Relic Magic

Patrons

Patrons are powerful magical beings (often incorporeal) who grant some of their power to PC through the use of relics. They might be petty gods, saints, nature spirits, outsiders, etc. GMs should treat patrons like NPCs, giving them goals (p. 57), personalities (p. 56), mannerisms (p. 59), etc. Each patron has one or two domains (p. 33) it is most concerned with, either positively or negatively.

Relics

Relics are magical items that are bound to the service of a particular patron, usually found in dungeons or at shrines. A relic might be a symbol of the patron, a weapon, an article of clothing, or anything else. Use the item tables (pp. 39-43) for inspiration. A PC’s item can also be converted into a relic if the patron wishes it. Relics always take up at least one item slot.

Shrines

Shrines are religious sites dedicated to particular patrons where PCs means completing another mission for may freely communicate with them, assuming they have the patron’s favor and at least one of their relics. Cities have shrines to every patron, towns have d6 shrines , and villages usually only have a single shrine.

Blessings

Once a PC finds a relic and communicates with its patron at one of their shrines, the patron will give the PC a mission (p. 51). If the PC completes the mission and returns to the shrine, the patron will bestow an ongoing blessing on them related to the patron’s domains. It should be something minor but useful, such an aura or a minor spell that can be cast multiple times per day. It should be designed in collaboration with the player. The tables for magic (pp. 27-31), potions (p. 35), and powers (p. 65) can be helpful. This blessing continues as long as the PC possesses the relic and remains in the patron’s favor. PCs can possess any number of relics, but can only have a number of blessings active at one time equal to their CHA. Active blessings can be switched out each morning.

Favors and Disfavor

PCs that takes actions contrary to a patron’s goals may incur disfavor, which may result in the patron cutting off access to the blessing. Returning to the patron’s favor usually dedicated to particular patrons where PCs means completing another mission for may freely communicate with them, them or atoning for the offense.

On the other hand, PCs who take pains to stay in a patron’s favor and align themselves with their goals may be rewarded with more powerful blessings, additional relics, or followers (p. 53).

Rolled Patron

Here is a randomly generated Patron using the tables in Knave 2nd Edition.

Cult of Rudishan
Domains: Poison & Tunnels. Symbol: Star.
Personality: blunt. Mannerism: lilting.
Goal: become free. Power: Fire control

Relic: Whetstone

A mission: Control building .

Potion: Potion of Delusion (p. 30). Tastes like Almond.