1. Notes

Flame Warden

character path

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Flame Wardens are the lifeblood of the Bastions and larger settlements. Their mere presence is said to radiate warmth and rekindle dying flames. Tending to the precious communal stoves, royal forges and to the great pyres atop the Bastions' walls, they represent safety and peace on a more fundamental level than any ruler or guard ever could. The weight of such responsibilities has made most wardens vigilant, hard-working and proud to a fault. Outwardly calm and austere, they burn inside with unrelenting zeal.

Few wardens leave the Bastions for long but those who do seem to thrive on struggle, becoming paragons of mental fortitude. While their difficult master whispers promises of worldly warmth and unbridled fires, the pallid wastes reject warmth itself. And yet, they fight. A life dedicated to delaying the inevitable has made them indomitable. The most powerful wardens dare even venture into the deepest parts of the Wild Grey, laying waste to entire swathes of corrupted land, hoping to stop their spread.

Wardens are not united in their worship. In the northern Bastion of Tal'Erj, they believe the source of their powers to be Khamsin, the Bastion's immortal tyrant who claims godhood. In the Eastern Bastions, wardens believe the Flame is not a god, but an aspect of nature and life, an element. They are defiantly apolitical and staunchly independant zealots who will burn anything they deem corrupted.

Becoming a Flame Warden

 When pupils believe themselves ready, they go to their Master Warden, to be guided in prayer one last time. Then, led atop the Bastion walls at nightfall, they are burned on their massive bonfires. As flesh wilts and screams, The Flame judges. If satisfied, it keeps the novice alive through the night, in a perpetual cycle of burning and healing. When the sun dawns, the novice takes a deep breath, swallowing whole the pyre's inferno. For a day and a night, they will shed heat and light, until a perpetual flame forms at their side, imbued with a portion of their soul. It is known as the Sunflame, the final proof of priesthood.
Naturally, rejected novices simply burn on the pyre, serving the people better as fuel for a night’s warmth than they could in life.

Character Creation

+2 Heart

Assign 3 points between

Dexterity, Perception, Intelligence, Heart, Presence


Path Skills
Alchemy, Bastionlore, Empathy, Fogdelving, Leadership, Linguistics, 

Priest Path Progression Table

LevelSunflameFeatures
1st1d6Sunflame, Respite
2nd1d6Flare
3rd1d6
4th2d6
5th2d6
6th2d6
7th3d6
8th3d6
9th3d6

Sunflame

The Sunflame die is tied to many of the Priest's abilities. It grows in power as you gain levels and deepen your connection to the Sun.

Flame Warden’s Difficulty Level (DL)

Some of your abilities will refer to your Flame Warden DL. It is equal to your 4 + Level + Heart.

Sunflame


  1  Sunflame

PASSIVE

The Sunflame emits light in a 4-pace radius. On your turn, you can use an Action to shape the Sunflame into a ray and attack a target inside the light radius. For this attack, use the Sunflame dice instead of combat styles, and your Heart attribute as bonus.


Upon reaching priesthood, we feed a portion of our soul to a flame, making it blessed and everlasting. It is the symbol of our station and the core of our powers.

Warmth

  1  Respite

BOLD ACTION | 1d4 FOG / ROUND

Designate yourself or another target. As long as you keep Respite active, and so long as it remains within your Sunflame’s reach, it regains 4 stamina at the end of each round.

When you reach level 4, you become able to use Respite on two targets at once, raising its cost to 1d8FOG/round if you do so.


Lore blurb description

2 - Flare

  2  Flare

BOLD ACTION | 1d6 FOG

Until the end of your next turn, your Sunflame's radius is extended to 8 paces. Allies within range gain advantage on rolls to Defy.

Essentially, we play with fire. Welcoming the Fog's embrace for a brief moment, we trick the Sunflame into a kneejerk response. Some call it heresy, but we haven't been struck down yet...



(3) Feature

  4  Pure Land

BOLD ACTION | 1d8 FOG