The Sins

The Sins are a recurring evil entity within the world of Reverie, whose first documented appearance began the era of recorded history. It is heavily theorized that the Sins have been around for far longer than what is recorded or known, though attempts to divine the past or speak with entities older than the recorded year returns muddled information inconsistent with other information found.

Rising of the Sins
The tale of the Sins first emergence into Reverie reads much like a fairy tale, with the description of each Sin simple depictions of men, beasts, monsters and dragons. The first outsider arriving on Dreamer's Respite via the Ferryman serves as a reminder to be cautious around these beings who terrorized the continent for the first 500 years of history. It is estimated than a combined effort of no less than a hundred adventurers were needed to shift the time of the First Rising to the worlds first era of peace at the fall of the last Sin of Pride.

The world thrived during the next hundred years without the oppression of the Sins, allowing many towns and settlements to form away of the safety of large communities like Charon, Old Bedlam and the Jade Wood. During this time the natives progressed quickly following the footsteps of the arriving adventurers advancements in magic, technology and even religion of beings from the outside world of Golarian. The peace did not last however, as from seemingly nowhere and with no definite trigger, the Sins returned to the world again.

Capabilities
Each of the Sins operates individually of each other and their ultimate goals don't ever seem to align, as noted by the Heroes of Bucolic's triumph at the Second Rising a mere six years since it began. The scholar of the heroes, Griniek, noted down the majority of what is known about the sins today, and methods needed to vanquish them. All Sins were noted to have near immortal resilience to physical damage and unfathomable resistance to most known forms of magic. Most were noted to have at least one key artifact tied to their being that could decipher how to defeat them, though their written weakness in prior ages has been known to adapt or become obfuscated, making each new Rising more dangerous than the last.

All Sins were noted to be able to grant power to both natives and outsiders of Dreamers Respite, though very few instances have been noted where this influence came without a steep and unfortunate price to those who accept it. The Sins have been known to have intense emotional responses given from natives of Reverie, to an unusual extent compared to adventurers that arrive with the Ferryman.

Known to be primordial beings with an unwavering purpose, the Sins have also been known to change forms and even personalities between Risings, potentially shifting into an entirely new and deadly entity or altering themselves to mimic the appearance and personality of someone or something strongly tied to them.

Greed
The first sin to make an appearance on Dreamer's Respite, it is told that all of the metals, ores and gems acquired by the natives were demanded as tribute. All recorded depictions are of a massive dragon atop a mountain of wealth, the pile lacking in gold as the entity would adorn themselves with it seamlessly among their scales. Greed is known to be metallic gold in color, with a singular large horn at the end of their snout. Their features changed at the Third Rising, featuring a less muscular build, a pair of horns behind their head while lacking the horn on their snout, and with an increasingly volatile attitude and sudden mastery over divination magic. The Sin of Greed has incredible stamina, capable of flying, sprinting and swimming with no conceivable limit of time. They've been known to carry vast amounts of weight in treasure and precious minerals beyond what even a dragon should be capable of, giving the belief that they have an ever increasing strength dependent on the wealth in their possession. Their ultimate goal seems to be to acquire wealth, with tactics ranging from subtle political strong-arming to intimidation via precise destruction of property. During the third rising their demeanor abruptly shifted, as the dragon would reap senseless destruction only to claim the melted treasure from the ashes.

Followers
Despite their golden appearance, most of their influence is depicted by the symbol of a cracked silver mirror held by those who swear fealty. Such followers are usually branded with a molten silver mark on the end of each shoulder, with expectations to serve and gather wealth for their master. During the era's of peace, dutiful worshippers would amass wealth to give to this Sin at the next Rising. Typically evil aligned Kobolds and Orcs find themselves worshipping Greed, with the belief that embracing this sin will grant them greater power beyond their forms. Those blessed by Greed's mark tend to have increased resilience beyond their races normal parameter's, making worship especially desirable to Kobolds neighboring greater hostile powers.

The mark of Greed's blessing since the Third Rising has changed drastically from the previous era, the silver metal now covering entire limbs to even the whole body of those branded. Worshipers of Greed have dwindled during this age, as those branded are usually left mindless puppets working seamlessly under the dragon's directions. When Greed fell at the end of the Third Rising, it was found those blessed had been transmuted into pure lifeless silver.

Lust
The most mercurial of Sins, Lust most often appears as a black-haired woman with subtle snake-like attributes and exceptional beauty. Highly elusive and unpredictable, Lust can be said to be extremely chaotic in nature. She mostly avoids combat, but to protect her thralls or defend herself, she will turn into her true form, a massive hybrid of a black dragon and snake.

Generally, Lust wanders the world in search of people compatible with her potent curse. She finds those who are truly passionate or loving, and grants them the power to act upon that passion, turning it into a mad, often destructive, obsession. The repercussions of this curse are varied, but it often creates large-scale disasters or affects the inhabitants of the area where the cursed individual is. Examples include a woman passionate about flowers turning an island into a sprawling jungle of immense flowers, rendering agriculture and life difficult, or a child who loves the wind and freedom creating a catastrophic hurricane.

The curse
Lust's curse is complex, and can react differently for different people. It has three main effects:


 * 1) The cursed individual gains powers gradually over time, related to their deepest desires, and the means to accomplish them.
 * 2) They become numb to the effects of their actions, slowly losing grip on reality and focusing only on their obsession. This means cursed individuals often do not realize they are causing harm.
 * 3) Once the curse is sufficiently developed, the victim loses their sense of self. It is at that point Lust comes back to take the individual...

It is unknown what Lust does with her large collection of entranced people, but it is suspected she brings them back to her own plane

Lust's demiplane
Lust is able to teleport herself to a small dimension of her own creation. Similarly to a divine realm, it is difficult to access by normal means. The plane has been described as "an endless sea of black snakes, with a blood red sky so mesmerizing I almost forgot why I existed." Few people have returned from that place.

Envy
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Pride
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Gluttony
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Sloth
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Wrath
The final sin to make their appearance on Dreamer's Respite and also the first to fall, Wrath is the most confrontational of all of the sins engaging in war and bloodshed almost immediately upon their arrival. Their depiction is that of a fallen angel wrapped with sanguine ribbons holding a crimson dagger capable of cutting through anything, whose bloodstained feathers project bristles as sturdy as sky metals and sharp as demonic forged steel. They stand roughly ten feet tall and enter combat with a cold fury, typically targeting the last one to strike them.

Being the first sin slain, it is said that the others fell to weapons crafted from Wrath's feathers, with the First Rising's Sin of Pride falling at the hands of Wrath's own dagger Cicatrix. The dagger was secured within a vault inside of Old Bedlam in the year [TBD], though it was found missing in the year [TBD] around the [event TBD]. Wrath infused weapons, while a key to ending the First Rising also proved to bring hardship in the coming years, as they were coveted and hoarded by warbands and tyrants using them to wage smaller wars during the first era of peace. Strangely enough, through each Rising the sin of Wrath has been known to target Charon almost exclusively in comparison to other settlements.

Followers
Wrath has not thrived for long enough to amass many humanoid followers and is not known to any boons upon those who fight in their name. Orcs have been known to wrap themselves in blood soaked straps of cloth in their likeness, believing that their strength was granted by this sin but this has yet to be proved true. During the First Rising, Wrath lasted a short ten years since their introduction, the shortest period of the seven Sins, though with each rising they would appear with a beast equal in power to their own but hundreds of times their size. During the second rising, what Charon had established was nearly brought to total ruin by the appearance of a Thunder Behemoth seemingly under the angels control. With each rising, the behemoths returned with another added in their ranks, the Tempest Behemoth seen during the Third rising, and the Thalassic Behemoth during the Fourth. Following tradition, Wrath was the first sin slain during the most recent era, with a number of their feathers now in circulation and their dagger missing.