What is a Grace?
When a spirit completes its travel through the spheres following a particularly auspicious life, it is reborn as a grace upon the world. A blessing from the spheres and a sign that humanity is on the right path. Or so the doctrine goes.
These Graces are humans born with traits, both physical and emotional, that are linked to the legends and mythos of the spheres. They are generally seen as good omens, although depending on your circumstance, perhaps not.
Many Graces pursue lives that fall in line with the heritage of their previous lives, not that they remember them any more than anyone else. Others see their Grace as an attempt to control their destiny and act contrary to expectation. Above all, Graces are their own self, blessed by powers beyond their knowledge, but still themself.
In play, Graces represent a human-adjacent option for players who want to play something more magical and in tune with the world of Concord. They don’t provide any mechanical benefit, but do provide some costume prompts and roleplaying guidelines to help the world come alive. Sometimes there may be events during the game that target specific Graces.
Each grace has a set of Major Trappings, Minor Trappings, and Roleplay Requirements. Major trappings are non-optional and are the baseline costume requirements for playing a Grace. Minor trappings are optional and provide additional inspiration for a Grace costume. Roleplay requirements are the common personality traits of a certain Grace. These are difficult to enforce, but should be seen as non-optional as much as possible.
See Concordian Church of the Divine Spheres and Spheric Beings for more information..
Challengers - Graced By Anarch
“Do I look weak, foolish or unprepared?! Well you have proven yourself all three by stepping up to stop me!”
Bold, brash and unafraid to tackle challenges head on, Challengers are a constant thorn in the side of anyone they call their enemies, or really anyone who likes to see things go to plan. Infused by the power of Anarch, Challengers storm through life, throwing themselves at everything they see, if they are rebuffed it is a great learning moment, one of respect and growth. If they conquer their dangers, then it was but one more step on their journey to Glory.
Having a Challenger as your friend is to be caught up in the wake of an avalanche of a person, who never takes no for an answer in the chaos of life. Having a Challenger as your enemy is to be opposed by a force with all the subtlety of a forest fire, but also all the destructive power.
Major Trappings
The Flame Within
The skin of a Challenger can barely contain the fire that burns within them. Their faces, hands and exposed skin are criss crossed by burning scars and flame.
Minor Trappings
Burning Eyes
Some Challengers are well known for their burning eyes, often in a bright red or orange colour.
Phoenix Feathers
Some challengers grow red or yellow tinged feathers among their hair, particularly near the temples.
Ashen Sockets
The eyes are windows the soul, and the sockets around the eyes of a Challenger are sometimes burned to a crisp. Ashen colouration around the eye is not uncommon, similar to that of burned paper or cloth.
Roleplaying a Challenger
Challengers are Bold
Put simply, a Challenger will often set their goals high. To become the greatest warrior, the richest merchant or the most beloved Bard is their ethos.
Challengers are Brash
Challengers see no purpose in hiding themselves. They cannot be contained. As such they can come across as a lot. While not incapable of subterfuge and subtlety, they are not inclined towards it.
Challengers are Brave
A life of tackling the world head on leads to more than its fair share of defeats. As such Challengers have little fear of failure, seeing it as the price of growth.
Challengers respect strength
To be defeated shows that you are on the wrong path, and the flood of your life should flow around it. When Challengers are defeated they often react with respect, adoration or acknowledgement, rather than petulance.
Challengers care
While they can seem self-centred, Challengers love the world they challenge themselves within, they love those that come with them on the journey through life and they often care deeply about the causes they find themselves within.
Alatar - Graced by Lumos
“You are not defined by your failures, just as I am not defined by my successes. We are defined by our souls, nothing else.”
Calm and well-mannered, Alatar are also dogmatic and unyielding. The Grace of Lumos marks them with a belief in themselves, in the righteousness of doing and in the hope of the world beyond most other mortals. Alatar are not loud and vibrant flames, or vindictive and cunning coldness. They are cold unshaking belief, they are scorching dedication, they are souls of hope.
To others, Alatar can be great supporters, loyal through and through to their causes. They can be beacons of hope, unflinching in the darkest times. They can be unstoppable foes, driven by an unseen force to oppose their enemies. Alatar are hope, judgement and peace.
Major Trappings
Pointed Ears
All Alatar are recognisable by their pointed ears, generally no longer than a few inches above the norm.
Minor Trappings
Spiral Patterns
Many Alatar have spiral patterns that can be difficult to perceive on their skin. Often in pale gold, white or silver.
Bright Eyes
Alatar eyes are said to glow, but often this is just the reflection off of white or golden eyes.
Powerful Demeanour
Such is their belief in themselves and their cause, it is rare to see an Alatar without their back straight and their head up. They prefer to speak clearly and with purpose.
Roleplaying an Alatar
Alatar are noble
High minded ideals, the hope of whole nations and truth appeal to the Alatar. While as prone to base enjoyment as much as the rest of us, they experience a greater drive for these nobler endeavours.
Alatar are dedicated
When an Alatar finds their truth, their cause and their hope, it can be very hard for them to be dissuaded. An almost religious stubbornness, but also a knowledge that they should be willing to change.
Alatar are careful
In tone, bearing and execution, the Alatar act with care. Care for perception, care for morality and care for results. They are not people prone to rash action, to assumption or to thoughtlessness.
Alatar respect tradition
The ceremonies, ideals and history of a people are close to the souls of the Alatar. They are the beliefs and hopes of those who came before us and should be respected for the artifacts that they are.
Alatar believe
Above all, Alatar Believe. They put their souls into their work, they put their spirits into the being and keep it secure behind their civility.
Einherjar - Graced By Arcadian
“I am more steel than your sword, more iron than your blood and more metal than your courage. Follow me or be buried by me.”
Straightforward and wrathful, Einerjar graced by the power of Arcadian are courage incarnate. Glory Hounds, warmongers and champions, these Steelborn are indefatigable in their pursuits and prone to excess in all things. For everything have they fought for and tore from the world with their hands and spirit.
Never content to lose, Einherjar are relentless, throwing themselves at the world until it breaks under their feet. But they are not without honour. For each Einhjar values self knowledge very highly. Knowing what lines they will and won't cross, knowing what makes them a true champion and what makes them mighty is dependent on the individual, but they are driven by this internal ethos.
Major Trappings
Rams Horns
All Einherjar are recognisable by their curved pair of horns that jut from their skulls. Similar to the style of goats, rams or bulls, they are always curved and often with ridges or fluting. They are either bone-coloured or metallic and do not branch.
Minor Trappings
Skin of Steel
Some Einherjar have patches of steel skin present, often in large block patterns such as bands or lines.
Blood of Courage
The veins of Einherjar have a tendency to bulge under the skin when they are aggravated or energised. As such, many Einherjar have permanently prominent veins, particularly in their necks, temples or back of their hands.
Roleplaying an Einherjar
Einherjar are courage
The courage of an Einherjar is deep seated, it is part of their being. They will not be defeated, for they will never give in. They need not be reckless, but all retreats are reluctant.
Einherjar are wrath
Einherjar respond to difficulty with anger, be that burning bright and violent or smoldering deep and furious.
Einherjar are glorious
Prone to display of grandeur, Einherjar are big personalities that have an abundance of pride.
Einherjar respect power
Einherjar are champions and they respect those who are on the same path. Those that demonstrate their ability to be unmoved in their pursuits are well liked by the Steelborn.
Einherjar are mighty
In all, the Einherjar are strong, dedicated and heroic. The things tales are made of. However when failure is unstoppable, many Einherjar struggle to accept it, suffering losses to far greater extent than others, for it shatters their world so.
Aurum - Graced by Panoply
“Secrets are like gold, they shine bright and get your attention, but they’re really only worth something to someone who cares.”
To be Graced by the Sphere of Gold and Ambition is a lofty calling. You are positioned to be the snake in the grass ready to strike, the spider in the web pulling the strings, the actor on stage holding the moment and the politician in the council with the winning words. A mighty pressure that could bury most, save the most ambitious.
It is good that the Aurum are more than worthy of this calling.
Vain, gregarious, intelligent and secretive, Aurum are wonderful party guests, entertaining friends and deadly foes. They are not driven by a calling for power, a lust for war or a need for prominence. They are simply the greatest players of the greatest game.

Major Trappings
Gemblessed
Aurum are marked by the crystal gems that grow in their flesh. Rarely haphazard, their gems grow in symmetrical patterns often in places of prominence such as the forehead, cheeks or temples.
Minor Trappings
Labyrinth Patterns
The image of the maze holds a special place for the Aurum, who appreciate its beauty and secrets.
Colour
More than most, the Aurum value brighter colours. While not spreading outside the style of the home realm, they will likely be some of the more colourful members of that realm.
Roleplaying an Aurum
Aurum are Cunning
To know things and to enjoy that knowledge is common in all Aurum but they particularly value knowledge of use. To them, a book is a gift and gossip is a treasure.
Aurum are gregarious
While Aurum are cunning social agents, they are not always on. Aurum are talkative, encouraging and funny, even when they’re not trying to get something from you.
Aurum are conniving
An Aurum always has their mind on the scoreboard. They are not often direct, rather the Aurum value well laid plans and brilliant execution.
Aurum respect wit
More than directness or prowess, the Aurum value wit. Being a quick conversationalist, a snarky loser or a quirky winner gets their attention.
Aurum are players
To win and lose, to play again, to be competitive and to look good while doing it. That is what the Aurum are.
Cervini - Graced by Cervitas
“Come now my friend, one more load of stone, one more battle and then we can drink in good company. Look, even the enemy is waiting for us. It would be rude to keep them waiting.”
The Cervini of Cervitas are rarely an unwelcome sight. Marked by their antlers and easy bearing, those Graced by Cervitas are the peacemakers, the shieldbearers, the architects and the commanders. To them, the greatest thing in life is to share it with others, and it is these relationships that you make that will define your legacy.
As such Cervini are great leaders, keenly invested in the wellbeing of those beneath them, but also great supporters, knowing that the whole is greater than the sum of its parts. Calm, kind and supportive, the Stags are known to be aggressively loyal, for their spirits are dedicated to their allies and honed to a fine edge against their enemies.
Major Trappings
Stags Antlers
All Cervini are marked by branching antlers from their heads. In some these are magnificent and wide, in others they may be small and practical or even broken. They are always at least present in some way. They are naturally coloured.
Minor Trappings
Grovemarked
Some Cervini are infused with life beyond their bearing, growing small leaves and vines within their hair.
Vines Throughout
While not a part of their Grace, many Cervini tattoo or paint themselves with vine patterns across their arms or necks.
Roleplaying a Cervini
Cervini are unity
Cervini have an internal drive towards group action. Rarely acting alone, they support those around them and have a tendency to bring people together, be that actively or passively.
Cervini are loyalty
While generally easy-going, a Cervini standing by their allies or seeking vengeance for betrayal is as dangerous as any Einherjar or Challenger.
Cervini are practical
Cervini enjoy seeing things done, in working at all levels of a task and muddling through regardless of setback. They dislike empty words, busywork or stalling for no reason.
Cervini respect their allies
Regardless of their sword arm, keen mind or spirit, a Cervini respects those they stand and work alongside. If they can be loyal, then a Cervini will be in turn.
Cervini are the whole
Deeply attached to the systems and groups they work within, the moods, hopes and triumphs of a Cervini rise and fall with their allies. They rarely seek personal glory but will stand victorious and triumphant with their allies.
Iarra - Graced by Stallia
“Everything worth knowing already exists, be it in the world or because of it. You just have to be willing to find it.”
The knowledge of all things is paramount to the Iara. These Graces are dedicated servants of knowledge, but also of proving said knowledge. There are not hopeless believers clinging to the past, but calculating scholars of the world. All that is true is to be known, protected and shared. All that is false is to be revealed, reviled and removed.
An Iarra may be a sword scholar, seeking out perfect martial technique. A tomb raider retrieving artifacts of the past. A scholar preaching the wisdom of new knowledge at a school. Most important in all of them is that they are not passive in their experience of knowledge, but active. They seek out new knowledge, they test it in the world and then share the spoils with others.
Major Trappings
Shimmering Scales
The skin of an Iarra is marked by beautiful and vibrant scales in a variety of colours. Really any besides black, brown or grey is valid. It need not cover all or even a majority of you, but it should be prominent and noticeable.
Minor Trappings
Snakeyes
Some Iarra carry the eyes of a snake as well, giving them a distinctly off putting visage.
Fanged Scholars
Pointed incisors can be seen on some Iarra, particularly on the upper canines.
Roleplaying an Iarra
Iarra are intelligent
To the Iarra, thinking something through and storing that knowledge for later use it non-optional. They are people of deep thought, of careful consideration and wisdom.
Iarra are driven
To learn passively is not enough, the discovery of new knowledge, the expansion of old fields, the preservation of great truths, this shows the driven nature of the Iarra.
Iara are critical
Much like Stallia, Iarra cannot abide a falsehood. While they are not so naive to never lie, deep seated misunderstandings and conspiracy are anathema to them.
Iara respect wisdom
Those people who are like them, who respect knowledge, who act with wisdom in all things are well respected by the Iarra.
Iarra are scholars
To learn, to protect and share that knowledge is the drive of an Iarra. Do not get in their way.