Professional Documents
Culture Documents
By default there’s a dozen of them. They Iron Fist marks: Its cost this season (see below):
follow you but retain their place within To be restored (1 silver)
society. They have no special fighting skills: Strings:
medium gang, 2-harm, 0-armor. Absent: -1 to Rule domain
Number of followers: Muster penalties: You rule the land from (pick one):
States (in battle): An ancient and rugged stone keep
* Whole and unharmed Paying tribute (yes/no, how much, when). By An estate within city walls
* Few wounded default 3 silver: A castle carved into the mountain
* Several (at least half) wounded, few dead A high tower with a bastion
Upgrade domain for 5 silver instead A large bastion with a grand hall
(commoners break)
* Almost all somehow wounded, almost Other (detail):
half dead (soldiers break) Season trouble, if any (describe):
* At least half dead, if not more (fierce
warriors break) Your keep cost is 1 silver per season for the
Your land consists mostly of (pick one): first feature you pick, +2 for the second, +3
for the third, etc... If a cost is not met for the
An expanse of woodland and wilds season, cancel that feature and pay the rest.
They consist of (pick one or two):
Villages under your ruling
Families of ancient blood and traditions Rich but sparse farmsteads If you pay nothing, the keep is in a state of
Commoners hungry for change A busy road or river-crossing abandon; mark “To be restored” and pay that
Small nobility of great ambitions price before you can activate features again.
Other (detail):
Scholars, students, mystics, druids Permanent garrison (medium gang of a
Your land qualities (pick two):
Warriors or knights or fighters dozen warriors, 3-harm, 2-armor)
Other (detail): Higher tributes (+1 silver) Solid walls & towers (1 Fate defending)
Easy to patrol (never surprised) Deep ditch & bridge (1 Fate defending)
Choose their qualities accordingly (pick two):
Horses (all musters have horses) A dungeon and a secret exit
Fanatic (will never break) Hunters (all musters have bows) A trusted officer to rule the land (no
Literate (can read and write; +1 Acu) Fighters (+1 harm, +1 armor to musters) penalty when you’re absent)
Numerous (add another dozen) Loyalty (no penalty on absent) Feasts, hunting and entertainment (+1
Notorious (shocking and inspiring fear) Numerous (double your musters) Fascinatio while you're in the keep)
Bound (by Oath or blood – you have Other (detail):
When there’s trouble, this land demands
rights on their properties and lives)
your attention for (pick one):
Ritual powers: can perform sorcery (+1
Ast) Monsters and wild creatures Rule With the Iron Fist
Warriors (half of the total of your Rebels or outlaws or brigands When you extort exceptional tributes with force,
followers have 3-harm, 1-armor) Pirates, slavers or raiders send out a small gang from a keep you own, for
Generous (will provide for you and a Obligation to provide soldiers each Domain to tax, and roll+Vigor. On a hit each
few every season, or tribute 1 silver) Other (detail): taxed Domain grants you an additional tribute of 1
Other (detail): of their coin. On a 10+ with no trouble, on a 7-9
with some trouble. You decide:
Upgrade and select one more quality
* They pay now but skip next season
Rule Your Domains * They pay now but you get the trouble of this
Your foremost followers is: When you rule your Domains for the coming Domain
season, roll+Acumen. If you are not present for * They pay, but you get the coin late, only by
Known for (pick one): ambition, two seasons or more, take -1 to this roll. On a hit early next season
loyalty, curiosity, eagerness, all your domains grant you their tributes. On a Mark this move every time you roll it. If both
courage, patience, severity, 10+ without problems, on a 7-9 one domain is your dice roll equal or below the number of
knowledge, other: also in need of your attention. On a miss, no marks, you sucked them dry. Take an ongoing -1
tributes, and at least two domains in need of to muster until you regain the favor of your
Other notables are: attention. people, and regardless of how much you demand
____________________________, the most devoted If you renounce the tribute, or reinvest it for the from them, they just pay regular tributes from
____________________________, the most impatient good of the Domain, gain 1 String on this Domain. now. Erase one mark per season, and when you're
You can spend the String to improve rolls related back to zero, you can again demand additional
____________________________, the most recent to this Domain. tribute and remove the -1 to muster.
Path of Leadership Path of Shadows Path of Sanctity
When you add the Path of Leadership to When you add the Path of Shadows to your When you add the Path of Sanctity to your
your character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
Fight in a battle Uncover a secret Save a life or succor someone
Lead a gang in battle Spread a rumor Suffer Wounds
Break an enemy gang End a fight in a single roll Erase a Fate
Suffer your gang break Have someone erase a Fate Perform a Charm
Prevent a gang from breaking Poison or murder someone Perform a Ceremony
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you can start Requirement: you can take this Path only if
taking the following moves: taking the following moves: you give away worthy possessions, all silver
and gold, renounce rights on land(s).
Hold Together Spies Master
Once you added this Path, you automatically
When you try to hold together a gang that is When you work your network of spies, gain one move (chose which one), and can
breaking, roll+Vigor. On a 10+ the gang holds roll+Acumen. On a 10+ hold three, on a 7-9 start taking the others:
and follows orders, on a 7-9 they just hold. hold one. Spend your holds to have your
Improve this move for gaining a +1 spies answer your questions as for Draw Sustained by Spirits
forward when trying to Hold Together Someone Out, Read a Person, Take Stock of You are protected from hunger and cold by
a Situation and relay those answers to you. the Spirits. You need not to worry about
Regroup Mark this move every time you roll it. If both where you sleep or what you eat, ever again.
When a gang under your command breaks, your dice roll equal or below the number of
you can regroup them around your banner. marks, your network is uncovered. Chose Battlefield Grace
The gang size probably decreased, but you one and erase it: While you are caring for people, not fighting,
regain control even though you lost ground. * Someone reveals your name, you erase you get +1 armor.
Improve this move for giving them +1 one mark, and the network is avail. Leader of Commoners
armor (for this battle only) if their gang again only next season When you lead a gang of commoners in
size is reduced * They reveal nothing, but the network is battle, as long as you are with them, they will
destroyed for good; cancel this move never break, even when more than half of
Call to Arms
Resourceful them are dead.
When you muster a gang of fighters, your
famous name attracts more or better men. In a situation of danger or tension, you can Spirits in my Blood
Spend one more than your roll grants you make an Advancement without the necessary Spirits flow in your veins; you cannot be
(even if you don’t roll). XP. Use it to your advantage, and keep it. But harmed by regular weapons – only by those
Improve this move for having such a the first 7 XP you gain, you must allocate to that are magic, blessed, cursed, or in silver.
famous name that you can roll+1 even if cover this Advancement. You cannot have
more than a single one at the time, this way. Sight
you decide to spend no silver
When you look at someone for the first time,
Hold This Wall Cold Blood you can roll+Astrum. On a 10+ hold 3, on a
When you Seduce or Manipulate, roll+Nervi 7-9 hold 2. Spend your holds to ask them:
When your gang is holding a fortification,
they always get +1 to their Engage in Battle instead of Fascinatio.
* What are you here for?
roll as long as you’re with them. Improve this move to roll+Nervi also to * On whose side are you?
Draw Someone Out * Are you telling the truth about ___?
Shield Wall * Are you a threat to me or ___?
When you order your gang to form a shield- Fast Blades
* What is your biggest fear or sin?
wall and hold their ground, as long as they When you Fight in Single Combat, roll+Nervi
don’t advance they get +1 armor. the first time of each fight. The following Where I Stand
rolls are with Vigor, as usual. The land where you stand, as long as it’s
Charge! within nature boundaries, counts as a place
When you lead a charge into battle, on horse Poisons
of power (worth one sacrifice).
or foot, your gang inflicts +1 harm as long as When you have the opportunity to slip your
you lead from the front. poison in the food or drink of your target, Changed
roll+Acumen. On a hit you’ve poisoned them; Recover a Fate you previously erased; but
Vigorous on a 10+ you say when they suffer 4-harm ap you return somehow changed by this.
Add +1 to your Vigor (max +3). within the next 24h, on a 7-9 2-harm ap and
the GM says when within the same time.
The Outlaw Your Moves
fascinatio ____
Noble Blood
You are of noble blood, according to your
Culture; but you’ve been cast aside as an
astrum ____
outlaw. You have no rights, nor the respect
of your peers or of royalty, but blood is
GEAR & Notes HARM and FATES blood. Create a Land and a Keep that were
yours, and assign them to another Culture or
Cuts and bruises (1-2 harm) to a notable NPC who is now your enemy.
Wounds (3-4 harm) You might try to regain these possessions
Dying through fiction (and Advancements).
Erase a Fate (from your Moves or below) to Much To Learn
ignore a harm you suffered. When you accept another character as
Keep my strength (Vigor -1) mentor or advisor, ask them what they teach
Hold steady (Nervi -1) you. Take that move from their playbook or
Keep my looks (Fascinatio -1) a Path they have: it’s now your Move.
See another day
Next times you take an advancement, you
can select from your own playbook or Paths,
or ask them instead, max twice:
SWORN OATHS
Beautiful And Doomed
When you make an entrance, grand or
subtle, roll+Fascinatio. On a 10+, name
someone and ask them if they are on your
side or not, then name someone else and
XP/ADVANCEMENTS
choose one below. On a 7-9 just choose:
Stick here the XP and Advancements Card. * They fall in love with you
* They are afraid of you
It will have the Advancements right here, and * They must meet you alone
the XP to flip open, like a booklet. * They have a use for you
STRINGS on others
You can use the front of the Card for general Bound To Me
notes. When someone has sworn an oath to you, if
they roll to keep true to it, you may grant
them a +1 to their roll.
Improve this move for giving them a -1
instead, when their action are in conflict
with their oath to you
Steady
Add +1 to your Nervi (max +3).
Vigorous
Add +1 to your Vigor (max +3).
make your Outlaw
Once you have made your character, use
this space to stick here paths or domains. Space available for Paths or Domains Space available for Paths or Domains
XP/ADVANCEMENTS
A Small Token
When you gift someone with a jewel, a piece
Stick here the XP and Advancements Card. of clothing or another small item of yours, it
counts as 10+ in Seduce or Manipulate. The
It will have the Advancements right here, and next time, though, they’ll demand more.
the XP to flip open, like a booklet.
STRINGS on others
Another Token
You can use the front of the Card for general When you gift someone with a kiss, a warm
notes. promise, or words of love, it goes beyond a
small token, and counts as 10+ in Seduce or
Manipulate, or Draw Someone Out, or Read
a Person.
Charming
Add +1 to your Fascinatio (max +3).
Destined
Add +1 to your Astrum (max +3).
Sharp
Add +1 to your Acumen (max +3).
make your beauty
Once you have made your character, use
this space to stick here paths or domains. Space available for Paths or Domains Space available for Paths or Domains
Your shrine is (pick one): Iron Fist marks: Its cost this season (see below):
Ancient stones carved with runes Strings: To be restored (1 silver)
A hidden room in your home Absent: -1 to Rule domain
A clearing in sacred woods
Muster penalties: You rule the land from (pick one):
An old temple of forgotten Gods
An old ruined tower repurposed An ancient and rugged stone keep
On a mountain overlooking the land Paying tribute (yes/no, how much, when). By An estate within city walls
Other (detail): default 3 silver: A castle carved into the mountain
A high tower with a bastion
Upgrade domain for 5 silver instead A large bastion with a grand hall
Your shrine always counts as a place of Other (detail):
power for casting charms and celebrating
Season trouble, if any (describe):
ceremonies.
Once per season, your followers, or others Your keep cost is 1 silver per season for the
sharing your faith, or the locals fearing your Your land consists mostly of (pick one): first feature you pick, +2 for the second, +3
power, should bring you offerings. These for the third, etc... If a cost is not met for the
Pasture and horse breeders season, cancel that feature and pay the rest.
offerings usually consist of precious animals Stony hills and mines
and goods worth 1 Sacrifice. At times, they Mountains rich with ore If you pay nothing, the keep is in a state of
might bring silver or even blood (willing or abandon; mark “To be restored” and pay that
A large forest and its game
unwilling) for your rites. price before you can activate features again.
Other (detail):
At the start of a season roll+Astrum. On a
Your land qualities (pick two): Permanent garrison (medium gang of a
10+ you decide what they bring (worth 1 dozen warriors, 3-harm, 2-armor)
Sacrifice; even 1 silver which you could spend Rich products (+1 silver) Solid walls & towers (1 Fate defending)
otherwise). On a 7-9 the GM decides what. Hard terrain (+1 armor to defend) Deep ditch & bridge (1 Fate defending)
On a 6- they bring nothing; the GM will tell Horses (all musters have horses) A dungeon and a secret exit
you what they demand from you instead. Hunters (all musters have bows) A trusted officer to rule the land (no
Fighters (+1 harm, +1 armor to musters) penalty when you’re absent)
The shrine has one quality (pick one): Loyalty (no penalty on absent) Feasts, hunting and entertainment (+1
Numerous (double your musters) Fascinatio while you're in the keep)
Healing waters: once per Episode cure
When there’s trouble, this land demands Other (detail):
someone’s Cuts and Bruises or Wounds
Sacred fire: once per Episode bless a your attention for (pick one):
weapon (+1 harm) or armor (+1 armor) Monsters and wild creatures Rule With the Iron Fist
Mushrooms; once per Episode ingest Rebels or outlaws or brigands When you extort exceptional tributes with force,
them and take a 10+ without rolling, for Natives stirring revolt send out a small gang from a keep you own, for
The Invisible Hand move Debts (tribute down to 1 silver only) each Domain to tax, and roll+Vigor. On a hit each
Keep: the shrine counts as a keep (also Other (detail): taxed Domain grants you an additional tribute of 1
for Rule With The Iron Fist). Add one of their coin. On a 10+ with no trouble, on a 7-9
quality chosen from those of the keep with some trouble. You decide:
Popular: there is always at least a small * They pay now but skip next season
gang of commoners praying here and Rule Your Domains * They pay now but you get the trouble of this
ready to defend you or the shrine When you rule your Domains for the coming Domain
Other (detail – you may use charms or season, roll+Acumen. If you are not present for * They pay, but you get the coin late, only by
ceremonies for inspiration): two seasons or more, take -1 to this roll. On a hit early next season
all your domains grant you their tributes. On a Mark this move every time you roll it. If both
10+ without problems, on a 7-9 one domain is your dice roll equal or below the number of
When those sharing your faith demand your also in need of your attention. On a miss, no marks, you sucked them dry. Take an ongoing -1
attention for the season, it’s usually for: tributes, and at least two domains in need of to muster until you regain the favor of your
attention. people, and regardless of how much you demand
Monsters and wild creatures If you renounce the tribute, or reinvest it for the from them, they just pay regular tributes from
Rebels or outlaws or brigands good of the Domain, gain 1 String on this Domain. now. Erase one mark per season, and when you're
A challenge to your doctrine You can spend the String to improve rolls related back to zero, you can again demand additional
Other (detail): to this Domain. tribute and remove the -1 to muster.
Path of Charms Path of Ceremonies Path of Spirits
When you add the Path of Charms to your When you add the Path of Ceremonies to When you add the Path of Spirits to your
character, you may gain XP also for: your character, you may gain XP also for: character, you may gain XP also for:
Perform a Charm Perform a Ceremony Pray and have a vision of your enemy
Make a sacrifice to pray or invoke Make a sacrifice to pray or invoke Give your blood as Sacrifice
Erase a Fate Erase a Fate Erase a Fate
Spend x2 sacrifices for a Charm Spend x2 sacrifices for a Ceremony Save someone’s life
Use Charm(s) to attack or defend Use Ceremony(es) to attack or defend Obtain an Oath from a character
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you can start Once you added this Path, you can start
taking the following moves: taking the following moves: taking the following moves:
Sacrifice Sacrifice Marked By The Spirits
When you pray or invoke, make any of the When you pray or invoke, make any of the You received the mark of the Spirits and
listed sacrifices and get a +1 forward. You can listed sacrifices and get a +1 forward. You can work their plans into this world. Add one to
also use these sacrifices to perform sorcery. also use these sacrifices to perform sorcery. your Fates. You can unlock a new Fate as
* An Oath is sworn pleasing your God(s) * An Oath is sworn pleasing your God(s) improvement to this move:
* Someone or something is released to * Someone or something is released to You will see ______________ raise in power
please the God(s) please the God(s) You will see ______________ returned to the
* Silver, precious animals or precious items * Silver, precious animals or precious items Spirits
are offered to the God(s) are offered to the God(s) You will see ______________, enemy to the
* Draw offered blood, 2-harm ap * Draw offered blood, 2-harm ap Spirits, destroyed
* Draw unwilling blood, 3-harm ap, or * Draw unwilling blood, 3-harm ap, or
offer a worthy life offer a worthy life Animal Spirit
* Officiate in a place of power * Officiate in a place of power When you whisper the name of someone to
* Fasting or meditation in a lull in play or * Fasting or meditation in a lull in play or a tree, roll+Astrum. On a hit you know
between two episodes or seasons between two episodes or seasons where they are, if they are not hiding in a
city or a keep. On a 10+, you also know if
Charms Ceremonies they are in company, and a description of
Performing a Charm takes a few instants but Performing a Ceremony takes a few hours who’s with them.
requires two sacrifices (you must have the and requires three sacrifices (you must have
related move). Select one Charm unless the related move). Select one Ceremony Improve this move to whisper the name
another move says you have more. Add unless another move says you have more. to the trees and the wolves. On a hit,
Charms as new moves. Add Ceremonies as new moves. the wolves will guide you to them, and
it counts as traveling in friendly land.
Improve this move to spend only one Improve this move to spend only two
sacrifice per Charm sacrifices per Ceremony Acolyte
The effect of a Charm lasts until the sun The effect of a Ceremony lasts until the sun You have a loyal, fanatic acolyte at your
next rises or sets, or the next Episode. next rises or sets, or the next Episode. orders. When they help with your rituals, get
+1 Astrum. The acolyte is often first in
Infuse a Spirit in a weapon; it’s now A charm lasts until next season or acts suffering the worst consequences directed
enchanted and inflicts +1 harm on up to two dozen objects or people against you, from rites or war.
Bless someone senses; they can ask one Bless a domain; get or give 2 strings on
question more, and beyond normal the domain, to improve rolls Not Your Time Yet
Infuse Fire in an object: it will burn Spirits heal all cuts and bruises, and all When someone dies, you can grab their soul
fiercely, and consume if flammable wounds, from your patient while their body is still relatively intact, and
Spirits heal all cuts and bruises, or one Curse a domain; hold 2 to spend at roll+Astrum. On a 10+ they can come back,
dot of wounds, from your patient your will to give -1 to rolls for it shattered, with -1 to their highest stat. On a
Infuse a spirit of love in an NPC; they Tell a character what to do and write it 7-9 with a -2 and they must exchange a soul
love who you say, till the Charm ends on their sheet as a new Oath for a soul, soon. Nobody comes back twice.
Ward an armor or clothes; it counts as Summon the ghost of someone who
+1-armor in addition to what they have died or lived here; ask three questions Destined
Ward something or someone; you’ll Enchant a place; it counts as a place of Add +1 to your Astrum (max +3).
know if they are in danger power for you and your allies Charming
Speak the language of an animal; you Summon a Spirit and give it a task; it Add +1 to your Fascinatio (max +3).
can read them, and see through them must complete it to return to its home
The Warrior Your Moves
They speak and pray. Pledge and swear, Your Faith Is The Blade
charm and seduce. You, though, you You are a warrior and as such you trust your
are straight as the blade of your sword. blade, muscles and training more than Gods,
Spirits, crowns, nobles, customs, and so on.
Once per fight you can use any of the
Name STATS techniques below to gain an advantage:
* Drop your shield before or after its Fate
vigor ____
is erased, and focus on the attack: your
Culture weapon deals +1 harm ap
nervi ____ * Spend your shield Fate and negate also
physical harm that otherwise would
acumen ____
Features have been ap
* Thrust a sword or another non-throwing
fascinatio ____ weapon; it deals -1 harm but it counts as
Harm the Helpless
astrum ____ * After you received harm, extract a hidden
weapon and inflict 2-harm ap
GEAR & Notes HARM and FATES Truth In Blood
When you Fight in Single Combat against
Cuts and bruises (1-2 harm) someone, as soon as you draw blood you can
Wounds (3-4 harm) ask one question: if you talk to them, ask one
Dying of Draw Someone Out; if you observe them,
Erase a Fate (from your Moves or below) to ask one of Read A Person.
ignore a harm you suffered.
Better Prepared
Keep my strength (Vigor -1)
When you Fight in Single Combat, you are
Hold steady (Nervi -1)
always better prepared. If the fiction dictates
Keep my looks (Fascinatio -1)
the other side is better prepared, this cancels
See another day
their advantage instead.
Bastion
SWORN OATHS When you are outnumbered, take +1-armor.
Improve this move to count, instead, as
a small gang when facing a gang
Merciless
When you inflict harm, inflict +1 harm.
XP/ADVANCEMENTS
XP ADVANCEMENTS
Mark each XP only once per Advancement. Regular Advancements:
At 7 XP make an Advancement and clear all. Take a new playbook Move
XP from Strings Improve a playbook Move
Suffer Wounds Add a new Path
Erase a Fate Take a new Move in a Path
Resolve or betray an Oath to an NPC Special Advancements (after 5 regular ones)
Resolve or betray an Oath to a PC Take a new playbook Move
Keep an Oath to a PC at some cost Improve a playbook Move
Challenge your Culture in its customs Increase a Stat (max +3)
Challenge a Culture where it's strong Take a new Move in a Path
Seize a location or discover a new place Improve a Move in a Path
As GM, pass the season Gain a Domain
As GM, raise cheers, wonder, or grief Improve a Domain
As GM, make trouble for your faction Change playbook
Second a GM call that gives you or Make a new character
your faction, significant trouble Accomplish your Fate and retire
XP ADVANCEMENTS
Mark each XP only once per Advancement. Regular Advancements:
At 7 XP make an Advancement and clear all. Take a new playbook Move
XP from Strings Improve a playbook Move
Suffer Wounds Add a new Path
Erase a Fate Take a new Move in a Path
Resolve or betray an Oath to an NPC Special Advancements (after 5 regular ones)
Resolve or betray an Oath to a PC Take a new playbook Move
Keep an Oath to a PC at some cost Improve a playbook Move
Challenge your Culture in its customs Increase a Stat (max +3)
Challenge a Culture where it's strong Take a new Move in a Path
Seize a location or discover a new place Improve a Move in a Path
As GM, pass the season Gain a Domain
As GM, raise cheers, wonder, or grief Improve a Domain
As GM, make trouble for your faction Change playbook
Second a GM call that gives you or Make a new character
your faction, significant trouble Accomplish your Fate and retire
XP ADVANCEMENTS
Mark each XP only once per Advancement. Regular Advancements:
At 7 XP make an Advancement and clear all. Take a new playbook Move
XP from Strings Improve a playbook Move
Suffer Wounds Add a new Path
Erase a Fate Take a new Move in a Path
Resolve or betray an Oath to an NPC Special Advancements (after 5 regular ones)
Resolve or betray an Oath to a PC Take a new playbook Move
Keep an Oath to a PC at some cost Improve a playbook Move
Challenge your Culture in its customs Increase a Stat (max +3)
Challenge a Culture where it's strong Take a new Move in a Path
Seize a location or discover a new place Improve a Move in a Path
As GM, pass the season Gain a Domain
As GM, raise cheers, wonder, or grief Improve a Domain
As GM, make trouble for your faction Change playbook
Second a GM call that gives you or Make a new character
your faction, significant trouble Accomplish your Fate and retire
XP ADVANCEMENTS
Mark each XP only once per Advancement. Regular Advancements:
At 7 XP make an Advancement and clear all. Take a new playbook Move
XP from Strings Improve a playbook Move
Suffer Wounds Add a new Path
Erase a Fate Take a new Move in a Path
Resolve or betray an Oath to an NPC Special Advancements (after 5 regular ones)
Resolve or betray an Oath to a PC Take a new playbook Move
Keep an Oath to a PC at some cost Improve a playbook Move
Challenge your Culture in its customs Increase a Stat (max +3)
Challenge a Culture where it's strong Take a new Move in a Path
Seize a location or discover a new place Improve a Move in a Path
As GM, pass the season Gain a Domain
As GM, raise cheers, wonder, or grief Improve a Domain
As GM, make trouble for your faction Change playbook
Second a GM call that gives you or Make a new character
your faction, significant trouble Accomplish your Fate and retire
XP ADVANCEMENTS
Mark each XP only once per Advancement. Regular Advancements:
At 7 XP make an Advancement and clear all. Take a new playbook Move
XP from Strings Improve a playbook Move
Suffer Wounds Add a new Path
Erase a Fate Take a new Move in a Path
Resolve or betray an Oath to an NPC Special Advancements (after 5 regular ones)
Resolve or betray an Oath to a PC Take a new playbook Move
Keep an Oath to a PC at some cost Improve a playbook Move
Challenge your Culture in its customs Increase a Stat (max +3)
Challenge a Culture where it's strong Take a new Move in a Path
Seize a location or discover a new place Improve a Move in a Path
As GM, pass the season Gain a Domain
As GM, raise cheers, wonder, or grief Improve a Domain
As GM, make trouble for your faction Change playbook
Second a GM call that gives you or Make a new character
your faction, significant trouble Accomplish your Fate and retire
Path of Swords Path of War Path of Monsters
When you add the Path of Swords to your When you add the Path of War to your When you add the Path of Monsters to your
character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
Fight in single combat Fight in a battle Fight a monster
Suffer Wounds Suffer Wounds Suffer Wounds
Erase a Fate Erase a Fate Erase a Fate
Duel a worthy adversary Conquer an enemy fortress Loot a monster’s treasure
Fight alone against a gang Conquer an enemy territory Kill a monster for no price
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you can start Once you added this Path, you can start
taking the following moves: taking the following moves: taking the following moves:
Think With The Blade War Council Against The Monster
When you Take Stock of a Situation before When you give advice to other character(s) When you muster commoners to side with
or during combat, roll+Vigor instead of before a battle, for each String they grant you against a monster, roll+Vigor. On a hit
Acumen. you on them, they can hold up to three (but you get a war-band of half a dozen that
Improve this move for gaining a +2 not the same twice): counts as a small gang, 2-harm, 1-armor. On
forward instead of +1 when acting on * They inflict +1 harm ap, once a 10+ take three, on a 7-9 take one:
the answer(s) * They ignore all harm, once (as a Fate) * You muster a total of a dozen
* They get +1 forward to their roll * The mustered gang gains +1 harm
Speak Of Honor When they spend the hold, they should say * The mustered gang gains +1 armor
When you demand action from those you how you counseled them. * The mustered gang have horses
side with, or those who rule them, roll+Vigor. * The mustered gang have longbows
On a 10+ they should act as honor demands; Blood Thirst * The mustered will follow you on another
on a 7-9 they can still gracefully decline but When you speak to your gang before battle, quest, as long as you provide for them
in this case they reveal something: ask them roll+Vigor. On a 10+ both, on a 7-9 pick one:
a question from Draw Someone Out or Read War Paint
a Person, or they must grant you a String. * They inflict +1 harm When you paint or tattoo your body with
* They have +1 armor symbols of monsters and terrors, you get 2
Sword For Sale This includes other characters that are on armor if you're naked or nearly naked; 1
When you offer your sword to Seduce or your side in battle. armor if you wear clothes. If you wear
Manipulate someone, roll+Vigor instead of armor, use that instead.
Fascinatio. Battle Master
When you survey the field of battle, you may Supernatural Knowledge
Torturer Take Stock of a Situation and roll+Vigor When you encounter a monster, roll+Astrum.
When you use torture to Read a Person, instead of Acumen. On a 10+ ask two, on a 7-9 ask one:
roll+Vigor instead of Acumen. On a 10+ hold * Where does it come from or goes to?
3, on a 7-9 hold 2 but the signs of torture War Plans * Who (man or god or nature) made this?
are permanent. On a miss, their secret dies When you discuss the tactics and strategies * What does it want? Can we placate it?
with them. of a war (not of the single battle), you may * What does it fear the most?
Take Stock of a Situation and roll+Vigor
Revenge instead of Acumen. Mark this move every time you roll it. If both
When you swear to have your revenge by your dice roll equal or below the number of
the sword against someone, add this to your Fortifications Master marks, part of the monster will show on you.
Fates: When you attack or defend a fortified
position, you may Take Stock of a Situation Not So Easy To Kill
Extort a payment in blood from ___
and roll+Vigor instead of Acumen. Your dedication to kill monsters gives you a
Merciless +1 armor against them, in addition to what
On a hit you can spend a hold for: you already have.
When you inflict harm, inflict +1 harm. * There is always a bloody way in or a way
out, and you know it Not Just A Human
Vigorous
* There is always a traitor among their When you face a monster that counts as a
Add +1 to your Vigor (max +3).
ranks, and you know it gang, you count as a small gang yourself.
Charming
Vigorous Vigorous
Add +1 to your Fascinatio (max +3).
Add +1 to your Vigor (max +3). Add +1 to your Vigor (max +3).
Path of Charms Path of Ceremonies Path of Sanctity
When you add the Path of Charms to your When you add the Path of Ceremonies to When you add the Path of Sanctity to your
character, you may gain XP also for: your character, you may gain XP also for: character, you may gain XP also for:
Perform a Charm Perform a Ceremony Save a life or succor someone
Make a sacrifice to pray or invoke Make a sacrifice to pray or invoke Suffer Wounds
Erase a Fate Erase a Fate Erase a Fate
Spend x2 sacrifices for a Charm Spend x2 sacrifices for a Ceremony Perform a Charm
Use Charm(s) to attack or defend Use Ceremony(es) to attack or defend Perform a Ceremony
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you can start Requirement: you can take this Path only if
taking the following moves: taking the following moves: you give away worthy possessions, all silver
and gold, renounce rights on land(s).
Sacrifice Sacrifice
Once you added this Path, you automatically
When you pray or invoke, make any of the When you pray or invoke, make any of the gain one move (chose which one), and can
listed sacrifices and get a +1 forward. You can listed sacrifices and get a +1 forward. You can start taking the others:
also use these sacrifices to perform sorcery. also use these sacrifices to perform sorcery.
* An Oath is sworn pleasing your God(s) * An Oath is sworn pleasing your God(s) Sustained by Spirits
* Someone or something is released to * Someone or something is released to You are protected from hunger and cold by
please the God(s) please the God(s) the Spirits. You need not to worry about
* Silver, precious animals or precious items * Silver, precious animals or precious items where you sleep or what you eat, ever again.
are offered to the God(s) are offered to the God(s)
* Draw offered blood, 2-harm ap * Draw offered blood, 2-harm ap Battlefield Grace
* Draw unwilling blood, 3-harm ap, or * Draw unwilling blood, 3-harm ap, or While you are caring for people, not fighting,
offer a worthy life offer a worthy life you get +1 armor.
* Officiate in a place of power * Officiate in a place of power
* Fasting or meditation in a lull in play or * Fasting or meditation in a lull in play or Leader of Commoners
between two episodes or seasons between two episodes or seasons When you lead a gang of commoners in
battle, as long as you are with them, they will
Charms Ceremonies never break, even when more than half of
Performing a Charm takes a few instants but Performing a Ceremony takes a few hours them are dead.
requires two sacrifices (you must have the and requires three sacrifices (you must have
related move). Select one Charm unless the related move). Select one Ceremony Spirits in my Blood
another move says you have more. Add unless another move says you have more. Spirits flow in your veins; you cannot be
Charms as new moves. Add Ceremonies as new moves. harmed by regular weapons – only by those
that are magic, blessed, cursed, or in silver.
Improve this move to spend only one Improve this move to spend only two
sacrifice per Charm sacrifices per Ceremony Sight
The effect of a Charm lasts until the sun The effect of a Ceremony lasts until the sun When you look at someone for the first time,
next rises or sets, or the next Episode. next rises or sets, or the next Episode. you can roll+Astrum. On a 10+ hold 3, on a
7-9 hold 2. Spend your holds to ask them:
Infuse a Spirit in a weapon; it’s now A charm lasts until next season or acts
enchanted and inflicts +1 harm on up to two dozen objects or people * What are you here for?
Bless someone senses; they can ask one Bless a domain; get or give 2 strings on * On whose side are you?
question more, and beyond normal the domain, to improve rolls * Are you telling the truth about ___?
Infuse Fire in an object: it will burn Spirits heal all cuts and bruises, and all * Are you a threat to me or ___?
fiercely, and consume if flammable wounds, from your patient * What is your biggest fear or sin?
Spirits heal all cuts and bruises, or one Curse a domain; hold 2 to spend at Where I Stand
dot of wounds, from your patient your will to give -1 to rolls for it The land where you stand, as long as it’s
Infuse a spirit of love in an NPC; they Tell a character what to do and write it within nature boundaries, counts as a place
love who you say, till the Charm ends on their sheet as a new Oath of power (worth one sacrifice).
Ward an armor or clothes; it counts as Summon the ghost of someone who
+1-armor in addition to what they have died or lived here; ask three questions Changed
Ward something or someone; you’ll Enchant a place; it counts as a place of Recover a Fate you previously erased; but
know if they are in danger power for you and your allies you return somehow changed by this.
Speak the language of an animal; you Summon a Spirit and give it a task; it
can read them, and see through them must complete it to return to its home
Path of Spirits Path of Destiny Path of Shadows
When you add the Path of Spirits to your When you add the Path of Destiny to your When you add the Path of Shadows to your
character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
Pray and have a vision of your enemy Fight in a battle Uncover a secret
Give your blood as Sacrifice Suffer Wounds Spread a rumor
Erase a Fate Erase a Fate End a fight in a single roll
Save someone’s life Lead a crowd or gang Have someone erase a Fate
Obtain an Oath from a character Make a precious ally Poison or murder someone
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you can start Once you added this Path, you can start
taking the following moves: taking the following moves: taking the following moves:
Marked By The Spirits The True Voice Spies Master
Add one to your Fates. You can unlock a When you preach their faith to a crowd or When you work your network of spies,
new Fate as improvement to this move: incite them to hold true to their values or roll+Acumen. On a 10+ hold three, on a 7-9
You will see ______________ raise in power land, roll+(choose one now): hold one. Spend your holds to have your
Fascinatio spies answer your questions as for Draw
You will see ______________ returned to the Someone Out, Read a Person, Take Stock of
Spirits Astrum a Situation and relay those answers to you.
You will see ______________, enemy to the On a 10+ hold three, on a 7-9 hold two.
Spirits, destroyed Mark this move every time you roll it. If both
Spend holds to: your dice roll equal or below the number of
Animal Spirit * Bring people forward, hand them to you marks, your network is uncovered. Chose
When you whisper the name of someone to * Bring forward their precious things and one and erase it:
a tree, roll+Astrum. On a hit you know deliver them to you
* Someone reveals your name, you erase
where they are, if they are not hiding in a * Unite and fight for you as a mob (default one mark, and the network is avail.
city or a keep. On a 10+, you also know if medium or large size; 2 Harm 0 Armor, again only next season
they are in company, and a description of Fanatic – will never break)
* They reveal nothing, but the network is
who’s with them. * Cast aside reason and law to give full
destroyed for good; cancel this move
expression to their joy, rage, or passion
Improve this move to whisper the name * Disperse quietly and return peacefully to
to the trees and the wolves. On a hit, Resourceful
their lives In a situation of danger or tension, you can
the wolves will guide you to them, and
it counts as traveling in friendly land. For This Land make an Advancement without the necessary
XP. Use it to your advantage, and keep it. But
Make an oath to defend a certain place. As
Acolyte long as your feet touch the ground you’ve
the first 7 XP you gain, you must allocate to
You have a loyal, fanatic acolyte at your cover this Advancement. You cannot have
sworn to protect, you have 2-armor even
orders. When they help with your rituals, get more than a single one at the time, this way.
when you wear none.
+1 Astrum. The acolyte is often first in
suffering the worst consequences directed Improve this move for granting 2-armor Cold Blood
against you, from rites or war. to any gang you lead, on the same terms When you Seduce or Manipulate, roll+Nervi
instead of Fascinatio.
Not Your Time Yet Brave-Heart
Improve this move to roll+Nervi also to
When someone dies, you can grab their soul When you go straight into danger without
Draw Someone Out
while their body is still relatively intact, and planning or establishing a fallback position,
roll+Astrum. On a 10+ they can come back, you get +1 Armor. Fast Blades
shattered, with -1 to their highest stat. On a When you Fight in Single Combat, roll+Nervi
7-9 with a -2 and they must exchange a soul Reputation
the first time of each fight. The following
for a soul, soon. Nobody comes back twice. When you meet someone important (you say
rolls are with Vigor, as usual.
so), roll+Fascinatio. On a hit, they’ve heard of
Destined you, and you say what they’ve heard. On a Poisons
Add +1 to your Astrum (max +3). 10+, take +1 forward into dealing with them. When you have the opportunity to slip your
On a miss, they’ve still heard of you, but the poison in the food or drink of your target,
Charming GM decides what they’ve heard. roll+Acumen. On a hit you’ve poisoned them;
Add +1 to your Fascinatio (max +3). on a 10+ you say when they suffer 4-harm ap
Charming within the next 24h, on a 7-9 2-harm ap and
Add +1 to your Fascinatio (max +3). the GM says when within the same time.
Path of Rangers Path of Leadership Path of Nobility
When you add the Path of Rangers to your When you add the Path of Leadership to When you add the Path of Nobility to your
character, you may gain XP also for: your character, you may gain XP also for: character, you may gain XP also for:
Fight in a battle Fight in a battle Fight in a battle
Suffer Wounds Lead a gang in battle Lead a gang in battle
Discover a remote place Break an enemy gang Erase a Fate
Kill an enemy (a real one) from afar Suffer your gang break Obtain a pledge of allegiance
Help to hunt, or hunt, a monster Prevent a gang from breaking Pledge your allegiance publicly
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you can start Once you added this Path, you automatically
taking the following moves: taking the following moves: gain the first move, and can start taking the
others or the improvements:
The Silent Paths Hold Together
When you travel alone, if you keep out of When you try to hold together a gang that is Made Noble
villages and city, it always counts as you’re breaking, roll+Vigor. On a 10+ the gang holds You are of noble blood, according to your
traveling through a friendly land. and follows orders, on a 7-9 they just hold. Culture, or you have been made so by a king.
Improve this move and you can bring Improve this move for gaining a +1 You can speak to other nobles as a peer, and
with you up to a medium gang forward when trying to Hold Together demand audience to royalty.
You have been assigned (pick one now with
Best Archer(s) Regroup its Domain sheet, and others if you take
You, and any gang up to large that you may When a gang under your command breaks, them as improvements to this move):
lead, inflict 1-harm more when attacking with you can regroup them around your banner. A Land
bows or other ranged weapons. The gang size probably decreased, but you
regain control even though you lost ground. A Keep
Improve this move and if rolling in a A War-band
fight, you also count as better prepared Improve this move for giving them +1
as long as you use ranged weapons armor (for this battle only) if their gang Nobility brings about also trouble, though.
size is reduced Tell us what your trouble is:
Hunter You had to marry for the title, with
When you follow a trail, roll+Nervi. On a 10+ Call to Arms complications
all the below are possible; choose 1 and take When you muster a gang of fighters, your Someone believes you unworthy of this
+1 forward if acting upon it; on a 7-9 the GM famous name attracts more or better men. title and will oppose you
will tell you which 2 are possible, pick 1: Spend one more than your roll grants you Someone wanted your title or domain
* You can follow the trail forward, up to (even if you don’t roll). for them or for theirs
your destination or target Improve this move for having such a Add one to your Fates. You can unlock a
* You can follow the trail backwards, up to famous name that you can roll+1 even if new Fate as improvement to this move:
its source or origin you decide to spend no silver
* You can study the trail; the GM will tell Make a lasting bloodline
you where does it point to, and what Hold This Wall Improve your noble ranking
else can be of importance When your gang is holding a fortification, See _________________ obtain the crown
they always get +1 to their Engage in Battle
Scout roll as long as you’re with them. Connections
When you scout or spy on your enemy, you When you travel or when you enter a scene,
or who employs your services can ask one Shield Wall you may roll+Astrum. On a 10+ choose up to
question more than what they would. When you order your gang to form a shield- three, on a 7-9 only one:
wall and hold their ground, as long as they * Someone notable owes you one
Escape don’t advance they get +1 armor. * Someone notable is in love with you
Name your escape route and roll+Nervi. On a * Someone notable is family, for you
10+ you’re gone, on a 7-9 you are gone if you Charge! * You heard an unsettling rumor
accept the conditions that the GM offers you. When you lead a charge into battle, on horse * Someone notable has fought with you
or foot, your gang inflicts +1 harm as long as * Someone notable has trusted you with a
Vigorous you lead from the front. secret
Add +1 to your Vigor (max +3).
Vigorous Charming
Steady Add +1 to your Vigor (max +3). Add +1 to your Fascinatio (max +3).
Add +1 to your Nervi (max +3).
Path of Redemption Path of Dark Arts Path of Family
When you add the Path of Redemption to When you add the Path of Dark Arts to your When you add the Path of Family to your
your character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
Hear another character’s confession Detect the usage of Dark Arts Fight in a battle
Heal another character Do the sealed letter dark touch thing Erase a Fate
Heal a Notable NPC Erase a Fate See a family member die
Obtain an Oath from a character Get someone else’s blood for a Sacrifice Defend your spouse
Bless weapons or armors Obtain an Oath from a character Abandon your spouse
If any of those appears already in your If any of those appears already in your If any of those appears already in your
playbook, you can mark XP two separate playbook, you can mark XP two separate playbook, you can mark XP two separate
times for the same type of action. times for the same type of action. times for the same type of action.
Once you added this Path, you can start Once you added this Path, you automatically Once you added this Path, you can start
taking the following moves: gain the first move, and can start taking the taking the following moves:
others or the improvements:
Confession A Spouse
When you hear the confession of someone, Dark Studies You are offered or asked to join a Notable
tell them how to make up for it or make You have studied the dark arts. You can NPC in matrimony, of your choosing. They
penance. They hold one +1 forward for recognize the effects of others using dark will marry with you and bring you (select
making up to it or for penance, for each arts; the GM might tell you on their own one; others are false until you prove them
question they accept to answer: initiative, or just ask. otherwise or until you improve this move):
* Did you do ____ ? When you pray or invoke something dark, Money and land (one Land Domain)
* Who did you kill? make any of the listed sacrifices and get a +1 Safety and protection (one Keep and
* What are you guilty of? forward. You can also use these sacrifices to one War-band)
* Who else you have wronged? perform dark arts. Love and complete support
* Will you come to me if temptation arise * A dark Oath is sworn as you please
again? If the domains were created already, take the
* Someone is bound to darkness relevant sheets. Otherwise create them
Power Of Redemption * Silver, precious animals or precious items according to the fiction so far. Note that if
* Draw offered blood, 3-harm ap they give you love and support, this is true
When someone offers a weapon or an armor * Draw unwilling blood, 4-harm ap, or
in confession, you may bless it. It gets +1 for them, and only them.
offer a worthy life
harm or +1 armor, accordingly, and count as
enchanted, if they swear an Oath as you
* Officiate in a place of darkness A Common Destiny
* Obscure rites officiated in a lull in play or As long as you are alive, you spouse and one
request. between two episodes or seasons of your children if you have any (name this
Holy Healing one: ____________________ ) will also remain alive.
Dark Touch Horrible things can happen but your destiny
When you impose your hands in the name of Any Dark Touch requires 2 sacrifices. Select
your God(s), roll+Astrum. On a 10+ both, on is to get back together.
3 Dark Touch now and add 3 more as new
a 7-9 choose one: moves. Add one to your Fates. You can unlock a
* Heal all Cuts and Bruises new Fate as improvement to this move:
The effect of a Dark Touch lasts until the
* Heal two dots of Wounds sun next rises or sets, or the next Episode. Reunite with your spouse and child, at
If they swear an Oath as you request, you get the price of escaping this land
+1 forward to your roll; the Oath stands You may roll+Astrum instead of Reunite with your spouse and child,
regardless of the result of your roll. Fascinatio for your moves then face your odds as anyone else
Curse a weapon; it inflicts +2 harm Avenge the death of other members of
Holy Blessings against one target you name the family
When you pray or invoke your God(s), you Curse someone’s senses; they must ask
may spend your holds also for: one question less than they should Heritage
* Ask for a vision of someone or something Invoke shadows and ice; all fires in the You received one Domain (a land, a keep,
(spend one more to make it clearer) named location extinguish, for a time anything tagged as Domain) from your
* Bless a weapon or piece of armor Infuse a spirit of love in an NPC; they mother or father (pick its sheet and create
* Bless a place: one string to whom you say love who you say, till the Charm ends it). If you die, and play another character as
* Bless a gang: +1-armor next fight Write a name in secret and seal it. your son, daughter, or spouse, they inherit it
* Temporarily enrage or scare a monster When you open the letter, the target from you. If the domain has been taken away
takes -1 armor for the current fight from you, they get a Fate: get it back.
Destined A Dark Touch you will perform next,
Add +1 to your Astrum (max +3). will lasts until next season or act on up Steady
to two dozen objects or people Add +1 to your Nervi (max +3).
Path of Seduction Path of Succor Path of Love
When you add the Path of Seduction to your When you add the Path of Succor to your When you add the Path of Love to your
character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
Someone spies for you Return this favor, keep hold of them Renounce an occasion to declare
Someone fights to defend you Set them free, forever Declare your love
Someone fights to get your love This path counts as half-a-path. Once you This path counts as half-a-path. Once you
Seduce another character added it to your sheet with an Advancement, added it to your sheet with an Advancement,
Seduce an NPC at any time since the next Episode you can at any time since the next Episode you can
If any of those appears already in your take another half-a-path, for free. take another half-a-path, for free.
playbook, you can mark XP two separate When you add this Path, you can take a When you add this Path, you can take a
times for the same type of action. move immediately, and others as regular move immediately, and others as regular
Once you added this Path, you can start Advancements. Advancements.
taking the following moves: Once the favor has been claimed, set them Secret Love
free or return their favor shortly, and keep
Hypnotically Beautiful them bound to you. You are secretly in love with a Notable NPC
If you have time in solitude with someone, or another character. This love is a secret for
you may roll+Fascinatio instead of Acumen, Secret Supporter them, but others can clearly see it or know
to Read a Person. You or your family have a secret supporter of it. Add a new Fate. You can more as
in court. Create this supporter as in the improvement to this move:
Improve this move and you can ask one
question more in Draw Someone Out or “domain: Court”. Name and details: I will prove my love to ____ with blood
Read a Person ____________________________ , a ______________________ , When ____ will need me, I’ll be there
granting ____________________________ Our love will be revealed, but too late
Impossible To Refuse
When you Seduce or Manipulate an NPC, a Succor By Natives Armed By Love
token of love and the next time placating Someone or a tribe among the Natives owes When you inflict harm to protect the one
their lust, counts as a fair reassurance. you. They will offer shelter to you and yours, you love, or to reach them, always add 1-
and travel with you where you require. harm ap, on top of any other bonus.
Love With Strings Attached
Improve your Seduce and Manipulate move Path of Revenge Path of Rebellion
against NPCs: besides the regular result, on a
10+ you also hold 3, on a 7-9 you hold 1. When you add the Path of Revenge to your When you add the Path of Rebellion to your
character, you may gain XP also for: character, you may gain XP also for:
Spend your holds to demand:
* Something that you want from them Inflict harm on this enemy Gain trust or support of Natives
* Have them spy for you Damage this enemy somehow Fight or battle for the Natives
* Have them fight for you This path counts as half-a-path. Once you This path counts as half-a-path. Once you
* Do something for you, even if dangerous added it to your sheet with an Advancement, added it to your sheet with an Advancement,
As long as you have holds on an NPC, they at any time since the next Episode you can at any time since the next Episode you can
will not harm you directly; even if they act take another half-a-path, for free. take another half-a-path, for free.
indirectly against you, it’s just to secure your When you add this Path, you can take a When you add this Path, you can take a
love for them. move immediately, and others as regular move immediately, and others as regular
Advancements. Advancements.
Distraction And Deception
Swear your revenge against ____________________ ; You have sworn to help the Natives and
When you use your beauty or sensuality to release them from their suffering (regardless
distract or deceive someone, roll+Fascinatio. Once revenge has been accomplished, you
lose the moves and their bonuses. of you being or not a Native).
On a 10+ you distract all those you name,
they have eyes only for you; on a 7-9 the GM To Pay In Blood Sworn Enemy
might exempt one person, but the intended When you inflict harm against this enemy, When you inflict harm against enemies of
target of the move was only one, not them. always add 1-harm ap, on top of any other the Natives, always add 1-harm ap, on top of
A Token Of Love bonus. any other bonus.
When you gift someone with a jewel, a piece A Fate of Revenge A Fate of Freedom
of clothing or another small item of yours, Add a new Fate. You can more as Add a new Fate. You can more as
they can spend it for a +1 forward, but if they improvement to this move: improvement to this move:
do, you gain a string on them.
I will make ____ suffer what I suffered I will free the Natives of ____ (a place)
Charming ____ will die by my sword All Natives in this land should be free
Add +1 to your Fascinatio (max +3). ____ (a place) will burn to the ground If there will be no freedom, then war!
domain: Land (1) domain: Land (2) domain: Land (3)
Use this when you gain rights over a piece of Use this when you gain rights over a piece of Use this when you gain rights over a piece of
land. Name this land: land. Name this land: land. Name this land:
Iron Fist marks: Iron Fist marks: Iron Fist marks:
Strings: Strings: Strings:
Absent: -1 to Rule domain Absent: -1 to Rule domain Absent: -1 to Rule domain
Muster penalties: Muster penalties: Muster penalties:
Paying tribute (yes/no, how much, when). By Paying tribute (yes/no, how much, when). By Paying tribute (yes/no, how much, when). By
default 3 silver: default 3 silver: default 3 silver:
Upgrade domain for 5 silver instead Upgrade domain for 1 gold instead Upgrade domain for 5 silver instead
Season trouble, if any (describe): Season trouble, if any (describe): Season trouble, if any (describe):
Your land consists mostly of (pick one): Your land consists mostly of (pick one): Your land consists mostly of (pick one):
An expanse of woodland and wilds A known hunting ground Pasture and horse breeders
Villages under your ruling A busy road or river crossing Stony hills and mines
Rich but sparse farmsteads A small city and its products Mountains rich with ore
A busy road or river-crossing A port and its trade A large forest and its game
Other (detail): Other (detail): Other (detail):
Your land qualities (pick two): Your land qualities (pick two): Your land qualities (pick two):
Higher tributes (+1 silver) Higher tributes (+1 silver) Rich products (+1 silver)
Easy to patrol (never surprised) Guarded (+1 armor to defend) Hard terrain (+1 armor to defend)
Horses (all musters have horses) Knights (all musters have horses) Horses (all musters have horses)
Hunters (all musters have bows) Garrison (all musters have bows) Hunters (all musters have bows)
Fighters (+1 harm, +1 armor to musters) Fighters (+1 harm, +1 armor to musters) Fighters (+1 harm, +1 armor to musters)
Loyalty (no penalty on absent) Trade (news and rumors aplenty) Loyalty (no penalty on absent)
Numerous (double your musters) Numerous (double your musters) Numerous (double your musters)
When there’s trouble, this land demands When there’s trouble, this land demands When there’s trouble, this land demands
your attention for (pick one): your attention for (pick one): your attention for (pick one):
Monsters and wild creatures Cults and treachery Monsters and wild creatures
Rebels or outlaws or brigands Tension with other nobles Rebels or outlaws or brigands
Pirates, slavers or raiders Pirates, slavers or raiders Natives stirring revolt
Obligation to provide soldiers Obligation to provide soldiers Debts (tribute down to 1 silver only)
Other (detail): Other (detail): Other (detail):
By default there’s a dozen of them. They By default you have a single loyal supporter, By default they are half a dozen warriors,
follow you but retain their place within decide which one. trained to fight side by side, and loyal to you.
society. They have no special fighting skills: Two others have shown an interest in you, They count as a small gang, 3-harm, 1-armor.
medium gang, 2-harm, 0-armor. but you must first prove yourself or do Increase their number by 1 per season.
Number of followers: something for them. You can either win Their number:
States (in battle): them over to your cause in fiction, or take Harm: Armor:
those two as an improvement to this
* Whole and unharmed domain. States (in battle):
* Few wounded * Whole and unharmed
* Several (at least half) wounded, few dead * Few wounded
(commoners break) Mark your supporter, and half-mark the two * Several (at least half) wounded, few dead
* Almost all somehow wounded, almost interested in you: (commoners break)
half dead (soldiers break) A mentor, a former teacher; this is your * Almost all somehow wounded, almost
* At least half dead, if not more (fierce hold within nobility or peasants half dead (soldiers break)
warriors break) * At least half dead, if not more (fierce
An old seer or a witch; this is your hold
with the realm of spirits warriors break)
They consist of (pick one or two): A young lover; this grants you a future,
and a Fate (to live happily with them)
Families of ancient blood and traditions Their best qualities (pick two):
A half-brother or half-sister; this grants
Commoners hungry for change you family, support, shelter, hideout Fanatic (will never break)
Small nobility of great ambitions A small noble with an interest; this Numerous (a dozen, medium gang)
Scholars, students, mystics, druids grants you power, riches and men War-horses
Warriors or knights or fighters A warrior or a captain; this grants you a Longbows and crossbows
Other (detail): champion and a war-band Ferocious (+1 harm)
Choose their qualities accordingly (pick two): A trader or ship-master; this grants you Better equipped (+1 armor)
Fanatic (will never break) news, rumors, and escape Hunters (quick, silent, sharp)
Literate (can read and write; +1 Acu) Other (detail): Disciplined (+1 to any roll of tactics,
Numerous (add another dozen) strategy, leadership, and similar)
Notorious (shocking and inspiring fear) Name the three supporters: Restore their number every season
Bound (by Oath or blood – you have ____________________________, a ______________________ Upgrade and select one more quality
rights on their properties and lives) When they give you trouble, they demand
____________________________, a ______________________
Ritual powers: can perform sorcery (+1 your attention for (pick one):
Ast) ____________________________, a ______________________
Troubling cities or villages, abusing
Warriors (half of the total of your civilians
followers have 3-harm, 1-armor) You also have a secret hideout in any land of Breaking in other territories and
Generous (will provide for you and a your choosing. You can say where it is now, violating truces
few every season, or tribute 1 silver) or at any moment during play. You are the Refusing to serve your lord, or getting
Other (detail): only one who knows how to access it. in trouble with your own allies
Upgrade and select one more quality It’s called: ____________________________ There’s always damage to repair (pay 2
silver or face the consequences)
It’s in: ____________________________
Your foremost followers is:
Known for (pick one): ambition, Your lieutenant is:
Finally, you have connections or secret routes
loyalty, curiosity, eagerness, to travel from place to place. Name two Known for (pick one): ambition,
courage, patience, severity, routes (now or in play), from one place to loyalty, courage, patience,
knowledge, other: another. When you travel from one place to severity, tactics, other:
Other notables are: the other, you always travel in friendly land. Other notables are:
____________________________, the most devoted From ______________________ to ______________________ ____________________________, the smartest
____________________________, the most impatient From ______________________ to ______________________ ____________________________, the sneakiest
____________________________, the most recent ____________________________, the most loved
domain: Armory (1) domain: Keep domain: Court
Use this when you posses a treasure of Use this when you gain the right to a Use this when you gain the right connections
weapons and magic gear to fight monsters. fortified keep. Name your keep: within the court of the ________________ Culture.
There are three types of monsters: Its cost this season (see below): By default you have a single loyal supporter,
* Wild Monsters (WM); deadly but mortal To be restored (1 silver) decide which one.
creatures like dragons, trolls, giants Two others have shown an interest in you,
* Undead and Ghosts (U&G): otherworldly but you must first prove yourself or do
creatures You rule the land from (pick one): something for them. You can either win
* Spirits and Curses (S&C): supernatural, An ancient and rugged stone keep them over to your cause in fiction, or take
immortal entities, and their emanation An estate within city walls those two as an improvement to this
in this world (like werewolves) A castle carved into the mountain domain.
By default: WM can be killed by anyone A high tower with a bastion
brave enough to face them with a weapon, A large bastion with a grand hall Mark your supporter, and half-mark the two
U&G and S&C require blessed, magic, Other (detail): interested in you:
enchanted or silver weapons (look for such
keywords if you want this kind of weapons). An old noble-woman
Your keep cost is 1 silver per season for the An old noble-man
first feature you pick, +2 for the second, +3 A young noble-woman
Your armory includes (pick four): for the third, etc... If a cost is not met for the A young noble-man
A breastplate with figures of heroes: season, cancel that feature and pay the rest. Someone of royal blood
protects from all curses, 2-armor If you pay nothing, the keep is in a state of Someone of great knowledge
A blessed chainmail: protects from rain abandon; mark “To be restored” and pay that A foreign dignitary or ambassador
and drowning, 2-armor price before you can activate features again. A royal hostage
An iron helmet depicting a lion or Permanent garrison (medium gang of a Other (detail):
another beast: allows you to see the dozen warriors, 3-harm, 2-armor) Each supporter grants you once per season:
weakest point of the enemy, 1-armor
Solid walls & towers (1 Fate defending) News and rumors about the court
An helmet made from a bear’s skull:
you can speak with animals, 1-armor Deep ditch & bridge (1 Fate defending) News and rumors of another Culture
A golden mantle: you can do healing A dungeon and a secret exit Military information and advice
charms on yourself if you wear it and A trusted officer to rule the land (no Silver (usually 2 per season, sometimes
make the required sacrifices penalty when you’re absent) more if you tax their generosity)
A black wolf-hide: in the night you can Feasts, hunting and entertainment (+1 Access to healers and secret rites
move unseen by enemies, 1-armor Fascinatio while you're in the keep) Access to hidden rooms and exit routes
A brown and green living shield: after Other (detail): Some military force for emergencies
every fight it re-grows, 1-Fate
A silver shield: it glows in proximity of
&G and S&C, 1-Fate (pay 1 silver to fix) Rule With the Iron Fist Name the three supporters and what they
A vicious magic spear: its wounds heal When you extort exceptional tributes with force, give you:
send out a small gang from a keep you own, for
only with magic, 3-harm each Domain to tax, and roll+Vigor. On a hit each
____________________________, a ______________________,
A silver sword: 4-harm vs monsters but taxed Domain grants you an additional tribute of 1 granting ____________________________
against humans and armor 2-harm of their coin. On a 10+ with no trouble, on a 7-9 ____________________________, a ______________________,
A boar-spear with silver inserts: can pin with some trouble. You decide: granting ____________________________
Ghosts and Spirits to a vulnerable * They pay now but skip next season ____________________________, a ______________________,
material form, 3-harm * They pay now but you get the trouble of this granting ____________________________
An axe of blessed bronze: hums to alert Domain
of dangers, 3-harm * They pay, but you get the coin late, only by
An ancient enchanted sword: its curse early next season At any time, one (and only one) of your
allows to switch harm with your enemy, Mark this move every time you roll it. If both supporters in court can be expected to make
once per Episode, 3-harm your dice roll equal or below the number of a bold sacrifice for you. They can be used as
marks, you sucked them dry. Take an ongoing -1 a Fate, or asked to cast aside their honor,
to muster until you regain the favor of your endanger themselves or a member of their
To obtain the other items; the GM decides: people, and regardless of how much you demand
from them, they just pay regular tributes from
family.
* Some NPC claims to know where it is
* Some powerful NPC has it in their keep now. Erase one mark per season, and when you're When this happens, erase that supporter.
* Someone claims they’ve seen it in a back to zero, you can again demand additional
tribute and remove the -1 to muster.
remote or sacred location
domain: Armory (2) domain: Shrine domain: Mercenaries
Use this when you posses a treasure of Use this when you gain the right to own a Use this when you pay for the services of a
unique weapons and exceptional gear. shrine or temple and officiate within it. gang of warriors. Name this gang:
On the contrary of “Armory (1)”, this gear is
not magical, not enchanted. If you are a Your shrine is (pick one): As a start, this gang costs:
Slayer, “Armory (1)” is the sensible choice.
Ancient stones carved with runes * 1 silver to engage
A hidden room in your home * 1 silver before or after an engagement
Your armory includes (pick four): A clearing in sacred woods * 1 silver every season if they remain
An armor of ancient making and great An old temple of forgotten Gods For every quality you add besides the first,
quality; 2-armor An old ruined tower repurposed increase every price above by 1.
Gauntlets, sabatons, helm; if used with On a mountain overlooking the land By default they are approximately 20, trained
the ancient armor, add +1-armor for a Other (detail): to fight side by side, and loyal to your
total of 3-armor. You are hindered, money. If you want more, hire another
though, and plated in steel (Nervi -1) company. They count as a medium gang,
Hidden blades; you are never unarmed Your shrine always counts as a place of 3-harm, 1-armor.
and they inflict 1-harm ap power for casting charms and celebrating
ceremonies. Their number:
A shield with metal hooks; you can
spend its Fate for a +1 harm ap to the Once per season, your followers, or others Harm: Armor:
harm you inflict sharing your faith, or the locals fearing your States (in battle):
A wooden shield with metal rim: grants power, should bring you offerings. These * Whole and unharmed
1 Fate per fight, never needs repair offerings usually consist of precious animals * Few wounded
A large metal shield: it grants you 2 and goods worth 1 Sacrifice. At times, they * Several (at least half) wounded, few dead
Fates per fight instead of 1, never needs might bring silver or even blood (willing or (commoners break)
repair, but hinders you (Nervi -1) unwilling) for your rites. * Almost all somehow wounded, almost
A sword (4-harm): either O huge or At the start of a season roll+Astrum. On a half dead (soldiers break)
O really sharp. Its blade is (pick 1 or 2) 10+ you decide what they bring (worth 1 * At least half dead, if not more (fierce
O dark as night, O dented, O curved, Sacrifice; even 1 silver which you could spend warriors break)
O shining and impressive otherwise). On a 7-9 the GM decides what.
A spear (4-harm): either O simple or On a 6- they bring nothing; the GM will tell Their best qualities (pick one for free):
O ornate. It features (pick 1 or 2) you what they demand from you instead.
O a guard, O spikes, O two points Loyal (will not accept other offers,
A war-axe (4-harm): either O huge or unless unreasonably high)
O very sharp. It features (pick 1 or 2) The shrine has one quality (pick one): War-horses
O decorations, O two blades, Healing waters: once per Episode cure Longbows and crossbows
O a piercing point, O metal handle someone’s Cuts and Bruises or Wounds Ferocious (+1 harm)
A dagger (3-harm): either O very small Sacred fire: once per Episode bless a Better equipped (+1 armor)
or O precious. Its blade is (pick 1 or 2) weapon (+1 harm) or armor (+1 armor) Disciplined (+1 to any roll of tactics,
O shiny, O curved, O flame-shaped, Mushrooms; once per Episode ingest strategy, leadership, and similar)
O antique, O decorated them and take a 10+ without rolling, for Restore their number every season
A steed: either O trained for combat or The Invisible Hand move When they give you trouble, they demand
O loyal and smart. It is (pick one): Keep: the shrine counts as a keep (also your attention for (pick one):
O dark and silent (Nervi+1), O strong for Rule With The Iron Fist). Add one
and brave (Vigor+1), O spirited and quality chosen from those of the keep Troubling cities or villages, abusing
spooky (Atrum+1). Apply the bonus Popular: there is always at least a small civilians
when the steed is relevant to your roll gang of commoners praying here and Breaking in other territories and
All the weapons & armors make you ready to defend you or the shrine violating truces
look (pick one): O clearly dangerous, Other (detail – you may use charms or Refusing to serve your lord, or getting
O trustable and skilled, O inconspicuous ceremonies for inspiration): in trouble with your own allies
There’s always damage to repair (pay 2
To obtain the other items; the GM decides: silver or face the consequences)
When those sharing your faith demand your
* Some NPC claims to know where it could attention for the season, it’s usually for:
be, or who could forge another Their commander is:
Monsters and wild creatures
* Some powerful NPC has it in their hands, Known for (pick one): ambition,
and has named a price for it Rebels or outlaws or brigands
loyalty, courage, culture,
* Someone claims they’ve seen it in some A challenge to your doctrine
moods, tactics, other:
remote place or in the hands of Natives Other (detail):