TEXT: CAlled  
  to serve
  Paths of Shadow for Shadow of the Demon Lord
  
  ~Credits~
  Writing, Design, and Art Direction:  
  Robert J. Schwalb
  Editing: Jennifer Clarke Wilkes
  Proofreading: Jay Spight
  Layout: Kara Hamilton
  Graphic Design: Kara Hamilton 
   and Hal Mangold
  Illustrations: Ivan Dixon, Olga Drebas,  
  Matteo Spirito, Kim Van Deun
  Called to Serve is © 2018 Schwalb Entertainment, LLC.  
  All rights reserved.
  Shadow of the Demon Lord, Paths of Shadow,  
  Called to Serve, Schwalb Entertainment,  
  and their associated logos are trademarks of  
  Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
  PO Box #12548
  Murfreesboro, TN 37129
  info@schwalbentertainment.com
  www.schwalbentertainment.com
  
  1
  Table of Contents
  Becoming a Priest ........... 3
  Priest Story Development ....................... 4
  Religious Traditions .................................5
  Religious Traditions .................................5
  Heretical Beliefs ........................................ 6
  Level 1 Priest ............................................... 6
  Level 2 Priest ...............................................7
  Level 5 Expert Priest ..................................7
  Level 8 Master Priest .................................7
  Expert Paths ....................... 7
  Chronicler ...................................8
  Chronicler Story Development ............. 9
  Level 3 Chronicler ..................................... 9
  Level 6 Chronicler .................................... 9
  Level 9 Master Chronicler ...................... 9
  Crusader ....................................10
  Crusader Story Development ...............10
  Level 3 Crusader .......................................10
  Level 6 Crusader.......................................10
  Level 9 Master Crusader .........................10
  Daughter of the Moon ............11
  Daughter of the Moon  
  Story Development ..............................11
  Level 3 Daughter of the Moon ................11
  Level 6 Daughter of the Moon ...............11
  Level 9 Master Daughter of the Moon ..11
  Guardian.....................................11
  Guardian Story Development ............... 12
  Level 3 Guardian ...................................... 12
  Level 6 Guardian ...................................... 12
  Level 9 Master Guardian ........................ 12
  Holy Matron ............................. 12
  Holy Matron Story Development ......... 13
  Level 3 Holy Matron ................................ 13
  Level 6 Holy Matron ................................14
  Level 9 Master Holy Matron ..................14
  Horned One .............................. 14
  Horned One Story Development .........14
  Level 3 Horned One .................................14
  Level 6 Horned One ................................. 15
  Level 9 Master Horned One ................... 15
  Ice Apostle .................................15
  Ice Apostle Story Development ............ 15
  Level 3 Ice Apostle ................................... 15
  Level 6 Ice Apostle ...................................16
  Level 9 Master Ice Apostle .....................16
  Justiciar ...................................... 16
  Justiciar Story Development .................16
  Level 3 Justiciar ........................................ 17
  Level 6 Justiciar ........................................ 17
  Level 9 Master Justiciar .......................... 17
  Maleficant ................................. 18
  Maleficant Story Development .............18
  Level 3 Maleficant ....................................18
  Level 6 Maleficant ....................................18
  Level 9 Master Maleficant ......................18
  Reveler ....................................... 19
  Reveler Story Development ..................19
  Level 3 Reveler ..........................................19
  Level 6 Reveler ........................................ 20
  Level 9 Master Reveler ........................... 20
  Ruiner ........................................ 20
  Ruiner Story Development .................... 21
  Level 3 Ruiner ........................................... 21
  Level 6 Ruiner ........................................... 21
  Level 9 Master Ruiner ............................. 21
  Solemn One ..............................22
  Solemn One Story Development ..........22
  Level 3 Solemn One .................................22
  Level 6 Solemn One .................................22
  Level 9 Master Solemn One ...................23
  Summer Child .........................23
  Summer Child Story Development .....23
  Level 3 Summer Child .............................23
  Level 6 Summer Child............................ 24
  Level 9 Master Summer Child .............. 24
  Wisdom ......................................25
  Wisdom Story Development .................25
  Level 3 Wisdom ........................................26
  Level 6 Wisdom ........................................26
  Level 9 Master Wisdom ..........................26
  
  2
  Introduction
  In the center of a stone circle a druid kneels in prayer, beseeching the 
  Old Gods for aid against the monsters stalking through the wild places. 
  Elsewhere, a dour inquisitor stands over a thrashing young man in 
  chains, the prisoner’s eyes weeping black filth, the demon within barking 
  impossible noises through a mouth stretched too wide. A gothi raises 
  hands stained in a sacrifice’s blood to one-eyed Grimnir to gain his 
  blessing for the jotun who make ready their attack. And in the shadowed 
  halls of a dwarfen holdfast, the priests of the Honored Dead recite all 
  the wrongs that have ever been done them to prove to the shades of their 
  ancestors that they remember.
   Religion takes many forms in the lands of Rûl. The keepers of the 
  Old Faith maintain customs and traditions going back to the dawn of 
  civilization, while upstart faiths, such as the Cult of the New God, spread 
  across the lands, bringing a message of salvation, rebirth, and war against 
  the darkness festering in mortal hearts. Witches gather in secret places 
  to honor the Lady and her Lord, while common folk whisper fervent 
  prayers to their small household gods who watch over them. Despite their 
  differences, religions offer salvation, explanation, hope, meaning, and so 
  much more; in these dark times, people turn to the divine for shelter from 
  the horrors unfolding around them.
   The gods, as mortals know them, might or might not exist. Some people 
  believe they are nothing more than figments of the imagination and the 
  “miracles” performed by mortals serving these so-called deities are nothing 
  more than the same spells used by secular magicians. Others claim the 
  gods do exist, but their true nature is such that no mortal can apprehend 
  it; what mortals believe is nothing more than the realization of efforts to 
  understand them. Doubters and nonbelievers exist of course, but many 
  must have gods to make sense of their world.
   Called to Serve presents new options for players to build characters and 
  develop them over the course of campaigns. Here, the focus is on priests 
  and religion, expanding on the ideas first set out in Shadow of the Demon 
  Lord and detailed in Uncertain Faith. Starting with an examination of the 
  priest path and offering new ways to customize it, this book offers a variety 
  of new expert paths that detail how the truly devout might better serve 
  their gods.
   This supplement references material outside the main rulebook. You 
  can find details on the Death, Spiritualism, and Telepathy traditions in the 
  Demon Lord’s Companion. The Fey tradition is described in Terrible Beauty.
  
  3
  Becoming a Priest
  Many people heed the call to serve the gods, but few have the 
  commitment required to harness the power of the divine. Priests display 
  certainty in their beliefs, possessing unwavering faith in their gods’ 
  existence and purpose. Such individuals claim to have a direct channel 
  to the powers they serve, being able to offer up prayers and receive aid 
  in answer, aid that’s revealed in the miracles they perform. Each prayer 
  uttered and each astonishing intercession of the gods on their behalf only 
  strengthens their confidence in the rightness of the causes they champion 
  in accordance with their deities’ wishes.
   The gods can choose their servants at any time. Some people hear the 
  call at the start of their careers and spend their lives working on behalf 
  of their patrons. Others might come to the gods later in life, often from 
  surviving a harrowing experience or witnessing divine power firsthand. 
  The ranks of these devotees comprise all lifestyles and occupations: 
  politicians, rebels, criminals, soldiers, hermits, or academics. Whatever 
  they did before merely prepared them for the work they would perform  
  as agents of the gods.
   As a starting character, the events in your first adventure can suggest  
  the priest path. You might find an altar and beg the gods for aid. You could 
  recover an icon or some other religious symbol. Maybe you meet and 
  befriend a priest who, as a reward for your service, offers to indoctrinate 
  you into the faith. This path could offer a chance for redemption or a way 
  to serve a power with matching interests—good or ill.
   How you play your character and the choices you make determine your 
  journey along the priest path. Many priests demonstrate great strength 
  of character, making hard decisions to produce the greatest benefit. Some 
  see their role as helpers and advisors, and work toward their companions’ 
  success. Others inspire through their courage and action, taking charge 
  in dangerous situations and even sacrificing themselves to overcome 
  enemies and serve the greater good. Of course, not all priests are good 
  and virtuous people; some might skirt the line between light and dark,  
  or even be greedy, violent, or evil. 
   The Priest Story Development table offers ways to explain why you 
  followed the priest path. You can use the table if a lot of game time passes 
  between your starting and novice adventures. You can also use the table 
  if you’re creating a character to join a higher-level group. Of course, you 
  can always make up your own explanation, using the table results as 
  inspiration or not.
  
  4
  Priest Story Development
  d20
  Story Development
  1
  After the priest of a local temple perished, you took it on yourself to 
  maintain the holy site until a replacement came. After several months,  
  you found you were suited to the role and officially joined the faith.
  2
  A druid or warden taught you the ways of the Old Faith. Whether you joined 
  that religion or not, your instruction prepared the way for your priestly 
  indoctrination.
  3
  You joined a coven of witches and participated in their rituals. In time, they 
  ushered you into the deeper mysteries of their religion.
  4
  You received no formal training or indoctrination. Instead, your experiences 
  strengthened your devotion to your god or gods, who invested you with the 
  power to serve the divine cause.
  5
  Your god, or an agent of your god, came to you in a dream to explain your 
  purpose and urge you to service.
  6
  After experiencing a strange supernatural event, you turned from the life you 
  were leading to serve the divine in all things.
  7
  You received a formal education at a religious institution. Becoming a priest 
  marked the culmination of your training.
  8
  You performed some foul deed that left your soul stained. You have 
  struggled to make amends and purge the blight from your body. Now that 
  you have succeeded, you pledge yourself to your faith to ensure you never 
  stray again.
  9
  Your ancestor’s shade appeared to you and warned you of some coming 
  disaster. You turned to faith to help you avert the crisis.
  10
  Signs and portents directed you to don the priest’s mantle.
  11
  Haunted by the horrors you have witnessed, you turned to religion to  
  find peace.
  12
  A devil seduced someone you loved and led this person into darkness.  
  You embraced religion in the hopes of saving your loved one.
  13
  A priest saved your life. You committed yourself to that priest’s religion  
  to repay the debt.
  14
  You stumbled upon a defaced shrine or temple and restored the place to its 
  original purpose. You received a blessing from the god or gods who watched 
  over the site.
  15
  You infiltrated a religious organization, pretending to follow their credo and 
  uphold their beliefs. To your surprise, you found yourself able to work the 
  same magic as the other priests.
  16
  You joined a fringe group of believers who followed the heretical teachings 
  of their founder. You are convinced they know the truth.
  17
  Your research revealed an ancient and largely abandoned religion. 
  Something moved you to restore this faith to its former greatness, and 
  you’re committed to seeing it happen.
  18
  Wronged by demons, devils, spirits, undead, or faeries, you wield religion  
  as your instrument of vengeance.
  19
  You have strange beliefs and have been branded a heretic by other members 
  of your faith. Despite your pariah status, you still command the power of 
  your god.
  20
  At some point, a being entered your body and works through you to 
  perform miracles.
  
  5
  Priest Checklist
  If you played a starting character who performed any of the following 
  activities, the priest path might be for you.
   
   You cast a spell from an incantation that was from a 
  tradition associated with a religion.
   
   You convinced someone to do the right thing.
   
   You stabilized or healed an incapacitated character.
   
   You prayed at an altar, sought counsel from a priest, or 
  performed a service for a temple.
   
   You destroyed a demon, undead, spirit, or some other 
  abomination.
  Religious Traditions
  The main religions described in Shadow of the Demon Lord include the Cult 
  of the New God, the Old Faith, Witchcraft, and the Dwarfen Ancestors, also 
  known as the Honored Dead. Uncertain Faith builds on these and provides 
  details about other faiths, such as worship of the Old Gods, Oceanus, the 
  Devil, and others. The following table shows the traditions most commonly 
  associated with these faiths.
  Religious Traditions
  Religion
  Associated Traditions
  Cult of the New God
  Celestial, Life, Theurgy
  Honored Dead
  Battle, Earth or Rune, Life
  Old Faith
  Life, Nature, Primal
  Father Death
  Death, Protection, Shadow
  Horned King
  Primal, Spiritualism, Transformation
  Maiden in the Moon
  Arcana, Celestial, Time
  Old Man Winter
  Battle, Storm, Water
  Revel
  Enchantment, Fey, Illusion
  Queen of Summer
  Enchantment, Fey, Fire
  The Seer
  Curse, Divination, Telepathy
  World Mother
  Earth, Life, Nature
  The Dark Gods
  Battle, Destruction, Rune
  Witchcraft
  Alchemy, Curse, Enchantment, Fey, Life, Nature, Protection
  Minor Powers
  The Dark Lady
  Death, Necromancy, Shadow
  One-Eyed Pete
  Air, Storm, Water
  Lords and Ladies
  Enchantment, Fey, Illusion
  The Devil
  Enchantment, Fire, Shadow
  Oceanus
  Destruction, Storm, Water
  Woad Spirits
  Nature, Primal, Spiritualism
  
  6
  Heretical Beliefs
  Religions in Rûl are anything but monolithic. Most are riven by sects and 
  cults divided over matters of dogma and cosmology. Given the sheer numbers 
  of divisions within so many religions, some aspects of the gods might have 
  different qualities, traits, and agendas, all of which have been projected on 
  them by their worshipers. Although this rarely changes what capabilities are 
  available to the priests who serve them, some splinter groups have drifted so 
  far away from the orthodoxy that they might have access to traditions other 
  than those normally associated with their religion. Such priests are almost 
  assuredly considered heretics by other members of their faith and find little 
  welcome from more mainstream members of the religion.
   If you want to play a heretical member of a faith, you can swap out one 
  associated tradition for a different one. However, it falls to you to create your 
  sect and describe how it differs from traditional perspectives. For example, 
  you might decide you belong to a heretical faction of the New God’s cult, 
  one driven to wage war against rival faiths until only your own remains. You 
  might replace Life with Battle to demonstrate how members of your faction 
  serve your deity.
  Level 1 Priest
  Attributes Choose two attributes and 
  increase each by 1
  Characteristics Health +4
  Languages and Professions Add one 
  religious profession to your list of 
  professions. Then, either speak another 
  language or learn to read and write a 
  language you can already speak.
  Equipment Gain one basic weapon, 
  vestments appropriate to a member of 
  your religion, and an implement of magic 
  (such as a holy book, a string of prayer 
  beads, or a religious icon or symbol). You 
  also have one of the following items: fine 
  clothing, a dose of holy water, a healing 
  potion, or an incantation of a rank 0 spell 
  of your choice.
  Magic Your religious indoctrination allows 
  you to perform miracles. You discover one 
  tradition associated with your religion. 
  Then, gain one of the following options:
  • Discover two traditions associated 
  with your religion (as shown on the 
  Religious Traditions table).
  • Discover one tradition associated with 
  your religion and learn one spell from 
  either tradition you have discovered.
  • Learn two spells from the tradition 
  you discovered.
  Shared Recovery You can use an action to 
  heal damage equal to your healing rate. 
  Then choose one target creature other 
  than you that is within short range. The 
  target creature heals damage equal to its 
  healing rate. Once you use this talent, you 
  must complete a rest before you can use 
  it again.
  
  7
  Level 2 Priest
  Characteristics Health +4
  Magic You continue your religious training. Choose one of the following benefits:
  • Discover two traditions associated with your religion.
  • Discover one tradition associated with your religion and learn one spell from  
  a tradition you have discovered.
  • Learn two spells from traditions you have discovered.
  Prayer When a creature within short range makes an attack roll or challenge roll,  
  you can use a triggered action to grant 1 boon on the triggering roll.
  Level 5 Expert Priest
  Characteristics Health +4, Power +1
  Magic Learn one spell from a tradition you have discovered.
  Divine Strike When you use Prayer to grant a creature 1 boon on an attack roll made 
  using a weapon, the creature’s attack deals 1d6 extra damage.
  Level 8 Master Priest
  Characteristics Health +4
  Magic Learn one spell from a tradition you have discovered.
  Improved Shared Recovery You can use Shared Recovery twice between rests.
  Inspiring Prayer Each time you use Prayer to grant a creature other than you 1 boon 
  on a roll, you make attack rolls and challenge rolls with 1 boon for 1 round.
  Alternative Priest Paths
  Uncertain Faith presents an assortment of variant priest paths to help 
  differentiate the servants of the gods from one another. While the 
  traditions to which priests have access go a long way toward this end, 
  access to religion-specific talents makes these characters even more 
  distinct and gives them stronger ties to the objects of their devotion. Of 
  course, their use is entirely optional; rest assured that the spells available 
  to a priest of the Old Faith are very different from those of priests of the 
  New God or the Dark Lady.
  Expert Paths
  When your group level reaches 3, you choose an expert path. Like the choice 
  you made for your novice path, this choice ought to reflect your experiences 
  before this point. Those challenges, victories, and defeats point your 
  character toward a particular path, helping you to realize your place in the 
  wider world. Expert paths ground you in the world by describing the sorts  
  of activities you are likely to perform and by granting talents that improve 
  your ability to carry them out.
   Many expert paths already available in the game have strong appeal 
  to characters who follow the priest path. In Shadow, the cleric, druid, 
  oracle, paladin, and witch all express different ways characters might 
  continue serving the gods. As well, Demon Lord’s Companion presents the 
  mystic, shaman, and warden paths. The avowed in Terrible Beauty rewards 
  characters who serve the Lords and Ladies, while the apostate (from 
  
  8
  Exquisite Agony) represents those characters who oppose any and all religion. 
  In Uncertain Faith, followers of the Dark Gods might choose the gothi path 
  to better commune with their violent patrons, while the Freeport Companion 
  details celebrants, followers of One-Eyed Pete, and Drowned Ones, servants 
  of Oceanus.
   Here, you’ll find new expert paths tied to the various faiths detailed for 
  the game. As with nearly all paths, none have requirements for you to fulfill 
  in order to choose them and you can thus come from any novice path if you 
  wish to serve a particular deity. This said, most who choose these paths come 
  from the ranks of the priests.
  Chronicler
  Dwarfs live in the shadow cast by their ancestors, silent spectators who 
  watch over their descendants until the time comes for them to return to the 
  world once more in the bodies of newborn dwarfs. The faith devoted to the 
  Honored Dead preserves their histories, ensures dwarfs live and act as their 
  ancestors expect, and inspires them through the old tales to reach for heroic 
  heights in all that they do. Priests hold an important place within dwarf 
  culture, and when they speak, 
  their authority equals that of 
  the kings and queens.
   Chroniclers emerge from 
  the ranks of the Honored 
  Dead’s priesthood as the 
  keepers of the old lore and 
  commit to memory all the 
  old tales and stories of their 
  kind. They tattoo their flesh 
  with their family’s history, 
  using every available place 
  on their bodies to preserve 
  the lore. This act of devotion 
  earns them esteem from 
  their ancestors and, when 
  chroniclers call upon them 
  for aid, the runic script 
  covering their bodies flares  
  to life, protecting, inspiring, 
  and sustaining them.
   While the chronicler 
  expert path is intended for 
  dwarfs who adhere to the 
  tenets of the Honored Dead, 
  you can adapt the path to any 
  people who might venerate 
  their ancestors.
  
  9
  Chronicler Story Development
  d3
  Story Development
  1
  A priest of the Honored Dead already, you became enamored with your 
  people’s history and vowed to preserve and add to it with those events you 
  witness.
  2
  After monsters overran your ancestral home and destroyed much of the 
  sacred writings, you used your body to recount what you remembered of 
  your people’s past.
  3
  The runes etched into your flesh describe all the wrongs done to you and your 
  kind. You display the script so your enemies will know why you kill them.
  Level 3 Chronicler
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions Add the history area of scholarship to your list of 
  professions. If you have this area of scholarship already, add a different one.
  Magic Choose one of the following options:
  • Discover the Battle, Life, or Rune tradition
  • Learn one Battle, Life, or Rune spell
  Faultless Memory You make Intellect challenge rolls to recall useful information  
  with 1 boon.
  Runescribed You record your story and the story of your people in the runes  
  covering your body. The runes grant you a +1 bonus to Defense.
  Level 6 Chronicler
  Characteristics Health +4
  Magic You learn one spell.
  Runic Might You can use an action and expend the casting of a spell you have learned 
  to imbue the runes covering your body with power.
  • If you expend a casting of a Battle spell, you can move a number of yards equal 
  to twice the spell’s rank (minimum 1 yard) and make an attack with a weapon you 
  are wielding. You can substitute Intellect for the attribute you would normally 
  use, you make the attack roll with 1 boon, and the attack deals 1d6 extra damage 
  per rank of the spell expended (a rank 0 spell confers no extra damage).
  • You can use an action or a triggered action on your turn to expend a casting of a 
  Life spell, you heal 1d6 damage per rank of the spell expended (a rank 0 spell lets 
  you heal 1d3 damage).
  • If you expend a casting of a Rune spell, you impose a number of banes on attack 
  rolls made against you equal to the rank of the spell expended (minimum 1 bane) 
  for 1 round.
  • If you expend a casting of a spell from any other tradition, you regain the casting 
  of a Battle, Life, or Rune spell of the same or lower rank.
  Level 9 Master Chronicler
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Swift Runic Might On your turn, you can use a triggered action to use your Runic 
  Might talent.
  
  10
  Crusader
  Those devotees who hear the New God’s call to arms against the growing 
  darkness take up the mantle of crusaders and become merciless slayers of 
  the enemies of their faith. With certainty on their side, with no room for 
  doubt in their minds, they pit themselves against demon and cultist, heretic 
  and necromancer without hesitation. Crusaders know what’s at stake if they 
  should fail, so they never relent in their mission to purge the world of the 
  darkening shadow.
  Crusader Story Development
  d3
  Story Development
  1
  Monsters overran your village. You took refuge in the only thing you had left: 
  your faith. You swore vengeance, and you’ll stop at nothing to get it.
  2
  You spent time fighting in the Crusader States and became an inspiration to 
  the soldiers who fought at your side.
  3
  An angel came and revealed to you your destiny. You had no choice but to 
  fight in the name of your god.
  Level 3 Crusader
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +5, Power +1
  Languages and Professions You either speak another language or add a military 
  profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Celestial, Life, or Theurgy tradition
  • Learn one Celestial, Life, or Theurgy spell
  Faithful Fury When you cast a Celestial, Life, or Theurgy spell, you make attack rolls 
  with 1 boon for 1 round.
  Bolstered by Belief When you would become frightened, you can use a triggered 
  action to make a Will challenge roll. On a success, remove the frightened affliction 
  from yourself and make all attack rolls with 1 boon for 1 minute.
  Level 6 Crusader
  Characteristics Health +5
  Magic You learn one spell.
  Shield of God You can use an action or a triggered action on your turn to expend 
  the casting of a Celestial, Life, or Theurgy spell you have learned and heal damage 
  equal to 1d6 per rank of the spell. (A rank 0 spell lets you heal 1d3 damage.)
  Level 9 Master Crusader
  Characteristics Health +5, Power +1
  Magic You learn one spell.
  Call to Arms When you become injured, you can use a triggered action to inspire 
  others fighting at your side. Each member of your group within short range of you 
  makes attack rolls with 1 boon and deals 1d6 extra damage for 1 minute.
  Resilient Faith You can also use your Bolstered by Belief talent when you would be 
  charmed or compelled, and a success on the challenge roll removes the affliction as 
  well as granting the +1 boon on attack rolls.
  
  11
  Daughter of the Moon
  The Maiden in the Moon chooses young women with a talent for magic, 
  welcoming her daughters into her arms and whispering to them the secrets 
  of magic. These priestesses of the Maiden find refuge in secret places where 
  the goddess’s name is not yet spoken in derision. A few Daughters of the 
  Moon leave their convents and temples to track down lost magic and potent 
  relics, and to punish those who dabble in the dark arts. Nearly all show their 
  devotion to the goddess by marking their bodies with the sign of the crescent 
  moon. This tattoo shines when the light of Tarterus falls upon it.
  Daughter of the Moon Story Development
  d3
  Story Development
  1
  Your parents gave you to the Daughters of the Moon to keep the old custom. 
  Your elevation to Daughter marks your advancement in the faith.
  2
  The Maiden came to you in a dream, urging you to help her faithful weather 
  the coming darkness.
  3
  You turned to the Maiden in the Moon to grow your understanding of magic.
  Level 3 Daughter of the Moon
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add an area of 
  scholarship to your list of professions.
  Magic Choose one of the following options:
  • Discover the Arcana, Celestial, or Time tradition
  • Learn one Arcana, Celestial, or Time spell
  Perceive Magic You can use an action to sense the presence or absence of magic 
  around you out to a range of 5 yards. If you learned the sense magic Magician spell, 
  you can expend a casting of that spell when you use this talent to double the range 
  of this effect.
  Level 6 Daughter of the Moon
  Characteristics Health +4
  Magic You learn one spell.
  Secrets of Magic When you cast a spell, you can use a triggered action to expend the 
  casting of another spell you have learned. If you cast an attack spell, you make the 
  attack roll with 1 boon and creatures make the challenge roll to resist the spell with 
  1 bane. If you cast a utility spell, you double the duration of that spell if it has one.
  Level 9 Master Daughter of the Moon
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Maiden’s Blessing When a creature attacks you with a spell, you impose 1 bane on its 
  attack roll and you make the challenge roll to resist the spell with 1 boon.
  Guardian
  Guardians work to slow the tide of civilization to preserve those sites sacred 
  to their beliefs. These devoted men and women acquire their magical 
  abilities from an initiation into the deeper mysteries of the Old Faith, a ritual 
  that strips away their sense of self to enable them to adopt different animal 
  forms. Becoming beasts lets guardians work more closely with their charges, 
  
  12
  while also conferring the claws and fangs of predators to rend their enemies. 
  Nearly all guardians have strong connections to the Old Faith and the 
  Horned King, though some may have backgrounds in witchcraft.
  Guardian Story Development
  d3
  Story Development
  1
  Your strong ties to the natural world awakened an ability to assume different forms.
  2
  A circle of druids chose you to be their guardian and performed a sacred rite to 
  imbue you with great magical power.
  3
  You forged a pact with the Horned King, who bestowed on you the gift to 
  become a beast.
  Level 3 Guardian
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add one wilderness 
  profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Life, Nature, or Primal tradition
  • Learn one Life, Nature, or Primal spell
  Shapechange You learn the animal shape spell from the Transformation tradition, even 
  if you have not discovered this tradition. You have a number of extra castings of this 
  spell equal to your Power. You replenish your extra castings when you complete a 
  rest.
  Level 6 Guardian
  Characteristics Health +4
  Magic You learn one spell.
  Persistent Transformation When you cast the animal shape spell, increase the 
  duration to 1 hour.
  Level 9 Master Guardian
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Improved Shapechange Exchange the animal shape spell you learned from your 
  Shapechange talent for the improved animal shape spell from the Transformation 
  tradition. The extra castings from the Shapechange talent apply to this spell and, 
  when you cast it, you increase the duration to 4 hours.
  Recuperative Transformation When you use an action to end the casting of the 
  improved animal shape spell, you heal damage equal to your healing rate.
  Holy Matron
  The wisest and most devout members of the World Mother’s cult are known 
  as the holy matrons, an elite society of women who have all borne and 
  raised children before giving their lives to the goddess. With their familial 
  obligations at an end, they work on behalf of the World Mother, traveling 
  the lands to ease suffering and nurture the families they encounter, 
  reinforcing the bonds of kinship with the goddess’s blessing. Holy matrons 
  work to settle disputes, help people put aside their grudges, and foster 
  peace wherever they go.
   Most, though not all, holy matrons are women past their childbearing 
  years. They carry the idol of their goddess with them and whisper prayers 
  over it whenever they invoke her power. Although this is a strictly female 
  
  13
  society, the World Mother sometimes imparts the gifts she reserves for these 
  devotees to men. Such individuals might be widowers who reared their 
  children or who have a special connection to the goddess. Males who serve in 
  this role are called esteemed husbands.
  Holy Matron Story Development
  d3
  Story Development
  1
  You spied the World Mother bathing in a forest pool and became hers ever after.
  2
  You wed and had many children. To repay the goddess for her favor, you 
  decided to spend your remaining years in her service.
  3
  You were brought up in the World Mother’s cult, and becoming a holy matron 
  reflects your continued advancement in the ranks.
  Level 3 Holy Matron
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add one of the 
  following professions to your list of professions: farmer, gatherer, healer, nomad,  
  or pioneer.
  Magic Choose one of the following options:
  • Discover the Earth, Life, or Nature tradition
  • Learn one Earth, Life, or Nature spell
  Hand of the Daughter You can use an action to expend the casting of a spell you  
  have learned from the Earth, Life, or Nature traditions. Touch one target creature  
  you can reach. The target heals 1d6 damage per rank of the spell whose casting  
  you expended (minimum 1d6 damage).
  
  14
  Level 6 Holy Matron
  Characteristics Health +4
  Magic You learn one spell.
  Hand of the Mother You can use an action to expend the casting of a rank 1 or higher 
  spell you have learned from the Earth, Life, or Nature traditions. Touch one target 
  creature you can reach and remove one of the following afflictions from that target: 
  deafened, diseased, fatigued, frightened, impaired, or poisoned. Alternatively, you 
  can attempt to remove a curse from the target. Make a Will challenge roll with 
  1 bane per point of Corruption the target possesses. You remove the curse on a 
  success, or gain 1d6 Insanity on a failure.
  Level 9 Master Holy Matron
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Crown of the Crone You can use an action to expend the casting of a rank 2 or higher 
  spell you have learned from the Earth, Life, or Nature traditions. A soft green light 
  shines from your body into a 3-yard radius for as long as you concentrate, up to 1 
  minute. Creatures in the area of light take half damage from all sources and make 
  challenge rolls to resist gaining Insanity with 1 boon.
  Horned One
  Leading the savage cult of the Horned King are the Horned Ones, devotees 
  steeped in the traditions of their deity and charged with safeguarding the 
  beasts in their patron’s demesne. Most Horned Ones live little differently 
  than wild animals, surviving in the wilderness and using their magic to 
  give them claws and teeth to defend themselves. Others clad themselves in 
  the gifts taken from the beasts they protect and at least consider giving a 
  warning before calling upon the full power of their faith to rend their foes 
  limb from limb.
  Horned One Story Development
  d3
  Story Development
  1
  Having spied the Green Stag, you were initiated into the cult of the Horned 
  King. Becoming a Horned One reflects your advancement in the cult’s ranks.
  2
  As a devotee of the Old Faith, you found yourself drawn to the Horned King 
  and eventually abandoned your faith to champion your patron.
  3
  The Horned King came to you in the guise of a beast and chose you to 
  become his servant.
  Level 3 Horned One
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add one wilderness 
  profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Primal, Spiritualism, or Transformation tradition
  • Learn one Primal, Spiritualism, or Transformation spell
  Beastfriend Animals are friendly to you until you use an action to attack them.
  Empowered Animals Each animal that is friendly to you and within short range makes 
  attack rolls and challenge rolls with 1 boon.
  Stealthy You make Agility rolls to hide and move silently with 1 boon.
  
  15
  Level 6 Horned One
  Characteristics Health +4
  Magic You learn one spell.
  Power of the Horned King When you cast a Primal, Spiritual, or Transformation spell, 
  you make your next attack roll before the end of the next round with 1 boon and the 
  attack deals 1d6 extra damage.
  Level 9 Master Horned One
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Invisible from Beasts You can use a triggered action and expend a casting of any 
  Primal, Spiritual, or Transformation spell you have learned to become invisible to all 
  animals for 1 minute or until you use an action to attack.
  Ice Apostle
  Prowling the wastes of the Blasted Lands, the Ice Apostles display their 
  disdain for the wider world, preferring the chill, barren expanse to the 
  comforts found in the north. They believe their faith sustains them and, to 
  some extent, protects them from the biting wind and slashing ice. Crazed 
  servants of Old Man Winter, the Ice Apostles have proven themselves worthy 
  of their god’s gifts, earning incredible power over the elements and carrying 
  winter with them wherever they go. Like lesser priests, Ice Apostles tend to 
  be a bit unhinged and given to savagery, raiding, looting, and killing as they 
  bring the winter north with them.
  Ice Apostle Story Development
  d3
  Story Development
  1
  You spent a night out in freezing temperatures without clothes or fire to 
  warm you. That you survived showed the world you were a scion of Anemoi, 
  Old Man Winter.
  2
  You wandered the Blasted Lands for a time before your god came to you, 
  urging you on a great quest into the north to help purge the shadow from 
  the world.
  3
  Priests of Old Man Winter hauled you out of the sea when your ship was 
  dashed against the rocks. They fed you, nursed you back to health, and 
  taught you their ways.
  Level 3 Ice Apostle
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Magic Choose one of the following options:
  • Discover the Battle, Storm, or Water tradition
  • Learn one Battle, Storm, or Water spell
  Gift of Anemoi You take half damage from cold. In addition, you move at full speed 
  across difficult terrain caused by snow and ice.
  Winter’s Shield When you cast a Battle, Storm, or Water spell, you gain a +1d3 bonus 
  to Defense that lasts until the end of the round.
  
  16
  Level 6 Ice Apostle
  Characteristics Health +4
  Magic You learn one spell.
  Weapon of Frost You can use an action, or a triggered action on your turn, to expend 
  the casting of a rank 1 or higher spell you have learned to imbue one target weapon 
  you are holding with the power of winter. For 1 minute, your attacks with the 
  weapon deal 1d6 extra damage from the cold radiating from it. In addition, snow 
  swirls around you, partially obscuring your space until the effect ends.
  Level 9 Master Ice Apostle
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Hatred of Winter When you attack a creature that is immune to damage from cold, 
  the creature loses this immunity until it completes a rest.
  Justiciar
  Most associate the Seer with oracles, diviners, and fortunetellers, individuals 
  who read the skein of reality to follow the threads of fate and untangle the 
  possible futures. Most priests of the Seer have withdrawn from the world, 
  dwelling in isolation to commune undisturbed with their deity and to 
  consider the information they gain. Yet the Seer has ever been more than the 
  father of fates, the author of dooms. He also champions justice in the world, 
  his named invoked by judges and nobles alike to gain his wisdom when 
  passing judgment on the guilty.
   Before the rise of the New God’s cult, servants of the Seer called justiciars 
  traveled the lands of the Empire to weigh in on criminal cases and lend their 
  expertise to solving crimes and ascertaining the guilt of the accused. As 
  Astrid’s following has grown, though, so too has intolerance for the old ways; 
  the justiciars found themselves unwelcome and, in time, largely vanished. A 
  few remain, though, and they have the vision and cunning to get to the truth 
  of almost any matter.
  Justiciar Story Development
  d3
  Story Development
  1
  You apprenticed to a traveling justiciar, learning the tenets of the faith and 
  the methods used to discern guilt.
  2
  You served the Seer as one of his sibyls, but after a series of disturbing 
  visions, you left that service to help fight against the darkness spread across 
  the world.
  3
  You were to be executed for a crime you did not commit, but a passing priest 
  of the Seer interceded on your behalf, thus saving your life. In return, you 
  pledged to serve the Seer and liberate others from wrongful incarceration 
  and unjust punishments.
  
  17
  Level 3 Justiciar
  Attributes Choose two 
  attributes and increase each 
  by 1
  Characteristics Health +4, 
  Power +1
  Languages and Professions 
  You either speak another 
  language or add an area of 
  scholarship to your list of 
  professions.
  Magic Choose one of the 
  following options:
  • Discover the Curse, 
  Divination, or Telepathy 
  tradition
  • Learn one Curse, Divination, 
  or Telepathy spell
  Word of the Seer You do 
  not gain Corruption from 
  discovering the Curse tradition, 
  nor are you at risk of gaining 
  Corruption from learning Curse 
  spells.
  Weigh Guilt You can use an 
  action to determine the guilt 
  or innocence of one target 
  creature you can see within 
  short range. Make an Intellect 
  challenge roll. On a success, 
  you learn all of the following 
  information about the target:
  • Its name and general 
  identity
  • Its Corruption score, if any
  • Whether it has stolen, 
  murdered, assaulted, or 
  committed an act of similar 
  violence at any time within 
  the last 24 hours
  If the target has a 
  Corruption score or committed 
  an act of violence, for 1 minute, you make attack rolls against the target with 1 boon 
  and the target makes challenge rolls to resist your attacks with 1 bane.
  Level 6 Justiciar
  Characteristics Health +4
  Magic You learn one spell.
  Pass Judgment When a creature you can see deals damage, you can use a triggered 
  action to pass judgment on the triggering creature. Make an Intellect attack roll 
  against the target’s Will. On a success, the target becomes cursed for 1 minute, until 
  you use an action to lift the curse, or you use this talent again. For the purpose of 
  removing curses, this effect counts as a spell of a rank equal to your Power score. 
  While cursed in this way, the target is impaired and slowed. Once you use this 
  talent, you must make a Will challenge roll. On a failure, you lose the talent until you 
  complete a rest.
  Level 9 Master Justiciar
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Burden of Guilt You can use an action to expend the casting of a rank 1 or higher 
  spell you have learned to punish the guilty. Each creature cursed by you takes 
  1d6 damage per rank of the spell you expended. A creature that would take this 
  damage can make a Will challenge roll, taking half the damage on a success.
  
  18
  Maleficant
  Although generally considered a benevolent and good religion, witchcraft 
  has a dark side, and those who embrace that aspect manipulate black magic 
  for diabolical ends. Most witches reject the maleficants, witches who follow 
  the left-hand path, seeing them as pariahs and enemies of their faith. These 
  black witches pursue forbidden knowledge and learn spells from dark magic 
  traditions as a means to an end, usually to protect themselves against anyone 
  they deem an enemy, whether an overzealous inquisitor or a tyrannical 
  noble who torments the people living under his or her rule. Others embrace 
  wickedness for the power it offers.
  Maleficant Story Development
  d3
  Story Development
  1
  Hatred and bitterness led you down a dark path, one that promised you the 
  vengeance you so desperately crave.
  2
  You bargained with a devil for power in exchange for your soul. The talents 
  you gained as a maleficant reflect the rewards of your dread pact.
  3
  You chose the left-hand path to better fight the horrors threatening the 
  world. An afterlife in Hell is a price you are willing to pay in order to protect 
  your lands from the monsters that threaten to overwhelm them.
  Level 3 Maleficant
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1, Corruption +1
  Languages and Professions Add Dark Speech to the list of languages you can speak. 
  If you already know this language, you can either speak another language or add a 
  profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Curse or Enchantment tradition
  • Learn one Curse or Enchantment spell
  Bitter End When you die, green flames consume your body and then streak off to 
  carry your soul to Hell. Each creature you choose within short range of where you 
  fell must get a success on an Agility challenge roll or be struck by the flames, taking 
  1d6 damage per point of your Power score.
  Spite When a creature within short range would make an attack roll or a challenge 
  roll, you can use a triggered action to impose 1 bane on the triggering roll.
  Stain of Wickedness You gain a random mark of darkness.
  Level 6 Maleficant
  Characteristics Health +4
  Magic You learn one spell.
  Horrid Poppet If you carry a control doll (see Shadow, page 123) of a target creature, 
  you can use your Spite talent against that creature regardless of its distance from 
  you. In addition, the benefits of using a control doll apply to spells of any tradition 
  you cast against the target. Finally, when you cast a Curse attack spell against a 
  target from which you have made a control doll, you increase the number of boons 
  granted and banes imposed by 1.
  Level 9 Master Maleficant
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Bind Servant You can use an action to bind one target creature you can see within 
  short range from which you made a control doll. Make an Intellect attack roll against 
  the target’s Will. If the target’s Health score is 30 or less, you make the roll with 1 
  boon. On a success, the target becomes bound to you until you die, the target dies, 
  or you use this talent again.
  
  19
  Until this effect ends, you can use an action to perceive from the target’s space as if 
  you were in that space for as long as you concentrate. While perceiving in this way, 
  you are insensate in regard to your own space.
  In addition, you can use an action to give the target 1d3 Insanity in order to heal 
  damage equal to your healing rate.
  Finally, you can use an action to cause an image of the target to appear on a 
  reflective surface you can see within short range and remain there for as long as 
  you concentrate. The image reveals the target and the area within short range of it.
  Reveler
  The Laughing God attracts people who have rid themselves of any sense of 
  propriety, restraint, and responsibility. For these devotees, life is to be enjoyed 
  to the fullest and anything that interferes with the pursuit of pleasure is to be 
  shunned. Although most deride Revel’s followers as unabashed hedonists, 
  people of low character and no control, in truth Revel draws devotees from 
  nearly all walks in life, from courtesans and drunkards to nobles, disgraced 
  priests of other faiths, and artists of all kinds. Revel offers escape from the 
  drudgery of life and the pain of existence, and to know Revel is to embrace 
  true freedom.
   Priests of Revel can pursue a wide range of paths, becoming crazed 
  berserkers or holy oracles who welcome their mad patron into their bodies. 
  Some, though, continue in the cult’s service as revelers, individuals who have 
  no desire beyond continuing to sample the many pleasures their master offers. 
  Revelers take charge of local cults, hosting celebrations and parties so they 
  can infect their congregations with the same feverish desires they experience 
  themselves. Few emerge from such gatherings with their sanity intact.
  Reveler Story Development
  d3
  Story Development
  1
  After several years spent drinking and debauching, you found you had won 
  the Laughing God’s favor.
  2
  You dedicated your brothel, drug den, or tavern to Revel and used the place 
  to recruit new members to your faith.
  3
  After suffering a series of terrible setbacks, you went mad and lost yourself 
  in the wilderness. There you took up with fauns who revealed to you the path 
  to Revel, whose laughter, madness, and excess could blunt the pain you carry 
  within.
  Level 3 Reveler
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add carouser to 
  your list of professions.
  Magic Choose one of the following options:
  • Discover the Enchantment, Fey, or Illusion tradition
  • Learn one Enchantment, Fey, or Illusion spell
  Drunken Clarity While you are impaired, instead of making attack rolls with 1 bane, 
  you make attack rolls with 1 boon and your attacks deal 1d6 extra damage.
  Revel’s Madness When you go mad, you can roll an extra time and choose which 
  result to use.
  
  20
  Level 6 Reveler
  Characteristics Health +4
  Magic You learn one spell.
  Inspire Frenzy You can use 
  an action, or a triggered 
  action on your turn, 
  to bestow a gift from 
  the Laughing God on a 
  target creature you can 
  see within short range. 
  Make an Intellect attack 
  roll against the target’s 
  Will. On a success, the 
  target gains 1 Insanity. If 
  the total of your roll was 
  20 or higher and you 
  beat the target number 
  by at least 5, it gains 
  1d3 Insanity instead. 
  Rather than become 
  frightened from gaining 
  this Insanity, the target 
  becomes impaired for a 
  number of rounds equal 
  to its Insanity total. 
  While impaired from 
  this effect, instead of 
  making attack rolls with 
  1 bane, the target makes 
  attack rolls with 1 boon, 
  and its attacks deal 1d3 
  extra damage. When the 
  effect ends, the target 
  becomes fatigued for 
  1 minute. You can use 
  Inspire Frenzy a number 
  of times equal to your 
  Power score. You regain 
  expended uses when you 
  complete a rest.
  Level 9 Master Reveler
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Revel’s Protection Whenever you would gain an affliction, you can use a triggered 
  action to make an Intellect challenge roll. On a success, you swap out the affliction 
  gained for the impaired affliction. Once you use this talent, you must wait at least 1 
  minute before you can use it again.
  Ruiner
  The religion of the Dark Gods has little formal structure. The myths 
  and beliefs underpinning it bend to conform to the expectations of their 
  followers. Priests of the faith are as much warriors as they are religious 
  leaders, and they offer the carnage they create as prayers to the mad gods 
  who watch over them. Most priests of the Dark Gods go on to become gothi, 
  religious battle leaders and advisors to the chieftains and thanes. Some 
  priests and other warriors as well, though, the Dark Gods single out for 
  another purpose: to become ruiners, avatars of their destructive impulse.
  
  21
   Like berserkers, ruiners hew their way across battlefields, heedless of the 
  injuries they sustain along the way. As they rush down the path of rage and 
  ruin, these crazed individuals become divorced from their kith and kin, 
  driven by supernatural impulse to create chaos and kill. As a result, ruiners 
  are feared by other members of their faith. They are most common among 
  orc followers of the Dark Gods.
  Ruiner Story Development
  d3
  Story Development
  1
  The Dark Gods are the only gods that matter. It falls to you to tear down the 
  altars of lesser divinities and put their weak and corrupt priests to the sword.
  2
  You saw your doom in the entrails of a sacrificed sheep. You set out to find  
  it in the world.
  3
  You follow a three-eyed raven that only you can see. The messenger of the 
  Dark Gods teaches you the magic you use to destroy your enemies.
  Level 3 Ruiner
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add a military or 
  wilderness profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Battle, Destruction, or Rune tradition
  • Learn one Battle, Destruction, or Rune spell
  Cowards Wear Armor If you wear armor, your Power score drops to 0 and you make 
  attack rolls and challenge rolls with 1 bane.
  Dark Savagery When you attack with a weapon, you can use a triggered action to 
  expend a casting of a Battle, Destruction, or Rune spell. If you do, you make the 
  attack roll with 1 boon and the attack deals 1d6 extra damage per rank of the spell 
  expended. If you expended a casting of a rank 0 spell, the attack deals 1d3 extra 
  damage.
  Fearsome Might When you expend the casting of a rank 2 or higher spell using Dark 
  Savagery, each creature you choose with 1 yard of you must get a success on a Will 
  challenge roll or become frightened for 1 minute.
  Level 6 Ruiner
  Characteristics Health +4
  Magic You learn one spell.
  Ruinous Aura You can use an action, or a triggered action on your turn, to invoke the 
  destructive wrath of the Dark Gods. For a number of rounds equal to your Power 
  score, you emit an invisible field of destructive energy in a radius centered on a 
  point in your space that extends out a number of yards equal to 1 + your Power 
  score. Until the effect ends, when a creature in the area other than you takes 
  damage, it takes 1d6 extra damage.
  Level 9 Master Ruiner
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Divine Fury Whenever you cast a rank 1 or higher spell from the Battle, Destruction, 
  or Rune traditions, you can choose to gain Insanity equal to the spell’s rank. You do 
  not become frightened from gaining Insanity in this way. Instead, you make attack 
  rolls with 1 boon for a number of rounds equal to your Insanity score. If gaining 
  this Insanity would cause you to go mad, you must move up to your Speed toward 
  the nearest creature and attack that creature with a weapon you are wielding. You 
  make the attack roll with a number of boons equal to your Power score and the 
  attack deals 2d6 extra damage. You then determine your madness as normal.
  
  22
  Solemn One
  Father Death attracts peculiar people to his cult. Finding a place there 
  requires a fascination with death and dying, a commitment to the cycle of 
  life and death, and an opposition to anything that would subvert the proper 
  order of things. Most priests of Father Death watch over cemeteries, ease 
  the ends of the sick and dying, and guard against the undead and those who 
  would create them.
   Among the higher-ranked members of the cult stand the Solemn Ones, 
  men and women who spend much of their time in quiet contemplation 
  over the nature of mortality, communing with Father Death and visiting 
  the Underworld in their dreams. When the cult faces a crisis, the Solemn 
  Ones step forward to restore order and eradicate any undead by whatever 
  means they have. Most priests follow this path after climbing through the 
  ranks of the cult, but the religion makes exceptions for individuals who have 
  demonstrated a lifelong commitment to Thanatos.
  Solemn One Story Development
  d3
  Story Development
  1
  After a near-death experience, you devoted your remaining life to Father 
  Death in the hopes of putting off your eventual end.
  2
  Your accomplishments won you favor from Father Death’s cult and you were 
  initiated into the inner circle.
  3
  Your war against undead attracted attention from the grim deity, who 
  revealed himself to you. Your encounter with the divine altered your course 
  or reaffirmed your decision to serve the Lord of the Underworld.
  Level 3 Solemn One
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add a religious 
  profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Death, Protection, or Shadow tradition.
  • Learn one Death, Protection, or Shadow spell.
  Death’s Chosen You do not gain Corruption from discovering the Death tradition or 
  from learning Death spells. In addition, when you cast a Shadow attack spell that 
  would require you to make an attack roll, you can use Intellect or Will for that roll. 
  If you already have this talent, you also gain the following benefit: When a creature 
  attacks you with a Death spell, you impose 1 bane on the triggering attack roll and 
  you make the challenge roll to resist the triggering spell with boon.
  Lay to Rest You target and affect undead creatures in addition to living creatures with 
  Death attack spells you cast.
  Level 6 Solemn One
  Characteristics Health +4
  Magic You learn one spell.
  Hand of Death Whenever you cast a Death, Protection, or Shadow spell, you can use a 
  triggered action to choose one target creature within short range. The target must 
  get a success on a Strength challenge roll or take 1d6 damage.
  
  23
  Level 9 Master Solemn One
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Spared from Death When you would become incapacitated, you can use a triggered 
  action to expend the casting of a Death, Protection, or Shadow spell. You 
  immediately heal damage equal to the spell’s rank (minimum 1 damage). Once you 
  use this talent, you must wait 1 minute before you can use it again.
  Summer Child
  The Queen of Summer urges her mortal servants to create and foster 
  beauty in the world, to inspire artists and celebrate their achievements, and 
  to bring out the best in everyone they encounter. Despite their tolerance 
  and acceptance, the cult holds initiates to exacting standards, expecting 
  them to be passionate, creative, and bright people, free 
  from the negative emotions that weigh down so 
  many others. Any display that would call into 
  question their commitment to the goddess’s 
  teachings sees these initiates eased out of 
  the inner circle to become congregants 
  once more.
   
  The inner circle of priests belongs to 
  the Summer Children, devotees who have 
  had encounters with the goddess or seen 
  first-hand her workings in the world. Not only 
  do they enjoy high standing in the cult, but 
  they can also call directly upon the Queen of 
  Summer to aid them, becoming mirrors of her 
  astonishing beauty and goodness.
  Summer Child Story Development
  d3
  Story Development
  1
  You spied the Queen of Summer bathing in a pool and became forever  
  after enamored of her.
  2
  You hope to win the Queen of Summer’s hand by being her champion.
  3
  You discovered your purpose when a fire swept through your home, claiming 
  everyone but you. In those flames, amid the screams of your dying loved 
  ones, you glimpsed the goddess and followed her to safety.
  Level 3 Summer Child
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add one artist 
  profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Enchantment, Fey, or Fire tradition
  • Learn one Enchantment, Fey, or Fire spell
  Confounding Charm When you cause a creature to become charmed from a spell  
  you have cast, the creature also becomes compelled for 1 round.
  
  24
  Level 6 Summer Child
  Characteristics Health +4
  Magic You learn one spell.
  Flames of Passion You can use an action and expend the casting of a rank 1 or higher 
  spell to harness the essence of the Summer Queen for a number of rounds equal 
  to the rank of the spell whose casting you expended. Your hair becomes fire and 
  your eyes glow like the sun at dawn. Each living creature within short range must 
  make a Will challenge roll or become charmed until this effect ends. Whenever a 
  creature charmed by this effect makes an attack roll or a challenge roll, you can 
  use a triggered action to grant 2 boons to the triggering roll, and the attack roll 
  benefiting from the boons also deals 1d6 extra damage. You can use Flames of 
  Passion a number of times equal to half your Power score (minimum 1). You regain 
  expended uses when you complete a rest.
  Level 9 Master Summer Child
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Flames of Summer While you are under the effects of your Flames of Passion talent, 
  your attacks with Fire spells deal 1d6 extra damage.
  
  25
  Wisdom
  Standing outside the major faiths in 
  the lands of Rûl, witchcraft lacks the 
  orthodoxy one might expect from 
  an established faith. Many different 
  factions separate witches from one 
  another. Some practice 
  their faith alone, while 
  others form covens for 
  fellowship and to grow their 
  understanding of what the Lord 
  and Lady wish for them. Although the 
  particulars vary, witches follow one of 
  three paths: the left-hand path followed 
  by malificants (see page 18), the 
  right-hand path followed by 
  wisdoms, and the middle 
  path, followed by most 
  witches (see Shadow,  
  page 75).
  Followers of the right-
  hand path practice white 
  magic, which they use 
  to promote health and 
  healing, to help others, 
  and to steer people away from 
  wickedness. Wisdoms might serve a community, acting as midwives, healers, 
  advisors, and, when danger threatens, protectors. However, a few leave 
  behind the responsibilities of their towns and villages and use their talents to 
  help everyone they can.
  Wisdom Story Development
  d3
  Story Development
  1
  You studied under a witch, who taught you the ways of the faith. You wanted 
  to help others and so chose the right-hand path, devoting yourself to healing 
  and nurturing.
  2
  You were brought up to become your community’s next wisdom and learned 
  all the skills you needed to care for your community.
  3
  After you were seriously wounded in a fight, a wisdom found you and nursed 
  you back to health. Intrigued by the healing arts, you remained behind, 
  studying the wisdom’s methods until you mastered them.
  
  26
  Level 3 Wisdom
  Attributes Choose two attributes and increase each by 1
  Characteristics Health +4, Power +1
  Languages and Professions You either speak another language or add an academic, 
  common, religious, or wilderness profession to your list of professions.
  Magic Choose one of the following options:
  • Discover the Divination or Life tradition
  • Learn one Divination or Life spell
  Brew Simple You begin each adventure with a number of simples you have brewed 
  equal to 1 + your Power. These simples lose potency when you complete the 
  adventure. As a minor activity, you can apply a simple to one target living creature 
  you can reach. The target either heals damage equal to its healing rate or removes 
  the diseased, fatigued, or poisoned affliction from itself.
  Committed to the Light You take a –3 penalty to Health for each point of your 
  Corruption score.
  Level 6 Wisdom
  Characteristics Health +4
  Magic You learn one spell.
  Bestow Wisdom You can use an action to bestow your wisdom on one target creature 
  that can see and hear you, and is within short range. If the target is willing, it makes 
  attack rolls and challenge rolls with 1 boon and its attacks deal 1d6 extra damage. 
  The effect lasts for 1 minute or until the target gets a failure on an attack roll or 
  challenge roll.
  Level 9 Master Wisdom
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Invoke the Lord and Lady You can use an action to invoke the Lord and Lady, 
  becoming a radiant being for 1 minute. You gain the following benefits until the 
  effect ends.
  • The inner light shines from you, illuminating the area within 10 yards of you.
  • Each creature you choose within the area of light must get a success on a 
  Will challenge roll with a number of banes equal to your Power or become 
  frightened. While frightened in this way, the creature must use its action each 
  round to rush away from you. At the end of each round, the creature can repeat 
  the challenge roll and removes the frightened affliction on a success.
  • When you cast an attack spell, you make the attack roll with 1 boon and you 
  impose 1 bane on challenge rolls made to resist the spell.
  • You impose 2 banes on attack rolls made against you by creatures that can  
  see you.
  You can use this talent a number of times equal to your Power score. You replenish 
  your uses when you complete a rest.
  
  If you enjoyed this sourcebook, be sure to 
  check out these other offerings from  
  Schwalb Entertainment!
  Uncertain Faith
  Revealing the secrets of the gods and their 
  followers, Uncertain Faith explores the hope 
  and terror religion offers the people of Rûl.
  A Measure of Faith
  Kingdom of God
  Explore the perils of belief with this 
  thrilling adventure for expert characters.
  The heart of the New God’s cult, 
  Kingdom of God presents the perfect 
  backdrop for campaigns and adventures 
  focused on all things religious!
  
  A matter of faith
  From the devotees of the Old Faith, who guard 
  against despoilers and destroyers, to the zealous 
  followers of the New God, who see evil and 
  corruption wherever they look, religion comes 
  in many forms. Called to Serve explores the priest 
  path in depth, offering guidance for why one 
  might follow this path and the role one might 
  play serving the gods. As well, this supplement 
  includes a slew of new expert paths so characters 
  can go on serving their gods as they did from 
  the beginning and unlock new talents to better 
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  Whether you’re playing a grim priest devoted 
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  Demon Lord!
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SOURCE: textdata/thevault/Shadow of the Demon Lord/Paths of Shadow/SotDL - Paths of Shadow - Called to Serve.pdf