves around you. History will record you as pivotal. |
32. The Cursed
Legacy - "The Mark" (1/level) Dark forces recognize their own. When invoked, your curse acts as a key: hags will bargain with you when they'd eat others, cursed locations let you pass where the unmarked cannot, spirits bound by similar magic answer your questions, and forbidden texts reveal passages invisible to the blessed. You've been touched by something old and cruel, and that touch opens doors that should stay closed. The scale depends on your title. The Afflicted can parley with minor spirits, while a Curse Master walks freely through places that would destroy anyone else.
| Level | Title & Reputation |
|---|---|
| 1 | Afflicted - Curse-breakers recognize your condition. The cursed seek you out for sympathy. |
| 3 | Curse-Bearer - Witches and warlocks study your affliction. You've learned to live with the pain. |
| 5 | Master of Curses - You've turned curse into power. Other cursed ones seek your teaching. |
| 7 | Living Hex - Your curse is legendary. Enemies fear catching it. Curse-magic responds to your will. |
| 9 | Curse Master - Your curse has become a source of power. Other cursed ones seek your teaching. Curse-breakers study your case as unprecedented. |
33. The Heir Apparent
Legacy - "Royal Prerogative" (1/level) Assert your royal authority. When invoked, you command resources befitting royalty: military forces, noble support, treasury access, or legal decrees. The scale depends on your title: a Crown Prince commands a personal guard, while an Uncrowned Monarch wields the full power of the throne.
| Level | Title & Reputation |
|---|---|
| 1 | Crown Prince/Princess - Court factions recognize your position. Loyalists offer secret support. |
| 3 | Heir Presumptive - Your claim is acknowledged. Political marriages are proposed. Guards hesitate to arrest you. |
| 5 | Regent in Waiting - Noble houses align for or against you. Your coronation is a political inevitability. |
| 7 | The Rightful Monarch - Half the kingdom supports your claim. Civil war looms over succession. |
| 9 | Uncrowned Sovereign - You rule in all but name. Armies march at your word. Coronation is a formality. |
34. The Fallen Hero
Gear: Tarnished armor/weapon, faded medals, torn cloak, 2d6x5 gp
Token: Medal of dishonor, broken oath document, newspaper clipping of your fall, former ally's curse, price of failure
Legacy - "They Remember" (1/level) Your past still has power. When invoked, people who remember what you were rally to you: veterans take up arms, folk shelter you, old allies return, or your legend inspires courage. The scale depends on your title: the Disgraced finds a few old friends, while a Redeemed Legend rallies armies who remember your glory days.
| Level | Title & Reputation |
|---|---|
| 1 | The Disgraced - Those who knew you recognize you but react unpredictably. Your name still appears in old songs. |
| 3 | The Fallen - Some still believe in what you were. Idealists seek you out, hoping you'll rise again or prove the fall was justified. |
| 5 | Legend Tarnished - Your name is debated. Half think you're cautionary tale, half await your return. The truth is complicated. |
| 7 | The Return - Your re-emergence is the story everyone tells. Cities react strongly when you arrive - celebration or condemnation. |
| 9 | The Twice-Lived - Your fall and rise define an era. Bards sing of both. What you were and what you became are equally legendary. |
35. The Vessel
Legacy - "Channel the Entity" (1/level) The being within you takes control. When invoked, the entity manifests through you for one scene: ancient tongues, impossible knowledge, supernatural power, or terrifying presence. The scale depends on your title: a Host shows glimpses, while a Divine Conduit becomes an avatar of pure cosmic power.
| Level | Title & Reputation |
|---|---|
| 1 | Inhabited - Exorcists recognize possession. The entity sometimes speaks through you unbidden. |
| 3 | The Host - Occultists know you carry something. Priests try to banish it. You've learned to coexist. |
| 5 | Shared Soul - The entity is part of you now. Its power flows through you. Demons recognize kinship. |
| 7 | Living Prison - What you contain is legendary. Cults try to free it. Holy orders try to seal you away. |
| 9 | The Cage - Gods imprisoned something in you. If you die, it escapes. Reality itself depends on your survival. |
36. The Pact-Bound
Legacy - "Call in the Bargain" (1/level) Your patron owes you power. When invoked, you demand your contracted due: eldritch knowledge, supernatural aid, otherworldly servants, or reality-warping power. The scale depends on your title: a Pact-Sealed summons minor imps, while a Bound King commands legions of hell.
| Level | Title & Reputation |
|---|---|
| 1 | Warlock - Your pact-mark is visible to those who know what to look for. Demons smell your patron on you. |
| 3 | Favored Servant - Your patron's name is whispered in dark circles. Cultists recognize you as chosen. |
| 5 | High Warlock - Your power is undeniable. Other pact-bound seek alliances. Churches declare you heretic. |
| 7 | The Patron's Voice - You speak with your patron's authority. Lesser demons obey you. Cults worship you. |
| 9 | The Bound King/Queen - Your patron made you powerful to serve their goals. Hell itself knows your name. |
37. The Hunted
Legacy - "The Fugitive Network" (1/level) Those who run know how to help others run. When invoked, the network of the hunted provides: a warning before hunters arrive, a safe house where no one asks questions, a false trail that leads pursuers astray, passage with smugglers who move people rather than goods, or someone who will swear they saw you heading the other direction. The hunted help each other because they know what it's like. The scale depends on your title: a Fugitive finds temporary shelter, while a Hunter's Nightmare can disappear for months or redirect entire manhunts.
| Level | Title & Reputation |
|---|---|
| 1 | Fugitive - Other runners recognize the hunted look. Underground networks offer temporary shelter. |
| 3 | The Quarry - Your name appears on wanted lists. Bounty hunters discuss you in taverns. |
| 5 | Most Wanted - Your face is on posters across the realm. The price on your head buys kingdoms. |
| 7 | The Unkillable - Assassination attempts are legendary. Hunters fear you've become too dangerous. |
| 9 | Hunter's Nightmare - You've killed so many hunters you're considered cursed. Professionals refuse the contract. |
38. The Liberator
Gear: Pamphlets, concealed weapon, common clothes, inflammatory writings, 2d6x5 gp
Token: Banned manifesto, execution warrant, martyr's blood, liberator's seal, broken chains symbol
Legacy - "The Cells" (1/level) Liberation requires infrastructure. When invoked, the underground provides: a printer who will copy your manifesto overnight, a sympathizer in the guard who warns of raids, a weapons cache hidden beneath a tavern, a network of couriers who move messages through checkpoints, or a safe house where the authorities won't look. The cause lives in a thousand small acts of defiance. The scale depends on your title: an Agitator has a few trusted contacts, while a Liberation General commands cells across multiple regions.
| Level | Title & Reputation |
|---|---|
| 1 | Agitator - Dissidents recognize kindred spirits. Your name appears in underground pamphlets. Authorities watch you. |
| 3 | Voice of Change - Dissident groups seek you out. Those in power consider you a threat. |
| 5 | Liberation Leader - Your words inspire uprisings. Governments fear your manifestos. Rebels see you as hope or opportunity. |
| 7 | Cell Commander - You coordinate multiple rebel cells. Governments consider you a serious threat. Underground networks answer to you. |
| 9 | Liberation General - Resistance movements across multiple regions coordinate with you. Governments put serious bounties on your head. Rebel cells shelter you without question. |
39. The Betrayer
Gear: Evidence of your betrayal, concealed weapon, forged documents, 3d6x5 gp
Token: Blood money, former ally's letter, the thing you sold them for, witness's silence, your justification
Legacy - "The Dirt" (1/level) You collect secrets like others collect coins. When invoked, your network of whisperers provides: compromising information about a specific person, a forger who can create incriminating documents, a servant who will plant evidence, a witness who will change their story for the right price, or someone already inside an organization who owes you. Everyone has something to hide. You just know how to find it. The scale depends on your title. A Turncoat has local dirt, while a Master of Betrayal has leverage on people across kingdoms.
| Level | Title & Reputation |
|---|---|
| 1 | Turncoat - Your betrayal is known. Some see you as cautionary tale. Others see you as useful tool. Some wonder if you had cause. |
| 3 | The Faithless - Spymasters want to recruit you. Everyone knows you can't be trusted, but you're effective. |
| 5 | Master Betrayer - Kingdoms hire you to infiltrate enemies. Your loyalty is bought, never given. Or perhaps never bought at all. |
| 7 | The Knife in the Dark - Your betrayals are legendary. Paranoid rulers assume you're already in their court. You might be. |
| 9 | Master of Betrayal - Your reputation makes you invaluable to those who need betrayal done right. Everyone watches their backs around you. No alliance feels safe when you're present. |
40. The Condemned
Gear: Prison rags or simple clothes, improvised weapon, execution notice, 1d6x5 gp
Token: Death warrant, executioner's mark, final meal request, escape scar, the crime (real or fabricated)
Legacy - "The Last Friends" (1/level) The condemned find help in unexpected places. When invoked, those who sympathize with the doomed provide aid. The scale depends on your title:
- Death Row: A guard looks the other way once, a cellmate shares a hidden shiv, a priest carries one message out
- The Damned: A corrupt official loses paperwork, a fellow prisoner creates a distraction, someone outside leaves supplies at a dead drop
- Escaped Condemned: A network of safe houses shelters you, forgers provide new identity papers, guards in multiple cities are bribed to ignore your face
- Living Ghost: Officials who could identify you conveniently die or disappear, witnesses recant, records burn in mysterious fires
- Unkillable Condemned: Entire prison systems have people on your payroll, your "execution" can be staged with a complicit executioner, you can make others disappear into the system that tried to kill you
| Level | Title & Reputation |
|---|---|
| 1 | Death Row - Guards recognize you're condemned. Some pity you. Others fear you have nothing to lose. Some question if justice was served. |
| 3 | The Damned - Your execution is scheduled. Criminals treat you with grim respect. Some believe you earned it. Others don't. |
| 5 | Escaped Condemned - Your survival is illegal. Every day breathing is an act of defiance - or proof the sentence was wrong. |
| 7 | Living Ghost - You should be dead. Your continued existence makes authorities look weak. Your guilt or innocence is debated. |
| 9 | Unkillable Condemned - You've escaped execution so many times it's become a dark joke. Death itself seems to avoid you. |
Mythic Paths
41. The Ascendant
Legacy - "Taste of Divinity" (1/level) Briefly become something more than mortal. When invoked, you manifest divine power for one scene: flight, invulnerability, an overwhelming aura, or another godlike ability. The scale depends on your title: the Blessed shows a hint of divine grace, while a God-Touched becomes an avatar of pure divine power that reshapes reality.
| Level | Title & Reputation |
|---|---|
| 1 | Touched by Divinity - Priests sense something sacred or profane about you. Divine entities take notice. |
| 3 | Half-Divine - Churches debate whether you're saint or heretic. Mortals feel uneasy in your presence. |
| 5 | Demigod - Temples are built in your name. Worshippers seek your prayer. Gods watch you closely. |
| 7 | The Exalted - Nations treat you as a divine power. Lesser gods acknowledge you as peer. |
| 9 | The Ascended - You walk between mortal and divine. Pantheons must decide if you're friend or rival. |
42. The Kingslayer
Legacy - "The Crown Falls" (1/level) End a reign. When invoked against a ruler, leader, or authority figure, you guarantee the end of their rule within a year and a day. Not necessarily death - abdication, coup, scandal, or catastrophic loss of legitimacy all count. The fall is inevitable, but the details and timing are up to the GM. You can't invoke this against the same target twice. If you die, the curse lifts.
| Level | Title & Reputation |
|---|---|
| 1 | Regicide - Rulers fear you. Liberation movements seek your aid. Palace guards watch you carefully. |
| 3 | Throne-Breaker - You've toppled multiple crowns. Rebels invoke your name. Monarchs hire assassins. |
| 5 | The King-Ender - Nations tremble when you arrive. Tyrants negotiate. Heirs worry you'll choose their rival. |
| 7 | Doom of Kings - Your presence destabilizes governments. Prophets warn rulers of your coming. |
| 9 | The Crownless - You could end any monarchy. Republics court you. Kings offer you anything to leave. |
43. The World-Walker
Legacy - "Open the Way" (1/level) Open a path to another realm. When invoked, you create a temporary portal to a plane you've visited or one thematically connected to your location. The scale depends on your title: the Plane-Touched opens unstable rifts to nearby realms, while the Cosmic Wanderer creates stable gates to any plane in existence.
| Level | Title & Reputation |
|---|---|
| 1 | Planeswalker - Extraplanar entities recognize you as a traveler. Portals appear more frequently near you. |
| 3 | The Wanderer Between - Planar scholars seek your knowledge. Demons and angels know your scent. |
| 5 | Master of Thresholds - You're known on multiple planes. Beings bargain for your escort services. |
| 7 | The Gate-Keeper - Entire planes know your name. Cosmic powers negotiate passage through you. |
| 9 | Walker of All Worlds - You've been everywhere. Gods call you when planes need connecting. Reality bends for you. |
44. The Dragon-Blood
Legacy - "Dragon's Wrath" (1/level) Unleash your draconic heritage. When invoked, you manifest dragon abilities for one scene: breath weapon, dragon fear, scales, or flight. The scale depends on your title: Dragon-Touched shows hints of draconic power, while a True Dragon transforms into an actual dragon.
| Level | Title & Reputation |
|---|---|
| 1 | Wyrm-Touched - Dragons sense your bloodline. Kobolds and dragonborn defer to you. |
| 3 | Drake's Heir - Draconic cults seek you. Ancient dragons debate your legitimacy. |
| 5 | Half-Dragon - You could claim territory. Wyrmlings see you as kin. Dragon-slayers hunt you. |
| 7 | Dragon-Born - True dragons acknowledge you as peer. You could demand tribute from lesser races. |
| 9 | The Wyrm Incarnate - Dragons treat you as one of them. Nations fear your wrath. Your hoard is legendary. |
45. The Legend
Legacy - "Become the Myth" (1/level) Do something legendary. When invoked during a dramatic moment, your action automatically succeeds in a way that becomes myth: the impossible jump, the duel against impossible odds, the speech that changed history. The scale depends on your title: the Storied achieves local fame, while a Living Legend performs feats that become the foundation of religions.
| Level | Title & Reputation |
|---|---|
| 1 | Rising Star - Bards have started singing about you. Taverns tell your early stories. |
| 3 | The Storied One - Your exploits are known across regions. People recognize you from the songs. |
| 5 | Living Legend - Children play at being you. Nobles invite you to recount your deeds. |
| 7 | The Mythic - Your name is synonymous with heroism. Scholars study your life. Kingdoms claim you. |
| 9 | The Eternal - You've transcended mortality through fame. Your legend will outlive empires. |
46. The Prophet
Legacy - "Proclamation" (1/level) Make a prophecy that must come true. When invoked, you speak a prophecy about the near future. It must be symbolic, not specific ("the corrupt king falls" not "King John dies tomorrow"). The scale depends on your title: an Oracle speaks local prophecies that may be twisted, while The Final Prophet speaks cosmic truths that reshape the world exactly as spoken.
| Level | Title & Reputation |
|---|---|
| 1 | Oracle - Your visions come true. Seers recognize you as genuine. People seek your predictions. |
| 3 | The Foresighted - Kings consult you before major decisions. Your prophecies shape policy. |
| 5 | Voice of Destiny - Nations rise and fall on your words. Temples are built to interpret your visions. |
| 7 | The Inevitable - Your prophecies are law. Reality adjusts to accommodate your words. |
| 9 | The Final Prophet - You speak the future into being. Gods listen when you prophesy. |
47. The Apocalypse
Legacy - "Bring Down the Walls" (1/level) Guarantee destruction. When invoked against a structure, organization, or arrangement (not a living creature), you ensure its complete destruction within a year and a day. You can't stop it once invoked. If you die, the curse lifts. The scale depends on your title: The Harbinger dooms a building, while The End of All Things can unmake empires.
| Level | Title & Reputation |
|---|---|
| 1 | The Harbinger - Prophets see doom in your wake. Builders avoid you. Destroyers seek you. |
| 3 | Bringer of Ruin - Your presence signals ending. Kingdoms evacuate when you arrive. |
| 5 | The Cataclysm - You've ended cities. Historians mark eras by your destructions. |
| 7 | Walking Apocalypse - Your name means annihilation. Entire civilizations negotiate with you. |
| 9 | The End of All Things - You could end the age. Gods debate whether to stop you or aid you. |
48. The Unmaker
Legacy - "Unmake" (1/level) Destroy something utterly. When invoked, you reduce an object to its component parts instantly. Not damaged, but disassembled. Doesn't work on living creatures. The scale depends on your title: the Breaker unmakes a lock or weapon, while The Void-Touched can unmake castles or legendary artifacts.
| Level | Title & Reputation |
|---|---|
| 1 | The Disassembler - Crafters fear you. What you touch comes undone. Entropy follows you. |
| 3 | Breaker of Works - Your touch ends craftsmanship. Artisans won't work near you. |
| 5 | The Unraveler - You undo creation itself. Mages study the void you leave. |
| 7 | Destroyer of Form - Reality weakens where you walk. The unmade fear becoming your target. |
| 9 | The Void-Touched - You could unmake artifacts. Creation itself recoils from your power. |