Pacts in Imarand: The Twin Worlds | World Anvil
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Pacts

Many creatures of substantial power roam the worlds and some of those are interested in granting their powers to mortals to further their own goals. Such a creature can make a pact with a mortal, granting the mortal power in exchange for a vow. Some of the spirits are stricter in the ways than others, but most allow some leeway as long as it serves the greater goal of the pact giver. If a mortal greatly transgresses its vows, he loses all powers the pact giver has granted him and requires an atonement by the offended spirit to regain those powers.
When a character makes a pact with a creature of power, he receives a mark from that creature on a part of their body to symbolize their pact.
It is possible to make a pact with any creature that holds power. Kindred Spirits often grant these pacts to their followers, but pacts can also be made with otherworldly creatures such as demons, devils and angels. Anyone can make a pact, not just clerics or other divine classes, as long as both parties agree to the terms of the pact.

 

Kindred Spirits

Throughout all of history people have worshiped the spirits of rivers, woods and animals. In return some of these spirits of nature grant powers to their followers. These spirits are unaligned, unchained and will only follow the balance of the natural world. They are called the Kindred, because they form pacts with mortals and, through that pact, become part of the bonded person's soul.
Some even grant their followers the power to summon lesser kindred spirits to help them out.
The most commonly worshiped spirits are the animal spirits. Elemental spirits on the other hand are rarely seen and don't usually interact with mortals. Also rumors say that some of the great cities of Terria and Ianna have their own spirits to protect them.

 

Pact feats

When a character makes a pact, he can then opt to take certain pact feats. Pact feats allow a character to harness the powers of the pact giver.
There are three different kinds of powers a pact giver can grant: offensive, defensive and utility. What each power does, depends on the nature of the pact. A pact power is always a supernatural ability.
Channel Spirit
Extra Channel Spirit
Pact Bond


Full description of these feats can be found in de Feats article.

Kindred Spirits Totem by Martijn Donker


Pact Giver Template

{Flavor Text}
Mark: {Mark}
Pact Vow: The vow the wearer of the pact must obey.
Offence Power: 1 ability that can hamper, damage or weaken a foe.
Defense Power: 1 ability that increases the defense of an ally or mark-bearer.
Utility Power: 1 buff or utility power normally only usable outside combat.


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Articles under Pacts



Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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