Mantle of the Shepherd Myth in The Centurion's Riddle | World Anvil

Mantle of the Shepherd

Artwork by Anato Finnstark
Described by Entity during a vision granted by the Dreamer, the Mantle of the Shepherd is some form of ancient power passed down from woman to woman across time immemorial. During the vision the dreamers were granted visions of such women:  
  • A simple woman in servant's garb, hurling a dagger that turns into a sword.
  • A red-haired woman standing beside a lion, and creatures pouring out of portals to come to her aid.
  • A black-haired woman with a sparrow necklace, stabbing her staff into the ground and summoning a monstrosity somewhere between a house and a spider.
  • Isra on a stone table, being brought to life by Entity. It is implied that Cornelius is one of her Sheep.
 

Helen's Passage

It should be noted that Helen is a creature that speaks in opposites and lies. Originally, she states:   “It is never this way. The Shepherd and her Sheep. A mantle held by few, passed down from man to man. Never is the Shepherd in the limelight, but there is nothing more to her story... Many Shepherds rise to immortality, but some fall. I ask you, dear Dreamers, is it her strength that keeps a wind in her wings? Her wit? Her power? Yes. Never is it in the strength of the Sheep.”   Converted via simple logic, the passage can be read as:   "It is always this way. The Shepherd and her Sheep. A mantle held by many, passed down from woman to woman. Always is the Shepherd in the limelight, but there is something more to her story... Few Shepherds rise to immortality, but most fall. I ask you, dear Dreamers, is it her strength that keeps a wind in her wings? Her wit? Her power? No. It is in the strength of the Sheep."  

Abilities & Powers

   
  • Shepherd the Flock (Passive, Constant): Immediately after unlocking this ability, you must select a unique group of people defined by their geographical location, history, and culture. All living creatures that match the criteria (subject to GM approval) become members of your Flock, which are the focus of your many abilities described by this power. As part of a meditation ritual that takes one hour to complete, you can ascertain the exact geographical coordinates of a member of your Flock (if on the same plane as you) or the dimensional plane in which they currently reside. Even if you did not know such a creature beforehand, you can recall their common name upon seeing their face, along with basic information such as their age, weight, close family members, and so on. When casting a ritual that requires multiple participants to operate, you may select members of your Flock on the same plane to aid you (regardless of the distance), even if they would otherwise not qualify as participants (e.g. a ritual that requires at least three witches could be cast even if your Flock does not contain any witches).
  • Hand of the Shepherd (Full-Round, 1/Week): Channeling the power of a community, you focus your energies towards the Plane of Positive Energy, and flood your Mantle with that healing light. Every member of your Flock on the same plane as you gains 1d8 hit points per 3 character levels you possess. In addition, all targets gain a +2 morale bonus to attack rolls and saving throws, and are immediately cured of any active fear conditions. The Flock may deny this effect if they choose to, but they are instinctually aware that the boon comes from you.
  • Strength of the Sheep (Passive, Constant): Your closest companion -- Cornelius -- is the foremost Sheep among your Flock, and thus shares in power of your Mantle. He obtains the Magical Beast template graft upon your reception of the Mantle, and can understand Common and Sylvan as if he were a native speaker. If your Sheep's lifespan is shorter than your own, it is immediately extended to match.
  • Warden of the Flock (Passive, Constant): As your Flock grows, so too do the dangers that surround it. Upon unlocking this ability, select three prominent individuals in the Flock, likely those with existing leadership responsibilities, or power great enough to protect the Flock in your absence. These three Sheep Dogs become aware of the connection immediately, and share a number of benefits. First, if the Sheep Dogs are at least five levels below your own, they immediately level up. As long as they remain four levels below you, everytime you level up so do your Sheep Dogs, as they are intrinsically connected to your own power. In addition, you and your Sheep Dogs share a permanent mental connection, which works as a continuous Telepathic Bond spell. Last, each Sheep Dog gains access to an ability similar to Hand of the Shepherd, although it only works on members of the Flock within 200 ft. of their current location. You can demote a Sheep Dog back to a common member of the Flock as a free action, but selecting a new one requires an 8 hour ritual in which you and the new candidate must stay within a range of Touch. The process is similar if one of your Sheep Dogs dies, or leaves the position of their own accord.
  • For the Good of the Flock (Special, See Text): A Flock with no Shepherd is soon devoured. Should you die on the same plane as one or more of your Flock, you may trade the life of a random devout for your own, killing them as if their own Tether had been cut. You regain a number of HP and Stamina points equal to what the sacrifice had at the time of their death, up to your maximum. The member of your Flock selected is determined via die roll, the parameters of which are set by the GM. A natural 1 on any die means your Foremost Sheep is sacrificed. A 2, 3, or 4 selects one of your Sheep Dogs, respective of the order listed above. The result of this roll cannot be changed outside of an effect of Saint-level or higher. Such effects that completely block the result of the roll (such as the Shield of Light) void the contract of the ritual, and kills you instead. You must have a Crook in hand to activate this ability.
  • Wolfsbane (1 Hour, 1/Week): Select a species or organization that is directly hostile to your Flock, and of which you are intimately familiar. As part of a ritual involving one or more members of your Flock, you share your collective knowledge of the target's weaknesses, such that all involved in the ritual know them, and gain a number of benefits against them. For the next 8 hours, when you and your Flock are in combat against the target group, all blessed by the ritual add +3 to their initiative, and +10-ft. to their movement speed. The Flock is gain a +4 morale bonus against fear effects of the target group that are of Saint-level or lower, and roll with advantage on Sanity checks they generate. In addition, your Foremost Sheep and Sheep Dogs ignore 5 DR and 5 ER when attacking members of the target group, and have a sixth sense about the location of their generals within 1 mile. For every one of these generals you or your Flock slays (at the GM's discretion), you may trigger the Hand of the Shepherd as a Reaction upon their death. You must have a Crook in hand to activate this ability.
  • Will of the Shepherd (Isra) (Full Action, 1/Month): You call to all members of your Flock, regardless of their location or plane of existence, and enact a singular, focused will. The effect of this ritual is unique to every Shepherd, and is often the pinnacle of their primary technique. No information will be shared about this ability until you first enact it. You must have a Crook in hand to activate this ability.

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