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DIVINITY

Try as they might, the Celestial gods are unable to intervene directly in the affairs of Mortals. Instead, they work their will through subtle influence over Creation and the election of Mortal champions; carefully chosen vessels who will bring the weight of a god's glorious purpose to bear upon the world.

Though the gods certainly elect champions from among their most devoted, those who carry the power of the gods are not always the most religious. More often than not, the gods exalt those with whom they feel kinship in mind and motive. Individuals acknowledged by the heavens as exceptional, whose personality and goals align with those of a god may find themselves called to a greater purpose and given miraculous strength to work the wonders of the divine.

Channeling the might of the gods is no easy task, however. The weight of power and glory one must bear puts a strain on even the stoutest of hearts, and many minds have broken under the strain of this holy calling. Yet even if a holy champion falls, the divine gift is not so easily lost, and thus those who fall from grace still carry all the furious power of a god, turned now from serving the light to serving their own causes. Such corrupted champions are often hunted by the zealous new heroes of a god.

There are many orders of priests, prophets, and holy knights within each major religion, but very few members of these organizations are true bearers of the divine light. Nevertheless, they serve an important role as allies in the fight against darkness. These holy orders are eager to take in new champions, training and indoctrinating them to their cause if at all possible. 

Truly, the divine champion will find themselves pulled in many directions by both Mortal and immortal agents who will seek to turn the hero's might towards their own ends. But the divine champion was chosen for their heart, their will, and their ability to choose the best path, regardless of what every other voice around them suggests.
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prime arcanum

divine eLECTION
You have been chosen to bear the weight of glory, to channel the divine powers of a god and serve as their righteous right hand.

​Choose which Deity you champion and gain their Key. Unlike your other Keys, you do not gain EXP through your Deity's Key, but instead gain access to their powers. ​Your Deity lends you their power through a resource called Faith. When you complete a Full Rest and were able to answer "yes" to your Deity's Key, you gain 1d6 + (Divinity) Faith.

You are able to sense the presence of others who wield the power of the gods (those with access to Divinity Arcanum) as well as the Foes of your Deity. You can pinpoint such a creature's location within 20 meters of you, so long as you have line of sight to them. You can sense when something within your line of sight has been touched by the gods power or desecrated by cosmic evil.
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You can spend your Faith to invoke any DIVINE INVOCATION associated with your Deity (see the information your Deity below for details).

You can also use the following INVOCATIONS regardless of your Deity:
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INCARNAE
You are the product of a Celestial god's daliances with Mortalkind. Whether one of your parents or a distant ancestor was divine, you come by your powers through right of birth. You are able to channel the might of the gods without relying on or answering to anyone other than yourself.

Decide which Deity you are most closely related to. As your personal reserves of strength wane, the holy power deep within you begins to awaken. Every time you spend or roll a Resolve, gain 1 Faith. ​

You are able to sense the presence of others who wield the power of the gods (those with access to Divinity Arcanum) as well as the Foes of your Deity. You can pinpoint such a creature's location within 20 meters of you, so long as you have line of sight to them. You can sense when something within your line of sight has been touched by the gods power or desecrated by cosmic evil.
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​You may spend your Faith to invoke any DIVINE MIEN associated with your Deity (see the information on your Deity below for more details). You can also use the following Miens regardless of your Deity.
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OATHSWORN
You are a sworn member of a sacred order of knights. Your duty is to your brotherhood and the ideals you are oathbound to serve. To aid in this task, the gods have seen fit to grant you their power and blessing.

Decide which Deity you serve and (with your GM's input) decide the name and characteristics of the sacred order you are sworn to. You gain 1 Faith when you roll Initiative and the reason you're fighting aligns with the Tenants of your Deity. No more than (Divinity) times per day, you can also gain 1 Faith by upholding your Deity's Tenants, seeing that others around you do so as well, and by (appropriately) punishing those who break these Tenants.

You are able to sense the presence of others who wield the power of the gods (those with access to Divinity Arcanum) as well as the Foes of your Deity. You can pinpoint such a creature's location within 20 meters of you, so long as you have line of sight to them. You can sense when something within your line of sight has been touched by the gods power or desecrated by cosmic evil.
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You can spend Faith to invoke any DIVINE SEAL associated with your Deity (see the information on your Deity below for more details). You can use any of the following SEALS as well, regardless of the Deity you serve: ​
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Deities

DELPHINE
Goddess of the weather, seas, storms, and fortunes. She is a tempestuous and emotional deity who understands the mysterious push and pull between the inevitability of fate and the free will of Mortal hearts.

Delphine appears in the Cosmic Machine as the planet Astora, home to the Cyreans. Also known as Hestia, Veth, Ghuan, Eskuo, Lady of Storms, and The Crone.

Her symbol is two crossed lightning bolts and she is represented in iconography by waves, gulls, the trident, sea shells, the lightning bolt, a crone, and the colors blue and green.

Key: Did I make an important decision based on my feelings rather than logic and reason?
Foe: Godlings
Mysteries: Augury, Ecologism, Transmutation
Rotes: Fortune, Water, Weather
Those who hold to the following Tenants are considered righteous and upright in the eyes of Delphine: 
  1. Do not worship the lesser elemental spirits, the little gods of earth, sky, and sea, for I am a jealous god
  2. Hold not to riches and seek not treasure, but strive to live a life of simplicity and austerity
  3. Make no oath, keep no promise, take no wife or husband, for as the sea may change so too may the whims of the heart
  4. Honor thy elders and heed their words
  5. Thou shalt not lie; speak only the truth
  6. Pay back wrong for wrong and favor for favor, a curse for a curse and a blessing for a blessing; do unto others as they have done unto you
  7. Pray to me in my temple before setting out on the waters, that all may go well for you
  8. Eat from any creature of the sea and enjoy its bounty, but do not eat the shark, whale, ray, or seal for they are creatures holy unto me
  9. No beast of the land shall thy bring upon a ship of the sea
  10. Upon death, thy remains shall return unto the sea, that I may welcome thee into my rest

INVOCATIONS

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MIENS

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SEALS

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FIONA
Goddess of beauty, love, art, springtime, and fertility. She is a gentle and idealistic deity with a great love for Mortals and an insatiable appetite for the salacious drama of Mortal relationships.

Fiona appears in the Cosmic Machine as the planet Arcadia, home to the Quendi (Elves). Also known as Fernicia, Shen Mi-Kara, Lophe, Utaru, Lady of Flowers, and The Maiden.

Her symbol is an intricate circle of intertwining knots and she is represented in iconography by flowers, partridges, the bow & arrow, blossoming trees, the acorn, a maiden, and the colors violet and white.

Key: Did I fight for love?
Foe: Giants
Mysteries: Abjuration, Glamour, Vitae
Rotes: Flesh, Heart, Life
Those who hold to the following Tenants are considered righteous and upright in the eyes of Fiona: 
  1. Thou shalt not kill
  2. Thou shalt not steal the possessions of another
  3. Thou shalt not bring undue suffering to another
  4. Thou shalt not eat the flesh of any living creature
  5. Do not strike the first blow; always make an attempt at diplomacy
  6. Thou shalt not condemn nor hinder the consentual union of two Mortal souls for love is love, whatever shape it may take
  7. Take many lovers and bear many children, for life is short but love is sweet
  8. ​Give generously to the poor and do not hesitate to offer help to those in need
  9. Preserve and strengthen the bonds of love, friendship, and community
  10. Fill the world with art and beauty which stirs the soul and fills the heart

INVOCATIONS

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MIENS

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SEALS

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GARO
God of the wilderness, the hunt, survival, plantlife, and wild animals. Though friendly and boistrous, he has a wild streak and yearns always for the thrill of the hunt, the exhilirating struggle between life and death.

Garo appears in the Cosmic Machine as the planet Tendale, home of the Kindre. Also known as Hyrocles, So-Shinryu, Gungador, Ti-Tikata, He Who Waits, and The Hunter.

His symbol is the skull of a stag in front of a crescent moon and he is represented in iconography by trees, hawks, an arrow, wolves, paw prints, a hunter, and the colors green and brown.

Key: Did I refuse to conform to civilized ways?
Foe: Lusus Naturae
Mysteries: Conjuration, Ecologism, Thaumaturgy
Rotes: Animals, Perception, Plants
Those who hold to the following Tenants are considered righteous and upright in the eyes of Garo: 
  1. Respect the natural world and uphold the cycle of life, death, and rebirth, lest all fall to chaos.
  2. Honor is a lie - do what must be done to survive
  3. Thou shalt kill, steal, or break the laws of the land only when necessary for survival
  4. Take no more than is needed and use every part of that which is taken
  5. Thou may partake of meat only from that which thou hast hunted and slain by thine own hand
  6. Do not feed weakness. Allow the weak an opportunity to become strong or be purged from your midst
  7. Strive always to improve thyself and thus purge thine own weakness
  8. Thou shalt honor the gods of land, sea, and sky, for theirs is the stewardship of the world and all within it - whatever thou dost unto them, thou doest unto me
  9. Do not tarry long in cities, lest their corruption blunt your instincts and quell your thirst
  10. Upon death, thy remains shall be left as an offering to the beasts of the land and sky, that I may welcome thee into my rest

INVOCATIONS

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MIENS

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SEALS

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LEONE
God of courage, justice, adventure, and heroism. He is bold, brash, and often ego-centric. Though occassionally selfish and overly ambitious, he always does the right thing, no matter how hard it is or how much it costs.

Leone appears in thee Cosmic Machine as the planet Thera, home of Humanity. Also known as Cadeus, Ryo, Endrega, Bukuro, The Unconquered Lion, and The Child.

His symbol is a fist holding a sword, burning like the sun and he is represented in iconography by laurels, eagles, the sword, lions, castles, a hero, and the colors blue and gold.

Key: Did I do something courageous?
Foe: Dragons
Mysteries: Abjuration, Artifice, Thaumaturgy
Rotes: Ability, Fire, Strength
Those who hold to the following Tenants are considered righteous and upright in the eyes of Leone: 
  1. Defend the weak, give to the needy, help the helpless, and uphold the cause of the oppressed
  2. Fight for justice, but strive for peace
  3. That peace and order may be established and upheld, keep the laws of the land and submit to those in authority over you
  4. Thou shalt not lie, deceive, or mislead another; keep thy word and be true in all that is said and done
  5. Thou shalt fight with honor and forthrightness, relying upon skill and strength for victory and never resorting to trickery or foul play
  6. Do not sully thy hands with torture nor shed the blood of an innocent
  7. The marriage bed shall remain pure for all Mortals; guard thy virtue and the virtue of others
  8. Do not shrink from a challenge, but meet every obstacle with courage and resolve
  9. Do not be drunk with wine, which leads to debauchery; remain sober, watchful, and ready
  10. Do not bargain with evil, but oppose it at every turn; give no quarter to an evil creature

INVOCATIONS

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MIENS

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SEALS

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LYSSE
God of crafts, invention, industry, ingenuity, and progress. Always absorbed in some new project or idea, he is a creative forward-thinker and highly rational, though prone to short fits of hyper-focused inspiration.

Lysse appears in the Cosmic Machine as the machine planet Diodes. Also known as Mithrain, Xian-Xi, Tutho, Pholos, the Lord of Forges, and The Smith.

His symbol is a wheel with eleven spokes and he is represented in iconography by the anvil, ostriches, the hammer, rivers, wheels, a craftsman, and the colors silver and gold.

Key: Did I create something that will be remembered?
Foe: Constructs
Mysteries: Artifice, Confluence, Transmutation
Rotes: Alter, Create, Metal
Those who hold to the following Tenants are considered righteous and upright in the eyes of Lysse: 
  1. Be productive
  2. Be efficient
  3. Be creative
  4. The perfection of thine craft is the perfection of thy faith; pursue one as you would the other
  5. Do not preserve the old at the expense of the new
  6. By the work of thy hands and the sweat of thy brow shall thou eat. Do not feed the idle nor clothe the sluggard, for they are abhorant to me
  7. Thou shalt rest on the seventh day of the week; all other days, shall thou work but the seventh shall be holy to me, a day of rest
  8. Honor the workers of the field, the builders, miners, craftsman, and all those who labor and strive; pay the workman his wages and do not withold from him fair pay for hard work
  9. Steal not from another, whether possessions, time, labor, or ideas.
  10. Obey the law of the land and submit to those in authority over you, that all may be at peace

INVOCATIONS

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MIENS

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SEALS

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MARDUKE
God of war, tactics, strength, conquest, and conflict. He is a mighty warrior, quick to anger and eager to spill blood. Worthiness is determined by strength alone, survival a gift fit only for the victor.

Marduke appears in the Cosmic Machine as the planet Helios, home of the Orcs. Also known as Ghar, Yoshina, Faruq, Watunk-Yodar, the Lord of War, and The Warrior.

His symbol is a bloody skull with crossed swords behind or beneath and he is represented in iconography by skulls, vultures, crossed swords, bulls, a bonfire, a warrior, and the colors red and black.

Key: Am I stronger now than I was when the day started?
Foe: Mortals
Mysteries: Animancy, Conjuration, Thaumaturgy
Rotes: Destroy, Fire, Strength
Those who hold to the following Tenants are considered righteous and upright in the eyes of Marduke: 
  1. Do not fear
  2. Do not retreat
  3. Do not lose
  4. Do not accept help from another; thou shalt stand on thine own or not at all.
  5. Grow in strength from day to day, embrace trials and conflict as the true path to becoming stronger
  6. Do not remove thine armor nor lay down thy weapon in the presence of an enemy; be ready for battle at all times
  7. Fight with honor and fairness, strength against strength. Victory without honor is abhorant to me; only by strength enough to win with honor shalt thou claim victory
  8. Do not kill a worthy enemy, for the day may yet come when thou art blessed to face them again
  9. Only the strong have the right to rule
  10. Only those of my faithful who die in battle shall enter into my rest; all others shall be cast out into utter darkness

INVOCATIONS

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MIENS

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SEALS

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MURILLENE
Queen of the gods and goddess of the home, family, widows, children, and motherhood. She is wise and patient, yet stern and regal. She cares deeply for Mortals and for all created things, guarding them as her children.

Murillene appears in the Cosmic Machin as the planet Varion. Also known as Olster, Shizune, Namur, Theka, the Queen of the Gods, and The Mother.

Her symbol is a pregnant woman with the sun on her belly and she is represented in iconography by a hearth, hens, cradles, apples, eggs, crowns, a pregnant woman, and the colors white and red.

Key: Did I ease someone's suffering?
Foe: Hominids
Mysteries: Abjuration, Ecologism, Vitae
Rotes: Give, Heart, Restore
Those who hold to the following Tenants are considered righteous and upright in the eyes of Murillene: 
  1. Build a home and grow thy family within according to my teachings
  2. Give food to the hungry and shelter to the traveler; do not deny any good thing from one who has true need
  3. Care for the widow and orphan in their distress
  4. Honor thine elders and heed their wisdom
  5. Obey the laws of the land and uphold the rights of all citizens who dwell there
  6. Do not kill any man or woman who has a family to care for
  7. Bring no suffering upon a living creature; may thy justice be swift and merciful
  8. Do not eat eggs nor the young of any animal and drink not the milk from a beast who is nursing her young
  9. Come into mine temple with thy family upon my sabbath and holy days, that ye may be blessed
  10. Do not worship the lesser gods of field and flood, for they care not for the needs of Mortals but seek only their own glory

INVOCATIONS

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MIENS

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SEALS

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PAMATARO
God of laughter, mirth, revelry, drunkeness, trickery, chaos, thieves, and change. Though he is always joking and playing tricks, his jests have an odd way of revealing the truth or forcing one to see things differently.

Pamataro appears in the Cosmic Machine as the planet Nod. Also known as Jast, Qun Lo, Shemphati, Yeleros, the Lord of Laughter, and The Trickster.

His symbol is an overflowing chalice of wine and he is represented in iconography by a wine glass, a peacock, the spear, grapes, masks, a reveler, and the colors purple and green.

Key: Was there a moment when I made everyone laugh?
Foe: Accursed
Mysteries: Conjuration, Glamour, Transmutation
Rotes: Fortune, Imitate, Steal
Those who hold to the following Tenants are considered righteous and upright in the eyes of Pamataro: 
  1. Sate thine hunger and slake thine thirst upon whatever seems pleasurable to you; withold no good thing from thyself
  2. Do not stand in the way of another's pleasure
  3. When asked, give generously to any who have less than you
  4. One too weak or foolish to hold onto what he owns does not deserve to have it
  5. When thou must lie, cheat, and steal, do not get caught; be swift as the wind, silent as the grave
  6. Kill only in self-defense
  7. When thou enterest into a new place, present thyself to my temple, that my faithful may know thee and that ye may share in the bounteous pleasures of my people
  8. On my sabbath and holy days shall ye gather for feast. On these days, the first cup of wine shall be poured out unto me and those of my faithful who have gone on before ye
  9. All other times, may you lie but a jest is only funny when it tells the truth
  10. I am watching. Do not bore me.

INVOCATIONS

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MIENS

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SEALS

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PASTACHO
God of light, daytime, the harvest, summer, and moral goodness. He is kingly, yet warm and friendly. Always the center of attention, Pastacho values friendship, peace, and mutually beneficial outcomes to any problem.

Pamataro appears in the Cosmic Machine as the sun, giving light and warmth to all. Also known as Luko, Tian-Xiao, Khanpati, Mogu, the Lord of Summers, and The Father.

His symbol is a blazing sun with eleven curled rays and he is represented in iconography by a sun, phoenix, torch, sheaves of wheat, a farmer, and the colors gold and white.

Key: Did I (figuratively) shine light in a dark place?
Foe: Infernals
Mysteries: Abjuration, Augury, Thaumaturgy
Rotes: Fire, Life, Light
Those who hold to the following Tenants are considered righteous and upright in the eyes of Pastacho: 
  1. Oppose evil and chaos whenever and however you are able. Be orderly and well-kept
  2. Obey the laws of the land in which you dwell, but oppose tyrants and bring strife to those who rule by fear
  3. Keep thy word and live with honor, that none may doubt thy character
  4. Do not worship the gods of the earth and sky, the little gods who creep and crawl; they are servants and stewards, unworthy of worship
  5. Do not eat from any plant or animal which has grown in darkness, absent the light of the sun
  6. Do not so much as speak with a demon; slay them on sight. And do not keep company with those who traffic with demons.
  7. Feast, love, be glad and fruitful, for the light of life lasts for but a brief moment
  8. Take the light of life from no Mortal and kill a living creature only when thou must to uphold mine laws and preserve order
  9. As the light gives warmth to all, so too must you give generously to all who are in need
  10. The good that is done unto you, pay back in kind to another; see to it that good flows ever outwards from thyself unto others

INVOCATIONS

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MIENS

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SEALS

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SETHARKIS
Goddess of death, shadows, night, winter, and endings. She is silent, serious, and seductive. A grim shepherd who is wrongly feared and misunderstood, she wants only to guide the dead to their rest and reincarnation.

She appears in the Cosmic Machine as the lone moon to which all souls must depart. Also known as Hephastes, Xinami, Devira, Ombubu, the Lady of Winters, and The Wanderer.

Her symbol is a skull-faced moon and she is represented in iconography by a crescent moon, raven, scythe, skeleton, mist, a hooded figure, and the colors white and black.

Key: Did I end a life or by inaction allow a life to end?
Foe: Undead
Mysteries: Animancy, Confluence, Vitae
Rotes: Disease, Life, Spirit
Those who hold to the following Tenants are considered righteous and upright in the eyes of Setharkis: 
  1. Do not fear death. You must unburden all Mortals you meet from such fear.
  2. Honor the dead and keep the memory of all who have gone before thee
  3. Do not steal from the departed; take nothing from a tomb
  4. Seek not riches nor glory, for all is vanity.
  5. Drink no wine. Abstain from rich foods. Take no lovers. Let all pleasure turn to ashes in thy mouth
  6. Make no oath, keep no promise, take no wife or husband, sire no children
  7. Honor the elders and heed their wisdom
  8. Bury the dead or burn the body to ash; let no corpse linger in the open
  9. Take no action to heal the sick or save the dying; seek only to ease the pain of their passing, for I shall save whom I shall save and take whom I shall take
  10. Honor me and uphold my laws in sack-cloth and ashes for the brief flicker that is thy life and I shall honor thee in riches and glory for the eternal spanse that is thy death

INVOCATIONS

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MIENS

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SEALS

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YSTRANE
God of secrets, knowledge, magic, mysteries, and hidden things. He is strange and secretive, always taking notes, muttering to himself, and pondering some deep mystery only he could begin to understand.

He appears in the Cosmic Machine as Evenar, a cold and distant planet seemingly devoid of life. Also known ass Voluscar, Hisen-Tou, Vishda, Nuula, the Lord of Whispers, and The Scholar.

His symbol is a book with an elaborate key on its coverr and he is represented in iconography by a book, cranes, the dagger, shadowss, a lidless eye, a scholar, and the colors blue and black.

Key: Did I learn a secret?
Foe: Aberrants
Mysteries: Artifice, Augury, Confluence
Rotes: Knowledge, Reveal, Void
Those who hold to the following Tenants are considered righteous and upright in the eyes of Ystrane: 
  1. Seek after knowledge and obtain wisdom, for it is sweeter than honey
  2. Go therefore into all the world and into every secret place to unearth the hidden wonders and discover the knowlege buried beneath centuries
  3. First shalt thou observe. Next shalt thou question. Next shalt thou theorize. Next shalt thou test. Next shalt thou analzye. Last, shalt thou conclude; to err from this path is abhorant to me
  4. Do not censor the words or ideas of another, for truth may yet be found on the most unlikely path
  5. All books and scrolls are sacred unto me and must be protected and preserved
  6. Share of thy knowledge with any who ask and teach a student the ways of learning
  7. Defend the truth and do not speak falsely
  8. Debate rationally and in good faith. There is more value in being wrong and learning than there is in being right and remaining stagnant
  9. Those who wield The Mystery are among my favored; give them your blessing and aid their pursuit of magic
  10. No knowledge is forbidden; all secrets must one day come to light

INVOCATIONS

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MIENS

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SEALS

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THE SAECULUM SECULORI
The stars and constellations of the Cosmic Machine, a collective of lesser gods whose combined power allows them to govern the domain of fate, providing a necessary check against the Celestials.

The Saeculum Seculori appear in the cosmic machine as a series of constellations which can be seen at various seasons from various worlds. These constellations include The Wheel, The Bowl, The Spear, The Scale, and The Grand Arcanum. They are known throughout the many worlds and cultures of The Sphere by countless names, symbols, and icons; the patron deity of all fortune-tellers, astrologers, and those who look to the night sky and wish upon a star.

Key: Did I do something really difficult?
Foe: Pick a creature type of your choice
Mysteries: Animancy, Confluence, Glamour
Rotes: Fortune, Move, Spirit

The Saeculum Seculori is not an individual god but a collective of lesser celestial beings and as such does not have a rigid set of 
Tenants like other deities. Instead, the GM and player may work together to select 10 Tenants that make sense from those of the other deities listed here.

INVOCATIONS

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MIENS

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SEALS

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Arcanum

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