Faith & Affliction
The gods do not only weigh what you do. They weigh what you are.
Since the dark gifts entered the world, every god has taken a position on them. Some built their entire faith around one. Some tolerate them. Two find them abominable. And when a sworn follower’s nature turns against their god’s judgment, the covenant does not break cleanly — it rots.
Where Each God Stands
Section titled “Where Each God Stands”| God | Requires | Welcomes | Opposes |
|---|---|---|---|
| Varkul | — | Lycanthropy | — |
| Mosswyn | — | — | Vampirism |
| Kharoven | — | — | — |
| Neritha | — | Lycanthropy | — |
| Oryndel | — | Vampirism | — |
| Nythrava | Vampirism | Vampirism | Lycanthropy |
| Ulfrayne | Lycanthropy | Lycanthropy | Vampirism |
Three words, three fates:
- Requires — the god will not accept you at all without this nature. Mortals are turned away at the altar.
- Welcomes — your nature is beloved. Every virtue you perform earns half again as much favor (×1.5).
- Opposes — the god finds your nature abhorrent. They will refuse your pledge — and if you become this thing while already sworn, worse follows.
The Conflict
Section titled “The Conflict”A covenant sours in two ways: you gain a nature your god opposes, or you lose a nature your god requires. Either way, the god does not strike you down. They do something slower.
- Your virtues count for nothing. Every deed they once loved earns zero favor, for as long as the conflict lasts.
- Your sins still count in full. The gods stop listening; they do not stop watching.
- Your favor drains — 1 favor for every 10 minutes you walk the world. Sleep offline as long as you like; the drain only counts your waking hours.
- At the bottom of the ladder, exile. When favor reaches −100, the god severs the covenant themselves. You are cast out, faithless, your favor ash.
The warning arrives the moment conflict begins: “…cure it, or your favor fades.” Believe it.
Redemption
Section titled “Redemption”Resolve the conflict — cure the opposed affliction, or regain the required one — and the god turns back toward you: the drain stops and your virtues count again, at once. But the favor already lost is not returned. The gods forgive; they do not forget the ledger.
Counsel for the Marked
Section titled “Counsel for the Marked”- Vampires have one true patron — Nythrava, who demands the blood — and one scholarly admirer, Oryndel, who values your centuries. Avoid Mosswyn’s fields and Ulfrayne’s hunting grounds.
- Werewolves are claimed by Ulfrayne alone, but Varkul respects the fight in you and Neritha the moon in your blood.
- Mortals considering the gift: check your god’s column first. A Mosswyn farmer who takes the blood does not just lose a goddess — she watches the favor drain out of them first, ten minutes at a time.