Formal creeds serve to challenge players and delineate circumstances which may warrant extra rewards (such as Character Weaves) for their game-play. Converse to rewards, to not act upon the precepts of a sworn credo is an act of defined Transgression and may require Atonement. Powerful entities or powers can inflict Marks of Impact – a Taint upon the Aura of the target – that reflect the fundamental Creeds.
Virtuous entities enjoy the sharing fun, the bond of trust, feelings of appreciation, value, and esteem. To not act upon these precepts is an act of defined Transgression and may require Atonement. They understand the value of community and friendship and act with magnanimity to encourage and protect both. Such actions are pleasing to virtuous entities and like all beings, virtuous ones will have those they especially hate for whatever reason and focusing their activities to protect against them will bring great satisfaction. Their aims and goals are almost always beneficial to those close to them, and behavior will range from outright love and devotion to quiet vigilance. Those of this view are much more likely to give their sworn word. Virtuous glory is reveling in teamwork and reciprocity.
The types of Vows those of the creed are likely to make:
Angels are virtuous entities. The ephemeral Dreamlands embody the precepts of virtue.
Powers which promote community, safety, stability, law, hope, contentment and harmony, provide help/assistance, speak language/make friends/understanding.