Reverie is a world of great power, and the source of this power is from its Pristines and Arbiters. The Pristines have existed ab aeterno, and are responsible for crafting Reverie and all those who first lived in it. The Arbiters were spawned by the Elder, and are responsible for the Principles of Reverie, as well as the introduction of Brio.
There are five Holy Arbiters, each with a corresponding Principle. The Arbiters are personifications of basic truths about the world, and their Principles represent guiding moral truths.
The Arbiters are genderless, although reference to them is often gendered. Particular communities might tend to gender a particular Arbiter more often in one or another way. The Council of the Holy Arbitration holds no official stance on the gender of each Arbiter.
Arbiter Destiny is the Arbiter of Time. Arbiter Destiny gives form to the formless, hope to the hopeless, and provides a destiny for each creature of Reverie. His titles include the Perfect Guide, the Kind Cartographer, the Architect of Fate, He Who Lays The Road, and He Who Touched Eternity.
Conspirators also refer to Arbiter Destiny with the titles The Long Road's Jailer, Fate's Shackles, and The One and The Only. On occasion, the name Determinism is given in place of Destiny, although this is usually limited to more poetic libel.
Principle
Those devoted to the Principle of Destiny may petition for assistance.
The Principle of Destiny seeks to further destination, travel, procedure, and progress. Destiny is opposed to regression, stagnation, clumsiness, and languor.
Preferred Weapon
Arbiter Destiny holds the scythe and the shortbow in her greatest respects.
Code of Conduct
Arbiter Discovery is the Arbiter of Knowledge. Arbiter Discovery embodies the truth found by logic and learned systems, rather than instinctive discernment. Her titles include Truth's Herald, the Ivory Maiden, the Riddle-Keeper, He Who Names The Sands, and He Who Moulded Truth.
Conspirators also refer to Arbiter Discovery with the titles Unknowable, the Mad Bookkeeper, and the Absent Guide. On occasion, the name Insanity is given in place of Discovery, although this is usually limited to more poetic libel.
Principle
Those devoted to the Principle of Discovery may petition for assistance.
The Principle of Discovery seeks to further knowledge, recording, archival, and understanding. Discovery is opposed to neglection, incomplete patterns, forgetfulness, and instinct.
Preferred Weapon
Arbiter Discovery prefers that his followers wield the battle aspergillum or the repeating crossbow.
Code of Conduct
Arbiter Freedom is the Arbiter of Action. Arbiter Freedom provides Reverie with energy, and was the first to suggest the intensification of Reverie via the infusion of Brio into the races. Her titles include Brio's Herald, the Undying Torch, the Many-Pointed Star, He Who Sets The Stars In Motion, and He Who Moved Reverie.
Conspirators also refer to Arbiter Freedom with the titles Movement Without Motive, the Schism-King, the Blind Whip-Bearer, and Consequence's Jester. On occasion, the name Chaos is given in place of Freedom, although this is usually limited to more poetic libel.
Principle
Those devoted to the Principle of Freedom may petition for assistance.
The Principle of Freedom seeks to further action, capability, training, and resolve. Freedom is opposed to lethargy, excuses, delinquency, and fear.
Preferred Weapon
Arbiter Freedom favours the musket/rifle and the battle poi.
Code of Conduct
Arbiter Order is the Arbiter of Culture. Arbiter Order affords the races of Reverie with civilisation, camaraderie, and conscious thought. His titles include Mind's Herald, the King of Reverie, the Flagstone Castle, He Who Tends The Flock, and He Who Changed Life.
Conspirators also refer to Arbiter Order with the titles the Crushing Tyrant, the Perfect Cage, and Hope's Warden. On occasion, the name Sacrifice is given in place of Order, although this is usually limited to more poetic libel.
Principle
Those devoted to the Principle of Order may petition for assistance.
The Principle of Order seeks to further culture, organization, art, and reflection. Order is opposed to barbarism, anarchy, candor, and simplicity.
Preferred Weapon
Arbiter Order condones the use of the spiked shield and the lucerne hammer.
Code of Conduct
Arbiter Power is the Arbiter of Perfection. Arbiter Power is the embodiment of judgement, ambition, gratification, and craftsmanship, and crafted the lesser life of pre-Arbitration into the grandeur of a Vim which befit the gift of Brio. Her titles include the Perfect Gift-Crafter, the Benevolent Baron, Vim's Crafter, He Who Shapes The Leaves, and He Who Crafted Heroism.
Conspirators also refer to Arbiter Power with the titles the Lord of Spawn, the Queen of Mortality, and the Bone-Shaper. On occasion, the name Treachery is given in place of Power, although this is usually limited to more poetic libel.
Principle
Those devoted to the Principle of Power may petition for assistance.
The Principle of Power seeks to further perfection, craftsmanship, ambition, and judgement. Power is opposed to flaws, urgency, apathy, and partiality.
Preferred Weapon
Arbiter Power praises the strength of the glaive-guisarme and the heavy flail.
Code of Conduct
Many beings have been devoted to a Principle. This devotion is an important event, akin to a coming-of-age for many races. Once a being has been so devoted, they may never change their Principle without supernatural assistance beyond the ken of mortals. This does not mean that they will continue to adhere to their Principle, but many claim to have been supernaturally guided toward achieving goals compatible with their Principle.
In addition, adhering to one's Principle comes with benefits. Whenever in a time of need, and in the process furthering one's Principle, one can call upon its power. This invoking of a Principle always comes with a price, but the price may be paid in several ways.
Whenever an Invocation is made, two of the following payments will occur. First, the player states that they're invoking their Principle as a swift action, and states how their action relates to it. Then the player chooses one payment; the GM chooses the other.
A character may never invoke their Principle except under their own free will, however otherwise manipulated that free will might be. (Thus, dominate person prevents the use of invocations, but charm person does not.)
A Just Call (GM Only)
Any adherent may believe themselves to be immediately furthering the goals of their Principle. Under many circumstances, this is the case.
If this is found to be true, no cost is accrued for this payment.
See your Principle for what might be a just invocation. Again, the player is encouraged to make their own case.
A Life of Brio
Like the more ordinary sacrifices of effort, sometimes an invocation itself takes the form of exertion.
This payment consumes 1 Conviction point.
A Vital Scheme
Although not particularly elegant, some choose to demand an invocation by burning their vim away.
This payment consumes 3*your HD in hit points. This damage ignores DR, hardness, and all other forms of protection.
A Missing Moment
The invocation of a greater power, at times, leads to a forgotten glimpse of cosmic power.
This payment causes you to gain the staggered condition at the beginning of your next turn for 1 round. Like other invocation costs, this cannot be prevented.
The Pristines are the deities who the Arbiters arrived to restrain. There are a variety of minor Pristines, but the Seven of Reverie and the Seven of the Tapestry - the major Pristines - are given below. For their mythological origins, see the History page.
The Seven of Reverie are those Pristines associated with Reverie itself, and who are bound to its earthly realm. These Pristines are bound to the material realm, and are able neither to visit the afterlife nor to visit the upper home of the Pristine.
The Seven of the Tapestry are those Pristines tied not to Reverie, but to the Tapestry. These Seven may
(Quick reference guide on facts about the Pristines.)
Principle
Conspirators devoted to the Principle of Reverie may petition for assistance.
The Principle of Reverie seeks to further energy, free thought, expression, and unbridled passion. The Principle of Reverie is opposed to entropy, bureaucratic structure, rigid knowledge, and rote devotion.
Rakto, Pristine of Iron, Storms, and Love
Rakto is a passionate yet tempered god, respected as both the god of love and the god of battle.
Rakto takes the form of an iron-skinned cheetah, alternately patient or sprinting. The heavy breath of lovers and soldiers are said to be a sign of Rakto's presence. The scimitar is his chosen weapon. His symbol is a hooked line, representing the pull of passion in love and war.
Rakto was the primary deity of the draconic before the intensification, and in the most primitive areas continues to be so. The influence of Rakto continues to demonstrate itself even in the civilised draconic, however; for example, a traditional, formal departure blessing in draconic cities (that is to say, most cities) is "Let your life be as iron," to which the response is "And your heart like the storm."
Rimnon, Pristine of Knowledge, Fire, and Control
Rimnon is traditionally associated with the fire of a torch or a candle - that controlled flame which allows the inhabitants of Reverie to see and to seek knowledge. Often, before the arrival of the Arbiters, libraries were devoted to Rimnon, emblazoned with his name; the marketplace sold candles in his figure.
Rimnon is the sworn enemy of the isle dwellers, as his fire is seen as an imperfect facsimile of the true fire of brio which they were gifted. They primarily associate with Arbiter Discovery, whose sanctum continues to proclaim the need to hunt for and exterminate the followers of Rimnon.
Zeph, Pristine of Disease, Blood, and Youth
Zeph is responsible both for good health and for keeping of the plagues which beset Reverie. He is called upon when a trusted friend or a responsible family falls ill.
Aeron, Pristine of Fertility, Water, and Sustenance
Hilov, Pristine of the Seas, Wind, and Truth
Hilov takes the form of a parrot, a symbol of intelligence and language. Favourable winds are said to be a sign of Hilov's presence.
Oromo, Pristine of Change, Bone, and Light
Oromo represents the change and growth of plants and animals under the sun. While structured by bone, her subjects are still malleable; Oromo watches them grow and leads them to growth.
Oromo is hated by the aquan.
Piran, Pristine of Mountains, Earth, and Sound
Piran is associated with avalanches.
Principle
Conspirators devoted to the Principle of the Tapestry may petition for assistance.
The Principle of the Tapestry seeks to further life, potential, industry, and the future. The Tapestry is opposed to death, determinism, disorder, and completion.
Iktuk, Pristine of Death, Forgery, and Time
Iktuk's avatar is the psychopomp of the mythology of Daydream. She is responsible for the delivery of souls to the afterlife. Being associated with death, children sometimes suggest she herself is the god of the dead, which is itself inaccurate; she is the keeper of time and the deliverer of those whose time has run out.
She is known as a kind god. A piece of mythology tells the story that every time one wakes up from sleep, Iktuk has tricked the Tapestry into believing one's time is not up yet. The times when death finally comes for her adherents are those times when the Tapestry sees through her trickery. Thus, Iktuk is also associated with forgery and trickery.
She is associated with owls. Unseen during the night, they represent her silent watching and the eerie feeling of being watched, as well as the hushed final breath of life. It has been said that the birth of an owl is marked by the death of a draconic, although this myth largely dissipated after the intensification.
Iktuk takes the form of a colossal owl, wide-eyed and haunting. The hooting of an owl is said to be a sign of her presence. The scythe is her chosen weapon. Her symbol is a circle and triangle, representing a sundial.
Iktuk has ostensibly been slain by Arbiter Destiny, as the sanctum of Destiny has demonstrated significant and increasing control over the flow of time. This event was not announced by the Arbiters; neither has it been publicised by the sanctum of Destiny.
Wynx, Pristine of the Dead, the Stars, and Hope
Wynx is the god of the afterlife, responsible for the keeping and well-treatment of those who have passed on.
Ryleen, Pristine of Choice, Fortune, and the Suns
Ryleen is responsible for the keeping of the balance of Reverie and the Tapestry around it. Without her, Reverie would fall into its suns or spiral off into the vast nothing.
Iro, Pristine of the Dawn, Thought, and Blades
Iro is the sister of Mori.
It is believed that Arbiter Discovery has slain Iro.
Mori, Pristine of the Dusk, Silence, and Roads
Mori is the brother of Iro.
Unun, Pristine of the Voids, Protection, and Life
Unun does not control the Voids, but rather is responsible for the keeping of their infinite space. Unun protects Reverie from the vast beyond.
Tonu, Pristine of Wealth, Law, and the Belt