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Playtest 1.0
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The Tavern’s Guests serve, but is happy to discuss his life with
anyone who buys him food. An otherwise
The Wizard’s Watering Hole is a large tavern, simpleminded man, he earned his title in a meat
and should be popular in the area that you place pie eating contest.
it. The number of guests can fluctuate at the
GM’s discretion, but listed below are a number Hrogar Spellgut
of sample NPCs that can be included during the A male dwarf Seeker (use the bandit captain
player’s visit. stat block), Hrogar can be found gambling in the
Casino (C2). Hrogar is a large bellied, jovial man
Olin Wiscard who believes luck is always on his side. He will
A male human commoner, Olin is an aspiring challenge player characters to win a gamble
wizard. He is a regular at the Wizard’s Watering three times in a row, rewarding them 25 gold
Hole, and spends most of his time researching pieces if they succeed.
the inner workings of the tavern. They carry a
cluster of loose papers with unreadable notes Cothadius Barethamule
scribbled on them, and constantly mumble to A flesh golem, Cothadius believes it is a great
themselves. wizard. It wears lengthy blue robes and a large
When interacting with the players, he hat, both of which are covered with star patterns.
heavily implies that he’s on the verge of a This delusional construct spends its time
breakthrough, but is unable to fully explain what smoking in the Parlor (C1), deepening its
he’s after. Olin expresses a strong interest in the confused state. Discussions with Cothadius are
top floor, but will only mention it in a hushed difficult to follow, as it will stop abruptly before
tone. If the players accept his quest to explore changing the topic at random. In its pockets are
upstairs, he will join them until they unlock the a steel key that resembles a tiny wizard, and a
door. Once the area is open, he will head toward wooden stick that it believes is a wand. If
the Cosmovect (D5) and spend the rest of his Cothadius becomes sober, it will leave the area
time inside this chamber. and stand guard at the Locked Vestibule (D1).
What lives for but a moment, If his quest is taken, Thrag will explain that he’s
From birth knows how to fly? eaten here every few days for the past year. He
By breath it’s given life, always gets the same cut of beef, and is
By earth it soon shall die? confused by how consistently delicious it is. If
the party demands payment up front, Thrag will
The answer: A bubble offer a filthy sack that contains 15 copper, 8
silver, and 20 gold coins.
I come from cloven parent, Characters who investigate will
Then worked for ages yet. eventually find the Cow in Storage (A7). If Thrag
I’m known by brick and wheel, is given the Cow, he will give the party their
My scent you shan’t forget. reward and offer to help them in their next fight.
If the Cow is killed or freed, Thrag will attack the
The answer: Cheese party once they leave the tavern. He will fight
them to the death, believing he cannot live
The best among me is not known by you. without the meal they took from him.
I choose a life of freedom, my digits out of view.
N̵̰͒ ȇ̴͔ e̵̜̾ d̶̛̞ B̵̥̈́ á̸̦c̴̪̾ k̶̛̞ u̷͓̍ p̵̀͜
The answer: A thief
Quest Giver: A temporal rift
Description: Head downstairs quickly, while the
After the third riddle is answered correctly, all
door can still be opened.
four of the Tenders arms clap in approval. It will
then give the party a free round of drinks, and a
The guardians in the Rifting (C4) are currently
potion of healing to whoever answered the last
fighting two ghosts that appear identical to two
riddle.
of the party members (or two of the tavern’s
other guests). Anyone possessed by the ghosts
A Mysterious Request during the fight will continue to attack, but will
Quest Giver: ??? frantically ask how they died. Once the fight is
Description: Take this message off of the board, over, one of the guardians will offer the living
and wait outside for 5 minutes. I need help with form of their foe a lotus flower before becoming
something that may be dangerous. bound to them (as described in C4).
Characters
The Wildaback (King)
Objective: To travel the face of the world, by making a full black card trail.
Danger: To be slain by having a red card trail, or be slower than their opponent.
Red Power: To change an opponent's red card to black, chosen from their hand.
Black Power: To change your own red cards to black, chosen from your hand.
The Wildaback is a titanic creature that is capable of creating worlds as it walks. As the Wildaback, your
goal for the game is to create a new world. Beginning their journey with either a black 10 or a black Ace,
they must walk from one side of the world to the other. If they are beaten by The Seeker or Larry, or slain
by The Old Lady, they lose the game.
The Old Lady is a mysterious and malicious character, who is intent on stopping others from reaching
their goals. As The Old Lady, your goal for the game is to make curse trails for other players that are
opposite to their own. If you are playing against one opponent, you must make a full curse trail of their
opposing color, above their own. If you are playing against two or more players, you must only make half
of each curse trail for both the Wildaback and Larry. The Seeker and The Old Lady cannot stop each
other, and simply race to their goals. The Old Lady wins the game if they kill both opponents before The
Seeker reaches their own goal.
Larry (Jack)
Objective: To travel the face of the world, by making a full black card trail.
Danger: To be lost in the Wildaback’s world, or trapped by The Old Lady.
Red Power: To change an opponent's black card to red, chosen from their hand.
Black Power: To change your own black cards to red, chosen from your hand.
Larry is a poor tavern keeper, in constant danger caused by bad luck. As Larry, your goal for the game is
to escape from the world before getting lost or trapped. Beginning their journey with either a red 10 or a
red Ace, and escape by completing their trail. If The Old Lady traps him with a curse trail, or the
Wildaback finishes its journey, Larry loses the game.
The Turn
1. On your turn, you can choose to either discard and redraw up to your hand size, or trade cards
with other players.
2. Then begin forming your trail. To start a trail, either play an Ace or a 10 of your character’s
desired color. You can add cards to your trail from your hand, of the same color, following
numerical order. As The Old Lady, you instead create curse trails above your opponents trails.
3. At any point during your turn, you can draw and use one of your power cards. The effect depends
on the color of the card you drew, either to your advantage or your detriment. Once you use a
power card, discard it. You can use power cards once per turn.
4. At the end of your turn, draw up to your hand size from the deck.
Once the deck has been completely drawn, shuffle the discarded number cards and aces back into the
deck. As a variant rule, you can also choose to shuffle discarded power cards into the deck as well. If all
players get stuck, shuffle their hands into the deck and redraw.