“A sheathed sword in the face of evil is tantamount to evil itself.”
Morality represents the values of the culture that a character belongs to. When a character deviates from their culture’s norms and ideals, it creates a mental and spiritual strain. For the majority of characters who live their lives in the Throne, the Seven Sins represents the actions that they consider taboo and harmful to the spirit. In other cultures through the world, partially or substantially different sins are given cultural weight. These sins are part of the indelible impact of their cultures and upbringings – even characters who do not adhere to these codes of conduct still subscribe to them.
When a character commits a sin, or witnesses a sin that someone else commits, you should note it on your character slip or notify Staff at the basilica so that it can be recorded.
Impassioned violation of another. Undue threats and aggression.
Intentional injury or violation of another. Killing in self-defense.
Premeditated murder or torture. Inflicting unusual horrors upon another.
Violence against declared Anathema is not a Sin of Wrath.
Telling small lies. Unnecessarily using powers when mundane solutions are available. Lies for personal benefit.
Abandoning your duties or breaking oaths. Refusing others help when doing so is within your means. Living a lie or double life.
Dereliction of accepted responsibilities.
Becoming intoxicated by choice
Recreational or intentional drug use. Consuming Malefica
Voluntary addiction to anything
Sexual behavior without proper union
Prostitution of your body. Using sex as a tool to get your way.
Rape and extreme sexual perversion
Bragging of your personal ability or past accomplishments.
Abusing your position or authority for self gain outside of the duties of your station.
Forcibly sacrificing someone’s life for your own gain, or letting someone die to save yourself.
Taking without asking when it will go unnoticed or unmissed. Not giving to those who ask when it is within your means.
Stealing for personal benefit.
Hoarding surplus in times of another’s need. Profiteering off of the desperation of others.
Indulging in conversation with a heretic, reading heretical writings.
Knowingly suffering a witch or heretic to live.
Knowingly extending welcome, aid , or brotherhood to a heretic. Performing rites of worship or giving prayer to a false deity – any other than The Lord. Apostasy – turning away from the Lord or willingly taking part in the rituals of other religions.
According to the Church’s doctrine, so-called Venial sins, or forgivable sins, are sins of conscience, convenience or passion that, while blemishing the soul, do not necessarily sever one from the Lord and Heaven. Venial sins add 1 Depravity. Mortal sins, worth 2 Depravity, are sins which kill the soul. While one labors under a moral sin, their soul is considered to be “dead” and, should they die unatoned and without Last Rites, their fate is to be damned to Hell for eternity. Lastly, Deadly sins, which grant 3 Depravity, are seen as yet worse than mortal sins, for the bearers of Deadly sins are thought to make others unclean by their association, and those who are known to wear Deadly Sins are not to be trusted or associated with lest that person’s wickedness come to bring wickedness into your life as well.
The Rimelanders of the far north of the country of Njordr are in open rebellion against the Throne and refuse to give up their dreaded Old Gods of the North. Rimelanders (those characters who take the Rimelander Njord Perk) do not use the Heresy Sin. Instead they abhor Cowardice. Cowardice represents the Njord culture’s natural bias for heroic action and great deeds, and its taboo against valuing one’s life over one’s legend. Because of the nature of the Rimelander’s relationship with their bellicose Old Gods, who they do not worship but instead live in the dark shadow of, performing their official rituals and becoming a Wise One is considered to be an act of ultimate groveling, and is considered the most severe form of Cowardice.
Rimelander culture puts a very different emphasis on manliness and womanliness than the cultures of the Throne do, and women are not naturally expected to live up to the same standards as men are. Consequently, female Rimelanders never earn Cowardice Sins or suffer Depravity from them. This also means that, culturally, the work of being a Wise One of the Old Gods falls almost solely on women, and the dark arts of intercession between man and God are a woman’s realm.
Refusing a direct challenge to fight
Running away from a fight
Groveling or begging to save your own life. Performing a Ritual of the Old Gods
Rimelanders treat Sinning itself very differently. The real Sin is against one’s own legendary reputation. While they acknowledge the existence of the vices of Sin, it is curiously seen as somewhat laudable to Sin as a mark of power and will – until it isn’t. When their drinking, fighting or stealing gets the better of them, and they become more menace than hero to those around them, their Sins are called out by their fellows.
Rimelanders do not earn Depravity for sinning until another person directly calls them out for it. At that time, they immediately earn the Depravity for the Sin they are called out for, if they indeed are guilty of it. A Rimelander who calls them out loses one of their own Depravity immediately for calling them out. The one who was called out can immediately issue the Challenge against their accusor, and if they win, they remove the Depravity they just gained.
(Read more about the Challenge)
Spiritual Shariqyn who violate their morality seek atonement through a water fasting rite overseen by a Magus, the priests of their culture. The highest of their Magi, the Sahirim water mages, undergo special training and sacred rites before reaching the levels of perfection and closeness to atma that they have attained in order to get their power. Because of this, Sahirim never commit Hubris sins or take Depravity for them, even if they do the actions.
The Shariqyn people are divided on this issue, and there are, in fact, two sects of Shariqyn that follow different branches of the Aa’boran. The Sahirim are the highest ranking of the Aa’boran Biraq, while the more traditional view, the Aa’boran Tariq, views sorcery as wicked.
Violence against Jharad, the enslaved undercaste of their culture, is not considered Wrath for Shariqyn.
Refusing to patiently hear the advise or opinion of anyone who offers it
Disrespecting or insulting the values of other cultures than your own
Making a pact with or using powers that are supernatural in nature, including the use of arcane sorcery
Some Shariqyn have converted to the ways of the Throne and follow the Church of Mankind. These so-called Desert Lions, (Shariqyn who take the Shar’Aslan Perk) do not observe the Hubris sin, and use the Heresy sin as normal, though they may harbor vestigial cultural habits around it.
The Old Ways of Vecatra
The ancient World Goddess Vecatra has been all but stamped out. Once, in the Age of Heroes, her cults, like a thousand others, could be found in every corner of the world, some say worshiped even by Elves, but now all that remains is a sad remnant of those long-passed days. With the coming of Benalus, the Eschaton, and the founding of the Throne, the Church has systematically eradicated all of the old religions, but stubborn Vecatra clings to life, her ways surviving in isolated pockets.
Rural families in isolated communities, especially in Dunland where her cult center was once located, but also in many other places the world over, still raise their children with the old words. They teach the ancient stories, and practice the ancient values. The Sins these pagans care for are entirely different than the Seven Sins of modern society. They focus on the Circle, a tight-knit in-group of only those people that they have selected as their own, such as their family, their tribe, their clan, or their band. These groups were once quite large, but are now usually just a few people, those holdouts, and others of their ways that they can find in the world. What outsiders do doesn’t matter, and what happens to them doesn’t matter.
The Seven Sins Against The World
Taking sides in the affairs of outsiders
Adding your efforts to one side int he affairs of outsiders
Swearing allegiance to an outsider or their groups
Succumbing to Fear of the Night
Violating the Natural law
Assisting the holy men or women of other gods
Taking up a home in a settled community
Using money as currency
Displaying and flaunting signs of wealth and status; Allowing gross disruption of the natural world
Creating a problem that affects the Circle
Refusing to assist a member of your Circle
Abandoning or betraying a member of your Circle
Submitting to the authority of someone other than the leader of your Circle
Failing to answer an insult in kind within one Chapter.
Refusing the submission of another to your authority.
Failing to participate in a Folkwise celebration
Utilizing new technology or sorcery (Engineering, Firearms, Arcane Magic)
Refusing to take part in a Rite of Vecatra
Failing at something you set out to do.
Begging assistance from people outside your Circle
Being Downed or rendered helpless