The Icons

The Icons

 

The Traveler

For free traders, caravaneers, explorers, and colonists, the Icon of the Traveler serves as a symbol of protection and guidance. Often depicted as a man with unwavering eyes fixed on the horizon, the Traveler is commonly seen holding a walking stick, a compass, or perhaps an astrograph. In some Firstcome traditions, the Traveler takes on the form of the Star Singer, a beacon of wisdom who weaves the tapestry of reality with songs and stories. Another variation of the Traveler is the Demiurge, venerated on Menkar, believed to be the original creator of the portal network. In this origin story, the Portal Builders never existed, and it was the Icons themselves who intricately wove the network of gates spanning the Horizons. However, the Traveler has a darker aspect known as the Spider, the master of the celestial web of star ways, who ensnares reckless ship crews in the shadowy void between portals. Devotees typically make offerings to the Traveler, which often include a knotted hemp rope or a simple string, as well as figurines representing various forms of transportation, such as ships, dromedons, horses, or other craft.  

Icon Talent

You can ask the GM about a choice you have to make in the game. It has to be a choice with only two options. The GM must then answer truthfully which of the two is most beneficial to you, if that is at all possible to estimate.  
 

The Messenger

The fleet-footed Messenger brings news, prayers, and omens to wherever the faithful might be. The Messenger is portrayed as a pale boy with a stern face and flaming eyes. He is sometimes depicted holding a winged messenger rod, and in some places, he himself is portrayed with wings, such as in the Hafra chapel on Algol for example. He is sometimes called the Whisperer, the one who knows all your secrets, or the Seducer who drives people mad. Many view the Messenger as the Icon that escorts your ghost to the afterlife when your body dies, often as a host of sparrows or some other small birds. Sacrifices to the Messenger are often made when a message must be delivered or cargo secured, or together with intercessory prayer to bring someone good luck. A common sacrifice is the burning of a prayer written on a piece of paper or putting a small vessel carved out of sugar in the alcove of the Messenger in the temple. Woe to all who neglect the temperamental Messenger.  

Icon Talent

You can make someone obey you, through careful words and actions, without having to test manipulation. Can be used on both NPCs and PCs. Your wish must be reasonable, you cannot, for example, force an NPC to act completely against her own interests.  


 

The Dancer

The Dancer is the Icon of inspiration and perseverance. Sometimes a woman, sometimes a man, but most times androgynous and ungendered like the hijras. The Dancer represents the bond formed in the life union between two lovers, but also unbridled lust when appearing as the Musician, playing a nine-string lyre or a cirra. Darker folklore speaks of the Beast, representing mankind’s true nature and, according to some, her inherent evil. The Beast has no place in the temples, but some of Mira’s forest nomads worship it as the Icon of strength and portray it as a dragon-like creature with fur and nine eyes. Sacrifices to the Dancer are a small but exquisite meal, a dance, or a beautiful song, but preferably all three combined.  

Icon Talent

You can evade an incoming attack, taking no damage. You can choose to activate the talent after a successful attack roll, but before you roll any cover or armor dice.  


 

The Gambler

For the adventurous, the intelligent, and the gifted, the Gambler is a perfect fit. Curious children who speak the truth as they see it and think quickly on their feet are the Icon’s protégées. The Icon is often pictured as a little girl stretching her hand towards you, the eyes under her bangs urging you to take a risk, to roll the dice. Myth and folklore across the Horizon usually describes the Gambler as a trickster, such as in the forms of the Laughing Hyena on Algol, King Macaque on Mira, or as juggling tarrab. The darker aspect of the Icon is surrounded by stories of monsters and the dark between the stars. On Mira, one incarnation of the Gambler is the Ensnarer who comes for the cowardly and the weak that are afraid to take risks in life. The Gambler appreciates simple offerings, such as dice, Gambler cards from an Icon deck, or a mug of wine or some other kohôl. Lingering memories from the Long Night speak of goat blood sacrifice, and ever fouler things.  

Icon Talent

You are incredibly lucky and can choose an automatic critical success on a skill test of your choice. It counts as if you had rolled three sixes. If it is an advanced skill, you still need a level of at least 1 in that skill to activate the talent.  


The Judge

The Icon of the Judge is commonly depicted as an elderly matriarch with a solemn countenance and a sword at her side. Her realm revolves around the concepts of justice and the rightful dispensation of punishment, which accounts for her name. In the early myths surrounding the Icon, she was referred to either as The Blind or the Warden. Many believe that it is the Judge who presides over the afterlife, often pictured alongside the Gambler and holding a pair of scales. An iconic mosaic found in the Sarras temple on Menau portrays the Judge alongside the hyena-headed Gambler, who attempts to mislead the souls of the departed.  

The Martyr Aspect

Among the various facets of the Judge, the Martyr holds particular significance, especially within the Order of the Pariah. The Martyr embodies the acceptance of unjust punishments, as exemplified in the story "The Woes of Chigas." In this tale, the Martyr willingly takes Chigas' place when faced with Kahaz, the monstrous being of the deep, about to devour her. The Judge's desires are simple—a confession of one's transgressions, a sincere sense of remorse, and a commitment to penance. While flagellation in honor of the Martyr is deemed appropriate under specific circumstances, it remains a practice predominantly upheld by the Order.  


 

The Deckhand

The Deckhand is usually portrayed as a tired boy holding a broom or a switch key. The Deckhand can bless homes, ships, and stores, if they’re well-kept and the right offerings have been made. The Deckhand protects the unfortunate as the folklore always depicts the Icon sharing their fate – tricked out of a well-earned reward. Some stories describe the Deckhand a bit differently, as a rascal that disturbs commerce, destroys electronics on ships, or makes sure the shelves in the shops are dusty and crooked. This aspect of the Deckhand is called the Waba, or the Fox. The best sacrifice to the Deckhand is a well-kept shop, balanced accounts, and meticulous service to one’s ship. In the chapels, a common offering is to wash the altar of the Icon and read a fairytale for the tired boy.  

Icon Talent

If your ship drops to zero Hull Points or Energy Points, you can restore D6 points of either kind instantly. This requires no action from you – it is the Icons intervening on your behalf.  


 

The Merchant

The portly Merchant, an older man dressed in embroidered silk robes, is the Icon of prosperity, forward thinking, and success. The kind and generous side of the Icon is often depicted as an elderly, smiling woman giving alms to the poor. She is revered by colonists who live off the land and plantation owners and farmers who pray for a good harvest. The darker side of the Merchant is the Miser who can be found in caricature form in many plays and holo-dramas. The Miser has an insatiable lust for birr, precious stones, and power, and is oblivious to the consequences. Commonly, a sacrifice to the Merchant is birr (although sometimes gold leafed sugar birr) or fancy raw materials, delicacies, or cut crystals.  

Icon Talent

You can find a favorable loan enabling you to purchase an expensive object or a ship module. The loan must then be paid back within the agreed upon timeframe.  


 

The Lady of Tears

The Lady of Tears is a multifaceted Icon, embodying both sorrow and redemption. Her followers believe in the transformative power of tears, both in mourning and in healing. The Lady of Tears is often invoked in times of great loss and during moments of profound personal change. She is pictured often as a middle-aged woman wearing a white saree and holding a solemn expression on her face.  

Icon Talent

You can get back up after having been broken by damage or stress, and are immediately restored to 1 HP or MP. Alternatively, you can choose to ignore the effects of a critical injury when you suffer one  


 

The Faceless One

The Seeker among the Icons is never pictured within the Church of the Icons. In temples and on Icon walls, there is instead an empty place or alcove, or an asymmetry in the placement of the other Icons. Not so long ago, many did not even know of the existence of the Faceless One, but the rise of the Church of the Icons changed that. On the stage, the Faceless One is portrayed as a masked figure all in black that sneaks about the set, rearranging the props and giving or taking away objects from the actors. The most common aspect of the Icon is the Shadow, although for a long time many thought of it as an evil spirit rather than an Icon. The Shadow brings madness by luring the soul out into the dark between the stars. The anonymity of the Faceless One makes for few sacrifices in its honor, except by those who have known and revered the Icon for a long time, such as the Black Lotuses of Ahlam’s Temple or the Karvor nomads in Aigi, Uharu. A proper offering is often a mask, black or white stones, or a drop of blood from the believer. Unsubstantiated but persistent rumors claim that certain unsavory cults on Mira and Dabaran worship a perverted aspect of the Faceless One with human sacrifice to quench the Icon’s thirst for souls.  

Icon Talent

Fate is on your side, giving you the benefit of getting to change a single, concrete detail in a scene more to your favor. It must be something that has a cosmetic or indirectly helpful effect – you cannot make an enemy disappear, but you can decide that there is a knife within reach, or that a window has been left open. The GM has final say on what is possible to accomplish with the talent. Remember, you can only use the talent once per session.