These conditions are all brought about by interaction with the divine powers wielded by priests, crusaders, divine beings or deities themselves.
The blight condition is attached to an item usually after an blighting ceremony.
|=Unique Rule||This item cannot be used.|
|=Unique Rule||The connection of this item with the divine realms has been temporarily distorted.|
|=Unique Rule||This condition can be removed by performing an absolve ceremony and then performing another absolve ceremony 3 hours later.|
|=Details||Violent discharge of weaved blessings has caused this item to stop functioning. Another such an attack may destroy the item completely.|
The soulless is usually gained after a sacrifice soul ceremony.
|=Unique Rule||Your soul has left this body.|
|=Unique Rule||You lose all skills and all conditions that are not part of your physical body.|
|=Unique Rule||You lose all willpower and cannot regain any willpower.|
|=Unique Rule||You cannot perform any actions unless ordered to, including eating and drinking. Any action you are ordered to perform will be performed to the minimum of your abilities. Any action that requires creativity will fail.|
|=Unique Rule||Unless nourished or ordered to nourish yourself, your body dies in two days.|
The welcome condition is used to create and welcome new people into a hallow granting them rest. This condition is usually gained after a hallow or welcome ceremony.
|=Unique Rule||You are welcomed into the Hallow that the person specifies when you gain this condition.|
|=Unique Rule||While within the Hallow you can regain 1 DC by spending 1 WP.|
|=Unique Rule||Taking a short rest within the Hallow takes 2 less minutes (but always at least 1 minute).|
|=Unique Rule||This condition will expire in a month.|
|=Details||A hallow is a place of rest and recovery. But it is also a place perfectly suited for extensive worship.|
The "married to" condition is used to interlink your soul with the soul of another. It also "warns" the divine realms of the potential for children and makes it more likely to convince to deity to hand the child a soul. This condition is usually gained after a marriage ceremony.
|=Condition||Married to ...|
|=Unique Rule||You can at any time perform a small divine ceremony to determine whether or not the person you are married to is still alive, how far away he is from you and roughly in what direction he or she is. It might take a few minutes or even hours before you get an answer.|
|=Unique Rule||When a person you are married to dies there is a 5% chance that you die as well within the same day.|
|=Downtime Rule||If biologically possible the chance of impregnating a person you are married with is heightened from 20% per month to 50% per month if you are trying to impregnate (some racial variations apply) and the chance of stillborns is reduced by half.|
|=Details||One of the effects of linking souls is that it could cause them to "stick" together when one of them leaves for the divine realms.|
The "promised to" condition is used to "baptise" people. It needs to be replenished every year at roughly the same time as when you where born but makes it easier to worship multiple times per day. This condition is usually gained after an initiation ceremony.
|=Condition||Promised to ...|
|=Unique Rule||Your soul or at least a part of it is linked to a certain divine realm. Since you can have multiple of these conditions your soul might end up in parts shattered across multiple divine realms.|
|=Unique Rule||With the help of a priest dedicated to the god you are promised to you can spend 1 WP to lose the regain 1 DC.|
|=Unique Rule||You lose this condition on your birthday.|
|=Downtime Rule||You can choose to buy this condition for 10¢ during downtime or character creation.|
|=Details||You are somewhat devoted to a certain deity and find it easier to worship this deity multiple times a day.|
The "Nightly worshipper" condition is used to promote evening ceremonies instead of morning ceremonies. This condition is usually gained after an initiation ceremony.
|=Unique Rule||Instead of at the first light of the day, you regain DC and your blessings expire at the last light of the day.|
|=Downtime Rule||You can choose to gain or lose this condition at character creation or during an initiation ceremony for free.|
|=Details||You or your priest prefers you to worship during the night.|
A vow is a solemn promise made by a worshiper to their deity, meant to show their dedication. It increases the speed that the devoted condition levels, unless you break the vow. The "vowed to" condition is usually gained after a vow ceremony.
|=Condition||Vowed to ...|
|=Unique Rule||If you gain this condition write a vow on this card.|
|=Unique Rule||Upgrading Devoted costs 5 counters less.|
|=Unique Rule||If you break this vow you don't gain the beneficial effects from blessing conditions and you cannot add counters to your devoted condition for 6 months. If you are unsure whether or not a certain action breaks a vow ask a GM.|
Characters with a vow can upgrade their Devoted condition more quickly. Because of this, it may be advantages to choose a vow during character creation. Some deities don't accept certain vows ask a GM in advice if you are in doubt. The following vows are available but if you can think of a cool vow ask a GM and we will discuss whether or not it can be used:
|Devotion||Your DC can only be gathered by priests or items devoted to a single deity. You must spend at least 2 WP every day to regain DC. You can gain this vow multiple times, this increases the amount of WP you have to spend to regain DC by 2 every time you take this vow.|
|Abstinence||You cannot regain WP, unless it is through something Sacred or through a blessing.|
|Fealty||Do not knowingly do or cause something that goes against a wish or desire of the person to whom you vow loyalty, even after their death. This person must approve this vow and most be promised to the Deity in question.|
|Ferocity||Spend at least 3 WP when you're in a battle. Join every battle you know allies to be in, unless physically unable.|
|Honesty||Do not lie, conceal information or deceive unless you explain this in advance.|
|Honour||Do not steal, cheat or break promises, or knowingly let others do so.|
|Non-violence||Do not attack mortal creatures, or knowingly contribute in another's effort to do so.|
|Poverty||The money and market price of all the items you or others consider to be your possessions never exceed 50c.|
|Sovereignty||Do not let mortals dictate your behaviour or deceive you into behaving in a manner unfavourable to you.|