The nations do not call these gods, and neither should you. A Power is a standing account: a force of the Meridian with its own country, its own signs, and its own exacting sense of what is owed. Six are old as the grass. Three were born inside living memory, from the wound — and even the Covenant argues about what to do with those.
◉
Grandmother Below
The land itself • springs, roots, the deep dark
The oldest account of all. Every mine is a wound in her; the First Gravesmoke, the nations say, was simply her exhaling through the hole Mercy Bell drilled in her lung. She is not angry. Anger passes. She is keeping track.
- Signs
- Tremors before betrayals; springs that rise where kindness happened.
- Manners
- Fill what you dig. Spill no blood in first-water. Thank the hole before you leave it.
- The Hook
- A character who genuinely heals a wounded place — seals a bad mine, replants a stripped hill — may clear 1 Doom.
❉
The Grass That Walks
The thunder-herds • abundance, motion, the horizon
Not one animal and not many: the herd itself, the moving weather of hooves that fed the plains before the hide men came with their wagons of numbers. Fences insult it. Slaughter for count alone enrages it. It has begun, lately, to walk at night in places the herds were finished.
- Signs
- Dust on a windless day; grass bent in a circle the size of a nation.
- Manners
- Never take the first animal. Never take the last. Use the whole of what you take.
- The Hook
- Hunters who keep its manners never starve on the plains; those who broke them are found by the First-and-Last Bull.
☺
Old Man Laughter
The Meridian's trickster • rules, and the breaking that teaches them
The core book warned you about laughing coyotes. This is whose laugh it is. He is the reason the dice have a Devil's Grin and a Snake Eyes, and the nations note — with visible weariness — that he considers both of them his. He is not safe. He is, occasionally, on your side, which is worse.
- Signs
- A coyote that waits for you to notice it. A plan that works for the wrong reason.
- Manners
- Laugh at yourself first. Never claim a story that is not yours.
- The Hook
- Once per session, the Guide may turn any character's failure into a success that is much funnier and slightly worse.
✦
The Star Road Sisters
Seven star beings • navigation, orphans, the lost
Seven sisters who walked into the sky rather than be counted in a census, and who have looked after the miscounted ever since. Every nation tells the story differently and all of them are right, which the Sisters find efficient.
- Signs
- Seven lights where six should be; a lost child arriving home fed.
- Manners
- Feed strangers' children. Never navigate by a star you have lied under.
- The Hook
- Under a clear night sky, travelers who can name all seven Sisters cannot be lost until dawn — by road, grief, or glamour.
∿
Rattle-in-the-Dry
Snake power • warning, medicine, the threshold of death
The oldest doctor in the Meridian and the most honest: everything it gives can kill, everything it withholds can heal, and it always, always warns first. The Rattle Healers keep its practice. The Moon-Eater Cartel once tried to milk it for product. The Cartel does not discuss what it got.
- Signs
- A rattle heard by only one person in the room. Shed skin on a doorstep, neatly coiled.
- Manners
- Heed the first warning. Never kill a snake that warned you.
- The Hook
- A character who spares a warning creature gains a Boon on their next roll against poison, venom, or ambush.
◎
The Weeping Stone
Grief and memory • the Salt Mother Flats
Somewhere on the white flats stands a stone that has kept every tear ever cried in the Meridian, catalogued, in order. The salt preserves sins, the core book says. The nations add: and the Stone preserves the sorrow, so that no grief, however inconvenient to history, is ever actually lost.
- Signs
- Salt crystals forming in the shape of a face you buried.
- Manners
- Mourn properly, at proper length. Never mock another's dead.
- The Hook
- Mourning done truly at camp restores double Nerve. Grief mocked in its country costs 1d6.
⚙
The Iron Child
Born the day the first spike was driven • the wound, dreaming
A new Power, and nobody voted for it: half locomotive dream, half the ghost of every orphan the rail camps made. It is growing up fast and alone inside the Iron Line, and it has started asking the Old Roads questions like a child asking about its parents. The Covenant is split: kill it in the crib, or raise it right. Both factions are terrified of being wrong.
- Signs
- A train whistle with a question mark in it. Small handprints in engine soot.
- Manners
- Unknown. It is learning manners from whoever talks to it. Consider what that means.
- The Hook
- Sabotage of the Iron Line draws its attention (+1 Doom); kindness shown to rail orphans draws its gratitude, which is stranger.
☉
The Starving Season
Born from the slaughtered herds • hunger with a schedule
When the hide men shot the herds down to bone-piles for the counting, the hunger they manufactured did not disperse. It gathered. Now it arrives like weather — a season that visits towns built on the killing grounds, and eats exactly as much as was wasted. It is not a monster to fight. It is a bill.
- Signs
- Full larders that weigh nothing. Cattle that stop eating and watch the horizon.
- Manners
- Waste nothing where it walks. Feed anyone who asks.
- The Hook
- A settlement that feeds every stranger for a season is skipped. The Guide decides what the local cattlemen think of that arithmetic.
☯
The Two-Rut Road
Born under the wagon trains • the road that wants to be walked forever
A million wheels praying the same prayer — farther, farther — wore it into being. It is the newest Power and the most American: a road-spirit that loves motion, hates arrival, and quietly unpicks the fences, deeds, and town limits of anyone who swears they are done traveling. The nations find it hilarious and a little sad, like most things the settlers made.
- Signs
- Your destination is one day farther than yesterday. Boots that will not wear out.
- Manners
- Never say “we're almost there.” Leave something at the trailhead for the next fool.
- The Hook
- Sworn wanderers gain a Boon on travel rolls; anyone who announces retirement within its hearing should start rolling travel events again.
Keeping Accounts
The Powers do not grant spells and they do not answer prayers on schedule. They notice manners, and they keep accounts. Mechanically: when a character keeps a Power's manners at real cost, the Guide should pay it back in Boons, omens, clear roads, and the occasional cleared Doom. When a character breaks them, the Guide should not roll dice about it. Bills in the Meridian always arrive; the dice only decide the postage.
The turquoise-marked Powers are the newborn ones — forces the wound itself created. They have no old manners, which means every table that deals with them is writing the etiquette that the whole Meridian will inherit. The Guide should treat this with the weight it deserves: your players are raising these things.