You are on page 1of 26

ana Project Studio is proud to present Authors: Mirko Failoni, Michele Paroli, Matteo Pedroni

Historia, a Dark Fantasy Renaissance Art Directors: Mirko Failoni & Michele Paroli
setting for 5th Edition populated by Game Mechanics: Davide C. Milano and Matteo Pedroni
anthropomorphic animals, who stand Cover Art: Mirko Failoni
against hardships and dangers in a Interior Arts: Mirko Failoni, Roman Kuteynikov,
feral and precarious world. Fabio Porfidia, Laura Guglielmo, Mauro Alocci
The heroes of Historia will explore Graphic and Template Layout: Michele Paroli
unknown lands, unravel plots and Historia Logo: Loris De Marco
intrigue and will be reforged by the fires of adventure. Something Proofreading: Ariel Vittori
ancient has been unearthed in the depths of the Pit, and now all
the Powerful in the world want their share of it! Adventure “Perilous Deliveries” by Davide C. Milano e
Matteo Pedroni
Historia is born from the collaboration between Mirko
Failoni (concept artist and illustrator for Vampire The All the content and graphical elements of this Quickstarter
Masquerade, Age of Sigmar, Pathfinder, Wraith The Oblivion, are preliminary and to be considered only as a proof of con-
Lost Citadel, and many others), Michele Paroli (author of cept of what Historia is meant to be.
Journey To Ragnarok, founder and lead designer of Mana
Project Studio) and Matteo Pedroni (one of the game ©2019 Mana Project Studio
designers of Journey To Ragnarok and upcoming CMON All rights reserved. Any reproduction of any material of this
Zombicide RPG). work without the permission of the author is forbidden.

The team listed here is just a part of the whole extent of

Quickstarter
professionals who will collaborate on the project.

1
ana Project Studio is proud to present Authors: Mirko Failoni, Michele Paroli, Matteo Pedroni
Historia, a Dark Fantasy Renaissance Art Directors: Mirko Failoni & Michele Paroli
setting for 5th Edition populated by Game Mechanics: Davide C. Milano and Matteo Pedroni
anthropomorphic animals, who stand Cover Art: Mirko Failoni
against hardships and dangers in a Interior Arts: Mirko Failoni, Roman Kuteynikov,
feral and precarious world. Fabio Porfidia, Laura Guglielmo, Mauro Alocci
The heroes of Historia will explore Graphic and Template Layout: Michele Paroli
unknown lands, unravel plots and Historia Logo: Loris De Marco
intrigue and will be reforged by the fires of adventure. Something Proofreading: Ariel Vittori
ancient has been unearthed in the depths of the Pit, and now all
the Powerful in the world want their share of it! Adventure “Perilous Deliveries” by Davide C. Milano e
Matteo Pedroni
Historia is born from the collaboration between Mirko
Failoni (concept artist and illustrator for Vampire The All the content and graphical elements of this Quickstarter
Masquerade, Age of Sigmar, Pathfinder, Wraith The Oblivion, are preliminary and to be considered only as a proof of con-
Lost Citadel, and many others), Michele Paroli (author of cept of what Historia is meant to be.
Journey To Ragnarok, founder and lead designer of Mana
Project Studio) and Matteo Pedroni (one of the game ©2019 Mana Project Studio
designers of Journey To Ragnarok and upcoming CMON All rights reserved. Any reproduction of any material of this
Zombicide RPG). work without the permission of the author is forbidden.

The team listed here is just a part of the whole extent of


professionals who will collaborate on the project.

1
Index
The World of Historia 3
Familae: Theri and Avians 8
The Felids 9
Other Species 11
Professions Preview 13
Magus 16
Merchant 18
Mortified 20
Venturer 22
Warrior 24
Fame, Factions and Careers 27
The Brotherhood of the Worms 27
Cartographer 29
Ventura 30
Spy 30
Optional Rules 32
Adventure: Perilous Deliveries 35
Act I: Salso Nero 36
Act II: Hunted 39

The World of Historia


Act III: The Plot 43
Epilogue 44
Appendix 45
Character Sheet 47
5th Edition OGL 48
housands of years ago, long before his- In the world of Historia, the characters play as characters
tory began to be written, even before it from the continent of Vesteria, a land of ancient traditions
was remembered, something happened and stratified culture, delving deep into the political turmoil
in the world of Gea and some of the caused by the discovery of relics of the past.
animal species living on Gea devel- They shall venture in the continent, meeting living leg-
oped anthropomorphic characteristics ends and shaping the politics of the kingdoms, or fighting
such as opposable thumbs and human- corruption and brutal wars in an attempt to survive the day.
like interests, infused with intellect
and able to discover and control the magical essence of their world. VESTERIA
Also called the Western Lands, the continent of Vesteria is
Era after era, age after age, these animals have erected civi- a large peninsula that emerges from the vast central conti-
lizations that dominated the planet with an elaborate social nent. Separated by an imposing mountain chain from the
structure, with at the base a handed down culture, tech- cold and endless White Desert, that grows throughout the
nique, magic, and power. East to the lands of the Khan’s Great Eastern Empire.
And now they have reached their own Renaissance. For these reasons, Vesteria has remained safe from the
Khan’s aim of conquest, developing its own cultural identity.
Today Vesteria is experiencing a flourishing Renaissance:

The World
4 5

The World
art, culture, study, and exploration drive a time of significant
growth and development.
THE GREEN PIT THE OSSARIUM
The Green Pit has a history of being disputed between the From the writings of San Mastodonte, which the Temple
But the pillars on which Vesteria is founded are quite
neighboring nations, by which it is surrounded in the West still considers apocryphal, the Book of Visions:
different. The law of the strongest has always been a guar-
and in the East. The Pit is a vast expanse as lush as it is
antee of balance in the continent. The search for power by
inhospitable, full of impervious mountains, large ancient “...The Martyr will find the place where the ancient Bones rest.
each contender has driven huge technological develop-
forests, waterways, and an unpredictable climate. But the He will see the majesty of the past, and the Cataclysm’s ruin,
ments: the heavy weapons and armor of the past have been
mountains hide large veins of minerals, the forests have the will see the mortal remains of his ancestors
replaced with more agile equipment, suitable for better war-
most majestic trees on the continent, and the waterways and the scars on Earth,
fare, that, with the introduction of the Black Powder, has
reveal golden secrets. The climate and the difficulties of will see the Mother, who at the last moment
been brought to a new level.
such an impervious territory, however, have prevented the is stretched out towards her Son.
The control of the elements and the forces of nature
Pit from becoming a completely civilized nation. Only a The Father, devoured by Gea as a sacrifice for our salvation,
is also a founding gear of Vesteria. Scholars of magic and
few settlements, miles apart, have managed to prosper: the be left in his eternal rest, so that he may continue to protect us.
alchemy are hired by the great powers to compete in the
Great Mining Cities and the Floating City of Salso Nero. From the heights of the shining stars, in his eternal struggle,
best possible way with their enemies. Each institution has
The Holy Kingdom and the Confederation have been in from the Day of Wrath, when Gea
among its ranks Magi and Alchemists, great scholars of
conflict since time immemorial to take hold of the resources will take back what belongs to her.
Magna Ars and Magna Scientia, precious advisors who lead
of the Pit, or to prevent the other from appropriating them. Take good care of those who will be clothed with holiness,
with their knowledge towards the best choices and solving
But in the Heart of the Pit, naturally defended by the sharp For the ungodly hides even where the whitest light is;
the highest dilemmas.
rocks of the Thorn lies the greatest secret of this land, a The Heroes be vigilant and firm in their will,
But the fate of the inhabitants of Vesteria seems more
place containing ancient wisdom and remains able to over- For the darkness of that hour shall also obscure the stars.”
than anything else linked to the power of the Faith. Not an
turn any belief in the Cross of Bones and the origin of the
imaginary representation of intangible powers, but a concrete
mysterious and powerful Relics, a place where the primor-
force that permeates every thing, living or not: the Miracle of
dial magic of Vesteria is more powerful than ever, a place
the Faith, made by Saints and Martyrs, of which today only
never discovered in millennia, until today: the Ossarium.
the ancient bones remain as relics, totally under the control of
the Church of the Bones, a powerful institution that controls
not only the spirits but also the bodies of its subject.
The Church of Bones rules over the Holy Kingdom, one
of the three nations of Vesteria along the Confederation of the Bones learns is that anything that can ever threaten the
the Free Cities and the wild Green Pit. principles and foundations of this system must be destroyed
without a trace.
THE HOLY KINGDOM
Faith is an immense power by itself. It is capable of uniting THE CONFEDERATION
people under the banner of ideals, hopes and... fears. But it The Confederation of the Free Cities is the westernmost
is when faith is not only an invisible and ethereal hold but a state of Vesteria, washed by the Great Waters on three of
power as superior as it is concrete, that whoever holds con- its sides, and formed by the political conjunction of various
trol of it holds absolute power. The theocracy of the Holy city-states and republics. The Free Cities elect a Confederate
Kingdom is based on this foundation. A kingdom without a Governor to carry out a policy of balance. Montetorto, where
king. Where the crown is no longer necessary in the face of the Great Alchemical Research Academy is located, Nova
the unassailable power of the Church of Bones, where the Marina, the city of explorers with its unparalleled merchant
noble vassals of Duchies and the Counties play a dangerous and military fleet, the City of Winds with its magnificent
game: to move the pawns of power among the highest levels works of technological ingenuity, are just some of the Great
of the ecclesiastical structure in order to bring a member Confederate Cities that show how Commerce and Culture
of his family, or an ally, to the highest level, that of the are the two pillars of the Confederation: or at least superfi-
un-crowned monarch who sits on the Chair of the Great cially. The battle for political control extends both externally
Temple of the Sacred Citadel of Nocheburg, who alone towards the other nations of Vesteria, and internally between
holds the power to decide on the souls and body of the the various Confederate capitals. Espionage, treason, cor-
faithful subjects of the Holy Kingdom: the Keeper of the ruption, lies, and greed. These are the real ingredients of the
Bones, the supreme vertex of the ecclesiastical pyramid of breeding grounds from which the flourishing Confederation
the Church of Bones. The first lesson that every Keeper of of the Free Cities of Vesteria sprouts.

6 7

The World
Familiae:
Theri and Avians The Felids
n Vesteria, the Western Lands, the
ach character in Historia belongs to continent divided between the
an anthropomorphic animal species Confederation, the Sacred Kingdom
with its own characteristics, abili- and the Green Pit, one of the largest
ties, and peculiarities. Historia does Familiae is that of the Felids.
not want to be a biology manual, Cats, Lynxes, and Pumas are famous
and various authorial freedoms and for their lightning-fast reflexes, agility,
interpretations have been taken to and grace of movement, a strong indi-
define categories and references. vidualism and an ever-watchful eye on their surroundings.
Creating a character, a player begins by choosing the Order,
between Theris, the mammals, or Avians, the birds. THE FELIDS
Then, the Familia, a grouping of similar Species that share some What follows is an alpha version of Felids’ stats, that players
common traits, and then they choose the Species, distinct by will have to follow to create a character belonging to the
unique traits, abilities, and looks. Felids Familia.

PLAYABLE FAMILIÆ Ability Score Increased. Your Dexterity score increases by 2.


In Historia players will be able to choose between different Age. Felids reach maturity around the age of 14 and
macro-races, called Familiae: from either the Order of the are immediately considered independent. They have an
Theris, inspired by mammals, or Avians, inspired by birds. average life of 60 years.
The Familiae are divided into different Species, each one Size. Your size is Medium. Height and weight depend on
of which it is widely diversified. the Species.
Claws. You can use your retractable claws to make an
THERIS unarmed strike, you are proficient in it, and it has the Individualism is the backbone of their society and there-
• Canines (Braccoid, Domes, Finesse property. fore, by analogy, of the whole Confederacy, where they
Hound, Molossus, Primogenes) Darkvision. Felids have an enhanced view in conditions of often hold better positions of power.
• Eulipes (Hedgehog, Mole, Shrew) darkness or dim light. You can see in dim light within 60 They are sometimes divided into small groups, usually
• Felids (Cat, Lynx, Puma) feet of you as if it were a bright light, and in darkness as if families, guilds or gangs, in a continuous struggle to sup-
• Likays (Coyote, Fox, Wolf ) it were dim light. You can’t discern colors in darkness, only plant their rivals, unscrupulous and without a care of their
• Mustades (Badger, Martens, Otter, Skunk, Wolverine) shades of gray. wrongdoings.
• Rodents (Beaver, Mouse, Porcupine, Rabbit, Squirrel) Nimble. You have proficiency in Acrobatics In the climb to profit and success, even the most insignif-
• Rumenses (Deer, Elk, Goat, Sheep, Taurus) and Stealth skills. icant one, if they have the right amount of cunning and cyn-
• Sautes (Boar, Pig) Stealthy Footstep. If you are not wearing heavy armor icism, they have the opportunity to overthrow the plutocrats.
• Urciones (Brown Bear, Racoon) or suffering Disadvantage to Dexterity (Stealth) checks This kind of conflict is also found within the wealthi-
from other sources, you roll them with Advantage. est and most numerous families and guilds: they all plot to
AVIANS Superfine Hearing. You have advantage obtain a monopoly on resources and influence.
• Ansers (Duck, Goose, Swan) on Wisdom (Perception) checks . The acute awareness of their surroundings, however,
• Aqueis (Crane, Heron, Ibis, Stork, Pelican Species. There are three Species of Felids: Cats, often translates into neuroses, paranoia, and delusions of
• Crobes (Crow, Hoodie, Magpie) Lynxes, and Pumas. persecution. Very sensitive eyes and ears are everywhere,
• Picisses (Robin, Sparrow, Woodpecker) and they could also be used as a perfect tool for finding the
• Rapax (Buzzard, Eagle, Hawk, Vulture) CATS most precious commodity: knowledge.
• Ruspes (Peacock, Pheasant, Rooster) Cats generally populate urban areas, are deeply involved
• Sautes (Boar, Pig) with society and economy and tend to have enough influ- Ability Score Increased. Your Charisma score increases by 1.
• Stryges (Barn Owl, Little Owl, Owl, Tawny Owl) ence to alter the local balance of power. Their dexterity Size. Cats range from under 4 to over 5 feet tall,
allows them to move quickly and unseen in alleys, roofs and and from 60 to 130 pounds.
chambers, and corridors of palaces. Speed. Your base walking speed is 30 feet.

Familae
Other Species
Affable. You have proficiency in Deception PUMAS
and Persuasion skills. Organized in nomad clans roaming the remains of the
Associative memory. The sensory and memory skills Confederation’s mountain ranges, Pumas form a society
of the Cats allow them to always find their way back of their own. They are employed both for the mercenary
to a place they known even after several miles militias of powerful cities and as muscle for hire in the
in unknown territories. “organized crime” of the countryside. The typical Felid In this section you can find an early version of some Species that
Vertical Reflex: When you fall from a height lower than agility, combined with their unique strength makes them you can use to create your first Historia characters. They have the
60 feet, and you’re not incapacitated, you can make a perfect climbers, adepts at hiding and disappearing among Familiæ characteristics integrated to be ready to play. Please note
Dexterity save with a DC equal to the number of feet the rocks, perfect as guerrilla fighters. that we are still playtesting them, and that they may change
divided by 3, and not suffer damage from falling if you The mountain clans care little about what happens out- before the definitive version of the game.
exceed it, or halve that damage if it fails. If you fall from side their lands and do not easily accept authorities other
over 60 feet, you can make a Dexterity save with DC 18 than their own. BARN OWLS
+1 for every 3 feet beyond the 60th, and halve the damage Besides, competition within the clans is as intense as in Ability Score Increased. Your Wisdom score increases by 2,
from falling if it exceeds it. Cats communities, but where their smaller cousins compete your Charisma score increases by 1.
Instinct: Vicious. Each cat has more than one vice: laziness, for wealth and power, the Pumas value strength and bravery. Size. Barn Owls stand between 4 and 5 feet and have
opulence, gluttony, lying. But every cat also tends to be Although many wish to take the mantle of the champion, slender builds. Your size is Medium.
selfish, to see itself above the others in order of priority. sage or chieftain, unfair means of gaining power are not tol- Speed. Your basic walking speed is 15 feet. Flying 45 feet.
erated. Pumas rely on their senses, smell above all, to watch Wings. You can’t stand still in the air and you fall if you use
LYNXES over the valleys from the top of the mountains, making it wings in any other way than flying. You can use wings for sim-
They generally live in rural areas: they are independent peo- almost impossible to enter these places unnoticed by their ple interactions with objects but you can’t easily handle them.
ple who love small calm communities and vast open spaces. stealthy wardens. Claws. You can use claws as a natural weapon to perform
They move easily and stealthily in the wooded areas: being an unarmed strike while you are flying. If hits, it deals 1d4
perfect gamekeepers and woodsmen. Ability Score Increased. Your Strength score increases by 1. + your Strength bonus slashing damage, unlike the normal
Lynxes have a certain predisposition to loneliness and Size. Pumas range from 5 to over 6 feet tall, and from 90 blunt damage of an unarmed strike.
a disinterest in the affairs of others that many take for to 180 pounds. Prehensile Claws. You have developed prehensile claws
omertà. Forming the bulk of the “mafias” in rural areas of Speed. Your base walking speed is 40 feet, climb 30 feet. with which you interact with objects in a simple way, you
the Confederation, they solve problems and the humble Improved Claws. Your unarmed strikes with the claws deal can handle them but can not be competent in the weapons
find in them protection from the bullying of the power- 1d4 points of slashing damage. grip or use tools with two legs at the same time. The char-
ful. However, it is never for free, as many lynxes ask for a Ferocious. You have proficiency in the Intimidation checks. acter needs at least one free leg to stand still on the ground extremely silent and does not produce the noise of wings.
tribute, first, and also practice forms of banditry, not always Leap. In order to calculate the distance that a Puma can or hanging on something. You have advantage on Dexterity (Stealth) tests to be not
under the best of intentions. Their sensitivity is perfect for cover with a jump, multiply 1 feet to double its strength Strong Intuition. You have advantage of Wisdom (Intuition) noticed while flying.
orienteering, to identify prey and predators and to follow bonus instead of the normal bonus. check when you need to know if there is something wrong Spectral. You have proficiency in the Intimidate skill.
tracks in the wildlands. Instinct: Every Puma tends to have to demonstrate its with a situation. Instinct, Grumpy. Barn Owl always finds anything to laugh
value and strength in every situation, and to claim its Sunlight Sensitivity. You have disadvantage on attack rolls at, even if it’s just for the sake of discussion, and even if it
Ability Score Increased. Your Constitution score increases by 1. merits, rights, and achievements. and Wisdom (Perception) checks that rely on sight when can get them into trouble.
Size. Lynxes range from 4 to over 5 feet tall, you, the target of the attack, or whatever you are trying to
and from 90 to 180 pounds. perceive is in direct sunlight. BROWN BEARS
Speed. Your base walking speed is 30 feet. Superior Darkvision. You have superior vision in dark and Ability Score Increased. Your Strength score increases by 2,
Adaptation to Cold. Lynxes do not suffer from the harsh dim conditions. You can see in dim light within 120 feet your Constitution score and your Wisdom score increase by 1.
weather conditions of winter or cold places and do not of you as if it were bright light, and in darkness as if it Size. Brown Bears are between 7 and 8 feet tall and weigh
consider snow-covered terrain difficult. were dim light. You can’t discern color in darkness, only between 300 and 350 pounds. Your size is Medium.
Keen Eyesight. You have advantage on Wisdom (Perception) shades of gray. Speed. Your basic walking speed is 30 feet. Climb 20 feet
checks based on eyesight. Your darksight extends up to 120 feet. Rear. Unlike other Avians, you can use your unarmed attack Darkvision. You have good vision in dark and dim condi-
Sturdy. You have advantage on Constitution saving throws. with claws even from the ground. To do it, you have to be tions. You can see in dim light within 60 feet of you as if it
Wild Spirits. You have proficiency in the Survival checks. prone but you don’t have disadvantage to the attack roll. were bright light, and in darkness as if it were dim light. You
Instinct: Lynxes usually mind their own business, Screech. Each creature within 6m must pass a TS on can’t discern color in darkness, only shades of gray.
whether they are alone or in trusted groups, but if a lynx Charisma with CD 10+ character competence bonus or Claws. You can use claws as a natural weapon to perform
is convinced that it needs to own something, there’s no become Stunned for 1 round. This ability cannot be per- an unarmed strike while you are flying. If hits, it deals 1d4
way to distract it from the goal, and it will commit every formed again until after completing a long rest. + your Strength bonus slashing damage, unlike the normal
resource to get it. Silent Flight. Unlike the other Avians, your flight is blunt damage of an unarmed strike.

10 11

Familae
Powerful Build. You count as one size larger when deter- WOLVES
mining your carrying capacity and the weight you can push, Ability Score Increased. Your Intelligence score increases by
drag, or lift. 1, and your Strength score increases by 2.
Superfine Smell. You have an advantage over olfact-based Size. Wolves stand around 6 feet and weight from 150 to
tests of Wisdom (Perception). 175 pounds. Your size is Medium.
Wild Spirit. You have proficiency in the Survival skill. Speed. Your basic walking speed is 30 feet.
Thick Skin. You reduce every nonmagical damage of 1, to Darkvision. You have good vision in dark and dim condi-
the minimun of 1. tions. You can see in dim light within 60 feet of you as if it
Watchful. You have advantage on Wisdom (Perception) were bright light, and in darkness as if it were dim light. You
tests and in your Passive Perception. can’t discern color in darkness, only shades of gray.
Wrestler. You have advantage on the roll made to Grapple Superfine Smell. You have an advantage over olfact-based
an opponent, and to Strenght checks to maintain the grap- tests of Wisdom (Perception).
pling. You also have advantage to shove a creature. Wild Spirit. You have proficiency in the Survival skill.
Instinct, Traditionalist. Bears love bears’ stuff. They like to Bite. When you have successfully entered a fight with a
repeat the same exact thing every day, eat the same things, creature you can use your reaction to make a bite attack
see the same places. Few things irritate a brown bear more on that creature. If hits, it deals 1d4 + your Strength bonus
than when his routine is broken, and they hate newness. piercing damage, unlike the normal blunt damage of an
unarmed strike.
PIGS Cruel Fame. You have advantage on Charisma (Intimidate)
Ability Score Increased. Your Constitution score increases by tests against creatures smaller than you.
2, and your Charisma score increases by 1. Pack Spirit. You can spend your reaction to get Advantage
Size. Pigs are between 6 and 7 feet tall and weigh between at the next shot to hit a creature within 1.5m of one of
300 and 400 pounds. Your size is Medium. your allies or give advantage to an ally against an opponent
Speed. Your basic walking speed is 30 feet. within 1.5m of you.
Peripheral Vision. You have a peripheral vision developed Strong Lungs. You do not suffer from exhaustion levels
up to 310 degrees, so you can’t be caught unprepared by caused by a lack of rest due to a long march or prolonged
attacks on your back. endurance effort.

Professions Preview
Poison Resistance. You have the advantage on Saving Throws Instinct, Pack. Wolves always believe in the greater good, the
against the effects of Poisoning, and you have resistance to pack in front of the individual, the ideal in front of the person.
poison-type damage. When they find a group to which they belong, they express
Superfine Smell. You have an advantage over olfact-based their full potential for the good of the group. Although it
tests of Wisdom (Perception). often turns into a desire for leadership over the group itself.
Gourmet. You always know how to find food, and you can
eat almost anything, finding tasty also what others con- rofessions in Historia portray the are to understand the cosmic laws with which to reshape
sider disgusting. growth of the character, how they fend nature, bring balance to the humor of the body and heal
Simple Anatomy. The Wisdom (Medicine) test made on for themselves, and their place in the wounds and diseases or recreate the essence of life itself. The
you, are made with advantage. societal order. Professions grant new great Wonders that Alchemy is capable of creating make
Solid build. You take advantage of the evidence not to be features through the levels, forming Alchemists a respected group, although its practitioners
pushed or grasped in the fight. the base structure that tells characters often result detached from and alien to the common folk
Instinct, Exceed is better than deficit. Pigs hardly resist and roles apart during fights, social who cannot grasp their way of life. Once the preparatory
excesses, in any form. Whether it’s ease, food, wealth or encounters, or explorations and can studies have been completed, an Alchemist changes his
power, when a Pig has a passion he can’t stop pursuing it.. be combined to offer interesting plot hooks. The characters, gath- name to one assigned to him by their teacher with a par-
ered by a common goal or a quirk of fate, will take on challenges, ticular alchemical meaning.
explore hostile lands, get involved with intrigue and plots or
discover truths capable of rocking the world to its core. • Philosopher: transmuting matter into its various states,
the quest for the Philosopher’s Stone
ALCHEMIST • Iater: bodily humor and health, the quest
The quest for universal truth invariably brings its pursuers for the Elixir of Long Life
to academic studies and the rigorous practice of Alchemy. • Vitalist: creator of Homunculus, the quest
In this, the goals of the Magna Scientia, the Great Science, for the Soul of the World

12 13

Professions
good use. There are many kinds of Merchants, ranging from • Healer: expert medics, they assist the weak and ill in
those who search for ancient artifacts or lost civilizations the Hospitali or wandering the world.
to the callous individuals dealing in forbidden goods or the • Inquisitor: armed branch of the Temple, who strike
cunning masterminds who founded empires on trade alone. down heretics and protect the doctrine from apostates.
• Prophet: one with the divine voices, they bring the
• Collector of Heirlooms: blurring the line between Word to the masses.
merchant and adventurer, they are constantly on the
lookout for rare artifacts or new trade routes SAPPER
• Smuggler: tied to the criminal underworld, smugglers The introduction of Black Powder did not revolutionize just
regularly deal with crime barons and often fence warfare. The destructive power of firearms had to be put
illegal supplies. in expert hands to be harnessed, and so the Sappers were
• Tycoon: gifted with a preternatural sense for business, born. Whether artisans or soldiers, Sappers know how to
their trade empires have marked their respective ages. push their creations to their limits, with some specializing
in using guns and others into constantly refining their craft.
MORTIFIED
A crude and yet extremely powerful form of Magic is that • Fusilier: expert marksman, renowned for their sharp aim
harnessed by the blood-soaked rituals of the Mortified. It • Destroyer: an expert in the new field of explosives,
shares nothing with the study of the principles that bal- controlled detonations, and area of effect ballistics
ance the world, like the practice of the Magus, nor does it • Technician: master craftsman, known for their
deal with alchemical formulae. The emotional trance the constant tinkering with weapons and devices
Mortified induce themselves into seems to make the World
bleed Magic, as their ritually scarred bodies lose lifeblood. SCOUNDREL
Sometimes, they leave the civilized world to lead an In the alleys of the Confederate cities or on the solitary roads
ascetic and solitary life, while others are zealots who dive under the branches of the woods in the Pit, a Scoundrel is
headfirst into spreading the gospel of whatever their beliefs always waiting, ready to ruin somebody’s life. Be it the theft
are. Some, even, those blessed few who have attained a of an important work of art to be fenced on the black mar-
deeper understanding of the world, are seen rousing crowds ket, the mysterious disappearance of a Consul or sensitive
MAGUS and converting others to their cause. Although the Temple information with which to shame an Ecclesiast, somebody WARRIOR
It takes ten years as the sole apprentice of a Magister to was forced to recognize and integrate them into their own gave a bag of coin to a Scoundrel to perform the deed. Taking up arms is common in a world where it might seem
receive the honors of the Novice and ten more to become ranks to better control them, they are seen under the light to make right even among civilized folks. Whether they
an independent Magus. A Magus studies how to channel of suspicion and worry. • Thief: sworn to theft and robbery, the thief moves march at the beat of the drum in royal armies, fight for
the threads of the world, to conjure incredible effects and silently in the shadows coin in mercenary outfits, spill blood for the amusement
harness the power of true Magic. Magi can specialize in • Ascetic: constantly questing for the stillness of spirit • Murderer: a deadly and silent killer of crowds in arenas or defend the Faith, often the sword is
the study of emotional and mental connections, the balance through flagellation and renouncing the mundane • Spy: affable and capable of infiltrating anywhere to one of the few alternatives to becoming a Priest that a poor
of Energy and Force, or how to combine natural elements. world. glean precious information family with many children can offer. Or, of course, a quick
• Fanatic: turns the pain in a mystic frenzy, bolstering route to power.
• Secret of Air and Earth their own magic. VENTURER
• Secret of Body and Mind • Holy One: rouses crowds into a frenzy and is capable In the wilderness, far from the cities, one could meet folks • Warlord: trained in the arts of discipline and strategy.
• Secret of Fire and Water of amplifying the effects of magic on others. who chose to embrace a hard life, riddled with life-threat- • Gladiator: a blood fighter in the pits, a deadly
• Secret of Light and Dark ening dangers and without the commodities of civilized opponent in close quarters.
PRIEST lands. Some chose to live in the great forests, refining their • Paladin: their Faith gives them unique strength and
The Temple of the Bone Cross forms Priests tasked with tracking, trapping and shooting skills, others walk the end- abilities.
MERCHANT enforcing the law and spreading the Word. Some special- less roads of the world, using stories as currency, while many
Commerce is one of the pillars of society, merchants the ize in the healing arts, to assist the poor and destitute with became pioneers fascinated by unexplored lands.
first to venture to the East and South, where they met new their Miracles, others are forged in doctrine and tempered
civilizations and their exotic goods. Merchants are affable in dogma to crush heresy and dissent, while others become • Hunter: a peerless tracker, expert in the matters of
and yet cunning people, capable of easily sizing up the per- prophets of their faith, walking the world in pilgrimage, their traps and ambushes
son they are talking to and putting that new knowledge to bond with the Divine stronger than even-tempered steel. • Storyteller: a wanderer, searching for stories to tell
• Explorer: a skilled pioneer in uncharted lands

14 15

Professions
Magus SECRETS
Choose a Secret, it indicates the sphere of magic knowledge
Level Proficiency Bonus Features Secrets Known Enchant Point in which you began to improve your ability in the Magna
1st +2 Secret, Spellcasting 1 2 Ars. You learn a new Secret at level 5th, 11th, and 17th.
2nd +2 Fundamental Mistery 1 6 Secret of the Mind
3rd +2 Metamagic 1 9
SPELLS KNOWN
When you chose this Secret you learn the Cantrips shown
CLASS FEATURES For example, if you know the 1st-level spell detect thoughts in the Secret Spell Known table and when you gain a level
As a Magus, you gain the following class features. and have 6 Enchant Points, you have to spend 2 Enchant in the chosen Secret, you learn the spells that indicate the
Points to cast the spell. Secret you chose at the correspondent level, as shown in the
HIT POINTS Secret Spell Known table.
Hit Dice: 1d6 per magus level Spell Level Enchanted Point Cost Cantrip: Eldritch Blast, Friends, Vicious Mockery
Hit Points at 1st Level: 6 + your Constitution modifier 1st 2 1st level. Charm person, Command
Hit Points at Higher Levels: 1d6 (o 4) + your Constitution 2nd level. Calm emotions, Detect thoughts
modifier per merchant level after the 1st 2nd 3 3rd level. Clairvoyance, Sending
3rd 5 4th level. Arcane eye, Confusion
PROFICIENCIES 4th 6 5th level. Dominate person, Scrying
Armor: none
5th 7
Weapons: Daggers, darts, slings, small sword, FUNDAMENTAL MYSTERY: TELEPATHY
quarterstaffs, light crossbows When you take the 2nd level in this Secret, you can send
Tools: one artisan tools at choice and one artist tool SPELLS KNOWN OF 1ST LEVEL AND HIGHER and receive telepathic messages to a creature who can
at your choice. You know two 1st-level spells from the Secret you chose. understand you within 60 feet. By spending 1 Enchant
Saving Throws: Intelligence, Wisdom When you gain a level in the chosen Secret, you learn the Point you can establish a telepathic link with a consenting
Skills: Choose two between Arcane, History, spells that indicate the Secret you chose at the correspond- person within 60 feet who stays for one hour. You can send
Insight, Investigation, Nature, Perception, Performance. ent level, as shown in the Secret table. and receive thoughts, feelings and with an action see what
the other person see. You use your spells on the person you
EQUIPMENT SPELLCASTING ABILITY have a bond with as if they were within range of the spell.
You start with the following equipment, in addition to the Intelligence is your spellcasting ability for your magus
equipment granted by your Venture: spells, since you learn your spells through dedicated study METAMAGIC
• (a) a little sword, or (b) a quarterstaff and memorization. You use your Intelligence whenever a At 3rd level, you gain the ability to twist your spells to suit
• (a) a component pouch, or (b) an arcane focus spell refers to your spellcasting ability. In addition, you use your needs. You gain the following Metamagic options.
• (a) a diplomat’s pack, or (b) a scholar’s pack your Intelligence modifier when setting the saving throw
• One artistic tool and one artisan tool at your choice DC for a magus spell you cast and when making an attack CAREFUL SPELL
roll with one. When you cast a spell that forces other creatures to make a
SPELLCASTING • Spell save DC = 8 + your proficiency bonus saving throw, you can protect some of those creatures from
+ your Intelligence modifier the spell’s full force. To do so, you spend 1 Enchant Point and
CANTRIPS • Spell attack modifier = your proficiency bonus choose a number of those creatures up to your Intelligence
At 1st level, you know three cantrips from the Secret you + your Intelligence modifier modifier (minimum of one creature). A chosen creature
chose. You learn additional magus cantrips when you learn automatically succeeds on its saving throw against the spell.
new Secrets, as it’s shown on the Magus table. RITUAL CASTING
You can cast a magus spell as a ritual if that spell has the SUBTLE SPELL
ENCHANT POINTS ritual tag and you have the spell between the ones you know. When you cast a spell, you can spend 1 Enchant Point to
The Magus table shows how many Enchant Points you have You don’t need to have the spell prepared. cast it without any somatic or verbal components.
to cast your spells of 1st level and higher. To cast one of
these magus spells, you must expend an amount of Enchant SPELLCASTING FOCUS
Point equal to the number shown on the Enchant Points You can use an arcane focus as a spellcasting focus for your
table in order to cast a 1st level spell or higher. You regain all magus spells.
expended Enchant Points when you finish a long rest, you
also regain a number of Enchant Points equal to 1 + the half
of your Enchant Points total after a short rest.

16
Merchant
CONTACTS
Level Proficiency Bonus Features Starting from 3rd level, your knowledge network guaran-
1st +2 Secret, Spellcasting tees you at least one contact from your sales network in each
city you visit. Once a day you can use this connection to get
2nd +2 Fundamental Mistery some information you wouldn’t normally have access to or
3rd +2 Metamagic some kind of advantage.
Ways and conduct are at the discretion of the GM.
To do this, the character must make a roll of Charisma
CLASS FEATURES EFFECTIVE PACKER (Convince) with a CD that varies depending on the type of
As a Merchant, you gain the following class features You perfectly know the art of packing and loading items In information or helps you are looking for:
order to calculate the load carried you can ignore up to 10% Information/simple help: CD 10. Information that is
HIT POINTS of your carrying capacity if you wear a backpack, just as you normally secret or in the possession of a few, help such as
Hit Dice: 1d8 per merchant level are able to arrange the load stowed in a transport vehicle advice, simple favors, temporary food, and lodging, etc.
Hit Points at 1st Level: 8 + your Constitution modifier beyond the maximum of its load capacity without adverse Information/difficult help: CD 15. Information that endan-
Hit Points at Higher Levels: 1d8 (o 5) + your Constitution effects. This capacity improves by an additional 10% to the gers the whistleblower’s life and of the utmost confidential-
modifier per merchant level after the 1st 10th level, and by an additional 10% to the 15th level. ity, help such as protection or a loan.
Prohibited information that may be of interest to very pow-
PROFICIENCIES RISE AND SHINE erful and dangerous individuals, prohibited objects or illegal
Armor: light armor When you get a 1 on the dice in a skill roll, hit roll or save requests for theft or murder.
Weapons: simple weapons, hand crossbow, shortswords, roll test, you can re-roll the dice and keep the new result,
strip-swords up to a maximum of times a day equal to your Charisma EXPERTISE
Tools: one artisan tools at choice. One game set. bonus (min 1). At 3rd level, choose two of your skill proficiencies. Your
Saving Throws: Charisma, Wisdom proficiency bonus is doubled for any ability check you make
Skills: Choose four between Deception, History, Insight, THE DEVIL IS IN THE DETAILS that uses either of the chosen proficiencies. At 10th level,
Investigation, Nature, Perception, Performance, Persuasion By 2nd level, you have learned to recognize the lifestyle you can choose another two skill proficiencies to gain this
and Sleight of hand of those in front of you simply by some superficial details. benefit.
You gain advantage of the tests of Intelligence (History),
EQUIPMENT Intelligence (Investigation), Wisdom (Intuition) and BUSINESS STYLES: RARITIES COLLECTOR
You start with the following equipment, in addition to the Wisdom (Perception) to obtain information about the
equipment granted by your Venture: accumulated riches, cultural traditions, known languages, BONUS PROFICIENCIES
• (a) a strip-sword, or (b) shortsword, lifestyles, quality of equipment and social rank of a creature When you specialize in the Rarities Collector at 3rd level,
or (c) any simple weapon that you can see, that you can hear or that you’re talking to. you gain proficiency with medium armor and with the
• (a) a diplomat’s pack or (b) an explorer’s pack whip. You also gain proficiency in the Survival skill and in a
• One artisan tool and one game set at your choice JACK OF ALL TRADES new language at your choice.
• Padded Tabard and a dagger Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that EXPERT EVALUATOR
CHARMING SMILE doesn’t already include your proficiency bonus. For any roll for a test of Intelligence or Wisdom (Intuition)
You have advantage on Charisma (Persuasion) skill tests to determine the property, quality or value of an object, con-
made to obtain discount on the goods you want to buy.. BUSINESS STYLE sider any result of 9 or less as a 10.
At 3rd level, you have defined your way of doing business,
specializing in a Business Style: Rarity Collector, Smuggler
or Tycoon. Your archetype confers privileges on the 3rd
level and again on the 9th, 13th, and 17th level.

18
Mortified Mortification ends at the end of your next turn if you have
not suffered damage since your last turn.
Proficiency Cantrips Spells Ordeals Mortification If you have any exhaustion levels you can activate
Level Features Ordeals
Bonus Known Known Level Damage Mortification at any time.
Mortification, Scoundel,
1st +2 2 - - - +2
Spellcasting, Unarmored Defense SCOUNDREL
2nd +2 Mortified Calling 2 2 1 1 +2 At any time, you can lose an amount of HP equal to your
3rd +2 Reward Through Pain 2 3 1 1 +2 character level. This can be used to activate Mortification.

UNARMORED DEFENSE
CLASS FEATURES SPELLCASTING ABILITY While you are not wearing any armor, your Armor Class
As a Mortified, you gain the following class features Constitution is your spellcasting ability for your Mortified equals 10 + your Dexterity modifier + your Constitution
spells, since you learn your spells through stress and the modifier. You can use a shield and still gain this benefit.
HIT POINTS emotions arisen from your corporal suffering. You use your
Hit Dice: 1d12 per mortified level Constitution whenever a spell refers to your spellcasting MORTIFIED CALLING
Hit Points at 1st Level: 12 + your Constitution modifier ability. In addition, you use your Constitution modifier At 2nd level, you hear the Call to follow to purify yourself in
Hit Points at Higher Levels: 1d12 (o 7) + your Constitution when setting the saving throw DC for a mortified spell you the path of Mortification. You can choose between Ascetic,
modifier per merchant level after the 1st cast and when making an attack roll with one. Fanatic, and Holy One. Your archetype confers privileges
• Spell save DC = 8 + your proficiency bonus + your on the 2rd level and again on the 6th, 8th, and 17th level.
PROFICIENCIES Constitution modifier
Armor: light armor, shields • Spell attack modifier = your proficiency bonus + your REWARD THROUGH PAIN
Weapons: simple weapons, flail Constitution modifier At 3rd level you know that sacrifice and pain lead to success.
Tools: none When you make a hit or save roll and get 1 as a result,
Saving Throws: Constitution, Charisma SPELLCASTING FOCUS you may lose half of your current hit points to consider the
Skills: Chose two between Athletics, Insight, Intimidation, You can use your wounds as divine focus for your mortified roll as a natural 20. The damage is necrotic, ignores resist-
Nature, Perception, Performance, Persuasion, Religion spells. You can cast spells only while you are in Mortification. ance and immunity and, as usual, allows you to activate
and Survival Mortification.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
EQUIPMENT When you reach the 2nd level, you learn two new 1st-level MORTIFIED CALLING: FANATIC
You start with the following equipment, in addition to the spells from the Mortified list.
equipment granted by your Venture: The Spells Known column of the Mortified table shows BONUS PROFICIENCIES
• (a) a mace, or (b) a warhammer when you learn more Mortified spells of your choice of 1st level When you choose this Calling you gain proficiency in
• (a) an explorer’s pack, or (b) a priest’s pack and higher. A spell you choose must be o f a level no higher medium armor, shields and martial weapons.
• A flail and a copy of the Tome of the Mortification than what’s shown in the table’s Ordeals Level column for your
level. You can cast spells only while you are in Mortification. RECKLESS ATTACK
SPELLCASTING When you choose this Calling at 3rd level, you can throw
MORTIFICATION aside all concern for defense to attack with fierce desperation.
CANTRIPS When you lose hit points you can use your reaction to enter When you make your first attack on your turn, you can decide
At 2nd level, you know two cantrips from the Mortified a state of mystical trance. to attack recklessly. Doing so gives you advantage on melee
list (for now you can use the Cleric list). You can change During Mortification, you gain the following benefits if you weapon attack rolls using Strength during this turn, but attack
the known cantrips every time you take a Mortified level. aren’t wearing heavy armor: rolls against you have advantage until your next turn.
You learn an additional cantrips when you reach the 5th • You have advantage on Strength checks and Strength
and the 11th level. You can cast ntrips only while you are in saving throws. SCARLET FURY
Mortification. • You can’t be charmed or frightened. By spending an Ordeal while you are in Mortification, you
• When you make a melee weapon attack using Strength, can use the bonus action to make an extra attack when you
ORDEALS you gain a bonus to the damage roll that increases take the Attack action.
The Mortified use their Ordeals as spell slots. The level of as you gain levels as a Mortified, as shown in the
the slot is half of the Mortified level, maximum 5th level. Mortification Damage column of the Mortified table.
The amount of Ordeals is shown on the Mortified Table. • You have resistance to bludgeoning, piercing, and
You ecover half of your ordalies each time you experience slashing damage.
a level of exhaustion. Recover all of them after a short rest. • You can cast Cantrips and Ordeal Spells.

20
Venturer BREATH OF NATURE
You concentrate on listening to the noises around you, you
Level Proficiency Bonus Features tune in to your surroundings and isolate your attention from
any distractions and take a deep breath. You have to remain
1st +2 Keen Senses, Natural Explorer, Valuable Information
concentrate for a minute and make a Wisdom (Survival)
2nd +2 Jack of all Trades, Improvise test with CD 15.
3rd +2 Breath of Nature, Journey If it is successful, the GM must provide you with useful
information about creatures in the area, a prey that you are
hunting down or a place that you are looking for.
CLASS FEATURES your favored terrain, you gain the following benefits: If you pass the test of 10 or more, the information obtained
As a Venturer, you gain the following class features • Difficult terrain doesn’t slow your group’s travel. can seem supernatural.
• Your group can’t become lost except by magical means.
HIT POINTS • Even when you are engaged in another activity while JOURNEY
Hit Dice: 1d10 per venturer level traveling (such as foraging, navigating, or tracking), At 3rd level you understand the way you have to follow to
Hit Points at 1st Level: 10 + your Constitution modifier you remain alert to danger. best discover the world. You can choose between Explorer,
Hit Points at Higher Levels: 1d10 (o 6) + your Constitution • If you are traveling alone, you can move stealthily at a Hunter and Storyteller. Your archetype confers privileges
modifier per merchant level after the 1st normal pace. on the 3rd level and again on the 9th, 13th, and 17th level
• When you forage, you find twice as much food as you
PROFICIENCIES normally would. JOURNEY: HUNTER
Armor: light armor • While tracking other creatures, you also learn their
Weapons: simple weapons, shortswords, saber, exact number, their sizes, and how long ago they BONUS PROFICIENCIES
scimitar, longbow passed through the area. When you take this Journey you gain proficiency in medium
Tools: two artisan tool at your choice, one musical instru- • You are able to predict the weather with extreme precision. armor, shields and martial weapons.
ment at your choice • You know how to choose the best place to rest safely.
Saving Throws: Constitution, Wisdom FIGHTING STYLE
Skills: Perception and other two between Acrobatics, VALUABLE INFORMATION You adopt a particular style of fighting as your specialty.
Athletics, History, Insight, Intimidation, Nature, Performance, You are able to get the right information in every environ- Choose one of the following options. You can’t take a
Persuasion, Religion, Sleight of Hand and Survival ment where you arrive: to do so you have to pass a test of Fighting Style option more than once, even if you later get
Wisdom (Intuition) or Intelligence ( Investigate) with CD to choose again.
EQUIPMENT 12 and spend an hour of your time in research. If you do, you
You start with the following equipment, in addition to the get access to any useful information, recent event or interest- ARCHERY
equipment granted by your Venture: ing curiosity about the area at the discretion of the GM. You gain a +2 bonus to attack rolls you make with ranged
• (a) a saber, or (b) a shortsword, or (c) any simple weapon weapons. HUNTING STRATEGIES
• (a) shortbow, or (b) longboard, and a quiver of 20 arrows JACK OF ALL TRADES At 3rd level when you take this Journey, you gain one of the
• (a) an explorer’s pack, or (b) an entertainer’s pack Starting at 2nd level, you can add half your proficiency DUELING following features of your choice:
• (a) one artisan tool at your choice, or (b) musical bonus, rounded down, to any ability check you make that When you are wielding a melee weapon in one hand and • Ambusher. Your initiative rolls have advantage. If you
instrument at your choice doesn’t already include your proficiency bonus. no other weapons, you gain a +2 bonus to damage rolls with are not the first in the initiative order you can spend
• A padded tabard that weapon. your reaction to make nn Attack or Hide Action
IMPROVISE before anyone else starts its turn, and if you would
KEEN SENSES At the 2nd level you know how to improvise after some- GREAT WEAPON FIGHTING normally be surprised at the start of an encounter you
Your proficiency bonus in Perception is doubled and you thing has not gone planned, and turn a failure into a suc- When you roll a 1 or 2 on a damage die for an attack you are not surprised but you can use this feature,
can make Wisdom (Perception) skill tests as a bonus action. cess. You have a number of Improvise Points equal to your make with a melee weapon that you are wielding with two • Horde Breaker. Once on each o f your turns when you
proficiency bonus + half your Wisdom bonus (minimum 1). hands, you can reroll the die and must use the new roll, even make a weapon attack, you can make another attack
NATURAL EXPLORER Once during your turn, after you miss with a melee weapon if the new roll is a 1 or a 2. The weapon must have the two- with the same weapon against a different creature that
You are particularly familiar with one type of natural environ- attack, you can spend one Improvise Point to make another handed or versatile property for you to gain this benefit. is within 5 feet of the original target and within range
ment and are adept at traveling and surviving in such regions. weapon attack as part of the same action. of your weapon.
Choose one type of favored terrain: arctic, city, coast, desert, Once during your turn, after you miss with a ranged weapon TWO-WEAPON FIGHTING • Valuable Strike. The first time you hit a creature with a
forest, grassland, mountain or swamp. When you make an attack, you can spend one Improvise Point to make another When you engage in two-weapon fighting, you can add weapon attack, the creature takes an extra 1d8 damage
Intelligence or Wisdom check related to your favored terrain, ranged weapon attack with the same weapon as part of the your ability modifier to the damage of the second attack. if it’s below its hit point maximum.
your proficiency bonus is doubled if you are using a skill that same action against a different target, if the weapon doesn’t
you’re proficient in. While traveling for an hour or more in have the Loading property.

22 23

Professions
Warrior ACTION DICE
You have greater control over your actions in combat. You
Level Proficiency Bonus Features have four Action Dice, which are d6s. When you make an
1st +2 Fighting Style, Second Wind attack, you can spend an action die and add it to the roll.
2nd +2 Action dice (4d6) You can do so after making the attack roll.
If you don’t spend an Action Die to increase your attack,
3rd +2 Way of the Warrior
you can spend an Action Die to add it and increase the
damage of the attack.
You gain another Action Die at 10th level and one more at
CLASS FEATURES DEFENSE 20th level.
As a Warrior, you gain the following class features While you are wearing armor, you gain a +1 bonus to AC. At 7th level, your Action Dice turn into d8s. At 13th level,
they turn into d10s. At 17th level, they turn into d12s.
HIT POINTS DUELING
Hit Dice: 1d10 per merchant level When you are wielding a melee weapon in one hand and WAY OF THE WARRIOR
Hit Points at 1st Level: 10 + your Constitution modifier no other weapons, you gain a +2 bonus to damage rolls with At 3rd level, you choose a Way forward in which to develop
Hit Points at Higher Levels: 1d10 (o 6) + your Constitution that weapon. your warrior abilities and specialize. Choose Gladiator,
modifier per merchant level after the 1st Paladin, or Warlord. The Way you choose grants you features
FIREARMS WIELDER at 3rd level and again at 7th, 10th, 15th, and 18th level.
PROFICIENCIES You gain proficiency in the use of Firearms. You can reload
Armor: All armor, shields a Firearm with a bonus action. WAYS OF THE WARRIOR: WARLORD
Weapons: simple weapons, hand crossbow, shortswords,
strip-swords GREAT WEAPON FIGHTING RALLYING CRY
Tools: one artisan tools at choice. One game set. When you roll a 1 or 2 on a damage die for an attack you Beginning when you choose this archetype at 3rd level, when
Saving Throws: Strength, Constitution make with a melee weapon that you are wielding with two you use your Second Wind, your allies that can hear you in
Skills: Choose two skills from Acrobatics, Athletics, hands, you can reroll the die and must use the new roll, even 9m regain the half of the Hits Point you have regained.
History, Insight, Intimidation, Perception, and Survival if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
EQUIPMENT
You start with the following equipment, in addition to the PROTECTION
equipment granted by your Venture: When a creature you can see attacks a target other than
• (a) a chainmail, you that is within 5 feet of you, you can use your reaction to
or (b) a brigandine and a longbow with 20 arrows impose disadvantage on the attack roll. You must be wield-
• (a) a martial weapon and a shield, ing a shield.
or (b) two martial weapon
• (a) an old pistol, or (b) a light crossbow and 20 bolts, TWO-WEAPON FIGHTING
or (b) two daggers When you engage in two-weapon fighting, you can add
• (a) dungeoner’s pack, or (b) an explorer’s pack your ability modifier to the damage of the second attack.

FIGHTING STYLE SECOND WIND


You adopt a particular style of fighting as your specialty. You have a limited well of stamina that you can draw on
Choose one of the following options. You can’t take a to protect yourself from harm. On your turn, you can use
Fighting Style option more than once, even if you later get a bonus action to regain hit points equal to 1d10 + your
to choose again. warrior level.
Once you use this feature, you must finish a short or long
ARCHERY rest before you can use it again.
You gain a +2 bonus to attack rolls you make with ranged
weapons.

24
Fame, Factions and Careers
eign the most famous explorer car- long-lasting rivalries. In particular, old and new feuds have
tographer of the coast, the most been christened in blood in the Green Pit since the dis-
ruthless member of the Brotherhood covery of something ancient. In Historia, Factions follow a
or the most relentless agent of the reputation system that allows characters to discover secret

Prosperity and Influence


Confederation - even the reputation missions and gain unique rewards. Below is an example of a
itself manages to bring discreet hooks Faction, the Brotherhood of the Worms.
and possibilities.
Achievements, heroic or infamous EXAMPLE OF FACTION:
deeds, titles, and recommendations can lead to the character THE BROTHERHOOD OF THE WORMS
being known and loved in many environments, and this is rep- “How can we win against them, who have the discipline of
rom the Holy Kingdom to the sea, THE WEALTH resented by the mechanics of Fame. Soldiers, but the honor of worms?” - Ermello da Buchebuie
everyone seeks their own place in Redemption, social climbing, and ascent towards wealth are In addition to wealth, the exploits made by the char-
the world, be it as a craftsman, as a important themes for Historia explored in the game with acters can generate fame points that the player can use to They are known as the Brotherhood of the Worms, in
soldier or as a spy. Skills are becom- the value of the character’s wealth. increase their reputation in a faction. There are typically memory of the taking of Tanafonda, during which they dug
ing increasingly refined, but contacts Each character has a value of wealth, represented by five degrees for each faction, each degree is obtainable after tunnels so deep that they could enter from below into the
and alliances do not always remain a number: that is the amount of resources that, during a investing a certain amount of fame and brings variable ben- center of the enemy garrison, destroying their troops.
firm - and this is represented by the chapter of the story, the character can have at his disposal to efits, different for each faction. “During recruitment, a healer visits the aspiring Worms If
mechanics of Fame. buy goods, buy off bureaucrats or persuade nobles. It is possible, for some factions, to invest part of their the unit’s commander finds them fit, they take their oath walk-
Moreover, by doing business and investing in one’s own con- It does not strictly represent a number of coins: they can wealth to increase their fame - up to a certain point - as well ing through a door made of two pikes topped with a musket.
tacts, there are many opportunities to enrich oneself and start a be precious stones, ingots of precious material, commercial as the other way around, increasing their wealth through Once they are in the Worms, they are bound to the corps for 20
social climb. For this reason, in Historia, there is also a mechanic agreements - in short, a set of resources to draw on for their their fame. years. Desertion begets only death.”
dedicated to this theme: the Wealth. own purposes. - Carolino the Wise
Each character usually starts with a wealth value of 10 THE FACTIONS
and, along the way, there will be many opportunities to In Vesteria, Factions play a key role as they work tirelessly The Brotherhood of Worms is a mercenary military organ-
improve their position. to bind the world to their needs. Every Faction follows ization, based in a castle built on the eastern edge of the
its own goals, beliefs and modus operandi, often forming Holy Kingdom, but forming an independent enclave. Once

26 27

Fame, Factions and Careers


THE CAREERS
Like a faction, each character can try to engage in a personal
project, his or her own Career. Becoming the best blade of
Salso Nero, being considered the best cartographer of the
Holy Kingdom, being referred to as The Dark Hunter, are
all possible outlets more targeted to their personal glory and
once again we refer to the fame mechanic.
In terms of game each character can build their own spe-
cial faction based on the career, often closely related to their
background, in which they can invest fame to represent the
notoriety of the character and their skills in the world, out-
side the factions.

CAREER: CARTOGRAPHER
Exploration is one of the cornerstones of the society of
Vesteria. Whether by land, water or sky, tracing the best
trade routes, opening and marking new passages, or discov-
ering new mineral resources in unexplored territories, it is
part of the vibrant life of the continent’s people.
For this reason, the art of representing accurate and pre-
cise maps is a very renowned career and the best and most
famous cartographers become members of courts, palaces,
and participate in contests held by the local lords, or travel
called Fort Blizzard, now the nickname that is used even by Special: fame for the Brotherhood of the Worms cannot with the most important commercial enterprises.
the worms themselves is “Worm’s Lair”. be acquired through wealth. With gold you buy worms,
The commander in chief of the Brotherhood is the famous with blood and steel you buy brothers. GRADE 1 - AMATEUR
Torquato da Tanafonda the badger, and the Deputy in com- Requirement: 1 fame
mand is Ranieri De Porchis, visionary boar and genius. GRADE 1 - ARMED Acquire the expertise in cartographic tools and you always
Over the years, the village in the valley below the Lair has Requirement: 1 fame have the opportunity to have at hand the necessary to draw
thrived as the families of the Worms have moved there. Here New member of the company, the name of the company up a map of the surroundings, even with makeshift means.
the Academy of Military Geniery was founded, where Ranieri precedes you. You can take advantage of an intimidation
in addition to working constantly to improve the Black or other appropriate check. You can gain advantage again GRADE 2 - NOVICE
Powder and its muskets, is a Teacher to the new engineers of when your reputation with the Brotherhood increases. Requirement: 5 fame
the Brotherhood, as well as a limited number of soldiers from You’ve learned some of the tricks of the trade and you know
other armies, for whose training their lords pay handsomely. It GRADE 2 - LIEUTENANT how not to be found unprepared: you know a good amount of
is said that there are places booked for years to come. Requirement: 5 fame maps and you can understand where you are in a few minutes
Warriors, mercenaries, soldiers: the members of the As a full member of the Brotherhood, you can get a great if you can observe the landscape. You’re also starting to have
company founded by Torquato da Tanafonda are the most deal of equipment with a fair discount: you can get weapons some success selling your products: add 50 to your wealth.
feared threat on the battlefield and on the streets. and armor at half the cost in wealth.
Their ferocity is balanced by their effective military You start to get good pay for your work: add 20 to your GRADE 3 - DOTTO
training which is surpassed only by the destructive power wealth. Requirement: 15 fame
of their muskets. From the mountain slopes of the Worm’s Your reputation as a professional is now renowned in a large
Lair, soldiers flow together with the money that people GRADE 3 - CAPTAIN area and there are some people who ask you for advice. You
spend to get their services, while on top of the Tower, Requirement: 15 fame can count on your reputation to enter places that are not
Torquato thinks about the next moves. You are a recognized agent of the Brotherhood: your actions hostile but generally not accessible (ask for an audience
The “Lieutenant” is the local ambassador who deals with can have consequences, for better or for worse. with a nobleman or a famous corsair, for example).
those who wish to purchase the services of the Worms. Thanks to your good name, you can always buy a supply Once per chapter, you can also find a map of a particular
The Worms have about 10,000 soldiers worldwide, of ammunition for a firearm for 50 coins. area or building outside the Green Pit for 50 coins, including
of which about 5000 living in the Lair, with many small The Brotherhood also pays well for your loyalty: add 80 contacts, knowledge and your past research. Your notoriety
detachments in almost every major city. to your wealth. also makes your work valuable: add 150 to your wealth.

28
Ventura IDEAL
y creating a character, each player What follows is a non-definitive preview of a Ventura, or the
has little or big expectations about d6 Ideal
reason why the character is at adventure together with his
his future and his hopes. For this companions. A narrative suggestion that goes beyond the sim- Order. The parasites that want to destroy us
1
reason, more than a background, ple background but that accompanies the development, and the must be kept under watch.
we want to suggest to build a path intentions, of the character throughout his narrative arc. Find Ambition. Chaos takes you to the top
for the future of the character. The 2
the Ventures in their final form in the Historia handbook. if you can go up to its ladder.
Ventura is the kind of story that this
Devotion. It’s a dirty job, but someone
character should see made on himself RISALTO: SCREENING 3
has to do it.
or, as we call it, a Ventura. Specific modules can have ad hoc The best way to avoid being caught is not to be chased: you
designed Ventures and GMs themselves can offer something Yearning. I know where the most precious
are the best when it comes to set someone off your back or 4
more personalized. treasures are, and they will be mine.
your ally. You can spend Inspiration to find an escape in
each situation, a hideout, or a distraction to exploit. To be Family. I am loyal to those
5
CHARACTERISTICS OF A VENTURA able to escape or throw off your opponents, the GM decides who share my blood.
A Ventura is composed of a general description, a Highlight, what kind of test you are going to face. Peace. By playing ahead of time, I can make
6
Descriptors, and a Supply. sure that no blood is spilled for nothing.
ENDOWMENT
THE RISALTO • Choose one between forger’s tools, burglary tools or
The main feature of a Ventura is the Risalto, a special ability camouflage tricks, and you gain proficiency in the BOND
deriving from what the character is, or should be, to activate chosen tool.
in the description of the scenes in which the character man- • You can learn in one day the code of a spy association d6 Bond
ages to be more incisive, the moment when the character is if you get it. 1 I have a debt with an old friend of mine.
in the spotlight and when is, for its own trade or character- • Two sets of clothes, usable as a disguise. A group of wealthy people did me wrong,
istics, more suitable for resolving strong or dramatic actions. • You have one fame point to spend in a faction of 2
and my revenge will be terrible.
If according to the GM the action described by the player is your choice, the one you belong or the one where you
within the possibilities of the Risalto and the player spends infiltrated. My heart belongs to someone,
3
Inspiration for this action, the player can also activate his and I must be his salvation.
unique ability. DESCRIPTOR 4
I had nothing left but my remorse
for what I’ve done.
ENDOWMENT d8 Character trait
My people would be in grave danger
The Ventura assigns to the character a certain amount of 1 I have a plan. I always have a plan. 5
if it weren’t for me.
unique features, be they tools, goods, contacts or even just Tell me it’s not possible.
2 6 Nothing personal, it’s just my job.
an extra interpretation tips. And I’ll prove you wrong.
Money is easy: it is trust that must
DESCRIPTOR 3
be earned with effort. FLAW
Each Ventura has four descriptors: a character trait, an ideal,
a bond and a defect. Each of them represents an aspect of the The risks are the excuses of those d6 Flaw
4
character, that will induce him to look for trouble and, luckily, who lack daring.
I have a weakness for someone
to find glory. They can be chosen randomly from the proposed I have no friends: if I am close to you, 1
5 I should keep an eye on.
tables, or selected by the players and customized as desired. it is because you are a danger.
A character gains Inspiration when he gets into trouble, They can take my friends,
I am friendly with everyone, but “friendly” 2
accepts dangerous challenges, or moves the party to action 6 but they will never take me.
doesn’t mean “friend”.
following his descriptors. There is always a good reason
Insult me ​​and, sooner or later, be sure, 3
7 to neglect a plan.
VENTURA: SPY you will pay for it.
I still consider it appropriate to give my
The sea is vast beyond the horizon and the possible mean- I like to know an environment 4
8 enemies a witty exit.
ing that the term “spy goes to assume” is even wider. From before working on it.
I help my country from the outside because
the ruthless murderer to the unexpected courtier, there are 5
a scandal prevents me from returning.
many ways to act in the shadows - but there are few ways to
save oneself when one is exposed. I let my character takes myself.
6
Too much. Definitely too much.

30
• If the character suffers an attack while at zero hit The frequency with which inspiration is assigned can
points, he suffers a level of exhaustion. This must vary: we suggest, in the beginning, to grant it frequently
be considered as a serious wound, with narrative, and then gradually raise the bar and improve the quality of
aesthetic, or practical consequences. the narrative.
• If the character suffers a critical strike, in addition to Note: The goal is to improve the game experience. Trying
the normal damage of the attack, it suffers a level of to grab the spotlight with long descriptions that break the
exhaustion. This must be considered as a serious wound, flow is contrary to all this and should therefore not be
with narrative, aesthetic, or practical consequences. rewarded.
• If the character suffers a critical gunshot attack,
in addition to the normal damage of the attack, CHARACTER ADHERENCE
it suffers 1d6 levels of exhaustion. This must be Sometimes it can happen that some players tend to avoid
considered as a serious wound, with narrative, trouble for their characters, even if those troubles seem to be
aesthetic, or practical consequences. sewn on their characterization: reward players who raise the
risks due to a justified moment of panic or weakness of their
As you can guess, entering into combat can always be a risk, character with Inspiration - the flaws are the salt of a story.
and finding a firearm pointed at you is an unpleasant situa-
tion that can result in a serious injury or death. INSTINCT
Fighting also leaves its mark: curing a single level of Every family tends to have common behaviors and atti-
exhaustion requires a long rest, and the spells that close cer- tudes. When a character follows his Instinct by creating
tain wounds are rare and expensive. narratively interesting situations, and that may go beyond
the most immediate plot requirements, reward him with
INSPIRATION the assignment of inspiration.
The inspiration is an extremely powerful mechanic to direct
the efforts of players at the table towards building an atmos- COWARDS...
phere and a game environment of a certain peculiarity. By The characters in a story, especially a dark one, know how
using it fluently, you get a game with more lively storytell- to blow a well-designed plan out of fear, or panic. Assign
ing and more involvement from the players. In Historia, we inspiration when a player decides to make the character act

Optional Rules
want to introduce some special indications. on impulse with a nonsensical action and dictated by the
Remember that inspiration is a resource that you have emotions of the moment: the character is hitting one of the
or you don’t have, you can’t accumulate it and if you get it main themes of the game.
while you already have it, it’s lost, so remember to spend it
when you have it. ...AND HEROES!
Of course, heroic, epic and sacrificial acts must also be
WOUNDS AND COMBAT You can represent having fallen below half of the hit GAIN INSPIRATION rewarded: vigorously stand up to bandits or sacrifice your-
Historia is a dark fantasy, where war is dirty, and wounds points as a superficial or minor wound, bruising, shortness In principle, characters gain inspiration when they improve self to slow down pursuers and make allies flee - make sure
leave their mark. For this reason, some rules regarding of breath, tearing on clothing or dents on the armor, but as the game at the table. the characters don’t hold back their heroism for the trivial
wounds are outlined in a slightly different way. long as you don’t suffer damage beyond the hit points noth- The definition is actually a bit vague, but the general fear of recklessness.
ing will affect the character’s abilities. idea is to give positive reinforcement to certain choices and
HIT POINTS encourage players to put new ideas into play. SPENDING INSPIRATION
Hit Points represent the number of attacks, stress, and obsta- BEING INJURED AND DEATH Let’s take a closer look at some of the indications that Once earned, this inspiration must also be spent: in Historia,
cles that the character is able to deal with before he is actually Once you reach zero hit points or in case of particularly we put into practice when we play Historia, and then find a there are several ways to spend Inspiration.
injured. In principle, the character is not significantly injured serious blows things get complicated, and the body begins balance that is functional to your game group.
until it has reached zero hit points. Before that, his skills made to show signs of the fight - such damage is represented by ROLL WITH ADVANTAGE
it possible to avoid being seriously damaged: it’s possible, as the mechanics of the exhaustion levels in this way: IMPROVE DESCRIPTIONS The classic method to use inspiration is to spend it before
well as encouraged, to ask the characters how they handled When players describe their actions in a more colorful way an attack roll, a saving roll or a skill roll in order to gain
the formidable attack they had to face - an extra opportunity • If the character suffers an attack that leads to zero and manage to go beyond the basics of pure mechanics, it’s advantage to the roll or to cancel a disadvantage. This is how
to liven up a fight and get inspiration. hit points and has no levels of exhaustion, he suffers the right time to give inspiration. Often players who limit most Inspirations will be spent.
a level of exhaustion. This must be considered as a themselves to just “attacking” or “casting a spell” are cap- After spending at least one Inspiration in this way, a
serious wound, with narrative, aesthetic, or practical tured, and inspiration provides a mechanic so that better character will be able to spend any subsequent Inspiration
consequences. describing an attack actually makes it more effective. earned in the session in the following ways:

32 33

Optional Rules
RISALTO (OR PROMINENCE)
When the character is in a situation congenial to his atti-
tudes, or to what must be his path of life, his Ventura comes
into play along with the opportunity to stand out from his
companions and normal situations of play. Spending his
Inspiration the character will be able to activate the special
ability Risalto.
You can use your Risalto once, and it can’t be used again
until the end of a short or long rest.

VITAL RECOVERY
By spending Inspiration, you can spend a hit die, roll it
by adding the Constitution modifier and recover an equal
amount of hit points. From level 5 you can spend and roll
up to two dice, adding the modifier to both, from level 11
to three dice and from level 17 to four dice.
You can spend Inspiration in this way at any time you are
using the action or reaction as part of it.

RESOURCES RECOVERY
Each Profession specifies a special resource that can be
recovered by spending Inspiration. Generally, it is some-
thing that is recovered through a short rest. It is not possible
to spend further Inspiration in this way until the end of a
short or long rest. The complete tables with the resources
that can be recovered by spending Inspiration can be found
in the Historia corebook.

SPECIAL: STORY OVER RULES


A special way of using Inspiration is to manage a series of
very effective actions that the rules cannot define: when a
player proposes an action that is not covered by the rules
Adventure: Perilous Deliveries
which would bring fun to the table without distorting the
core of the game, you can accept it if the player spends an INTRODUCTION ADVENTURE TO HISTORIA statues to. Then, they are involved in a brutal fight against
Inspiration that they already have. FOR FIVE 1ST LEVEL CHARACTERS a group of mercenaries from the Brotherhood of Worms.
If, for example, the fighter in the group decides to grab Written by Davide C. Milano and Matteo Pedroni The group is then saved by Rolando d’Acquascura, the
with a whip the arm of the evil soldier who is about to kill man behind the entire machination, who offers them his
the merchant, you can, at your discretion, accept the action INTRODUCTION patronage and a contract for an extended and well-paying
asking them to spend Inspiration and make an attack roll. This adventure is meant to introduce the feel and themes of mission in the Confederacy.
the adventures characters of Historia will live.
Inspiration can be a very powerful tool in the hands of a The overall plot revolves around the characters deliver- STYLE AND GUIDELINES
group of players with a bit of practice: use it and have fun! ing two statuettes to a noble of the Sacred Kingdom visiting This adventure is meant to be a showcase of the style and
Salso Nero, Goffredo the Grey, on behalf of the city’s pow- identity of Historia, so be generous in awarding Inspiration
erful Podestà, Paddath the Toad. to give the players the chance to fully experience the poten-
Thugs led by Federico Mordicollo attempt to steal tial of the setting, its narrative sequences mechanics and
the statuettes, blaming it on the characters, inadvertently variations to combat to make your players feel the conflict-
breaking one of them to reveal a Fragment of the Ossuary. ing souls of the dark heart of the Renaissance.
The characters are framed and accused of the slaughter Give the players freedom; the module offers an overar-
that happened in the villa they were supposed to deliver the ching plot-line, but let your players set their plans. If they

35

Perilous Deliveries
wish to meet their client at an upper-class party, rather than who has now put a bounty on their heads and escaping from repay a recent debt you owe him, and you all know too well that HISTORIA’S MOOD
at the market, follow their idea and adapt the plot to change the grasp of the Sacred Kingdom could be their only hope. nobody can refuse to settle their scores with a Paddath… unless Let the players become familiar with their characters and
for the environment. they wish to see their relatives and loved ones disappear one by bounce ideas, answer any question they might have for you
ACT I one under mysterious circumstances. and then introduce them to the scenario:

Salso Nero
ADVENTURE SUMMARY • Salso Nero, an exotic town where poor districts
Podestà Paddath summons the characters. Each of them THE MERCHANT AND THE MAGUS chaotically fade into the mercantile neighbourhood.
owes him something, so refusing is not an option. “Paddath came to Salso Nero when he was still young. There are • Relations between the Confederacy and the Sacred
The characters are contracted to deliver two precious few closed roads, for those who have no scruples, if they are ready Kingdom, respectively to the west and east of the
plaster statuettes of Saint Aceraterio. The artist is unknown. to bear the burden of their actions on their conscience. Green Pit, are often tense. In the southern-most
One of the statues is a fake. It contains an Ossarium “As I came into sight of Salso Nero, I was struck with awe by He got into debt up to the goitre in order to build his fortune: he reaches of the Pit is Salso Nero on the delta of the
Relic, a powerful item of untold worth and infused with how large and picturesque the Pearl of the Pit was. Built on the bought a ship, on which he crammed young, old, women without Atherium river.
extraordinary magic. delta of the Aterium river, the city connects more than a hundred any distinction; sold as slaves in the Far Lands, in kingdoms of • Unrest in the Sacred Kingdom began when Plautilia
The delivery must happen in a way that cannot be traced islands with rafts and bridges. which even I never heard the name. arrived with one of the Bone Relics, ancient relics
back to Paddath, and the items must be handed to domina The minor isles were crowded with stilt houses of the most In the pit often the diatribes about who should have the right to a of Saints and Martyrs endowed with extraordinary
Agnese Ulpa, a representative of the nobility in the Sacred bizarre shapes, to better adapt to the ever-shifting lay of the field or a rivulet flow in blood, with the losers looted by the winners. and mysterious powers. As the Bones are a limited
Kingdom visiting the local congregation of the Bone land. Instead, the larger ones hosted the palaces of the more pros- It was no different from the taking of Tanafonda by Buchebuie, amount, well known and catalouged by the Bone
Church in Salso Nero. perous merchants or the government, as the ground was stable which marked the decisive turning point for Paddath: more Church, it was thought to be impossible.
Nestor, the famous thief, known as “The Prince” now enough to support the weight of such exalted buildings. than half of the poor people in the great mining city were killed,
under the employment of Paddath, and his team of hares The preferred means of transportation between isles was not the or sold into slavery. And he was the buyer. THE TOAD’S PALACE
has been hired to keep an eye over the characters. palanquin, as customary in many other cities, but the gondola, With the capital he got from it, he paid off all his remaining The characters arrive at the imposing palace, its golden-in-
The congregation is in an upper-class neighborhood in more agile and capable of navigating the dense maze of narrow debt, and made good use of it, buying at the market, one piece laid toad’s head shape dwarfing any other building close by.
the hills around Salso Nero, in one of the villas owned by piers and crowded walkways. at a time, Salso Nero’s Saltworks. With the help of Apopi, he It seems the empty and somewhat hungry stare of the crea-
the Church. When I arrived at the Palace of the Podestà, Mastro Paddath, I exported that precious salt to the corners of the world, until even ture of brick and gold is aimed at the seat of the Merchant
The characters take the statuettes, but soon they met sus- was stunned by the magnificence and peculiar appearance of the the Khan himself wanted to stock it up. Council, perhaps not a coincidence.
picious individuals. Who should they trust? gold-storied building, as impressive as the rumors told. He became so rich that the nobles of all kingdoms heard about his Magnificent and opulent, the palace is not built in the
Federico Mordicollo, a ruthless weasel of the under- Large sails-like flags gently danced in the breeze, rippling with palace, built in his own image and decorated with gold. classic Pit architecture style. Once inside, a shrew servant
world, “by chance” learns that the true worth of the statues the crest of Salso Nero. Paddath did not want to remain a mere merchant, for the wealth escorts the characters to the presence of the Podestà, lying
is what hides within, although he has no idea of what that Paddath welcomed my trusty Jamyang and me with honor, say- he accumulated by now did not bring him any more pleasure. He down on a triclinium as two concubines around him cool
means, and attempts to steal them. ing he would have hated to be remembered as an ungenerous wanted to leave his mark, to have a say in the events of the him with feather fans. Behind him, the trusted Magus sala-
Rolando d’Acquascura is also tracking the statuettes. host, and so offered us to stay in his mansion. There he offered world. Politics seemed, to him, as the only way.vThanks to his mander, High Councilor Ni-Shung.
The Black Master, head of the Confederate spy network, is us the best fish I have ever tasted, presented in a crust of smoked influence, he was elected Podestà of Salso Nero for ten years. Several guards dressed in the eastern fashion and armed
tasked with ruining the relationship between Paddath and black salt. But it was still not enough for him. He met the magus Ni-Shung in their full panoply are stationed within the room, ready to
the Sacred Kingdom and secure the Relic. However, for the whole night, an unusual disquietude crept into during one of his trips to the court of Muhur-Khan, and it attack. Slick with scented oils, the toad gives the characters
Rolando means to set the characters up for a crime they did me, and it was only later that evening I realized Ni-Shung the was there that he offered her to be part of his court as Grand a task to cancel their debts toward him, should it go accord-
not commit, plotting a murder to blame on them, to prevent Enchantress, whose enigmatic lack of expression left me uneasy, Counsellor. She knew that in Salso Nero no one could revoke the ing to plan.
Paddath’s relations with the Sacred Kingdom from improving. was its source.” status of Podestà to the toad who had at his service a sorceress The task is apparently simple: the characters must
To do so, d’Acquascura impersonates a merchant who like Ni-Shung. deliver within sundown two painted plaster statuettes of
takes part in the fight between the players and Federico - Carolino, the Sage from Historia: She accepted, but on one condition: the famous Dark Pearl of Saint Aceraterio (a creature similar to an anthropomorphic
Mordicollo. During the fight, the fake statuette might break of Magi and Brigands, Cowards and Heroes. Black Salt, on a scepter worthy of her that would carry it. rhinoceros without the horn, something even the charac-
and reveal its content. After being rescued by the characters, Paddath bought the pearl from Rudolfo, another rich merchant ters are not familiar with), to some guests of fox Domina
he rewards them with an item. READ OR PARAPHRASE THE FOLLOWING - his rival- for a ship full of gold, still a laughable price for the Agnese Ulpa, in a villa outside of the city, where they will be
The characters arrive at the villa, the place where they It is a beautiful morning in Salso Nero, the Pearl of the Pit, a uniqueness of the Dark Pearl, black as sin and as big as the skull given in exchange a letter of credit and their reward.
are supposed to acquire the package, although they find its beautiful and yet bizarre city. You see it in front of you at the of a Rhone. The Podestà warns the characters their cargo is a pre-
occupant butchered. “Accidentally”, they are blamed for it. first lights of the morning, dawn reflecting on the dark sea and Some say that Rudolfo was convinced only after his son, kid- cious work of art, implying without any shadow of a doubt
As the other party arrives for the exchange, escorted by a the black eponymous salt flats. napped by mysterious robbers, was rescued by Paddath, who that anything happening to it would befall its handlers, only
group of the Brotherhood of Worms, a fight breaks out. The In spite of the weather, you feel a cold shiver running down paid the impossible ransom. Curious coincidence, of course.” much worse. Paddath does not share further details, claim-
characters are then rescued by the Black Master who, for the your spine, as the Podestà of Salso NeroPaddath the Toad, has ing the group only needs the address and information on
first time, reveals his identity to the players. He invites them to summoned you, a foreign merchant who rose to power through - Carolino the Wise, from Historia: how to get there. He subtly says that this task is more of a
join him in the Confederacy as they failed to “repay” Paddath, not always conventional or legal means. You have been called to of Magi and Brigands, Cowards and Heroes. personal favour, the reason why he requested the characters

36 37

Perilous Deliveries
rather than trusting the matter to his own people. So, there decided that Nestor himself should take care of the orphanage. a precious cargo from the ship the pilgrim was embarked
is no need to disclose their involvement with him, as the job He willingly accepted, with the sly smile that pups and women loved on, who happened to have heard where it was headed and
requires attention to detail and... discretion. so much. That’s why people called him the “Prince of the Orphans”. that its security would have been entrusted to amateurs...
The characters had, or pretended to have when the From that moment on and over the years Nestor continued to The grin of the ruthless weasel, called Federico
Podestà did them a favour, the necessary qualities to pro- increase his fame, to the point that the Podestà of Salso Nero, Mordicollo, as he learns the secrets of the stranger is the
tect the cargo, move it through the city and deal with Paddath, invited him to his mansion. same the stranger hides under their black hood as soon as
any unforeseen issues that might arise. The toad’s servant His name, however, was not yet known outside the city. they are let go by the ruffians.
escorts the characters to a storehouse on a canal outside Not before the theft of the Holy Amber.
of the palace, where a small and nondescript wheelbarrow Months after the Ossarium was discovered, scholars of the THE USUAL SUSPECTS
waits for them. Under a series of rags, cloths and wood are Temple, accompanied by the Guardians of Desmònd under the After the characters have decided how they want to approach
the two statuettes, altar pieces roughly a foot and a half tall command of Field Marshal Van Rott, found an amber stone the delivery, the group is made the target of a gang of thieves.
made of painted and enamelled plaster. in which a giant insect, believed to be from the time of the Profiting off of the first distraction available, a group of five
The statues do not seem to be particularly well-made or Ancestors, had remained trapped. Bandits [Martens] attempt to steal the statues. Make sure
from a known workshop. They do not even seem to be from Some said that, thanks to the Miracles of the Blood of the the bandits act in unison, so they can separate the group and
Rodelia or other exotic ports. Not even a thorough exam Mortified, the Church could awaken the Ancestors themselves, actually make it to the statues.
would reveal further details, and the GM should pass onto others that the Amber could grant youth and vigor to those who The bandits approach the theft in any of the following:
the players the idea that this should be of no interest for held it. Nestor did not wonder whether it was truth or rumour, • Sneaking onto the cart through the crowds and
them. They shall do as Paddath tells them to do, no ques- he knew for certain that Paddath would make a rich animal attempting an old fashioned theft before the
tions asked. whoever brought it to him. characters can realize.
Without them knowing, Paddath has tasked the hare He left alone, at night and in secret from everyone. • Simulating an accident to block the road and
Nestor, the “Prince of Orphans” and famed thief under the He returned, with a bag full of relics, and an amber stone. channeling the characters in an alley where jumping
fruitful employ of the Podestà for a long time, to keep an The name of Prince Nestor, then, reached even the ear of Femur III.” on them is easier.
eye on them. His fame is, of course, matched only by his • Using children as a distraction to create a dead end.
skill in stealth. - Carolino the Wise, from Historia: • Pretending to be Paddath’s agents sent to help
Nestor will follow the characters, ready to intervene if of Magi and Brigands, Cowards and Heroes. the group in carting the statues through the most
need be, as a number of his henchmen (other young hares) dangerous neighborhoods of the city.
equal to that of the characters track them closer. Characters THE STREETS OF THE PEARL
attempting to scan their surroundings to see if they are fol- If the characters manage to escape, the GM should con- Use the city to define the style of play of both the group When a DC is required, use 12.
lowed can glimpse a few clues here and thereby passing a tinue with the scene in [REWARD]. If they fail, Nestor and the individual players and choose how the exchange Feel free to use different approaches! The point of this
DC 18 Wisdom (Perception) check, although it is unlikely will bring them to Paddath, where a fate worse than death pans out asking the players themselves how they want to section of the adventure is to emphasize how even moving
they will surprise the agile killers. waits for them. do so. By default, the scene is supposed to be played passing something from one place to another entails risks.
through the city and its Market, to then move to the salt In the early stages, work to increase suspicion and para-
THE ORPHANS PRINCE NESTOR flats and end on the hills outside of town. If the players noia, alternating threats and misunderstandings. Perhaps a
Nestor’s team is ready to intervene should the character do “In Salso Nero you can find every kind of job, or necessity, know- come up with alternative ways to reach the villa, try to adapt character notices a suspicious-looking figure seizing them,
something they find suspicious: ing who to ask. the to the ideas of your players, like leaving the city passing probably looking for valuables to steal, and then an old man
Should the characters spend too much time looking Nestor grew up in the Orphanage of Salso Nero’s slums. by the canals to avoid the slums of the docks or the Market. with a cart full of fruit blocks them to sell them something.
at the statues, a hare “stumbles by chance” into the group, The rector, a miserable and heartless rat, was used to employ the When the players have set on a linear approach, surprise
interested in their cargo, bothering them and making it smaller puppiesin the saltwork to fill up sacks, and the bigger them with the group of martens under Federico Mordicollo.
ACT II
Hunted
clear they should move. ones in the alleys, to empty pockets. If the characters spot the martens, they attack the group.
If the characters get involved in suspicious activities or No one was as skilled with this last profession as the young Nestor, Make sure the players understand that an actual engagement
make plans that are dangerous, complicated, or that could who in the District of the Merchants was picking up bags swollen in the streets of Salso Nero is a huge risk, not only for the
raise suspicions on their cargo, they would be issued a sym- with money from the opulent merchants passing through. potential to hurt civilians, but also the integrity of the stat-
bolic and accidental warning. From a young age, he was well liked by everyone in the slums uettes. Finding a safer place or trying to lose the pursuers
If the characters damage the statues or attempt to betray because with the wealth accumulated over the years he did much A few hours before the encounter between the characters could be the group’s best solution. Instead, if the martens suc-
Paddath, the hares would lead the characters somewhere far for the people and for all the orphans, whom he considered his and the Podestà, in a shady tavern a stranger loses a bet ceed in stealing the statues, they escape in a relatively clumsy
from prying eyes and try to kill them. As they mention the brothers and whom he never abandoned. with a local criminal. Pressed by the thug’s “friends”, the way, exposing the theft and giving the group the chance to
imminent arrival of their “boss”, a DC 15 Charisma check One day, in the refectory of the orphanage, during supper, the rat stranger hands them his coin purse, a “family heirloom”, a chase them. The interest shown by a mere group of bandit for
or expense of Inspiration would allow the characters to died, suffocating in his own meal. No one ever knew how: for he precious brooch with sacred symbols of the Bone Cross, some plaster statues, enough to risk the wrath of the Podestà,
make the connection with Nestor. If they survive for three was the only one who died that day, even though he ate the same and tells them a secret. The Toad of Salso Nero has received should be enough to arise suspicion among the players.
rounds, they can escape. meal as the others. Not many people mourned him, and they swiftly

38 39

Perilous Deliveries
MARKET CHASE panics, imposing disadvantage to all actions taken A needle is completely jammed within his skin, while his
Salso Nero is built on a lagoon and the market is held in an while within it. murderer, the old cat merchant, has been impeccable and
imposing square surrounded on three sides by a large canal. • After three more dangerous action, the crowd scatters. invisible in his deed, surely not who he claims to be.
Its fourth is blocked by habitations, separated by small Those who are still in the crowd must pass a DC 15 To make the connection, the characters must pass a DC
pebbled roads. Two bridges connect the square to the other Dexterity or Constitution saving throw, suffering 5 25 Wisdom (Insight), and even in such an unlikely case
bank of the canal and the carriages have large side windows points of bludgeoning damage on a failure. it would be nothing more than a fleeting suspicion, the
that convert them in moving shop stalls. The place is always shadow of an off feeling.
crowded, filled with common folks and merchants looking TIPS The Black Master is for sure beyond the group.
to make some fast cash. Usually, there are crates filled with If the crowd panics, be descriptive and explicit. Many stum- The characters might believe a poison capsule sat in the
wares piled up around the carriages. ble and fall, others are trampled and many more dive or are gap left by the missing tooth and Mordicollo was a spy of
Whether it is the characters attempting to lose the thugs thrown into the canals. It is a chaotic and violent moment the Sacred Kingdom or something similar, but why would
or them trying to escape with the statuettes, make sure to and the characters could attract the attention of the guards, Nocheburgo be interested in simple statues? That weasel
bring the attention of your players on the environment and earning a bounty on their heads or even being thrown in jail should be nothing more than a common cut purse, right?
the consequences of their actions. From now on, depending or sentenced to death by the local authorities. The old cat merchant thanks the characters for rescuing
on what seems to be the style that fits the group best, you If, instead, the players have aimed for a different sce- him and his possessions and gifts them a precious trinket.
can handle the chase in either of two ways: nario, find a way to work a crowded place with an elevated Reward Inspiration to the character who showed the most
escape route in their plans, including bottlenecks where a valor or strategic acumen. A DC 16 Intelligence (History)
STORY MODE panicking crowd could wreak havoc. reveals to the characters the item comes from the City of
If the group seems to be interested more in the narrative Winds, in the Confederacy of Free Cities of Vesteria, to the
aspect, rather than combat, the characters realize the statues MORDICOLLO western-most part of the continent.
have been stolen and a DC 13 Narrative Sequence begins. The weasel leading this group of criminals, Federico The item is a fist-sized compass covered in orange metal,
Simulate the camera focusing on each character, asking Mordicollo, notorious in the lawless underbelly of Salso its quadrant suspended on some sort of liquid hidden in the
their player how they want to intervene and alter the result Nero (the characters learn of him by passing a DC 13 compartment below the needle.
of the chase. Charisma check), intervenes in the most vicious, coward By passing a DC 12 Intelligence check, the charac-
You choose in which order the characters act. Every and malign way possible once the chase is over, attempting ters learn it’s worth enough money to live off of for a few
character can take one action. If a player asks to go first to catch the characters by surprise. months and pay off some past debt. If the result of the
because they have a cool or original idea, let them and then Federico is proud of his catch from the previous night, check is at least 20 they understand that inside the contrap-
ask the others immediately. bearing on his chest a large and precious medallion etched tion is a mechanical device, although further investigations
After each player has stated their intentions, assign any with the Bone Cross and other religious symbols. A success- would require proper tools and a workshop. Something the
checks they have to roll. ful DC 12 Intelligence (Religion or History) check confirms characters definitely do not have in this afternoon.
Award Inspiration as per usual; reward players who it is the crest of a noble house from the Sacred Kingdom. The old merchant thanks the characters again and then
create opportunities for other members of the group and The weasel and his henchmen are unlikely to fight to the fades back in the alleys of Salso Nero.
those who bank on them. death, being interested only in the cargo, but cannot leave
Every two successes, one of the bandits surrenders. witnesses, or Paddath would turn them into stew. ROLANDO D’ACQUASCURA
When the last one does so, they hand back the stolen stat- If the characters defeat or kill three of the weasels, the Rolando d’Acquascura, when I met him, said to me:
ues, one of which is broken. others save Federico Mordicollo attempting to flee or beg- “To spare the earth from the hell that is war, I am ready to to
Every action the characters take during the chase costs ging for mercy. If Mordicollo’s valor or pride are questioned, sacrifice my superior heavens.”
them 1 HP – representing stress, panic, exhaustion and so on. as he chafes against his condition of mere petty criminal of He was born of a stonecutter, grew up like his father, and his
the underworld, he would be the only one to directly risk his pups still had turquoise eyes when the war reached him.
COMBAT MODE life in attacking those who offended him. Whether fleeing He had to leave and fight for lands that did not belong to
For a more classic approach, apply the following to an or standing for the honor of a thief, Federico Mordicollo him, for a Lord who had no interest in him.
actual combat: attempts his last cowardly act by grabbing an old cat mer- The war ended with a sumptuous feast and a sign of peace for
• The crowd counts as difficult terrain. Roofs and the chant and using him as a meat shield. those who wore silks, but it was only a defeat for those who had
top of carts, instead, do not. By taking the Disengage Should the characters question the weasel about why marched in the mud.
Action, the characters can move normally for that turn. he is so interested in the statues or the provenance of his He returned, scarred and exhausted, to the small border village
• Climbing onto the roofs requires a DC 12 Strength medallion, Mordicollo starts frothing at the mouth and he called a home, where his heart and his family were. He found
(Athletics) check. If they fail, a character suffers 5 after a few seconds falls dead. nothing but the bitter smell of death and ashes. He learned that
points of bludgeoning damage. A successful DC 12 Wisdom (Medicine) check reveals even one blind eye can shed bitter tears as he swore vengeance and
• After three dangerous actions have been taken, like he died from poison, a thorough inspection of his mouth punishment for the infamous, powerful ones who inflicted on him
attacking or dashing, the crowd around the characters showing a missing teeth. not quick and violent death, but a life of suffering.

40
Now he goes by the name of Black Master, head of the spies of (Religion). If the result is at least 18, the characters remem- ACT III If the characters approach the Domina, the compass the

The Plot
the Confederation, who wishes only forthe cursed Holy Kingdom, ber a rumor about the disappearance of a greyhound who old cat merchant gave them emits a whistle that gradually
the Church, and the cruel lords, to be completely defeated. returned claiming she had found new Relics, something grows in pitch. The needle in the quadrant points exactly at
Rolando knew that there were no saints on any side, but despite almost unheard of, and spoken with God. The people made the corpse of Domina Agnese, a magnetized stone lifting
this he preferred the lesser evil, that part that could still be saved. her Saint, forcing the Church to give in to avoid a schism, from her neck, attracted by the compass.
During the Conspiracy of the Seven he was accused of con- although such novelty is surely not taken with joy by the The compass clicks, opening a longitudinal slot on its
spiring with the rebels, and for this his name was feared and a ecclesiastic hierarchies. When a character touches the Relic, The villa, with its characteristic bright red outer walls, rises quadrant from which comes a flow of pressurized red fluid,
bounty so big it would make anyone rich was set on his head, read or paraphrase the following: on a soft hill on an isle in the middle of the river’s delta. sprayed all around the group. Then, the trinket clatters to
where it hangs still. You see clouds and, for a moment, you are not in Salso Protected by short walls separating it from the hamlet the ground, split in two. Every creature within 20ft of the
Over the years, Rolando was accused of terrible conspiracies Nero anymore. You see a lush forest in front of your eyes, below, it is surrounded by a large garden of medicinal herbs, compass must pass a DC 18 Dexterity Saving Throw or is
and crimes, many of whom he did not commit at all. different from those you know. You look up to the sky and with an imposing iron gate a few hundred feet away, look- stained by that liquid and its faintly metallic smell. Blood.
But he did not regret it, because he wanted all of the unjust a second, scarlet sun seems about to crash on the ground, ing at the bogs around Salso Nero. From the roofs of the The characters are likely to be confused, but everything
to fear the name of the Black Master, and in his heart he rejoiced ready to engulf the whole horizon. You find yourself rising villa the vista is breath-taking; as the sun sets on the sea, that has happened to them during the day seems to be part
in knowing that no matter how deep they really dug, they would up into the sky, so fast you fear you could leave behind life the salt flats below light up with the last rays of the day in of a plan that led them there. As they will attempt to piece
always be distracted by the absurd stories about him, and could itself for a new perspective from which to admire the globe. wonderful, contrasting lights. together what has happened so far, reward good intuitions
never see the knotty roots of his shady plots.” Then red light. You fall into hell, the forest now a battlefield To welcome the characters in the Villa of Domina and try to keep their attention focused without revealing, or
- Carolino the Wise, from Historia: carved into the world like a scar. Only death, bones and a Agnese’ Ulpa (a fox) is, however, a direr surprise than any of stressing, key details. After all, the sense of alienation and
of Magus and Brigands, Cowards and Heroes. powerful energy. Another, much brighter flash that blinds them could imagine. estrangement are part of the goals behind this module.
you and, all of a sudden, you are back in Salso Nero. As the delegation of the Sacred Kingdom in visit to the Loud voices come from the road outside the manor,
THE FATE OF THE STATUETTES The worth of a Relic is beyond measure, so now the Domina is still heading to its destination, the villa has been as the Sacred Kingdom emissaries and their Brotherhood
The actions of the characters determine whether the statues characters must decide what to do next. the theater of a slaughter. escorts have arrived. The mercenaries seem to be on edge
have shattered or not after the fight: Their discovery is enough for the Sacred Kingdom to The Domina herself, her servants and guards have been as they set out to capture the murderous traitors. Evidently,
If the characters have exercised caution and moved try to steal it, so who knows what other perils loom over butchered by a mysterious and ruthless assassin. someone waited for the characters to show up tospring the
accordingly and have spent Inspiration with care, the two the characters. Handling the question in public would be trap, and raise the alarm.
statuettes are still intact, although now the group cannot unnecessarily dangerous. THE RED VILLA
shake the feeling they are something more than what One of the options available to the characters is sticking At the gates, waiting for the characters, there is only one THE ATTACK OF THE WORMS
they look. Nestor had to deal with others from the gang to their original plan and complete the delivery, now that guard, a cat wearing the yellow and black stripes of the The characters do not have much time to react, as a mer-
of Mordicollo, watching the group’s back unbeknownst to they have realized it was not the statuette they were sup- Brotherhood of Worms that the characters easily recognize cenary squad is heading towards them, definitely not with
the characters, and makes his entrance to check on them. If posed to escort. They could devise a new way to move such by passing a DC 12 Intelligence (History) check. the friendliest intentions. The two easiest options could be
they have behaved well so far, he returns to Paddath to warn a burden, but it must be clear to the players that possess- (Further information on the Brotherhood of Worms can either hunkering down in the room with the Domina or
him of the leak of information and the attempted theft. ing such a treasure, now, is more harm than good. In addi- be found at page 20) attempting to flee. Both simple, neither risk-free.
To spare this low, earthly plane from the hell that is war, tion, defying the will of the Podestà means only one thing: If the characters arrive at the villa from the road, they Listen to the ideas of your players, but remind them that
I am ready to sacrifice my chance to enter the heavens in a death. Even returning to Paddath could mean something must pass by the gates. They are let in as soon as they say who surviving an open engagement with mercenaries armed with
higher oneHowever, he does not prevent further hares from even worse than that. they work for, with no hostilities from the guard who allows firearms, Brotherhood members no less, is extremely unlikely.
pursuing the group. The characters could also decide to attempt to escape them entrance as soon as she identifies each of the characters. The point of this sequence is to pitch the characters
If the statuettes have been taken by the bandits, they have with the Relic, earning them a dead or alive bounty. In this Once inside, a DC 15 Wisdom (Perception) check against something they cannot beat in a direct fight.
both shattered. Nestor is dealing with the rest of Mordicollo’s case, after the characters have lived the abject conditions of reveals that the guard seems to have left her post. Nestor’s hares arrive as the situation unfolds and learn
group but has lost them. He sends his agents forward as he being wanted fugitives, you can have the events in the par- The beauties of the garden should slow the characters that either the Sacred Kingdom betrayed the Podestà after
returns to Paddath to report on the leak of information and agraph “The Attack of the Worms” happen, adapting them for a while as they take a narrow pebbled road to the manor attempting to take the cargo from the characters or they
the theft, asking for reinforcement to the villa although it will to the new context where the characters are in now. itself. The wind rustling through the tree is the only noise defected and tried to keep the Relic for themselves, perhaps
take them time to reach their destination. The journey to the villa proceeds relatively calm, para- stirring the otherwise unnatural silence. Once they arrive after discovering the true worth of what they were carrying.
If a character investigates the right statuette once it has noia of the characters aside, although it never hurts to keep there, they find the lavishly decorated door slammed open, They stay far from the main conflict, long enough to gather
shattered, they find its real contents; an Ossuary Relic. A them on edge. If, instead, the characters have behaved egre- inside the first signs of what happened. Among the halls of that information and return to Salso Nero.
conical bone, similar to a horn, apparently attached to a giously or their conditions are dire, a charitable GM could the manor, none have been spared and the walls are splat- The delegation of the Sacred Kingdom accuses “Paddath’s
phalanx… although a foot in length. To tell the mysterious grant them the effects of a short rest or remind them they tered with blood. The Domina lies face down in the main minions” to be traitors; both them and the Worms recog-
object is a Relic, a character must pass a DC 13 Intelligence can spend Inspiration to heal a hit die. hall, stabbed in the back, as well as a dozen or so corpses of nize the pin bearing the Bone Cross as Domina Agnese’s,
servants and members of the Brotherhood. revealing how the fox had been loyal to the Kingdom for
If it has not happened, yet, it is likely that the players a long time, as she worked for them instead of Paddath.
decide to investigate the statuettes. Let them find its con- Handing the Relic over would have no effect, they would
tents with ease. take it anyway from the corpses of the group without having

42 43

Perilous Deliveries
Appendix
to fear another betrayal.
Make the group use as many resources as possible in
a narrative sequence, whether it is a daring escape or a
holdout, until they come up with a heroic plan or spark of
Epilogue BANDIT
Medium Humanoid (Hare), lawful evil
FEDERICO MORDICOLLO
Medium Humanoid (Stone marten), lawful evil
genius. In that moment, or if the characters are about to lose The Black Master explains the characters that they were
the Ossarium Fragment, Rolando d’Acquascura comes to simply pawns in a much larger game, a feud between cyni- STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
the rescue, the feared Black Master himself. cal exploiters of the common folk. There is nothing good in 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Paddath, who unloaded a dangerous burden on the group Armor Class 12 (leather armor) Armor Class 15 (studded armor)
THE BLACK MASTER ARRIVES hoping they would not be noticed by anyone like him, con- Hit Points 11 (2d8 + 2) Hit Points 45 (10d8 + 20)
Whether he jumps in from a large window, appears from sidering them worth nothing. And there is nothing good in Speed 35ft. Speed 30ft.
under a bed or an alley, the Black Master makes his appear- the Sacred Kingdom either, with their certainty everything Senses passive Perception 10 Saving Throws Str +4, Dex +5, Wis +2
ance. Teargas distracts the Worms and prevents them from of this world and the one beyond belongs to them, schem- Languages Common, Pit dialect Skills Athletics +4, Deception +4
using their guns effectively. That the Sacred Kingdom is ing to betray the Podestà hoping he would not notice, and Challenge 1/8 (25 XP) Senses passive Perception 10
his enemy is evident, as he attacks them without giving or Challenge 2 (450 XP)
blame the group instead. He tells them he arrived just Nimble. As a bonus action, the creature can take the Disengage action
expecting mercy; whether friend or foe, now he is a precious in time after having defeated many agents of the Sacred Feint. Once on each of his turns, if the creature moves at least 20
ACTIONS
asset for the characters, who can press the advantage and feet straight towards a target, the target must make a CD11 wisdom
Kingdom scattered about the city and looking for the group. saving throw or the next attack against the target has advantage.
Scimitar. Melee weapon attack: +3 to hit, one target.
counter-attack or take the opportunity to flee. The Confederacy is by no means perfect, but at least the air Hit: 4 (1d6 +1) slashing damage.
Rolando asks the characters to hand the Fragment to there has the taste of freedom. ACTIONS
Light Crossbow. Ranged weapon attack: +3 to hit, , range
him in exchange for their lives, claiming he is their only way If the characters did not perform according to Rolando’s 80ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage Multiattack. Federico makes two melee attacks with its scimitar.
out of that situation. Otherwise, he could wait for them to expectation, he lets them go with some coin at the first Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
die or even help the Worms in recovering the Relic for him. Hit: 6 (1d6 + 3) slashing damage.
Confederate port but, should they have behaved honour-
Pistol. Ranged Weapon Attack: +5 to hit, range 40 ft./180ft., one
If the characters accept, Rolando gets them to a boat ably, cunningly and with foresight, he asks them to work BANDIT target. Hit: 8 (1d10 + 2) piercing damage. Critical hit: 1d6 levels of
hidden between a bramble patch on a bend of the river. As him, impressed by the abilities gifts they showed. Read or Medium Humanoid (Marten), chaotic evil exhaustion. Recharge 6, costs an action.
they leave, a large frigate with Confederation flags comes to paraphrase. REACTIONS
them, ready to take them in. “The item you have been given is not of common make. That STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Parry. Federico adds 2 to its AC against one melee attack that
Bone Fragment could spell doom for a great many souls and, of would hit it. To do so, the captain must see the attacker and be
course, there is always a price to pay or exact. Armor Class 12 (leather armor) wielding a melee weapon.
My proposal entails taking, not paying; I can give you a task Hit Points 11 (2d8 + 2)
Speed 30ft.
of great importance and with handsome reward, enough for all
of us to profit. Power, fortune and glory await for you at the end Senses passive Perception 10
Languages Common, Pit dialect
of this journey: if you wish to have them, accept!”
Challenge 1/8 (25 XP)
The mission awaiting them is long and fraught with
Shove. Once per turn, if the creature has moved at least 20ft.
perils, but glory lies in wait for the characters of Historia.
against their target, they must pass a DC 11 Strength saving throw
or be knocked prone.
ACTIONS
Scimitar. Melee weapon attack: +3 to hit, one target.
Hit: 4 (1d6 +1) slashing damage.

44 45

Perilous Deliveries
46
-renaissance-setting-for-5e
and we need your help to bring this project to life!

Click on the link below or scan the QR code to join us!


The Historia crowdfunding campaign is live on Kickstarter,

https://www.kickstarter.com/projects/manaprojectstudio/historia-dark-fantasy

EXP.
PROF.

Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
47

Survival (Wis)
Professions

Historia Copyright © Mana Project Studio S.r.l., 2019 - 5th Edition Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
OPEN GAME LICENSE VERSION 1.0A 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc. and is Copyright of any Open Game Content You are copying, modifying or distributing, and
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. You must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners
who have contributed Open Game Content; (b)"Derivative Material" means 7. Use of Product Identity: You agree not to Use any Product Identity, including
copyrighted material including derivative works and translations (including into as an indication as to compatibility, except as expressly licensed in another, inde-
other computer languages), potation, modification, correction, addition, exten- pendent Agreement with the owner of each element of that Product Identity.
sion, upgrade, improvement, compilation, abridgment or other form in which You agree not to indicate compatibility or co adaptability with any Trademark
an existing work may be recast, transformed or adapted; (c) "Distribute" means or Registered Trademark in conjunction with a work containing Open Game
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or Content except as expressly licensed in another, independent Agreement with
otherwise distribute; (d)"Open Game Content" means the game mechanic and the owner of such Trademark or Registered Trademark. The use of any Product
includes the methods, procedures, processes and routines to the extent such Identity in Open Game Content does not constitute a challenge to the owner-
content does not embody the Product Identity and is an enhancement over the ship of that Product Identity. The owner of any Product Identity used in Open
prior art and any additional content clearly identified as Open Game Content Game Content shall retain all rights, title and interest in and to that Product
by the Contributor, and means any work covered by this License, including Identity.
translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, 8. Identification: If you distribute Open Game Content You must clearly indicate
logos and identifying marks including trade dress; artifacts; creatures characters; which portions of the work that you are distributing are Open Game Content.
stories, storylines, plots, thematic elements, dialogue, incidents, language, art-
work, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 9. Updating the License: Wizards or its designated Agents may publish updated
and graphic, photographic and other visual or audio representations; names and versions of this License. You may use any authorized version of this License
descriptions of characters, spells, enchantments, personalities, teams, personas, to copy, modify and distribute any Open Game Content originally distributed
likenesses and special abilities; places, locations, environments, creatures, equip- under any version of this License.
ment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as 10. Copy of this License: You MUST include a copy of this License with every
Product identity by the owner of the Product Identity, and which specifically copy of the Open Game Content You Distribute.
excludes the Open Game Content; (f) "Trademark" means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or 11. Use of Contributor Credits: You may not market or advertise the Open
its products or the associated products contributed to the Open Game License Game Content using the name of any Contributor unless You have written per-
by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, mission from the Contributor to do so.
copy, edit, format, modify, translate and otherwise create Derivative Material
of Open Game Content. (h) "You" or "Your" means the licensee in terms of this 12. Inability to Comply: If it is impossible for You to comply with any of the
agreement. terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any
2. The License: This License applies to any Open Game Content that contains a Open Game Material so affected.
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content 13. Termination: This License will terminate automatically if You fail to comply
that you Use. No terms may be added to or subtracted from this License except with all terms herein and fail to cure such breach within 30 days of becoming
as described by the License itself. No other terms or conditions may be applied aware of the breach. All sublicenses shall survive the termination of this License.
to any Open Game Content distributed using this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
3. Offer and Acceptance: By Using the Open Game Content You indicate Your provision shall be reformed only to the extent necessary to make it enforceable.
acceptance of the terms of this License.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
4. Grant and Consideration: In consideration for agreeing to use this License, Wizards of the Coast, LLC.
the Contributors grant You a perpetual, worldwide, royalty free, non exclusive
license with the exact terms of this License to Use, the Open Game Content. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
5. Representation of Authority to Contribute: If You are contributing original Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
material as Open Game Content, You represent that Your Contributions are and Steve Townshend, based on original material by E. Gary Gygax and Dave
Your original creation and/or You have sufficient rights to grant the rights con- Arneson.
veyed by this License.
END OF LICENSE

48

You might also like