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The Herald Your Moves

You are the herald of a new age.  Divine Fate


You bring hope to your own people. You are the herald of something divine or
And despair to those opposing you. monstrous. Before you had this revelation
you lived as (chose one):
 A peasant, a commoner, a slave
Name STATS
 A cleric, an acolyte, or the like
 A small noble, a war-captain or similar
vigor ____
Culture
You have a group of loyal followers (pick
nervi ____ their Domain sheet and create them) that
accompany you in your new path.
You retain some connections from your
acumen ____
Features previous life, but you left most of it behind.
fascinatio ____  Revelation
Reveal the power behind your words (choose
astrum ____ one). It’s a real power, your followers always
believe in it; it’s up to you to convince others:
GEAR & Notes HARM and FATES  One or more divinities
 A terrible monster (a dragon?)
    Cuts and bruises (1-2 harm)  You name it: ______
    Wounds (3-4 harm)  Take an improvement to this move to
    Dying make this power visible to everyone else
Erase a Fate (from your Moves or below) to
ignore a harm you suffered.  Ancient Blood
When you Pray or Invoke the spirits of your
 Keep my strength (Vigor -1)
ancestors, on a 7-9 they’re always content
 Hold steady (Nervi -1)
with a payment in (pick one):
 Keep my looks (Fascinatio -1)
 See another day  Blood (2-harm ap self-inflicted cut)
 One Silver or equivalent goods
 An Oath from you or another PC
SWORN OATHS  Noble Blood
You are of noble blood, according to your

Culture. You can speak to other nobles as a
peer, and can demand audience to royalty.
You have been assigned (pick one now with
XP/ADVANCEMENTS

its Domain sheet, and others if you take
them as improvements to this move):
Stick here the XP and Advancements Card. 
 A Land
It will have the Advancements right here, and  A Keep
the XP to flip open, like a booklet.  A War-band
STRINGS on others
Add one to your Fates. You can unlock a
You can use the front of the Card for general new Fate as improvement to this move:
notes.
 Make a lasting bloodline
 Obtain the crown
 Retake what's rightfully yours
 Charming
Add +1 to your Fascinatio (max +3).
 Destined
Add +1 to your Astrum (max +3).
 Vigorous
Add +1 to your Vigor (max +3).
make your herald
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

To make your character give it a Name,


a Culture and some distinctive Features:
* Names: (M) Behman, Dagiel, Arran,
Sinon, Andreas (F) Zara, Olkana,
Clementia, Alida, Vala
* Culture: Iron Gods, One Spirit,
Blood Eye, Natives
* Features: wild eyes, white eyes, piercing
eyes, wild hair, bald, long hair, scarred,
ugly, slender, tall, bulky, pale

Choose one of these Stats sets:


VIG +1; NER +1; ACU -1; FAS =0; AST +2
VIG -1; NER +1; ACU +1; FAS =0; AST +2
VIG -1; NER =0; ACU +2; FAS +1; AST +1
VIG +1; NER +1; ACU +1; FAS -1; AST +1

You get all the moves marked with  in the


list of Your Moves.
Select one additional Character Path, and add
it to your sheet (stick it here).
Select one new move on this playbook
or in the Character Path.
Create any Domain as required by the moves
you have, if necessary.

You start with 3 silver.


Select one proposed set of gear. Additional
gear can be acquired or gained later on, even
from moves. Copy the gear list on the space
on the other side.
 Sword (3-harm), spear (3-harm),
shield (1 Fate)
 Sword (3-harm), dagger (2-harm),
leather armor (1-armor)
 War-axe (3-harm), dagger (2-harm),
fur armor (1-armor), shield (1 Fate)
 Spear (3-harm), shield (1 Fate),
a war-horse

YOUR FIRST SCENE: overlooking the land


that awaits your words and revelations.
Describe your character to the others, listen
to them and then pick one or two starting
Oaths/bonds. Use the general list on the
manual or consider these, for your character:
“______ must be made believe”
“______ is The Gate, but doesn’t know it yet”
“I’ve sworn ______ to protect them”
“I’ve sworn ______ to seek the peace”
domain: Followers domain: Land (1) domain: Keep
Use this when you gain a group of loyal, but Use this when you gain rights over a piece of Use this when you gain the right to a
not fanatic, followers. Name this group: land. Name this land: fortified keep. Name your keep:

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

You have been cast aside and made an  Outlaw


outlaw. It's a game of hunter and prey, You are an outlaw, according to the law of
and you are not going to keep running. your Culture. Tell us what you did.
Add one to your Fates. You can unlock a
new Fate as improvement to this move:
Name STATS
 Regain your place, reverse that ruling
vigor ____  See your enemy pay, somehow
Culture
 See the law changed for others
nervi ____ You also have a group of loyal supporters or
a small war-band (pick their Domain sheet
acumen ____ and create them).
Features

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

To make your character give it a Name,


a Culture and some distinctive Features:
* Names: (M) Danash, Admael, Dotan,
Rorgyn, Gregoras (F) Morgiana, Guita,
Iola, Delyth, Lysanor
* Culture: Iron Gods, One Spirit,
Blood Eye, Natives
* Features: cold eyes, piercing eyes, warm
eyes, short hair, long hair, warm smile,
beautiful, handsome, tall, scarred

Choose one of these Stats sets:


VIG +2; NER +1; ACU -1; FAS =0; AST +1
VIG +2; NER +1; ACU +1; FAS =0; AST -1
VIG =0; NER +1; ACU -1; FAS +2; AST +1
VIG +1; NER =0; ACU +2; FAS +1; AST -1

You get all the moves marked with  in the


list of Your Moves.
Select one additional Character Path, and add
it to your sheet (stick it here).
Select one new move on this playbook
or in the Character Path.
Create any Domain as required by the moves
you have, if necessary.

You start with 1 silver.


Select one proposed set of gear. Additional
gear can be acquired or gained later on, even
from moves. Copy the gear list on the space
on the other side.
 War-axe (3-harm), bow (3-harm),
a war-horse
 Staff (2-harm), dagger (2-harm),
fur armor (1-armor)
 Sword (3-harm), dagger (2-harm),
chainmail (2-armor)
 Spear (3-harm), mace (3-harm),
shield (1 Fate), a war-horse

YOUR FIRST SCENE: a plan for an ambush


or a kidnapping, ready to strike.
Describe your character to the others, listen
to them and then pick one or two starting
Oaths/bonds. Use the general list on the
manual or consider these, for your character:
“I trust ______ with my life”
“______ knows everything of me”
“I’ve sworn ______ to fight for them”
“I’ve sworn my revenge against ______ ”
Path of Swords domain: Supporters domain: War-Band
When you add the Path of Swords to your Use this when you gain the help of a Use this when you gain control of a gang of
character, you may gain XP also for: network of supporters. Name this group: warriors. Name this gang:
 Fight in single combat
 Suffer Wounds By default you have a single loyal supporter, By default they are half a dozen warriors,
 Erase a Fate decide which one. trained to fight side by side, and loyal to you.
 Duel a worthy adversary Two others have shown an interest in you, They count as a small gang, 3-harm, 1-armor.
 Fight alone against a gang but you must first prove yourself or do Increase their number by 1 per season.
If any of those appears already in your something for them. You can either win Their number:
playbook, you can mark XP two separate them over to your cause in fiction, or take Harm: Armor:
times for the same type of action. those two as an improvement to this
domain. States (in battle):
Once you added this Path, you can start
taking the following moves: * Whole and unharmed
* Few wounded
Mark your supporter, and half-mark the two * Several (at least half) wounded, few dead
 Think With The Blade interested in you:
When you Take Stock of a Situation before (commoners break)
or during combat, roll+Vigor instead of  A mentor, a former teacher; this is your * Almost all somehow wounded, almost
Acumen. hold within nobility or peasants half dead (soldiers break)
 An old seer or a witch; this is your hold * At least half dead, if not more (fierce
 Improve this move for gaining a +2 with the realm of spirits warriors break)
forward instead of +1 when acting on
the answer(s)  A young lover; this grants you a future,
and a Fate (to live happily with them) Their best qualities (pick two):
 Speak Of Honor  A half-brother or half-sister; this grants
When you demand action from those you you family, support, shelter, hideout  Fanatic (will never break)
side with, or those who rule them, roll+Vigor.  A small noble with an interest; this  Numerous (a dozen, medium gang)
On a 10+ they should act as honor demands; grants you power, riches and men  War-horses
on a 7-9 they can still gracefully decline but  A warrior or a captain; this grants you a  Longbows and crossbows
in this case they reveal something: ask them champion and a war-band  Ferocious (+1 harm)
a question from Draw Someone Out or Read  A trader or ship-master; this grants you  Better equipped (+1 armor)
a Person, or they must grant you a String. news, rumors, and escape  Hunters (quick, silent, sharp)
 Other (detail):  Disciplined (+1 to any roll of tactics,
 Sword For Sale strategy, leadership, and similar)
When you offer your sword to Seduce or  Restore their number every season
Manipulate someone, roll+Vigor instead of Name the three supporters:
____________________________, a ______________________  Upgrade and select one more quality
Fascinatio.
When they give you trouble, they demand
____________________________, a ______________________
 Torturer your attention for (pick one):
When you use torture to Read a Person, ____________________________, a ______________________
 Troubling cities or villages, abusing
roll+Vigor instead of Acumen. On a 10+ hold civilians
3, on a 7-9 hold 2 but the signs of torture You also have a secret hideout in any land of  Breaking in other territories and
are permanent. On a miss, their secret dies your choosing. You can say where it is now, violating truces
with them. or at any moment during play. You are the  Refusing to serve your lord, or getting
 Revenge only one who knows how to access it. in trouble with your own allies
When you swear to have your revenge by It’s called: ____________________________  There’s always damage to repair (pay 2
the sword against someone, add this to your silver or face the consequences)
It’s in: ____________________________
Fates:
 Extort a payment in blood from ___ Your lieutenant is:
Finally, you have connections or secret routes
 Merciless to travel from place to place. Name two Known for (pick one):  ambition,
When you inflict harm, inflict +1 harm. routes (now or in play), from one place to  loyalty,  courage,  patience,
another. When you travel from one place to  severity,  tactics,  other:
 Vigorous the other, you always travel in friendly land. Other notables are:
Add +1 to your Vigor (max +3). From ______________________ to ______________________ ____________________________, the smartest
 Charming From ______________________ to ______________________ ____________________________, the sneakiest
Add +1 to your Fascinatio (max +3). ____________________________, the most loved
Path of Leadership Path of Rangers Path of Destiny
When you add the Path of Leadership to When you add the Path of Rangers to your When you add the Path of Destiny 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  Fight in a battle  Fight in a battle
 Lead a gang in battle  Suffer Wounds  Suffer Wounds
 Break an enemy gang  Discover a remote place  Erase a Fate
 Suffer your gang break  Kill an enemy (a real one) from afar  Lead a crowd or gang
 Prevent a gang from breaking  Help to hunt, or hunt, a monster  Make a precious ally
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:
 Hold Together  The Silent Paths  The True Voice
When you try to hold together a gang that is When you travel alone, if you keep out of When you preach their faith to a crowd or
breaking, roll+Vigor. On a 10+ the gang holds villages and city, it always counts as you’re incite them to hold true to their values or
and follows orders, on a 7-9 they just hold. traveling through a friendly land. land, roll+(choose one now):
 Improve this move for gaining a +1  Improve this move and you can bring  Fascinatio
forward when trying to Hold Together with you up to a medium gang  Astrum
 Regroup  Best Archer(s) On a 10+ hold three, on a 7-9 hold two.
When a gang under your command breaks, You, and any gang up to large that you may Spend holds to:
you can regroup them around your banner. lead, inflict 1-harm more when attacking with * Bring people forward, hand them to you
The gang size probably decreased, but you bows or other ranged weapons. * Bring forward their precious things and
regain control even though you lost ground. deliver them to you
 Improve this move and if rolling in a * Unite and fight for you as a mob (default
 Improve this move for giving them +1 fight, you also count as better prepared medium or large size; 2 Harm 0 Armor,
armor (for this battle only) if their gang as long as you use ranged weapons Fanatic – will never break)
size is reduced * Cast aside reason and law to give full
 Hunter
 Call to Arms When you follow a trail, roll+Nervi. On a 10+ expression to their joy, rage, or passion
When you muster a gang of fighters, your all the below are possible; choose 1 and take * Disperse quietly and return peacefully to
famous name attracts more or better men. +1 forward if acting upon it; on a 7-9 the GM their lives
Spend one more than your roll grants you will tell you which 2 are possible, pick 1:  For This Land
(even if you don’t roll). * You can follow the trail forward, up to Make an oath to defend a certain place. As
 Improve this move for having such a your destination or target long as your feet touch the ground you’ve
famous name that you can roll+1 even if * You can follow the trail backwards, up to sworn to protect, you have 2-armor even
you decide to spend no silver its source or origin when you wear none.
* You can study the trail; the GM will tell
 Hold This Wall you where does it point to, and what  Improve this move for granting 2-armor
When your gang is holding a fortification, else can be of importance to any gang you lead, on the same terms
they always get +1 to their Engage in Battle  Brave-Heart
roll as long as you’re with them.  Scout
When you scout or spy on your enemy, you When you go straight into danger without
 Shield Wall or who employs your services can ask one planning or establishing a fallback position,
When you order your gang to form a shield- question more than what they would. you get +1 Armor.
wall and hold their ground, as long as they  Reputation
don’t advance they get +1 armor.  Escape
Name your escape route and roll+Nervi. On a When you meet someone important (you say
 Charge! 10+ you’re gone, on a 7-9 you are gone if you so), roll+Fascinatio. On a hit, they’ve heard of
When you lead a charge into battle, on horse accept the conditions that the GM offers you. you, and you say what they’ve heard. On a
or foot, your gang inflicts +1 harm as long as 10+, take +1 forward into dealing with them.
you lead from the front.  Vigorous On a miss, they’ve still heard of you, but the
Add +1 to your Vigor (max +3). GM decides what they’ve heard.
 Vigorous
Add +1 to your Vigor (max +3).  Steady  Charming
Add +1 to your Nervi (max +3). Add +1 to your Fascinatio (max +3).
The Slayer Your Moves

This is an age and a land of monsters.  Monster Slayer


And where there are monsters, a brave You are a hunter of monsters. Tell us why
heart and a strong blade are called for. have you chosen this path.
Add one to your Fates. You can unlock a
new Fate as improvement to this move:
Name STATS
 Kill the monster that ___
vigor ____  Save innocents from monsters
Culture
 Some men are monsters
nervi ____ You have an armory (pick its Domain sheet,
reasonably “Armory (1)” and create it).
acumen ____
Features  A Beast Within
fascinatio ____ When you inflict harm to a monster, inflict +1
harm.
astrum ____  Improve this move for a +2 harm
against monsters
GEAR & Notes HARM and FATES  Dangerous Instincts
The first time you get a +1 forward in any
    Cuts and bruises (1-2 harm) violent situation, roll with +2 instead.
    Wounds (3-4 harm)
    Dying  A Fate With Monsters
Erase a Fate (from your Moves or below) to When you Pray or Invoke for guidance on
ignore a harm you suffered. the whereabouts or behavior of a monster,
roll+Vigor instead of +Astrum.
 Keep my strength (Vigor -1)
 Hold steady (Nervi -1)  You Know The Monster
 Keep sane (Acumen -1) When you enter a new place or a new
 See another day location, if you believe monsters might be
here, roll+Astrum. On a hit the GM will tell
you something about the monster, like its
SWORN OATHS name or location or trouble it causes. On a
10+ there’s a price on its head, on a 7-9 it’s
up to you to find someone who will pay.

 Monsters Blood
When you kill a monster, you take their
XP/ADVANCEMENTS

blood, or organs, or something. Mark one
use for each monster you kill:    
Stick here the XP and Advancements Card.  Spend a use to make a potion, a ointment or
It will have the Advancements right here, and other medication that will (pick one):
the XP to flip open, like a booklet. * Make an NPC fall in love with ___
STRINGS on others * Make an NPC blindly hate ___
You can use the front of the Card for general * Save the life of an NPC, with a drawback
notes. * Cure all yours or someone’s Wounds
 Fearless
You can Draw Someone Out or Read a
Person against a monster as if they were a
human, and may roll+Nervi instead of
Fascinatio or Acumen.
 Steady
Add +1 to your Nervi (max +3).
 Vigorous
Add +1 to your Vigor (max +3).
make your slayer
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

To make your character give it a Name,


a Culture and some distinctive Features:
* Names: (M) Douban, Dumah, Emthor,
Quintus, Leontios (F) Serit, Aqara,
Rojah, Vanora, Zarides
* Culture: Iron Gods, One Spirit,
Blood Eye, Natives
* Features: crazy eyes, caring eyes, cold
eyes, wild hair, long hair, bold, scarred,
tattooed, hulking, lean, bony

Choose one of these Stats sets:


VIG +1; NER +2; ACU -1; FAS =0; AST +1
VIG +1; NER +2; ACU +1; FAS =0; AST -1
VIG +2; NER +1; ACU -1; FAS +1; AST =0
VIG +2; NER +1; ACU =0; FAS -1; AST +1

You get all the moves marked with  in the


list of Your Moves.
Select one additional Character Path, and add
it to your sheet (stick it here).
Select one new move on this playbook
or in the Character Path.
Create any Domain as required by the moves
you have, if necessary.

You start with 1 silver.


Select one proposed set of gear. Additional
gear can be acquired or gained later on, even
from moves. Copy the gear list on the space
on the other side.
 A dented long-sword (4-harm), spear
(3-harm), shield (1 Fate), a war-horse
 Sword (3-harm), vicious dagger (3-
harm), leather armor (1-armor), mule
 Huge war-axe (4-harm), dagger (2-
harm), chainmail (2-armor)
 Spear (3-harm), huge bow (4-harm),
leather armor (1-armor), shield (1 Fate)

YOUR FIRST SCENE: on the hot trail of a


monster worth three silver.
Describe your character to the others, listen
to them and then pick one or two starting
Oaths/bonds. Use the general list on the
manual or consider these, for your character:
“______ has fought besides me”
“______ must be protected at all costs”
“I’ve sworn ______ to fight for them”
“I’ve sworn ______ to blindly trust them”
domain: Armory (1) domain: Armory (2) domain: Keep
Use this when you posses a treasure of Use this when you posses a treasure of Use this when you gain the right to a
weapons and magic gear to fight monsters. unique weapons and exceptional gear. fortified keep. Name your keep:
On the contrary of “Armory (1)”, this gear is
There are three types of monsters: not magical, not enchanted. If you are a Its cost this season (see below):
Slayer, “Armory (1)” is the sensible choice.
* Wild Monsters (WM); deadly but mortal  To be restored (1 silver)
creatures like dragons, trolls, giants
* Undead and Ghosts (U&G): otherworldly Your armory includes (pick four):
creatures You rule the land from (pick one):
 An armor of ancient making and great
* Spirits and Curses (S&C): supernatural, quality; 2-armor  An ancient and rugged stone keep
immortal entities, and their emanation  An estate within city walls
 Gauntlets, sabatons, helm; if used with
in this world (like werewolves)  A castle carved into the mountain
the ancient armor, add +1-armor for a
By default: WM can be killed by anyone total of 3-armor. You are hindered,  A high tower with a bastion
brave enough to face them with a weapon, though, and plated in steel (Nervi -1)  A large bastion with a grand hall
U&G and S&C require blessed, magic,  Hidden blades; you are never unarmed  Other (detail):
enchanted or silver weapons (look for such and they inflict 1-harm ap
keywords if you want this kind of weapons).  A shield with metal hooks; you can
spend its Fate for a +1 harm ap to the Your keep cost is 1 silver per season for the
harm you inflict first feature you pick, +2 for the second, +3
Your armory includes (pick four): for the third, etc... If a cost is not met for the
 A wooden shield with metal rim: grants
 A breastplate with figures of heroes: 1 Fate per fight, never needs repair season, cancel that feature and pay the rest.
protects from all curses, 2-armor  A large metal shield: it grants you 2 If you pay nothing, the keep is in a state of
 A blessed chainmail: protects from rain Fates per fight instead of 1, never needs abandon; mark “To be restored” and pay that
and drowning, 2-armor repair, but hinders you (Nervi -1) price before you can activate features again.
 An iron helmet depicting a lion or  A sword (4-harm): either O huge or  Permanent garrison (medium gang of a
another beast: allows you to see the O really sharp. Its blade is (pick 1 or 2) dozen warriors, 3-harm, 2-armor)
weakest point of the enemy, 1-armor O dark as night, O dented, O curved,  Solid walls & towers (1 Fate defending)
 An helmet made from a bear’s skull: O shining and impressive
you can speak with animals, 1-armor  Deep ditch & bridge (1 Fate defending)
 A spear (4-harm): either O simple or  A dungeon and a secret exit
 A golden mantle: you can do healing O ornate. It features (pick 1 or 2)
charms on yourself if you wear it and  A trusted officer to rule the land (no
O a guard, O spikes, O two points penalty when you’re absent)
make the required sacrifices  A war-axe (4-harm): either O huge or
 A black wolf-hide: in the night you can  Feasts, hunting and entertainment (+1
O very sharp. It features (pick 1 or 2) Fascinatio while you're in the keep)
move unseen by enemies, 1-armor O decorations, O two blades,
 A brown and green living shield: after O a piercing point, O metal handle  Other (detail):
every fight it re-grows, 1-Fate  A dagger (3-harm): either O very small
 A silver shield: it glows in proximity of or O precious. Its blade is (pick 1 or 2)
&G and S&C, 1-Fate (pay 1 silver to fix) O shiny, O curved, O flame-shaped, Rule With the Iron Fist
 A vicious magic spear: its wounds heal O antique, O decorated When you extort exceptional tributes with force,
send out a small gang from a keep you own, for
only with magic, 3-harm  A steed: either O trained for combat or each Domain to tax, and roll+Vigor. On a hit each
 A silver sword: 4-harm vs monsters but O loyal and smart. It is (pick one): taxed Domain grants you an additional tribute of 1
against humans and armor 2-harm O dark and silent (Nervi+1), O strong of their coin. On a 10+ with no trouble, on a 7-9
 A boar-spear with silver inserts: can pin and brave (Vigor+1), O spirited and with some trouble. You decide:
Ghosts and Spirits to a vulnerable spooky (Atrum+1). Apply the bonus * They pay now but skip next season
material form, 3-harm when the steed is relevant to your roll * They pay now but you get the trouble of this
 An axe of blessed bronze: hums to alert  All the weapons & armors make you Domain
of dangers, 3-harm look (pick one): O clearly dangerous, * They pay, but you get the coin late, only by
 An ancient enchanted sword: its curse O trustable and skilled, O inconspicuous early next season
allows to switch harm with your enemy, Mark this move every time you roll it. If both
once per Episode, 3-harm To obtain the other items; the GM decides: your dice roll equal or below the number of
marks, you sucked them dry. Take an ongoing -1
* Some NPC claims to know where it could to muster until you regain the favor of your
To obtain the other items; the GM decides: be, or who could forge another people, and regardless of how much you demand
* Some NPC claims to know where it is * Some powerful NPC has it in their hands, from them, they just pay regular tributes from
* Some powerful NPC has it in their keep and has named a price for it now. Erase one mark per season, and when you're
* Someone claims they’ve seen it in a * Someone claims they’ve seen it in some back to zero, you can again demand additional
remote place or in the hands of Natives tribute and remove the -1 to muster.
remote or sacred location
Path of Monsters Path of Rangers Path of Swords
When you add the Path of Monsters to your When you add the Path of Rangers to your When you add the Path of Swords to your
character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
 Fight a monster  Fight in a battle  Fight in single combat
 Suffer Wounds  Suffer Wounds  Suffer Wounds
 Erase a Fate  Discover a remote place  Erase a Fate
 Loot a monster’s treasure  Kill an enemy (a real one) from afar  Duel a worthy adversary
 Kill a monster for no price  Help to hunt, or hunt, a monster  Fight alone against a gang
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:
 Against The Monster  The Silent Paths  Think With The Blade
When you muster commoners to side with When you travel alone, if you keep out of When you Take Stock of a Situation before
you against a monster, roll+Vigor. On a hit villages and city, it always counts as you’re or during combat, roll+Vigor instead of
you get a war-band of half a dozen that traveling through a friendly land. Acumen.
counts as a small gang, 2-harm, 1-armor. On  Improve this move and you can bring  Improve this move for gaining a +2
a 10+ take three, on a 7-9 take one: with you up to a medium gang forward instead of +1 when acting on
* You muster a total of a dozen the answer(s)
* The mustered gang gains +1 harm  Best Archer(s)
* The mustered gang gains +1 armor You, and any gang up to large that you may  Speak Of Honor
* The mustered gang have horses lead, inflict 1-harm more when attacking with When you demand action from those you
* The mustered gang have longbows bows or other ranged weapons. side with, or those who rule them, roll+Vigor.
* The mustered will follow you on another  Improve this move and if rolling in a On a 10+ they should act as honor demands;
quest, as long as you provide for them fight, you also count as better prepared on a 7-9 they can still gracefully decline but
as long as you use ranged weapons in this case they reveal something: ask them
 War Paint a question from Draw Someone Out or Read
When you paint or tattoo your body with  Hunter a Person, or they must grant you a String.
symbols of monsters and terrors, you get 2 When you follow a trail, roll+Nervi. On a 10+
armor if you're naked or nearly naked; 1  Sword For Sale
all the below are possible; choose 1 and take
armor if you wear clothes. If you wear +1 forward if acting upon it; on a 7-9 the GM When you offer your sword to Seduce or
armor, use that instead. will tell you which 2 are possible, pick 1: Manipulate someone, roll+Vigor instead of
Fascinatio.
 Supernatural Knowledge * You can follow the trail forward, up to
When you encounter a monster, roll+Astrum. your destination or target  Torturer
On a 10+ ask two, on a 7-9 ask one: * You can follow the trail backwards, up to When you use torture to Read a Person,
its source or origin roll+Vigor instead of Acumen. On a 10+ hold
* Where does it come from or goes to?
* Who (man or god or nature) made this? * You can study the trail; the GM will tell 3, on a 7-9 hold 2 but the signs of torture
* What does it want? Can we placate it? you where does it point to, and what are permanent. On a miss, their secret dies
else can be of importance with them.
* What does it fear the most?
Mark this move every time you roll it. If both  Scout  Revenge
your dice roll equal or below the number of When you scout or spy on your enemy, you When you swear to have your revenge by
marks, part of the monster will show on you. or who employs your services can ask one the sword against someone, add this to your
question more than what they would. Fates:
 Not So Easy To Kill
 Extort a payment in blood from ___
Your dedication to kill monsters gives you a  Escape
+1 armor against them, in addition to what Name your escape route and roll+Nervi. On a  Merciless
you already have. 10+ you’re gone, on a 7-9 you are gone if you When you inflict harm, inflict +1 harm.
accept the conditions that the GM offers you.
 Not Just A Human
 Vigorous
When you face a monster that counts as a  Vigorous
Add +1 to your Vigor (max +3).
gang, you count as a small gang yourself. Add +1 to your Vigor (max +3).
 Charming
 Vigorous  Steady
Add +1 to your Fascinatio (max +3).
Add +1 to your Vigor (max +3). Add +1 to your Nervi (max +3).
The Beauty Your Moves

Your beauty is like the sun in this frozen  A Renown Beauty


land, a beacon of hope in the heart of You are a renown beauty; tell us where you
men, a wicked gift, and a call to scandal. come from:
 Peasant
Name
 Small noble
STATS
 Royal blood, not first in line to the
throne
vigor ____
Culture
What troubles you is:
nervi ____  Someone old and powerful wants to
marry you
acumen ____  Someone young and ambitious wants to
Features
marry you
fascinatio ____  Someone of high importance wants you
to marry _________________ for some reason
astrum ____ You also have a group of loyal supporters or
a support network in a noble court (pick
their Domain sheet and create them).
GEAR & Notes HARM and FATES
    Cuts and bruises (1-2 harm)  Destiny in Love
Add one to your Fates. You can unlock a
    Wounds (3-4 harm)
new Fate as improvement to this move:
    Dying
Erase a Fate (from your Moves or below) to  You will find true love
ignore a harm you suffered.  True love will find you
 True love is where you least expected
 Keep sane (Acumen -1)
 True love will wait; duty comes first
 Hold steady (Nervi -1)
 Keep my looks (Fascinatio -1)  Noble Blood
 See another day You are of noble blood, according to your
Culture; but your possessions are now ruled
by your spouse (or promised spouse) family.
SWORN OATHS Create a Land and a Keep that were yours,
and assign them to another Culture or to a
notable NPC of your spouse (or promised
 spouse) family. You might try to regain these
possessions with fiction (and Advancements).

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

To make your character give it a Name,


a Culture and some distinctive Features:
* Names: (M) Sidi, Nuntin, Uthavas,
Gruffen, Adam, (F) Cyrene, Ludmilla,
Ariane, Meira, Irena
* Culture: Iron Gods, One Spirit,
Blood Eye, Natives
* Features: sweet eyes, honest eyes, piercing
eyes, long hair, curly hair, slender, curvy,
tall, short, robust, pale, dark skin

Choose one of these Stats sets:


VIG -1; NER =0; ACU +1; FAS +2; AST +1
VIG +1; NER =0; ACU +1; FAS +2; AST -1
VIG =0; NER +1; ACU -1; FAS +2; AST +1
VIG +1; NER +1; ACU =0; FAS +2; AST -1

You get all the moves marked with  in the


list of Your Moves.
Select one additional Character Path, and add
it to your sheet (stick it here).
Select one new move on this playbook
or in the Character Path.
Create any Domain as required by the moves
you have, if necessary.

You start with a silver ring (worth 2 silver).


Select one proposed set of gear. Additional
gear can be acquired or gained later on, even
from moves. Copy the gear list on the space
on the other side.
 Dagger (2-harm), rich and unpractical
clothes worth 1 silver
 Dagger (2-harm), warm and elegant
clothes, 1 copper
 Your father’s sword (3-harm), a horse
not yours
 A chain, a blood-stained dress, and
a Fate to erase: Revenge

YOUR FIRST SCENE: on the day of your


wedding, before or after the ceremony.
Describe your character to the others, listen
to them and then pick one or two starting
Oaths/bonds. Use the general list on the
manual or consider these, for your character:
“______ is or was my lover”
“______ doesn’t want me to marry”
“I’ve sworn ______ to marry them instead”
“I’ve sworn ______ to keep them safe”
domain: Court domain: Supporters Path of Seduction
Use this when you gain the right connections Use this when you gain the help of a When you add the Path of Seduction to your
within the court of the ________________ Culture. network of supporters. Name this group: character, you may gain XP also for:
 Someone spies for you
By default you have a single loyal supporter, By default you have a single loyal supporter,  Someone fights to defend you
decide which one. decide which one.  Someone fights to get your love
Two others have shown an interest in you, Two others have shown an interest in you,  Seduce another character
but you must first prove yourself or do but you must first prove yourself or do  Seduce an NPC
something for them. You can either win something for them. You can either win If any of those appears already in your
them over to your cause in fiction, or take them over to your cause in fiction, or take playbook, you can mark XP two separate
those two as an  improvement to this those two as an  improvement to this times for the same type of action.
domain. domain. Once you added this Path, you can start
taking the following moves:
Mark your supporter, and half-mark the two Mark your supporter, and half-mark the two
interested in you: interested in you:  Hypnotically Beautiful
If you have time in solitude with someone,
 An old noble-woman  A mentor, a former teacher; this is your you may roll+Fascinatio instead of Acumen,
 An old noble-man hold within nobility or peasants to Read a Person.
 A young noble-woman  An old seer or a witch; this is your hold
with the realm of spirits  Improve this move and you can ask one
 A young noble-man question more in Draw Someone Out or
 Someone of royal blood  A young lover; this grants you a future, Read a Person
 Someone of great knowledge and a Fate (to live happily with them)
 A foreign dignitary or ambassador  A half-brother or half-sister; this grants  Impossible To Refuse
 A royal hostage you family, support, shelter, hideout When you Seduce or Manipulate an NPC, a
 Other (detail):  A small noble with an interest; this token of love and the next time placating
grants you power, riches and men their lust, counts as a fair reassurance.
Each supporter grants you once per season:  A warrior or a captain; this grants you a
 News and rumors about the court champion and a war-gang  Love With Strings Attached
 News and rumors of another Culture  A trader or ship-master; this grants you Improve your Seduce and Manipulate move
 Military information and advice news, rumors, and escape against NPCs: besides the regular result, on a
 Silver (usually 2 per season, sometimes  Other (detail): 10+ you also hold 3, on a 7-9 you hold 1.
more if you tax their generosity) Spend your holds to demand:
 Access to healers and secret rites Name the three supporters: * Something that you want from them
 Access to hidden rooms and exit routes ____________________________, a ______________________ * Have them spy for you
 Some military force for emergencies * Have them fight for you
____________________________, a ______________________ * Do something for you, even if dangerous
____________________________, a ______________________ As long as you have holds on an NPC, they
Name the three supporters and what they
give you: will not harm you directly; even if they act
You also have a secret hideout in any land of indirectly against you, it’s just to secure your
____________________________, a ______________________, love for them.
granting ____________________________ your choosing. You can say where it is now,
or at any moment during play. You are the
____________________________, a ______________________, only one who knows how to access it.  Distraction And Deception
granting ____________________________ When you use your beauty or sensuality to
It’s called: ____________________________ distract or deceive someone, roll+Fascinatio.
____________________________, a ______________________,
granting ____________________________ It’s in: ____________________________ On a 10+ you distract all those you name,
they have eyes only for you; on a 7-9 the GM
might exempt one person, but the intended
At any time, one (and only one) of your Finally, you have connections or secret routes target of the move was only one, not them.
supporters in court can be expected to make to travel from place to place. Name two
a bold sacrifice for you. They can be used as routes (now or in play), from one place to  A Token Of Love
a Fate, or asked to cast aside their honor, another. When you travel from one place to When you gift someone with a jewel, a piece
endanger themselves or a member of their the other, you always travel in friendly land. of clothing or another small item of yours,
family. From ______________________ to ______________________ they can spend it for a +1 forward, but if they
do, you gain a string on them.
When this happens, erase that supporter. From ______________________ to ______________________
 Charming
Add +1 to your Fascinatio (max +3).
Path of Shadows Path of Sanctity Path of Destiny
When you add the Path of Shadows to your When you add the Path of Sanctity to your When you add the Path of Destiny to your
character, you may gain XP also for: character, you may gain XP also for: character, you may gain XP also for:
 Uncover a secret  Save a life or succor someone  Fight in a battle
 Spread a rumor  Suffer Wounds  Suffer Wounds
 End a fight in a single roll  Erase a Fate  Erase a Fate
 Have someone erase a Fate  Perform a Charm  Lead a crowd or gang
 Poison or murder someone  Perform a Ceremony  Make a precious ally
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 Requirement: you can take this Path only if Once you added this Path, you can start
taking the following moves: you give away worthy possessions, all silver taking the following moves:
and gold, renounce rights on land(s).
 Spies Master  The True Voice
Once you added this Path, you automatically
When you work your network of spies, gain one move (chose which one), and can When you preach their faith to a crowd or
roll+Acumen. On a 10+ hold three, on a 7-9 start taking the others: incite them to hold true to their values or
hold one. Spend your holds to have your land, roll+(choose one now):
spies answer your questions as for Draw  Sustained by Spirits  Fascinatio
Someone Out, Read a Person, Take Stock of You are protected from hunger and cold by
a Situation and relay those answers to you.  Astrum
the Spirits. You need not to worry about
Mark this move every time you roll it. If both On a 10+ hold three, on a 7-9 hold two.
where you sleep or what you eat, ever again.
your dice roll equal or below the number of Spend holds to:
marks, your network is uncovered. Chose  Battlefield Grace * Bring people forward, hand them to you
one and erase it: While you are caring for people, not fighting, * Bring forward their precious things and
you get +1 armor. deliver them to you
* Someone reveals your name, you erase
one mark, and the network is avail. * Unite and fight for you as a mob (default
 Leader of Commoners medium or large size; 2 Harm 0 Armor,
again only next season When you lead a gang of commoners in Fanatic – will never break)
* They reveal nothing, but the network is battle, as long as you are with them, they will * Cast aside reason and law to give full
destroyed for good; cancel this move never break, even when more than half of expression to their joy, rage, or passion
 Resourceful them are dead. * Disperse quietly and return peacefully to
In a situation of danger or tension, you can their lives
 Spirits in my Blood
make an Advancement without the necessary Spirits flow in your veins; you cannot be  For This Land
XP. Use it to your advantage, and keep it. But harmed by regular weapons – only by those Make an oath to defend a certain place. As
the first 7 XP you gain, you must allocate to that are magic, blessed, cursed, or in silver. long as your feet touch the ground you’ve
cover this Advancement. You cannot have
sworn to protect, you have 2-armor even
more than a single one at the time, this way.  Sight when you wear none.
When you look at someone for the first time,
 Cold Blood you can roll+Astrum. On a 10+ hold 3, on a  Improve this move for granting 2-armor
When you Seduce or Manipulate, roll+Nervi 7-9 hold 2. Spend your holds to ask them: to any gang you lead, on the same terms
instead of Fascinatio.
* What are you here for?  Brave-Heart
 Improve this move to roll+Nervi also to * On whose side are you? When you go straight into danger without
Draw Someone Out * Are you telling the truth about ___? planning or establishing a fallback position,
* Are you a threat to me or ___? you get +1 Armor.
 Fast Blades
* What is your biggest fear or sin?
When you Fight in Single Combat, roll+Nervi  Reputation
the first time of each fight. The following  Where I Stand When you meet someone important (you say
rolls are with Vigor, as usual. The land where you stand, as long as it’s so), roll+Fascinatio. On a hit, they’ve heard of
within nature boundaries, counts as a place you, and you say what they’ve heard. On a
 Poisons
of power (worth one sacrifice). 10+, take +1 forward into dealing with them.
When you have the opportunity to slip your
poison in the food or drink of your target,  Changed On a miss, they’ve still heard of you, but the
roll+Acumen. On a hit you’ve poisoned them; Recover a Fate you previously erased; but GM decides what they’ve heard.
on a 10+ you say when they suffer 4-harm ap you return somehow changed by this.
within the next 24h, on a 7-9 2-harm ap and  Charming
the GM says when within the same time. Add +1 to your Fascinatio (max +3).
The Wicked Your Moves

You see the unseen, in the past and in the  Sacrifice


future; you bind souls and destinies with When you pray or invoke, make any of the
the powers of Blood and Spirit. listed sacrifices and get a +1 forward. You can
also use these sacrifices to perform sorcery.
* An Oath is sworn pleasing your God(s)
Name STATS * Someone or something is released to
please the God(s)
vigor ____ * Silver, precious animals or precious items
Culture are offered to the God(s)
nervi ____ * Draw offered blood, 2-harm ap
* Draw unwilling blood, 3-harm ap, or
acumen ____ offer a worthy life
Features
* Officiate in a place of power
fascinatio ____ * Fasting or meditation in a lull in play or
between two episodes or seasons
astrum ____
 Voice of the Spirits
You are the voice of the Spirits of this land;
GEAR & Notes HARM and FATES you have a group of followers or a shrine
(pick their Domain sheet and create them).
    Cuts and bruises (1-2 harm)
    Wounds (3-4 harm)  The Invisible Hand
    Dying When you make one sacrifice, roll+Astrum.
On a 10+ choose one, or one from the 7-9:
Erase a Fate (from your Moves or below) to
ignore a harm you suffered. * You know where they are
* You inflict them 1-harm ap
 Keep my strength (Vigor -1)
* You cure all their cuts and bruises
 Hold steady (Nervi -1)
 Keep my looks (Fascinatio -1) On a 7-9 choose one:
 See another day * You know if they are alive or dead
* You distract them, giving them -1 forward
when you deem appropriate
SWORN OATHS Mark this move every time you roll it. If both
your dice roll equal or below the number of
marks, the Spirits demand the next time the
 sacrifice of a worthy life, or will not hear
your prayers.
XP/ADVANCEMENTS

 Better Charms
Take 4 Charms from the Path of Charms.
Stick here the XP and Advancements Card. 
 Improve to get the other 4 Charms
It will have the Advancements right here, and
the XP to flip open, like a booklet.  Better Ceremonies
STRINGS on others Take 4 Ceremonies from the related Path.
You can use the front of the Card for general  Improve to get the other 4 Ceremonies
notes.
 Warded
The Spirits protect you, you have 1-armor
even if you wear none.
 Improve this move and you get 2-armor
when you make a dedicated sacrifice
before the fight or battle
 Destined
Add +1 to your Astrum (max +3).
 Sharp
Add +1 to your Acumen (max +3).
make your wicked
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

To make your character give it a Name,


a Culture and some distinctive Features:
* Names: (M) Mihrage, Gilan, Zamdor,
Hywel, Bernat (F) Orithia, Luli, Thalia,
Sioned, Tecla
* Culture: Iron Gods, One Spirit,
Blood Eye, Natives
* Features: wild eyes, white eyes, piercing
eyes, bald, long hair, scarred, lean, ugly,
tall, bulky, beautiful, young, aged

Choose one of these Stats sets:


VIG -1; NER +1; ACU +1; FAS =0; AST +2
VIG -1; NER =0; ACU +1; FAS +1; AST +2
VIG =0; NER -1; ACU +1; FAS +2; AST +1
VIG +1; NER =0; ACU +1; FAS -1; AST +2

You get all the moves marked with  in the


list of Your Moves.
Select one additional Character Path, and add
it to your sheet (stick it here).
Select one new move on this playbook
or in the Character Path.
Create any Domain as required by the moves
you have, if necessary.

You start with 1 silver.


Select one proposed set of gear. Additional
gear can be acquired or gained later on, even
from moves. Copy the gear list on the space
on the other side.
 Sword (3-harm), dagger (2-harm),
leather armor (1-armor)
 Staff (2-harm), dagger (2-harm),
fur armor (1-armor)
 Dagger (2-harm), warm and elegant
clothes, a horse
 Staff (2-harm), fur armor (1-armor),
a Fate to erase: free the Spirit of ____

YOUR FIRST SCENE: hands soaked in


sacrificial blood; ask the Spirits 2 questions.
Describe your character to the others, listen
to them and then pick one or two starting
Oaths/bonds. Use the general list on the
manual or consider these, for your character:
“______ is precious to the God(s)”
“______ obviously needs guidance”
"I've sworn ______ to raise them above others"
“I’ve sworn ______ to serve them”
domain: Shrine domain: Land (3) domain: Keep
Use this when you gain the right to own a Use this when you gain rights over a piece of Use this when you gain the right to a
shrine or temple and officiate within it. land. Name this land: fortified keep. Name your keep:

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

Stick here the XP and Advancements Card.  A Warrior And A Leader


 When you lead a gang in battle, roll+Vigor.
It will have the Advancements right here, and On a 10+ it counts as one step larger; the
the XP to flip open, like a booklet. same on a 7-9 but the advantage dissipates
STRINGS on others as soon as you suffer harm (erasing a Fate
You can use the front of the Card for general doesn’t count as harm).
notes.  One Among Many
When you disguise as a commoner or as a
simple soldier (even an enemy soldier),
roll+Nervi. On a 10+ you do it; on a 7-9 you
do it if you drop the one thing the GM says.
 Steady
Add +1 to your Nervi (max +3).
 Vigorous
Add +1 to your Vigor (max +3).
make your warrior
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

To make your character give it a Name,


a Culture and some distinctive Features:
* Names: (M) Gifar, Mekalleh, Uldar,
Caradoc, Makarios (F) Mitylene, Huka,
Bantia, Adyna, Helene
* Culture: Iron Gods, One Spirit,
Blood Eye, Natives
* Features: wild eyes, fiery eyes, piercing
eyes, long hair, bald, short hair, scarred,
ugly, tall, bulky

Choose one of these Stats sets:


VIG +2; NER +1; ACU -1; FAS =0; AST +1
VIG +2; NER +1; ACU +1; FAS -1; AST =0
VIG +2; NER =0; ACU +1; FAS +1; AST -1
VIG +1; NER +2; ACU +1; FAS -1; AST =0

You get all the moves marked with  in the


list of Your Moves.
Select one additional Character Path, and add
it to your sheet (stick it here).
Select one new move on this playbook
or in the Character Path.
Create any Domain as required by the moves
you have, if necessary.

You start with 1 silver.


Select one proposed set of gear. Additional
gear can be acquired or gained later on, even
from moves. Copy the gear list on the space
on the other side.
 A huge sword (4-harm), leather armor
(1-armor), shield (1 Fate)
 Sword (3-harm), dagger (2-harm),
mail armor (2-armor)
 War-axe (3-harm), dagger (2-harm),
fur armor (1-armor), shield (1 Fate)
 Sword (3-harm), spear (3-harm),
shield (1 Fate), a war-horse

YOUR FIRST SCENE: you have precise


orders. Say from whom, and how you feel
about this.
Describe your character to the others, listen
to them and then pick one or two starting
Oaths/bonds. Use the general list on the
manual or consider these, for your character:
“My love for ______ must remain secret”
"I and ______ have a history"
"______ has saved my life once"
"I've sworn my sword to ______"
domain: Armory (2) domain: War-Band domain: Mercenaries
Use this when you posses a treasure of Use this when you gain control of a gang of Use this when you pay for the services of a
unique weapons and exceptional gear. warriors. Name this gang: gang of warriors. Name this gang:
On the contrary of “Armory (1)”, this gear is
not magical, not enchanted. If you are a By default they are half a dozen warriors, As a start, this gang costs:
Slayer, “Armory (1)” is the sensible choice. trained to fight side by side, and loyal to you. * 1 silver to engage
They count as a small gang, 3-harm, 1-armor. * 1 silver before or after an engagement
Your armory includes (pick four): Increase their number by 1 per season. * 1 silver every season if they remain
 An armor of ancient making and great Their number: For every quality you add besides the first,
quality; 2-armor Harm: Armor: increase every price above by 1.
 Gauntlets, sabatons, helm; if used with States (in battle): By default they are approximately 20, trained
the ancient armor, add +1-armor for a to fight side by side, and loyal to your
total of 3-armor. You are hindered, * Whole and unharmed
* Few wounded money. If you want more, hire another
though, and plated in steel (Nervi -1) company. They count as a medium gang,
* Several (at least half) wounded, few dead
 Hidden blades; you are never unarmed (commoners break) 3-harm, 1-armor.
and they inflict 1-harm ap * Almost all somehow wounded, almost Their number:
 A shield with metal hooks; you can half dead (soldiers break)
spend its Fate for a +1 harm ap to the Harm: Armor:
* At least half dead, if not more (fierce
harm you inflict warriors break) States (in battle):
 A wooden shield with metal rim: grants * Whole and unharmed
1 Fate per fight, never needs repair * Few wounded
 A large metal shield: it grants you 2 Their best qualities (pick two): * Several (at least half) wounded, few dead
Fates per fight instead of 1, never needs  Fanatic (will never break) (commoners break)
repair, but hinders you (Nervi -1)  Numerous (a dozen, medium gang) * Almost all somehow wounded, almost
 A sword (4-harm): either O huge or  War-horses half dead (soldiers break)
O really sharp. Its blade is (pick 1 or 2) * At least half dead, if not more (fierce
 Longbows and crossbows
O dark as night, O dented, O curved, warriors break)
O shining and impressive  Ferocious (+1 harm)
 A spear (4-harm): either O simple or  Better equipped (+1 armor)
 Hunters (quick, silent, sharp) Their best qualities (pick one for free):
O ornate. It features (pick 1 or 2)
O a guard, O spikes, O two points  Disciplined (+1 to any roll of tactics,  Loyal (will not accept other offers,
 A war-axe (4-harm): either O huge or strategy, leadership, and similar) unless unreasonably high)
O very sharp. It features (pick 1 or 2)  Restore their number every season  War-horses
O decorations, O two blades,  Upgrade and select one more quality  Longbows and crossbows
O a piercing point, O metal handle When they give you trouble, they demand  Ferocious (+1 harm)
 A dagger (3-harm): either O very small your attention for (pick one):  Better equipped (+1 armor)
or O precious. Its blade is (pick 1 or 2)
 Troubling cities or villages, abusing  Disciplined (+1 to any roll of tactics,
O shiny, O curved, O flame-shaped, strategy, leadership, and similar)
O antique, O decorated civilians
 Breaking in other territories and  Restore their number every season
 A steed: either O trained for combat or When they give you trouble, they demand
O loyal and smart. It is (pick one): violating truces
 Refusing to serve your lord, or getting your attention for (pick one):
O dark and silent (Nervi+1), O strong
and brave (Vigor+1), O spirited and in trouble with your own allies  Troubling cities or villages, abusing
spooky (Atrum+1). Apply the bonus  There’s always damage to repair (pay 2 civilians
when the steed is relevant to your roll silver or face the consequences)  Breaking in other territories and
 All the weapons & armors make you violating truces
look (pick one): O clearly dangerous, Your lieutenant is:  Refusing to serve your lord, or getting
O trustable and skilled, O inconspicuous in trouble with your own allies
Known for (pick one):  ambition,  There’s always damage to repair (pay 2
 loyalty,  courage,  patience, silver or face the consequences)
To obtain the other items; the GM decides:
 severity,  tactics,  other:
* Some NPC claims to know where it could
be, or who could forge another Other notables are: Their commander is:
* Some powerful NPC has it in their hands, ____________________________, the smartest Known for (pick one):  ambition,
and has named a price for it ____________________________, the sneakiest  loyalty,  courage,  culture,
* Someone claims they’ve seen it in some  moods,  tactics,  other:
remote place or in the hands of Natives ____________________________, the most loved
Path of Swords Path of Rangers Path of Nobility
When you add the Path of Swords to your When you add the Path of Rangers to your When you add the Path of Nobility 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 in a battle
 Suffer Wounds  Suffer Wounds  Lead a gang in battle
 Erase a Fate  Discover a remote place  Erase a Fate
 Duel a worthy adversary  Kill an enemy (a real one) from afar  Obtain a pledge of allegiance
 Fight alone against a gang  Help to hunt, or hunt, a monster  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:
 Think With The Blade  The Silent Paths
When you Take Stock of a Situation before When you travel alone, if you keep out of  Made Noble
or during combat, roll+Vigor instead of villages and city, it always counts as you’re You are of noble blood, according to your
Acumen. traveling through a friendly land. Culture, or you have been made so by a king.
 Improve this move for gaining a +2  Improve this move and you can bring You can speak to other nobles as a peer, and
forward instead of +1 when acting on with you up to a medium gang demand audience to royalty.
the answer(s) You have been assigned (pick one now with
 Best Archer(s) its Domain sheet, and others if you take
 Speak Of Honor You, and any gang up to large that you may them as improvements to this move):
When you demand action from those you lead, inflict 1-harm more when attacking with  A Land
side with, or those who rule them, roll+Vigor. bows or other ranged weapons.
On a 10+ they should act as honor demands;  A Keep
 Improve this move and if rolling in a  A War-band
on a 7-9 they can still gracefully decline but fight, you also count as better prepared
in this case they reveal something: ask them as long as you use ranged weapons Nobility brings about also trouble, though.
a question from Draw Someone Out or Read Tell us what your trouble is:
a Person, or they must grant you a String.  Hunter  You had to marry for the title, with
When you follow a trail, roll+Nervi. On a 10+ complications
 Sword For Sale
all the below are possible; choose 1 and take  Someone believes you unworthy of this
When you offer your sword to Seduce or +1 forward if acting upon it; on a 7-9 the GM
Manipulate someone, roll+Vigor instead of title and will oppose you
will tell you which 2 are possible, pick 1:  Someone wanted your title or domain
Fascinatio.
* You can follow the trail forward, up to for them or for theirs
 Torturer your destination or target Add one to your Fates. You can unlock a
When you use torture to Read a Person, * You can follow the trail backwards, up to new Fate as improvement to this move:
roll+Vigor instead of Acumen. On a 10+ hold its source or origin
3, on a 7-9 hold 2 but the signs of torture * You can study the trail; the GM will tell  Make a lasting bloodline
are permanent. On a miss, their secret dies you where does it point to, and what  Improve your noble ranking
with them. else can be of importance  See _________________ obtain the crown

 Revenge  Scout  Connections


When you swear to have your revenge by When you scout or spy on your enemy, you When you travel or when you enter a scene,
the sword against someone, add this to your or who employs your services can ask one you may roll+Astrum. On a 10+ choose up to
Fates: question more than what they would. three, on a 7-9 only one:
 Extort a payment in blood from ___ * Someone notable owes you one
 Escape * Someone notable is in love with you
 Merciless Name your escape route and roll+Nervi. On a * Someone notable is family, for you
When you inflict harm, inflict +1 harm. 10+ you’re gone, on a 7-9 you are gone if you * You heard an unsettling rumor
accept the conditions that the GM offers you. * Someone notable has fought with you
 Vigorous * Someone notable has trusted you with a
 Vigorous
Add +1 to your Vigor (max +3). secret
Add +1 to your Vigor (max +3).
 Charming  Charming
 Steady
Add +1 to your Fascinatio (max +3). Add +1 to your Fascinatio (max +3).
Add +1 to your Nervi (max +3).
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

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):

Rule Your Domains Rule Your Domains Rule Your Domains


When you rule your Domains for the coming When you rule your Domains for the coming When you rule your Domains for the coming
season, roll+Acumen. If you are not present for season, roll+Acumen. If you are not present for season, roll+Acumen. If you are not present for
two seasons or more, take -1 to this roll. On a hit two seasons or more, take -1 to this roll. On a hit two seasons or more, take -1 to this roll. On a hit
all your domains grant you their tributes. On a all your domains grant you their tributes. On a all your domains grant you their tributes. On a
10+ without problems, on a 7-9 one domain is 10+ without problems, on a 7-9 one domain is 10+ without problems, on a 7-9 one domain is
also in need of your attention. On a miss, no also in need of your attention. On a miss, no also in need of your attention. On a miss, no
tributes, and at least two domains in need of tributes, and at least two domains in need of tributes, and at least two domains in need of
attention. attention. attention.
If you renounce the tribute, or reinvest it for the If you renounce the tribute, or reinvest it for the If you renounce the tribute, or reinvest it for the
good of the Domain, gain 1 String on this Domain. good of the Domain, gain 1 String on this Domain. good of the Domain, gain 1 String on this Domain.
You can spend the String to improve rolls related You can spend the String to improve rolls related You can spend the String to improve rolls related
to this Domain. to this Domain. to this Domain.
domain: Followers domain: Supporters domain: War-Band
Use this when you gain a group of loyal, but Use this when you gain the help of a Use this when you gain control of a gang of
not fanatic, followers. Name this group: network of supporters. Name this group: warriors. Name this gang:

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):

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