Professional Documents
Culture Documents
[GOO-bat ban-WA
“War Land/Warring Lands/Warring Nations
Father, o father
Tell us your children
We are pierced by the arrow loosed by your bow
We die to live, we live to die
The River Flows
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Other Credit
Shout out to all my Patreon patrons, without whom this never
could have been easy (and maybe not possible)! More credits to
Lancer, D&D4e, Strike! RPG, Shadow of the Demon Lord,
Apocalypse World, Exalted, Sagas of the Icelanders, Blades in the
Dark, Wanderhome, and Ryuutama for inspiring mechanics and
game feel
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CHAPTER 1: INTRODUCTION 32
DEBT BEATS 96
Owe Them One 96
Call in a Favor 96
Festering Debts 97
Pay What’s Owed 97
Chase a Debt 98
Discuss Debt 98
SOCIAL BEATS 99
Offer Betel Nut Chew 99
Entangle 99
Press Their Soul 100
Dance With Hearts and Thoughts 100
Attend Feast 102
Connect 103
SELF BEATS 103
The Heart Chooses 103
Change 104
Rest 105
Your Legend Grows 106
WORLD BEATS 109
Ply The Market 109
Seek News and Information 109
Travel 110
Go Raiding 110
Re lexes 130
END OF TURN 131
REACTIONS 131
SAVES 132
DAMAGE AND ARMOR 132
DAMAGE MODIFICATION 133
DAMAGE TYPES 134
FRAY DAMAGE 135
AFFINITIES 135
Weak (Wk) 135
Strong (St) 136
Null (Nu) 136
Drain (Dr) 136
Re lect (Rf) 136
DAMAGE AGAINST MULTIPLE ENEMIES 136
ARMOR 137
CRASHED, METTLE, WOUNDS, AND BARRIER 137
WOUNDS 138
BARRIER 138
BREATH 139
FLANKING 140
STATUS EFFECTS 141
BUFFS 141
DEBUFFS 142
THE BATTLEFIELD 144
SPACES 144
Adjacent Spaces 144
HEIGHTS 145
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MASTERY 197
INFLICT VIOLENCE 197
SECOND WIND TECHNICKS 197
FORBIDDEN TECHNICKS 197
MOUNTS 198
TECHNICKS 199
Technick Tags 199
CHOOSING A DISCIPLINE 202
THE FIVE MAJOR MANDALAS 202
Statehood 204
Disciplines of Virbanwa 206
Disciplines of Gatusan 207
Disciplines of Apumbukid 208
Disciplines of Akai 209
Disciplines of Ba-e 210
THE LAKANATE OF VIRBANWA 214
Noteworthy Persons 219
Noteworthy Polities 221
Other Mandala Impressions 223
VIRBANWAN DISCIPLINES 224
Baril Witch [BRW] 225
Bladeweaver [BLW] 234
Murderglave [MGL] 244
Senapati [SNP] 252
Sword Saint [SWS] 260
THE RAJAHNATE OF GATUSAN 268
Noteworthy Persons 273
Noteworthy Polities 275
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Stove 491
Portable Gusali 492
Tambal Tools 493
Infantry 495
Farming Tools 496
FOLLOWING 499
SETTLEMENT NAMES AND AMBITIONS 500
SETTLEMENT AESTHETIC 501
TROUBLE IN PARADISE 502
ANTING-ANTING 504
GAINING OTHER ANTING-ANTING 504
LIST OF ANTING-ANTING 506
Sword Anting-Anting 506
Protection Agimat 506
Haste Agimat 506
Tenacity 506
Spear Anting-Anting 506
Shattered Sword 506
Blackened Dagger 507
Agitator Pudong 507
Flailing Bahag 507
Lightning Anklets 507
Lightning-Bleached Shawl 507
Scorched Sarong 508
Waling-Waling Staff 508
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THE WANDERING
SHEATHE
A woman walked into a small village, with nothing but the
clothes on her back--a saob-saob over a textile tube skirt and
wooden sandals--and an empty dragon-mouthed sheath
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The woman waited for the scuf e to be over. When the man
turned around and walked back into the reeds, and presumably back
to his balay, the woman continued walking on, deeper into the
village
The village was deserted. No, it seemed deserted. As she walked
on ahead, a pack of dogs ravaged a corpse lying on the street
The wind howled. The sun was still low
A man opened his doors. “Psst!” He called on the woman. The
woman turned to him, eyes narrowed. “Don’t stay out there! You’ll
get killed!
The woman looked about her, and in the distance saw a small
band of warriors, led by a man upon a crocodile
She nodded and walked over and into the balay.
“What do you think you’re doing, staying outside like that?” The
man closed the door behind her. He offered for her to wash her feet,
and she did so. She removed the poor abaca slippers she had on
“What’s happened to the village?
“Oh don’t worry about that. Here, sit. Have you eaten?” The man
seems to be another oripun. His shoulder-length hair was tied up into
a severe bun, and he wore nothing but a simple cloth over his
shoulders like a cloak, and a piece of cloth tied around his waist like a
sarong.
“No.
“Here, I have some taro I left in stock. I don’t have any sh or
meat however.
“It’s all right. I am eternally grateful for you sharing your food.
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**
When they nished their meal, there was a knock on Ilu’s door
Ilu froze. He slowly rose to his feet and walked over to it. He
opened, it just a small bit, and asked: “Who is it--
“Don’t go hiding her in here old man!” And the man kicked the
door in, sending Ilu ying backwards. Odyong Pitara reached
around and nonchalantly caught him, placing him safely to his side
Odyong realized that the small band of warriors have arrived at
their doorstop. Only three of them seemed to be well-armored:
wearing baluti and bringing with them kalasag. Upon their feet they
wore paruka, and had bamboo shinguards. Their bahag were cloth
and had long owing aps, and they wore patadyong, or a kind of
sarong, over it
The one that kicked the man in, bringing with him a rusting kris,
walked in, without removing his footwear. He squatted down beside
Odyong, smiling. His moustache was long, and his pudong was large,
almost like a turban, and excessively decorated.
He smelled Odyong’s hair, which owed long, braided with
owers and thorns. “Ah… what a catch.
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directly into the re of the kitchen, slapping him on the back with her
sheathe
This dance of swords and sheaths happened in the length it would
take one to blink an eye.
At the end of it all, half were dead, and half wished they could be.
As those incapacitated groaned in pain, Odyong sheathed her blade
and sighed. “Again, apologies, Ilu.
Ilu watched her, his eyes wide with a mix of fear and awe.
“I’ll make it up to you,” said Odyong, as she walked over to the
door. “I’ll get rid of the Virbanwans.
**
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skewer the other man’s throat. Odyong then knocked the kawal out
and broke his nose with his own spear
Inside the Datu’s balay, a man sits on the bamboo throne of the
old Datu.
The Datu himself lay to the side, skull blossomed into fragments
upon the wall
The man sitting upon the bamboo throne was a man with a
peaked helmet, full armor covering him in abaca and carabao horn
from shoulders to ankles, and wearing wooden sandals. He sat
nonchalantly, with one knee up. He held his luthang up, butt on the
ground, barrel pointing at the door
His legions rose, brandished their weapons
“Ease, ease,” said the Virbanwan commander, raising his hand.
The legions lowered their weapons: spears, swords, mostly. The
occasional bow.
The commander rose, pushing a crying woman from his side, who
wore a golden diadem. No doubt the wife of the now late Datu
“So, you’re the one that has been tearing up this little village,” he
grinned, revealing his perfectly white teeth. The teeth of animals
“Ha. Your humor does not amuse me.
“I’m not trying to make you laugh, pretty. Now, come, then. What
is it you want? Power? Position? Wealth? You want to become a
Datu? I have power in Virbanwa. I’m Senapati Kampiyador, Third
Warlord of Batara Lakan Huwan Rekno, long may he live.
“I want you to leave this village.
“Ha!” The Senapati’s grin faded. “You’re not as funny as I
thought.” He rose, his shadow looming. He raised his sabre and said:
“Get out.
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**
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At the end, he locked her striking arms, and then pushed her
away. She fell backwards
“Guro!” Her frustration dripped from her words. “I have been
training for most of my life. Getting past you is impossible!
“Nonsense, young one,” replied the Guro, stretching his limbs.
“Nothing is impossible, not one.
Odyong rose to her feet, dusting off the dust from her malong.
“I’m tired. Lets go home.
“Not until you can get past me. Tomorrow is your nal trial,
remember?
Odyong let out a slow, dangerous breath. “How can I do that?
I’ve done all the techniques I know. I cannot get past your defenses.
“Then it is time for your nal lesson, little frog. If something
before you seems insurmountable,” he raised his hands in a ready
stance. “Then do not depend on ‘I’. That is the great lie. What is
insurmountable can be shattered with the power of ‘we’.
**
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At that sound, the servant that paddled the biray that the rest of
the Wandering Sword Souls arrived upon paddled away, as fast as
they could
Just as well, thought Odyong to herself. She straightened herself,
readying her blade and her sheath, her saob-saob apping in the cold
morning wind
There, ve souls stood upon the shore, bodies hardened after a
lifetime’s worth of martial training, hands quicker after three.
Weapons at the ready, sorceries prepared
The legions of the Senapati advanced
The Wandering Sword Souls strode forward to meet them.
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CHAPTER 1: INTRODUCTION
”Magsama-samang mga kaluluwa, nagdurusa at naglalabanan. Narito
sila ngayon, sa malayuang talim ng tadhana, upang masagot ang
katanungan: dapat ba tayong magkapitan sa isa’t isa
Our souls are gathered now together, suffering and ghting.
Here they are, on the far edge of destiny, to answer the question:
should we cling to each other?
Take my hand, youngling. The stars still swim in your eyes. Take
my hand and witness what I have seen
The Sword Isles are ready to combust. There are no knights
here, nay. Honor and Chivalric Code are lies told to you by bedtime
stories and fae tales. Here there are warriors, their armor the tattoo
they have accrued from the blood they have spilled, their steeds the
great war barges shaped like dragons that slice through the sea. Here
there are braves, warriors whose prestige precedes them, warriors
who have walked upon the world and changed it behind their step.
The sea burns with sorcery. Fires blaze down bamboo cottages.
Sword sh riding warlords charge in on stone fortresses up on
mountains. Armies amass upon islands bearing sorcerous cannons.
Martial Art Braves challenge each other to duel upon cliff-faces
Look to the sky, grown one: the dragons oat like giant serpents
unchained by the lie of the earth. Spirits thrive in the trees we must
keep untouched, lest we wake up those that slumber within the
temple boughs. To de le the land and sea is a sin of the highest order,
higher than blaspheming god
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WHERE IS GUBAT BANWA?
We live upon the Sword Isles. Five major mandalas of power have
emanated from ve major nations, and in the midst of them all are a
thousand thousand polities ghting in never-ending war
The islands of The Sword Isles are populated by tawo, you and
me. Alongside tawo live foreigners, whom you call sina. These
include humanoid beings from outside Yutadagat, all the way to the
Pale Kings and Tiger Gods in the furthest reaches of the middle
world
Diwata, manifestations and personi cations of nature, live within
trees and mountains, seas and lakes. Diwata that live in the earth are
the Yutanon, those in the sea are Dagatnon, in the sky are Langitnon,
and in the underworld are Suladnon. They are all pervasive, all-
encompassing, all-penetrating, but they at the same time have their
own souls, their own consciousnesses, separate from the greater, all-
binding soul
Mortal folk populate and desecrate the middle world of nature
and earth known as Yutadagat. Beneath Yutadagat is the underworld
where the souls of the dead rest in elysian elds, known as Sulad, and
there are many layers to Sulad. Above Lupa is the skyworld, where
many gods, spirits, shamans, venerated ancestors, and those killed in
glorious combat live. It is known by different names, but it is
commonly referred to as Langit
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A BRIEF HISTORY
I’ve always hated this part, so I’ll keep it brief. You live here, so
you shouldn’t have to be taught this. Your fathers and mothers would
have repeated these tales to you every night, under the rictus grin of
the moon
The Sword Isles, otherwise known as The Isles of Violence, is
situated in the center of the world, crafted when an ancient war god
stabbed the world’s navel. The kris shattered into The Sword Isles,
while the world’s blood became the shallow waters.
The Sword Isles is an exonym, meaning it is what other nations
call it, particularly the dragon empire of Baik Hu. For the natives,
they refer to their own islands, and they do not have a particular
name for their cloister of isles, for their isles are part of the greater
archipelagic scythe: the Crescent Archipelago
While peace and trade settles in the other nations, the isles of The
Sword Isles only intensify their violence, vying for heirloom wealth,
status, servants, and revenge.
But rst, a brief note about time. The way Sword Isle Folk
reckon time is as thus
The hours of a day is measured in the Movements of the Sun.
There are 16 Movements: starting from dawn and ending at the time
when it is so dark that one can hardly see in front of them. They do
not reckon time at night, for that is the domain of witches and
demons.
The passing of days is measured in Moons. Every Full Moon
constitutes the midpoint of a Moon. There are 7 – 12 Moons a year.
Every moon consists of 29 days. Weeks are not differentiated from
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Moons, they are one and the same. The islanders of the Sword Isles
measure of time through Moons are more precise than clocks.
Years are measured in harvests. A year is the length of time
between one harvest and the next, which necessarily means this is not
set in stone, as conditions for harvest can differentiate and uctuate
in time. Age therefore is measured in a number of harvests you have
lived through. When comparing it to real life years, just assume that a
single real life year consists of 2 harvests, so keep that in mind when
calculating character ages (a 20 year old in real life would be 40
harvests old in the Sword Isles)
Atop that, balyan, pandita, and other wise men have recently
begun to reckon Eras: periods of time made up of multiple harvests.
There are three kinds of Eras:
- Sun Eras are times of glory and peace. Stability and comfort.
Sun Eras are followed by..
- Moon Eras are times of change, innovation, and dynamism.
Change here can be for the good or for the worse. Moon Eras are
followed by..
- Star Eras, that time when the darkness overpowers the sky and
only a few motes of light can be seen, is the time of darkness, danger,
violence, atrocity, hate, and sin. It is the the time when witches and
demons are most active. When a Star Era ends, it is said to become a
Sun Era once again
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In the distant past, about 500 harvests hence, there were three
major polities: Tundun, Ba-e and Put’wan. These three major polities
were major players in the Greater Archipelago region in Yutadagat,
placed directly center of the entire cosmos.
Put’wan, the city of golden avalokiteshvaras and statues, was a
more powerful state of its own, a veritable kingdom, and paid tribute
to the more powerful Baikhan Empire during the time, and ruled
over the entire northern area of The Sword Isles. It was
characterized by gleaming, multi-roofed pagodas, gold so abundant
that they were used impossibly as weapons and as ways to make
barges oat on air, and merchant warlords that conquered and kept
away those from Naksuwarga
Tundun, the city of warlords and copperplates, stood in war
and trade with Put’wan for most of its life. It is characterized by great
metal statues that pocked the grasslands, constant trade with other
international states, and a con uence of foreign cultures. Tundun was
a trading city rst and foremost, and it manifested in their material
culture, which they passed down to their eventual modern heir,
Ananara. Katanas from the frigid Longbow Island of Iyamat, to
peaked helmets from the grand dragon empire of Baik Hu, to
porcelains, copperplates, and stone structures from the Malirawat
Empire, once just Rawat when Tundun still stood
Ba-e, the city of lingas, buddhas, and royal parasols, was said to
be the richest of the ancient three kingdoms. Ba-e boasted an ancient
culture, with metal buddhas found in the grasslands put there by
people they themselves didn’t know. They traded constantly with
Baik Hu, forcing the grand dragon empire to trade on their terms.
They walked about on sarongs and silk jackets, even the peasants,
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Moon Era, at its current state, is in a mercurial and volatile state.
While many still say that there’s still a way to “prevent” a Star Era, or
prolong it, you know this not to be true.
The intense warring brought about a million crying atrocities
across the archipelago. To cease this from happening, as well as to
protect the center of the universe, Mount Apu, the ve kedatuan of
Pumirang assembled and created the Confederation of Apumbukid.
There they will hold the line, they will establish root paths with other
mountain protectors, and they will share and trade what they know
to better serve as stewards of nature
War intensi es. Virbanwa seeks empire. Akai ghts for conquest.
Ba-e reaches for wealth. Gatusan whets their spears for glory.
Apumbukid seeks to preserve
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martial styles are being synthesized and introduced. New ideas and
philosophies are being rapidy adapted to the changing polities.
The polities, once just polities, chiefdoms, are on the rise. They
will become kingdoms. They will become empires. In their expansion,
they threaten harmony with nature
Travel to grand temple-cities in the far northeast is common now,
to pay obeisance to the myriad gods. Pilgrimage to the Sacred Lands
are common for those that follow the Moon Faith. Great Cathedral-
Palaces are being built upon once swamplands
In The Sword Isles, there are no ruins or ancient hidden cities.
No, everything at stake is here. Rising monuments and edi ces are
built from the hands of burgeoning tyrants.
As these polities intersect and interlock, their steel petals biting,
you arrive. Kadungganan. Prestigious One. Will you be able to
shorten the coming Star Era to a single violent moment? Or will the
Eighth Star Era be the bloodiest one yet? Participate in the blooded
ower dance.
Rejoice in the glory of combat
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Betel nut chewing is the norm and offering betel nut is a sign
of hospitality. White teeth are the teeth of animals! Most folk color
their teeth crimson or black, and would le them to either sharp
points or ll them in with gold. Betel nut chew is an easy way to stain
teeth red. Think of Betel Nut chewing as social smoking or drinking
or even tea ceremonies: you do it when you’re trying to talk with
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When warriors seem like they will die in combat, unless they
have a good conviction, they will surrender. This is what separates
the Kadungganan from the rest
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Rice is abundant only for the rich for shore settlements. The
usual food is root crop taro/gabi, as well as sh. Pork and water
buffalo meat are also eaten, but they are mostly saved for feasts. The
inland settlements have access to mountainside swiddens that let
them plant great varieties of rice
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frogfolk, civetfolk, and more. All of these folk work the same, and
have no mechanical bene t to choosing whichever. They are purely
for narrative and roleplaying purposes. Additionally, the average
height in The Sword Isles is 5’4” across all folk.
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more powerful, and richer than the settlements and cities in the
Archipelago. This is all the better, as trade with those islands can only
lend to making the Archipelago richer. Of course, the people of the
Archipelago are no strangers to raiding even the farthest of shores for
items and materiel
There are those that came before. Other than those from the
Seventh Sun Era, there was once a diminutive people, who grew
smaller as they aged, known as the Kadanay, who had access to
powerful spiritual arti ce and more advanced technology than
anything else in the Archipelago and possibly the entire known
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world. Some of the Kadanay people can be found in the most remote
parts of the world, where the curse of man, civilization, has not yet
touched and Grappled with nature
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THE FIVE MAJOR MANDALAS AT A GLANCE
Let me get you up to speed on the Five Major Political Powers
in the Sword Isles. They’ve accrued this power because they have the
most number of people serving them, not because they have the
largest land territory. That’s only something Baikhans like to do.
Here they are at a glance, something to help you encapsulate how
they feel like from a bird’s eye view. However, as with any culture,
these broad assumptions are just that, broad. Individuals will have
differing cultures, and settlements themselves can have differing
cultures from each other even if they’re in the same Mandala. Keep in
mind that the multiplicity of cultures is exalted here in the Sword
Isles
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- Have their own reading and writing system, mostly used for
messages. Traditions and rites are passed down through songs.
- Inspired by Pre-colonial Visayan Pintados, from Leyte to Samar
to Cebu to Bohol to the northern tip of Mindanao (Butuan) to the
southern tip of Bikol
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- Worships the moon, and the moon has angels and devils and the
Palace of Baginda Sumongsuklay
- Are expansionist just like Virbanwa, but do it in a similar fashion
to the Rajahnate, through trading, raiding, and feasting instead of
conquest
- Have larger trade with the other islands of the Crescent
Archipelagic Region, meaning they have more material culture from
those regions. They have access to horses, sarimanok, elephants, and
superior weapons
- Zealous, just as much as Virbanwa. Everything they do is in the
name of the Moon
- Their polities serve the Sultan, and are not allied with the Sultan
like the Rajah Batara is.
- Ancient sorceries let them y upon sky barges, summon storms
at will, and has let them access the secrets of external alchemy
- Inspired by the Sultanates of Southern Philippines
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INSPIRATIONAL TOUCHSTONES
Touchstones that you can consume to get a better sense of what
games are expected for Gubat Banwa
NON-FICTIO
Barangay: Sixteenth-Century Philippine Culture and Society
by William Henry Scott. One of the easiest to consume and most
complete picture of 16th Century Prehispanic Philippines. Bar none,
if you want to get into Pre Colonial Philippines, Barangay is one of
the best starting points
History of the Bisayan People in the Philippine Islands/
Historia de las islas e indios de Bisayas of Franscisco Ignacio
Alcina. An integral deep dive into late 15th - early 16th century
Visayas, where the locals still remember their old ways and practice
them, with Alcina recording all of it down. Here you see shamans
climbing trees to be possessed by gods, details about shipbuilding, the
blossoming of owers that detailed their seasons, how they wove, and
their numerous gods and spiritualities
Philippine Folk Literature Series by Damiana Eugenio.
Integral to deep diving into Filipino Culture, and a great resource for
fantastical adventures
Raiding, Trading, and Feasting: The Political Economy of
Philippine Chiefdoms by Laura Lee Junker. Important to grokking
how prehispanic Philippines worked and how increasing violence led
to further trade and intensi ed war
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FICTIO
Beast Player by Nahoko Uehashi. This novel focuses on the
relations of men with nature, and is an integral part to viewing how
nature gods might be viewed in the setting. I recommend it
Malazan: Book of the Fallen by Steven Erikson. An epic
fantasy novel series that focuses on the tragedies of war, the military,
and the sins of the past, complete with shapeshifting dragon gods and
skeleton fantasy neanderthals. The themes of Malazan greatly
inspired Gubat Banwa’s exploration into violence and evil
Shri-Bishaya and Margosatubig by Ramon Muzones. Once
serialized in Hiligaynon, English translations now abound. Great way
to look at precolonial Philippine fantasy and with all the mystic
fantasy that entails. Muzones mixes this with myth and folklore and
traditions of the Hiligaynon people Balu are inspired from
Margosatubig
The Scar by China Mieville. The weird sea-based narrative of
The Scar that follows Armada has ingrained and inspired the weird
islands that make up Gubat Banwa
Tigana and Under Heaven by Guy Gavriel Kay. Great and
absolutely poetic Fantasy novels both based on different time periods
(Italy and Song China respectively) that manage to create a beautiful
and intricate fantasy setting from the bones and esh of historical
periods. Filled with equal parts action, drama, tragedy, and touching
themes, these are great novels to get in the mood of Gubat Banwa’s
brand of historical fantasy and tragic drama
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VIDEO GAME
Tactics Ogre: Let Us Cling Together and Final Fantasy Tactics.
Both games helmed by the seminal Yasumi Matsuno, these intricate
war narratives blend together fantasy with hard hitting political
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narratives. Gritty without being grimdark, and mixed in with a good
sense of adventure and action.
The most important things you can get from these games are the
politically focused narratives (which make for great war drama) and
the encounter design. Maps are not huge, and they are vertically
diverse, which is what you want to make combat not boring and
dynamic.
Samurai Warriors, Dynasty Warriors, and Sengoku Basara.
Less so on the one vs. 1000 gameplay and more on the high fantasy,
stylish action take on historical periods and the focus on the different
warriors, pitting them against each other. This series made me
wonder what a Warriors game based on our own ancient heroes and
warriors would look like, and helped me fantasize or make easier for
consumption the many details of Precolonial Philippines
Devil May Cry by Capcom. Devil May Cry is a huge game, and
while you wouldn’t look at Devil May Cry as a certainly “tactical”
game in the conventional grid-based sense, its emphasis on players
learning proper positioning, combat timing, juggling a large number
of techniques, and emphasizing style over combat optimization, while
still retaining combat depth, became a major game design inspiration
for Gubat Banwa.
Fire Emblem by Intelligent Systems. War drama, relationships,
permadeath, turn-based combat on a grid. Just as much as FFT and
TO, Fire Emblem is a huge inspiration for Gubat Banwa. Its intense
and lethal strategic combat and turn-based turns in uenced the math
and feel of the game itself, more so than FFT. Fire Emblem is fast,
lethal, and heavy, especially with their grand OSTs and heavy stories.
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ROLE-PLAYING GAME
Dungeon and Dragons 4th Edition. The grand daddy of slick
tactical action combat. Its game design principles and adherence to
ful lling its game design goals, along with build crafting and party
and role focused game design, has been instrumental to Gubat
Banwa’s creation
Strike! RPG. A huge innovation in the Tactical Combat genre,
mixing together the ction rst of PbtA and the tactical combat of 4e.
Strike’s Attack Roll is a direct inspiration to Gubat Banwa’s, many
game design philosophies ( ction rst, relatively medium crunch)
LANCER RPG, Massif Press. The freedom of build variety, the
deep lore, and the narrative/tactical combat split has made LANCER
one of the largest inspirations for almost every aspect of Gubat
Banwa’s design
Exalted, Onyx Path. The focus on delivering high action wuxia-
esque martial arts in Exalted has always thrilled me, and Gubat
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PRONUNCIATION GUIDE
LEXICON
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and workers for their employers and masters. They lived with
their masters, and if they would have children, their master would
raise the child as their own. They were not debtors as they could
pay off their debt
● Rajah [RA-jah]/Batara[ba-TA-ra]/Saripada [sa-ree-PA-da] -
Terms for trade and port lords. Rajah is used for The Rajah
● Rajah Laut [RA-ja la-OOT] - Third ranking dignitary in the
Sultanate
● Rajah Muda [ra-ja moo-da] - The title for the Crown Prince
in the Sultanate
● Salip [sa-LIP] - Alien lords and datu from outside The Sword
Isles Archipelago
● Debtors – Known as peasant in the Rajahnate, or Aliping
Namamahay in Ba-e. Debtors render labor and tribute to their
Lord. They work the swiddens, weave cotton, create pottery, and
had their own houses.
● Shahbandar [sha-ban-dar] - Port chief, collector of trade
tarriffs and anchorage fees
● Umalagad [oo-ma-la-gad] – Ancestor spirits revered as gods
and guardian spirits
● Warriors – A social class wherein one is not beholden fealty
to a single datu, but vassalage and ghting for a datu is an easy
way to survive. Given equipment and training by the datu, and is
expected to ght at the datu’s side. Not just that, but them not
having to work the Datu’s elds let them work on their own
crafts, whether it be blacksmithing, weaving, pottery,
goldsmithing, etc
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HOW DO YOU PLAY?
KADUNGGANAN
[ka-doong-GA-nan] (literally: prestigious ones)
Kadungganan are the characters or roles that the other players
will be taking upon. They have the responsibility of immersing
themselves into their warrior culture and the emotional strain and
spiritual violence that being one of the warrior-braves brings. Their
role is to act
As a Kadungganan, you can always
• Change allegiances
• Order those below you in the social class ladder
• Unsheathe your blade at someone important
• Give yourself up for your Conviction
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UMALAGAD
[ooh-ma-la-GAD] (lit: Ancestor Spirits or Guardian Spirits,
often both). You are not a single ancestor guardian spirit, of course,
but the vast cloud of them, the spirits that exist and live in the world.
You play as these spirits, beings that can manifest themselves to give
topsy-turvy, hard to understand advice. You revel in violence, excite
yourself in uncertainty, and live for larger than life moments. The
Umalagad’s responsibility is roleplaying as the world, as Yutadagat,
as the various NPCs, or Non-Player Characters, that the umalagad
have deemed fated to be complicated and entwined into the hearts
and drama of the Kadungganan. The Umalagad in uence the
movement of the world, after all, and the Kadungganan pay respects,
revere rites, and worship the umalagad to bring them good tidings
The Umalagad’s role is to establish ction, and then react. The
Kadungganan will act, move through the rivers of the ction, and the
Umalagad reacts to it, moving parts of the world and changing fates
to make it so that the Kadungganan will temper their conviction and
grow into the warrior they are meant to be
Part of their role is facilitating violence. They set out setpieces,
ready those that are destined to brutalize and ravage the
Kadungganan. This is the lay of the world, of course. There will
always be violence. The Umalagad has internalized this: let violence
be justice, then, retribution, the sword of eventual peace. They lay
down battlemaps, prepare Foes, and engage in exciting, brutal
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THE RULES
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THE DUGO RULE
Dugo, Bisaya or Tagalog for blood
The Dugo Rule is the rule of Conviction: the tokens of
Conviction and Destiny.
There is an ebb and ow to the walk of life of the Kadungganan,
like how the heart pulses blood throughout the body. Like a river,
like the waves upon the shore. They must give up what they have to
be able to take what they wish, what they want, what they need. To
gain honor, one must spill blood. One must prove their Conviction,
have it be tested and tempered
Conviction Tokens are the currency of drama in The Sword Isles.
Kadungganan are driven by their conviction, larger than life and
greater than those around them. You are poised to be the ones to lead
and direct the destiny of the Sword Isles, if you so choose
But you must have the conviction to do so
You begin with 0 Conviction Tokens, but you may gain and lose it
over the course of a campaign. Conviction Tokens are personal, they
are not shared across the warband
Destiny Tokens are the currency of the Umalagad, the ancestors
that permeate and guide the fate of the world. The Umalagad begins
with a number of Destiny Tokens equal to the number of player
Kadungganan. The Umalagad gains Destiny over the course of the
campaign
When spending Tokens, always remember to follow the ction.
You cannot simply spend a Token to do something that does not
make sense in the current context or narrative, such as spending a
Token to y due to having a trait that says you are a monk
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You gain 1 Conviction Token when you…
⁃ Let a Trait that you have ⁃ Reveal something about
put impede you or yourself that no one knows
complicate your efforts yet
⁃ Fail something that you ⁃ Take a moment to ponder
needed to succeed upon the violence of the
⁃ Betray someone you trust isles
⁃ Give in to your ⁃ Respect the rituals and
temptations superstitions of the Isles,
⁃ Open up about your performing proper rites
feelings, even if it may be and laying offerings to the
detrimental to you gods and the ancestors
⁃ Have your Conviction get ⁃ You let a complication
in the way or put you in a stoke your feelings
worse situation ⁃ Enter Tactical Violence
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Whenever you spend a Conviction Token, it is “ ipped” and
the Umalagad gains it as a Destiny Token. The Umalagad begins
the game with a number of Destiny Tokens equal to the number of
Kadungganan.
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THE RESPONSIBILITIES OF A KADUNGGANAN
Kadungganan are a step above the rest. They are not bayani. No,
not yet. They are warriors who have proven themselves, warriors
that have killed. Warriors that are poised to shape the world
And with such world shaping prowess comes the following duties
● Depict a War Torn World
● Agree on a theme and tone
● Care about combat
● Play into the melodrama
● Make every ght meaningful
● Learn to ght together
● Make sure everyone is safe
● Make sure everyone is having fun
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brother in it, or maybe the footsoldiers are people you once
respected. However, it is still up to you to make it meaningful to your
Kadungganan. In fact, this can lead to some interesting emergent
storytelling, if even during a combat you realize that your
Kadungganan might sympathize or what have you with their enemy’s
plight, making it a grueling dance. Pick up the slack: the Umalagad
may be singing the song, but you are still the subjects of it, you are
the ones guiding the song
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In Gubat Banwa, there are two modes of play: drama and tactical
violence. Tactical Violence is covered later on, in Chapter 3. In
essence, however, tactical violence is the highlight of a Gubat Banwa
games: a tactical, strategic, and bloody affair where martial arts and
esoteric curses meet to prove which ideology, belief, bond, or
conviction is more powerful.
Drama mode is where the Kadungganan go through the vast
lands of The Sword Isles and connect with each other, prove their
convictions, struggle against the world itself, and maneuver through
political schemes and intensely complicated relationships. In drama
mode, you
- Do not roll dice. Instead, by playing into the drama, you gain
Conviction Tokens that can let you in uence the narrative and
trigger narrative Beats as well as use your Calling’s Ability. Some
Beats have you rolling dice however for randomization, such as
Rest Beats
- Are trying to induce as much drama as possible. This is only
possible by having buy in from you: you must be invested in your
character and in your relationship with other characters and with
the world itself
- Give context to violence. Drama mode builds up the context to
the various tactical violences that Kadungganan are prone to fall
into, as well as deals with the consequences of such violences
- Interact with the world. Drama mode lets you interact with the
world, experience the tropical and grand holy wonders of The
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TRAITS
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DEBT
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BARTER
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When trading with other people, they will usually ask for
Necessities. However, a surplus of Commodities (around 5 or more)
might tide over what the people seek. Gaining Commodities is easy,
but Necessities and Bahandi require specialized merchants and
traders to gain, but are signs of wealth. Richer datu might want to
establish good connections with you if you showcase Bahandi on you,
such as foreign armor. This means that barter tiers are not xed, and
differ from place to place, although there are commonalities across all
settlements, especially in the trading metropoles.
Foreigners would usually count what is just commodities to the
tawo as necessities. Pearls in the islands might be commodities
(pretty ones nevertheless, and used as jewelry), but they are bahandi
in Baik Hu and Iyamat. Clay pots are commodities here, but Iyamat
folk treat them as Necessities due to their ability to store tea leaves
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Saniogo seeks to outrun a rushing tigbalan. The Umalagad states that this
is a moon with 4-segments. The Bakunawa begins to eat the Moon.
As the game goes on, things that you do in the ction will
manipulate the moon if what happened is relevant. Anything that
furthers the accomplishment of the goal of the Moon lls a segment
by 1. This can come from things accomplished in ction. When all
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segments are shaded, then the moon is Full, and whatever you were
making progress toward or attempting to do is achieved.
However, whenever something bad happens in the ction—
usually due to complications induced by gaining Conviction
Tokens, the Umalagad draws a single triangle on the perimeter of
the Moon. This represents the Teeth of the Bakunawa. Once you get
three triangles, the Moon is Consumed, and consequences befall you,
and your progress is either stalled for the meantime or lost
completely, whichever makes most sense in the ction
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BEATS
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COMBAT BEATS
Once all players are ready, violence begins. The Umalagad must
dictate the Victory and Defeat Conditions, and the consequences of
each. If they win, what is the consequence? If they lose, what is the
consequence? After the combat, no matter the outcome, they gain
Esteem and heal all Mettle.
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time they gain a Tooth, they suffer another Wound instead. The
Umalagad can also spend a Destiny Token to describe how they also
suffer 1 Wound
DEBT BEATS
OWE THEM ON
When you do someone a solid, help them when they’re in dire
straits, give them gifts, or otherwise both parties agree that one of
them owes another, they gain 1 Debt towards you
This works in reverse as well. When someone does something
for you, gives you gift, protection, or anything that you have to
repay in the future, you gain 1 Debt to them
This is a favorite of datu. This is how datu lock Kadungganan in and turn
them into vassals. Examples of doing something for the Kadungganan is
holding feasts in their name, granting them lodging, letting them borrow ships
and warriors, among other things.
CALL IN A FAVO
When you ask someone that has Debt to you to do something for
you, spend 1 Debt and choose 1 below
● They do it, but their disposition towards you changes
● They do it, but they ask for something marginally less in
return
● They can resist you, but you gain 2 Debt from them again.
Remember the limit: if you cannot gain more Debt anymore, you
must choose something above instead
This can also be used by NPCs
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This works for most things such as, but not limited to: asking them to
follow you, asking them to protect you, asking them to ght for you, asking
them to give you money, asking them to give you shelter, asking them to grant
you informatio
FESTERING DEBT
At the end of a Session, roll a d10. If the roll is 6+, then
nothing happens. However if the roll is a 1-5, all your Debt (both
to you and to others) rises by 1. When the Debt goes beyond your
Debt limit, the following below occurs
If it is Debt to you, they will arrive as soon as ctionally possible
and provide you with some sort of aid. Afterwards, they lose all Debt
to you
If it is your Debt to others, they will arrive as soon as ctionally
possible and demand you to pay back your obligations, according to
the ction. Debt to others for their protection might lead to them
asking for you to protect them from something in turn. Umalagad are
encouraged to use this to introduce more plot hooks and dramatic
twists. Once you do what they demand, lose all Debt to them
If this is Debt to another player Kadungganan, that Kadungganan may
ask something from you, whether it be a gift or a job. Until you can
ful ll whatever they want you to do, you have no choice but to follow
their demands, even if you have Conviction Tokens. However, once
you ful ll it, you lose all Debt to that player Kadungganan
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CHASE A DEB
If someone has Debt to you, you might be able to chase them
down. Roll a d10
On a 7+, you nd who you’re looking for. Interact with them as
you wish
On 5-6, you don’t nd who you’re looking for, but you get clues
as to their whereabouts. This can be in the form of another NPC
On a 1-4, you don’t nd who you’re looking for. Instead, one of
the people you owe Debt to nds you. If you owe no one Debt, then
you attract unwanted attention
DISCUSS DEB
You may choose to meet up with someone that you have Debt to
and discuss your affairs with them. Play this out. At the end of the
scene, you may choose to spend Debt you have on them to cancel any
Debt they have on you, 1-for-1. This can be used between
Kadungganan as well
Of course, the scene wherein you discuss your affairs must have a
good outcome. If the outcome is bad, as follows the ction, the other
party may choose to deny this wholly. If they do, you gain 1 more
Debt to them
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You may use the Pay Off Your Debt beat here as well, to offer
gifts and items to pay off your debt if you don’t have enough Debt to
do so.
SOCIAL BEATS
ENTANGL
When you entangle yourself with two other people,
inexplicably, causing the three of you to have a complicated
relationship, write down what that complicated relationship is
with that person as a new Complication. This must be a
relationship that is solid and condensible into a single sentence: if it
isn’t, or it isn’t solid enough of a relationship, it probably does not
trigger this Point
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ATTEND FEAS
Feasts are integral parts of a Kadungganan and a settlement’s life.
It is where Datu can show off their wealth and skill, as well as nd a
way to establish more trading connections by calling other Datu and
people from other settlements to attend the feast
When you attend a feast, roll a d10. Something happened to you..
1 - You nd someone that is interested in you, and they might give
you help
2 - You drunk a bit too much. Something unfortunate happened
during the Feast, tell the group what it is
3 - You impressed or helped a person or a group of people: you
know them now, and they have 1 Debt to you
4 - Someone helped you during the Feast. Gain 1 Debt to them.
What happened? Who were they
5 - You traded with another person: give up one of your items or
equipment and get another one of equal value (ie. If you give up a
commodity in that area, you gain something that is also a commodity
in that area)
6 - You attract attention that you really didn’t want. What is this
attention? How is it a detriment to you
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CONNEC
If you try to befriend someone, say who it is and roll a d10. Use
this if you wish to nd a new NPC or some such during downtime.
On a 7+, you befriend that person, who might have something
you want or is friendly to you.
On a 5-6, you meet someone, but they might not be who you were
looking for, or you otherwise attract unwanted attention
On a 1-4, you meet someone, but they are hostile to you, not the
one you wanted to meet, or otherwise attract unwanted attention
SELF BEATS
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CHANG
When you are at the precipice of a great change, due to some
external factor, because of an important inner acceptance or
because of self-realization, you may change the Trait that has
changed within you. This must make sense in the ction, and what
the Trait changes into must make sense as well.
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REST
Rests are lulls in the combat and action, important parts of a
Kadungganan’s life, which are almost always lled with excitement
and danger.
You can only Rest when you can spend a long amount of time
(around 6-8 hours) in a safe place without hard physical exertion.
When you Rest, remove 1 Wound, and heal all Mettle
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3 Technick
4 Technick
7 Technick
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8 Technick
11 Technick
12 Technick
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WORLD BEATS
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TRAVE
If travel is important, feel free to say that you cover 30 miles per
day, doubled if you have anything that can help with travel, such as
boats, river paths, roads, or mounts. Half it when traveling through
dense rainforest islands or when traveling on foot through islands,
without following a river
GO RAIDIN
Raids are an integral part of a Kadungganan’s life. Raids are
bursts of action and drama that have you traveling deeper into a
place that you are Raiding to gain wealth, treasure, something
important, or prestige. Why you’re doing it is up to you. In other
games, Raids take the place of dungeons, and in fact you can convert
many dungeons from other games directly as Raids in Gubat Banwa
Raids are a gauntlet of Encounters, both combat and non-combat,
that a Umalagad puts you through to test your Mettle
Before going on a Raid, you must dictate your Raiding
Objective. This is almost always singular. Some examples are below!
You can even roll a d10 on it
1~2 – Wealth. You’re looking for as much wealth as possible, and
the objective area has it
3~4 – People. You want to recruit as much people as possible,
and you must do it by force by killing their leader. Maybe perhaps
you want to liberate the people from a tyrannical leader
5~6 – Revenge. This is a revenge raid. You want to kill and
destroy as much as possible
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CHAPTER 3: TACTICAL
VIOLENCE
Bigkasin ang panunumpa ng pagpatayan
Sa karahasan itinaguyod ang kapuluang ito, at sa karahasan ito
magugunaw. Higit na matulin sa kidlat, higit na malakas sa ipu-ipo. Sa
pagsala ng aking sandata, gigibain ko ang daigdig, sisibakin ko ang dagat, at
wawasakin ko ang langit. Sa dugo na itatapon ko, iaalay ang AKO sa
dambana ng TAYO. Ipagdiriwang ko ang labanan hanggang mawala ang
karahasan
HOSTILE ACTIONS
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VALID TARGETS
You can only target other units/creatures and other spaces in the
environment, or the ground. You must have line of sight and
appropriate line of effect. Unless otherwise stated, all actions that
need a target must have Valid Targets
WILLING TARGETS
Some targets might be willing. If this is the case, they can choose
to suffer the effect of the Technick or attack immediately
You can only target those that you can see with your line of sight,
as well as those that you have a clear shot at: your line of effect. Line
of Sight is usually blocked by blocking terrain. To nd out whether
you have Line of Sight or Effect, draw a straight line from one of
your corners to the target. If the line touches blocking terrain, then
there is no line of sight or effect between you and the target
Foes block Line of Sight, but allies don’t. Prone units do not
block line of sight.
The Battle eld is a grid map laid down upon a table or set up on a
virtual tabletop. Gubat Banwa uses square grids for battle elds,
although you can de nitely do hexes without much dif culty. Place
down the positions of the units, as follows pre-established ction.
Most Battle elds will have a slew of slopes and Heights and other
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traits, established later. Each square is called a space, and each space
a three dimensional space, 5 feet wide and 5 feet tall
Field Traits are parts of the battle eld that the players must watch
out for. Point them out at the beginning of a battle, following the
ction (there wouldn’t be any lava in a sea ght, for example). Some
Field Traits are going to be obvious from the battle map you use
(pillars and trees can be used as cover, for example), but others might
need clari cation (wide puddles are Dif cult Terrain, a tree has vines
that lets you move 3 spaces.) There are more examples in the
Battle eld Section of this Chapter
VICTORY CONDITIONS
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DEFEAT CONDITIONS
BE TRANSPARENT ENOUGH
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VIOLENT GLOSSOLALIA
Ally - Any creature that is friendly to you. This does not include
yourself
Armor – Damage reduction, usually dictated by your Tenacity.
Will have a rating attached, usually either 1 or 2. Whenever you
suffer damage, you reduce the damage by the armor rating. Armor
does not stack, unless it is written with +X
Barrier – Barrier is an extra layer of Mettle. Whenever a creature
with Barrier would suffer damage, the damage is deducted from the
Barrier before Mettle. Barrier doesn’t stack: whenever you would
gain Barrier, you keep the higher Barrier.
Battered - 2x your Breath value. Represents you being beaten
back, with visible bruising or loss of initiative. Some effects trigger
on Battered
Breath - Your innate ghting spirit and violent grit. This
determines what your Battered value and Mettle value is
Brave - More powerful Foes that have x2 Mettle compared to
regular enemies and have extra Actions and Reactions. They are
equal to 2 Kadungganan
Buff – Status effects that give you positive conditions. Most Buffs
have a set time (until the start of next turn or end of next turn, or
until X)
Debuff - Status effects that persist, hampering and debilitating.
Unless otherwise stated, all Debuffs go away by save
Chief - A Foe that is more powerful than even Braves, having x3
Mettle. They are equal to 3 Kadungganan
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Melee - Melee range is usually all spaces adjacent to you, but
some Technicks and Fundamentals can change this
Ranged - Any attack that has the “range X” tag is considered a
Ranged attack
Rival - Indomitable Foes meant to be recurring threats. They can
sustain up to four Wounds just like Kadungganan, and have x2
Mettle like Braves
Self – Target yourself
Save - Roll d10. On a 1-5, you Fail the Save. On a 6+, you Pass
the Save. Saves are usually done to save against Debuffs, in which
case you remove the Debuff when you Pass the save
Unit - Any creature ghting for something in the eld
Warrior - The standard opponent that takes a Kadungganan
effort to dispatch
Wound - Physical wounds against you, actual rip and tear, esh
ying and blood spilling. You can suffer up to 5 Wounds before
you are Incapacitated.
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READING ACTION BLOCKS
Nam
Lor
Type * Tag
Prerequisit
Target | Rang
Attac
Effec
Specia
NAME
Self explanatory.
TYPE
Type is either if it spends an Action, Flourish, Stride, Re ex or a
Reaction. If it is a Reaction, it will say whether it is an Interrupt or
Response. The trigger for a Reaction will also be written there.
Some Techs need extra effort, in which case sometimes they might
need more than one Action Type to use. For example, some might
need you to spend Action + Flourish.
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PREREQUISITE
Some Technicks might have Prerequisites. These must be paid to
actually use the action in the rst place or you must meet the criteria
TARGET
The target will specify whether it is self, unit, foe, ally, or a
space. Remember that targets must be valid. It will also specify how
many targets you can choose.
RANGE
Range will specify how far the target of this attack can be. This
will usually be either adjacent, melee, a [number], close [area of
effect], a number [area of effect], or self.
Adjacent just means that you only target all spaces adjacent to
you. Remember that adjacency includes all spaces that share a
common corner or side.
Melee usually means adjacent, but some Technicks and traits
might give you higher Melee range, such as “Melee 2”, which means
you can target all foes up to 2 spaces from you, letting you strike
beyond adjacency
A Number means you can choose a target that is within the
speci ed number of squares from you. If the number is a X~Y, that
means you can only target those units not less than X, but not more
than Y. X effectively being ‘minimum range’
Close [area of effect] means the target area of the area of effect is
your space. This means the larger the origin space or creator, the
larger the burst. Close is not counted as a ranged attack
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AREA OF EFFEC
Area of Effect is different from ranged. In general, Area of Effect
affects all targets within the area, even if the one performing the
attack is suffering from Enmity or there is a target within that is
Shirked
● Burst X: This is an area that targets all X spaces from its
center, which can either be an origin space or the user. The
burst goes in all directions, even up and down.
● Blast X: This is an attack that must have at least 1 space in
its area of effect that is adjacent to the origin point. X dictates
how large the area is: Blast 2 would mean it covers a 2-spaces-
by-2-spaces area adjacent to the origin point. For example: a
ri eman’s ri e technick is a Close Blast 3, which means it affects
a 3x3 space area, but one of the spaces must be adjacent to the
Unit using the Technick. The blast goes in all directions, even
up and down
● Line X: This is an area that lls a single straight line in any
direction from its origin point. X is how many spaces the line is
long. The squares of a Line must be contiguous (sharing a
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EFFECT
This speci es the effect of the Technick, usually what happens to
the target. When resolving effects, resolve them in the way they are
written
When you are told to make an attack, it will usually describe
whether this is a melee, ranged, or area attack, from which many
effects can derive. Making an attack is simply a matter of rolling the
damage dice as stated: there are no to-hit rolls. However, damage is
subtracted by armor and other Af nities, which can cause damage to
go to 1
There are three kinds of attacks: melee, ranged, and area. Effects
and Reactions can key off of and trigger based on speci c types of
attacks. Melee attacks are attacks with melee weapons, sts, or
otherwise close-ranged effects. Ranged attacks are projectiles, bolts
of sorcery. Area attacks are explosions, elds of swords, and the like
Area attacks usually target a large number of units. When rolling
damage, you roll damage separately for each target
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SPECIAL
Any other limitations.
LORE
The Sword Isles is a colorful place. Many things happen in the
setsuna moments between violences
Almost every action will have a tag associated with it, placed after
the action type. The general tags are as follows
• Craft. Crafts are powerful battle eld creations that
manipulate the terrain
• Maneuver. Maneuvers are physical shows of prowess and
skill.
• Mentala. Mentala are occult spells that use a magick-user's
kinaadman, or enlightened will, to focus and shape their pohon,
or their spiritual strength.
• Ritual. Spiritual rites, rituals, and practices that call upon the
spirits of the world and the holy powers that permeate it.
• Song. Songs are potent song-poetries that galvanize and
strengthen souls, or weaken and destroy them
• Tactics. Technicks that make use of strategic prowess and
battle eld knowledge
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ROUNDS
YOUR TURN
START OF TURN
Accomplish the following in order:
1. If you are Crashed: roll to see if you stay Crashed
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THE TURN
Each unit gets 1 Movement, 1 Action, and 1 Flourish to
perform, which they can do in any order. You also gain access to
any number of Re exes
You may choose to spend another Flourish in place of doing an
Action
MOVEMENT
Strid
You move through the battle eld
Movemen
Sel
Effect: Move a number of spaces equal to your Speed. You can
move into all spaces adjacent to yours, even diagonally. You cannot
move through Foe spaces, but can move through Ally spaces,
although you cannot end your move in an occupied space. You
cannot break up your Stride. When you Stride, you spend up your
Stride for that action, you cannot insert a Flourish or Action in
between steps
Moving up into a Height higher than yours is possible as long as
you have enough Speed for it (if you have 6 Speed, and you’ve
already moved 4 spaces, and you want to get onto an H2 space from
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Quickste
You ourish away, dancing through slashes and hits
Movemen
Self
Effect: Move 1 space without triggering reactions
ACTION
In ict Violenc
You harness your martial arts and unleash a barrage of attacks against
the opponent. Rejoice in the glory of combat
Action * Disciplin
Target: Discipline | Range: Discipline
Effect: Discipline. If asked to make an attack, remember that you
only roll the damage dice
Special: Each Discipline in icts violence differently. When you
In ict Violence, you choose from 1 of your In ict Violence options,
as dictated by your Discipline’s In ict Violence
Grappl
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Reviv
You kneel and help your ally up. The battle is not yet done
Action * Scene
1 Crashed Ally | Adjacent
Effect: Bring the ally out of Crashed, healing them equal to their
Breath value
FLOURISHE
Burs
You exert yourself to rush through the battle eld
Flourish * Maneuve
Self
Effect: Move half your Speed.
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Lea
You bow low and take a running start
Flourish * Maneuve
Self
Effect: You can jump equal to half your Speed, rounded up,
letting you ignore chasms and terrain effects on the spaces you leap
over.
Second Win
You psych yourself up. The battle goes on. Violence rages. Rejoice in the
glory of combat
Flourish * Discipline, Scen
Discipline
Special: This is also mostly dictated by your Discipline Technick
Shov
You lunge forward and push them away
Flourish * Maneuve
1 Unit | Adjacent
Effect: Make a melee attack and push the target 1 space
Taun
Show off. You have the chops to back it up
Flourish * Scen
The Foes | The Battle eld
Effect: Gain 1 Conviction Token
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Knock Pron
You lunge forward and outmaneuver your opponent
Flourish * Maneuve
1 Unit | Adjacent
Effect: Make a melee attack and knock the target prone
Interac
You ddled with what you have
Flouris
Self
Effect: When in doubt, when doing anything in action that would
take dexterity or a bit of focus, such as consuming an item, or
ddling with the environment, treat that as Interact.
REFLEXE
You have any number of Re exes, which you can usually use at
any time. They don’t take up any of your Actions, Flourishes, or
Strides.
Resolv
You reach deep within you and prove your conviction
Re ex
Self
Effect: When you roll something and don’t like the result, you
may spend a Conviction Token to reroll it. You can only use this 1/
roll
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Violent Meditatio
As a Kadungganan, you live and breathe violence. With violence
internalized, you can read the movement of your opponents better
Re e
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Effect: On your turn, if a Foe will activate after you, spend a
Conviction Token to ask the Umalagad what their next course of
action will be. The Umalagad must follow what they dictate.
END OF TURN
At the end of your turn, accomplish the following in order
1. Roll to save for any effects
2. Accomplish any effects that happen at the end of turn.
3. Then roll for Fray in that order
REACTIONS
You always have 1 Reaction per Turn. That’s any Turn, whether it
be yours or an ally’s or a foe’s. All Reactions have Triggers, which
will be written in their Type line. Response Reactions take effect
after the trigger. Interrupt Reactions happen before the trigger
You cannot React to Reactions.
Div
You leap into safety.
Response Reaction: You are attacked * Maneuve
Self
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Counte
You counter an attack and pulse them away.
Response Reaction: You are attacked by a melee attack *
Maneuve
Triggering Unit | Adjacent
Effect: Push the target 1 space away
Special: You can only do this 1/round
SAVES
Some effects will allow for Saves. Saves are always rolled at the
end of that unit’s turn, and you save against all effects affecting you
that turn, but a different roll for each.
To make a save, roll a d10. On a 6-10, you Pass: the effect you’re
saving against is removed. However on a 1-5, you Fail, the effect
persists
When you in ict violence with the intent to deal harm, you deal
damage. When you deal damage, you deduct the number of damage
you deal from the target’s Mettle.
Damage can be reduced, whether from Armor or from any other
means, but damage can never be reduced to 0 or negatives. They will
always in ict at least 1 damage, unless the unit Nulls, Drains, or
Re ects that speci c damage
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DAMAGE MODIFICATION
Damage can be modi ed in the following ways
- Strengthened Damage is a buff, and is damage with you rolling
an extra dice and adding it onto the result. If unrolled damage, this
is a at +2
- Extra Damage is conditional damage. Some effects might give
you extra damage. Extra damage is +1 to the attack, and it can only
stack two times + your Ferocity. So you can only have up to 2 +
[your Kadungganan’s Ferocity] Extra Damage on a single damage
roll. This means at max, you can deal up to +5 Extra Damage
- Precise Damage is damage that strikes true, quick and biting
deep. If you deal precise damage, you double the roll of your dice,
and then choose the highest X. X being the original number of dice.
This means if the original number of dice was 2d4, and then you
deal Precise damage, you roll 4d4, and then keep the highest 2
- Glancing Damage is damage that has been weakened somehow,
by blunting of strikes or by some kind of weakening effect. If you
deal glancing damage, you double the roll of your dice, and then
choose the lowest X. X being the original number of dice. This
means if the original number of dice was 2d4, and then you deal
Glancing damage, you roll 4d4, and then keep the lowest 2
- Piercing damage is damage that ignores Armor, Strong, Null,
and Drain. This is not a damage type, and can be put atop other
damage types: eg. Piercing re damage or piercing at damage
- If you are told to deal half damage, roll the dice, add any extra
damage, and then half the result before applying to the target’s
Mettle
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DAMAGE TYPES
One of the core aspects of Gubat Banwa’s combat system is the
interplay of Damage Types and Elemental Af nities. The spirits of
the world permeate every fabric of Yutadagat
There are 8 damage types in all
First, there are the Five Elemental Types, which you can
have Af nities against
And then there are the Special Types, which you usually cannot
have af nities against
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FRAY DAMAGE
Fray is a special kind of damage that represents damage over time
from bleeding, open wounds, poisons, re, and the like. Fray stacks.
At the end of your turn, you make a Save against Fray. On a fail,
you suffer the Fray damage and it stays. On a pass, you remove
Fray.
AFFINITIES
Af nities are your unit’s strength or aversion to the elements that
permeate Yutadagat. Af nities don’t stack. If you make an attack
against multiple targets with differing af nities, resolve all Wk
rst, then St, then Nu, then Dr, then Rf. Resolve all af nities
separately (ie. If two targets have Rfs, you suffer both Rf).
If you gain an Af nity to something, but you already have another
Af nity, you gain the newer one
There are ve kinds of Af nities
WEAK (WK
You are particularly vulnerable to that damage. Whenever
you deal damage that the target is Weak to, you deal Precise
Damage.
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STRONG (ST)
You are resistant to that damage. Whenever you deal
damage that the target is Strong to, you deal Glancing
Damage.
NULL (NU)
You suffer no damage at all from that type. When you deal
damage that the target Nulls, you deal 0 damage.
DRAIN (DR
Instead of suffering damage, you actually heal the damage
dealt. When you deal damage that the target Drains, they
heal Mettle equal to the damage dealt.
REFLECT (RF)
Instead of suffering the damage, you deal the damage dealt
back onto the attack. When you deal damage that the target
Re ects, suffer the damage dealt. If you also Re ect that
damage, the damage against you is cancelled
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ARMOR
Armor reduces the damage you suffer, even if it brings it to 0.
Armor usually doesn’t stack, unless it says “+X”, in which case it adds
onto your current armor. Armor is counted after Extra Damage
While Crashed..
- You cannot ank
- You are prone
- You cannot use Technicks
- You are Slowed
- All your rolls, barring Saves or Crashed Rolls, are made with 2
Curse
- If you suffer any more damage (not including from Fray), you
instead suffer 1 Wound
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At the start of your turn, you may make another Crashed Roll: If
you fail, stay Crashed. If you pass, go back up to your Breath value
You can only gain a maximum of 5 Wounds. Once you suffer 5
Wounds, you become Incapacitated and die after 30 minutes if not
stabilized
When you are Crashed, anything that requires you to be
conscious or needs you to be actively keeping it up fades away or no
longer continues. The Umalagad makes the nal call, but follow the
ction. In general, most buffs disappear
WOUNDS
When you suffer Wounds, these are obvious physical injuries:
scars along your back, gashes on your foot, missing ngers, torn
limbs. It’s up to you to decide what your injury is, as be ts the ction.
This injury has no bearing on mechanics
You can only gain a maximum of 5 Wounds. Once you suffer 5
Wounds, you become Incapacitated and die after 30 minutes if not
stabilized with an Action. This can carry on to the next scene. If you
become Stabilized, you are no longer dying, but you must return to a
Rest before healing Wounds
BARRIER
Barrier in the ction is usually an actual metaphysical barrier that
protects you from violence. Sometimes, however, Barrier can also be
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BREATH
Breath is your inherent grit and stamina. Your Mettle is equal to
4x of your Breath, and your Battered is equal to 2x of your Breath.
When your Mettle falls down to your Breath value, you are Critical.
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STATUS EFFECTS
BUFFS
Avoid: When someone makes a melee or ranged attack against
you, not an area of effect attack or an effect that simply deals
damage, roll a d10 before the attack is resolved. On a 7+ you
avoid the attack’s effects completely
Bolstered: When you have to make any kind of roll, roll twice
and then take the higher result. If this is a damage roll, deal Precise
Damage.
Clari ed: Gain +1 range to all actions and Technicks that have
ranged
Elusive: You completely area attacks, and you do not suffer
non-attack damage (damage that is applied directly, and not from
an attack)
Guarded: You cannot be brought to 0 Mettle. You lose Guarded
when you are brought to 1 Mettle, Unbalanced, or Juggled. You
cannot Guard while you are Unbalanced or Juggled.
Hastened: Gain +2 to your Speed
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Hidden: You can move through occupied spaces but must end
in an unoccupied space. You are only a valid target to units
adjacent to you. Unless otherwise stated, lose Hidden when you
make an attack or suffer damage
Shirk X: X is a Unit on the battle eld. You are not counted as a
valid target for that unit. Area attacks (burst, blast, line, and wall)
ignore Shirk
Strengthened: Roll another dice of damage. If the damage is
at, add +2
Steady: Ignore Elusive, Avoid, Guarded, and Reactions.
DEBUFFS
Dazed: You can only Flourish on your turn, and cannot use
Reactions
Debilitated: You deal half damage
Diseased: You cannot Heal Mettle, cannot gain Barrier or
Armor, cannot gain Buffs, suffer -1 to all Saves, and cannot save
against Fray
Enmity to X: When you have Enmity to X, X being a unit, you
can only treat X as the only valid target. Area attacks (burst,
blast, line, and wall) ignore Enmity.
Immobilized: You cannot move voluntarily.
Juggled: You cannot move voluntarily, you are Airborne (1
height higher than your current Height) and you may be pushed 2
spaces away on a hit. Unless noted otherwise, you fall and lose
Juggled at the start of your next turn
Obscured: You can only target combatants adjacent to you
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Prone: You are on the ground. You have Avoid against all
ranged attacks, but all melee attacks against you deal 1 Extra
Damage. You must spend an Action or Movement to stand
Petri ed: All damage against you becomes 1. You cannot move
voluntarily and you cannot be moved either. You cannot perform
any actions, reactions, re exes, and ourishes and cannot ank.
However, if you fall to 0 Mettle while Petri ed, you shatter and
die
Quiet X: X is a Technick Tag. You cannot use Technicks with
that Technick tag
Ripped: You cannot bene t from Armor and Strong
Rooted: You cannot move voluntarily and you cannot be
forcefully moved
Slowed: You cannot move beyond 2 spaces
Unbalanced: You cannot bene t from Steady, Avoid, or Elusive,
and all attacks against you deal +1 Extra Damage.
Weakened: Whenever you have to roll dice, roll twice and take
the worse result. If this is a damage roll, you deal Glancing Damage.
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THE BATTLEFIELD
SPACES
Each space is ve feet wide and ve feet tall, which means it is
a three dimensional unit. Any space that has an object or creature in
it is considered occupied.
ADJACENT SPACE
Adjacent Spaces are every space that touch a side or corner of the
space where the target is standing. Remember that a space is three
dimensional, so this not only includes all spaces around you
horizontally, but also all spaces below and above you that share a side
or corner with your space
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HEIGHTS
Heights start at 0. Some spaces may be taller than others, which
means they have a higher Height. If a space is not at least ve feet
high or deep, then that should not be considered a different height
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Objects use Durability, which is treated as Mettle. When reduced
to 0 Durability, the object is destroyed. This can occur to cover, so
destroying cover can remove its bene ts
Outside of combat, follow the ction. These stats might not
matter when trying to destroy some kind of barrier
FORCED MOVEMENT
Being pushed, pulled, or shifted by attacks or effects is forced
movement. Forced movement usually only occurs in straight lines
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TERRAIN
DIFFICULT TERRAIN
Moving into a space of dif cult terrain (rubble, swamps, uneven
ground, undergrowth, trees) costs 1 extra Speed (moving into a
dif cult terrain space and you have 3 Speed left, you have to use up 2
of that to move into that space). If you only have 1 space to move left,
you cannot move into that dif cult terrain space
DANGEROUS TERRAIN
Dangerous Terrain are spaces that can be stepped on but have
negative effects upon any creature that steps on them. All targets
that move into or start their turn while in dangerous terrain suffer
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HINDERING TERRAIN
Hindering Terrain prevents movement, but they do not block line
of sight. These are things like deep water, lava, re, or pits. These
spaces are usually considered occupied
BLOCKING TERRAI
Walls, doors, impassable rubble. Blocking terrain prevents
movement through the spaces it occupies, but usually can be moved
on top of. Blocking terrain removes Line of Sight and Line of Effect
TERRAIN SPACE
Terrain is important in Gubat Banwa. Thus, it is important to
consider when making maps what each terrain is. Here is a list that
you can use when cobbling together maps
Attuned
Terrain Description
Element
Soil/Grass/Sand Natural earthen tiles. Earth
Underbrush/ Dense growth of grasses.
Earth
Bamboo Patches Dif cult Terrain.
Marshes or walkable shallow
River/Lake/Ocean/
rivers or streams. Dif cult Water
Swamp
Terrain.
Rock Exposed, natural stone. Earth
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Attuned
Terrain Description
Element
Most trees in the Sword Isles
Tree are large, t to be altars to the Earth
gods. H1~H5 Blocking Terrain.
A burning space. Dangerous
Fire, Lava, Magma Fire
Terrain.
Vertiginous void that goes
Sky Wind
down to certain death.
Spaces lled with spikes.
Spikes Space
Dif cult Terrain.
COVER
When you are considered as having cover, all ranged attacks
against you deal -2 damage. Sometimes some technicks might give
you cover against all attacks
Draw a straight line from one corner of your space to your target.
If the line is unbroken, then neither character has cover. If it’s
obstructed by terrain, it’s cover.
WEATHER
If one of the Field Traits dictated has something to do with rain or
snow or whatever else that might be considered weather, nd out if it
would have an effect on sight.
In heavy rains, thunderstorms, and snowstorms, ranged attacks
suffer the Debilitated debuff.
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TELEPORTING
If you Teleport, you remove yourself from your current space and
then reappear in your target space, meaning it is not counted as
movement. You must have line of sight to wherever you’re
teleporting. Teleport ignores Reactions and breaks free from
Grapples.
CARRYING
You can carry, lift, or drag whatever during battle. If you do, you
are Slowed and you cannot take Reactions
SWIMMING
While swimming, you can move horizontally or vertically
underwater, and your movement is halved
FLOATING
All creatures that Float ignore dif cult and dangerous terrain, but
they cannot move up nor can they move past occupied spaces
FLYING
Movement that lets you Fly lets you move a number of spaces in
any direction equal to the number of Fly you can move. Moving
vertically up puts you in Height
If you are Rooted or Immobilized while in Flight, you fall to the
nearest adjacent space to you on the ground, but don’t suffer falling
damage
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INCAPACITATED UNITS
Units that are Incapacitated, unless otherwise stated, stay in the
battle eld in their spaces. However, they are not considered as
occupying the space that they are on
SIZE
Most units are Size 1. Size dictates how many spaces they take
up, in three dimensions. So Size 1 takes up a 1x1x1 space. Size 2
would take up 2x2x2: that would be 2 spaces wide, 2 spaces long, and
2 spaces tall. This means those of a Size larger than cover do not
bene t from the cover. However, being of larger size means you are
also effectively taller than your current height. Size 2 size means
you’re 1 Height taller than you current height, for example
Size 1/2 sizes takes up 1/4 of a space, meaning others can take up
their space with them.
Size 2 creatures take up 2x2x2 spaces
Size 3 take up 3x3x3 spaces.
Size 4 take up 4x4x4
Anything larger than this should be represented as multiple
gargantuan creatures or as something outside the bounds of Tactical
Violence
Size 2+ creatures cannot stay in a space wherein two or more
spaces are Height 2 or higher. They must stay further from the
Height
When moving, those of larger sizes simply move 1 space at a time,
like with other Size 1 Units, and then they must end up so that at
least 1 space of their Size includes the space that they moved into. If
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they end up in a space that they cannot put their entire Size on
evenly (if there is Hindering or Blocking Terrain, for example), then
the Unit cannot move into that space. They must be able to put their
entire Size in the chosen space
FIELD TRAITS
Here is a list of Field Traits that you can lay onto the Battle eld to
help spice it up. Choose or simply roll 1d20
1 - Heavy Rain. Whenever a ranged attack is performed, treat
targets as if they have Avoid
2 - Thunderstorm. At the end of every round, 3 random areas get
struck by lightning, dealing 3 damage. There’s a 2-in-8 chance of one
of the units getting struck
3 - Hanging Vines. There are various hanging vines that you can
interact with on an Action, letting you move 5 spaces in a straight line
to any direction, without triggering Reactions. You must nish all 5
spaces, although you are stopped if you hit an obstacle
4 - Rushing River. Cutting through the middle of the battle eld is
a rushing river, working as dif cult terrain (and enforcing swimming
if deep enough). If you fall into the river’s space, you are Pushed 3
spaces in the direction that the river is rushing down to. At the end of
your turn, if you are still in the space of the river, you are Pushed 3
more spaces. Those that can oat or y ignore this
5 - Slopes. Some spaces are slopes. This means that one side of
the space is a Height lower than the other side of the space. This
means that those that might want to enter into that space from the
side that has higher Height would need more speed
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6 - Poisonous Puddles. Some puddles are poisoned, usually in
2x2 or 3x3 spaces. When stepped upon or when you end your turn in
one, suffer Fray
7 - Harsh Winds. The winds are harsh here. All ranged attacks
suffer -2 damage. Additionally dictate a direction from where the
winds are blowing and in what direction. Every end of the round, all
units that are not in cover (whether half or full) are Pushed 1 space
in that direction
8 - Heavy Fog. Heavy Fog dominates the entire battle eld. All
spaces except those adjacent to you are obfuscated
9 - Lahar Flow. The area is bisected by owing lahar. If a
creature steps into it or ends its turn in it, they suffer 5 piercing at
damage immediately
10 - De led Ground. The ground you tread upon is lled with
the corpses of the vengeful dead. Some spaces are considered
De led. Any undead enemy that performs a hostile action while on
De led spaces gain deals 2 extra damage. An undead enemy that is
brought to 0 Mettle on De led Ground can make a save. On a 5+,
they rise up at the beginning of the next Round with 1 Mettle
11 - Jade Waves. The area is made up of waters frozen in time
and crystallized into blue-green jade. A living wave woodblock print.
All damage while within the waves in ict 1 Extra Damage. The
Waves are blocking terrain, and are usually slopes
12 - Ancestral Ground. A 5x5 area within the Battle eld is the
burial ground of honored Ancestors, in the middle of which is a Spirit
House. All saves done while in the Ancestral Ground gain +1, and all
healing grants an additional 2 Mettle.
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13 - Mountainous. The eld is of uneven Height. The battle eld
will default at Height 1-2, and have more Heights at 3 and above
14 - Attuned to a Diwata. The eld is attuned to a Diwata’s
element. Choose 1: Debilitated, Slow, Ripped, Quiet, or Root. That
debuff cannot be in icted upon any Unit within the eld. All
Magickal Attacks deal 2 extra damage
15 - Spirit Balete. A 2x2 space is occupied by an active balete
tree. The spirit balete is a conduit to the world of spirits. Whenever
adjacent to the Spirit Balete you gain heal 1 Mettle per Start of your
Turn
16 - Lantangan (spirit houses). A space is occupied by a spirit
house, whether it be made of hardwood from the Rajahnate, bamboo
from the Confederation, stone from the Sultanate and porcelain from
the Lakanate. When adjacent to it, you may spend an Action to pray
and heal 3 Mettle, once per scene
17 - The Broiling Hate of the Vengeful Dead. The battle eld is
cursed with the screams and wails of those that died without proper
recompense. All damage from Mentala technicks and Undead
creatures deal 1 extra damage
18 - Sapping Mist. A 4x4 area is in ltrated by a strange spiritual
mist. Whenever you end your Turn within the Mist, lose 2 Mettle
19 - Falling Blades. The battle eld has been cursed by Gattalim,
the Saint Intercessor of Blades. 1d4 random creatures are struck by
spirit blades from the sky, suffering 2 piercing at damage
20 - Holy Grounds of Makagagahum. The battle eld is blessed
by the presence of a Sampalataya monastery or cathedral or chapel.
All attacks from Rituals technicks and Units deal 1 extra damage.
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DEATH
All folk that die in battle ascend into the heaven of their choice or
faith upon a rainbow. Their blood creates the colors that streak
across the sky
Otherwise, all those that die go into the process of being picked
up by the many psychopomps that permeate the cosmos. They are
brought to the proper judgment as dictated by what faith holds their
soul in thrall. In The Sword Isles, this is most often Sulad, where they
will be judged accordingly to what items they were buried in.
For Gatusanon, Ba-enon, and Apumbukidnon, if they were
buried with many gold and material wealth, they would be given the
chance to be saved by Iraon-Daron, who brings them into one of the
many heavens, usually a place of rest atop great mountains
For Virbanwanon, this is usually the Impyerno, where they suffer
the res of Makaubos until the end of days. They do not have a
chance for heaven unless they were redeemed by their faith to
Makagagahum
For Akainon, they have a very similar process as with Gatusanon.
However, if they profess their faith to Baginda Sumongsuklay, they
get to be brought by Iraon-Daron to the tallest mountain on the
moon, where the Holy Moon City of Baginda Sumongsuklay lies.
There they rest and train until they are called into the nal
reckoning, the Ultimate War
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Those that were not given the chance to heaven either suffer in
Impyerno, or toil forevermore in Sulad, doing what they already did
in life: trading, farming, working, raiding, and feasting. This is a very
benign end, and even in the afterlife they might be able to die. If they
do, they reincarnate into the mortal world once again, although with
a smaller soul this time. Having a smaller soul is not detrimental
However, once the soul is as small as a rice grain and can t into
the many thousand miniature caskets—usually after nine lives—they
are thoroughly buried into Si Ginarugan’s garden, never to
reincarnate again
Those of Akai get to have their souls kept in great holy jars
guarded by six-winged Garuda in the Moon. The moon lies in the
fth heaven
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CHAPTER 4: THE
KADUNGGANAN
Narito na tayo, sa bangin ng pagbabago. Dadakmain mo ba ang
kinabukasan? O tuluyang ipapaslang gamit ng iyong kampilan
Here we are now, at the cliffs of change. Will you seize the
future? Or will you slay it with your sword
“Always remember, warriors: run like the wind, strike like the lightning!
Kadungganan. Those that make war. Martial Artists, Warrior
Braves, Executioners, Butchers, Warlords, Witches
Those rst one in and last one out, following the commands and
ideologies of their chie y leaders, whether that be Rajah, Datu, or
Lakan. They are those that have obtained warrior prestige--some of
them through prowess in battle, others through heritage, or birth, or
ancestry--and have thus become elevated to the sides of their leader,
acting as their sword and shield. They are known under many names:
bhayangkara, timawa, satariya, managku, bagani, bayani, but altogether
they know themselves as Kadungganan. The Class of Warrior-
Braves
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FOURTH, CHOOSE A STARTING DISCIPLINE.
Disciplines are your martial arts. You begin with a single
Discipline, gaining that Discipline’s Mechanics, In ict Violence,
and Second Wind Technick. Then, choose 1 from the four Technicks
of your chosen Discipline. Find out more here. Choose one here.
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You have someone that you owe something to. Find out here in
the nal portion of character creation. Even Kadungganan are
beholden to their obligations.
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A BRIEF NOTE ON SOCIAL CLASSES
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pays off their labor obligation, they become tinubos in the isles, or
Redeemed, and no longer need to serve in obligation. They can
become freemen now, or vassals to who they wish
Debtors can actually come from all Classes: warriors that accrue
huge amounts of obligation to another person might become a debtor
to that person, working to pay off their debt. Even datu can become
debtors, should they over extend and be unable to pay off their
obligations
Servants are a particular kind of debtor that serve a master as
house help. Many rulers have large numbers of servants to help in
their domestic affairs. Servants are treated with affection, part of the
master’s family, with the master even treating a servant’s child—
should they be born while they served under them—as their own
Infantry are another kind of debtor that render both eld work
and warrior duties to the one they owe labor to. They make up the
bulk of footsoldiers and boat rowers in the isles, and sometimes serve
as attendants to popular warriors
Captives are those taken from raids and traded in major
metropoles. Captives are sold around for their labor. When they are
bought or taken in, they become either Servants or just normal
Debtors to the one that bought them, and they must render labor
unto them until they’ve paid off their debts. Capitalistic merchant
princes usually sell these captives at a pro t
PRESTIGE
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and stories are sung about you. Whenever you gain 5 Esteem, you
rise in Prestige by 1.
A Kadungganan can only go up to Prestige 12. At that point,
they are movers and shakers. Over the course of the game, they
might now be Datu, leading their own following or kingdom, or
seizing heaven’s gates
There are three Prestige Tiers, which showcase the strength of
one’s Prestige
● Lingid/Unknown - Prestige Tier 1. From Prestige 1-4.
Here, Kadungganan are just building their reputation, taking jobs
from Datu that need an elite warrior
● Kilala/Known - Prestige Tier 2. From Prestige 5-8.
Kadungganan are more recognized now, and they can go on more
dangerous exploits and expect more rewards from Datu
● Bantug/Prestigious - Prestige Tier 3. From Prestige 9-12.
Bantug Kadungganan are dangerous warriors, those that have
dealt with yawa and diwata, and have brought mighty foes and
beasts to hell. Bantug can become datu from the strength of their
prestige
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TENETS OF A KADUNGGANAN
Usa: HIMAY
“Rejoice in the glory of combat.”
To die in battle is more glorious and more important than to die a
coward. Revere those that die in combat, or those that you have
killed, for they shall reach heaven
Duha: GUBAT
“Fight for those we have lost, and for those we can yet save.”
Have a reason for why you ght, lest you render nature Godless
and your principles ripped and torn. Let your valor be sharp and
tempered, like the blade you wield
Tulo: GUGMA
“When lightning strikes, let your heart be swifter.”
Die for the ones you love, but do not die in vain. Remember what
you ght for
Upat: KASINGKASIN
“Your spear must bleed with the blood of your heart.”
Love all things, and care for them. That is the burden of the
swordbearer
Lima: PAGTAHO
“Know that the world is not yours.”
Respect nature, for within is divinity. Do not upset the balance,
remember to keep silent when passing through the jungle, never
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point lest you disrespect one you cannot see. Value life, even as you
take it
Unom: KAY
“Bow yourselves before others.”
Respect your guests and those that are not you. Clothe yourself
with humility. Serve them betel nut chew, pour liquor for them, let
them sit in your most expensive silk pillows
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KADUNGGANAN FOLK AND CALLINGS
FOLK
The people of The Sword Isles are numerous. All those born in
the islands, no matter what they might look like, are known as tawo.
Together they are all called Folk. The folk of The Sword Isles are the
people that ll the entire world. The following are the Folk that are
prevalent in The Sword Isles that you can play as. However, all sorts
of folk live in The Sword Isles. If you want to live as a frogfolk or
hornbillfolk, feel free! These are just to inspire you
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BAMBOOFOL
Kawayantawo. The bamboo folk are those born from a piece of
bamboo that oated in from the Endless Sea after multiple
cosmogonies. They arose after a great king eagle pecked them out
from their bamboo vessels, and gave them man and woman roles. In
essence, the bamboofolk are humans, although differences from usual
humans (such as weird hair colorings, eyes, sharper ears, etc.) are
possible in bamboofolk. Bamboofolk are the most populous of all
the folk in the Sword Isles and Yutadagat.
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DOGFOL
Asungtawo. The dogfolk are the faithful warriors of Apu Balatik,
who followed him to the ends of heaven. As a gift for their
faithfulness, Apu Balatik blessed all dogs with the cunning ability to
hunt down all things.
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CIVETFOL
Musangtawo. The civetfolk are those that resemble large humanoid
cats. They were the children of the god of hunting, Apu Balatik,
alongside the dogfolk. When the civetfolk did not join Apu on his
journey to hunt the stars, they were deemed lazy. However it was the
ancestors of the civetfolk that invented the great number of traps and
hunting arts in The Sword Isles now.
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EAGLEFOL
Lawintawo. The eaglefolk are descendants of the ancient sky king
Rajah Lawin, who rules over all the sky raptors. When Rajah Lawin
was killed by Jamiyun Kulisa with his Thunderbolt, Rajah Lawin’s
electri ed blood coagulated and formed into the eaglefolk in mid-air.
However, Jamiyun Kulisa asked Amihan and Habagat, the Major
Monsoons, to never allow the eaglefolk to y, even with their wings
DEERFOL
Pilandoktawo. The deerfolk are diminutive mouse deer people
descended from the Almighty Trickster from Akai history, Pilandok.
Pilandok was so great that he became the sultan once without the
sultan even knowing, while he was in the sultan’s palace. Pilandok was
cut up into a thousand pieces, and that was how the deerfolk were
born. Of course, Pilandok is still alive
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MACAQUEFOL
Unggoytawo. The macaquefolk are acrobatic leapers and warriors.
They helped Rajah Mangadiri ght back and kill the demon forces of
Banjarmasir, which led them to be an exalted people. Their ancestor,
Laksamana, was the one that killed the great ten-headed demon god
Maharaja Lawana, and is the reason why Banjarmasir is the city with
the most population of macaquefolk.
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CALLINGS
Kadungganan come from somewhere. Sometimes they are born
into their roles, while other times they show their valor through
battle and combat. Callings are special identi ers that help shape a
Kadungganan, helps ground them in a reality that is not one of
violence and strife. Callings are a warriors non-combat aptitudes and
skills.
You gain 1 Calling at character creation, then 1 more every time
you rise in Prestige Tier
BLACKSMIT
You are a panday, a smith, who worked the forge, smithing
weapons and jewelry and what have you to get by.
Gain a Conviction Token when you… hurt the feelings of someone you
care about due to your craft.
Calling Ability: You gain the Portable Gusali warband property
WARRIO
You have been trained by warriors and swordsmen. All your life
you know how to ght
Gain a Conviction Token when you… hurt someone you love.
Calling Ability: Spend 1 Conviction Token to win in one-on-one
duels against non-datu warriors.
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MEDIUM PRENTIC
You are an alabay. Alabay are the apprentices to the balyan, the
spirit-mediums and priestesses of most of the spiritual religions in
The Sword Isles.
Gain a Conviction Token when you… follow the ancestors and gods
instead of your friends.
Calling Ability: Once per Session, spend a Conviction Token to
with the gods and ancestors and ask them a single question. They will
answer, truthfully
COO
You know how to cook a good meal, whether it be rice cakes,
seasoned sh, or delicious seared chicken
Gain a Conviction Token when you… take a moment to cook for
someone you care about.
Calling Ability: You gain the Stove warband property
HEALE
You are a healer, a mender of wounds, practitioner of traditional
healing practices. The usual image of healers is a white-robed person
with a basket of wooden cups, hot water, herbs, and needles
Gain a Conviction Token when you… force someone you love to not
do anything reckless so that you can heal them.
Calling Ability: You gain the Tambal Tool warband property.
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SPIRIT-TOUCHE
You have been touched by those inhuman. Whether it be from
birth or from an encounter with a diwata or a yawa, you are different
now. Physically speaking, something about you has changed: your
eyes have weird coloring, your hair might be stark white, what is it
Gain a Conviction Token when… your strange features become a
detriment to you, causing people to doubt you or fear you.
Calling Ability: Outside of combat, 1/Session, spend a
Conviction Token to do something that seemingly bends the rules of
nature
ATUBANG
You are an atubang of a Datu or a leader, their chief minister and
counselor. You carried their bamboo scrolls and copperplate
inscriptions and made sure all things were accounted for.
Gain a Conviction Token when… your being a spokesperson gets you
or those you love in trouble.
Calling Ability: You have almost perfect memory of things, and
always have something to write on. 1/Session, whenever someone
asks you for information or help, spend a Conviction Token to give
the best advice possible
MANGKUKULAM
You practice the “dark arts”, the witcheries. You know the
answers to questions others would not dare ask. Your knowledge in
witchcraft help your violent duties
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RELIGIOUS MA
Siyak, Pandita, or Balyan. You are a religious man of your faith,
whether it be of the Ashen Star, the Langitnon, Hiyang, or the Moon
Faith.
Gain a Conviction Token when… Your intense faith causes you to get
into bad blood with people you care for.
Calling Ability: You follow the tenets of your faith, but especially
one de ned by you. De ne a single tenet in a single sentence (ie. “All
blackened soil is evil”, etc.). Spend a Conviction Token to let all those
that can hear you believe the tenet until the next dawn
VAGABOND
You are a traveler, unattached to no polity or state, and serving no
leader unless you were turned into a bihag. You are well-versed in a
vast variety of cultures, as well as speaking with almost anyone.
Gain a Conviction Token when… someone you don’t remember
recognizes you.
Calling Ability: You know a lot of things because of your travels.
Once per Session, when you encounter a foreign object or concept,
spend a Conviction Token to to say that you know what that is
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ROYALTY
You are true royalty, directly related to a Datu, considered
kedatuan. You are versed in the arts of royalty, politics, guile, and the
way of the court. You are considered one of the Ruling Class
Gain a Conviction Token when… your let your class privilege get the
best of you, to the detriment of those around you.
Calling Ability: At any social interaction, you are always going to
be one of the best well-dressed and most attractive. Most people will
listen to you, and 1/Session you can spend a Conviction Token to
order one of the lower classes to do something for you, and they will
obey
SERVAN
You were a servant that worked in the house of your master. You
owned no property, and all your possessions belonged to your master,
although it was your master that clothed you and housed you and
kept you safe. You know all household chores, your hands and feet
calloused from years of work.
Gain a Conviction Token when you… go out of your way to do
something in service for someone you care about.
Calling Ability: Spend a Conviction Token to perform something
you were tasked to do with ying colors
GIRIBAS
You are a translator that interpreted words and facilitated trade
between sina and tawo. You are knowledgeable in cultures not your
own, and have a good grasp of languages that not even you speak
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BILANGGOWA
You are a part of the datu’s sandig, the ones that helped the datu
as their close aide. As a bilanggowan, you function as a sheriff, and
you have your own house that works as a sort of prison for
wrongdoers, called a bilanggo.
Gain a Conviction Token when… your justice blinds you to the truth
and to your loved ones.
Calling Ability: You mete out justice. Whenever you punish
someone for breaking a particular law, even if they be from the ruling
class, spend a Conviction Token to immediately bring them to light,
1/Session. Law in The Sword Isles is not too different from modern law:
adultery and stealing are punished (with grievousness depending on the
culture), killing a datu is punished with immediate death as well, and so is
slighting a datu or disrespecting someone of the ruling class. Not honoring debts
can incur death penalties as well, and sometimes some places punish witchcraft.
It changes from culture to culture
PARAAWI
You are a professional singer and poet that sang dirges in funerals
and epics in feasts, for several nights on end. You might be known,
far and wide, or you might be a relatively household name.
Gain a Conviction Token when… you sing songs dedicated to those
important to you.
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FARME
You are a peasant that tilled the elds, with working to pay off
your tributes. Or maybe you own your own farming swidden or have
an island to yourself that you cultivate relentlessly
Gain a Conviction Token when… you busy yourself working with
ora and fauna, and give yourself to the elds.
Calling Ability: Gain the Farming Tools warband property
ORANGKAY
You are a rich person, merchant royalty. You are part of a petty
nobility that is nobility due to money and not by blood. You might
have your own wares, maybe even your own boat that lets you carry
your merchandise
Gain a Conviction Token when… you bribe others with wealth and
expect them to accept.
Calling Ability: When you Ply the Market, spend a Conviction
Token to immediately gain a 7+ result
WISE MA
You were a wise man, a sage, a teacher, and a counselor for your
settlement. Those that need your counsel ask for you, and depend on
your knowledge and wisdom.
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Gain a Conviction Token when… you give advice that you yourself
are not sure of.
Calling Ability: Your advice is sharp. Spend 1 Conviction Token
when you’re giving advice to give the best possible advice at that
moment
HUNTE
You go into the forest, with your knowledge of nature and your
skill in creating traps to capture all kinds of game, from wild boars to
civet cats. You use little arbalests to skewer rats, thick blades to chop
through underbrush and cut down bamboo, and create pits to skewer
down larger game. You always begin a hunt with an offering to the
forest’s diwata, and then end the hunt by giving a portion of your
game to the forest’s diwata.
Gain a Conviction Token when… you hunt something down that
you’ve never hunted down before.
Calling Ability: You gain the Hunting Trap warband property
FISHE
You are a consummate sherman, using a variety of equipment
such as large shing nets, barbed shing harpoons, tridents, and the
regular bait and line. You never forget to make an offering to the
diwata of the seas
Gain a Conviction Token when… you spend too much time in the
water, or shing in general.
Calling Ability: You gain the Fishing Harpoon warband
property
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POTTE
Your skill shines through: you create pottery that has intricately
engraved designs and harder than most imports. Using the paddle-
and-anvil technique, you create items that your settlement can be
proud of
Gain a Conviction Token when… you offer one of your crafted pots
and jars to someone you care about.
Calling Ability: When you nd potsherds, you would know how
they were made. 1/Session, spend a Conviction Token to bring out a
jarlet that you’ve made, which can carry and preserve small items
(nothing larger than a medium sized coconut)
BOATWRIGH
You are a shipbuilder, and a damn good one at that. Many datu
see you out for your expertise, and they are smart in doing so. Your
knowledge of shipbuilding extends even to knowledge of the sea, the
winds, and the winding river paths of islands
Gain a Conviction Token when… you pretty up your boat, or craft
someone you care about a boat.
Calling Ability: Gain the Boat warband property
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INTERESTING EVENTS
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the encounter, other than that they left you with a physical
marking. What is it
8. You saw a diwata in the forest in the form of a great deer
with horns sprouting up like great branches. It ed when it saw
you. Do you still seek it? You haven’t seen a diwata since. Not that
you can’t see them, it’s just that you’re unlucky. Or so you believe
9. You died. Or so you thought. You were brought back from
the brink by a balyan’s pag-uli ritual and now are indebted to
them. Who are they? Are they still alive? Have you paid your debt
to them
10.You were sent out on an important mission from your Datu
once. It caused you to lose a part of you, like an arm or a leg.
However, your Datu awarded with you with recognition that you
deserved
11.You violated a major rule in your polity and now you’re
being hunted down by that polity’s Kadungganan. Are you still
being hunted down? Have you suffered the punishment for your
transgression
12.You were raised in a farming settlement deep into the
plains of Rusunuga. All your life, you saw giant dragons tying in
the clouds and warriors ghting in the elds. Eventually, you left
your farming settlement, but this was a decision you’ve since
learned to regret. Why
13.You fell in love with a diwata. Who was the diwata? What
did you do to earn their trust? Did they love you back? What has
happened now
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34.War has led you at odds with a childhood friend. Who were
they? Why are they against you now? Do you still know them
35.You’ve been chased by yawa before, but someone saved
you from them. Who was it? Do you still know them? How do you
look at them now
36.A powerful datu has blasphemed your name and station.
Did you ght back? What were the consequences? What
happened to the Datu
37.You were the apprentice of a blacksmith, but someone
killed your master, forcing you to wander alone. Did you know
who killed them
38.When you were a child, you were given a vision of the
gods. How did this scar you? What lesson did you unlearn
39.Your body is not your own. Your four-part soul inhabits the
body of another. A balyan performed spiritual surgery upon you.
Do you look for your past body, still
40.You have Yawa-taint upon your hand. Hide it. You got it
after a yawa tried to kill you while walking down Ananara’s
streets. Will you look for a way to x it? You hear voices in your
head
41.You were swindled before by an Akai Sultanate orangkaya,
who went away with all your gold before. Do you still look for
them? Do you want your shit back
42. You were trained in one of the various martial arts schools
that pock the great metropoles of The Sword Isles. What did you
train in? What was the worst lesson you learned
43.Angels came and destroyed your village. What happened
next
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COMBAT STATS
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TRAITS
Traits are little descriptors and quirks about your Kadungganan,
things that make them unique. These can be anything, as long as it
makes sense in the setting, tone, and mood of your game. Traits can
be used to affect the narrative by using Conviction Tokens. For
example, someone with the “Shy” trait might gain a Conviction
Token by being too shy for their own good, missing important events.
However, that person can also spend a Conviction Token to use Shy
to their advantage: they become terribly great at hiding from things
Traits are only innate things, personalities and quirks, not
descriptions of what they do or their living, which is covered by
Callings, which are more tied to the setting
When you invoke a Trait to spend a Conviction Token, mark
that Trait. You cannot use that Trait again in that way for the
session
Here are some example Traits: Active, Agreeable, Ambitious, Athletic,
Audacious, Authoritarian, Charismatic, Cheap, Corruptible, Courageous,
Courteous, Cruel, Daring, Dedicated, Destructive, Devious, Dull, Entitled,
Envious, Erratic, Extremist, Finicky, Flexible, Friendly, Good Listener,
Graceless, Greedy, Hardworking, Ignorant, Imaginative, Immature,
Impatient, Incorruptible, Interesting, Intuitive, Moral, Neat, Observant,
Oppressive, Patient, Peaceful, Perfectionist, Petty, Playful, Principled,
Procrastinator, Rebellious, Self-Reliant, Slacker, Sweet, Troublemaker,
Unstable, Untrustworthy, Vain, Warm
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DISCIPLINES
HISTORY
All Disciplines arise out of the need for violence and combat.
Thus, they all take inspiration from the rst Martial Art, known
among the isles as Asdang. Although now known commonly as
simply "hand-to-hand combat", the Art of Asdang was in truth also
the original martial art, learned by the Malaong Paraawit
Diwatarani Pitti Dewasaya, which translates to Ancient Poet Deity
Queen Pitti Dewasaya. The story goes as follows, as presented in Sri
Saisthva's "Usakayukotnga Hilo Sutla", the One Thousand Thread
Sutla
1 - One day, after having gone over to a nearby river to bathe in the
holy waters of Bukid Majaas, Malaong Paraawit Diwata Pitti
Dewasaya watched as a six-armed monkey fought off a giant crowned-
eagle
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2 - It seemed like a dance, leaping from bamboo to bamboo,
parrying while in mid air, parrying in mid-strike, no movement
wasted
3 - Pitti Dewasaya learned much from this, encounter, and she
traveled further upstream after the monkey successfully broke the
eagle's wing
4 - Moving up the river, to a small waterfall, she found a strange
oating water lily amidst the cascade. Amused by it, she picked up a
rock and threw it at the lily, but the lily simply moved to the side
5 - Bemused still, she decided to cast her magic upon it. However, her
invisible lance of force did not do much to the lily, which only moved
away even more, before eventually returning to its original spot as the
water displacement receded
6 - Finally, now irked, she summoned her one millions krises and
went over to it and struck it one million times
7 - No matter how hard she tried, she could not sunder the lily, and
thus she pondered upon the lily's teachings
8 - Enlightenment came when Indira Suga, The Mother Sun, looked
up at her from atop the water lily. With a smile, he spoke her
revelation: 'the soft overcomes the hard'
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DISCIPLINE FUNDAMENTALS
Each Discipline has a particular Discipline Fundamentals that
only they can use, the elemental blocks of their particular martial art.
A Baril Witch shoots from their loaded stance, a War Balyan is
intimate with a particular holy power. Feeding into the gameplay of
your Discipline Mechanic, which is almost always dictated by that
Discipline’s Style, is a sure way to both have fun with the game as
well as to be ef cient and effective in battle
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MASTERY
Each Discipline has Mastery as well, which is proof that you have
gone above and beyond and perfected that Discipline. The Mastery
has additional mechanics and effects, making the Discipline stronger.
You unlock your Mastery once you have all the Technicks from
that Discipline. Like with Fundamentals, you can only bene t from
Mastery while you’re in that Discipline that you’ve Mastered
INFLICT VIOLENCE
This is what you’re made for, Kadungganan
In ict Violence is the basic form of attack in Gubat Banwa.
However, each Discipline has a unique form of In ict Violence that
only they can do. These are their martial art attacks and abilities
Each Discipline starts with two In ict Violences, which you can
choose whenever you get the chance to use In ict Violence.
FORBIDDEN TECHNICKS
Each Discipline has a Forbidden Technick that only that
Discipline can use. Forbidden Technicks are so called because they
demand the favor of the ancestors and a willingness to give it all.
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MOUNTS
Some Disciplines have Features that let you ride Mounts. You
have that Mount as long as that’s your Discipline, even outside of
combat
When riding a Mount, if you are Knocked Prone or Juggled, you
must make a save. On a fail, you fall into a space adjacent to the
mount. You can get back on your Mount once adjacent to it with a
Flourish, even if you are Prone. If you do, you are no longer prone
When you are pushed off of your Mount, the Mount can be
damaged. They have Mettle equal to 20 + your Breath. If the Mount
is killed, you must look for another one where it is ctionally feasible
to, usually during a Rest
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TECHNICKS
Disciplines each have 4 Technicks. Technicks are exactly that:
combat techniques that let you bleed and in ict violence more
effectively.
During Character Creation, you choose 1 Technick from your
chosen Discipline. When you read a Technick, the order in which
they are written is the order in which you apply the effects.
Technicks are affected by Debuffs unless otherwise noted. If a
Technick lets you move 3 spaces, but you are Immobilized, you
cannot move that 3 spaces
Technicks are inherently combat moves. However, you can use a
Technick outside of combat if it applies. You can only use a Technick
in this manner once per scene
Each Technick is a bespoke mechanical widget. All the mechanics
and rules needed about the Technick will most likely be within the
Technick itself. If a Technick in icts damage, it will say what the
damage dice rolled will be
TECHNICK TAG
Each Technick will have a tag attached to them, customizing and
changing the nature of a Technick. There are 14 of these. They are as
follows
• Charge X: You can only use a Technick with this tag X times
until you need to Rest to recover all charges
• Concentration: When you use this Technick, the effect happens
at the end of the round. You cannot use a Technick with this tag if
you are the last activation for your side for the round
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CHOOSING A DISCIPLINE
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STATEHOO
One thing to note is that these Mandalas have differing modes of
de nitions of states.
However, they are all in one way or another, mandalas. Mandala
is a political model that describes the patterns of diffuse political
power, wherein local power was more important than central
leadership. It is similar to how states were linked in suzerain-
tributary relationships. Each polity within a Mandala would be
obligated to follow those higher than them, but they are more or less
their own political unit as well
In general each political unit that has more than one Datu within
them is known as a Banwa. A single Datu’s village is a haop
Among the ve main Mandalas, each one de nes it differently
● For the Lakanate, their state is more or less the conventional
de nition of the state, de ned by xed borders and
bureaucracy. However, local power is still important here, and
each local ruler still answers to the Lakan with a certain amount
of autonomy
● The Sultanate operates similarly to the Lakanate, with all the
islands under the Sultana being part of the Sultanate, and with
Datu all being vassals of the Sultana
● For the Rajahnate, it constitutes more of a mandala: the
power is de ned by its center, the settlement at the center of the
Rajahnate, and all settlements around it pay tribute to the
Rajahnate, those further from the Rajahnate’s center settlement
paying less or even not choosing to be a part of the Rajahnate at
all, and only choosing to be associated with the Rajahnate to
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facilitate trade and to create kin ties for the Rajahnate’s help
when defending against the Lakanate’s expansion
● The Confederation is even looser than the Rajahnate,
although all the Confederation answers to the Five Elders that
stay in the Five Grand Banwa upon the peninsula of Pumirang,
whereupon they live around the Holy Mountain of Apu
● The Nation of Ba-e works similarly to the Rajahnate, with
datu answering to the Sangpamegat, in the city of Ba-e
There are Five Major Mandala that have the biggest sway in the
future of the Archipelago, who have the largest armies and ghting
forces, and are the most proactive in the wars within the islands: The
Lakanate of Virbanwa, The Rajahnate of Gatusan, The
Confederation of Apumbukid, The Sultanate of Akai, and The
Nation of Ba-e
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DISCIPLINES OF VIRBANW
Virbanwan Disciplines tend to believe in the power of numbers.
They work best when they are marching in step with others, as
conformity is hammered into their souls. Virbanwan Disciplines are
built with the express goal of working in step with others, so that
dominion may be achieved
● Baril Witch [BRW]. A Gunwitch that specializes in
pressuring areas with repower. A keen-eyed sharpshooter with
a strange occult knowledge and skill to guide the hand of their
bullets. They hamper and damage through the use of their
ability to reload their arquebuses and intlocks, and fuse their
bullets with elemental energy
● Bladeweaver [BLW]. An ironwood and silk clad warrior-
sorcerer that quicken allies, moves others, sharpens their blades,
and extends their range by using their soul to control their
weapons without having to touch them. They harness mentala,
ancient and magical formulas written on bamboo scrolls and
then memorized, and then uttered, which enchant their
swordplay and lets them achieve sorcerous enlightenment
● Murderglave [MGL]. A melee magick warrior that sacri ces
themselves to protect their allies. Their style is brutal. A warrior
taught in the ways of the ancient timawa of Mahadiwa Kalakatri
Duumanun, the Goddess of Murder. With your Kinaadman, you
harness your passions and turn them into constructs and
weapons of darkness, giving yourself wholly to your cause of
protecting others
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DISCIPLINES OF GATUSA
Gatusan Disciplines are built with violence and speed in mind.
They are warriors that split the sea. As much as possible, Disciplines
that can survive in the undulations of the waves arise and thrive in
Gatusan
● Buwaya Lancer [BWL]. Warriors that ride in upon mighty
giant crocodiles steeds to change the battle eld. They and their
buwaya stand upon the battle eld like a rock, barring
movement, locking down those that dare move away from them,
and controlling the space that is theirs, as the river lords that
they are
● Kawal [KWL]. A frontline warrior that specializes in staying
in the front and never moving, close combat control, and
preventing attacks. Garbed head to toe in armor-raiment of the
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water buffalo, they are charged to protect the isles with their
shield, weapon, and tenacity. And they will hold the line.
● Mangangayaw [MYW]. Raiders and ghters that scour the
seas and raid other war ships and shoreline settlements without
fear or reservation. They ght to maintain a raiding high, a thrill
that carries them to perform better, stronger, quicker
● Sword-Poet [SWB]. A mid-range defender that protects
allies by being supremely mobile, moving upon the winds of
their songs, as well as manipulating the movements of foes. A
warrior who ghts with peerless weapon dancing and weeping
verses and song to twist and wrench the souls of those that
would in ict violence
● War Balyan [WRB]. A spirit medium that provides healing
and buf ng with Idols and the power of the gods. Trained to
ght in spiritual violence for this neverending war. They
specialize in offering healing and strengthening incantations and
spirits
DISCIPLINES OF APUMBUKI
Apumbukid Disciplines are concerned with stewardship and
protection. They were of course, built with the protection of holy
places in mind. Their might is in the spiritual, in what is purely
natural. Their Disciplines typically have good relations with the gods
● Death Dancer [DED]. Hypocritical Warrior Monks that
have eschewed weapons to become hypocrisy incarnate: one
who uses the strength gleaned from Hiyang to kill. They have
mastered themselves and have become one with nature, reaching
levels of enlightenment impossible for others, but has eschewed
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DISCIPLINES OF AKA
Akai Disciplines train with conquest and domination at their
heart. They are faithful, and their Disciplines re ect their
steadfastness and hunger for control
● Ayam Hunter [AYH]. A hunter who hunts with a pack of
feral hunting witch dogs known as ayam, who can climb trees
with their razor sharp claws and shed them to keep them
eversharp. Using a variety of traps, nets, and pits to capture
your prey, the ayam hunter never lets go of the enemy
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DISCIPLINES OF BA-
Ba-e Disciplines are, just like the Nation they hail from, eccentric
and subversive. Despite being the oldest of the Major Mandalas, they
also are the ones that invent new ways of seeing the world, new
names for natural sciences. Past and future, it belongs to them. They
puncture holes in Hiyang and nd new ways to express their
enlightenment
● Flower Necromancer [FLN]. A ower-witch that uses the
sampaguita, the death jasmine, to converse with the dead and
animate corpses of enemies
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THE LAKANATE OF VIRBANWA
A priest, a sonat, walks out of an Earthquake baroque
cathedral. Doves utter in every direction. He is wrapped in
three layers of silk: a robe, a jacket, and then a scarf. The
robes of a sonat. He wraps his pudong-pudog around his
forehead and it bears the seven-pointed star of his religion: the
belief in Makakagahum and all His angels
A peasant nishes his early morningroutine and walks back to
the inner village, offering a portion of his meal to the marble
statue of an angel. He then goes and drinks with his friends
As they eat, a party of armored men: dressed in abaca ber
undershirts and bamboo breastplates, riding upon tall and
noble sarimanok, saunter into town. They give a quick
offering to the church, before walking down to an inn to nd
some rest
A young girl runs up to one of them as they removed their
moriones helmet. “Can I be like you, some day?
“You want to be a bayani like us? Then youhave to believe in
Makakagahum and thepower that he can grant us all.” The
bayani smiles. He is buff, wide-set, and wearing a large textile
scarf around his shoulders like a cloak. “Then you have to
show your Datu that you are worthy of becoming one.
“I will!
“O, Huwana, come here dear!” And an elderly woman,
wearing a simple darkundyed gray robe pulls the young girl
back to her. “O, most gracious and valiant bayani, thank you.
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chance to write of cial government history texts that exalted
Virbanwa’s cherry-picked best qualities, and ignored everything else.
In this practice of nation-building, they exalted themselves,
conveniently leaving out all help gotten from the other Mandalas
during the Lakanate Conspiracy against Issohappa. Save for Sonyoh,
as they have deep ties with Sonyoh. But they would never admit that
there is any mandala within The Sword Isles that is greater than
them
The Lakanate’s power stretches from the shore city of Ananara
and conquered the river kingdoms of Lontok, all the way up to the
lake of Ba-e, where they contend the lake to this day with the nation
of Ba-e. They have also conquered polities in the far south island
chain with Vetani, as well as the far west island of Namwaran and
Ramasa
Most tawo of the Lakanate follow the rule of the Batara Lakan,
currently Huwan Rekno. They pay fealty to him, and the Lakanate
functions very closely to a classic monarchy.
Kadungganan of the Lakanate follow after Huwan Rekno, and
while are treated like knights of their own right, are expected to
travel to the Huwan’s side when expected
Lakanate Tawo are born with immediate knowledge of their faith,
the Sampalataya. Also known as the faith in the Ashen Star, they
follow the belief that Makagagahum, the Almighty, created the earth
from nothingness, and in the far future They will return as the
Maitresiya, the Final Prophet, and bring about the Milennium
Kingdom in the Land Above the Sky
Materially, they have taken upon the innovations of the
Issohappans: they now wear kalsones balones, or balloon pants, more
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than bahag, and they have adopted the wearing of wooden clogs and
slippers more often than not. Some of the richer ones even have
access to leather boots and silk socks
Growing up, Lakanate Tawo have access to military monasteries,
where they are taught the natural philosophies. The most important
thing taught here is the sovereignty of the Lakanate over the
Archipelago.
It is drilled in very early into the young Lakanate tawo’s soul that
the Lakanate, by virtue of being the chosen people of Makagagahum
and having been able to “repel” the conquest of the “more powerful”
Issohappa. The truth of this was that it was more like all of the states
in The Sword Isles chipping in to help repel the invaders, with some
help from Sonyoh
The Lakanate thus believe that the Rajahnate, Confederation, and
Sultanate are all heathens that must be brought into the Lakanate’s
embrace. They are wrong, of course, but this fuels the Lakanate’s
imperialist ambitions, and it has thus begun its inevitable march into
the rest of The Sword Isles
The honori cs Ginoo for males and Binibini for females is used
when deference must be taken
Lakanate Nobles are known as Maginoo, and usually own land
and rule over swathes of peasant in addition to their own debtors.
Nobles of the Lakanate are expected to keep being nobles, and are
taught in the more advanced knowledges, given manuscripts and
exams by their parawali to pore over
Nobles are expected to be subservient to the Datu and know the
ways of the Golden Web Tapestry, the code of conduct and political
framework among nobles, an intricate and complex web of manners
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and right speech, which “sets them apart from those of the lower
classes”.
Many nobles become warriors, Kadungganan, but also priests and
spiritual leaders. Some nobles can become Datu, if they wish, by
leaving the settlement with their own wealth and following. It is their
privilege to be able to go into any occupation that they wish
In the Lakanate, there are two kinds of Freemen: the timawa,
who are freemen that can choose who they serve and have their own
businesses, and the bayani, who are the Kadungganan who ght for a
Datu that they choose. Bayani make their livelihood through
engaging in wars and raids with the Datu that they serve
Slaves are called the same here as in any other settlement. They
are treated more or less the same, although the Batara Lakan has a
large crew of debtors that work for him as his personal attendants, as
royal chefs and butlers and all the more
NOTEWORTHY PERSON
Mandala Head: Batara Lakan Huwan Rekno. The current
Batara Lakan is a man named Huwan Rekno, who is directly related
to Lakan Lubu. He is said to be a noble man, wearing a cape and
leather boots at all times, mixing it with his bahag and baro get up
whenever he descends upon the world
When he must present himself as he truly is: the manifestation of
Makagagahum upon the earth, he is like a saint that has fallen upon
the world. It is said that around his neck oats a halo of thorns,
which is said to signify the world upon his shoulders as he performs
penance of trying to unite the islands.
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He wears a gigantic crown fashioned like a halo of ames, with
four cardinal points depicting a crocodile, a dog, a serpent, and an
eagle. This crown burns from behind his head, like a bon re of his
duty
His gown is not made of cloth, but rather, of stone feathers
plucked from slain angel wings, those too weak to properly protect
Makagagahum’s chosen. The stone wings wrap around him, ivory
and marble-like, and his face is in a perpetual pained countenance
On top of his stone gown, he wears a veil of burgeoning silk made
from the souls of the damned that he failed to save, which he keeps to
constantly remind him of his failures, of the failures of past kings, and
those that they can yet save. The souls wail
His feet never touch the oor. Whenever his feet touch the earth,
the halo digs spears into his neck. He oats with the strength of his
faith. May Makagagahum be blessed
His skin is pale, as if he is dead, and his eyes are scintillating
iridescent. His hand can kill and revive with a word. When he is
forced to ght, he makes heaven descend upon his foes
A testament to his sacri ce as the leader of this burgeoning new
Empire. He speaks slow and without menace. However, his
kabalyeros and Kadungganan are ercely loyal to him
Mahasenapati Akuna Salamangka. The head warlord directly
below Batara Lakan, who also acts as his right hand man. Or woman.
Akuna Salamangka was born as binukot to Datu Bigiris, of Put’wan,
as Himaya. When Huwan Rekno saw her beauty, he sought to make
her his new sandil, or concubine. However this was forbidden in
their new faith, and so he settled for making Akuna his
Mahasenapati, or Great Warlord. She has since began burgeoning
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NOTEWORTHY POLITIE
Ananara is the crown city of the Lakanate, where the current
Batara Lakan, Lakan Huwan Rekno, and the royal family live,
ordained as divine ruler by the Mahapari (greatest priest), currently
Yesidru. Ananara is the largest metropole in all of The Sword Isles,
owing to its long history as being the eventual descendant of the
ancient grand chiefdom of Tundun. It is structured like a wheel, with
all roads being the spokes, and the Broken Bone Cathedral Palace
being the hub. Near the hub, all buildings are made of bloodstone,
created from the coagulated and then mined blood of killed Pale
Kings. In random areas of the city, the ancient Angel Machines
powered by Pale King blood have been colonized and repurposed
into apartment complexes. Important due to the ever increasing trade
and population brought about by domestic and international trade.
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Port trade is lively here, and the people here really do believe that
Virbanwa is the most powerful of the polities. All people here usually
wear silk jackets, balloon pants, and simple wooden sandals
(paruka).
Barangay Lagusnilad. A large village by the Nilad River, upriver
from Ananara itself. Known best for their yearly penitents, who ay
themselves in emulation of the First Gahumnon, to strip themselves
of their sin. Lagusnilad is also well known for being right beside
fertile rice plains, and is the farming capital in the region. It is
common for them to seek help from Kadungganan to deal with
monsters in their eld, or to help them appease a dragon. They are
the constant subject of raids from the banwa of Sinuku, who ghts
back against the sovereignty of Virbanwa. They are led by Datu
Sedero, a well known merchant warrior and penitent, who wants to
put an end to those Sinuku upstarts
Pinangilan. A barangay to the north of Virbanwa, it deals in
raiding traveling merchant ships that disembark or dock at Ba-e.
They are in constant war with Ba-e because of this. Their Datu, Datu
Yukul, has been stealing weaponry from Baikhan and Naksuwarga
shipments to better their weaponry. Some say they are readying an
attack against Ba-e. One that can destabilize both Virbanwa and Ba-
e, leading to a destructive con ict
Gibankaw. On the northeastern tip of Ramasa, right below the
Virbanwa conquered island of Rusunuga. They have adopted the
Virbanwan Faith in the Ashen Star, and have converted their bamboo
palaces and wooden spirit houses to churches and citadels. They are
most well known for their sarimanok knights, their greatest cavaliers,
which the Datu himself, Datu Isiran, trains. They have nurtured the
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greatest warriors and Sentinel in the isles. Now part of the
Virbanwan Lakanate, they weather raids from the Rajahnate who
seek to reclaim their manpower from the Lakanate. They also are
locked in constant raiding with the polity of Ibalong to their east,
whereupon they have to make sure to sail around other islands to try
and not sail past waters where Ibalongan might sail
Vetani. A village far south, where the wind is far colder and
faster. Here ancient citadels known as idyang have been built by the
natives. Their limestone houses and hill castles have since been
adapted by Virbanwa to create sturdier, stone-based constructs,
houses, castles, and churches, even as they subsume and incorporate
Vetani to their kingdom. In Vetani, the nal stages of the training of a
Virbanwan Kadungganan, known as a bayani, are held, where they
must rst prove themselves worthy in the Monastery of Ash and
Tears, and then they must weather the environment and face the
roving warbands of either Issohappans or raid the ships of Baik Hu
trading vessels to the far south. Vetani is headed by the Priest-Datu
Pari Siman Damasku, who always begins harvesting seasons with
sermons, and believes that as long as they are faithful to Lakan
Rekno, no harm will come to them. However, the expansionist
empire of Iyamat has begun to creep north, into the Southern Tip
Islands, whereupon Vetani lies
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VIRBANWAN DISCIPLINES
The following are the Disciplines born from Virbanwa
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BARIL WITCH [BRW
“The First Teaching of Gun is this: No amount of running can
save you. Pay fealty, and prostrate yourself upon the bullet throne
of Balahari Gilusot.
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If you choose to become a Baril Witch, ask yourself why you have
taken up secret knowledge only to in ict violence. Why do you use
your knowledge and power to in ict violence? Why have you picked
up the gun?
No blood on your gun; it is the bullets and sorcery that kill. Did
you pick up the gun out of necessity or out of cowardice
Baril Witches arose from the ranks of the Lakanate after the
witches of the wood were given the chance to serve the Lakan and be
treated as nobility if they helped with the war efforts against
Issohappa. A large contingent agreed, but other witches disagreed,
going off to ght Issohappa on the sides of the Rajahnate or
Apumbukid. Those that joined the Lakanate were given the moniker
of “Star-knelt”, for they knelt to the power of the Ashen Star. Thus,
there is a tradition among the more conventional witches in
Rusunuga to spite or even pity baril witches
The Star-knelt worked with these guns to create the Gun God
Engraves, which gave rise to Baril Witches. Baril Witches are chosen
from an early age, usually those who have aptitude to sorcery. Thus,
many baril witches in the ranks of the Lakanate are not too happy
with their forced setup. Baril Witches have since spread across the
archipelago, with the other notable creator of baril witches being the
Akai Sultanate, who harness moondust to strengthen their guns
The Baril Witch Martial Art is known as Blasphemous Bullet
Style
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You have peerless control of your gun, surpassing the limits of matchlock,
intlock, and arquebus. Through your skill, you bond with a diwata that has
arisen from your gun.
1/round, whenever you Stride your full Speed or as a Flourish,
you may load your gun, giving yourself the Loaded Stance. The Loaded
Stance ends when you suffer damage or you consume it to use one of
the following effects, as a Flourish
Gun Spin. You spin your gun, unloading shots. You can deal at
piercing damage equal to your Tier to all foes in close blast 1
Ruby Rose. You overcharge your gun. You can re your gun, aiming
it at 1 space adjacent to you. You push yourself 5 spaces away from
that space in a straight line. You must move all spaces, but you
simply stop when you collide with terrain, you do not suffer damage
Juggle Gun. You shoot, discard, shoot, discard, multiple hands erupting
from your corpus. 1/scene, when you in ict violence while in Loaded
Stance, you may perform that same in ict violence to another foe in
range
Bewitched Bulle
You re a bullet that always nds its mark
Action * Mentala, Maneuver, Stead
1 unit | Range 2~
Effect: Deal 1 + Tier re damage. If the target is Juggled, they stay
Juggled on their next turn, they do not fall to the ground on the start
of their turn, but rather, on the turn after that
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Witch Clima
You send shots about you, butter ies disperse
Interrupt Reaction: The target makes a melee attack against
you * Mentala, Ritual, Maneuve
1 Unit | Adjacen
Effect: Deal 2 force damage to the target. Then, roll a d10. On a
7+, you cancel the attack against you, quickstep 1 space away, and
then knock the target prone
BULLET
You catch your breath, load your gun with a volatile spiritual malaise +
remedy bullet, and shoot yourself. The bullet stays there in your heart. When
you ourish away, you send a parasol of bullets blossoming in every direction
Flourish * Ritual, Mentala, Scen
Sel
Effect: Heal Breath. When you next Quickstep, immediately deal
1 + Tier Force damage at to all foes in close blast 2
When you learn all the Technicks of this Discipline, gain the
following…
BARIL
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Desecration Stance, as you impart the divine grace of your diwata upon
the battle eld. 777 arms carry 777 guns about you
Desecration Stance is just like Loaded Stance, but with the
following effects now available to you as a Flourish
Hail You, Full of Grace. You may consume the Desecration
Stance to immediately make a close blast 5 area attack against all
foes, dealing 1d6 re damage
Valley of Tears. 1/round, deal 1d4 soul damage immediately to a
target in range 10, ignoring height, line of sight and line of effect
Evening Meteor. You shoot an ally’s projectile into a new trajectory. 1/
round, while in the Desecration Stance, and you are targeted by a
ranged attack by an ally, you may spend an Interrupt Reaction to
de ect-shoot the projectile. You become the new origin space and
they can choose a new target for the ranged attack. If you are in
higher height, the attack bene ts from height bonuses
“Anything it takes,” the ancestors tell you. Anything it takes to win? You’ve
forged such an intimate connection with your GUN. “The gun is but a tool,”
BALAHARI GILUSOT tells you. “Do not get attached to beings that have
never been human. Fool, kill it! Kill it now! Before it realizes your soul and
shoots itself through you! A Gun Diwata is new and excited, and it does not
know yet its power. The power to level entire nations. Now KILL IT! Bask in
the bullet hell you’ve made, witch!
Action * Mentala, Ritual, Scene
All Units | The Battle eld
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Effect: You bring out the diwata of your gun and shoot it. The
spirit infuses the battle eld, and in its rage, explodes into a rework
of bullet patterns, resembling mandalas, lotuses, and owers. A
veritable bullet hell. Anytime a combatant of your choice moves
either voluntarily or involuntarily, they suffer 3 + your Tier piercing
at soul damage
You spin, unleashing bullets, and then utter the word for the passing of
days. Contort it with your spirituality. Time stops for the bullets, and at the
end of it all, reckoning.
Flourish * Mentala, Concentration, Taxin
1 foe | Range 2
Effect: Put out 2 bullets in range. Then, choose a foe in range 3 of
the bullets. The bullets will hit the foe at the end of the round if
they’re within range 3 of the bullets and there is a line of effect.
Each bullet deals 1d4 piercing at damage. Any unit that goes
into the space with a bullet suffers the damage and consumes that
bullet
WITCH EYE
The witch aims with a breath, letting their pohon surge through their
weapon. The diwata appears above the target
Flourish * Mentala, Ritua
1 foe | Range 4
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FIREBIRD LANTAKA
Among the Sinukuan, The Elder God of Fire and Lightning Suku takes
upon the form of a rebird, ravaging entire plains with a single swing of their
wing. You take this meditation and drink deep, and so does the diwata of your
gun
Action * Mentala, Perilou
All Units | Close Blast 3
Effect: You summon a lantaka cannon and make an area attack
against the target, dealing 1d6 re damage. Once you do, the lantaka
is upon the battle eld, becoming an interactable object in a space
adjacent to you. Any unit can pick this up as an Interact and then re
it to make the same Close Blast 3, 1d6 re damage area attack.
However, anyone who uses it in this way suffers damage equal to
their Breath
You inhale the sea brine and manifest it into your puhon. With another
breath, you grant it as a gift to the diwata of your gun. They accept it
wholeheartedly. Maybe too wholeheartedly. Why...
Action * Mentala, Taxing
All Foes | Close Wall 3
Effect: Make an area attack against the targets, dealing 1d4 water
damage. Then, the targets suffer the Slippery debuff: whenever they
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move or are moved, they must move 1 extra space in a direction that
you choose, which is counted as forced movement
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BLADEWEAVER [BLW
Bladeweavers are peerless sword-sorcerers, using their skill
with the sword and their mysterious kinaadman to strengthen
their slashes and manipulate the battle eld with ying swords,
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like the winds of a dragon. Through a seamless weaving of
enchantment and swordplay, they dominate the battle eld
The Bladeweavers are so called because the rst of them, a kawal,
or guardsman, of the City of Broken Idols named Palaliwah, learned
how to use mentala, spells that were written in the ancient Old
Matara language, the older form of the Matara lingua franca in the
isles. These writings, usually written upon bamboo and palm leaf
manuscripts with with Kasuratan, were to be uttered repeatedly like
a mantra by someone of volatile pohon, so that the spells may be cast.
Palaliwah began a loose order of Bladeweavers by teaching those
kawal that she could, those that had either inherently powerful pohon
or were eager to learn, and the teachings spread throughout the
Archipelago. Eventually, Palaliwah settled in the Lakanate, becoming
a right-hand counselor to the First Lakan. From then on, the royal
guard and the elite were taught in the Sword Sorceries. This proved
to have been the Lakanate’s largest asset in the Lakan Conspiracy, as
Bladeweavers could feign enlightenment to teleport great distances,
as well as protect themselves with both sword and sorcery. A
particular Bladeweaver named Maranan, the Leaf Dancing in
Cutting Fields, used this to steal Pale King intel from a galleon in the
middle of the night, and she fended off at least two Pale King elite
warriors to get the info back to the Lakanate. Unfortunately, she
disappeared into nothingness the next night.
The Bladeweavers are taught in swordsorcerer monasteries in
Rusunuga, although there are not a lot of them. In fact, the style has
ourished even more in the Rajahnate, where they combined the
magical formulas on mentala and mixed it with their impeccable
swordsmanship to enhance their raiding capabilities
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SWORDMASTERY
Mastery of the sword is much more than just mastery of the weapon. It is,
in fact, mastery of self, of tradition, of culture. It is the mastery of the principle
of cutting, like a rock, oneness with the nature of something. Achieve Hiyang
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through swordmastery. You are not a weapon to kill, but rather, a weapon to
cut away the brambles and tangles that bar you and your people from the
future
1/round, whenever you move into a space adjacent to a foe, gain 1
Swordmaster Die, which is a d6. You can only have up to 3. You can
spend the Swordmaster Die to do the following. You start with 0
Swordmaster Dice at the beginning of a scene
- Lunge. Before making a melee attack, you may spend X
Swordmaster Dice to quickstep X spaces.
- Long Arm Defense. If you are the target of a melee attack, you
may spend a Swordmaster Die to roll a d10. On a 7+, deal 1d6 force
damage and then quickstep 1 space before the attacker’s attack
against you is resolved. On a 6-, you suffer the attack as normal
- Enlightened Strike. When you deal damage with a melee
attack, you may spend any number of Swordmaster Dice to deal
that many Extra Damage
SINAWALI
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Your heart sings: your sword is oiled by the blood of your soul. All your
strikes will nd their way: this was taught to Bladeweavers by a traveling cat
who chopped trees with a single claw.
When you learn all the Technicks of this Discipline, gain the
following
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ENLIGHTENMENT MENTALA
Only reserved for the best of Bladeweavers. With the Mentala for
Enlightenment inscribed upon the air, you achieve a broken enlightenment.
Those that cannot handle the strength of this Mentala disappear forever. It has
happened before. Guro Sajavedra sought out the true answer, to slice the horizon
with his long arm. In doing so, he vanished, he disappeared, became one with the
Hiyang. Perhaps he has become a spirit of weapons, or a spirit of trying to
reach what is impossible.
Flourish * Mentala, Perilous, Opener
Sel
Effect: For the rest of the scene, you feign enlightenment. You
gain +3 Speed, +2 Range to all Melee Attacks, and when you Stride,
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you teleport. All your attacks gain Reliable 3. At every start of your
turn, gain 1 Swordmaster Die.
VOLATILE BLADE
You bow low and release your blade. To Guro Sajaveda, this is the ultimate
learning of his style. The battle eld becomes one space.
Flourish * Maneuver, Mentala, Scene, Summon
Sel
Effect: You let go of your weapon, and it oats about you, with a
soul of its own. Put down your weapon in a space adjacent to you. It
is a summon, but it doesn’t have its own turn. It acts through
Reactions. It can only do the following two things
- When a unit moves or leaves a space adjacent to the Volatile
Blade, it makes a melee attack and deals 1d4 force damage to the
target
- When an ally adjacent to the target is attacked, the Volatile
Blade may step in and attempt to parry the attack. Roll a d10: on a
7+, the attack is canceled against the ally, but the volatile blade is
expended. On a 6-, the attack goes as normal, but the volatile blade
is not expended.
The sacred ability of the Bladeweaver. With a quick utterance, their blade is
imbued with their pohon, and nothing will stand in their way. Heaven will be
cut, and hell shall be rent.
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STORM MENTALA
You ing your sword and it begins twirling into a bladed dance, creating a
eld of scorn, enchanting it with the storm mentala. A Bladeweaver tandem,
Dulog and Kimat, were known to have used this to overpower a single Pale King
general.
Action * Mentala, Field
All Spaces | Close Burst
Effect: The target area becomes a Storm Field until the end of
your next turn. You and all allies that move through, or start their
turn within, the Storm Field gain Hastened until the end of their next
turn. All foes within the Storm Field become Ripped. You can only
have 1 Storm Field in the battle eld at a time
Field: If a blast nisher is performed within the Storm Field, you
and all allies within the Field deal Strengthened damage on their next
attack. This dissipates the Storm Field.
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SAKMIT MENTALA
“I-It was like she was disappearing and then reappearing! She was a
shadow, no. Something quicker than the shadow. Lightning? Diri, the lightning
is too loud, too bright. No, she was the wind. She was the wind!”
Action * Mentala, Lunge Finisher
1 Unit | Range 2, ignores Height
Effect: Make a ranged attack against the target, dealing 1d4 wind
damage. And then teleport to a space adjacent to the target.
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MURDERGLAVE [MGL]
In the ancient past, the Suladnon of Murder Mahadiwa
Kalakatri Duumanun raised an order of warrior-monks whose
sole purpose was to use their passions and pain to protect those
around them. These revenant martyrs were called the Murderglave,
and only a scant few of them remain today. They have been stolen by
the Batara Lakan, the Suladnon of Murder turned into Saint Qali
Those that go through the training of the Karimlan are set out to
the middle of the forest or the sea, and taught to face their fears.
They must use their Kinaadman to harness their primal passions,
their primal emotions, and turn it into powerful sorcery that can
strengthen them against their heart. They understand the truth: pain,
fear, love, passion, regret… all these things are what makes a human.
And thus to embrace them all is the ultimate strength
They get their power from the Suladnon of Murder, the Diwata of
Sword Hell. The nal initiation of a Murderglave is being immersed
into a blood pond before an altar to Mahadiwa Kalakatri Duumanun.
Using this near-death experience, they come face to face with the
Mother of Ten Thousand Bloody Spears, and they become
transcendent
In their transcendence, they come to enlightenment. A petty
enlightenment, but still an enlightenment to be sure: that violence
should not be the end. This was obvious, they know, but they never
wished to admit it. It is like realizing that you are being stabbed in
the face by an enemy lance at the last second because you did not
bring your shield. Thus, the Murderglave’s passion is inherently
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PENITENCE
MURDEROUS RIVER
Glav
You slam your weapon into the enemy, and your passion clamps them to the
earth. Darkness builds
Action * Maneuver, Mentala, Lunge Finisher
1 Unit | Mele
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Passionate Edg
Your weapon burns with murderous scarlet intent, which you hurl at your
opponent
Action * Maneuver, Mentala, Combo
1 Unit | Close Line
Effect: Make an area attack, dealing 1d4 soul damage.
Combo: If the next attack against the target is a lunge nisher and
it deals damage, the target becomes Ripped.
Mahadiwa Kalakatri Duumanun has never been one for atonement. Only
when framed by the Ashen Star religion does she understand. In Virbanwa,
Mahadiwa Kalakatri Duumanun is known as Saint Qali, Patron of
Vengeance. She doesn’t like it herself.
Flourish * Ritual, Heal, Scene
Sel
Effect: Heal Breath. Consume all Debuffs upon you, healing an
additional 2 Mettle per Debuff consumed
You attain passion. In darkest night, in brightest day, you will only have
yourself
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You can now have up to 5 Pain during a scene. 1/scene, while you
are Battered, when you gain Pain while you already have 5 Pain, you
go into the Passionate Stance. Passionate Stance only lasts until the end
of your next turn. While in the Passionate Stance gain the following
bene ts
• You have +1 Armor
• You deal +1 extra damage
• All foes in close burst 4 of you treat you as the only valid
target
• All Fray damage you have you can choose to suffer instead
of saving against them. If you do, instead of suffering the
damage, you instead gain Barrier equal to the Fray damage,
which stacks.
• You cannot gain more Pain while in Passionate Stance
POSSESSION
Each Murderglave is told to bring with them a crystal, one which they can
pour their innermost darkness within. In darkest night, they may shatter it
upon their heart, and let their Passions burst forth. Blood spills from their
ori ces. Mahadiwa Kalakatri Duumanun arrives, and possesses them.
Flourish * Ritual, Stance, Opener, Perilous
Self
Effect: You sink into the blood and become an avatar of Mahadiwa
Kalakatri Duumanun. You sink into the Kalakatri Stance, which stacks
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with any other stance you have. You gain multiple hands, a demonic
visage, and tendrils of shadow and darkness bursting through you.
While in the Stance, all targets you attack gain Enmity toward
you until they deal damage to you. All your attacks gain +1 Extra
Damage, and you cannot be forcibly moved for any reason. For the
purposes of spending Pain, you are considered as having In nite
Pain. You lose the stance at the end of the scene or when you are
Crashed
As an Action, you can choose to become a Halaran, an altar of
worship. An Aspect of Mahadiwa Kalakatri Duumanun, one of the
666,666. You turn into her, become her. You are subsumed. Gone.
You ful ll the 57th Lesson of Mahadiwa Kalakatri Duumanun:
“unlearn my teachings and become a fool”: you bring all units in the
battle eld to 1 Mettle, and then you die. Kalakatri herself comes to
take you away
REGRETFUL RECKONING
You beckon with your heart burning with regret. To pull enemies to you is
the rst teaching of all Murderglaves.You must suffer the hurt, not them. Never
them.
Flourish * Ritual, Shot Finisher
1 Unit | Range
Effect: Pull the target 2 spaces. Deal 1 piercing soul damage.
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MURDERPRIEST’S CLEAVE
You have trained long and hard. Your heart is hardened, and you will
always sacri ce yourself. With your weapons, you will sunder the world.
Action * Maneuver, Blast Finisher
All foes | Close Blast
Effect: Make an area attack against the targets, dealing 1d4 soul
damage. All targets you hit gain Enmity to you until the end of your
next turn
FEARSOME WALL
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SPILL THE BLOOD
The nal passion is Love. To control love is to tame the entire human
condition. An impossibility. And still yet, you do it. And to do this, Mahadiwa
Kalakatri Duumanun’s priests and priestesses teach you the nal lesson: in the
bleakest of nights, in the bloodiest of battle elds, you will always have yourself.
For where else could you be? Who else could you love but you?
Flourish * Scene, Perilous, Summon
1 space | Adjacen
Effect: You summon an Umbral Clone, a manifestation of your
soul’s overwhelming Passion. The Umbral Clone is a Summon. At
every start of your turn, it will move 4 spaces and make a melee
attack at a foe, dealing 1d4+1 soul damage. If it cannot, it will simply
move and then end turn.
At every end of your turn, the Umbral Clone will suffer damage
equal to your Breath
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SENAPATI [SNP
Senapati means Warlord. Senapati are born and bred on the
battle eld, born from blood spilled and shed on the pook-
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Your mastery of the battle eld is apparent and well known. However, the
most important thing is actually your mastery of your allies. With the proper
maneuvers and training, you command the battle eld through the strength of
your bonds
Whenever you perform a Tactic, gain 1 Warlord Die, which is a d6,
to a maximum of 3. As a Flourish, you may spend a Warlord Die to
perform the following effects
- Assure. An ally in range 2’s next attack becomes Steady
- Mandate. An ally in range 2’s next attack becomes Strengthened
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“Charge!
You bellow a crocodile roar, and all your allies move forward.
Action * Maneuver, Comb
1 Unit | Range 2
Effect: Make a melee attack against the target, dealing 1d4 force
damage. Then, you and 1 ally adjacent to you may move 1 space,
ignoring reactions
Combo: If the next attack against the target is a lunge or shot
nisher, it deals +1 extra damage
“Now!
You blow your bodyong, signalling the attack.
Action * Tactic, Fiel
1 Ally | Range
Effect: The target may in ict violence
You show your allies that there is nothing to fear. With your sword raised
like a standard, you charge
Flourish * Scene, Heal, Tacti
Sel
Effect: Heal Breath. All allies in close burst 2 may move 2 spaces
without provoking reactions
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CONQUERING KING
Rajaraya Pintas was said to be the rst datu. He gathered the rst children
of man and waged war against the gods. The Conquering King killed all the
spirits in heaven, but did not anticipate the strength of all the demons in hell.
To commemorate the datu, his countenance was carved into the cloudstone in
heaven, turning his body into a giant walking armor, where demons and
guardian spirits dance and recreate in neutral ground
Action * Maneuver, Perilous, Tactic, Concentration
1 willing ally | Battle eld
Effect: You no longer take your turn as normal. Instead,
whenever the target takes its turn, you take your turn as well.
However whenever they suffer damage, you suffer the damage as
well. You can end the Edict with an Action. This lasts for the scene
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KILAT ORDER
The Warlord utters the word, and charges forward. Like lightning, one of
their allies moves through as well, and they strike a foe at the same time, like
twice-striking lightning. You command your allies to descend into a whirlwind
of steel, a combination attack, a meeting of sky and sea
Stride * Tactic, Taxing, Comb
1 Unit | Range 2
Effect: You and one other ally in range may move 3 spaces. You
can move through the target’s space. If both of you move through the
target’s space, the target suffers 1d4 at damage
Combo: When a lunge nisher or shot nisher is used against the
target and deals damage, it pushes them 3 spaces and knocks them
prone
DOMINEER
Command your allies to get going. Embolden your allies with words of
encouragement, or with harsh and rigid commands.
Flourish * Tacti
1 ally | Range 2
Effect: The target gains +1 extra damage on their next attack
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LAKSAMANA GAMBIT
When steel is drawn, re erupts. The Warlord yells a single word, and their
team bursts into action, victory assured. Like Laksamana, the Monkey
Warlord General, you lead others to victory, even against those unkillable.
Flourish * Tactic, Stanc
Self
Effect: Gain the Laksamana Stance.
Stance: While in the Laksamana Stance, melee attacks against
you deal Strengthened damage, but you gain Avoid. When a foe misses a
melee attack against you, 1 ally in range 2 may move to a space
adjacent to them and in ict violence. This stance ends when you are
damaged.
IMPASSION METHOD
You rush forth, burning with your passion, and your allies are lled with
your spirit. You move across the battle eld like a burning spirit of war, and
your enemies will feel your scorn
Flourish * Tactic, Taxin
1 Ally | Range 2
Effect: The target’s next attack deals piercing damage. If it already
deals piercing damage, they also deal Precise Damage.
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SWORD SAINT [SWS]
Sword Saints are the faithful patrons, preachers, and priests
who worship the violent aspect of Makagagahum, Makaubos, and
pray to Gattalim, the intercessor of swords, to bring their woes to
God. Makaubos is the aspect of God who will arrive at the end of all
things. He will cleanse it in a single blood tornado of steel and
gnashing of teeth
Sword Saints are given the Blade Commission: they mus travel
from settlement to settlement to teach the word and truth of the
Ashen Star, the upcoming Edge Eschatology, or as they call it: the
Paguubos, the emptying of the land. They are taught extensively the
teachings of the Sword, and their primary conviction is this: “All
things will be cut in the end by Makaubos. We are the end.”
Those that follow the aspect of Makaubos are also taught
extensively the ways and arts of their God’s violent and jealous
aspect, which they say is the human state of their God, as all things
have the binary states of man and nature. Through communion and
following the 77 Sword Tenets of Gattalim, they sharpen their souls
until they turn their very spirits into blades. Sharper than any other
soul, they will never nd love, for those that try to embrace a Sword
Soul will be bisected
Sword Saints are seen as strangers and outsiders by the
settlements. Those of Apumbukid see them as bastards, mindless,
idiots. That they have turned themselves into “Swords” is stupid, for
they have honed themselves to be Swords that Kill, not Swords that
Cut. In essence, they are useless, and forever will be.
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Your very being, your soul, has become a sword for killing, useless for
anything else. One thing one must understand when realizing how useless this
is is that in the isles of The Sword Isles, the sword is also considered as a
multipurpose tool: not just for cutting, but for chopping, for splitting wood, for
cutting meat, for holding arbalests, and even for measuring grains and other
such things. They are useful. But you, as a Sword Saint, have become useless.
Such is the fate of one who has honed a sword into becoming a tool of precise
killing
At the start of your turn, you may put down a Cut in a space
adjacent to you. You can only have up to 3 Cuts at a time. Whenever
a foe moves into a space adjacent to the cut, or through the cut, they
suffer [Tier] piercing at damage. This expends the cut
When you put down a Cut beyond 3, the rst Cut you put down
is replaced by your newest Cut
As a Flourish, you may expend a Cut to perform in ict Ripped to
all foes in close burst 2
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All Foes adjacent one of your cuts suffers Weakened when saving
against Fray
Rend Heave
Be one with the blade, lest you cut yourself. You send a second urry, a
storm of cuts and incisions.
Action * Maneuver, Ritual, Comb
1 or 2 Units | Range
Effect: Make a melee attack, dealing 1d6 wind damage. Then
in ict Fray 1
Combo: When the next attack against the target is either a burst
nisher or a lunge nisher and it deals damage, in ict Fray 3 on the
target
Bleed Hel
Finally, become the sword, so that all you know is horrible slashing. You
sheathe and then unsheathe. All becomes still, for a breath, even the raindrops.
And then, the slashes manifest as you ease back into your blade
Action * Maneuver, Ritua
All Foes | Close Burst
Effect: Deal 1d4 piercing soul damage and in ict Unbalanced.
You let your cuts heal you, proving your penitence, your guilt
Flourish * Ritua
Sel
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Effect: Heal Breath. You can expend Cuts to gain Fray X, X
being the number of Cuts expended. If you do, remove X Debuffs
and gain X times 2 Barrier.
When you learn all the Technicks from this Discipline, gain the
following
Your sword has become as sharp as a sword, unusable for cutting. Only for
killing. You can slice with just a glance
You are now considered as a Cut (which does not count to your
Cut limit). Whenever you expend yourself for an effect, you suffer
damage equal to your Breath
Moving into a space adjacent to the cut no longer expends the
Cut
When you expend a Cut, you can now also choose from the
following effects instead
- Unassailable Cutting Saint. All foes adjacent to the cut suffer
1d4 force damage.
- Come Not With Peace. 1 foe adjacent to the cut loses all Buffs.
- Perishing Rosary. 1 foe adjacent to the cut is chained to the
space where the Cut was. The foe is Slowed, and if they end their
turn not adjacent to the Cut, they are pulled back to adjacency to
the Cut. This can only be removed by cutting at the Rosary Chain
that binds the unit, which is a 12 + [Your Tier] Durability object.
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“The Principle of the Sword is this: if your soul is not sharp enough to cut
your own esh, then you have not learned the true principle of the sword. The
Principle of Gattalim is this: if your esh is cut by your own soul, then you
have achieved the Sword Nirvana: that you are now worthless and harm all
those around you. Have you ever noticed why you cannot cut down trees with
your techniques?” – The 77 Tenets of Gattali
Action * Ritual, Perilou
Self
Effect: You achieve Sword Nirvana until the end of the scene. All
spaces within burst 2 of you are part of the Sword Dimension: a
realm where every space, every strand, is a cutting sword. All foes in
the Sword Dimension suffer extra damage equal to your Tier, and
whenever they start your turn within your Sword Dimension, they
suffer 2 + [Your Tier] piercing damage. When you in ict violence
against a target within the Sword Dimension, you deal piercing
damage and ignore Avoid
As an Action + Flourish, you may spend a Conviction Tokent o
consume the Sword Nirvana. Cut the battle eld in half, bisecting it
cleanly down the middle. No unit can move across the bisection.
If your regret has consumed you, you can choose to die to lay
down another bisection, cutting the battle eld into four quadrants,
with the other slash crossing across where you die.
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BLADESTORM
You unsheathe your blade, moving through all the battle eld in a storm of
slashes
Action * Maneuver, Ritual, Steady, Scen
1 Unbalanced Foe | Range 3
Effect: Move to a space adjacent to the target before making the
attack. During this move, you may move through foe spaces. Any foe
that you move through suffers [Tier] piercing at damage.
And then make a melee attack against the target, dealing 1d4
piercing force damage. The target is then Juggled.
SWORD JUDAS
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Effect: Iridescent blades oat around the target. When the target
performs a hostile action, you may consume the iridescent blades as a
Re ex to immediately skewer them, dealing 1d4 soul damage.
CUT TONGUES
Final Cut: sheathe your blade once again. Revel in the knowledge that your
psalms and sermons are useless cutting words that do nothing but rip open
wounds that should have never been there.
Action * Ritual, Scene, Perilou
1 Unit | Range
Effect: The target must make a save. On a pass, they suffer Quiet
Maneuver, Ritual, Song, or Tactic (choose 1) until the end of your next
turn
On a fail, they suffer Quiet Maneuver, Ritual, Song, or Tactic (choose
2).
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THE RAJAHNATE OF GATUSAN
A small company of sea raiders sang their shanties and echoed
their songs of wars to the setting sun. They sailed home from a
long day of raiding, covered in tattoos and abaca armor and
hardwood breastplates, brandishing their kampilan and krises
and bows and bangkaw spears. Their song was a song that
echoed across all of the Gatusan: “We warriors of Datu
Tupas... Are warriors undefeatable!” And they sang and
danced and chanted
“Captain, incoming!” shouted the young man clinging atop the
roof of their karakoa, like a monkey. “To the northwest!
All of them turned to where the sun was setting and sure
enough, there was a small battalion of them, heading straight
for an engagement. “Warriors of Datu Ha-ik Lawot!
Tiglantakas, man your stations and re when ready!
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and the warriors of Ha-ik Lawot were infamous for having
them
“And I thought we were going to have an easy one,” said the
captain. “Buwaya riders, advance! Men, bring out your
spears: We have a sh to catch!
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NOTEWORTHY PERSON
Rajah Batara Ambasi is the current Rajah, who heads a
Rajahnate that has at least twenty Datu under them. Rajah Batara
Ambasi sits upon his high-backed bamboo throne: a bamboo dais
whereupon he sits in a lotus position, overlooking the Throne Hall of
the Dawneater Longhouse Palace, which takes person a few minutes
to walk from end to end. His presence looms over all: like a god he
watches. Whenever a visitor enters, he lifts his right hand with three
ngers pointing up, and another hand resting upon his feet. His arms
are covered in bangles and armlets of pure gold until his hands,
which are so scarred and tattooed that they look more like tiger
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NOTEWORTHY POLITIE
Sinugpo. A city-state ruled by a long line of blue-blooded Datu,
in the western peninsula of the Ramasa Island. They hold diplomatic
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GATUSAN DISCIPLINES
The following are the Disciplines born from Gatusan
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to escape by speaking to a buwaya and the buwaya accepting his
oath, remembering that ancient warrior that tamed the rst buwaya.
Thus, twelve buwaya managed to ride down the river and boarded
their biray to escape to the distant land of Ramahasa. There they
honed their ability in buwaya taming, creating saddles and tasselled
bardings, made of gold and mother-of-pearl and bamboo and more.
Rajahnate Buwaya are painted in a same manner the warriors were,
although not tattooed. In this way their bond becomes tighter,
stronger
The buwaya lancers have since become one of the most well-
known Disciplines across The Sword Isles. It has become a stable
cavalry, one used extensively by Rajahnate polities that could afford
it, and the Akai Sultanate to combat the cavalry of the other polities.
Buwaya lancers were called thus because they were made to
break the enemy’s frontline. In The Sword Isles archipelago warfare,
this would not be the end of an enemy’s formation, as war was waged
not through formations but through force of will. However, the
ability to break the ranks through Buwaya Lancers is a very effective
tactic that has huge effects upon the moralization of warfare. Buwaya
Lancers are usually trained to use spears (bangkaw) or tridents
(salapang), but other kinds of weapons are just as viable
Buwaya lancers are much wanted in Kadungganan parties, as
they are made to crush the frontline and stay there, using crocodile
and military armament to crush the opposition.
If you become a Buwaya Lancer, ask yourself why you ride upon
the greatest of spirits only to bring violence. You are one with a beast
known both for death and for the ancestors. You say you protect, so
why do you let your buwaya rip that man’s head off? Why do you
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stab while atop your enslaved holy power? Why do you think you are
as great as the gods themselves
The Martial Art of the Buwaya Lancer is known as Death Maw
Style
You have a buwaya mount, a giant crocodile. Crocodiles are venerated like
ancestor gods in the isles, and to have one ght with you is a sign of respect and
prestige. Buwaya are powerful, can barrel through foes, and can bite when
needed
You have a Buwaya Mount. While on the Mount, your Size
becomes Size 2, your Speed becomes 3, you gain Armor +1, you
ignore all water based terrain, have 5 Speed when swimming, and
you are considered as being on a higher Height.
Whenever a unit voluntarily moves out of a space adjacent to you,
you may make spend an Interrupt Reaction to perform a buwaya
clamp: grapple the escaping unit. Any unit that tries to escape this
grapple suffers Weakened on the save
Fishin
You chuck a spear or perform a maneuver that brings others closer to you
Action * Maneuve
1 Unit | Range
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Buwaya Ma
Your buwaya bites and brings the target about
Action * Maneuver, Burst Finishe
1 Unit | Adjacen
Effect: Make a melee attack, dealing 1d4 earth damage, and then
shift the target 1 space. If the target is Grappled, you may knock the
target prone as well.
Buwaya are known to also bring the souls of the dead to the underworld as
psychopomps. You and your buwaya beat your chest, reach for that truth, prove
your conviction
Flourish * Maneuver, Scene, Hea
Effect: Heal Breath. Heal an extra 1 Mettle for each unit in the
eld that is Incapacitated
When you learn all the Technicks of this Discipline, gain the
following bene ts
All spaces adjacent to the buwaya mount now become Dif cult
Terrain for foes. You can now grapple up to two units at a time. All
foes adjacent to the buwaya gain Enmity to you. You cannot be
forcibly knocked off of your mount
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When you Stride while mounted on the buwaya, and you move all
3 spaces of your Speed, you may create a Size 1 piece of blocking
terrain in a space adjacent to you at the end of the movement.
For a second, you and your buwaya take upon the visage of a sea dragon,
glowing through the air. Your buwaya gains storm ns and torrential whiskers,
and you glide through the battle eld as if upon a dragon. Naga are the dragons
of The Sword Isles, known as the Rajah of Buwaya. They are the oldest of
crocodiles, ancestors of ancestors. They are the most powerful of the spirits, not
representing anything for they are not diwata, but are simply ancient beings
that have existed in the nebulous before. When one sees a Naga, one must
perform the same obeisance one would do to datu, even if they are datu
themselves
Flourish * Maneuver, Ritual, Opener
Self
Effect: Your crocodile becomes a Naga until the end of the scene.
While riding upon the Naga, ignore all terrain and Height, you have
+1 Reaction per turn, your Speed becomes 5, and whenever you deal
damage, you may push the target 3 spaces.
Your Buwaya also grows to Size 4. Whenever you move through
foe spaces, deal 2 piercing at damage. You can move through
hindering terrain and destroy blocking terrain. Any object you move
through suffers 20 x your Tier damage
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DEATH MAW STYLE TECHNICKS
Your muscles and strength is unparalleled. You can wrestle with the Gods in
the Sky. Crowns shall slip from heads unworthy. Your spear shall impale the
gods upon high, and all shall bow down at your feet. This tenacity and boldness
helped Ramasa keep their strength even after the advent of the Issohappans
Action * Maneuver, Taxin
Up to 2 foes | Adjacent
Effect: Make a melee attack, dealing 1d4+1 earth damage, and
then all targets are immediately grappled by you.
DEATH ROLL
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BUWAYA CRASH
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KAWAL [KWL
Kawal are faithful Sentinel and defenders of their Datu,
Sultana, Rajah or Lakan. They are the greatest paragons among the
Kadungganan: they exemplify all the virtues of a Kadungganan and
then more, protecting their fellow Kadungganan by attracting the
attention of the enemy and stopping them in their tracks
Clad in a mix of metal chainmail and kalabaw hide armor,
kalabaw horn breastplate, and hardwood shields, the Kawal is an
indomitable force in the battle eld, controlling the battle eld with
superior movement, tactics, and their force of will
Kawal only get their prestigious name after undergoing a grueling
training process, which weeds out those that cannot handle the
pressures and responsibilities of a kawal. Using techniques that
sythesize native forms as well as learned arts from Madaki and
Naksuwarga, the Kawal excels in keeping their allies safe while
staying alive. Rajahnate Datu employ techniques of the Kawal, and
more often than not they do it so that they can keep their people safe.
Akai have deployed their own contingent of Satariya, which use giant
ceremonial blades instead of spears to guard their allies. Apumbukid
is known to train entire settlements in this art as well, the most well
known one being Saginda in Pumirang, where they’re trained by
ancient guardian spirits in deep underground coral river caves
Kawal are well versed in all forms of combat and weaponry, and
they cannot be outmatched when it comes to their favored weapon.
Additionally, their ability to move in heavier armor makes them elite
troops of any Kadungganan party
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If you choose to take up the mantle of the Kawal, say who you
pledge your allegiance to and why, and why your faith in them has
led you to making sure that they will never be harmed
Ask why you give your life to them. Is loyalty your virtue or your
sin? Why do you break the sky for someone who might not do the
same for you
The Martial Art of the Kawal is known as Unbreakable
Vanguard Style
At the end of your turn, you can take on the Royal Guard Stance,
which lasts until the start of your next turn. You have Armor +1
while in Royal Guard Stance. As an Interrupt Reaction, you may
consume the Royal Guard Stance to do the following effects:
- Crocodile Watch. When a foe enters or exits a space adjacent
to you, make a melee attack against them, dealing 1d6 force
damage
- Kalabaw Guard. When an ally adjacent to you suffers damage,
you may take the damage instead, suffering -2 damage
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GUARDIAN
Tide of Iro
You move forward, letting your conviction carry you
Action * Maneuver, Steady, Comb
1 Unit | Mele
Effect: Make a melee attack, dealing 1d6 force damage. Push the
target 1 space away
Combo: If the next attack against the target is a Lunge Finisher
and it deals damage, the target is knocked prone
You remind yourself of your conviction, of why you hold your weapon, your
shield
Flourish * Maneuver, Heal, Scen
Sel
Effect: Heal Breath. If you are Battered, gain Guarded as well
until the start of your next turn
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When you learn all the Technicks of this Discipline you gain
You no longer go into the Royal Guard Stance. You can use any
Royal Guard effect without needing to be in Royal Guard Stance.
You gain the following Effects as Interrupt Reactions
- Aura. When a you start your turn, you may make all spaces
adjacent to you dif cult terrain until the end of your next turn
- Shield. When you are damaged, roll a d4 and then subtract the
result from the damage. This can bring the damage to 0
- De ect. When you or an ally in adjacent range is damaged by a
ranged attack, roll a d10. On a 7+ you cancel the effects of the
attack and change the target to another unit within range 3 of you.
OF THE KAWAL
You bring all to bear, turning yourself absolutely impervious to all attacks,
to bring all hurt away from your allies. For that is what the Kawal must do.
For those that we have lost, and for those that we can yet save
Flourish * Round 2, Maneuver, Scene
All Spaces | Wall 7
Effect: You become the Passage. Lay down a wall of conviction
that is Blocking Terrain in the target area, and you only suffer 2
damage from any source, which cannot be raised or lowered for any
reason, even with Armor. However, you are Rooted, and you cannot
perform Actions. You cannot be brought below 1 Mettle while you
are the Passage.
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The Passage lasts until the end of the scene until you spend
another Flourish to end it. If you end it, all foes in close burst 5 gain
Enmity to you until the end of your next turn
You bring your weapon up, and then slam it into the ground, sending fury
and steel across the battle eld. “A kshatriya must know that they are the wall,
and for the wall to be effective, the swords must crash against it,” says
Apumbukid Datu Daya.
Flourish * Maneuver, Tacti
1 Unit | Range
Effect: The unit suffers Enmity to you until the end of their next
turn
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“The kalabaw’s perfect tactic is never letting a target from their sight. A
second sight, guided by their umalagad. That is the Kawal’s ultimate skill.
Perfect battle awareness.” – Confederation Tactician Sarinlawi, trying to pick
apart the skill that makes a kalabaw kshatriya so that it can be written upon
copperplate
Flourish * Maneuve
Sel
Effect: Gain Watch. When a foe enters or exits a space adjacent to
you, you may consume the Watch to immediately make a melee
attack against them, dealing 1d6 force damage
You call out: “You! I challenge you. Face me or face the wrath of Jamiyun
Kulisa!” Kawal are masters of the battle eld. With a single command, they
invoke the rite of violence: the Bulu, a duel in the midst of battle. One that they
will surely win. A bulu is a duel to the death, after all
Flourish * Scene, Maneuver, Round 3
1 Foe | Range
Effect: You declare a bulu with the target. For the rest of the
scene, until one of you is Crashed, or you call it off, both of you gain
Enmity to each other and Elusive. However, when attacking each
other, you both deal Strengthened damage
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MANGANGAYAW [MNG
Mangangayaw (Mah-nga-nga-ya-o) burn through the sea upon
boats that slice the waves. They raid shoreline settlements with
impunity, usually forcing those living within to travel further inland
to avoid them.
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them in the midst of the sea. The bravest of them all have tattoos that
scrawl up to their faces, making them to look like demons.
Mangangayaw are brothers with Pinatikan in this regard, and in
truth, many Pinatikan are also Kayaw raiders, and vice versa
If you take up the path of the Raid, ask yourself why and for what
reason: glory? Power? Wealth? You’re losing that reason. Why do
you enjoy the killing
The Mangangayaw Martial Art is known as Skysea Raiding
Style
A mangangayaw must always be showing off, or else they die. No, really: if
a sea raider slows down, they will be consumed by the waves of war. And so they
must keep moving, so that they are above water
When you move your entire Speed when you Stride, you become
Raiding. If you gain Raiding while you have Raiding, you rise in
Raiding level. Raiding is sequential: there are three levels of Raiding.
There’s Raiding > Burning > Smoking. Rising in Raiding level only
happens 1/round.
While you have any level of Raiding, you have Avoid. You lose all
Raiding Levels when you suffer damage from an attack
- Raiding: You have +1 Speed and deal +1 extra damage
- Burning: You have +2 Speed and deal +2 extra damage
- Smoking: You have +3 Speed, deal +3 extra damage.
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Action * Maneuver, Comb
1 Unit | Mele
Effect: Melee attack against the target, dealing 1d6 force damage,
and then gain Avoid until the end of your next turn. If you already
have Avoid, gain Elusive until the end of your next turn instead
Combo: If the next attack against the target is a lunge nisher or
blast nisher, they remove Avoid or Guarded if they have it.
You leap onto boats, ride the waves, and increase your momentum no
matter what might try to hinder you
Flourish * Manuever, Heal, Scen
Sel
Effect: Heal Breath. You may move 3 spaces without provoking
reactions after healing and then raise your Raiding level by 1
When you learn all the Technicks of this style, gain the
following
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EARTH
The entire battle was a setup. Heaven sees your movements: you were
priming yourself for the ultimate raid. With your warband you charge, strings
of fate binding you together. You move like the hurricane, slam like the
tsunami. “Violence is life, and life is violence. Rememer this dichotomy, and
every move you make will be an attack.” – The Teachings of Panglima
Namwaran, warlord-datu of ancient Tundun
Action * Round 3, Tactic, Maneuver
Self and All Allies | The Battle eld
Effect: The target may move 7 spaces. If they end up in range to a
unit, they may in ict violence against the unit.
An abaca ber hemp rope is tied to the hilt of one or two weapons, letting
them push and pull enemies. “This might seem like a nondescript thing, but
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trust me. You’re going to want to use this.” – Rajahnate Datu Gabat, teaching
teenaged warriors on the way to raid a settlement that had blasphemed an allied
datu by saying that his dick was small
Flourish * Maneuver, Charge 3, Comb
1 foe or space | Range 2
Effect: Pull the target to a space adjacent to you. If the target is a
larger Size than you or the target is a space, you move to a space
adjacent to them instead
Combo: If the target is a foe, if the next attack against them is a
lunge nisher, the target is also Unbalanced, and suffers 1 extra
damage.
LIVE HAND
Just like your practiced drills with your Guro. Your movements become
your opponent’s, and before they know it, their body is covered in cuts. Your
mastery of the undulating waves knocks them off balance, and you kick them
toward an ally to nish the job
Interrupt Reaction: You are the target of a melee attack *
Maneuver, Scen
The triggering foe | Adjacent
Effect: Step in and perform a quick martial movement to disarm
the attacking foe. You do not suffer the attack against you and deal
1d6 force damage to the target or another unit adjacent to you
MONSOON
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for the next. All will fall under your salt, your weapons ash like lightning in
your hands
Flourish * Maneuver, Stanc
Self
Effect: You take on the Monsoon stance.
Stance: While in the Monsoon Stance, whenever you Stride, you
may move through foes. If you do, you deal 2 piercing Force damage
to them. You lose Monsoon Stance when you are knocked prone
SINAWALI ANYO
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SWORD-POET [SWP
Commonly known as the Sundang Balaknon. It has been long
said that the only time the people of the Rajahnate are not singing
are when they are sick, asleep, or dead. This is doubly true for the
Sword-Poet, Poetic Sword, an elite Discipline of Kadungganan that
focuses on ghting while singing. Even in battle, even without the
accompaniment of agung, they sing a song of beauty and sorrow, one
that wrenches the hearts of enemies
Sword-Poet, or Warrior-Poets are not a formal organization: they
rise naturally, out of the common stock of the Rajahnate or
Confederation, for in the Mandala a rite of passage into adulthood is
the ability to perform combative poetry (and all poetry was sung)
against another of the same age. They sing in either glorious boasting
tones or in low rapid-syllable drawls
These warrior-poets, through their battles and shared techniques,
use their words and songs to defend their fellow men, letting their
violence-charged verses and words strike the hearts of enemies that
attack their allies, like the ogres they are. Their heart wrenching
melodies force enemies to focus on the Warrior-Poet, lest they face
the weight of the world. Their Gahum (spiritual power) emanates
from them, carried upon the winds of their words, strengthening
allies and crippling enemies. This philosophy has created a subset of
Hiyang faith called Hiyang Awitan, which focuses on the philosophy
that believes that song is the source of all life, and that Diwa is a
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harmony constantly played across all time, and is what connects all
things together
Sword-Poet, whenever they sing, sing in a different language.
One more owery and lled with impossible metaphors and idioms
that only they can truly understand. This language is known as
Flower Tongue, and it is said to be the most beautiful language never
spoken, only sung
When you become a Sword-Poet, ask yourself: why do you ght
for a land that does not hear the notes of your sorrowsong? Your
song falls upon bloodied ears and corpses. Will you wait until your
song ends
The Martial Art of the Sword Poet is known as Flower Song
Cuts Petals Style.
When you leap into violence, you begin singing a song of war. A song of
your warband overcoming overwhelming odds. A song of you and your friends
ghting for a better world. A song of you and your family, your closest loved
ones, proving their conviction in a world of death and war
As a Flourish, you may go into the Sword Song Stance. While in
Sword Song, all foes in burst 2 of you gain Enmity to you and you
have +1 Armor. You can choose to end Sword Song as a Re ex
during your turn or any of your allies’ turn
As a Response Reaction, when one of your allies is damaged by a
foe within range of your Sword Song, you may consume the Sword
Song to immediately quickstep to a space adjacent to the foe and
in ict violence against them
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FLOWER SONG CUTS PETALS STYLE INFLICT VIOLENCE: SWORD AND
SONG
Melody Swor
You explode into a quick staccato of words as your strike
Action * Son
1 Unit | Range
Effect: Make a melee attack, dealing 1d6 wind damage. Then,
until the end of the next turn, every time you use a Song, you heal 1
Mettle
Cutting Son
You sing and strike
Action * Maneuver, Song, Blast Finishe
1 Unit | Melee
Effect: Make a melee attack, dealing 1d6 force damage. The
target gains Enmity to you until the end of your next turn.
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When you learn all the Technicks of this Discipline, gain the
following
ALMIGHTY SIDAY
You sing a siday, the folk epic songs of your people. Your song bolsters those
around you, and entrances your enemies. They are thrown into a reverie state,
forced to play out the Siday that you sing, wherein you are the inevitable victor.
However, it is a well known fact that Siday last for up to seven days and seven
nights, enumerating the exploits of great datu and dayang
Action + Flourish * Maneuver, Son
All Foes | Range 5 Burst 5
Effect: You sing your song for the entire round. The target
cannot perform any any Hostile Actions until the end of their next
turn. If they do anyway, the Umalagad must make a Morale Roll
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SWORD AMBAHAN
You sing your sword’s steel in a graceful urry about you. A amboyant
Sword-Poet, Si Pahimuot, once performed this amidst the kshatriya forces of
Datu Mabigi, from the league of Pannai, who hunted him down due to him
killing his bride. He escaped by staying silent—unheard of for a Sword-Poet—
and amplifying the cutting tang of his blade. He performed a quick dance,
cutting all those about him.
Action * Maneuver, Song, Fiel
All foes | Close Burst 1
Effect: Make an area attack against all units, dealing 1d4 wind
damage. Then, put down a Sword Ambahan eld in the target area
until the end of your next turn
Field: If a burst nisher is performed within the eld, the Sword
Ambahan crescendos and diffuses, granting Strengthened to the next
attack of all allies within the eld
SONG OF CHAOS
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a target within range 3 of you, you may leap into a space adjacent to
them and in ict violence
Sing a song that is an offering of yourself. One that utters that undeniable
truth. You sing a poem-song that infuses an ally's soul with your song. This
song is sung by ancient ascetic Balaknon to protect villagers from raids from
other polities.
Interrupt Reaction: An ally in range is the target of a hostile
action * Song, Ritual, Scen
Triggering Ally | Range
Effect: Switch spaces with the target, and you suffer the hostile
action instead
A song that echoes truths about the world. Sing a song of broken lineages,
of war unending, one that asks: why must you ght like this? And do you accept
that when the pain does cease, that you will cease with it
Flourish * Stance, Son
Self
Effect: You take the Unceasing Song stance
Stance: While in the unceasing song stance, any unit of your
choice that starts their turn or steps into a space adjacent to you
suffers [Tier] piercing at damage. Every end of your turn, this
damage goes up by 2, to a maximum of 10. When you start your turn
and the damage goes up past 10, you suffer 10 piercing at damage
and the target area dissipates. You lose the Unceasing Stance when
you move, either voluntarily or involuntarily
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WAR BALYAN [WRB
War Balyan are those balyan, or spirit mediums, that wade
into the frontlines of violence to mend hurting souls. They come
with their superior knowledge of tambal (medicinal herbs) and their
af nity and rapport with the ancestor and nature spirits to help
allieviate their allies in a war without end
Balyan are the spiritual leaders of the polytheist-animistic faith
that encompasses almost all of the Archipelago, which is known to
outside people as Anito. Usually female, but men can also become
Balyan, although they must take upon the trappings and present as
female, becoming the asug gender. Asug, however, is said like an
honori c or a title.
As the spiritual leaders, they must know the principles of nature
and the world, including the imperative to live harmoniously with
nature, where all spirits live, as well as to do what the ancestor spirits
nd good and right, so as to not incur their wrath and accrue grave
misfortune.
They are the masters of ritual, performing all rituals such as the
ritual before travel, ritual for war, ritual for the death of a Datu,
burial rites, and more. They know rites for casting off diseases,
healing wounds, as well as in icting wounds and diseases. They
speak and ask guidance from the ancestor spirits, known as
umalagad, to give them power or answers, or to defend them in
forthcoming tribulations as guardian spirits.
As Balyan, they know the truth of the world: that nature is alive
and all things have souls, nature spirits. Those that live in the
environment are Yutanon, and nature gods are Diwata. Anything
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without its diwata loses the essence of that thing, similar to how a
tawo without a soul becomes a bumbling animal fool. A sword
without its diwata becomes a sword that cannot cut, which is what
makes a sword a sword. When a balyan is possessed by a spirit,
whether umalagad or diwata, they go into a fevered trance-dance,
wherein the spirit speaks through them, overwhelming their body.
Balyan are all at once sage and scientist. They learn about the
natural world and its secrets and teach it to their settlement. These
inscriptions stand the test of time
Ask yourself: why do you abuse your connection with the divine
to perpetuate this cycle of endless violence? You have blood on your
hands, balyan. Does it matter whether it is yours, your allies’, or your
enemies’
The Martial Art of the War Balyan is known as Hiyang Ladder
Style
When balyan nish their apprenticeship and complete their initiation rites,
they are usually befriended by a single diwata. Sometimes these are local
diwata, other times they dedicate themselves to higher callings, and become
balyan and mediums of the Langitnon. Whatever it is, each diwata is attuned
in one way or another with the ve natural elements
When you rst become a War Balyan, choose a diwata that you
follow and dedicate your life to below. When choosing a diwata,
consider that when using Ritual technicks or the Flourish of that
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particular diwata, the diwata itself possesses you and warps reality
through you. Use this to your advantage in describing
- Fire Diwata. Diwata of passion, strength, dynamism, and
ames. You can spend a Flourish to imbue an ally in ranged 3 with
power, giving their next attack Strengthened damage or make their
next attack deal re damage
- Water Diwata. Diwata of owing water, of movement, nesse,
litheness, and travel. You can spend a Flourish to imbue an ally in
ranged 3 with either Hastened until the end of their next turn or make
their next attack deal water damage
- Earth Diwata. Diwata of strength, stability, tradition, and
protection. You can spend a ourish to imbue an ally in ranged 3
with Armor +1 (which stacks) until the end of their next turn or
make their next attack deal earth damage
- Wind Diwata. Diwata of life, breath, cold, hot, storms and
lightnings. You can spend a Flourish to give an ally in ranged 3
Barrier equal to your Breath or make their next attack deal wind
damage
- Silence Diwata. Diwata of emptiness, the space in between, the
halting moments, time, space, and calmness. You can spend a
Flourish to give an ally in ranged 3 either Hidden until the end of the
next turn.
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You ululate in tongues and dance in a trance as healing diwata possess you
and purge you and all those about you from wounds
Flourish * Scene, Heal, Ritua
Sel
Effect: Heal Breath. All allies adjacent to you gain something
according to your currently befriended diwata.
- Fire: All allies gain +1 extra damage on their next attack
- Water: All allies may move 1 space without provoking reactions
- Earth: All allies gain Barrier equal to their Breath
- Wind: All allies heal equal to half your Breath
- Silence: All allies gain +1 range on their next attack, even melee
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When you learn all the Technicks of this Discipline, gain the
following
This is your nal testament, and your own minor transcendence, your own
inkling of enlightenment. A little taste of what Achieve Hiyang truly means.
You become a little Makinaadmanon, a minor being. How do you feel? Take
that next step
Flourish * Heal, Ritual
You
Effect: Achieve Hiyang. You become immune to all damage (and
this cannot be pierced through), but you cannot deal damage either.
Instead, whenever you deal damage, you heal the target instead.
This lasts for the entire scene, but you can leave Hiyang with
another Flourish. If you do, you extend your Hiyang to others for a
moment: all allies Null all damage until the end of their next turn.
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"Are you happy with what you've done?" asked Makangayaw, grinning,
with burning ame shooting out of his nostrils
The Second Man nodded. "I have lain retribution upon what my sister has
cursed upon me.
"And what have they cursed upon you?
"Jealousy.
With another mighty laugh, Apung Makangayaw answered: "And so the
cycle begins.
Apung Makangayaw is offered to whenever a ceremonial raid is enacted,
whether it be a raid to gain resources or a revenge raid. In this way, the raid
itself becomes more than just war, but ritual. If the omens were bad during the
offering, however, it will be a sign that Makangayaw does not approve of the
raid, and the raid will be called off. This usually happens when an omen bird
ies across their path, or when the sky is red, or when in the distance they hear
laughter during their offerings, or when they perform their boat divinations the
boat shudders wildly. Offerings to Apung Makangayaw are frequent, for the
main mode of war in the islands is raiding
Apung Makangayaw usually takes upon the form of a slave raider: wearing
a short bahag with nothing else, and with tattoos that cover their entire body,
the completion of the canvas. Their true form, whenever they should want to
show it, is in the form of a naga-headed god, who sits upon a throne of seaspray
Apung Makangayaw is one of the principal members of the Anito faith.
Anito, meaning act of worship, is the most widespread faith in the islands, so
prominent that they do consider it more as tradition and way of life, and not
just performative religion. In the Anito, Apung Makangayaw is one of the
Hundred Thousand Panganitohan, panganitohan (meaning: things
worshipped) being the catch all term for holy powers, nature gods, ancestor
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spirits, and guardian deities that would be worshipped, revered, and offered to in
rituals
Apung Makangayaw's spirit house is often situated by the shore, always by
the shore. The usual spirit idol carved out for him is made usually with wood
from sunken boats, and showcases a naga-headed man sitting cross-legged,
with both hands upon his waist. Apung Makangayaw idols are frequently
carried unto boats that would embark on raids
Action * Ritual, Summon, Taxing, Blast Finishe
1 Unit | Range 3
Effect: A spirit of Apung Makangayaw leaps out: make an attack
against the target, dealing 1d4 force damage. And then the spirit
implants themselves on a space adjacent to the target. A Raiding Idol
now exists in the space adjacent to the foe, which is a summon. All
allies adjacent to the summon deal +2 extra damage. You can only
have 1 Raiding Idol at a time
Lawana Sinigida is the Langitnon of war and poisons. Using rituals and
incantations, you summon the spirit of Lawana Sinigida and allow a small
portion of it to bolster you and your allies' attacks. A part of them grows
crimson-pink hues, as the war god’s being possesses them. While important, she
is worshipped less due to the prevalence of raiding in the isles. In The Sword
Isles, war is raiding
Action * Ritual, Taxing, Summo
1 Unit | Range
Effect: Lawana Sinigida rips into reality: make an attack against
the target, dealing 1d4 earth damage. Summon a Venom Idol in a
space adjacent to the target. All allies adjacent to it in ict Fray 2
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when they deal damage and gain Avoid. You can only have 1 Venom
Idol at a time
Pray upon the thunderbolt and make offerings to the lightning ash.
Jamiyun Kulisa is the burning father of the Thunderbolt. By enacting
supplications to him, the war balyan channels his fulminating scorn and surges
it through one of their allies, awakening them from slumber. It is known that he
killed his grandchildren: Adlaw, Bulan, Kalibutan, and Suga. From them were
born the Sun, Moon, Earth, and Stars. All from his fulminating thunderbolt.
He lives in regret till this day.
Flourish * Ritual, Burst Finisher, Scene
1 Unit | Range 3~4
Effect: A lightning bolt slams against the target, Galvanizing them.
When a unit is galvanized, you may consume the Galvanized at any
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THE CONFEDERATION OF APUMBUKID
Let us remember where we came from. The words echoed in
the minds of the managku, the warrior-braves of their
mountain kingdom. These words echoed even as they
descended down their mountain slopes. It was time for a
headhunting raid. Today’s targets were easy and important:
those peaked helmed and lamellar wearing silk men from the
Kingdom of Baik Hu. They have arrived today and traveled
deep into Pumirang’s peninsula. Dangerously close to the holy
mountain
The Datu, Datu Fikisi, brought his spear and bunag
headhunting axe to bear. He was covered in tattoos, each one
telling a story of victory, a story of courage and bravery and
fury. All these tattoos were imprinted upon him to give him
strength this day
The Baik Hu caravan, trespassing upon the holy grounds of
Apu, was large, strangely so. As they passed by the mountain
road, which was anked by beautiful blossoming trees of
azure and crimson owers, as well as bamboo, they noticed
that guarding both the back and front of the palanquin
caravans were men and women wreathed in the kalabaw hide
vests and long habay-habay of Virbanwa
“Datu,” said one of Datu Fikisi’s sandig, his right hand man.
“The Virbanwans trade with the land de lers.
“This is so,” replied Datu Fikisi. “We have warned the
Virbanwan to be careful of the land, but they do not listen.
And now they trespass upon sacred ground.
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NOTEWORTHY PERSON
Ang Limang Timway. The Five Elders of the Confederation are
as follows. They all have a primary principle and duty, in addition to
their secondary duty below, which is to steward over the mountain of
Apu, and to keep it from harm. They have taken a more aggressive
approach lately, making sure that almost every hinterland is
protected from the advancing forces of the expanding mandalas
Timway Surugu, the Antlered Elder of Ministry. She is the Datu of
the Kedatuan of Niyawa, to the north of Apu, wherein they train
young nobles to become good rulers.
Timway Tabo’owan, the Diwata-Blooded Elder of Spirituality. He
is the Datu of the Kedatuan of Samring, to the West of Apu, which
trains spirit mediums and sorcerers
Timway Pagariwara, the Meek and Calm Elder of Violence. She is
the Datu of the Kedatuan of Taraboko, to the Southwest of Apu,
which trains warriors and warlords
Timway Diwangga, the Lithe and Covert Elder of Secrets. He is the
Datu of the Kedatuan of Rahasiyan, to the East of Apu, which trains
travelers and assassins
Timway Koyayaw, the jovial Elder of Trade. He is the Datu of the
Kedatuan of Barahanda, to the Southeast of Apu, upon the shores of
Pumirang, which trains merchant princes and diplomats
Sekul. Sekul is a renowned managku who travels the Root Paths
to weed out places of atrocities to prevent yawa from arising before
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they have the chance. This has caused her to come head-to-head with
a large number of Kadungganan, who usually had an opposing goal
against hers. All she wants is the land’s puri cation and harmony, so
that future generations of her Kedatuan Rahasiyan will not have to
suffer the training to become travelers and assassins
NOTEWORTHY POLITIE
Lawahun. A village by the mountain of Lawahun, where the Sage
of the Mountains lives. The bone-biting cold here requires the
warming magics of the Sage. Upon Lawahun, you consort with the
tawong lipod, wind spirits of the moon, and live side-by-side with ice
spirits, surviving and dealing with snow and ice. They engage in
ritual headhunting with the state of Vuyu.
Sanggasangga. Sanggasangga is a city-state to the furthest west
of The Sword Isles, by the base of the mountain of Aplake. Here,
everyone is trained from birth to become a Sentinel against the evil
creatures from beyond the mountain barriers, known as the magalo,
fae-demons from the Forests Beyond the World. Warriors here are
trained to be magalo hunters, with the intent of protecting nature and
defeating the unnatural. Everyone in Sanggasangga knows full well
their responsibility, and carry the burden with pride, always
consorting with spirits of the forest, their own guardian spirits, and
spirits of war to make sure The Sword Isles is safe. But the tides have
become stronger...
Usambangsa. This Kedatuan sits upon Apu itself. Upon the
Central Pillar of the World. The city itself is actually mostly empty,
but kept spotlessly clean by attendant spirits and a population of
5,000 mortal tawo, who provide stewardship and cleaning. In the
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APUMBUKID DISCIPLINES
The following are the Disciplines born from Apumbukid
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Harmonious Virtues, those truths about the world that they choose to
emulate, to be one with the world.
Death Dancers are ascetics to the highest degree, and through
this they become powerful warriors and helpers of the people. At the
height of their training, they are expected to walk out of their
enclaves and into the world, and to help the world in one way or
another. They do this every three years, as helping others in the way
and in the name of harmony is one of the paths to true unity with
nature
Death Dancers believe that all combat, all war, and all violence
and death comes from disharmony, and thus they work to mend the
harmony in it. They believe that excessive violence, war for pro t,
and other such unnatural causes are anathema to the world and
nature. Through this knowledge, they go through the motions of war
in order to end it
The rst Death Dancer is known only as The Wandering
Hypocrite. Said to have been the rst martial artist, he spoke and
preached in matters of peace, but almost always got into a ght, and
almost always killed their opponent with nothing but their sts and
feet. When he died, his sou was not a human one, but one of a diwata
of violence. However, many believe that The Wandering Hypocrite
never died
The Wandering Hypocrite left behind a great number of
grandmasters to teach the principles of violence. These have
fragmented into a thousand miniature family styles: from the Storm
Fists to the Sand Kicks to the Dance of Death, but all of them follow
the same tenets as the Death Dancer, and truly all of them claim that
name.
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Through powerful harmony with the world and nature, they can
use the strengths of their discipline to send their Gahum, their
spiritual power, into the world, let it surge through Hiyang, that
natural owing energy of the universe.
Through this pure balance, they manipulate the ow and
manifestations of Hiyang and change the eld of battle. Death
Dancers are beholden to only ghting with their sts as lithe
pugilists, wishing to feel the violence they in ict, both as reminders
and as penance. They must atone
If you choose to be a Death Dancer, learning why you ght is not
dif cult: it is almost always going to be to initiate peace. The question
is rather: do you truly believe this is the path to peace? Will you ght
forever, perpetually? Will Hiyang ever be healed?
The Martial Art of the Death Dancer is known as The Dance of
Death Style
Death Dancers never let up on their assault. As they have become one with
the Violent Hiyang, every movement they do in the battle eld contributes to its
eventual end. Every Death Dancer tradition or school practices the same thing.
Their movements are practiced-to-perfection twitches of violence
You are a master of violence. You can take on up to 2 stances at
the same time. You can sink into any of the following Stances as a
Flourish
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- Palm Tree Stance: While in the Palm Tree Stance, as a
Response Reaction, you can make a melee attack against any foe that
makes a melee attack against you, dealing 1d6 at damage to them
- Forceful Wave Stance: While in this stance, whenever you deal
force or water damage, push the target 1 space
- Bounding Flame Stance: While in this stance, whenever you
deal damage to a foe, deal half damage to all foes adjacent to that foe
- Razing Storm Stance: While in this stance, whenever you
Stride, deal 2 piercing at damage to all foes adjacent to you
Hypocrite Lightnin
You take the opportunity: you zigzag across the battle eld, sending kicks
and punches at the target, going higher with every hit. Then, at the apex of your
movement, you strike straight down, bringing your target with you
Action * Maneuve
1 Unit | Mele
Effect: Make a melee attack, dealing 4d2 (roll a d4 with 1-2
counting as 1s and 3-4 counting as 2s) wind damage.
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VIOLENCE
Your wounds are deep and your vision fades. But you cannot give up. Not
here. Not yet. Find your conviction, and the spirit of violence within you bolsters
you, bringing the Hiyang and mending your injuries
Flourish * Maneuver, Stance, Heal, Scen
Sel
Effect: Heal Breath, and then sink into the Ready Stance
Stance: The Ready lasts until the end of your next turn.
Whenever you attack or are attacked, you may consume the Ready to
immediately make the target Debilitated and give your next attack
piercing damage.
When you learn all the Technicks of this Discipline gain the
following
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VIOLENCE
You breathe out, and your umalagad, ancestor and guardian spirit, bursts
forth: a six-armed, aming-eyed Avatar of Violence. The Ultimate Hypocrite.
They Who Will Bring Down Gods
Flourish * Ritual, Maneuver, Opener
Self
Effect: You become the Avatar of Violence until the end of the
scene. While the Avatar of Violence, all your melee attacks are
Strengthened, deal Precise damage, Extra damage equal to your Tier,
and Reliable 3.
When you become an Avatar of Violence, every start of your turn
that you have the Avatar, lose Mettle equal to your Breath. You may
leave the Avatar by spending a Flourish or when you are Crashed
You cannot use Technicks that won’t let you make hostile actions
against enemies.
When you fall to Crashed while you are the Avatar of Violence,
you may use Hiyang Sinag as a Re ex: You raise your st and consume
the Avatar and God of Violence, alchemizing their substance into a singular
burning beam of fulminating disharmony. For a brief moment, the One
Thousand Violent Ancestors stand behind you. You collect the Hiyang Sinag
into your hands, breathe, silence takes over the battle eld, and everything
becomes monochrome for an instant
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And then you release it, and the battle eld monochrome is ripped away by
an overwhelming ray hotter than the sun.
Deal 5d6 soul damage to all foes in Close Blast 20. Any hindering,
blocking, dangerous, or dif cult terrain is removed from the
battle eld. Afterwards, you immediately become Crashed, no roll,
and you suffer 2 Wounds.
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Learning to hone one’s self, and let nature ow through you, is one of the
most iconic abilities of the Death Dancer. Through meditation in the scriptures
that would break the gods and topple the thrones of the devil kings below, you
become the weapon of the world: you summon the energies of hiyang and turn it
into a ball of pure fraying energy. But in so doing, you become a principle
paradox. How does one end violence through violence
Action * Maneuver, Taxing, Shot Finishe
1 Space | Range 3
Effect: Push yourself 3 spaces away from the chosen space. If
there are any units in the chosen space, make a melee attack and deal
1d6 soul damage and are pushed 1 space away
HORNBILL BREAKER
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ELEMENTALIST [ELE]
Elementalists are potent and skilled sorcerers, feared and
revered by almost every being in the Archipelago. Known in
Pannai as busalian, in Gatusan as dalungdongan, and in Virbanwa as
salamangkero. Elementalists gain their sorcerous
occult power through knowledge and skill, through the bolstering
of their puhon through years of magickal tempering, accruing of
knowledge, and bargaining with gods. Through this, they manipulate
the elements, weaken their foes with potent wicked curses, and
destroy gods with the strength of their soul. This sorcery is known as
busali, once reserved for healing from elements, now used for
violence. Busali is an ancient sorcerous art, the Zenith Art, taught to
Apumbukid by the Ten Datu of Pannai, who have access to great
personal spiritual power, which cannot be properly written in books.
Thus it is taught down as tradition
Elementalists are usually also well learned in the truths of the
world, in the way plants interact with the inner workings of a tawo,
as well as how the spirits deal and how Those Unlike Us work their
strange magics and enchantments. The Elementalists are powerful
harnessers of Kinaadman, the Enlightened Will, using it to
manipulate the elements and to galvanize the battle eld
Due to their feared nature, many busalian either live away from
the village, or live as royalty. A rich enough Datu would want an
elementalist on his side, by his right hand, to curse and in ict
powerful sorcery upon the enemy. They have deserved the moniker
of living sorcerous artillery
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In the rising tide of con ict in the Second Star Era, elementalists
have been deployed more and more onto the battle eld, due to their
ability to enact debilitating spells from afar. More and more busalian
have become trained and put to use, even if they don’t have the same
amount of personal spiritual power, or gahum, to reach the mystical
and legendary heights of past busalian. While still revered, and
widely considered as the beings that can upend the battle eld, they
have lost much of their mystique, turned into artillery units
If you choose to become an elementalist, it isn’t much to wonder
why you have turned your powerful elemental sorceries to war. Do
you ever wonder if your power could be used for something other
than destruction? Is this what you wanted in the rst place? Is your
perfection simply the destruction of others
The Martial Art of Elementalists is known as Five Circles Style
When you take upon this Discipline, you gain the following
The Azure Art is the art of the Five Circles Style: the understanding that
there are ve elemental building blocks that permeate and complete the world as
we know it. Azure because the Sky is the father of all our arts, as opposed to the
ancient magics of the Earth, known as the Jade Art, and the even more esoteric
arts of the Sea, known as the Black Art
Fire, Water, Earth, Wind, and Space. However Space is simply the vessel.
In the Five Circles Style, we are the representative of Space, we are the ones that
are to be lled with the rest of the elemental energies, so that we may harness
nature’s vigor and use it to create, iterate, and then destroy.
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At the start of the round, choose 1 element that you are attuned
to. Gain the effects of that element for the rest of the round
Fire: Your area attacks deal +1 extra damage. Whenever you deal
re damage, that damage gains Reliable 2.
Water: When you hit with a ranged attack, heal all allies adjacent
to the target equal to 1d4. Whenever you deal water damage, that
damage gains Reliable 2.
Earth: You gain cover against all attacks. Whenever you deal
earth damage, that damage gains Reliable 2.
Wind: When you are damaged by an attack, you may move 1
space. Whenever you deal wind damage, that damage gains Reliable 2
Hoko
“Let all be sundered and impaled by my will! Hokot!” Hokot is the
invincible lance used by sorcerers to kill their prey, attuned to the element of
space.
Action * Mentala, Shot Finishe
1 Unit | Range
Effect: Make a ranged attack, dealing 1d6 (your currently
Attuned element, choose 1) damage. If you deal damage that the
target is Weak to, you may move 1 space without provoking
reactions
Gahumy
“The Force of the Sky and Sea clash together! Gahumya!
Action * Mentala, Fiel
All Units | Range 2~3, Burst
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You consume the element you have attuned to, and achieve a temporary
oneness
Flourish * Mentala, Scen
Sel
Effect: Heal Breath. Gain an additional effect according to your
current attunements
- Fire. Your next area attack is Strengthened
- Water. Your next ranged attack grants 1 ally in close burst 2 of
the target stacking Barrier equal to 1/2 their Breath
- Earth. You raise the earth you’re standing upon by 1 Height
until the end of your next turn
- Wind. You gain Avoid until the end of your next turn
When you learn all the Technicks of this Discipline, you gain
the following
Indigo because during the twilight is when one will be able to see the three
Rajahs of the Sky: the Sun, the Moon, and the Stars.
You may now start your turn attuning to 2 different attunements
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UNOS
BAGYU
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LINOG
SIGA
“Heaven crumbles and the seas boil! With nothing but my name writ
across the stars... Siga!” A popular spell amongst elementalist that truly
encapsulates their position as magickal artillery, they summon a beam of pure
fulminating ame, like a miniature sunburst
Action * Mentala, Taxin
All Units | Range 2 Line 3
Effect: Make an area attack against all targets, dealing 1d4+1 re
damage. The last target of this attack becomes the origin space for a
close burst 1 explosion that deals [Your Tier] piercing re damage to
all units caught within. Afterwards, in ict Fray 2 against all units you
dealt damage to.
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HEADHUNTER [HDH
In the islands of The Sword Isles, despite what others might
have you believe, killing is a ritual undertaking. Among the
shoreline settlements and metropoles, killing a man is a coming of age
ritual. One that begins your journey in these islands as an individual
Deep into the mountains of Rusunuga, in the One Thousand
Plutocracies that live upon its mountains--one of which is Vuyu--they
practice ritual headhunting. This tradition is something not speci c to
them as well: warrior braves in lowland settlements frequently picked
up their slain enemies’ heads to be portrayed upon their house, and
some plucked out the hairs of their slain enemies to use as decoration
for their kalasag shields
They do this because every body holds a certain amount of
Gahum, pure untapped spiritual power. By accruing this Gahum,
they themselves get stronger, gaining more favor in the eyes of the
ancestors. When a person dies, their Gahum is transferred to
whoever takes it, either through their head or through the sweat or
liquids from their body after a mummifying process. This is why the
burial rituals in The Sword Isles are varied, long, and revered
The Headhunter is someone who specializes in collecting heads.
They have turned this immaculate and scared ritual act into a
business, a job. This is what the islands have fallen to. What was once
a ritual tradition, that sacred act of killing, has been blasphemed
The warriors of Apumbukid have learned this tradition from the
headhunting folk of Vuyu and the mountains of Rusunuga. Many
Headhunters travel to Apumbukid to cease their ritual headhunting
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with their fellow man, and instead hunt down those that are
disrupting Hiyang, as a form of ritual sacri ce and ritual killing
Headhunters usually trawl the lands and accept jobs from Datu to
perform headhunting ritual killings for any reason, whether it be for
revenge, for murder, or for mourning. In return, Headhunters are
given lodging and acceptance into society. A sort of necessary evil. In
this way, they are no different from any other Kadungganan, but
Kadungganan have the gall to think they are different. That their
killing is in any way more sacred or more noble
Headhunters are trained in the mountains or hinterlands,
subjected to harsher conditions than normal, whether it be cloying
hot jungles or the near freezing cold of the highest peaks in The
Sword Isles. They are at home in the shadows of the trees, above the
unseen branches, clad in shade and vine. They do whatever they need
to do to perfect their killing art, taught in all manner of martial arts
by all manner of teachers. Sometimes these teachers are ancestor
spirits, sometimes these are diwata, sometimes these are the folk
living in these hinterland regions. Whoever it may be, it does not
matter to the Headhunter. All killing arts lead to the ritual art of
decapitation
When you become a Headhunter, ask yourself: are you willing to
become headless to perform your duty? Ignorance is bliss,
Kadungganan
The Martial Art of Headhunters is known as Decapitation Style
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You can spend a Flourish to become Hidden until the end of your
next turn
While you’re Hidden, you can spend a Flourish to give 1 Unit in
range 3 your Ritual Kill. You can have up to 3 Ritual Kills on a single
unit. You can only stack Ritual Kill upon a single unit: you cannot
have two Ritual Kills on two different units on the battle eld at the
same time.
When you make an attack against your Ritual Kill, you may
consume a Ritual Kill to deal +1 extra damage. You may consume any
number of Ritual Kill on a single attack.
Shadow Inten
You strike, and then drink deep of shadows
Action * Maneuver, Combo, Lunge Finishe
1 Unit | Melee
Effect: Make an attack against the target, dealing 1d6 force
damage. You can then quickstep 2 spaces. If you end up in a space
that is not adjacent to the target, you gain Shirk to the target until the
start of your next turn
Decapitat
You lunge from the shadows and decapitate them
Action * Maneuver, Ritua
1 Unit | Mele
Effect: Make a melee attack, dealing 1d8 force damage
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DECAPITATION STYLE SECOND WIND TECHNICK: DRINK SMOKE AND
BAMBOO
You breathe in deep, readying yourself for the killing ritual that you must
perform. The shade swallows you as you drink deep. You blend into the sea, into
the trees, into the grass
Flourish * Ritual, Heal, Scen
Sel
Effect: Heal Breath. Become Hidden. This Hidden doesn’t go
away when you attack or are damaged. It simply goes away at the
start of your next turn
As a Flourish, you can now stack another Ritual Kill upon the
original target as long as you’re Hidden. Each Ritual Kill consumed
now gives +2 extra damage
While Hidden, you may consume your Hidden buff as a Flourish
to immediately teleport to a space adjacent to your Ritual Kill, as long
as they are within range 3 of you and you have line of sight to them
You call upon your patron spirit--usually Iwa-garo, the holy power of
violence--and let it sing in your blade. As a headhunter, you bring violence. In
this nal ritual, you decapitate yourself, and in that perfect rite, you call
decimation to befall upon your kill
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Verse 22: “When BA~LA~HA~LA, That Supreme Soul, stepped into the
world through the paradox of creation, Idda Mangubat vanished into the trees
in Their path. The great universal consciousness’ gaze seemed so serene that he
felt themself melting into oneness just at Their gaze”. – SONG OF IDDA
MANGUBA
Interrupt Reaction: You are the target of a melee attack * Ritual,
Scen
Triggering Unit | Mele
Effect: Quickstep 3 spaces, and then leave a smoke self of you in
the rst space that you leave. The attack of the target goes through,
immediately dealing damage to the smokeself.
The smokeself stays as a Summon. When you Stride, you may
choose to teleport and switch places with your smoke self instead, no
matter how far you are. Additionally, you can now use the smokeself
as an origin space for Technicks and actions
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“To truly become the axe, you must be able to puncture the carapaces of all
those that you wish to destroy. If you cannot, then you are ineffectual, useless.”
- Si Batara Padakul, Diwata of Axes
Action * Maneuve
1 Unit | Melee
Effect: Make a melee attack, dealing 1d6 force damage, and then
in ict Ripped.
SUNDER
“Thus must all things be: to weaken the soul of a warrior, destroy their
weapon. It is akin to breaking an arm, or slicing off their head.” - Si
Diwarajah Hinagiban, Diwata of Weapons.
Action * Maneuve
1 Unit | Melee
Effect: Make a melee attack, dealing 1d6 force damage, and then
in ict Weakened
“Verse 49 - However, their head split into ten thousand skulls, and the
Supreme Soul spoke: YOU HAVE DESCRIBED ME WRONGLY IN YOUR
LESSONS, They said. I AM NO GOD. I AM BEYOND GOD. YOU
CANNOT DESCRIBE ME. IN YOUR HUBRIS, YOU CANNOT KILL
ME. I AM BEYOND DEATH. NOW... ACHIEVE HIYANG.
50 - This lesson cannot be written down, for it exists and does not exist all
at once. I apologize on behalf of the Great Hero of Heroes, Noble Lord of
Warrior-Slayers.” – SONG OF IDDA MANGUBA
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TACTICIAN [TCT
Tacticians are master sages and counselors of the battle eld.
They are the tactical cousins of parawali, a Discipline focused on
counseling and advice giver for families and households. While they
don’t have the superior natural philosophies of the balyan, tacticians
are well versed in the dealings of people themselves. It just turns out
that a battle eld is won and lost by their people
Tacticians are masters of their craft, unwilling to compromise
victory. They learn all the tactics and play mindgames and tricks on
the opponent. Victory at all cost. They know how infantry men fall to
bowmen, how cavalry is important to the victory of an entire army.
Most importantly, in the common skirmish ghts in The Sword Isles,
they know how to use the environment to their advantage, and learn
the weaknesses of their enemies
If you are a tactician you have some form of knowledge or
perhaps an innate talent for snif ng out people and/or manipulating
them. A Tactician uses their usually benign knowledge to in ict
violence, and this violence is not entirely physical. Through
manipulations, they change the shape of the battle eld and exploit
learned weaknesses. A single word, a single hand movement, is all
that’s needed for the party to win
If you take this discipline up, ask yourself why you’ve chosen to
use the knowledge of people to break and kill and in ict violence.
Why you’ve chosen to turn a benign counseling trade into one that
exploits humanity itself, and why it’s needed
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Why must you lend your wits to extending the violence? Why
play games with the lives of your fellow men
The Martial Art of Tacticians is known as Peerless Heaven Eye
Style
As a tactician, you have planned everything ahead. Not only that, but you
have internalized teachings and battle eld traditions passed down among
generations of warriors and likeminded tacticians. You are a master among
them. The battle eld is your plaything
You gain access to a special Interrupt known as Tactical
Foresight, which can only be used 1/round
Tactical Foresigh
You foresaw this, and so you dominate
Interrupt Reaction: A foe in range makes an attack * Tacti
Triggering Foe | Range
Effect: Cancel the foe’s attack. They cannot use that attack until
the end of the next round
Pridefal
Your strike buries wounds ever deeper
Action * Tacti
1 Unit | Range
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Effect: The target becomes Weak to force damage until the end of
your next turn.
Ravag
Your strike knocks the wind out of the target. Your blade is still clean
Action * Tactic, Taxin
1 Unit | Range 2
Effect: Make a melee or ranged attack, dealing 1d4 force damage.
Then, remove 1d3 Buffs from the target and give it to yourself
instead until the end of your next turn
REPOSITIONING
With a snap of your ngers, the battle eld reforms, strange contraptions
and foreseen circumstances allow you to change it as you see t
Flourish * Tactic, Heal, Scen
Sel
Effect: Heal Breath. Shift all units in close burst 2 by 3 spaces
When you learn all the Technicks of this Discipline, gain the
following
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- Larceny. In addition to the target not being able to use the
attack that they just used, you can use that same attack as well until
the end of your next turn
- Knockdown. Push the target 2 spaces and knock them prone.
What your enemies don’t understand is that you’ve already won before the
battle even started. You reveal a cunning plan, a devious trap, or some other
battle eld changing trick that completely upends the enemies’ formation, and
scatters them to the wind
Action * Tactic, Perilous
All Foes | Close Burst 10
Effect: The target becomes Delayed. When a target is Delayed, they
can only move at the end of the round, after every other combatant
has moved. If there are other delayed units, they go through turn
order as usual (player turn > foe turn, etc)
Special: You can only use this if you are the last combatant of
your side acting in the round.
A classic war item piece used by many Raiders and raiders in The Sword
Isles. A bamboo bomb lled with explosives and ower seeds, when thrown at an
area, it lls the battle eld with a choking cherry smoke that hinders vision
Flourish * Tactic, Scene, Fiel
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MOCKERY
“A tactician must learn to exploit the weakest part of a foe: their heart.” -
The Palm Leaf Scrolls of War in Land and Sea, p. 14
Action * Tacti
1 Unit | Range
Effect: The target’s next attack is made as if the target they are
attacking has Avoid.
CHECKERBOARD
“Pave the path for your enemies, so they walk into their own doom.” – The
Manuscript of Lawana Sinigida, She Who Lives in War, verse 35
Flourish * Tactic, Taxin
1 Unit | Range 3
Effect: The target becomes Puzzled. While a target is Puzzled,
they can only move orthogonally (no diagonals)
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1 Unit | Range 2
Effect: The target makes a save: on a fail, they become Weak to
Earth, Fire, or Water (choose 1) until the end of their next turn. On a
pass, they lose all Af nities (excluding Weak) until the end of their
next turn.
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TIGPANA [TGP
Tigpana [tig-PA-na] translates directly to archer. This is the
discipline of long distance combat atop bamboo watchtowers,
treehouses and rocky outcroppings peppered across The Sword
Isles. This discipline actually originated in Ibalong, but was applied
to the rest of the archipelago by Apumbukid as violence intensi ed.
They measure the lay of the wind, the rustle of leaves, the whisper of
the land. What heat might do to the trajectory of a re-hardened
arrow, the nuisance of rain. To become a Tigpana is to become one
with nature, to be as silent as the rst light of dawn, to be as quick as
the darkest point in the night
Tigpana are masters of all ranged bows: from the common busog,
or shortbow, to the rarer sikarom, the bamboo longbow, which is so
long that it had to be held under the foot to be strung. They re the
initial strike when needing to protect a settlement, or if on a raid,
they will seek the highest vantage point to dictate the momentum of
the battle
Tigpana are made to watch with eyes sharper than eagles. With
escalating tensions between polities, these elite sharpshooters have
descended down from upon their lofty bamboo watchtowers to ght
alongside their fellow Kadungganan. This has done nothing to
impede their skill, of course. In fact, all it has done is to show how
much more formidable a Tigpana is up close, with perfectly lined
shots that can sever the head from the neck
While Apumbukid trains them in large numbers due to their
proactive stance on their stewardship, the art of long ranged archery
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came from Ibalong, in the northwestern tip of Rusunuga, bordered
by the volcano Magayon, the most beautiful volcano in all of The
Sword Isles, known for its perfect cone shape. The Ibalongnon are
closer to the Gatusanon than the Virbanwans in culture, and also
tattooed themselves and raided the coasts of foreign lands. When
invaders came, they were known as some of the most belligerent
warriors, evidenced by their skill with longbows. These Ibalongnon
warriors have since taught warriors far and wide the discipline of
longbow archery, and has thus bred a new breed of Tigpana across
the isles.
If you choose to become a Tigpana ask youself why you have
chosen the path of more violence, if you could’ve stayed protecting
what is yours instead. Who do you ght for? Why? Blood stains your
bowstrings, how long until it ows from your heart
The Martial Art of the Tigpana is known as Petal Piercing Style
When you rst take upon this Discipline, gain the following
As a Tigpana, you are taught proper patience. Many of your technicks rely
on the fact that you’ve claimed the perfect shot, that your victim has been
cornered. This is the path to victory, to know when to perfectly strike, so such
strikes can become precise and killing
As a Flourish, you can get on one knee and then gain 1 Aim. You
can keep spending Flourish to gain more Aim, to a maximum of 3
When you next make a ranged attack, you expend X Aim to
increase the range by X and deal X extra damage.
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You lose all aim when you are damaged or you move, whether
voluntarily or involuntarily
Ar
You let judgment y
Action * Maneuver, Reliable
1 Unit | Range
Effect: Make a ranged attack that deals 1d4 + 1 damage. This
ignores line of sight
THE SKY
You bring the leaves and the insects to you, and feel the rejuvenation of
nature
Flourish * Maneuver, Scene, Hea
Sel
Effect: Heal Breath. You may quickstep 3 spaces without losing
Aim
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When you learn all the Technicks of this Discipline, gain the
following
THE SKY
You can now gain up to 5 Aim. Additionally, you don’t lose Aim
when you Quickstep.
You can now become Hidden at the start of your turn until you
make an attack, move, or suffer damage
Whenever you deal damage with a ranged attack, you can choose
to deal the average of a die roll instead of rolling damage. For 1d2
that’s 1, for 1d4 that’s 3, for 1d6 that’s 4, and for 1d8 that’s 5
THE SKY
“Align your shot. When you aim, breathe. That is how you know you are
one with hiyang, for hiyang is infused into the very air we breathe. Then, yes,
let go. Let go slowly. Do not have violence in your mind, but oneness. Remember
to sacri ce self upon the altar of all? Remember then, that you are not you. You
are the arrow, the bow, the vibrations of the bowstrings, the trajectory of the
bow, the warriors being cut down by your intent. You are all those and more.” –
Teachings of the Bantara Guro
Action * Maneuver
1 foe at a height lower than yours | The battle eld
Effect: Deal 3d8 + [Tier] piercing Force damage to the target.
Trace a line from one of your corners to the corner of the target. If
the line touches a side, corner, or enters through the space of a Foe,
they suffer the damage as well. This ignores Height
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BAMBOO RAIN
“Hide earth with the shadows of your arrows, archer!” – A popular war cry
for those that keep their lives in their bow.
Action * Maneuver, Taxin
All foes | Range 3~4, Burst 2
Effect: Make an area attack, dealing 1d4 force damage to all
targets
KILAT EYE
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The Tigpana’s Response Reaction time is feared across the isles. Nothing
matches them. In truth, this is the rst lesson of the Tigpana: to catch an arrow
from mid-air. The second lesson is this: throw the arrow back. Si Taka is a
legendary folk hero among Apumbukid, a Hinapanun noble who fought against
a Virbanwan iron foundry village that seeked to kill the diwata of the forest
Ibusi, Apu Ibusi
Interrupt Reaction: You are hit by a ranged attack * Maneuver,
Taxin
Self
Effect: Roll a d10. On an 7+, you catch the ranged attack,
canceling the effects of the attack against you.
ODD EYE
Tigpana are taught to watch over the entire battle eld. Entire settlements
have been saved due to the tigpana’s vigilance
Flourish * Tacti
Self
Effect: You gain the Overwatch until the start of your next turn.
When a combatant within range 4 voluntarily leaves their space, you
may consume the Overwatch to immediately deal 1d4+1 force
damage to them
You can only have 1 Overwatch at a time
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THE SULTANATE OF AKAI
The war gongs sounded. Our armies assembled. On one side,
under the blazing crimson banner of Sultana Yarashgara XII,
the Omniscient King, chosen by Baginda Sumongsuklay
herself, we stood. In front of the attened plain, facing the sea.
We prepared our lantakas, our arquebusiers raised their guns,
our longbowmen raised their bamboo bows the length of their
bodies. Our frontmen raised their kampilan and kris and
sundang, beating them against their kalasag. Our cavalry rode
upon water buffaloes and elephants, wielding arquebuses and
spears. We were ready to take them on, and we will bring
them down
Off to the distance, like a black blade sweeping in from the
horizon, sailed the bastard forces of the wicked sea king,
Radya Gaputan. He declared himself true sultan and declared
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war upon us last moon, and now he comes with the full force
of his eet
My Beloved Sultana walked up beside me. I lowered my head
to her, the golden threads of my sarok creating a soft rustling
symphony. “Parawali,” he said. “Report.” She was garbed in
the full ensemble of war god armor: elephant hide breastplate
and steel armor from head to toe, a helmet fashioned to make
him look like the dragon that eats the moon, and a kiwo-kiwo
kris that was larger than any other. Around her armor she
wore a colorful textile sarong of white, pink, and crimson,
which owed to her feet
“Beloved Sultana,” I said, and I pulled out the bamboo scroll
from my sleeve. “Radya Gaputan comes in with a force that is
seven times stronger than our land army.
“But our army is all supremely trained,” replied my Beloved
Sultana. “And they are nothing but mercenaries and horohan.
“It may be so, but their superior numbers leave us at a
disadvantage.
Sultana Yarashgara XII nodded, and then said, “Did my
friend Datu Kumusuli reply?
I smiled. “They did, oh Valued One.
“And? What was their reply?
The war horns began then. The agung quickened. The entire
army began screaming in rage and de ance against the
wretched horde of Radya Gaputan. On top of the hill we
stood upon, overlooking the shore, the great Paraawit sang
her greatest song. The Neverending War of the Sultanate. She
sang of all the great battles the sultanate has fought, will ght,
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and will ever ght, and told of how they were victorious above
them all
And as the war gongs clashed and the war horns bellowed, a
eet of colorful sails came in from both sides of the horizon, as
if rushing to meet the incoming horde. A multitude, like re
encroaching upon oil
“They said that they remain faithful to you, Sultana, the
Conquerer of this Earth, the Render of Heaven, the
Omniscient Queen.
The Beloved Sultana nodded and smiled. “Good answer.” And
she raised her giant kris, and lightning struck it, and she ared
like a god
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emperor. Jaris Akai brought the island of Siga and the surrounding
islands to heel.
Jaris Akai, also known as Maharajah Akai, faced down a
rebellion from the Ten Rajahnates of his sons, which he managed to
win after the arrival of Sihkandag, the Warrior-Priestess of Baginda
Sumongsuklay. Through her counsel, medicine, and sorceries, Jaris
Akai brought his sons to line, and then eventually established the
Sultanate.
Soon after, the Sultanate adopted the Moon Faith, Iman, as a
state religion. As more pandita wisefolk came in and taught the
religion, more culture (both social and material) was brought into the
ten islands. They crafted powerful weapons and learned great
techniques which he taught to his ten sons. Upon his ten sons, he
conquered the island of Siga and the surrounding islands, a portion
of the islands of Simipatra, and the coasts of Kalanawan
His reign only ended due to the quarreling and politicking of his
ten Sons, who bickered and warred, ghting for inheritance of the
Throne.
Eventually Jaris Akai perished, and in mourning, the Isles of Siga
and the coastal shores of Kalawanan erupted into the Ten Datu War.
Ten of his greatest sons, Fire and Storm Kings, warriors of the
current, echoes in the forest
The winner Yarashgara I, who was not the eldest but the one
destined to be the leader among the Ten Datus, as spoken by
esteemed pandita Saka Iskandr. And thus it was so, and the rest of
the ten cities and states paid fealty to him, for he and his line became
the inheritors of the Lunar Throne.
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The Akai Sultanate believes in what they call Iman. It is the faith
that the Moon Goddess Baginda Sumongsuklay created the islands
after warring with the sun, and became the Resplendent Night
Queen that held sway over both night and day. Baginda
Sumongsuklay was privy to power over the most powerful realm in
the world: the Sea, and the Sultanate became peerless sea raiders and
warriors thanks to their blessing from Baginda Sumongsuklay. They
have created Lunar Temples for her in spiritually powerful places. All
diwata pay fealty to her, the greatest of the diwata.
As of present day, the Ten Datu and the Sultana still have a
convocation at every Full Moon for feasting and trading and
speaking and organizing new ventures, as well as other diplomatic
political inventions. Lately they have been preparing, as the Lakanate
of Virbanwa readies their armies and recruits from their villages. The
Akai Sultanate will not bow.
The Sultana sits within her Grand Lunar Palace: the largest
structure in The Sword Isles: a massive 100-roofed palace that meets
the moon when it is at its fullest, expanded into a sacred square, with
hundreds of annexes connected by stone halls made of moonstone. It
is all at once a holy offering to Baginda Sumongsuklay, and a housing
for one of the most powerful people in the Sword Isles
The Tawo of Akai are much similar to their neighbors to the
south. They have a tripartite society, and go on raids and are born
into a society of war. From a young age, they are usually taught of
the Moon Faith, the Iman, and that to follow the teachings of
Baginda Sumongsuklay and die for them is the highest reward they
could have. Tawo from the Sultanate are exposed to vast trade with
Naksuwarga and Baik Hu. They have access to inscriptions and
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culture from other parts of the world through this trade. This has
caused many of the Sultanate tawo to be exceedingly diverse
culturally
Nobles in the Sultanate serve and give a tribute to the Sultana.
The Sultana is akin to an empress, ruling over kings, that are the datu
and rajahs. Nobles can become pandita, or wise-men, if they become
well-versed in the Iman. They are knowledgeable in the Moon Law
and custom. Princes that are of royal blood are referred to as Katchil,
and the crown prince was termed Rajah Muda. Rajah Laut were
third-ranking dignitaries. A high-ranking council of elders known as
the Bichara Atas counsels the Sultana. Those rich enough with the
right and means to trade are treated as nobles and are called
Orangkaya.
Among the Nobles, they share much in common with the Akai as
well. Especially rich folk that do not have noble blood, the
orangkaya, are known to have their own little society within Akai,
and in some cases in uence the decisions of the Datu. Many epics
and songs and poetry has been born due to the constant adventuring
of nobles.
Sultanate Kadungganan are called satariya. They ght not only
for their Datu, but also for the Sultanate. When the Final Wars
come, or when the Sultana seeks for them, they will ride with their
Datu to the Sultana’s side, and they will reach heaven through
violence. The most faithful of warriors gird themselves for battle:
they wrap themselves when performing Holy War with the trappings
of those to be buried: anointed with oil, shaved, and invested with
white garments. This is called the sabil: the faith rage, and they will
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die. They will bring as many as they can with them, and in their
death, they will reach heaven
The tawo of Akai embody and internalize the most important
pillar of their Iman: the Divine Striving. There are four Divine
Strivings:
- The Striving to Holiness, which is their striving to overcome the
lower self, perfect their bodies, and reach communion with the
Moon by following the tenets of Iman
- The Striving to the Sword, which is their striving to perfect their
martial prowess to protect what is theirs and other blasphemers
- The Striving to Puri cation, which is their striving to cleanse the
land of evil and darkness, injustice, oppression and the works of the
Malaikat demons
- The Striving to Truth, which is their striving to achieve
truthfulness and to spread the knowledge of the Baginda
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NOTEWORTHY PERSON
Sultana Yarashgara XII. Yarashgara, descended of Jaris Akai,
the twelfth of her name, the Omniscient Queen, unto whom songs of
crocodile-slaying and island-rending are sung about. She is known as
the Thunderous Conqueror, the Ever-Swallowing Current. Born to
the royal family, she proved her worth as the heir to the throne, and
sought to capitalize on her father’s mistakes by expanding Akai ever
forward. Yarashgara is a well-versed in the teachings of Iman,
counseled by twelve pandita--both local and foreign--and served a
tour of duty as a knight-warlord for her late father before taking the
throne. Thus, the Omniscient Queen is intimate with her subjects,
and the Sultana knows that they are primed for expansion. Their goal
is to conquer all of The Sword Isles rst, and then Sonyoh, and then
the rest of Naksuwarga. She aims to become a force strong enough to
rival even Baik Hu. She keeps her wits about her, however, for they
know treachery and betrayal whirls at every current
Upon her throne in the Lunar Palace, she sits upon a stone dais
that is made of the bones of a great moon-eating serpent, the
Bakunawa Throne. She sits upon it with legs folded, wearing a great
pudong that does not fall, but rather, is attracted to the sky, so it falls
upwards always, creating a spiralling crown unrivalled. It and the
rest of her garments--a lambung so long that it can cover her in three-
layers and still be long enough to cover the entirety of the Bakunawa
Throne, a shawl that can double as elongated arms and can wield
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NOTEWORTHY POLITIE
The Holy Kedatuan of Harigii. Called solely because of the
ancient holy temple built upon a high mountain by the rst few
preachers and apostles of the Moon Goddess, and was where the
First Teacher, Indra Guro, died and was buried. The Holy Temple
has since withered away to the elements, as it was built on bamboo,
save for the four pillars that it was built upon, which never wilt away.
When a person cut the pillar to examine it, the part that was cut
immediately withered and aged. Many people that live in Harigii
grow up to become priests, scholars, and monks for the Moon faith.
Harigii has since become the pilgrimage site for all Bulanists. The
current Datu of Harigii is a once-pandita preacher named Datu
Dahit Sabad
Jambangan. The Land of Flowers. The holy city-state in the
middle of the Sultanate’s jurisdiction. It is large enough to cover all of
the island of Siga, where it is situated. In the middle of the
archipelago is a holy pyramid to the Moon Goddess Baginda
Sumongsuklay, which they call the Holy Lunar Temple. Beside it is
the Grand Lunar Palace of the Sultana, the high royalty of the Akai
Sultanate, where the current Omniscient Queen Sultana: Yarashgara
XII, lives. Those that are her children and families from her
concubines live in the quarter closest to the palace, while the other
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To Gatusan: Wild, pure, and forever free! We would happily
include them into the ranks of our vassals, but their blades are sharp
and their tongues even sharper. To live by the blade is to die by the
blade, of course, and they shall nd hell from ours
To Apumbukid: They have not the strength to repel us. Had we
the effort and will, the Holy Mountain would have become our
ladder to the Holy City on the Moon, and they will have become our
brothers in our Divine Striving
To Ba-e: Aloft upon their elder dais, yet they have persisted
through cycles of violence. Does it grieve them to see the depths of
their own weakness laid bare
AKAI DISCIPLINES
The following are the Disciplines born from Akai
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AYAM HUNTER [AYH
Hunting is a popular trade and profession in the isles. Its how
one gets pig and meat, after all. And pig caught in the forest is a ritual
sacri ce, lled with metaspiritual meaning and power. Hunting in the
isles are done either by one’s self, with traps, or with a dog or two,
who can pin down game
When war broke out, and constant violence loomed, the Ayam
Hunters arose, pointing their traps and their dogs at their enemies.
They took it upon themselves. Now they train their children not only
in the arts of hunting, but also in war. After all, how different can
hunting a human be? While all the mandalas hunted, it was Akai that
rst saw their applicability in war, and began granting nobility and
vassalship to hunters who would join the Sultana’s following and
army. An even smaller contingent of elite hunters serve as her royal
hunters, out tted with silks and golds and jades
Ayam Hunters use a large variety of constructed traps to control
the battle eld. They might bait their enemies, use strange pits to
make them fall, or soften the soil to make them slip quicker. Ayam
Hunters are unmatched when it comes to manipulating the battle eld
with their ingenuity and closest allies. They thrive in the mid-range,
putting down traps to shut down enemy movement and skill
Ayam hunting dogs are erce and they never back down, and
they even prefer to ght against things larger than them, the devil
bastards. They rejoice in the glory of savaging a giant boar or
crocodile or stag and bringing them writhing to the oor
Ayam hunters are usually geniuses in trap making as well as the
ways of nature, sought after for their expertise. They come from all
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walks of life, and with their ayam, they can take on whatever
challenge that will come their way, with a combination of their wit,
their innovative skill, and the erceness of their ayam
If you choose to be that consummate hunter, ask why you used
your hunting and trade for battle. What made you hunt the ultimate
predator? Why do you sic your hunting dogs at your fellow man
The Martial Art of the Ayam Hunter is known as Moon and
Stars Style
Ayam are ercely loyal hunting dogs that can climb trees and shed their
claws to better grip their target. They will never abandon you.
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If you do not Command them, at the end of your turn, they will
Stride and then Keep Guard until the start of your next turn. While
they are Keeping Guard, any foe that enters or exits a space adjacent
to the ayam becomes Slowed
If your ayam is brought to 0 Mettle, they will be Crashed as well.
While Crashed, they will stay that way until you go up to them and
Revive them
However, they still suffer 1 Wound, and they will be incapacitated
when they suffer 3 Wounds. During a Rest, they also heal 1 Wound
Goug
You gouge at an opponent
Action * Maneuver, Comb
1 Unit | Mele
Effect: Make a melee attack, dealing 1d4 force damage and
in icting Ripped. Your ayam gains +2 Speed until the end of your next
turn
Combo: If the next attack on the target is a shot nisher, the
target suffers Fray 2.
Stin
You aim a perfectly timed strike
Action * Maneuver, Opene
1 Unit | Range 2~3
Effect: Make a ranged attack, dealing 1d4 earth damage. Your
ayam’s next attack against the target is Strengthened
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A special brew from the menders of Akai. Edible to both you and your dog.
When you consume it, the edges of your vision are frayed by lightning, and
everything seems to move slower
Flourish * Maneuver, Scene, Hea
Sel
Effect: Heal Breath and give your ayam a command as a Re ex,
even if you’ve already used it that round.
When you learn all the Technicks of this Discipline, you gain
the following
You now have access to the following Commands that you can do.
- Stay hidden! Give your ayam Hidden until the end of their next
turn.
- That’s my boy. Give your ayam Barrier equal to your Breath.
- Lock ‘em down! Your ayam strides and then makes a melee
attack against an adjacent foe, dealing 1d4 + 1 earth damage and
in icting Immobilized
“All right, when you’re overwhelmed? When your traps have all be spent?
Rely on this guy. This best friend of yours. In these lands of violence, we have
none other. These guys can climb trees, rip wounds, and sharpen their own
claws! All right, bud? Remember, even when I die, you’ll never be alone. These
dogs are me and your ancestors. We’ll never let you down.” Hunter Sakdal, to
his son Titi Mangita, before going to join the ranks of the Sultanate.
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Flourish * Ritual, Maneuver, Round 3
Sel
Effect: You become The Dog Pack, one with a rushing tide of
ayam, spilling blood in their wake, until the end of the scene. You and
your ayam take your turn at the same time now, and you are both
immune to forced movement.
While you are the Pack, you are Size 2, gain Hastened and all your
attacks have +2 extra damage. Whenever you or your ayam deals
damage, the other one gains Strengthened on their next attack
As an Action, you may make an attack against an adjacent target,
Rooting them immediately
EARTH COFFIN
“May the earth swallow you!” - A common curse in The Sword Isles
Flourish * Trap, Charge
1 Unoccupied Space | Range 3
Effect: You can choose when to trigger the earth cof n. When
you do, all adjacent units may make a save. On a fail, they become
Rooted and Weakened. On a pass, they simply become Rooted.
Perfect for heavier creatures. This is a shallow pit that has multiple
bamboo spikes with re-hardened tips at the bottom
Flourish * Trap, Charge
All Spaces | Close Blast 2
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Effect: You put down a shrike pit in the target area. You can
choose when to trigger the Pit. When you do, all creatures on the
Bamboo Shrike Pit’s space falls into a space that is Height -2, they
suffer 1d4 piercing earth damage, and they become Prone. The pit
stays
BALATIK TRAP
Balatik are the most well known contraption and trap of hunters in The
Sword Isles: they are small bamboo ballistas that, when triggered, skewers the
unsuspecting prey with a long bamboo spike. It turns out that this is just as
effective for humans as it is for wild boar and deer
Action * Trap, Charge
All Spaces | Close Line 5
Effect: Lay down the trap in the target area.When a foe steps
onto the target area, you may spend a balatik trap to deal 1d4
piercing Force damage to all foes in the target area and push them 5
spaces away from the line. If they collide with terrain because of the
push, the balatik arrow impales them, making them Immobilized until
they spend a Flourish to remove the arrow.
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SILKWEAVE
You place silkweave upon your clothes or your skin, and pull upon it
whenever you need to move quickly
Action * Maneuver, Charge
Self
Effect: You are pulled 2 spaces in any direction by a sudden
silkweave string attached to a tree or the ground. This ignores
Immobilized and Slowed and does not provoke reactions. If you
move into the space of another unit, you do not suffer damage, but
they do
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Gain the following when you rst take upon this Discipline…
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OVERWHELMING VIOLENCE
Shoulde
Your charge forward, breaking boulders
Action * Maneuve
1 Unit | Mele
Effect: Make a melee attack, dealing 1d6 earth damage. Then,
push the target 1 space. If they collide with terrain, they are knocked
prone. If they collide with another unit, they both are knocked prone.
You cannot be Immobilized, Rooted, pushed, pulled, or shifted until the
end of your next turn
Berser
You cleave the earth itself
Action * Maneuver, Ritua
1 Unit | Mele
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VIOLATION
You dig deep and hold onto your conviction, even if grasping it bleeds you.
You become your conviction incarnate
Flourish * Scene, Hea
Effect: Suffer damage equal to your Breath. You then Re ect all
elemental damage until the end of your next turn
When you learn all the Technicks of this Discipline, you gain
the following…
TECHNICK: TRANSCENDENCE
You can now spend Faith and Rage on the following effects
- Reposition. When you make an attack, you may spend X Rage
to move X spaces, without provoking reactions, to a maximum of
spending 3
- Kill Angels. You leap up and strike at angels. Spend 3 Faith when
you Stride to ignore Height and deal Strengthened damage against all
ying and hovering foes until the end of your next turn
- Bury Devils. You bury devils into the earth. Spend 5 Faith when
you Burst to knock down all foes adjacent to you and deal 2d4
piercing force damage to them
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The ultimate zeal-rage comes from the most tranquil of souls. You have
mastered your rage, and it comes out as a silent breath. That silent rage that
none can muster, that none can overcome. Like the ever-coming tide of the ocean,
ready to overwhelm and swallow the mountains
Who are they to say that your faith-rage is unjusti ed? This world is
sundered and torn: break it even further, and in so doing bring light to bear.
This is the Principle of Fury: kill all things indiscriminately to attain true
Harmony
Action * Perilous, Round 3
All Units | Close Line X, with X being the number of spaces it
takes to reach the end of the battle eld
Effect: You perform the Final Pagsabil: deal 6d6 piercing force
damage to the target. This damage cannot be avoided, ignores
Reactions, ignores Elusive, and can be Strengthened, turned Precise,
and bene t from extra damage. It cannot be halved or turned into
glancing
HARROWING
Fury. You lash out in sabil: you move so fast that a thousand afterimages
of you—like a miniature army—erupts from your soul, and they all attack
Action * Maneuver, Taxing
All Units | Close Burst 2
Effect: Make an area attack, dealing 1d6 Force damage.
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CHARGE
The Berserker rejoices in the glory of combat. You ready your weapon, and
engage in violence. Your wounds only make you stronger. IN VIOLENCE
YOU ARE BORN AND IN VIOLENCE YOU WILL PERISH. YOUR
FURY IS A FIRE THAT CANNOT BE EXTINGUISHED, IT SHINES
IN THE VOID AFTER THE END OF THE CREATION. REMEMBER
THIS, BERSERKER: WHEN PEACE IS ACHIEVED, YOU WILL
CEASE TO EXIST.
Flourish * Maneuver, Ritual, Concentration, Scen
All Units | Close Blast 2
Effect: You ready your weapon. You become Charging
Concentration: Deal 1d6 damage to the targets in the target area.
Deal extra damage equal to the number of attacks directed at you
during the round
You swing and ourish up, bringing the victim of your scorn to the heavens.
“Verily, I say unto you: should you shed blood for your Goddess, thus shall you
nd eternal life. But should you rip open Heaven in the name of the Moon, then
shall you achieve nirvana.” - Teachings of Pandita Ashakarwa.
Action * Maneuver, Ritua
1 Unit | Melee
Effect: Make a melee attack, dealing 1d4+2 force damage and
making the target Ripped until the end of their next turn. If they are
already Ripped, they suffer +1 extra damage instead
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You summon unto you all the spirits of wrath. You contaminate your Soul
with Kawalan, and you use that power to ing your opponent. HURL YOUR
HEART TO HEAVEN. IF IT DOES NOT CRACK ITS GATES, THEN
YOUR ANGER IS INCOMPLETE AND INUTILE
Flourish * Maneuver, Ritual
1 Unit Grappled by You
Effect: Fling the foe 3 spaces in any direction. They must end in a
space at least 2 spaces away from you. If they collide with terrain,
they suffer 1d6+2 damage and become Dazed.
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SWORDFISH WARRIOR [SWW
Sword sh Warriors are skilled riders of the balu, giant
sword sh with noses sharper than spears and wings as large as an
eagle’s. While they require water to breathe, they can stay up in the
air for quite some time. Sword sh Warriors are trained by the best of
the best in their villages, as taming a balu is an entire endeavor all to
itself. One must train a balu since their infancy to form a proper
connection with them. Since balu are one of the quickest animals in
The Sword Isles, they have been used to corrale and subdue enemy
advances in war. Balu are out tted with chain linked mails and
hardwood armors as well
Sword sh Warriors are said to have a distant rivalry with the
other riding Disciplines, particularly the buwaya riders. This is
because they have both been invented by enemy villages. Riding a
balu is a sacred act of oneness with nature, and requires a balyan
ritual to of ciate. Sword sh Warriors are known to use bamboo or
hardwood recurve bows for their choice of weapon, or any other
long-ranged implement, to attack and skewer from mid-range
Sword sh Warriors know the lay of the land and they know the
movement of the sea. If you were a Sword sh Warrior you must’ve
begun your childhood close to water, whether it be a pond or the
ocean. You are intimate with the ways of shing, wielding harpoon
and net to catch your prey. If anyone needs a helping hand when it
comes to shing and hunting, Sword sh Warriors are usually well-
trained in this regard.
Sword sh Warriors tend to be the rst into a battle, with their
superior speed being able to move them across the battle eld with
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relative ease. Due to their mounts, they will be usually tasked with
jobs or duties that would need quick movement or ability to oat a
few feet over land and water. While balu can submerge, the riders
usually cannot hold their breath for long.
Sword sh Warriors constitute the elite cavalry of the Sultana.
Elite Sword sh Warriors are exalted and trained from birth, and are
reared up in the closest way of the Iman. Sword shes are ancient and
holy animals that were ridden by Baginda Sumongsuklay Themself,
and were the holy steeds of Ayah Menat, the First Prophet, when
they had to travel the Two Thousand and One Oceans to reach the
Crescent Archipelago Region
The most elite Sword sh Warriors are the Cavalry of Datu
Margosatubig, in a distant island north of Kalanawan. This island,
called Salagunting, is said to actually be the top of an underwater
coral kingdom named Sugnanti. The balu here are larger, and have
sharper swordnoses, and are said to rush through both air and water
like arrows loosed by the sea king.
If you become a Sword sh Warrior, ask yourself: why do you ride
upon the wings of legends to in ict violence? The folly of men
dapples your arrowhead, why must you enslave nature to scatter
your enemies’ entrails upon the ground
The Martial Art of the Sword sh Warrior is known as Coral
Knight Style
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CORAL KNIGHT STYLE FUNDAMENTALS: BALU MOUNT
You ride upon a ying sword sh known as a balu. These holy sword sh
mounts are rare in the isles, born from pearls hidden deep within coral
kingdoms. They are the favored pet of the Overlord of the Sea, Rajah
Margosatubig, whose kingdom rests right beside the navel of the world, wherein
they keep watch over Tambanokano, the great world crab
You ride upon a balu mount. While on the balu mount, you are
Size 2, and your speed is 5. You are considered hovering, and you do
not halve your Speed when you swim
On the balu mount, you can move through foes. If you do, you
may deal 2 piercing at damage to them, although you can only
damage a foe once per turn using this ability.
When you Stride, 1/scene, you can leave behind seawind brine on
every space that you move into. This brine is slippery terrain, which
means that whenever a foe moves into it, all their movement ends,
they move 1 space in the direction they were going, and then fall
prone
Deadeye
You ready your spear or bow, and re projectiles that shoot like jets of water
Action * Maneuver, Stead
1 Unit | Range
Effect: Make a ranged attack, dealing 1d6 piercing force damage.
If the target is at least 3 spaces away, this attack gains Reliable 2
Cascad
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You send a hail of arrows or spears in every side, as your balu rushes to
protect you
Action * Maneuve
All Units | Close Burst
Effect: Make an area attack against all targets, dealing 1d4 water
damage. And then, gain cover against ranged attacks until the end of
your next turn
VEIL
Your balu summons a school of similar, smaller balu to protect the both of
you
Flourish * Ritual, Maneuver, Scene, Hea
Sel
Effect: Heal Breath. Gain Cover and Hidden until the end of your
next turn. The next attack that deals damage to you deals glancing
damage.
When you learn all the Technicks of this Discipline, gain the
following bene ts
You can now spend a Flourish while riding your Balu mount to
give yourself Hastened, but you become Unbalanced.
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Whenever you quickstep, you can now also in ict violence at the
end of the movement. Your quickstep now lets you move 3 spaces
instead
You can now break up your Stride, meaning if you have a Speed
of 5, you may move 2 spaces, perform an Action, and then move 3
spaces again
Whenever you make an area attack, you deal +1 extra damage
You cannot be knocked of your mount
You envelop yourself in rushing waves and salt sea brine, which takes on the
form of the King of the Sea, high and mighty, with a crown of coral reefs and a
mount of six thousand balu. You and your Balu share each other’s eyes. Spirit
torrents guide your arrow shots. Your weapon turns into a shrike of pure jet
water, which you hurl against your enemy. Your balu becomes as the royal balu
of Tuwan Margosatubig
Flourish * Ritual, Maneuver
Effect: You become the Coral Sarripada until the end of the
scene. While you are the Coral Sarripada: you may Quickstep 3
spaces before or after every attack you make, all your ranged attacks
are piercing, and whenever you deal damage, your arrows splash,
dealing 3 piercing water damage to all foes in close burst 2 of the
target
As an Action, you may consume the Coral Sarripada and spend a
Conviction Token to summon help of all the balu from the legendary
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CORAL WIND
Fighting in the melee has helped you realize that you can take advantage of
helpless Foes. Sword sh Warriors never give up an opportunity. As a Sword sh
Warrior you are trained to keep yourself upon your steed at all times. You
become quick, moving through the battle eld as if you were the wind itself. This
is a staple of balu archers in the Sultanate, as they need to be moving as much
as possible alongside the impeccably swift karakoas of the Sultanate
Response Reaction: When 1 Unit within range is Unbalanced *
Maneuver, Taxing
Triggering Unit | Range 3
Effect: Make a ranged attack, dealing 1d6 wind damage, and
knocking the target Juggled. That unit becomes Weak to wind damage
until the end of the next turn
The Black Tide carries away all that end up within their currents, bringing
them to certain death and whirlpools. This Black Tide can only be ridden by the
royal balu of Datu Margosatubig. If not, they are brought to the boats of
Magwayen, the Divine Boat Ferry, to Sulad, or hell
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Action * Ritual, Maneuver, Scene, Blast Finishe
All Units | Close Blast 2
Effect: Make an area attack against all units, dealing 1d4 earth
damage. Then, shift the targets 2 spaces. If they don’t collide with
anything, they fall prone
STORM BRINE
A skill invented by the old Balu Warlord Panglima Sumarak, who used sea
water to wet the battle eld itself, carrying with him a sack or gourd of sea water
or the sea water of their balu itself
Flourish * Mentala, Maneuver, Taxing, Fiel
All Spaces | Range 4 Blast 2
Effect: Place a brine eld in the target area until the end of your
next turn. All units in the eld deal water damage, and all allies in the
eld when you rst put it down gains Elusive until the end of their
next turn
Field: When a blast or burst nisher is performed within the eld,
the eld electri es into blue lightning, before dissipating. All units
within the eld suffer 1d4 piercing wind damage
BAGAKAY STORM
“Strike as much as you can, before the water that nourishes you becomes
your blood,” – Agi Sindarak, a Sword sh Warrior warlord from the polity of
Ikadan in Kalanawan. Bagakay is a kind of bamboo that is commonly used to
make javelins and spears with re hardened tips
Action * Maneuver, Burst Finishe
All Units | Close Burst 1
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Effect: Move 3 spaces before the attack, and you can make the
Attack at any point in the move. The attack is the burst nisher, not
the movement. If you are on a mount, you may dismount to move 6
spaces, ignoring Terrain. Then make an area attack, dealing 1d4 force
damage to all targets
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SARIMANOK KNIGHT [SAK
Sarimanok Knights are faithful and skillful warriors that ght
both on land and in the air, as needed. They ride upon their faithful
sarimanok, proud and powerful, and they make sure that their
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enemies are brought down to heel. They are trained as an elite
cavalry, and usually only the richest of Datu can out t and train an
entire ten man unit of Sarimanok Knights, much less address the cost
of maintaining Sarimanok
Sarimanok have been there since the beginning of time, some say.
They have been there ever since there has been the Rainbow, the sign
of victory, born from the tears of the Sky to the Sea, Their love
forbidden forever. The sarimanok are large, usually seven to eight
foot tall roosters with rainbow feathers that glisten in the sun and
sheen in the rain. Their large wingspans allow for limited ight, and
their natural hard skin is enough to deter any assailant
Sarimanok are holy winged mounts and representatives of
Baginda Sumongsuklay. It is said that Jaris Akai met Sikhandag, the
Moon Prophet, thanks to a sarimanok that Sihkandag rode upon,
which glinted with the rainbow halo of the full moon. Sarimanok
exemplify the Divine Striving to protect and engage in war to
preserve
Sarimanok Knights must learn to grow and feed their own
Sarimanok. They must establish a unique and special bond with
them, binding them to their very souls. As long as they are alive, their
sarimanok cannot die, cannot perish. Once a sarimanok and their
knight are bonded, they are fated by some cruel watcher to die at the
same time
Sarimanok Knights learn to use longer weapons, larger swords or
sibat. They generally wear heavier armor to protect themselves since
they don’t need overly quick movement. However, they are more or
less stuck to their sarimanok in combat. Sarimanok, while not bred
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for combat, are willing to brave the heat of the skirmish to bring their
knight to victory
While Sarimanok Knights were born in Akai, trained from the
local warriors here who already rode upon Sarimanok when they
unleashed their raids, Virbanwa has also taken to breeding these
rainbow raptors to create a sarimanok cavalry of their own.
However, theirs is smaller than the colorful plumage and gigantic
wings of the sarimanok of the Kalanawan region
If you choose to become a Sarimanok Knight, ask yourself when
you started training, and for what reason? To protect your datu? To
save yourself? Your family? Why would you bring a majestic
creature into the heat of a skirmish, of a tactical engagement, where
both of you are poised to die
The Martial Art of the Sarimanok is known as Rainbow Breaks
The Sky Style
MOUNT
Sarimanok eggs are found at the end of a rainbow. They are hatched and
trained by a Knight from birth. Sarimanok imprint upon their Knight and will
only be ridden by their knight. Their rainbow feathers never disappear, and
when they die they turn pale grey
You have a Sarimanok Mount, which you can mount and
dismount at any time as a Flourish. While upon the Sarimanok
Mount, you are Floating, and you have a Speed of 4. Additionally, you
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ignore Height when moving. However, all ranged attacks against you
deal Strengthened damage. While on your Sarimanok Mount, you are
Size 2 and cannot be forcibly moved by any unit smaller than you.
You can be treated as cover by allies smaller than you.
You can bring another willing unit onto the Sarimanok Mount
with you as a Flourish.
While upon the Sarimanok, you have Armor +1 and start combat
with Barrier equal to your Breath
RAZOR FEATHERS
Spiteful Shrik
You and Sarimanok stab and impale, drawing blood, incurring hatred
Action * Maneuve
1 Unit | Mele
Effect: Make a melee attack, dealing 1d4+1 earth damage. The
target gains Enmity to you until the end of their next turn
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Your Sarimanok let’s out a rooster cry, rallying all about you, and calling
all to your attention
Flourish * Maneuver, Scen
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Effect: Heal Breath, 2x Breath if Battered. All foes in close burst
2 of you gain Enmity to you until the end of their next turn
When you learn all the Technicks of this Discipline, gain the
following
When you attack a foe, you may imprint a Mark upon them. As
long as they are Marked, all their attacks that don’t have you as a
target deal halved damage. When your Mark is in ranged 2 and deals
damage to an ally, you may consume the Marked to immediately
move to a space adjacent to them and in ict violence
You can only have 1 Mark at a time, and it only lasts until the end
of your next turn. Any new Mark supercedes the old one
TIK-TI-LA-OK
The almighty crow of the sarimanok, which rips the sky in half and calls
down the gods to combat. It is used frequently by Sarimanok Knight captains
to signal the arrival of the cavalry. This Technick is taught only to the most
promising of sarimanok knights, for calling upon this great cry can cause great
pain with a sarimanok that does not want to do it
Action * Maneuver, Round 3
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RAPTOR RAKE
You rake the earth before you, making it impassable for foes. Used by
legendary sarimanok knight Rajah Indarapatara before it was taught as a
technique, he used it to halt the advance of Maharaja Lawana and his army of
demons
Action * Maneuver, Blast Finisher
All foes | Close Blast 2
Effect: Make a melee attack against all foes, dealing 1d4 earth
damage. The target area becomes dif cult terrain until the start of your
next turn.
You grip onto the reins of your sarimanok. When hostility befalls your
comrade, rush interrupt: sarimanok diving, wings of volatility, scratching at
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the assailant. This skill, used by Sri Binantug of Gatusan when he rst rode a
sarimanok, became a popular technique taught by masters of the craft, seeing it
as particularly useful
Action * Maneuver, Lunge Finisher, Taxin
All Spaces | Range 3 Burst
Effect: Move into the origin space of this technick. Then, make a
melee attack against all foes that are in the burst, dealing 1d4+1 wind
damage and making them Slowed until the end of their next turn
You rip into the earth and chuck entire rocks against a target. Manaul is
an ancient god king who told the sky that the sea was insulting him. The sky
threw rocks in their anger, and thus made the earth. Manaul did this because he
needed a place to rest.
Action * Maneuver, Shot Finisher, Taxin
1 or 2 foes | Range 2~3
Effect: Make a ranged attack against the targets, dealing 1d4+2
earth damage. Then push the target 1 space away and put down Size
1 Blocking Terrain in their space.
The sarimanok is a creature still at home in the sky. Nothing will change
this. It will take you, it’s beloved, into its langit abode if it can. The rainbow
beckons. By internalizing this knowledge, even you can be suffused with the
diwa of the sarimanok
Action * Maneuver, Charge 3, Comb
All Foes | Range 2~3 Line 3
Effect: Make an area attack against all the targets, dealing 1d4
wind damage, and then move them 1 space away from the Line. The
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Line becomes a Height 3 blocking terrain wall until the end of your
next turn
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STRIFESINGER [STS
The only two times tawo do not sing is when they are asleep or
when they are dead
Strifesingers use their voices, instruments, and ritual dances to
heal and support their allies. Without them, Kadungganan surely
would’ve languished and died. With their healing song stories and
their invigorating cacophonies, they pave the melody for a new
world. Their art is one crafted by local Siganon, and then perfected
by Iman pandita, aligning their empowering notes with the soft
philosophies of the moon to create a singer that can heal the world
Most settlements that have Strifesingers learn the martial art of
the Gubat Awit from other Strifesinger, although they mostly only
accept students that already know how to play a few instruments, or
have beautiful voices. Their voices and music do not only heal and
support: some of their techniques employ the use of violent sound
waves to blast enemies off of their feet, or to make weapons dance
quicker.
Grandmasters of the Gubat Awit teach the secret to amplifying
instruments into thundering sonic waves that blast enemies off of
their feet. Gubat Awit Style deals in letting their healing kalag bolster
their allies’ own. Their songs from the myriad of instruments they
learn summon spirits, as most of them are entreaties and pleas to the
Daghan to help them in their war. Thus is the secret of a Strifesinger
Strifesingers are few and far between. They are usually well
respected by other instrumentalists and musicians, who usually do
not take up the responsibility of war, or if they do, keep their music
out of it. The Strifesingers uses music to bolster war and combat
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Gain the following when you rst take upon this Discipline…
You sing a song of sorrow. Of children deaf to the cries of their children. Of
fathers and thrones empty. Of forests scourged bare, of seas burnt to salt, all in
an effort to prove one another against the burgeoning tide of violence
Spend a Flourish to enter into Sorrowsong Stance. While singing, all
allies within close burst 2 of you have Armor +1
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DIRGE
Poetic Not
You strum your instrument, bringing out notes of remedy
Action * Son
1 Unit | Range 3
Effect: Make a ranged attack against the target, dealing 1d4 force
damage. And then, a single remedial note coalesces in a space
adjacent to the target. Whenever you or an ally moves into the space
of the remedial note, you or the ally gains +2 extra damage on their
next attack
Electric Not
You strum your instrument again, and a blitzing note manifests
Action * Son
1 Space | Range
Effect: Put an Electric Note in the target space. This note moves
1 space every time a unit ends their turn, as directed by you
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You sound your instrument, and healing notes arise from your soul
Flourish * Song, Burst Finisher, Heal, Scen
Effect: Heal Breath and generate 2 Healing Notes adjacent to you.
These healing notes move 1 space every time a unit ends their turn
When a healing note collides with an ally, it grants them Barrier
equal to their Breath. If it collides with a foe, it simply dissipates
When you learn all the Technicks of this Discipline, gain the
following…
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This song was sung by the rst singer, a demigoddess whose name has been
lost to time. She sang it to calm the two mountains that warred in a distant
land. She died in the process, but became the clouds and the sky. The mountains
continued on and killed each other, however, as they were bolstered by grief.
Action * Song, Round 3
All Allies | The Battle el
Effect: The targets becomes Hastened and gains 1 extra Action for
the rest of the scene
BOLSTERING SONG
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Sing full and true, Awitan. Your song, your steps... It shall culminate in
this moment. Your song shall be the song of a thousand weary ghosts, that
sorrowsong: let them hear the cries of your heart, the blood of your soul
Flourish * Song, Field, Scen
All Spaces | A space that is exactly 4 spaces from you, burst 2
Effect: The target becomes a eld of sonorous remedy until the
end of the scene. You and all allies within the eld cannot have Buffs
stripped away from you, and they cannot gain Enmity
Field: When a lunge or shot nisher is performed within, the eld
dissipates and strengthens the nisher’s attack. It deals Strengthened
and piercing damage
Special: This eld lasts until the end of the scene or until you are
Crashed, and you cannot have more than one at a single time
STRIFE TOLALI
In the most primordial of times, there was a song sung by the Daghan,
thought to hold back the tide of chaos, but in truth as a dirge to the Heavenly
War that caused so much death among them. The song came to the Paraawit in
dreams, and could only be sung accompanied with a low haunting tune, which
necessitated the creation of the Tolali: a bamboo nose ute, whose sounds echoed
the wails of man
Action * Son
1 Unit | Range 4
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Effect: Make an attack against the target, dealing 1d4 earth
damage. Then, choose 1 ally in range 2 of the target: they gain Elusive
until the end of their next turn
“Bearing sins of the past, for our future is taken.” An ancient and violent
song sung by Sihkandag when she went to ght against a force of Issohappans
who ventured to subsume Siga. Sihkandag succeeded, and the Pale Kings were
dealt a horrible blow, but Sihkandag herself, beloved of Akai, long-lived elder,
disappeared. She is remembered in this song, a supplication to the Moon, a
remembrance of her faith, her submission, her devotion to the Highest. This
song is a song of supplication to the Moon, and in so doing the singer takes
upon the gravitational aspect of the Moon, becoming linked to one of their allies
and sharing each other’s destinies as the moon and sea dance with each other
Flourish * Song, Scen
1 Unit | Range 2
Effect: You and the target become Moondancing for the rest of the
scene. However, you can only bene t from the Moondancing if you
are within range 2 of each other
Whenever damage is dealt to one of you, you halve the damage
between each other. Whenever one of your Mettles are healed, you
also halve the healing between each other
As an Action, you may End The Dance: If you do, both you and
the target suffer damage equal to your Battered value. If the target is
an ally, you both instead Heal equal to your Breath
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420
THE NATION OF BA-E
The last Baikhan junk left the harbor. Trading season with
Baik Hu had ended. Danum worked the bellows of her
master’s forge, even as the master nished her last batch of
iron blades
“That’s enough. You go on ahead and take a break. There’s a
feast tonight, to mark the end of trade.
Her master was Kadanay, signi ed by his glinting emerald
eyes. Danum nodded, as her master wiped his brow with a
nearby cloth and made his way back into his home
Danum cleaned up what was left of the gusali, and then
walked over to a hill overlooking the harbor. From here,
Danum could see most of Ba-e, even as it glowed as the
torches were lit, as the sun dipped into the horizon
She sat with her hammer, tossing it and catching it re exively,
as she walked around the area. Before long, a “psst”
resounded from the trees behind her
Danum turned and smiled. A young woman, wrapped in
crimson silk although wearing no jewelry, hid within the
tangle.
“Your Majesty, do you not think it is uncouth of you to play
around in the tangle like that?
“Hold your tongue, Danum. I wish only that none of my
kawal know that I’m gone from my bukot.
Danum smiled, then. “Come then, Kinaiya. The waterfall
awaits.
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Giggling, Danum took Kinaiya’s hand and Kinaiya felt her
heart leap. She felt warm, even as they rushed down the hill
and followed up a stream. After a few more moments of
walking, Kinaiya heard the rushing of water
They broke through a brush, and there found a lake
whereupon a waterfall cascaded. The most interesting thing
about it is the giant bronze statue, depicting a diwata they
knew by the name of Magayong Masukiling, the hibiscus
goddess of love and compassion
“Don’t tell me you’re going to swim in that?” asked Danum,
who had already removed her lambong and was halfway into
the water. “Have you never swam in your life?
“I... Haven’t.
“Well there’s nothing to be ashamed of. Come on then.
Kinaiya still hesitated for a bit, but when she saw Danum
smiling at her, she felt at ease. She shed her silks and walked
bare into the water. Cold at rst, but cold was good in the heat
of Ba-e
There they danced and played, laughing and smiling, their
glances too close, their lips almost touching..
“Danum,” said Kinaiya, as they oated about near the
waterfall. The bronze statue of the Hibiscus Goddess watched
over them. “When are you leaving?
“In the next moon. Don’t worry.
“Are you going to be okay?” Kinaiya bit her lip
Danum turned to her and placed a hand on her cheek. “I will.
Don’t worry. War Smiths don’t usually head into the front
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lines. And if we do, I’m pretty good with a hammer. You don’t
have to worry about me, all right?
“I can’t help but.
“Then let me leave you with a promise.” Danum leaned in and
kissed Kinaiya. Kinaiya breathed in sharply, but kissed her
back. When Danum pulled away, Kinaiya’s emerald eyes
glinted. “With that, I seal you a promise. I will return. And we
will work on helping you hone your Stonewaking sorceries.
All right?
“All right.
“Gotta remember, according to your own mother: trade
connections cannot be established without a bit of raiding,”
said Danum, smiling. “It’s a necessary evil to realize the
Sangpamegat’s dream of a united merchant nation.
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but rather for study. Within shelves are scrolls and scrolls of palm
leaf manuscripts as well as copperplate slates, as well as paper scrolls
imported from other regions acrossthe known world. This is known
as the Bahay Karunongan, or the House of Wisdom, the only place
in all of the Sword Isles where knowledge and writing has been
written down. This is something that Virbanwa has been trying to
gain access to, to no avail. Only the smartest and most prestigious of
parawali can be admitted within, remembered by guardian spirits of
the House of Wisdom itself. There is said to be approximately
875,000 pieces of writing within the cascading square-patterned
shelves of the 16 roofed House. Recently, the Balay has begun to
admit students, those with promising spiritual or martial prowess.
This is a poorly veiled attempt by the Sangpamegat to cultivate
thunderous Kadungganan loyal to Ba-e. These Kadungganan are
taught in poetry, writing, politics, and warfare. They are known as
the Mandirigma ng Ilang-Ilang, shortened to Digilang (dig[ma] +
ilang-ilang, war ilang-ilang). The Ilang-Ilang is a ower extracted for
oil and is used to ward off evil spirits.
Ba-e, similarly to Pumirang, has a most strategic position, south of
Sonyoh, and is usually the last stop of most Baikhan ships before
returning to Baik Hu, barring the Lakanate of Virbanwa.
The royals of Ba-e are therefore swathed in silks and parasols,
ower crowns and gold jewelry. Cauldrons and weapons from Baik
Hu itself. Their lords are called Datu, but also Huang, King, due to
Baik Hu recognizing them as an of cial kingdom
Ba-e royals are known to be the most pompous of nobles among
the Sword Isles. Having taken after the Baikhans that they’ve traded
with for so long, they have grand wooden longhouses decorated with
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gold and built like pagodas. They wear long silk gowns and bring
parasols, are always carried upon palanquins by their servants. When
they speak, they speak in lilting tones, and they always adhere to the
Golden Web Tapestry. Their makeup and hygiene is extraordinary
even for tawo among the Sword Isles, using white foundation and
pitch black inks to create wingtips and eyeshadows, in uenced by
their long history. Ba-e royalty and nobles are horribly prone to
realpolitik, vying for power over seaports, connections with powerful
warriors, trading settlements, and positions among the court of the
Sangpamegat
Ba-e is a trading center: merchants and traders of Ba-e bring the
items brought by Baik Hu to the rest of the islands north, especially
to trade with those of the Gatusan and the myriad islands to its east,
before returning to pay back those Baikhan eight to nine moons later.
Ba-e values material wealth. Many of them wear silk and cloth
shirts, whether man or woman, and they coat themselves in tassels
and jewelry, usually of gold. The nobility aunt their exotic, foreign
items and wealth: black and white silks, ivory parasols, porcelain jars
and accoutrements. Weapons from Iyamat or Baik Hu. Armor from
Sonyoh.
Ba-e is using its ancient knowledge and af nity to ancient
sorceries to begin a campaign to unite all beings under the
Sangpamegat, not through war but through trade networks and
linking. In this way, they seek to become the center of the world, the
nexus of the universal silk road
Sangpamegat Kalangitan’s stone and jade jewelry shimmer and
glow with glowing green patterns, betraying their ability to use the
sacred ancient Kadanay artifacts
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Ba-e warriors--especially the bravest among them, the generals
and commanders--enjoy enhanced warring technology that has
allowed them to keep pace with the growing weapon prowess of
Virbanwa. Bows that have bowstrings made of light, swords that
have blades made of sun-rays, and daggers that have edges of
crystallized moongleam: all practices and smithing techniques passed
down by the Kadanay
The most important technology among the Ba-e tawo are two
things: the sky-sampans and the artifact slates. Sky-sampans, which
are circular boats that ride upon the wind, worked upon by diwata
that are contractually bound by ancient Kadanay oath to carry the
sampan, have become a major source for personal travel. Sages and
nobility would ride upon these if they can commission them
Even rarer are the artifact slates: slates of rock that have one side
burning bright with a light, which can then be drawn upon by the
nger, letting the person write or draw upon it. This has been used as
a letter-writing item as well as a teaching item
Due to their rich past, it is not unheard of for Ba-e folk to gloat or
be haughty to other states, even if they are but a shadow of their once
glorious past
Ba-e has constant trading connections with the distant lands of
Naksuwarga, Madaki, Malirawat, and Baik Hu, but they almost
never trade Kadanay artifact, only exports from their own land.
Those that might want to make a fortune might do it, but foreigners
apparently don’t seem too interested in the artifacts of the Kadanay,
as they seem to be too “primitive” compared to their own
technologies and sorceries
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NOTEWORTHY PERSON
Sangpamegat Dayang Kalangitan, the Eternal Monarch. Once
just a Dayang, she took over after her husband, Pamegat Diwajaya,
was killed in battle against a Virbanwan Warlord. Using her
Kadanay blood, she perfected the sorceries of Stonewaking, instilling
stone and clay sculptures made by local potters and smiths with
additional utility, the ability to oat, and to keep food frozen. This
technological marvels gave her the title of Hexer-Queen.
She has frozen herself into a diwa-silk cocoon, letting her kalag
wander freely and roam, unshackled by physicality, but her body
itself is entombed upon her throne, whereupon a giant gold statue of
her has been built: a goddess with eight hands, each wielding a
weapon, and a crown that is like a balete tree
She rules Ba-e directly, and eternally
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NOTEWORTHY POLITIE
Miatang. A coast settlement at the northern tip of the Kumintang
region. Miatang is the land nexus for trade with Pannai and Gatusan.
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BA-E DISCIPLINES
The following are the Disciplines born from Ba-e
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FLOWER NECROMANCER [FLN
Flower Necromancers are born and bred from a line of balyan
that specialized in speaking with the recently killed. More and
more necromancers have been born during the beginning of the
Second Star Era due to the rapid rise in violence, and subsequently,
death. The wandering kalag of those recently departed all cry the
same thing: Where is the justice? When will it end
Flower Necromancers are usually, but not strictly, those alabay
when they were younger, or shaman apprentices. Through this they
learn the foremost important necromancy ritual: the ritual of pag-uli.
Through this, they may be able to resurrect a person if their kalag is
close enough. If not, then they would perform the rituals to send off
the kalag to their nal resting place. Flower Necromancers are a step
forward. They took this advantage during the rise of killing through
violence, which has caused many kalag to not be sent properly to the
afterlife.
Flower Necromancers use the iconic sampaguita ower--the
ower one would smell if a beloved one’s ghost who has passed away
is near you--to promise a better end: they will grant them peace, but
only if they do one nal request for them. Once the kalag or soul has
agreed, they will be bound to a sampaguita. Once that kalag has been
used, the sampaguita must be planted to the ground, wherein it
withers and then dies, nishing the elaborate pag-uli ritual
Flower Necromancers use the kalag bound to their sampaguita to
perform things usually thought of as blasphemous or desecratory:
they animate bones and esh (not of tawo, however), they grant life
to their allies, and they sap away at enemies’ vitality
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When you plant a ower, choose which ower you put down
below. However, you cannot have two of the same ower on the
Field at the same time
- Corpse Flower. All spaces in Close Burst 1 of the Corpse
Flower is counted as dif cult terrain for foes. Any foe within the
Corpse Flower’s burst suffers Disease
- Passion Flower. All foes in Close Burst 1 of the Passion Flower
are Ripped.
- Sampaguita. Any foe within Close Burst 1 of the Sampaguita
can only target units within the Sampaguita’s Burst
Bloo
You let a ower petal y out, and it cuts deep, embedding itself into a foe’s
skin
Action * Ritua
1 Unit | Range
Effect: Make a ranged attack, dealing 1d4 earth damage and
in icting Fray 2
In orescenc
You send a wave of owers to welcome a warrior to death
Action * Ritual, Fiel
All foes | Range 3 Blast
Effect: Make an area attack, dealing 1d4 earth damage. Then,
leave a ower garden eld in the target area until the end of your
next turn
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Field: When a blast nisher is performed within the eld, it
dissipates into a ower whirlwind, in icting Debilitated on all foes in
the target area
When you learn all the Technicks of this Discipline, gain the
following
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Sword Isle folklore. As a Summon, they have no Speed and have no
turn in the turn order. However, all foes that enter into or leave a
space adjacent to them must pass a save or be knocked prone,
wasting the rest of their movement. You can only put down 2 Mantiw
Ghost Flowers per combat
You touch the ground and it becomes drenched in the spirit of the dead. Your
heart is rent; sampaguitas blossom from your ngers, from your brow. You
become inert, a living bloom, as the ghosts of thze vengeful rise above the earth
in reckoning
Flourish * Ritual, Perilous, Field
Self
Effect: You become Rooted, and sampaguita sprout from your
body. Choose 1, 2, or 3 spaces that you can see. Burst 2 elds erupt
from the spaces you have chosen, becoming Fields of Vengeance for
the rest of the scene. Whenever an enemy enters, exits, or starts their
turn within the zone, they suffer 1d4 piercing at damage. All foes
within the eld suffer Debilitated, and every turn they start within a
Field of Vengeance gives them an automatic Fray 1
You may spend an Action to remove the Rooted condition from
yourself. If you do, all the elds disappear
Field: When a blast nisher is performed within a Field of
Vengeance, it dissipates into a monsoon of petals. All foes within the
space become Petri ed.
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CORPSE FLOWER STYLE TECHNICKS
GINBALIK
The signature sorcery crafted by the rst of the necromancers, following the
basic principles of the sampaguita necromancers: a wasted life redeemed in
battle. You raise a sampaguita from your cord and it wilts
Action * Ritual, Charge 3, Reliable
1 Unit | Range 3
Effect: Make a ranged attack, dealing 1d4 soul damage. Then, a
Vampire Orchid wraps itself about the target (save ends). Every time
an ally deals damage to a unit with a Vampire Orchid, the attacking
ally heals 1d4 Mettle
OCCLUSION ROSEMALLOW
When the balyan alchemists learned about the necromantic order, some of
them defected, thinking they were more practical than current balyan. As a way
to aid in combat, they created special divine ower alchemy to distill the
sampaguita’s kalag oaths into liquid vials though owers. Others tried to blind
them.
Flourish * Ritual
1 Unit | Range 3
Effect: The foe becomes Obscured and becomes Weak to Force
until the end of their next turn. When the target rst fails the save to
remove Obscured, they become Dazed as well.
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BURNING THICKETS
Gather motes of releaves, crush them, and pray to let the vengeful dead
burn the thickets. A mentala that summons a thicket of thick and hard to move
through foliage. It is wrapped in phantom ame
Flourish * Ritual, Field, Charge
All Spaces | Range 2 Burst 1
Effect: The target space becomes a thicket of burning owers
until the end of the scene, which is dangerous terrain to foes. The
thicket lasts until the end of your next turn
Field: When a shot nisher is performed within the thicket area,
the attack with the shot nisher tag also in icts Fray 1d4+1.
RAISE MALANHIG
Cast bones upon the ground and utter coaxing whispers to the dead.
Malanhig are undead that cling to this world of man due to grudges and
un nished business. Why do you do this? Why do you command them,
depriving them of rest
Flourish * Mentala, Summo
1 Incapacitated Unit | Range 5
Effect: The target rises as malanhig summon until the end of the
scene. It has a Speed of 3, and you can move it during the start of
your turn. The malanhig has no Actions, but it can take a single
Reaction
Twilight Claw
The malanhig claws at those that dare pass too close
Interrupt Reaction: A foe moves into or leaves a space
adjacent to the malanhig * Maneuve
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Triggering Foe | Adjacen
Effect: Make a melee attack, dealing 1d4 earth damage.
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MENDER [MND
Known as Tambalan [tam-BA-lan] in the isles, Menders are
balyan who focus on their studies of Dalankalag, the path of the
soul, Dalanlikas, the path of nature, and Dalandiwa, the path of
essence. They pay less heed to Dalananito, the path of worship, and
truly this has led them to come at heads with other balyan. Menders
travel the isles as healers and doctors, and in recent times they have
become even more in demand due to the rising tensions of war and
violence
They specialize in healing physical and spiritual harm. Spiritual
including any intellectual and emotional damage. Most balyan
coteries in a settlement now usually include Menders among their
ranks, always at the ready to heal. They have entire longhouses
dedicated to their patients, healing those wounded and cleansing of
disease
Menders in particular are trained to be desensitized to the
atrocities of war and are meant to ght in the frontlines. There they
are trained to bring herbal remedies and other such potions to
quickly heal warriors and to bring them to top ghting form before
anything else can happen
Not just that, but their knowledge of nature has them memorizing
names of ora and fauna and their functions when mixed with each
other, something that balyan don’t exactly need to do (but most of
them do anyway). While in a venture, having a Mender is necessary
to avoid eating poisonous herbs or omen owers, as well as nding a
way to purify water and make it potable. They do this with their clay
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pots and through burning of various herbs. They learn various drugs
to enhance the capabilities of their allies
The rst Mender was said to be none other than the panganitohan
Sri Dewa Sarripada Agas. The Mender, embodying the best of both
masculine and feminine energies, learned to combine the disparate
parts of nature to create harmonifying tinctures. These healing
remedies became known as tambal. Thus the tambalan arose: those
that used or worked with tambal. They have knowledge of advanced
healing techniques as well, although not as broad in their expertise as
balyan. They know the basics of hilot, and usually know the correct
oils to apply to the proper muscles
Sri Dewa Sarripada Agas, known to many Menders as The Blue
Man, as they manifested before them when a Mender would rst
begin their journey. Each Mender is given a snake-twin--something
usually only given as a guardian spirit to speci c chosen children--
crafted by Sri Dewa Sarripada Agas themself. Then they will explain
that all tawo came from snake within bamboo, and that the snake’s
ability to shed is indicative of inherent regenerative abilities within
man. Thus, man was taught healing through natural means, instead
of forced regeneration.
Sri Dewa Sarripada Agas also taught the truth of the soul to the
Mender: there are four souls: The Vigor, The Power, The Thought,
and nally The Immortal. The Vigor is the life principle, known
usually as Diwa. It is what makes us alive. The Power is that which
can leave us during our sleep, or can be lled with puhon, and is the
soul that activates whenever sorcery is used. Without The Power, we
are like husks. Then there is the The Thought, which can leave us if
we do not cultivate proper spiritual and mental life. Staying alone for
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long periods of time can cause this. Finally, The Immortal is the soul
that collects all of our thoughts and actions and personality. When we
die, The Immortal travels to our chosen afterlife, and can be called
upon as ancestors
Finally, Sri Dewa Sarripada Agas teaches that most ailments
happen due to destruction and imbalances within the soul caused by
an element. Most ailments begin spiritual, and only those powerful
boil over into the physical, affecting us physically. The most grievous
of ailments, such as cutting and slashes and crushing blows, for
example, is a perfect example of the element of Space separating or
pushing together the Vigor. Thus, Menders are taught to heal the
soul rst, so that the physical may heal properly afterwards
The Martial Art of Menders is known as Smoke Wafting From
Bamboo Style
Gain the following when you rst take upon this Discipline…
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RESOLVE
Willed Weapo
Your weapon burns with empowered oils, fulminating with spiritual energy
Action * Maneuver, Ritua
1 unit | Range
Effect: Make a ranged attack against the target, dealing 1d4 soul
damage. An ally adjacent to the target gains +1 Extra Damage on
their next attack
Rumsua Pal
With your other hand, you open your palm, and the Rumsua, an eye inthe
middle of your palm, a symbol for health and soul strength, bursts through
Action * Maneuver, Ritua
1 unit | Mele
Effect: Shift the target 2 spaces. If the target is an Ally, also give
them Elusive until the end of their next turn
You apply poultices upon yourself, and your spirit over ows
Flourish * Ritual, Heal, Scen
Sel
Effect: Heal Breath. All allies in close burst 2 remove all debuffs
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Gain the following once you have learned all the Technicks of
this Discipline
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SUGAPA CHEW
Too much sugapa induces the unstoppable berserker fury of the Mag-sabil.
But just enough, and you will be able to bring out the violence in their edges
Flourish * Ritua
1 Ally | Range
Effect: The target’s next attack deals +2 extra damage
SALVE
Proper salves heal The Vigor rst and foremost, before diving into the
intricacies of an ailment. It is the Vigor that keeps us from death, that keeps
The Immortal imprisoned within our bodies
Flourish * Ritua
1 Ally | Range 2
Effect: Remove 1 debuff from the target
KASUBHA TEA
This tea is nothing more than properly chosen saf ower mixed with ginger
and steeped in boiled freshwater. However, it’s regenerative effects grant a burst
of vigor to the Souls
Flourish * Ritual, Charge
1 ally | Range 2
Effect: The target gains 4 + Tier Barrier
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This ointment forcibly causes The Power to be pushed out from the body for
a setsuna instant, causing them to lose all autonomy and strength for a few
crucial moments. You ready it upon a kris leaf upon your palm, and then strike
your opponent with it
Action * Ritual, Maneuver, Charge
1 unit | Range 2
Effect: Make a melee attack against the target, dealing 1d4 force
damage. The target must make a save. On a fail, they lose all
Af nities except for Weak until the end of your next turn
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WARSMITH [WRS
“The islands were forged in war, and in war it will be
destroyed.”
This is an adage that holds true in most of modern The Sword
Isles society, and not dare to refute it. The Warsmith, which means
Smith of War or colloquially known as Warsmiths, are blacksmiths
that have taken up their hammers and drenched them in blood. A
particularly large settlement of Warsmith, in the region of
Kumintang, allied with Ba-e, are made entirely of smiths, lead by a
single Kadanay datu. The Kadanay are an ancient people with
burning magenta eyes, said to be one of the oldest people on the
island. They are the heirs of an ancient kingdom of gold and jade that
they have now forgotten. Another notable settlement is the island of
Tugas, an island full of sorcerers, witches, and crafters all ruled over
by four Kadanay datu, near the island of Pannai. They are allied with
both Pannai, Ba-e, and Gatusan
Guro of Warsmith are often warriors or Datu themselves. They
teach a particular brand of combat, one that focuses on turning the
battle eld itself into their anvil, their forge, their work sheds. These
Guro teach a much coveted skill that lets Warsmith quick-craft,
creating concoctions and contraptions much quicker than other
panday. The trade off is that quick-crafting creates inherently weaker
craft, making it so that they don’t last past the length of a battle, and
that they need investiture of the Kadungganan’s Gahum
Warsmith are brought up and taught in the ways of the usual
Panday. However, along the way, something caused them to change.
They brought their discipline to the battle eld, and there they wreak
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havoc. They are well attuned to the ways of combat, and through this
fact, they manipulate the battle eld with shields, quick-crafted walls,
and enhancements to weapons.
Their anvils are their enemies’ skulls, and they quench their
sizzling hot steel in their blood. Their gusali, or sheds, are the
battle eld, and upon it they will craft the most powerful of weapons:
themselves and their allies
If you take up the Discipline of the Warsmith, ask yourself why
you have made such a creative Discipline into one of the most
destructive ones. Why do you blaspheme your craft? The weapons
used to spill so much blood becomes forged encapsulations of your
sins. When you see your steel, do you not feel guilt
The Martial Art of the Warsmith is known as Hammer Strikes
Anvil Style.
You bring with you a miniature gusali: a burning furnace in one hand and
an anvil tied to your back. You use this to quick-craft small oddities in the
middle of the chaos of combat, and innovation now suddenly required in the
intensifying violence in the Sword Isles
Whenever you use a Craft, you gain a Panday Token, up to a
maximum of 4. You can spend a Flourish and 1 Panday Token to put
down a War Craft:
- Elemental Surat. Choose 1 adjacent ally. You imprint an
elemental surat on their weapon. Their next attack that deals force
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Sla
You strike down with an attack that quakes the ground
Action * Craft, Maneuve
1 Unit | Range
Effect: Make a melee attack, dealing 1d4 force damage and
making the target Slowed
Binding Strik
Your weapon springs open a binding trap, cuf ng the target’s hands
Action * Craft, Maneuve
1 Unit | Mele
Effect: Make a melee attack, dealing 1d4 earth damage and
in icting Quiet Maneuver until the end of their next turn
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When you learn all the Technicks of this style, gain the
following bene ts
All spaces adjacent to your War Craft become dif cult terrain
You can now put down the following War Craft
- Elemental Dampening Devil Idol. Put the devil idol in a space
adjacent to you. No re, water, earth, or wind damage can be dealt
within close burst 1 of the idol, replacing all that with space
- Spike. Put a spike in a space adjacent to you. All units that start
their turn on the spike or move into the spike’s space suffer 1d4
piercing at damage
- Wall. Put down a wall in Close Wall 4. This is Height 3
Blocking Terrain
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You submerge yourself into the blood of the battle and you are quenched.
The battle eld becomes your anvil. Your arms become your hammers. And the
VIOLENCE YOU BRING WILL BE THE SWORD YOU FORGE
Action * Craft, Round 3
Self
Effect: You wield the God-Body for the rest of the scene, a giant
walking suit of armor, ligreed and reminiscent of demon kings. This
God-Body is a Size 2 suit of armor. All spaces adjacent to it are
Dif cult Terrain. When you rst summon the God-Body, gain
Barrier 10 + your Breath
While in the God Body, all your attacks are Strengthened.
Whenever a foe moves to a space adjacent to you, they must make a
save or be knocked prone
LANDASANG MALAKAT
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A shield from kandu sang across the isles. With the help of the forge diwata
and shield diwata, you craft such a shield that oats as if sailing upon the
wind
Flourish * Craft, Charge
1 Unoccupied Space | Adjacent
Effect: You put down a ying shield in the target area. This can
be used as cover against all attacks. You or an ally, as a Flourish, may
ride it, Flying to an unoccupied space 3 spaces away, ignoring
Height. When you land on a space, perform a burst nisher. This
destroys the shield.
When an ally adjacent to the shield is attacked, they may use the
shield to gain blocking terrain against that attack. This destroys the
shield
ANTI-EARTH MODIFICATION
You apply a strange ritual surat upon your target’s weapon, letting it oat,
never to fall
Flourish * Craft, Charge
1 Unit | Adjacen
Effect: The target gains Windstriding. When they Stride, they may
consume the Windstriding to ride upon their weapon. They gain +1
Speed and ignore terrain and Height
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CRAFT HARIGI
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HEAVENSPEAR [HVS
No gods, no rulers. This is the rst teaching of the Piercers of
Heaven. Their teachings then go on to teach of the great unbreaking,
that unlashing from the earth, that great wind-calling. With a ex of
your kalag, a honing of your Kinaadman, you can y upon silk wings
to sail the clouds
The rst Heavenspear was Sarripada Pak-an. To fend off an
incoming Akai raid, they rode upon catapults, and when the war
barges sounded, they launched themselves into the air, sailing across
the sky, and rending sails from masts and in icting chaos upon the
raiders
The Sarripada would continue to do this until one day, he
launched himself so high that he spoke with Lawu, the great eagle
that will eat the sun. The eagle took him into his clutches and showed
him the seven heavens, at the top of which there was no throne but
simply in nite bliss. When asked why there was no great god that
ruled over them all, the Eagle responded: “Rulership is a mistake and
a lie built by your ancestors and descendants. Rejoice in the glory of
combat.
Sarripada Pak-an descended back into the earth upon a silken
kite that he had fashioned himself with the help of biraddali--
rainbow-winged angels--from one of the seven heavens. With this, he
fought like a hawk, swooping and killing and destroying boats
After fending off that particular raid, he returned to the cliff
where his catapult was, and he broke it. With an intonation of his
Kinaadman, he detached himself from the earth. And upon this
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blasphemy against the natural order he founded a house of sky-
warriors, and called them the Heavenspears
“No thrones, rend heaven and hell.” As a Heavenspear, you are
taught the Heaven-Rending Arts. These are a set of techniques that
let you re exively move about the air as if there were innumerable
platforms about you, using your spirit to bounce off of thin air. This,
combined with a martial art focused on using polearms, makes the
Heavenspear adept at staying at range but also quick. Their
unorthodox angles of attack has been the downfall of many
warbands
If you become a Heavenspear, ask yourself: with your enlightened
knowledge of there being no Over God, why do you ght? Do you
ght for liberation, so that all men can y across the sky? Or do you
ght for more sel sh reasons? You rend the sky but make sure that
your spear thrust is true, from your heart, and not from your doubts
The Martial Art of Heavenspears is known as the Heaven
Rending Style
When you rst take upon this Discipline, gain the following
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You gain access to the Unbind Flourish: you can move 2 spaces,
ignoring height, moving into an unoccupied space. At the end of the
movement, deal 1d4 wind damage to all foes adjacent to you
If you move into a foe’s space, you deal +1 extra damage and you
must return to your original space
You can only Unbind 1/round
Celestia
You spin, and send them ying
Action * Maneuve
1 Unit | Mele
Effect: Make a melee attack against the target, dealing 1d6 wind
damage and in icting Juggled.
Meteo
You spin down, burying enemies into the ground
Action * Maneuver, Lunge Finishe
1 Unit | Mele
Effect: Make a melee against the target, dealing 1d4 piercing
force damage, and then knock the target prone
ATTACHMENTS
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When you learn all the Technicks of this Discipline gain the
following
That ultimate teaching of Lawu, The Sun Eating Eagle: impale the sun
and make the sky bloody with rebellion. With this, you become gathering storm
clouds, waiting for the perfect opportunity to strike. Then, like that lightning
dog, you descend upon the world. “There is no god, in fact there is no self, there
is only thought,” you state, as your weapon pierces the heart of creation.
Action * Maneuver
Self
Effect: Leap into the sky. You become untargetable until the start
of your next Turn.
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At the start of your next Turn, choose 1 Unit that you can see:
deal 4d6 piercing wind damage. The target is knocked prone. If the
target is on a Height, you destroy the Height and deal extra damage
equal to the Height they were on.
Leap down and let the waters whirl around you. The Heavenspear
Namwara used this to kill a giant sea serpent which had breached into the air.
He sped through the length of the serpent and came out from its tail
Action * Maneuver, Taxin
Self
Effect: Move 4 spaces in a straight line, no diagonals. You can
move through foes. Deal 2 piercing water damage to all units that
you move through. If there is a unit at the end of your movement,
push them 3 spaces away and move into their space
You leap into the air and are blasted in multiple different directions by an
invisible crimson force. Like an ancient Epic hero, you whistle and call upon a
red light beam. This red light beam, called by others as the Ray of Lawu, or the
Eyes of Sumongsuklay, is said to be judgment from the missing over-god. But
what is judgment without a judge
Interrupt Reaction: You are the target of an attack in range *
Maneuver, Charge
Triggering Unit | Range
Effect: Move 3 spaces away, without provoking reactions. If this
brings you out of range of the attack, you avoid the attack
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FLYING PINAMASKAN
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You are trained to never let a ball down. In Sipa, this is not allowed. And so
you perform all kinds of twisting maneuvers, all sorts of attacks, to keep the
ball up
Whenever you make a Ranged Attack, you launch a ball. If the
attack hits, you start a Volley
While you’re performing a Volley, you begin at Volley 1, going up
every time you hit with a Ranged Attack, to a maximum of 5. You
lose the Volley when you are not being able to make a ranged attack
or if one of your attacks is Avoided, forcing you to start from Volley 1
again.
While you’re in a volley, all your Ranged Attacks gain +3 range
and have Reliable 2
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When you reach Volley 5, you can Spike as a Flourish.
Immediately deal 1d8+1 piercing at damage to a foe in range 10,
treat it as a burst nisher as well
Serv
You kick up a mote of dust, a stone, a durian, a stray dagger, or anything
that you can kick, and you serve it at your opponent
Action * Maneuver, Comb
1 Unit | Range
Effect: Make a ranged attack, dealing 1d6 force damage
Combo: If the next attack against the target is a Shot Finisher,
they push the target 2 spaces and knock the target prone
Point
You spike down the ball, sending a meteor to the eld
Action * Maneuver, Shot Finishe
1 Unit | Range 4
Effect: Make a ranged attack, dealing 1d6 re damage and then
deal 1d4 re damage to all other foes adjacent to the target
You’ve practiced all your life for this. Why give up now? Jump up, warrior
shooter! Reach for the stars, and y upon the wings of the hawk
Flourish * Maneuver, Scene, Hea
Sel
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When you learn all the Technicks of this Discipline, gain the
following
This Forbidden Technick, taught only to those fully inducted into the arts of
the Starshooter, emulates the rst Sipa game with the comet god. In this
alternative interpretation, Bulalakaw kills all of the 85 that saw the rst game,
and in the violence, the 85 became the 85 Sidereal Mansions, burning in the sky
and dictating destinies if one should seek them. To this day, the Sidereal
Mansions play this violent star-version of Bulalakaw’s game, and it is said
that they were the ones that taught this violent version of the game to the rst
Starshooters
Action * Maneuver, Perilous
All Foes | Range 10
Effect: Deal 1d4 re damage to the target as you kick a perfect
star. If there is another foe within range 6 of the target, deal 1d4 re
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damage to them as well. If there is another foe in range 6 of the
second target, it bounces to them as well. Keep bouncing until you
have no target left. You cannot hit the same foe twice. Every attack is
considered as a ranged attack for the purposes of Volley
Once you’ve hit all of them, you kick anything the nal volley into
the air and it disappears into the clouds. At the end of the round, the
Morning Star, Dalandaguis, descends into the eld, crowned by
lightning and clouds and 180 Flames of Destiny. As it crashes and
explodes into the eld, all units suffer Xd8, with X being the number
of foes you hit before this attack. All units within close burst 2 do not
suffer damage
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TAMBANOKANO BREAKER
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NAGA BREAKER STRAIGHT
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COMPLICATIONS
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nothing else... And _______ knows ___________ wants me to get away
this from them
9 - I want to get in a relationship 18 - I cannot explain why I am
with ___________, but __________, inexplicably drawn to
my sibling/mentor/parent, expressly ____________, but ___________ is
disavows me from being in any always at their side for reasons they
romantic relationship cannot explain either
10 - I seek to kill ____________, 19 - My sibling, ___________,
but I cannot due to __________ was separated from me at birth, and
11 - My parent has arranged for was brought up in ___________
me to be married to __________, 20 - ___________ does not know
but I wish to be with _________, that they are my parent, and
who I cannot be with ______________ wants to kill them
12 - ____________ doesn’t know 21 - I have been honorbound by
that I was once a servant of ______ to protect _______
_______ 22 - I love ______, and they love
13 - ____________ and I are me back. However, they do not take
siblings, but we don’t know that me seriously, and would rather be
_________is our parent with ________
14 - I am scorned by 23 - I have an important item
__________ for something I did to from _______ that they gave me
them, but _________ thinks that when we were younger. I don’t
they’re stupid for thinking that, and know if they still remember.
is on my side at all costs ________ wants it from me
15 - I have been looking for 24 - _________, a member from
__________ all my life, and the upper class, wishes to wed me,
___________ wants me to kill them but I do not love them. I would
16 - I served under __________, rather be with _______, who is no
but left after _________ told me to good to me
do so 25 - I had romantic relations
17 - I am addicted to something with _______ before, but it never
only _____________ can afford, but went well. They’re with ______
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CONVICTION
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LAST BITS
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STARTING DEBT
Roll a d20 below to nd out starting Debt that you have. If two
players roll the same debt, that can lead to some interesting
storytelling opportunities as they have the same debt to someone. If
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you are only running a one shot, it is safe to ignore this part and
start playing without obligations
1. You have 1 Debt to someone that helped you get iron for an
important project. Their name is: (Katulo, Siripata, or make one
up). They are a Lakanate noble who is obsessed with foreign
imports.
2. You have 1 Debt to someone that helped you defeat a skilled
opponent. Their name is: (Agnisa, Karis, or make one up), and
they’re a warrior from the Rajahnate who is obsessed with
explosives
3. You have 1 Debt to someone that helped you in dealing with
a spirit, and they know a secret about you. Their name is
(Pabhru, Tuman, or make one up), and they’re a stoic knightly
warrior from the Sultanate who is skilled with bows
4. You have 1 Debt to someone who helped you rise from your
station. Their name is (Kulum, Damiyan, make one up), and
they’re a Confederation warrior monk who loves grilled pork
5. You have 1 Debt to someone who helped you leave an
important obligation or maybe even your bukot. Their name is
(Bulawan, Parum Jamba, make one up), and they are a tricky
Rajahnate knave who hoards bronze items, but silver tongued
when it comes to nobility
6. You have 1 Debt to someone who you fell in love with but
was never loved back. Their name is (Bagwisan, Kigalura, make
one up), and they are a beautiful royal noble from the Rajahnate
7. You have 1 Debt to someone you do not remember, but they
remember you, since they helped you in an important task for the
Datu in the past. Their name is (Karadua, Suli, make one up),
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and they are a merchant lord who has a penchant for making
deals
8. You have 1 Debt to someone who taught you the art of
Kulam. Their name is (Dalumdalum, Subang, make one up), and
they are either your close friend and your sibling, and they might
be consumed with the want for strength
9. You have 1 Debt to someone who has allowed you to preach
in their settlement. Their name is (Mashayika, Kabog, make one
up), and they are a Datu’s bendahara, or prime minister, who has
been doing their best to write all religious faiths and teachings
down on copperplate inscriptions
10. You have 1 Debt to someone who you’ve swindled before and
they found out. They let you off lightly. Their name is (Barinaga,
Kalibu, make one up) and they are a genius and smug poet from
the Rajahnate
11. You have 1 Debt to someone who you were betrothed to
before but they called it off, since you were not attracted to them.
Their name is (Prabha Yakul, Prakash Ibara, make one up), and
they are actually a very kind person, who has a liking for
Baikhan tea
12. You have 1 Debt to your master, who decided to liberate you
after you became a true Kadungganan Their name is (Paduka
Asara, Iskandar Eswara, make one up), and they are a wealthy
Kadungganan themselves, loud and raucuous, who loves a good
ght
13. You have 1 Debt to someone who bailed you out after a bad
job, where you wrongly interpreted prices and caused a small
skirmish between foreign settlements. Their name is (Rahani,
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WARBAND PROPERTY
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ALCOHO
Cost: A Porcelain Jar and Rice or Coconut
You gain a porcelain jar of alcohol, the one of your favorite.
You can give it to appease affairs and disputes. During the
Preparation Phase, you and 1 other Kadungganan may drink this to
gain [Barrier = Breath]. Alcohol is a very potent convincer in the
isles. Once used, you must re ll your alcohol jar in a place with
access to large quantities of alcohol
BALYA
Cost: Must be at Prestige 6 or higher
You’ve befriended a balyan, who has decided to follow you as the
spirits and ancestors become agitated around your potential. Decide
to whom the Balyan is dinaitan, or befriended, to. Then, when you
Rest, your warband can either remove 2 Wounds instead of 1 or gain
the bene t of their dinaitan diwata
Healing Diwata. A diwata of healing. The Warband cannot
suffer debuffs during the rst round of the next combat
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BOA
Cost: Large amounts of wood and infantry loyal to yo
You’ve been given a boat that is the main vessel in these islands.
Any kind of boat can be used to travel the isles. The infantry that is
part of this cost becomes the warriors that row the boat and become
its crew. Become acquainted with at least 3 of them
If you have a boat, half all travel times and you can Rest on the
boat
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COMPANIO
Cost: 1 Rarity to that perso
You have an ally or friend that has decided to travel with you, for
better or for worse. The companion can pitch in to the warband with
a single one of their expertise (choose 1 when they rst arrive).
Companions cannot be upgraded, but you can get more. Be careful
with too many however, as they are still folk, and you can incur debt
to them
1 - Blacksmith. Once per day, they can give you a commodity.
If you give them more time, like seven days, they can give you a
Necessity instead
2 - Jeweler. You can sell the Anting-Anting you have to gain
an Anting-Anting that you don’t have
3 - Potter. Gain a clay pot, 1/session
4 - Goldsmith. 1/Moon, the Goldsmith gives you a golden
accessory that is always considered a rarity
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FISHING HARPOO
Cost: Trade in something that is three necessities to a sherman
You bring with you a net and serrated harpoon. During a Rest,
you can go shing. A Warband can only have 1 Fishing Harpoon.
When you do, roll 2d4
2-4: You nd a few pieces of sh that are worth 2 commodities
5: You gain either (choose 1):
Whet sh: Interact to gain 2 physical extra damage on next
attack.
Bolster sh: Interact to gain [Barrier = Breath]
6+: You gain either (choose 2): Whet sh, Bolster sh or
Freshwater sardinella: Interact to gain +1 Speed until end of
next turn
Brave grouper: Interact to gain Armor 1 until the end of your
next turn.
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HEIRLOOM WEALT
Cost: Can only be gained as payment for ghting alongside a datu
or by raiding coastal settlements
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HUNTING TRA
Cost: Buy it for 3 necessities from a hunte
A balatik, or trapping arbalest. At the end of a Preparation or
during a Rest, you can choose to go hunting. A Warband can only
have 1 Hunting Trap. Roll 2d4
2-4: You gain meat worth 2 commodities
5: Gain edible meat. When you next Rest, you may consume the
edible meat to gain [Barrier = Breath] at the start of next combat
6+: Gain delicious meat. You may consume it to remove 2 Wound
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many meat until you next return to a safe place, and can be an
assortment of meat, whether it be superior, empowering, or demon
meat
SORCER
Cost: Prestige 6, and a commune that houses a sorcerer
You’re given assistance by a balyan or sorcerer, or maybe you’re a
sorcerer yourself, blessing you with some form of sorcery. Name the
sorcerer that assists you, and you can ask for their sorcery and
magick during a Rest. They can give you one of the following
Fire: The warband’s rst attack in the next combat in icts Fray
X, with X equal to Prestige Tier
Water: When the warband uses a Second Wind during the next
combat, they heal extra Mettle equal to their Prestige Tier
Wind: The Warband gains Hastened during the rst round of the
next combat
Earth: The warband is immune to forced movement until the end
of the rst round of the next combat
Force: The rst time the warband Bursts the next combat, they
teleport instead
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SPIRIT IDO
Cost: Have a woodworker or stonecrafter to create the idol, and
then have a balyan bless it
You gain a holy idol that is the diwata worshipped by your
warband, whether it be an ancestor god or a diwata. During a Rest,
you can make offerings to it. If you do, the warband gains a Blessing.
At any point, you can spend the Blessing as if you’ve spent a
Conviction Token, meaning you can also use it to Resolve in combat
If you haven’t used the Blessing by your next Rest, the blessing
goes away
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STOV
Cost: Having a blacksmith craft it for yo
You carry with you a portable stove, out of local ingenuity.
During a Rest, you can cook a meal for your warband.
Roll 2d4. If you have meat, sh or crops, you can consume them
to gain +1 to the roll. You can only consume 1 kind of meat, 1 kind of
sh and 1 kind of crop. All effects of the Stove only work for the next
combat. A Warband can only have 1 Stove
2-4: Decent Meal. The warband gains [Barrier = Breath].
5: Delicious Meal. The warband begins combat with [Barrier =
Breath] and then they may choose 1 of the following ingredients
- Meat. The rst attack of each member of the Warband
deals +1 extra damage in a combat.
- Fish. The Warband gains +2 to their Speed for the rst
round of combat
- Taro. The Warband gains Armor +1 for the rst round of
combat.
- Spices. All Technicks that have Scene can be used twice
instead of once next combat
- Tea. The party becomes St against Fire, Water, or Wind
(choose 1) for the rst round of combat
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PORTABLE GUSAL
Cost: Asking a blacksmith to make it in exchange for Debt or 2
rarities, or making it yourself through Bring Forth Creation, with an
8-segment moo
Gusali is the local term for blacksmith shed. You carry yours
around with you, either through ingenious crafts of bamboo or with
the help of an assistant. These include something to spark re, a
forge, the bellows, and the anvil
During a Rest, you may perform 1 of the following tasks
- Repair. Re ll a Technick that has the Charge X tag by 1
- Damascene. You strengthen the warband’s weaponry. They deal
1 extra damage on the next combat
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- Fold and Layer. You strengthen the warband’s armaments and
protection. They gain Armor +1 on the next combat
- Quick Craft. You can create a single small item from iron, such
as dagger, a prick, a pickaxe, an ax, or an adze
- Fortify. The warband becomes immune to Ripped for the rst
round for the next combat
TAMBAL TOOL
Cost: Gain a tambalan or healer companion, or gain tambal tools
through trad
Tambal tools include some jarlets, utensils, and a restone for
creating potent potions, medicine, remedies, and poultices out of
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gathered remedial herbs, owers, and other ingredients. During a
Rest, you can choose to Gather Ingredients. If you do, roll a 2d8
2-4: You nd a few herbs that won’t help much. Gain 3 remedial
herbs. These can be consumed during combat by the entire warband
to heal [Mettle = 1/2 Breath]
5: You nd a few herbs for creating medicine. Choose 1 of the
mixtures below
- Snake Oil. Consume as an Interact. Suffer 1d4 damage, but
your next attack becomes Steady
- Lunas. A sort of panacea drink. Consume as an Interact.
Heal [Mettle = Breath]. At the end of combat, you become
woozy: your next combat you begin with 1/4 less Mettle
- Numbing Tonic. A greater alcohol and spice infusion.
Consume as an Interact. Gain stacking Armor +2 until the end
of your next turn.
- Remedy. You can remove a single Debuff from you when you
consume this as an Interact
- Fortifying Tonic. You gain St to Force until the end of your
next turn when you consume this as an Interact
6+: You can craft up to 2 mixtures
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- Vaporub. Use when you Rest. For the next combat, every
start of your turn, heal [Mettle = 1/2 Breath
- White ower. Consume as an Interact to immediately remove
all debuffs at the end of your turn. However, you suffer
[Damage = Breath]
Following Upgrade: Tambalan Community. You now have a
community of healers working alongide you. You can now craft 2
mixtures on a 6
INFANTR
Cost: You must be at least Prestige Tier 2, and have showcased
your strength in combat. The Infantry will come eventually when you
attract attention during a Feast. Either that or you can spare warriors
in combat and they become indebted to work for you
When you Rest in your settlement, you can send out your
Infantry on their own travels. Choose 1 expedition below. After a
moon (month) of time, they return, giving you the items they found
- Hinterlands. Find 1d4 items from the mountains and plains,
such as: gold, rice, iron, civet, beeswax, honey
- Coastal Settlements. Find 1d4 items from the sea, such as:
weapons, pearls, gold, foreign items
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FARMING TOOL
Cost: You gain them from Plying the Market or gain them
through Raid
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FOLLOWING
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a session, gain 2 Debt to all the people you owe a debt to, instead of
just 1. Those that owe you a Debt only gain 1.
When you gain a Following, you can establish it on any part of
the Island. Resources are always abundant, so you don’t have to
worry about that. However, you should choose whether it is lowland
or highland
You keep all your Property when you gain a Following, but you
now gain access to Following Upgrades to better your settlement
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SETTLEMENT AESTHETIC
Roll 1d10 to nd out what aesthetic your following has, or simply
choose. They can be inspired by any mandala
1-2: Stone houses, cathedral temples as the center of the village,
plazas, the Ashen Star, stone paths and docks, stone walls, cold sea
winds, stone bridges and arches with statues of Saint Intercessors
3-4: Hardwood balay, magdantang communal spirit houses,
natural temple-trees, bamboo palaces, earthenwork forti caitons,
bamboo towers, ower-choked river
5-6: Lighter balay, tall and sturdy, made for mountains and
valleys and sometimes for rivers and even water, natural temples,
stone paths that lead to sacred nature shrines, Datu houses beside
natural waterfalls and streams and rivers and mountain sides,
village oors ooded with leaves and soft petal
7-8: Hardwood balay decorated with intricate lligree, multi-
tiered pagodas and mosques, complex geometrical patterns for
temples and textiles, wooden fences, houses decorated with cloth
and silk, hardwood bridges and tall stone forti cations with
cannons
9-10: Balay ligreed and decorated with owers made of pure
gold, thick hardwood pillars supporting longhouses, golden sage
statues overgrown with foliage, huge multi-layered magdantang
reaching to the heavens, lled with gold, marketplaces always
packed, foreigner
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TROUBLE IN PARADISE
When you leave your settlement for an extended amount of time,
around 2-3 Moons, roll a 1d8 to see if something happens to them.
Gain +1 to the roll if you incurred any wrath, debt, or attention of other
datu before, or if you’ve just gained a new Point of Interest or Person
of Interest into your Following.
Gain -1 if you leave behind guardsmen, or anything else that
might help protect your settlement, in exchange for losing a ve
necessities or a rarity or a bahandi.
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CHAPTER 5:
EQUIPMENT AND
SUNDRY
Kapag wala ang sandata mo, wala ka na rin. Ipagmuni-muni mo,
Kadungganan: kapag nawala na ang patayan, mawawala ka rin.
Without your weapon, you are nothing. Think upon this,
Kadungganan: if the ghting vanishes, so will you.
It isn’t too wrong to say that a Kadungganan is only as good as
the tools he uses. Outside of combat, Equipment gives a +1 bonus to
the Cast that might be relevant to the item (such as Prayer Beads
helping with Ritual), as long as it makes sense in the ction
Additionally, each piece of equipment will have a Barter rating,
whether they are a commodity, necessity, or bahandi. This is in
regards to the common domestic trade among the isles. Some
settlements might view some bahandi as just a commodity, and vice
versa
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ANTING-ANTING
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LIST OF ANTING-ANTING
SWORD ANTING-ANTIN
A ceremonial kris, or an amulet made of broken sword parts
Your melee attacks cannot be Drained.
PROTECTION AGIMA
A stone tied around your neck, struck by lightning
1/scene, you can invoke this as a Flourish to gain cover against all
attacks until the end of your next turn
HASTE AGIMA
A bird plume that you keep on you.
During your rst turn of combat, you gain Hastened
TENACIT
A hog tusk that you carry or hang from yourself
When you Stride, ignore dangerous terrain
SPEAR ANTING-ANTIN
A broken spearhead, inlaid with gold ames
Whenever you deal damage with a melee attack, you may also
shift the target 1 space
SHATTERED SWOR
A sword with a broken blade.
Every third attack you make deals +1 extra damage
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BLACKENED DAGGER
A dagger blackened by a lightning bolt from Jamiyun Kulisa
You become Strong against wind damage, but weak to Force
damage. At Prestige Tier 3, you Null Wind instead
AGITATOR PUDON
A crimson pudong or turban with gold tassels
While ghting a Brave or Chief, when they fall to Battered, you
deal +2 extra damage against them
FLAILING BAHAG
A bahag with long aps that trail in the wind, crimson and bedazzled by
gold and pearls
When you roll damage and naturally roll the highest possible
number on that dice (for example, 4 on a 1d4, or 8 on a 2d4), you roll
an additional instance of that die to roll and add it to the damage.
You can only do this once per attack
LIGHTNING ANKLETS
Gold anklets struck through by lightning from diwata
Gain +1 to your Speed
LIGHTNING-BLEACHED SHAW
A shawl that wraps about your entire body, granting you refuge in the
lightning
When you make a Save, add +1 to the save roll
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SCORCHED SARON
A sarong scorched by playful re diwata. It removes you from the sight of
gods
You become immune to debuffs, but you also become immune to
buffs.
WALING-WALING STAF
A branch carved into a staff. It has waling-waling that grows every day and
dies every night
All allies adjacent to you are immune to Disease. When an ally with
Disease moves into adjacency of you, they may save against it
WITCHPOWDER BANGL
Magenta dust that oats from a golden bangle
All your burst, blast, line, and wall attacks deal 1 extra damage
ENCHANTED RATTAN BA
A bag that lets duplicates your items
All Technicks with Charge X gain +1
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BANOG’S FEATHER
A giant eagle plume from a giant eagle.
When you dive, move 3 spaces
TORTOISE SHEL
A shell granted to you by a tortoise diwata at the end of their life
You become Strong to Water, but Weak to Fire. At Prestige Tier
3, you Null Water instead
MUTY
A teardrop shaped gem from the heart of bananas
Whenever you forcefully push, pull, or shift a target, move them 1
more space
FORGOTTEN CLOAK
A cloak left behind in a cliff for a thousand years. Lonely diwata gather
about it
You may now Quickstep 2 spaces. If you move all 2 spaces, gain
Hidden.
PUYA-SLAYING BLAD
Puya are the giants that live in the islands, away from the general
populace. Ancient datu used to kill these giants, who are said to be the true
ancestors of the bamboofolk, and are creations of the gods
When you deal damage to a creature that is a Size larger than
you, deal Strengthened damage. When you shove a creature that is the
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KANDU SHIEL
A strangely crafted shield. It looks like a kalsag, but tasseled to it are dead
diwata
You become Strong against Force, but Weak to Water. As a
Flourish, you can destroy the Kandu Shield to Re ect Force until the
end of your next turn
GROWING BREASTPLAT
A golden breastplate with a tiger head on the chest. It grows whenever it
drinks upon your blood
Whenever you gain a Wound, gain +1 Armor, which stacks. The
armor lasts until the end of the Scene
PINAMASKA
A gorgeous and gigantic spear with ame patterns inlaid in gold. Belongs
only to heroes
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1/scene, when you attack with a Melee Attack, you may deal
piercing damage.
EYE OF BAKUNAW
A crimson eye, with a crescent moon instead of irises. It thirsts for blood
Become Strong against Earth damage, but you become Weak to
Wind damage. At Prestige Tier 3, Null Earth instead
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If the damage you deal is reduced to 1 for any reason, you can
deal 1 piercing at damage to all foes adjacent to the target
VIOLENT GOW
A gown drawn together by a gold thread around the neck and a wide sash. It
vibrates, looking for blood. It is made of gold, but it drinks the blood of its
victims, turning red as you use it
At the start of your turn, deal your [Tier] piercing at damage to
all foes adjacent to you
MAW OF ARIMAONG
A bangle that has beads that wrap around the ngers. Burns when it enters
combat
When you hit with a melee attack, the target must pass a save or
suffer Fray 2
STINGRAY TAI
Buntot pagi. Smites a demon mark upon dangerous foes
When you knock a target prone, also make the target Slowed.
Deals Strengthened damage against Yawa, Undead, and Aswang
SHRIK
A razor sharp leaf. It never shrivels up
Every third attack you make ignores Armor and Cover
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CEREMONIAL PLAT
Excessively decorated gold breastplate and sarong uniform. Tasseled with
gold. Embroidered by porcelain and ceramics. Usually worn with an abaca ber
long-sleeved tunic beneath
You Null all Force damage, but you become Weak to Fire, Water,
Earth, and Wind
CERAMIC PLAT
Plated breastplate made from ceramics
You become Strong against re damage, but you become Weak to
Force damage. At Prestige Tier 3, you Null re damage instead
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MATERIAL CULTURE
Roll 2d8, setting one dice as the tens place and the other as the
ones place if you want to randomize. The barter ratings are
generalizations, it will not be the same across all polities
11- Kupya. Steel peaked helmet. An import from foreign lands,
now forged locally. Rarity
12 - Betel Nut Chew. When given to someone you just met, it
grants you +1 when conversing with them. Commodity at rst, and
then Commodity per chew after
13 - Abaca Rope. Thirty feet long (60 spaces). Has numerous
uses. Commodity
14 - Glazed Water Pot. Useful for carrying water. Commodity
15 - Abaca Sack. A sack used for carrying things. Commodity
16 - Banig. A textile mat great for resting. Commodity
17 - Bamboo Fishing Rod. A shing rod. Commodity
18 –Habay-habay. An abaca ber under armor, worn similar to a
burlap sack. Usually waist length, but can reach ankle length
21 - A clay pot of dyestuffs. Choose which color. This can be used
to dye any cloth. Commodity
22 – Palm Leaf Scrolls and Writing Knife. Can be used to write
messages and notes. Commodity
23 - Clay Pot. A clay pot that can preserve anything put within it
for a three days. Commodity
24 - Tuba. Fermented coconut wine. When drunken, must
succeed on a save or else they are incapacitated for 6 hours. Bahandi
25 - Kasing. A hardwood top much wanted by children and
collectors. Values at Commodity
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read the stars. Rarity, but usually Commodity as its not really used by
sailors
82 - Bronze Mirror. Used as a mirror. Necessity.
83 - Incense Pots. Valued by those higher in society, important
during death rituals, funerals, and mournings. Necessity
84 - Bulat. A perfumed ointment, compounded of many
ingredients, used for hair fragrance and luxuriant growth.
Commodity
85 - Puno. A ne comb for removing head lice or ringworm
scales. Commodity
86 - Silat. A toothbrush made of vegetable husk for cleaning and
polishing teeth. Commodity
87 - Powdered Duyong Bones. A panacea for all kinds of
treatment. Rarity
88 - Puso Rice Cakes. Rice cakes boiled in a little wrapper of
coconut leaves. Commodity.
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