Days of Gold Class Reference

The Priest

A portable following, rites, judgment, and divine authority.

Class Signature

The Faithful

Starting Information

Starting Gold
50 gp
Recommended Primary Stat
Presence
Connections
1
Class Signature
The Faithful
Starting Gear

Staff or ceremonial dagger (2 Harm), a common outfit worn as vestments, a common holy symbol, and a small religious kit: a candle, small bell, and tinderbox.

Fortune

When you command the Faithful to undertake a moderately demanding task and they succeed, the GM gains 1 Fortune to later turn the world in the characters' favor.

Regional Knowledge

Sacred Sites. You know how to move through and read temples, shrines, monasteries, cemeteries, pilgrimage roads, catacombs, holy springs, consecrated ruins, forbidden chapels, and ancient burial grounds.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Your Religion

Name your god, saint, pantheon, philosophy with divine reality, or sacred power. Choose a Domain such as Mercy, Death, War, Hearth, Sea, Knowledge, Sun, Night, Roads, Justice, Storms, Harvest, or something more specific. Choose 2 Tenets and 1 Prohibition concrete enough to guide your rites, followers, and miracles. These are convictions and fictional obligations, not a spendable resource.

Class Signature

The Faithful

Your Following is a vast and uneven body of believers rather than a fixed squad. The Faithful have no universal combat profile. A beggar, merchant, craftsperson, guard, assassin, knight, healer, magistrate, veteran soldier, or someone stranger may answer. When their statistics matter, use the actual NPC who appears.

Your Following reveals itself whenever you call upon it in any social space. You do not choose which believers answer. The GM introduces whoever makes sense for that place, your religion, any Blessings in Surplus, your active Wants, and the result of The Faithful Answer.

Routine shelter, messages, introductions, worship, community help, and other ordinary support happen without a roll when the Faithful can reasonably provide them.

At the Start of the Session

Choose 3 Blessings and 2 Wants. At the start of each session, roll +Presence.

10+
Abundant: All chosen Blessings are in Surplus this session. No Wants become active.
7–9
Mixed Fortunes: Choose 1 Blessing to be in Surplus and 1 Want to become active.
6−
Troubled: No Blessings are in Surplus. The GM chooses 1 Want to become active.

Following Blessings

  • Devoted

    The GM gains 1 Fortune this session.

  • Prosperous

    The GM chooses one mundane good or service worth up to 50 gp. The Faithful provide it without cost this session.

  • Generous

    Gain 25 gp in offerings, tithes, and gifts.

  • Informed

    The GM tells you one useful rumor, opportunity, or piece of news brought by the Faithful.

  • Celebrated

    Treat your Reputation as 1 higher with communities where your religion has a meaningful presence.

  • Influential

    The GM names one local authority, institution, or influential person favorable toward your religion and willing to hear you out or open a door otherwise locked.

Following Wants

  • Need

    The Faithful lack food, shelter, medicine, or money and look to you or the community for relief.

  • Persecution

    A hostile institution, rival religion, ruler, or local prejudice pressures the Faithful.

  • Judgment

    The Faithful demand that someone be condemned or publicly answer for an offense.

  • Division

    Two factions disagree over doctrine, leadership, money, or the proper response.

  • Zeal

    Some Faithful act too quickly, harshly, or violently in the religion's name.

  • Dependency

    The Faithful become passive, frightened, or unwilling to act without your personal direction.

  • Scandal

    A prominent follower's hypocrisy, crime, appetite, or secret damages trust in the whole Following.

The Faithful Answer

When you call upon your Following to carry out a difficult, dangerous, or consequential decree in the name of your religion, roll +Presence.

10+
The most capable followers available answer, with the skills, standing, equipment, or strength best suited to the decree.
7–9
A mixture of capable and ordinary followers answers; the GM names one limitation: inadequate resources, additional time, unwanted attention, incomplete effect, or exposure to danger or retaliation.
6−
Only the least capable, least prepared, or most vulnerable followers answer.

Free Perk

Begins in play

Religious Guidance

When someone sincerely comes to you for guidance about a real decision they intend to act on, they take +1 forward when acting on your guidance, and you gain 10 gp in offerings, gifts, or support. If they roll a 6- while following your guidance exactly, resolve the result normally, but the GM gains 1 Fortune instead of 1 Dread. Whenever you roll a 6-, resolve the result normally, but the GM gains 1 Fortune instead of 1 Dread.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Ritekeeper

    Perform ordinary funerals, weddings, blessings, cleansings, Oaths, and sacred observances without cost or roll. Everyone who sincerely attends takes +1 forward; if unused, it expires at the end of the next session.

  2. True Exorcist

    With a focused rite, drive a lesser possessing spirit, ghost, curse-presence, undead influence, or hostile divine presence from a person or place. A greater being can be confronted directly when you know its name, weakness, or history.

  3. Sense the Profane

    After a moment of prayer, know whether a nearby place or object is actively cursed, possessed, desecrated, undead, or under hostile divine influence.

  4. Providence

    Once per session, ask for plausible aid fitting your Domain: a guide arrives, a temple opens, weather turns, a witness appears, or a lost object is revealed. The GM chooses the exact form and may attach a duty.

  5. Healing Grace

    Once per person per session, touch them and clear 2 Wounds. This can heal someone who is Broken or Dying.

  6. The Clergy

    You gain a Small battalion of 6 clergymen who protect you and your ideals: Harm 3, Armor 1, Quality +1, Loyalty 3. At the start of each session, replace 1 slain clergyman.

  7. Revelation

    Once per session, in a place of quiet and solitude, pray to Get the Lay of the Land, rolling +Wits as normal. Ask 1 additional question regardless of the result, on top of any question from Regional Knowledge. You may ask one of these instead of a normal question: What is the biggest danger to my faith? Who can do the most harm to my faith? Who is in need of a miracle?

  8. Return the Dead

    After an uninterrupted hour of prayer, restore someone who died since the last dawn. They return Broken. The resurrection is obvious and spiritually consequential.

  9. Sanctuary

    Once per session, consecrate a room, shrine, campsite, or similarly small place for a scene. Lesser monsters cannot cross its boundary; deliberate mortal violation is unmistakably revealed.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who is a nonbeliever?
  2. Who has witnessed the loyalty of your Faithful?
  3. Who considers themselves part of your faith?