Professional Documents
Culture Documents
Foreword
Hello!
Many of you may know me from the other Massif Press RPG, Lancer, or from my webcomic Kill Six
Billion Demons. This is a free play test of the next game I intend to publish after completing our Lancer
kickstarter content. My ethos is to give people content, then ask them to pay for it later if they like it, so
this test is entirely free to play and distribute. Much like Lancer, the final product will have a free version
with all player facing content.
This game was born from my love of fantasy. I love that old-school mysterious, enormous-world fantasy
vibe that is reproduced so well in animation, comics, and games. This game is inspired by the feeling I
think you might get when you look at the main cover. I took inspiration from anime, the works of French
comic artist Möebius, studio Ghibli, and video games like Shadow of the Colossus, Dragon’s Dogma, and
the Legend of Zelda.
I love tactical combat and strategy games, but also more freeform narrative games. Here I have mashed
the two together. You can use either or both. The narrative portion is a more stripped down version of the
action system of Blades in the Dark, by John Harper, which I think is an excellent lightweight system and
probably my favorite game currently.
Feedback
This is a play test and hasn’t been hammered out quite yet. It was written, illustrated, and formatted by
one person. There might be spelling or formatting errors. stuff that doesn’t work, feel good, or certain
combinations of abilities that are too strong, weak, etc. You can send feedback to
ksbdabbadon@gmail.com
Work on this game will be slow while I finish Lancer content and it probably won’t receive publishing for
a little while so there is plenty of time to test it. There’ll be regular but slow content for it.
Character sheets
I include character sheets as more of a proof of concept/for visual learners than anything. They might be a
little rough so I apologize in advance. There’s a separate .zip file you can download.
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As before, this is a play test, so please excuse the mess, typos, or empty page XX attributions.
- I split the book up into four different books (same page numeration) for mental overhead
reasons. You can skip certain books (the tactical combat ones) if you’r not using them.
- Some formatting changes for ease of reading
- Reorganized so the game structure section (camp/interlude, etc) came up sooner so that reading the
bonds section had more context
- I added a level 0 start to onboard players in the first session
Narrative play
- Slightly clarification on chapter’s effect on base effect + risk
- Changed almost all bonds in some way
- Strain renamed to Harm
- Stress relief is now a full stress heal but can only trigger once a session to prevent the
trigger from coming up over and over again
- Invoking burdens now only grants 1 xp max
- Power reworks for many powers, renamed some stuff (The Bright is now The Mender)
- Got rid of the recall and channel actions as I think they muddied things. Recall is now just a
‘gather info’ action, channel is better served by using other actions (such as tinker, charm, etc) to use
magic to interact with the world
- Xp bar increased to 15
- New bonds: The Broker and The Highborn
Tactical combat
There were tons of changes here, basically a complete rework of a ton of stuff, probably too numerous to
list. Here’s the major ones:
- All jobs are now in the game (Knave, Warden, Chanter, Stormbender have been added)
- Added large onboarding sections in front of each job and expanded ‘common rules’ section
- Added large section on making combat interesting
- Expanded scenarios and rules for alternate victory conditions and greatly enlarged that section
- Stat tweak to adjust around the new damage model. This may need adjusting based on feedback so sit
tight if things feel wonky
- Renamed health to Vitality (VIT)
- Attack rule is now 1 attack/turn instead of per round
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- Damage reworked into [D] (damage die) and fray (+ damage). No longer uses naturalistic
language (light, heavy) for damage
- Took all damage typing out
- Boost damage taken out, now there is only critical hit (+[D] on attack) which does not stack
- Godly damage renamed Divine and taken off most things - now only a limit break effect mostly
- Clarification on ‘attack’, reworded to now read ‘on hit’ so its clear certain effects only apply to the attack
roll and not the ability
- Limit Break is now 1/combat but resolve is gained at the start of a round
- Most attacks now deal added fray damage, hit or miss. This should even out the ‘swingy’ feeling
of damage.
- Heavy attacks now only deal fray damage on miss. Light attacks have additional enhanced benefits for
all jobs. This should even up the value of light vs heavy attacks.
- Stat scaling has been completely removed. Now there is the chapter system, which gates abilities
and foes behind chapter. Characters should expect to develop horizontally (more options) instead of
vertically (bigger numbers even though relative numbers remain the same)
- Statuses now mostly simply take effect (enemies don’t get a save to avoid them)
- New higher chapter abilities for all jobs (3 per job) plus a trait upgrade
- Added the Pit terrain type
- Blights now have a bonus damage effect instead of dealing damage over time
- Rework or reword on almost all statuses and effects
- Every job now almost exclusively deals only 2 statuses, to reduce mental overhead and make design
space clear
- Complete rework to how multi-jobbing works
- Relic rework to reduce mental overhead (the Invoke concept) plus changes to nearly all relics
- New relics: Troll Hide, Rigoletto, Chime, Riftwalker
Foes:
- Reduced overhead by reducing the number of base abilities per foe and per template. Foes should
operate a lot simpler
- Renamed Monstrosity to Legend
- Every faction now has unique elites and some have unique Legends
- New enemy faction: Hobs
- Rework to many enemy factions
- Added numerous foes
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Foreword 2
ICON 9
Legacy of The Arkenlords 9
Rolling Dice 11
GETTING STARTED 13
Action Ratings 17
Clocks 21
GM Principles 22
Combat In ICON 25
Chapter 26
Play Example 29
INTERLUDES 35
Session End 36
BONDS 47
The Path nder 48
The Seeker 49
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fi
The Mighty 50
The Wolf 51
The Harlequin 52
The Highborn 53
The Mender 54
The Brave 55
The Broker 56
Attacks 61
Combat Glossary 71
Advanced Combat 73
JOBS 76
Choosing your job 78
Relics 79
STALWART 81
Bastion 83
Demon Slayer 88
Colossus 93
Knave 98
VAGABOND 103
Fool 106
Freelancer 111
Shade 116
Warden 121
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fi
MENDICANT 127
Chanter 129
Harvester 135
Sealer 141
Seer 146
WRIGHT 151
Enochian 153
Geomancer 159
Spellblade 165
Stormbender 171
Advancement 180
Rewards 182
RELICS 184
THE CAMP 190
Camp Fixtures 191
BATTLE 206
INTRIGUE 212
TREK 217
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Elite 241
Legend 243
FACTIONS 248
Relict 248
Scavenger 263
IMPERIAL 267
DEMON 271
LOWLANDER 278
JOTUNN 284
HOB 289
DEEPTOWER 298
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ICON
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underground caverns or passages mostly intact. Many in your position use it to plumb the depths
Within these preserved ruins is also buried the of the old world in search of treasure and fame.
Arkentech of the old empire - magical and Others use it to drive back the Blights and protect
technological creations and devices of terrifying the villages of the Green from the specters of the
import. The ruins themselves are so seeped in the past, or keep the roads and ways safe for the
powerful sorcery of the old lords that they exude young and old alike. Some work as mercenaries
Dust - the essence of condensed raw magic highly for the city guilds and take to the sky in great
sought after by the wrights and technological airships, while others wander the land helping the
artisans of the world above. lost or forgotten. Some use their power to kill to
cut away threats to the world, others to defend
Brave or daring adventure seekers or treasure those they hold dear.
hunters often venture into these ruins in search of
wealth or power, and are frequently rewarded, Will you defend the Green Age? Will you help
despite the terrible danger that these expeditions usher in the Churning Age? Or will you cast all
pose. aside to turn the great wheel of history and allow
its stagnant blood to flow again? Whoever you are,
it is your decisions that make you who you are,
The Churning Age and cement your place in the Tale of Ages.
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For tactical combat, when a roll has a boon, roll The game takes place in a world called Arden Eld
an add a d6 to the total d20 roll for each boon. If (old Arden).
more than one boon is added to a roll, choose the
highest d6 result, no matter how many rolled. For Arden Eld is old, wild, and untamed. Where
curses, do the opposite (subtract 1d6 per curse, civilization exists, it is green, pastoral, and
subtracting the highest for multiple curses). idyllic, except for the cities, which are few and
far between. There are no nations the way we
Boons and curses cancel each other out, 1 to 1 think of them today, but there are tight knit
(don’t even roll). communities and city states.
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If you want to run a game that is more grounded Characters level up by accumulating experience,
or low technology, it will probably not fit with the from 0-15. They may accumulate some experience
base tone and setting of this game. Characters are during a session, and even more at the end of
heroic and powerful and have many abilities that each session when they check a series of xp
give them a lot of narrative agency. Magic and triggers.
technology is everywhere.
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Moving forward
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Character Advancement
7 2 Improve an action
Choose a third job and gain a new
8 2 ability OR the same job and gain a Improve two actions or gain a Bond power
mastery point.
9 3 Get your third relic Gain a Bond power
11 3 Improve an action
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Narrative Play
Narrative play is the default mode of play of If you roll with 0 total dice, roll 2d6 and pick the
ICON. Whenever you’re talking, exploring, lowest as your final result. You can never get a
investigating, or on the move, you’re probably in critical hit with 0 dice.
narrative play. It covers pretty much everything
outside of tactical combat. In narrative play, the Bonus dice
primary goal of the players and the GM is to play
to find out what happens in the story, and the You might get bonus dice or dice penalties on a
story itself is the medium of play. roll from allies helping you, in the form of Boons
(+1d6) and Curses (-1d6). These cancel each other
Players typically say what their characters do and out 1 to 1.
say, and the game master tells them how the
world or other characters respond to them. It’s a These are sometimes written as +1D or -1D for
bit like a conversation back and forth between the simplicity.
GM and the players.
The most important rule to remember is that you
Narrative play can be very loose and unstructured, can’t get more than +2 or -2 additional dice
and you can play a long time without touching any on any roll, no matter how many dice you get
dice. However, when the outcome of an otherwise.
action is unclear, difficult, dangerous, or
contested, a player makes an action roll.
Action Ratings
The Action Roll When an action roll is required, players decide
which action rating best fits their action.
To make an action roll, players state their
intent, then pick an action on their character • Sneak - Move with stealth and silence. Perform
sheet that they think best describes their action. actions without notice. Spring an ambush.
Based on the action chosen, the GM judges the • Traverse - Climb, swim, leap. Run swiftly.
risk and effect of that action. Then the player Chase or flee. Pilot a vehicle or ride an animal.
makes an action roll, rolling 1d6 per dot of the • Survey - Scan and assess a broad area or
chosen action and picking the highest result. For situation. Spot at a distance. Look for tracks,
actions with a rating of 0, players roll 2d6 and clues, paths, or hidden things.
pick the lowest. • Study - Look at something or someone up close
and with great detail. Discern someone’s
Check the final result: intentions or notice deception. Perform
research.
• 1-3: The character fails to accomplish their goal • Charm - Sway with direct charisma, deception,
and suffers the consequences or diplomacy. Call in favors. Cause distraction
• 4-5: The character is successful, but at a cost or misdirection
• 6: The character is successful • Command - Use force of will and presence to
• 6,6: - Critical Hit! The character is successful lead or intimidate. Give orders.
and has increased effect • Tinker - Interact with, understand, or use
alchemy, etheric constructs, or technology. Fix,
Rolling with 0
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pick, or break locks or mechanisms. Construct, whether an action is more or less risky or
deconstruct, or alter technology. effective. This is where the meat of narrative
• Excel - Act with concentrated precision or skill. play in ICON lies. Players can use their creativity
Hit a tiny target at range. Catch a falling coin. to form approaches to problems, and the GM acts
Balance on a narrow wire. Squeeze through a as the judge to set the stakes.
tight space.
• Smash - Overwhelm with physical or magical
force. Throw a punch or blast down a door with
Risk and Effect
a magic spell. Wreck an object or obstacle.
When a player suggests a course of action and
• Endure - Push yourself to your limits. Power
names their goal, the GM decides how risky the
through pain, cold, heat, or harsh environments.
action is and how effective it’s going to be, based
Lift or drag something enormously heavy.
on the narrative.
Examples:
Risk can be controlled, risky, or desperate.
• Sneak past the sleeping Wyrm without it
Effect is usually weak, normal, or powerful.
waking
• Traverse down a corridor and outrun a wall of
By default, all actions are risky and have normal
flame
effect. Risky means there is some degree of
• Survey the wintery landscape for the tracks of a
consequence if a character fails - this is usually
beast in the snow
the case! Normal effect just means that there’s an
• Study a goblet of wine very carefully to see if
expected outcome, i.e. what the player expects to
it’s poisoned
happen will happen.
• Charm the bandits into untying you
• Command a caravan of scared people to stay
Controlled risk means there are few or weaker
together while under attack
consequences for failure. When a situation or
• Tinker with an ancient magic rune circle to
action is controlled, the character usually has a
prevent it from summoning a demon
good position, plenty of time, or relative safety.
• Excel and cut the drawstrings of the guard’s
Desperate risk means great or dire
trousers with a swipe of your sword
consequences for failure. When a character finds
• Smash the lock on the ancient chest with a
themselves in a bad situation or throws
single blow
themselves into one for a faint hope, that’s
• Endure the pain from holding back a heavy
desperate.
boulder from squashing your friends
When effect is weak, it’s less effective than the
You’ll notice that some of these actions have a
player expects. For example, a character tries to
little overlap, but are flavored differently. For
tinker a gemstone loose that’s powering a
example, taking someone’s purse from them could
magical trap, but only succeeds in prying it out
be cutting it from their belt (with Excel) - quick
half way, making them have to take additional
but not necessarily quietly. Alternately, it could be
action. When an effect is powerful, it’s more
taking it quietly with Sneak. You could even
effective than expected. For example, a character
perhaps Charm them to divert their attention
trying to study or survey a way out of a maze
while you take it off them. A heavy dungeon door
with powerful effect may figure the whole thing
could be tinkered (if it has a lock). Alternately, it
out and gets the party out in one roll.
could be smashed with a fireball, or perhaps
someone could endure lifting and holding it
open for the group to pass through. No effect and Superpowered
All of these different situations have different Sometimes the GM can judge an action can have
narrative outcomes and might be more risky or no effect at all. For example, the GM might decide
more or less effective depending on the situation. trying to charm monsters to persuade them that
The key thing is that players always choose the your actions are just may not have any effect.
approach and the action they want to use. The Trying to traverse by leaping up a 50 foot wall
GM is free to suggest actions, and also to decide probably doesn’t have any effect unless it’s already
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been established your character can jump that Characters can also make an action roll to set up
high. another character - for example by distracting the
merchant while your ally sneaks up behind them,
Sometimes an action has extraordinary effect, is studying a monster for a weak point, or charming
heroic or outsized in scale, or pushes beyond a mercenary your ally wants to hire. Your roll has
mortal limits. This level of effect is called no effect or weak effect by itself, and you can still
superpowered. Characters can get a take consequences, but your ally gets +1 boon or
superpowered effect by pushing their effect increased effect on the action you set up if your
beyond powerful through their abilities or getting roll is successful.
a critical hit on a powerful action. A superpowered
effect can accomplish feats that we normally Tempt Fate
wouldn’t think possible - like traversing that 50
foot wall in a single leap, smashing a tower to There’s one more way to get bonus dice without
rubble with a blow of your sword, or sneaking spending any stress or making any rolls.
through a whole army.
At any time when you roll, you can tempt fate by
Judging risk, effect and setting tone suggesting a negative consequence of your
actions. If the GM agrees this is a fitting outcome,
These two tools together - risk and effect - are take +1 die on your roll, but the consequence
kept slightly loose for a reason. They let you set becomes true no matter the outcome.
the tone of the game you want to play, and also
give the GM tools to judge situations based on the For example:
story.
“Can I get a bonus die if my fireball accidentally
How much can a powerful or super powered sets the whole forest on fire?”
action do in your game? Can a superpowered “Can I get a bonus die if we wake the sleeping
smash destroy a boulder or a whole tower? Does wyrm up?”
changing the mind of the enchantress take a “Can I get a bonus die if I accidentally leave my
powerful charm or a normal charm? Can a sword with the caravan and enter the cave
character command a whole army by themselves unarmed?”
with normal effect or is that effect weak without
aid? Max dice
Which actions end up being more or less risky and Just as a reminder: characters can never get
the consequences of character action also sets the more than -2 or +2 dice on any roll. That
tone. If a character attempts to leap across a wide means the maximum a character can roll is 6 dice,
chasm, is that a desperate action, or merely and the least they can roll is 0 (two and pick the
risky? Can a character even jump across a chasm lowest).
that wide unaided, or will they have no effect
without a superpowered action?
Fortune
Improving dice and Set up When a character is trying to accomplish a task
that isn’t particularly dangerous or doesn’t have
All characters can spend stress to improve their obvious consequences, but the action is difficult
rolls by pushing. Pushing gives +1 extra die. or the outcome is unclear, they can make a
fortune roll. This a roll that uses actions as
Characters can also spend stress to aid an ally, normal, but the outcome is slightly different,
giving them +1 die. based on what the character is trying to do:
More on both of these shortly in the section on • 1-3: Poor result or outcome
Stress (page XX). • 4-5: Expected or average result or outcome
• 6: Good result or outcome
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• 6,6: Excellent result or outcome parameters are. Most situations should have just
0, 1, or 2 dice.
By themselves, fortune rolls usually don’t change
a situation, but can change the risk and effect of This is the only time a GM should roll dice in
future rolls given the circumstance or the quality narrative play.
of information that characters have about that
situation. Might and Magic
The most common application of these rolls is One last note - you might notice that there are no
when gathering information about a situation, explicitly magical effects in the actions. The
or during interludes. For example, a character outcome of the actions and the type of action is
surveys a group of monsters from a distance. The what’s important. Whether in the story your
GM judges that it’s too far for there to be any character is using their skill, physical strength, or
danger, so the player makes a fortune roll and gets magical forces to perform the action makes no
a 4, getting average information. difference - all heroes are ICONs, after all, and all
equally capable of great feats. However you flavor
Researching and working on long term the action is up to you - you choose which action
projects are usually all fortune rolls. Pursuing rating you think best fits your activity in the story.
ambitions during downtime (page XX) is by Survey could be your character using magically
default a fortune roll. enhanced eyesight to scout a situation, or just
your character’s keen senses. You could sneak on
Tests of ability can be a fortune roll - a your own two feet or with a magical cloaking spell,
character can roll traverse to see how fast they or you can study by using a spell to speed read.
show up at a scene, for example, endure to win a
drinking contest, or excel to perform a coin trick Player initiative
to impress someone.
In ICON narrative play, the Game Master
Recall never rolls (except maybe to make a fortune roll
here and there, as stated above), and players
Tests of knowledge are also usually fortune always have the initiative. Non-player characters,
rolls. When a character wants to dredge up useful traps, hazards, etc are not treated like individual
lore, history, rumor, or memory about a topic, entities with their own ‘turns’ or action ratings,
they can recall that info by making a fortune roll but rather like a part of the scene or story, with
using the most appropriate action they can think the story itself being the most important thing!
of. The information the GM gives them will vary Characters take action, and the GM responds by
depending on the action, and there may be some narrating what happens next.
overlap.
The only way players can take consequences is
A character could, for example, try to recall their through their own actions. The extent of those
familiarity with arkentech devices by making a consequences are up to the GM, however, which
tinker roll, remember the social etiquette of a could include them ‘losing’ the initiative by
ball with a charm roll, or try to assess the odds of forcing them to react to a situation. In tense
survival of jumping over a lava chasm with an situations, a GM can always turn things back on
endure roll. the players and force them to react, even when
players have a successful roll. Always look to ask
GM fortune rolls the question “What do you do?”
The GM can also make a fortune roll if they want One Roll
to leave a situation up to chance. How’s the
weather? Is the town elder busy today? How rocky Most tasks can be accomplished in one roll, but
are the river rapids up ahead? Give a situation 0-4 you can decide how far one roll goes in your game.
dice depending on how likely you think the
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• Will one roll let you sneak into the castle, or will segments on that clock with their actions on a
you need to take a series of actions? successful roll equal to their effect:
• Will one roll let you convince the knight of your • Fill in 2 segments for normal effect
worthiness, or will you need to prove your • 1 for weak,
mettle to them with further actions? • 3 for powerful,
• Will one roll let you fight your way out of the • and 5 for super powered actions.
monster infested flooded passage, or will you
play out tactical combat to get out instead? When the clock fills up completely, the task or
challenge it represents is complete or
Stretching the value of a single roll can let you surpassed. No further action is necessary from
control the tone of the game and how it’s framed - the characters.
how much time and action is covered - and you
can vary it from scene to scene. In the previous example, we could set out a single
clock (maybe a longer one, such as 10 segments)
for the whole castle, called something like ‘The
Clocks Castle’. Alternately, we could set out a few
(shorter) clocks representing each major obstacle
Let’s think about sneaking into the castle in the as the characters come across them - like ‘Guard
section above - there may be several discrete tasks in the hallway’, ‘Big complex lock’, ‘Hidden
or obstacles that need to be cleared - guards, Trapped Room’, judging the characters successful
locks, trapped doors, you name it. One roll may if these smaller clocks are filled in.
not feel right for the purposes of this task. If the
journey in doesn’t particularly matter, a character Clocks abstract out a whole task, scene, or series
could make a single roll to sneak in and have to of events. It’s certainly possible to just use a series
figure out how to get out. Or, if this is something of normal rolls for many complex tasks (and a lot
we want the story to brush past or montage of tables will play that way). However, using
through without much further consideration or clocks to represent complicated tasks ensures
consequence, we could do the whole thing in a you’re only rolling when there’s persistent
single roll (perhaps this is a scene from the narrative tension, constrains the number of rolls
character’s history, or the task is far below their made for any given task, and creates clear
skill). parameters for success. It allows the story to
progress and means you don’t have to waste time
Sometimes a task is too complex or daunting to be lingering on tasks that would otherwise require a
completed in one roll. Sometimes a task might lot of rolling, all of which we find extremely
take more time, or multiple steps, to complete, effective for speeding up play. You can use them
and doing everything in one roll just doesn’t feel to move more quickly and efficiently through
right. narrative scenes. If you’d prefer to keep things
looser, then don’t worry over making clocks for
In all these cases, it’s best to use a clock! every little thing.
When you have a clear challenge or goal, you can Project clocks
set out a clock with an even number of segments
(4, 6, 8, 10, 12). You can draw out an actual clock, You can easily use clocks to track progress on a
split into segments, or use a tracker, or simply tick long term project, especially the kind that
off check marks if you like. The longer the clock, characters might try to work on during an
the more complicated or challenging it will be to interlude.
fulfill. Name the clock after the challenge or goal,
not necessarily the method. For example, you can Progress clocks
have a clock that says ‘Guards’, ‘Traps’, and
‘Alarm’. You can also use clocks to track the status or time
pressure of a larger ongoing situation in the world
When characters take action related to a clock or campaign, such as a war, a spreading Blight, a
that would further it in some way, they will fill in faction’s political influence, or an assassination
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plot. These progress clocks tend to move by “I want to create an improvised grappling hook
themselves. Tick segments on these clocks when to climb the cliff.”
the story or campaign moves forward. A good “I want to transform into an animal for an hour
time to do this is after an interlude. When ticking so I can scout out the woods without being seen.”
these clocks, tick one segment if the situation “We want to create a working flamethrower out
progressed a little, two if it progressed as normal, of parts in this workshop.”
and three if there was great progress. For
example, if you have a clock tracking the progress This is best used for effects that aren’t permanent,
of a war and it’s drawing to a close, you might tick or a part of a character that will carry over
three segments on that clock at the end of between sessions. If the player who wanted a
downtime. grappling hook wanted it to work for more than
just its initial use, they’d probably have to set it up
Failure states as an ambition first.
You can also create clocks that fill up as a result of The players' goal will always work, but the GM
failures, rather than successes, establishing fail can choose one of more of the following, and must
states for situations. These clocks get filled in as inform the players on the details:
consequences of failed rolls or complications of
Risky or Heroic rolls. For example, if a group of • The ritual or craft can’t accomplish exactly what
PCs were trying to flee from a band of the players want, but a lesser version of it
mercenaries, you might set out two clocks: one • The characters will need to create time or space
that represents the PCs’ safe escape and one that • The characters will need to gather additional
represents the mercenaries catching up to them reagents, materials, or supplies
and forcing a fight. The Escape clock fills up when • The craft or ritual will have clear side effects
PCs successfully put some distance between them • The characters will have to sacrifice something
and their pursuers, while the Capture clock fills to accomplish their goal, such as another piece
up when they either fail those actions or have to of gear or an infusion of dust
make trade-offs. You might fill in two segments • The characters will need help from an expert
whenever a PC fails a roll and fill in a single • The characters will take harm from the task
segment as a complication if they roll a 4-5.
Then set up a clock or make an action roll to
accomplish the goal.
Rituals and Tinkering
During play, players may want to hold a magic
GM Principles
ritual, improvise some technological device, or
work on another project that may be more Heres some basic principles for the GM to follow
involved than a simple action roll. when running ICON:
• Keep away from ‘no’. ‘Yes, and…’, and ‘Yes,
Many of these projects are better accomplished as but…’ keep the story moving and keep things in
ambitions (page XX) during an interlude. the player’s hands. You can always tell a
However, if the project is something simpler or character an action isn’t possible given their
something that can be accomplished during a approach without denying them completely.
normal session, you can use these rules instead. Offer alternative approaches or suggestions to
problems, and let player creativity be rewarded.
First, the GM should ask the players what they “You can’t open that door by smashing it down
want to accomplish with their ritual, craft, or by yourself, it’s too heavy. If you could find
project - the goal or function of their creation. something strong to use as a battering ram
though…”.
Here’s some examples: • Let players choose how to move the
“We want to seal the door with a magic seal so action forward. Give players choices and let
that demons can’t pass through it.” them choose how to proceed. Players should
nearly always be the ultimate drivers of action in
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your story, not your NPCs, plots, or events. You action, and maybe drop something on the way
can always force the players to react by throwing over in a controlled action but otherwise make it
something unexpected on at them if you want to over safely.
mix it up. “Railroading”, or taking away player
agency, only typically becomes a problem when Here’s some broad suggestions for the GM when
you deny players the chance to take action or inflicting consequences.
intervene in a situation.
• Play to find out what happens. It’s perfectly 1. Put someone in a bad spot - Increase the
fine to have a plan or outline for a session or risk of their next action. Put them in a worse
expedition. If there’s a scene or event you really position than before, like teetering on the edge
want to happen, however, and the players totally of a cliff, separated from the group, sliding off
avoid it, then let it happen! You can find a way a rooftop, or in the middle of a crowded guard
to introduce it later. Players will often deviate post.
from the path you lay out for them, and the 2. Start a ticking clock - Start a ticking clock
story is often better for it. for a much worse consequence. Perhaps a
• Foreshadow consequences and threats. If character knocks a pillar, now the whole room
you’re going to shoot someone with a crossbow, is about to collapse.
show the players a glint of it from a window 3. Tick an existing clock - Tick 1-2 segments
first. If the fall off the mountain is going to for a partial success, tick 2-3 for a failure. If
inflict critical harm, you should probably tell the action was desperate or controlled tick
players how steep and dangerous the mountain more or less.
path looks. The game has a very easy way to 4. Offer a hard choice - Make characters
foreshadow threats built in with risk. choose between two harder outcomes - do you
• Make characters look good. Characters are want to recover the key to the ancient door or
heroes. If they fail, they should never fail due to let the treasure chest fall into the abyss?
incompetency. 5. Weigh them down - Present characters with
a sudden obstacle or hindrance - pin them
under a heavy boulder, give them an annoying
Complications and hanger-on at the party, blow out all the
torches and make the room pitch black
Consequences 6. Make them lose initiative - The character
misses a window of opportunity åor loses
valuable time. They lose sight of the thief
Characters take some sort of consequences or
they’re pursuing, a door slams shut on them,
complications for their actions on any final action
or they are late to the peace summit. Put them
result except a 6 - something that will happen
on the back foot.
fairly often!
7. Reduce effect - Give characters less effect on
a successful action, perhaps making them
Consequences are typically narrative in nature
have to roll again.
and will depend on the nature of the action that
8. Inflict harm, as established - Inflict
the character is taking in the fiction. For example,
harm. There’s more on harm below. For a
a character trying to leap a chasm might fall,
risky action, inflict 2, for a controlled action, 1.
stumble, or find themselves clinging to the edge if
For a desperate action, inflict 4 harm, or in
they don’t get a full success. The severity of
rare cases, inflict critical harm.
consequences should depend on the risk of the
action that a character is taking, with more
severe consequences the worse the risk Foreshadowing consequences
was. For a controlled action, consequences are
minor, for a desperate action major, and for a It’s good practice as a GM to foreshadow or hint at
standard risk action they should be somewhere in the possible consequences behind a character’s
the middle. In the previous example, a character actions. This is especially important for
might fall completely into the chasm if the action consequences with hard outcomes, such as harm.
was desperate (probably getting majorly hurt!), Establish consequences in the story first. This is
find themselves clinging to the edge on a risky pretty easy and intuitive to do:
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• “The robber levels their dagger at your chest. It Major harm is 4, usually taken as a result of
looks pretty sharp.” desperate actions. Major harm is something
• “You can take a shortcut to get ahead of the very painful or hurtful, like a long fall, getting
fleeing courier, but you’ll lose sight of her - smashed by a boulder, smacked around by a large
better hope you catch up.” monster, burned by a fireball, going days without
• “You can definitely sneak past the sleeping sleep or food, getting badly sick or poisoned, shot
giant, but he’s sleeping lightly and the slightest in a vital place with an arrow, etc.
noise will probably wake him up.”
Critical harm is something that a normal person
Sometimes players will even suggest possible probably wouldn’t survive, such as falling off a
outcomes or consequences for their own actions - cliff, getting crushed in the jaws of a wyrm, falling
in which case you should run with it. You can also into lava, riddled with arrows, etc. You’ll survive -
communicate this pretty easily by setting risk for you’re an ICON after all, but in order to do so,
actions. Don’t worry too much about doing it you’ll have to push through a lot.
every time, just try to remember when you inflict
hard or severe outcomes to communicate the Breaks and Burdens
possible outcomes before the character takes the
action - and allow players to back out of their Characters have a limited number of harm boxes,
ideas if they want. This helps the game feel fair. usually 4. If they would tick a box and their
boxes are already full, or if they take critical
Harm and Burdens harm, they break and are too hurt or
overwhelmed to continue in the current scene,
unable to move or act on their own. A broken
When a character is physically hurt, mentally
character may only act by pushing or receiving aid
drained, or narrowly avoids injury from a
(see more on stress on pg XX). When they do,
situation, they take harm.
they don’t get the regular benefits of pushing or
gaining aid, just the ability to act normally.
In base ICON, characters are heroic and
larger than life. Only the stresses and
When a character breaks, they clear their harm
stakes of tactical combat can truly hurt
boxes and take a burden, and at the end of the
characters. Outside of combat, they take harm.
scene they cease to be broken and can act
Taking harm represents the mental and physical
normally.
effort a character must put into avoid serious
bodily injury, taking injury anyway and pushing
A burden is more long-term harm to a character
through the pain, taking mental stresses, or
and represents the mental and physical ordeal of
suffering through a difficult situation. Harm can
the adventuring life. How much a burden
represent everything from actual bodily injury to
interferes with a character is up to that character’s
exhaustion, enervation, tiredness, or exposure to
player, but they get xp for letting it do so. When
the elements. Harm taken is 1, 2, or 4. Characters
you take a burden, write the nature of the burden
can also take critical harm.
underneath it. It could be a long term injury of
some kind that the character ignores, scars, a
Average harm is 2, usually taken as a result of
change in attitude, tiredness, sickness, etc.
risky actions. This is usually something like
getting swiped at by an average monster, a short
Example burdens:
but painful fall, slashed at by a weapon, eating
• Injuries: broken leg, broken arm, gashed ribs,
something poisoned, exhausted from a long trek,
monster bite, etc
frozen in the blinding wind, falling over from a
• Corruption: Infection, disease, illness, dark
lack of sleep, etc.
magic
• Negative emotions: Anger, resentment,
Minor harm is 1, usually taken as a result of
jealousy, rage, hatred
controlled actions - still enough to be painful.
• Exhaustion: tiredness, ennui, sadness
Bad bumps, scrapes, minor wounds, animal bites,
tiredness, sickness, etc.
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and Command to overwhelm and outwit your In this situation, don’t treat monsters or foes like
rowdy opponents? you would in a traditional rpg, but instead use
• If the local militia shows up to arrest the clocks, risk, and effect to represent them. The GM
players, is that a tactical combat or a can adjudicate or adjust these based on the
negotiation? Can it degrade into a tactical qualities of the foes characters are facing, deciding
combat or can players make other rolls to avoid which actions in the moment would be more or
fighting? less effective.
• If the characters find a hungry giant guarding
the entrance to a dungeon, can they talk to it, or For example, characters are fighting a Wyrm in
will they have to fight it in tactical combat if open combat. The Wyrm itself might be
they fail to sneak past? represented with a 10 or 12 segment clock (a
pretty powerful foe!) with segments filled in as
Transitioning into tactical combat is usually done characters take actions against it. A character
smoothly out of narrative scenes or as a tension flinging daggers at a mighty armored wyrm with
break when things go sour: when the characters Skirmish might have no effect, or be a weak and
fail to sneak past the Relict, when they burst into desperate action. A different character trying to
the baron’s hall hell bent on confronting them, or hit that wyrm’s weak scale with a snipe action
when they stand in defense of the town as the might have normal effect and the action might
wave of monsters approaches. merely be risky. However, another character using
Survey might try and spot openings for the
rapier-wielding player, changing their effect, or a
Narrative Combat character might use Smash to topple a pillar onto
the Wyrm to immobilize it, Endure to grapple its
As an alternative or companion to tactical combat,
jaws and hold its attention, Charm to distract it,
you can play combat scenes out exactly like you’d
etc. All these actions can key into each other and
play out any other narrative scene - using action
all of them could potentially fill out the Wyrm’s
rolls, clocks to track challenges, etc.
clock to defeat it.
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established adventurers, and Chapter 3 is for very • Scaling a huge castle wall
powerful, heroic adventurers. • Sneaking into a guarded castle
• Riding a monster without a saddle
Chapter 4 is used to represent a level of power • Forging a new set of armor in a night and a day
that characters can never attain while being • Creating a new legendary alchemical formula
adventurers - legendary monsters, demigods, etc. • Enduring a fall off a high peak
• Riling up an entire crowd into revolution
Character’s actions are more effective and less
risky against threats and challenges 1 chapter Chapter 3
lower than them. Against threats and challenges 2 • Commanding an entire army
chapters lower than them, characters can surpass • Fighting a whole regiment of soldiers by
them without rolling at all, or in one roll. yourself
• Traverse by flying through the air
The opposite is true. Character’s actions are less • Fighting an ancient or powerful monster
effective or more risky (or both!) against • Scaling an epic peak with your bare hands
challenges 1 chapter higher than them, and have • Swimming across an ocean channel
reduced effect twice and increased risk against • Stealing the crown off the king’s head while he
challenges 2 or more chapters higher, which could holds court
mean they have no effect at all! • Surviving being hurled into a hostile dimension
for a few weeks
Characters can tackle higher Chapter threats by • Charming an ancient sorcerer into aiding you
mitigating risk and effect as normal, such as • Making ground-breaking discoveries in
through using Superpowered actions. magitech. Forging new spells
In the above example with the Wyrm, the GM Anything in Chapter 4 or beyond is by definition
might rule that the Wyrm is a Chapter 2 foe, a beyond the capabilities of characters without
powerful monster, and players will be less significant preparation, aid, or extra power -
effective against it (and take more risky actions) if something that characters will never be on level
they want to tackle it now. Or they could rule it’s a with. These are actions that can be story defining
legendary monster and players have no current for legendary heroes.
recourse against it without special preparation or
superpowered actions. Examples would be:
• A demigod or Titan
What constitutes chapter appropriate depends on • A legendary monster
the tone of your game, and what superpowered • Diving into the weave of magic itself
effect can do in your game. Here’s some examples • Bargaining with an aspect of Death
for a game I’d run, however, based on ICON’s • Stealing a thread of life from the underworld
default ‘mythic fantasy’ tone: • Cleaving a mountain with a single blow
• Bringing life to a barren land
Chapter 1
• Fighting a small band of bandits or an average You can absolutely adjust this up or down.
monster Decide with your group and for your table
• Scaling a high manor wall what a chapter 1, 2, or 3 challenge looks
• Swimming across a river like.
• Surviving in the wilderness for a few weeks
• Sneaking into a camp undetected
• Charming a merchant into better prices
• Commanding a few lackeys
• Deciphering odd runes from a ruin
Chapter 2
• Fighting a large group of well trained soldiers
• A tough, intelligent, or powerful monster
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These short sentences or activities can be ticked if Using stress while broken
you performed them during a session at least
once. At the end of a session, if you ticked at least If you’re broken in a scene (you maxed out on
one, get 1 xp. If you ticked all of them, get 2 xp. harm and took a burden), if you push or receive
aid, you can act normally for a single roll. You
Stress don’t get any other benefits from pushing or
All Bonds have a certain number of Stress boxes. receiving aid, just the ability to act normally.
By default, Stress can be used in the following
ways: Bond Powers
• Push: Tick 1 stress to add +1 Boon (+1d6) to Bond Powers are special abilities that either give
any action roll or improve its effect (normal > you the ability to do something without rolling, or
powerful) for example boost your existing actions or abilities. They are
• Aid: Tick 1 stress to help another character. very powerful and help distinguish your character.
They get +1 Boon on their action, but you also You can further define what your characters’
share in any consequences of their action (harm, specific powers look like and where they come
bad situations, etc). A character can only benefit from.
from aid once on an action roll.
• Resistance: Tick 1 stress to reduce harm • Scene: Some powers or Bond features (like
suffered as a consequence of your actions by 1. stress relief) apply until the end of the current
Can only be taken once per roll. scene, or can only trigger once a scene. A scene
is a contiguous series of events where we don’t
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One roll, gathering information: GM (putting her in a worse spot): Great, you
Alice: I’m going to check this hall out. boost Marco in the air. However, you have to take
GM: Ok, give me a fortune roll for that, since you a couple steps forward, and now you’re in the
seem safe where you are. middle of the hallway. Anything you do from here
Alice (rolls survey, gets a 4): I’m going to survey is going to be way more risky.
the hall for threats. A 4. Marco: Let’s do this. I’m going to traverse by
GM: Squinting your eyes, you can just make out kicking off the walls. I’m also going use my
strange cracks in the floor ahead of you. It’s hard pathfinder power Windrider to push myself for
to tell, but you’re pretty sure this hall is trapped, another die and choose to not touch the floor.
with pressure plates. GM: Great, that’s two bonus dice, one from Alice’s
character and one from your push, and you have
The scenario plays out as above, but the risk for better effect from your cool power. I’ll say since
Alice’s character’s action is now controlled, since you don’t have to touch the floor, your action is
she knows about the trap. Now she only takes 1 going to be less risky, so instead of being risky it’s
harm when she’s hit by the darts, which she going to be controlled.
spends resistance to ignore. Marco (Rolling 1,2,2,3): Great. Oh shit, a 3.
GM: No problem. You still get two ticks on the
Using a Clock, gathering information clock from your better effect (The GM ticks two
more segments, bringing the clock to 4/6).
The GM decides this trap is a bigger threat, Marco: Ok, but I’m a dead man, right?
something they want to spend a short scene on. GM (offering a choice): Your action was
They set out a 6 segment clock to represent the controlled thanks to your power, so you don’t get
hall. riddled with darts, but you’ve got a tough choice.
You don’t make it quite down the hall, and you’re
Marco: I have a bad feeling about this hall. I’m close enough to see the mechanism. Do you try
going to get closer to study the stonework and leap forward disable it now, and maybe get
GM: Ok, give me a roll. It’s a little riskier to study poisoned for your trouble, or do you try and make
since you have to get close, but I’ll say its more another roll? I’ll let you finish the clock right now
effective. I’ll say its still controlled. if you want.
Marco (rolls study, gets a 1 ): Ok, I’ll take it. I Marco: I’m going for it.
have 0 in survey so I’d rather use study. Ah, a 1. GM: Ok! You dive forward and jam your blade
GM (Inflicting harm): Oh yeah, it’s definitely into the mechanism. A vaporous cloud of poison
trapped. A flurry of darts shoot out through the pours out from the dart holes as the trap
darkness right at you. Since your action was more deactivates. You’re going to take 2 harm from the
powerful, I’m giving you some progress on this poison.
clock (The GM ticks 2 segments on the clock. Marco: Ouch. That would give me a burden.
Normally they’d tick 1 or none on a ‘1’ roll). Alice: Can I use my stress ability to take the harm
However, you’re still getting shot, for only 1 harm, instead by pushing Marco aside?
and you’re sure there’s more plates in the hall. GM: Yeah… but you’re not close enough - you
Marco: I’ll take it. were put in a bad position, right?
Alice: Can I boost Marco’s character on my shield Alice: Ah, ok. Can I just throw my shield and
to get them across the hall and give them a bonus smash the mechanism before it manages to poison
die? Marco?
GM: Sure. You can make a roll to set up Marco if GM (Avoiding saying ‘no’ to this creative
you like, or just tick a stress to aid him. solution): Sure, I think that would reduce the
Alice: Ok. I’m going to roll for it. Is… excel a good harm, but give me a roll. Risky, since you’re trying
action for this? to do it quickly from far away!
GM: Probably, or smash, I think, since you’re Alice: Ok, I’m going to use 1 stress to push this.
using force. (Rolls 2, 3, 6). A 6!
Alice: My smash is better, so I’ll use that. GM: Cool. You hurl your shield and crumble the
GM: Ok, it’s going to be controlled risk for you I wall, sealing off the vapor. Marco only takes 1
think harm.
Alice (rolling a 4): A 4. Marco: Nice.
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camps, and
something similar. If you’re expecting to
encounter opposition, danger, or uncertainty,
you’re probably heading into an expedition.
interludes
All expeditions have a clear goal at the start, even
if that goal changes.
Rewards
Expeditions
Characters are rewarded in ICON with two
Sessions of ICON are focused around currencies, XP and dust. XP (experience) is
Expeditions. Whenever you leave a place of typically gained at the end of each session, and is
safety with a clear goal in mind, you’re on an used to level up your character for both tactical
expedition. combat and narrative play. Dust is the currency
of Arden Eld and is used primarily for leveling up
Typically in ICON this involves leaving the safety your Relics for tactical combat and getting more
of a village, town, or city, and setting out into the out of your ambitions and healing during
wilderness to explore some ruin, claim some downtime.
artifact, or stop some force from causing harm,
but it doesn’t necessarily have to be that simple. Camping
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4. Set your job and abilities, if you expect Characters can always abandon an expedition if
tactical combat. There’s more on this in the they’re too hurt to continue or if the goal has
tactical combat section. changed. Leaving an expedition unfinished
abandons the original goal the characters had in
5. Define rewards. All expeditions normally finishing it, which may now be beyond their
reward 6 xp and 3 dust if they’re successful. If grasp. Whatever the case, if characters return to
there are extra rewards possible, define them the expedition, the situation should have changed.
here. If an expedition’s not long enough to prompt
rewards, it’s probably not an expedition! Quests
6. Set out! Don’t worry about how you get there, Sometimes you have a longer or more complicated
or over-planning. Get your feet on the road and task or goal, like exploring a large dungeon, going
cut to the action. on an epic journey, or unseating a despot, in
which case you’re on a quest.
Why Expeditions?
Quests take more than one expedition to
Expeditions are used in ICON so that characters complete. You can take interludes in the middle of
always have goal they are working towards, and a quest or take on other expeditions.
they can expect the story to move at a certain pace
and with a certain amount of tension. When we’re Each expedition can represent a small part of the
on an expedition, things are probably dangerous quest (a leg of the journey, a wing of the dungeon,
or uncertain. There might be combat involved. gathering allies to fight the king, etc), and
Certain activities, like healing, can only be done a characters can take interludes normally in
limited amount inside an expedition (it’s not safe between. For example, characters could take a
enough, or there’s not enough time!), and certain quest to explore a large dungeon. The GM decides
actions, like getting rid of burdens, can’t be taken this will take about three expeditions to complete,
in expeditions at all! with each expedition’s goal being to explore one
part of the dungeon.
Expeditions don’t have to take a single session to
complete (and might often take multiple). When you complete a quest, not only do you get
the xp and rewards for all expeditions in the
Time and safety quest, but you also get 1 additional xp for every
expedition you completed as part of the quest, up
Camping doesn’t have to mean staying in a village, to 6 extra xp.
town, or city. It could just be a safe and clear spot
for the characters to get the time and space to rest This can allow a GM to set more long term goals
and recuperate. There could be a sanctuary in the for the characters. You can work on multiple
middle of the wilderness, or a dungeon. quests at once.
Abandoning an expedition
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Each time you go into an interlude, fully heal all Then they decide how hard the ambition will be to
harm and stress from narrative play, and all accomplish and chooses which of the ambition
hit points, and wounds from tactical combat. clocks on your sheet it will take up (short,
If characters were successful during their medium, long), and what filling that clock up will
expedition, they get rewarded (xp, dust, or represent. The clocks are 4, 6, and 10 segments
other rewards). Characters can then spend xp long.
and dust to level up and improve their
character. During an interlude, each character can pursue
ambitions by doing a scene or a montage
Characters always do this at the start of an describing how they’re pursuing their goals, then
interlude. All characters then get to do the making an action roll, filling out 1 segment on a
following activities, in any order or combination: 1-3, 2 segments on a 4-5, 3 segments on a 6, and 5
on a critical roll.
Heal Burdens - Characters can work on the same ambition if
they like, even if that ambition is another
Each character can heal burdens, unticking a character’s
total of 3 segments on any of their burden clocks - You may also spend dust to tick additional
(4, 6, 10). If a clock is filled out completely, the segments on an ambition clock, representing
burden is lifted and no longer bothers the spending more time or resources bought. 2
character. If you like, play out a healing scene to dust will buy you 1 segment on a clock.
describe what characters are doing to heal their
burdens (there are prompts for this on the When you make your characters, and during any
character sheet). camp or interlude, you can also write group
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ambitions, which reward everyone for working In general, Interludes are meant to represent an
on them. A group ambition can only be worked on area of relative peace and quiet. However, lot of
once during an interlude, and to work on one a groups may get into trouble during an interlude,
character has to give up working on their own and the situation might change. Characters might
ambitions. Group ambition clocks aren't a default go bargain with the thieves’ guild only to try to
length and must be decided by the GM. double cross them, wander a little too far out into
the wilderness, or open a dangerous magitech
You can write new ambitions any time, but if you device.
change or abandon an ambition, clear any
segments on the clock that’s representing it. An If characters get into trouble, you can play out a
ambition must be a clear goal or project, and the narrative scene or tactical combat to resolve the
length of the goal (which clock it represents) is situation. If it’s more complicated than a scene or
determined by the GM. You only have room for two, you’re probably heading into a surprise
one ambition of each length. If you want to write a expedition!
new minor ambition (4 segments) and already
have one, for example, you have to change your If characters took harm or stress during an
current one. interlude, they can heal them when an interlude
ends. In general, characters are intended to start
Clearing ambitions rewards 1, 2, and 3 xp an expedition with all their resources at their
respectively. Clearing a group ambition disposal.
rewards 1 xp to the whole group.
Bringing it back
Ambitions are typically projects or long-term
goals, like gathering information, researching, Interludes should always aim to launch the
crafting, or organizing. It could be something like characters into a new expedition of some sort. The
plotting revenge on a rival, learning a new skill, characters leave a place of safety with a clear
fixing up an old aethership, finding a secure route goal in mind.
into a dungeon, deciphering old texts, or learning
about your mysterious parentage.
Session End
Aside from the xp for clearing ambitions, the GM
is free to give you some concrete benefit for
Whenever you end a session of ICON, go
completing them, like dust 0r camp upgrades.
around the table and check your xp triggers, then
They are also free to tick segments on your
gain xp depending on which you fulfilled them or
ambition clocks if they feel like your actions
not. These triggers are on pg. XX but are repeated
further the goal, even if they weren’t taken as a
here for your convenience:
Pursue Ambitions action.
Check at the end of a session :
If a goal is complicated or world changing it may
1. Did you fulfill at least one of your Ideals? 1
take multiple ambitions to complete. Alternately,
xp. All your Ideals? 2 xp
it may require an expedition or quest to complete,
2. Completed at least one tactical combat
in which case completing the ambition clock
encounter - 2 xp
represents the preparation for that expedition or
3. Accomplished an ambition (group or
quest. When it’s full, you’re ready to take it on
personal) - 1-3 xp
with your group.
4. Invoked Burdens at least once - 1 xp
Freeplay
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Narrative Character
Creation
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Choosing your bond Folk of Arden Eld
To make the narrative part of your character in The collective peoples and folk of ICON are
ICON: collectively referred to as Kin. Kin have lived in
Arden Eld since time immemorial.
1. First choose what kind of Kin they are, then
choose what Culture they’re from. Get an When you make a character, choose what Kintype
action bonus based on your culture. you are. There’s no statistical or mechanical
2. Pick a Bond that you think represents your differences in game terms for whatever Kin you
character narratively. You can choose one pick. It’s true, for example, that Troggs as a whole
bond power, take the Bond’s basic actions, are larger and stronger than most Thrynn.
and can fill in 4 more dots on actions, However, each individual is different, and more
taking none higher than 3 right now. If you’re importantly you are a hero.
using narrative combat, fill in combat ratings
(2,1,0). Your bond is more important for determining the
kind of person you are. If you want to play up the
You’re done! You’ll make the tactical combat part unique attributes of your Kin, you can pick a bond
of your character next. In the first session you can that fits that fantasy, and pick actions that fill out
choose something for your camp with your group what you want your character to be strong at. A
and set out on your first expedition. strong, physically powerful Trogg may want to
pick the Mighty Bond. An agile Xixo who is an
excellent swimmer may pick the Pathfinder bond.
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Narrative Advancement
Every time characters reach 15 xp, clear all xp and mark a level up. Characters can level up during a camp
or interlude, but can’t increase past the current Chapter.
7 2 Improve an action
10 3 Improve an action
11 3 Improve an action
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Thrynn
The Aethrynn, or Thrynn (most commonly) are found everywhere across Arden Eld. They are an
adaptable, diverse people with a strong sensitivity to Aether and a strong connection to arkentech, some
say because they are direct descendants of the Arken that survived or fled the Doom and the dark age that
followed. They make up a large part of airship crews and captains in the great Guilds due to their potential
for aether sensitivity making them excellent pilots.
Thrynn are made up of a dazzling swathe of backgrounds that span the continent. They tend to live in
clans that cluster into villages, towns, and city associations. Symbology and culture of the ancient Thrynn
clans, called the Seven Families, are present in many modern cultures of Arden Eld, and some draw
strength and purpose from their ancient texts and teachings.
Some Thrynn will occasionally have small glowing ‘star-marks’ on their body, especially when attuned to
or channeling strong sources of Aether. These can form constellations of stars or twisting branch-like
patterns under their skin. Occasionally these marks are strong enough that even being near to a strong
source of Aether is enough to light them up.
Very rarely, Thrynn are born with delicate vestigial insect-like wings, not capable of flight. Children born
this way are given special attention, having been divinely marked, and often have roles in the community
leadership or priesthood prepared for them. They may grow into these roles or eventually reject them.
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Trogg
Troggs, also called Ogres, are horned demi-giants that are few in number but outsize in stature. Legend
has it that the Troggs descend from the Titans who originally kept the four pillars of the world stable
before they were slain by the Arken, or at least have some titan blood running through their veins. Adult
Troggs typically stand anywhere between six and eight feet tall, and never stop growing throughout their
very long lifetimes, sometimes living four or five hundred years and growing to truly enormous stature.
All have horns of various size and shapes, and some are born with tails. The Troggs reproduce slowly,
have few children, and treasure them greatly. Trogg children spend a long time maturing and only reach
adulthood around forty years old.
Like other Kin, Troggs are hugely diverse in their backgrounds and cultures but due to their small number
tend to be loners or outsiders to the communities they join. In legends, they are supernaturally tolerant of
heat and can handle even molten metal with their bare hands, though how much this holds up in real life
varies from Trogg to Trogg. Very traditional Troggs worship the Elden Flame, the primal force of creation,
and give themselves over to the study of smithing or the aetherial arts. Since Trogg artisans live a long
time, they can accumulate several lifetimes of knowledge that Kin from a similar background could
accumulate.
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Beastfolk
The variety of animal-like Kin found across Arden Eld can be broadly called Beastfolk. They are the most
common Kin and the most diverse physically. There are many clans of beast folk, including:
• The Lopen are cat or rabbit-like folk originally from the great plains.
• The Garou are wolf or dog-like folk from the deep forest and islands.
• The Goblins or Vodya are amphibious river-dwelling kin.
• The Lorito are feathered, birdlike kin originally hailing from the high steppe.
There are many other beast folk clans, such as the fishlike Pelagia and reptilian Kuroki from the eastern
mountains, and probably still many more that are undiscovered across the surface of Arden Eld.
Beastfolk tend to be shorter in stature than Thrynn, though some are taller and hardier. They live around
the same time as Thrynn and typically (but not always) have large families. Beast folk are present in every
culture, from desert dwelling nomads, to pastoral farmers, to city guilds.
Traditional Beastfolk have a strong connection to the earth and the forest. They are strong woodsfolk,
hearty eaters, and excellent hunters. They have better senses than other Kin and are sensitive to the
changes in wind, moisture, and earth that signal the weather, the crops, or the changing of the seasons.
Their excellent sense of taste and smell lead a lot of beastfolk to become excellent cooks (or picky eaters).
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Xixo
The insectile or crustacean-like Xixo (ZIK-zo) are a group of water-dwelling kin that can traditionally be
found as traders up and down the waterways of Arden Eld. Xixo are excellent swimmers and can hold
their breath for very long periods of time. They vary widely in physiology, though they are unique in that
during spawning season they can change sex, and many Xixo swap around throughout their lives. Though
they can have weak eyesight, they are highly sensitive to smell and chemical signals and Xixo can
communicate simply emotions or moods to each other through pheromonal markers, leading to the
stereotype that they can read each other’s minds.
Though individual Xixo live much shorter lives than other Kin, typically living until their mid 40s, they
have perfect memories, able to recall everything in their lives with absolute clarity. A common
understanding among the Xixo is that other Kin are terribly cursed - living twice as long as the Xixo, but
eventually forgetting a large part of their lives.
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Villagers tend to be proud of their local traditions, Respect for strength, a healthy sense of
festivals, and gods. Most villages have a regional humor, reliability, and independence are all
cooking or craft specialty, and people will often strong values for Islanders. Outsiders can
visit from many towns over just to sample them. sometimes see them as insular, surly, or loud.
One village might specialize in iron and smithing
work, another might be known for the quality of Leggio
its steamed buns and its pork, and another might +1 to two: Excel, Tinker, or Survey
have miles of beautiful grazing pastures and be
known for the quality of its milk and dairy The villages of the Green rely on a healthy
products. network of trade caravans, peddlers, crafts-kin,
menders, and healers of all kinds. Parts of these
Regional village councils sometimes will gather a networks are made up of local farmers and
militia to defend against a surfacing ruin or a traders, but over time some of the caravans have
blight, and those towns very close to the ruins grown into permanent residences and a quasi-
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religious way of life for the people that crew them, beneath the earth, it is not uncommon for a
who have come to be known as the Leggio. Their Churner camp to appear at the edge shortly after,
massive, colorful caravans make seasonal like a spray of brightly blossoming flowers over a
rotations around Arden Eld, stopping in the cities grave.
to resupply, and are broadly welcome wherever
they show up, since it means a chance to buy, Especially brave Churners will sometimes set up
repair, and indulge in all the necessities and shop within the surface levels of a dungeon,
luxuries so sorely missed. The Leggio always eat sometimes maintaining large crops of herbs,
well and trade fairly with the towns, and will often fungi, or other staples that will only grow in the
take on travelers who are seeking safe passage to dust-soaked environment of the arkenruins. The
the next village, post, or city. more daring of them will hire themselves out as
guides, tinkers, or hirelings for wealthier
Nearly all Leggio have some sort of family trade or adventurers. Due to their unique living
skill they are specialized in (sometimes multiple), circumstances, most Churners tend to know more
and many famous or legendary artisans, smiths, about monsters than any other culture, mostly
and weapon makers come from old Leggio their spoor, habits, and how to avoid them.
families. Leggio Grand Caravans can be two (or
sometimes three!) stories high and are carved Churners are a highly itinerant culture, and while
with family histories. They are pulled by draft some travel together, they tend to congregate only
beasts and sometimes captive monsters, who are when a new dungeon surfaces and the old sites
kept docile by Leggio beast tamers. dry up. Many of them are former adventurers who
have settled out of obligation or necessity and
Leggio are nearly all armed and trained in fighting seek a slightly more respectable existence, but
since they were young as they often have to pass others are skilled merchants, crafts-kin, cooks,
through dangerous or blighted areas in order to smiths, and suppliers that come from old families
reach a town in need. They regard their duty to of Churners and run their tents and wagons with a
keep towns supplied as sacred and pray to the high respect of the Churner Code (honesty, safety,
Titan of chance to give them safe passage. convenience). Recently, due to the increasing ruin
activity, the number of Churners has been rapidly
Craft, sociability, discipline, and increasing, and a lot of the old and more
hospitality are all strong values for Leggio. respectable families complain of grifters,
Outsiders can sometimes see them as brash, swindlers, and ill-intentioned shady merchants
overly friendly, or nosy. sullying their reputation.
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ancient edifices, and they are typically located in expanding and stretching to the sky, and the fires
extreme or hard to reach locales, requiring them of industry and arkentech burn deep in their
to be self sufficient. Small monastery towns and bellies.
trading posts grew up around them over time,
forming a tight-knit communities that revolved Those that live in the cities are known as Guilders,
around and intermeshed with monastery life - and often belong to one of the great Trade Guilds,
moving with their festivals, rituals, and traditions. loose and oligarchical organizations that regulate
the trade and production of certain items between
The Chambers are part temple, part archive, and cities and act as informal government associations
part prison. As legend goes, they were built to of sorts. Cities are often ruled by the guilds or
protect the great secrets of the making of the their proxies and to most people of Arden Eld are
world. Some of their inner vaults now lie empty, chaotic, overcrowded, wondrous, and very smelly
and three of the Chambers are broken and hollow places where the food is greasy, the markets are
ruins, whatever was contained within long bright and burgeoning, and the sights are as
disgorged into the world. The inner passages and incredible as they are strange.
halls of the Chambers are rumored to be full of all
kinds of secret knowledge, ancient weaponry, and Cities are the centers of technology and magic in
old and powerful evils - though none can say for Arden Eld and are the chief drivers of the hunger
sure. for Dust and arkentech, which the technomagical
institutes and Guilds use to produce mechanical
As for the Chroniclers themselves, they live in a and magical wonders. Citizens of the great cities
strict, hierarchical, and somewhat spartan society, of Arden Eld are the most diverse in background
but one which values justice, education, equality, and profession, and tend to enjoy a higher
and honesty. Ascending up the ranks of the standard of living than those in the Green, with
priesthood takes a long time and a lot of access to many conveniences such as rail and
ceremony, and only the most senior monks are airship travel, running water, and arkenlamp
allowed into the central halls of a Chamber. lighting. However, they also are the most unequal,
with many Kin languishing crammed into hot and
It is not uncommon at all for monks to dip and overcrowded residences in the increasingly
out of the priesthood in order to have families, mazelike city depths, while the Guild Barons at
explore the world, or go on missions of utmost the top scrape most of the benefits off for
import for the monastery. Junior temple acolytes themselves while claiming to be acting for the
wishing to become higher members of a benefit of all. Some predict the coming of the
Chronicler order are often required to leave the Churning Age will extend this way of life even out
temple for a while to find purpose in the greater to the Green, and fear what that portends.
world.
Guilders tend to be more educated, more
Chroniclers highly value knowledge of all kinds, knowledgeable about Aetheric principles and
and tend to be highly educated. This drive often more connected to magic and science than other
pushes traveling chroniclers to explore ruins, Kin, who they may see as backwards. They also
challenge authorities, or pry where they don’t tend to be very tolerant and welcoming, and the
belong, often getting them into danger. most worldly of Kin.
Truth, justice, discovery, and tradition are Tolerance, patience, drive, and
important values to Chroniclers. Outsiders can see friendliness are highly valued by Guilders.
them as secretive, old-fashioned, or stiff. Outsiders can sometimes see them as haughty,
know-it-all, or pampered.
Guilder
+1 to two: Command, Tinker, or Smash
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BONDS
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The Pathfinder
Discover new things, meet new people, learn new • Lay Burdens - 1/session, When you enter a
things. The Pathfinder is always looking to populated location, untick 1 segment on all
horizon. They’re the first to clamber up the burdens, and you may push your next action for
mountain, leap across the river, or dash down free.
the slope. The road is their friend and they can’t • Airfeel - When you camp or start an
wait to see what’s around the corner. expedition, you can ask any of the following
questions about the next day or so of travel and
+2 Traverse or Survey get a truthful yes or no answer from the GM. Get
increased effect when next acting on the
Ideals answers.
- I addressed challenges with curiosity, • Is it a long, dangerous, or arduous
discovery, or understanding journey?
- I expressed my heritage, background, or beliefs • Is the journey defended or contested?
through my actions • Are you currently being pursued, tracked,
- I saw, heard, or tasted something truly unique or hunted?
• Colortongue - You can understand and speak
Max stress: 1 all languages and read all scripts. When you
Stress relief: Relieve 1 stress when you enter a study a living creature, you can understand it
new scene. This ability can activate any number of even if it doesn’t speak language.
times a session. • Horizon Sweeper - When you’re outside, you
Stress special: Abilities or actions (such as can see in the dark. Your survey actions have
leading a team action) that cost more than 1 stress increased effect and aren’t affected by weather
only cost 1 stress for you or time of day
Harm: 4 • Memory of the Sole - Name a location you
last set up camp. The GM will determine the
difficulty of the journey there by answering the
POWERS questions below. When the next scene starts,
• Saddleborn - Get a knack for riding animals you and up to ten other willing people can
or piloting vehicles choose to be safely there if you take 2 harm for
• Windrider - When you push yourself to take a each ‘yes’ answer, which could cause you to
traverse or sneak action, you also get break. Work backwards to figure out how you
increased effect and choose one of the following got there (the scene doesn’t necessarily have to
for the action: you don’t touch the ground, you take place the next hour or day, for example).
don’t make a sound, you can’t be touched while • Is it a long, dangerous, or arduous journey?
moving. • Is the location defended or contested?
• Dabbler - Get +1 point to put in any action • Are you currently being pursued, tracked, or
rating. At the start of an interlude, you must hunted?
swap this point around to a new action. It can’t • Lightspeed - 1/session - Your next traverse
take any rating higher than 4. or survey action has superpowered effect
• Freesoul - You can escape from any restraint, • Gambit of Momentum (requires 4
grab, shackle, hold, or prison cell without powers): Take a power from another Bond
rolling. You can conceal this ability if you wish.
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The Seeker
Uncover forbidden knowledge, untangle people, • Argus - You get a knack for sensing danger,
teeter on the edge of sanity. The Seeker wants hidden traps, or ambushes, and can use this
answers - about the world, about magic, about knack on any action when surprised.
monsters, about themselves - all of it. Their keen • Midnight Eyes - You can see in the dark,
wits let them cut through any situation, even if which could make your risk and effect better.
they may not like what they uncover. Your study and survey actions get increased
effect in darkness.
+2 Study or Survey • Unhinge - When you push a desperate action,
it gains increased effect and a bonus die.
Ideals • Dark Clarity - You may close your eyes and
- I addressed challenges with investigation, take 1 stress to study the ambient emotional
intuition, or instinct state of someone in close distance from you
- I expressed my heritage, background, or beliefs (make a fortune roll). If your action is successful
through my actions (4+), your next action against that person gets
- I questioned my own understanding of the +1 boon and increased effect.
world • Possession - 2/session - Ask a presence inside
you for advice. The GM will answer as the
Max Stress: 4 presence. Get +1d on the next action to follow
Stress relief: You may relieve all stress when the advice as if the presence aided you.
you discover something hidden, forbidden, or • Instinctive - 2/session - Describe a course of
secret. action to the GM you plan to take in the same
Stress special: When stressed out, you get +1d scene. You will receive an answer that is
on study and survey actions and can aid in those truthful, if unclear, that comes from a feeling.
actions without spending stress. The GM can choose from the following options:
Harm: 3 Wheel (good/positive outcomes), Stone (bad/
negative outcomes), and Chaos (a mix of good
and bad outcomes).
POWERS • Geist - When you touch someone skin to skin
and tick 2 stress, even if you break contact, you
• Heartsight - 1/session - Close your eyes. You can see through their eyes and experience their
can view a location within far distance for 1 sensations and ambient emotional state, though
minute as if you were there as an invisible you can do little but observe, and they are not
observer, hearing and seeing everything. You aware of your presence. The effect lasts until the
cannot move your point of vision, and your body end of the scene, or until you use this ability
is immobile and vulnerable while taking this again, and while you’re concentrating on it, you
action, and you can end it any time. You don’t cannot do anything yourself except sit in quiet
have to be able to see the location you’re trying focus, otherwise the effect breaks. A player
to view. character must be willing.
• Library Organ - 1/session - Get +1d on study • Terrible Truth - 1/session - Increase the effect
and survey for the rest of the scene, but -1d on of your next Study or Survey action to
all other actions Superpowered
• Gambit of Knowledge (requires 4
powers): Take a power from another Bond
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The Mighty
Use your prodigious physical or magical that (you have 3 burdens for example) this effect
strength to destroy obstacles and help your ends at the end of the scene.
friends. The Mighty revels in strength and • Iron jaw - You can’t suffer critical harm (take 4
power, and presents an unbreakable front to the harm instead)
enemy, but uses that power not to oppress and • Volcanic - 2/session - When someone or
control, but to protect the vulnerable and stand something harms an ally in your presence, you
against evil. can trigger this ability to get +1d or increased
effect (choose) on all actions against them for
+2 Smash or Endure the rest of the scene
• Hammersoul - Your Smash actions have
Ideals increased effect when you’re stressed out
- I addressed challenges with strength, • Overpower - You can push by taking 2 harm
leadership, or force instead of spending stress for Endure and
- I expressed my heritage, background, or beliefs Smash actions
through my actions • Stoneskin - The first time you take harm in a
- Someone challenged me or my friends and I session, reduce it to 0
didn’t back down • Force of Will - 1/session - You can choose to
automatically treat your next Command action
Max Stress: 3 roll against another character as a 6. The GM
Stress relief: Relieve all stress when you take can decide a character is too strong willed for
harm for others, or take harm while aiding others this to work on them, but if they do, heal 2
Stress special: When an ally close to you suffers stress.
harm, you can take the harm for them. You can • Half Light - When you gather information
resist it as normal. about violence or possible threats, you can use
Harm: 5 Endure, Smash, or Command
• The Wall - 1/session - This scene only, reduce
all harm suffered by 1, to a minimum of 1
POWERS • Make Total Destroy - 1/session - Increase the
effect of your next Smash or Endure action to
• True Grit - When you break, you remain in superpowered
control of your character for the rest of the • Gambit of Strength (requires 4 powers):
scene. If you would remain broken longer than Take a power from another Bond
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The Wolf
You are a tough exterior covered in scars. Your • Go for a Walk - 2/session - When you
competency makes you strong, but you also can’t separate from the group to do something alone,
let anyone see where you’re vulnerable. The wolf you can trigger this ability to get +1d or
stands strong alone, but can’t forget that they increased effect on your action. ‘Cut to black’
ultimately rely on the pack. and roll the action ‘off-screen’, then cut back to
when you return to the group.
+2 Excel or Sneak • Cornered - When you are outnumbered in a
tense or violent situation, leading team actions
Ideals does not cost stress for you.
- I addressed challenges with precision, coldness, • Viper - If there’s any question about who acts
or intimidation first in a scene, its you. If there’s multiple
- I expressed my heritage, background, or beliefs characters with this power, roll off.
through my actions • It’s Nothing - During Heal Burdens, heal 2
- I let my mask crack extra ticks on a burden of your choice if nobody
helps you heal burdens. Heal 1 tick on two
Max Stress: 4 burdens if someone does help you heal, instead
Stress relief: Relieve all stress when you fix of just one burden. You can’t help other people
someone else’s mistakes. heal burdens.
Stress special: You cannot benefit from aid • Crack Shell - When you’re stressed out, you
unless you’re stressed out. can take aid actions without spending stress.
Harm: 4 • Bishop - When you set someone up, that
person gets both +1d and increased effect on the
set up roll.
POWERS • Wick - 1/session - Increase the power of your
• Clarity - If you break, clear all stress, and you next Sneak or Excel action to superpowered
can push your next action for free • Gambit of the Fang (requires 4 powers):
• Scarcoat - +1 max harm per Burden you have Take a power from another Bond
• Blood Scent - You get a knack for tracking or
intimidating anyone or anything that’s wounded
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The Harlequin
Trick, humiliate, and dance around the powerful. camp, or until you eat or drink something, and
The Harlequin despises those who take while active you get a knack for impersonation.
themselves too seriously, and delights in slipping • Mockingbird - You get a knack for mimicking
in and out of conversations, roles, and situations. sounds or voices
• Fast Friends - 2/session - You can choose to
+2 Sneak or Charm automatically treat your next charm action roll
as a 6. If you do, its effects only last a minute
Ideals until its target(s) realize they were manipulated.
- I addressed challenges with cunning, • The Big Show - Critical hits on excel,
subterfuge, or deceit charm, or sneak actions relieve 1 stress for all
- I expressed my heritage, background, or beliefs party members who witness your feats
through my actions • Habitual Line Stepper - 2/session - You
- I talked my way out of a charged situation instantly disappear from sight and re-appear
somewhere nearby in far distance. You don’t
Max Stress: 3 have to see your destination, but you are
Stress relief: Relieve all stress when your shunted back to your starting point if it’s
actions get you in trouble with someone or occupied or obstructed (like trying to hop into
something powerful solid rock, for example).
Stress special: When you’re stressed out, get • Quickfingers - 1/session - Name an object
+1d on sneak nearby that you can see that could fit or carry in
Harm: 4 one or both hands. By the start of the next
scene, you have possession of it. If you stole it,
the person you stole it from will find out within
POWERS the hour
• Ridi Pagliacci - You can invoke each of your
• Mirrormask - You can always tell if someone burdens instead of spending a stress, once a
is lying if you can see their face, though the session for each burden
nature of the lie is unclear • Exuent - When you lead an action to flee or
• Mercurio - You can change your appearance escape trouble, don’t spend stress.
completely by spending 1 stress, including • Heart of the Bards - 1/session - Increase the
height, weight, gender presentation, etc. You power of your next Charm or Sneak action to
must appear as Kin (a person), but you could be superpowered
a different Kintype, and otherwise everything • Gambit of the Laughing Titan (requires 4
else is up to you. This effect lasts until you powers): Take a power from another Bond
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The Highborn
You were born into a sheltered existence, both • Ivory Tower - 2/session - When the GM
protected and constrained by wealth, walls, or describes a location, monster, person, or
rules, a curse as much as it is a blessing. You historical event, you can ask the GM for an
have privileges, power, and knowledge that additional detail only an expert would know and
others envy, but have so much else to learn about get a truthful answer. Get +1d the next time you
the world. act on the answer.
• Honor Student - If you forgo healing burdens,
+2 Charm or Study you can tick an extra segment on an ambition. If
you take one other character along with you to
Ideals observe, they can also tick a segment.
- I addressed challenges with poise, passion, or • Passionate - You always have a secret passion
social status ambition you can work on, something you’ve
- I challenged or acted against my heritage, wanted to try but never been able to. It’s a 12
background, or beliefs through my actions clock that gives 3 xp for completing it, and can
- I learned something new about my companions be worked on for free each interlude. If you
complete your passion, you can pursue a new
Max Stress: 3 one.
Stress relief: You may relieve all stress when • Unflappable - Leading actions to Command or
someone else relieves all stress Charm costs only 1 stress for you
Stress special: When you’re stressed out, • Perfect Grace (1/session) - Increase the
characters that aid you spend 0 stress effect of your next Charm or Study action to
Harm: 4 superpowered.
• Gambit of Silk (requires 4 powers): Take a
power from another Bond
POWERS
• Rarefied - You have a knack for talking to
people considered highborn or high class.
However, if you use this, all actions against
people considered low class or lowborn have
weak effect at best until the end of the session.
• Private Tutor - You've had specialized
training. Choose any action. You can re-roll any
‘1’s you roll as part of that action, keeping the
new result. However, choose one other action
that you neglected - you must re-roll any ‘6’s as
part of this action.
• Silver Spoon - You can never be accused of
trespassing except by someone considered high
rank or high class (a manager, a noble, a
military officer, etc). This effect does not extend
to anyone else with you, but get +1d on rolls to
cover for them.
• Trust the Fund - You always have enough in
your pockets to sway someone when you try to
gain access, assets, or information. If you do,
gain +1d or increased effect, but it’s
incredibly obvious that you’re bribing them.
• Special reserve - Get +1d and increased effect
when you gather information or recall info on
something rare, expensive, or hard to find.
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The Mender
You gather your group with cheer and good • Illuminate - Your actions have +1 boon or
attitude. You use your power to fix, heal, and increased effect with or against characters or
mend. You can be quiet, but when you’re loud, creatures that trust you.
people listen. • Untangle - When you help someone else lift
burdens, you increase their segments healed by
+2 Charm or Tinker +1, and heal 1 segment yourself
• Pangloss - When you fail a desperate action,
Ideals your next action can be pushed without
- I addressed challenges with diplomacy, spending stress.
positivity, faith, or empathy • A Better Way - When you study to
- I expressed my heritage, background, or beliefs understand how something or someone is hurt
through my actions or broken, or tinker to fix some device, get +1d
- I defused a potentially violent situation or increased effect.
• Mender - 2/session - You can tinker to heal
Max Stress: 6 someone’s harm. Check the final result:
Stress relief: You can’t relieve stress outside of • 0-3 - Characters can take 1 stress to heal 1
camps or interludes. harm
Stress special: You can relieve someone else’s • 4-5 - Character heals 1 harm
stress by 1 by spending 1 stress. • 6 - Character heals 2 harm
Harm: 4 • 6,6 - Character heals 4 harm
• Encourage - 2/session - Spend a use of this
• Push through - You can take 1 harm instead of ability to use aid without spending stress or
spending stress to take aid actions exposing yourself to consequences
• Divine Luck - When you take harm as a • Take Hope - When you critical hit on an action
consequence, roll a 1d6 fortune roll. On 6, roll, you can heal one segment on all of one
reduce the harm suffered to 0 (even critical ally’s burdens.
harm). • Gaia - 1/session - Increase the effect of your
next Charm or Tinker action to superpowered
• Gambit of the World Soul (requires 4
powers): Take a power from another Bond
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The Brave
Use your courage, luck, and wits to smash head you or were in a team action) also reduce
on into problems. The Brave is always at the incoming harm by the same amount
front line, hurling themselves at problems, and • Luck as a Constant - When you critical hit,
hoping their allies will pick up the pieces. They’re lose 1 stress and 1 harm
at their best when relying on fate, teamwork, and • All in - Using Aid to help a character taking a
the power of perseverance. desperate action costs 0 stress for you
• Joyluck Wind Thrower - When you take a
+2 Endure or Command desperate action, you can take +1d on the
action. If you do, treat any die less than a 6 as a
Ideals 1.
- I addressed challenges with perseverance, • The Sun- 1/session - Gain increased effect on
friendship, and passion all actions for the rest of the scene
- I expressed my heritage, background, or beliefs • Coordinate - Aiding you on team actions costs
through my actions 0 stress
- I trusted someone with my life • Heart of Hearts: 1/session - You can flash
back to a scene from your past or hometown and
Max Stress: 3 describe how your memory of that time inspires
Stress relief: Relieve all stress when you charge you in the current moment. You can treat your
forth without a plan next roll as though you rolled a critical hit (6,6).
Stress special: When you lead a team action, get You can only use this ability three times ever,
+1d on the action and when you expend its third use, replace this
Harm: 4 power with another one.
• Team Player - When any ally sets you up,
you have increased effect on your next roll
POWERS • Brave Destiny - Your critical hits have
• Strike the road - The first team action you superpowered effect
lead in a session costs you 0 stress • Gambit of the Wheel Smashing King
• Stronger Together - When you reduce (requires 4 powers): Take a power from
harm (from resistance or otherwise), allies that another Bond
suffer harm from the same action (if they aided
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The Broker
Use your superior skills, class, intellect, or • Beg, Borrow, or Steal - When you need the
delicate touch to handle situations with elegance. right tool for the job (a disguise, a tool, a
You’ve been there before, and you have a plan for weapon, a portable boat, a ladder) you can
everything under the sun. Some may call you choose to have it right now. The tool lasts until
stuck up, but they don’t see how the strings you the end of the session, or until you use this
pull save their sorry hides again and again. ability again. Increase effect and gain +1d on
actions using the tool, but the GM chooses one:
+2 Command or Study • It was stolen from someone, who will
track you down by next interlude
Ideals • It’s poor quality and breaks after the
- I addressed challenges with manipulation, scene is over
influence, or planning • It gets you into trouble after the scene is
- I expressed my heritage, background, or beliefs over (it attracts attention, there’s an
through my actions unwanted side effect, it leads you
- Despite my best efforts, we went wildly off plan somewhere you weren’t expecting to go)
• Fruitful- You have a contact or family member
Max Stress: 4 in every populated location. Define this person
Stress relief: You can clear all stress when with the GM and pick one (choose carefully):
another team mate becomes stressed out or not in trouble with the law, reliable, won’t need
breaks. a favor. Roll +1d on actions where your contact
Stress special: When you become stressed out could help you.
or break, all team mates lose 1 stress • Faust (1/session) - The next time you roll,
Harm: 3 treat all 1s as 6s. The next time you roll after
that, treat all 6s as 1s.
• Make it work (1/session) - You may use your
POWERS highest rated action for any single action with
• Contingency (2/session) - You can use this normal effectiveness (charming a door to open
power to ‘flash back’ in time to tell the GM how for example). Explain to the GM how you’re
you prepared for a situation. You can use this doing this.
ability before or after any action roll to do one of • Ladder Climber - You can pursue ambitions
the following: Set up a character for the next twice during an interlude, but only if you pursue
action (even yourself), resist consequences of different ambitions.
something that just happened, even for another • Golden Hand (1/session)- Increase the effect
character, increase effect or lower risk. To do of your next Command or Study action to
so, however, you need to be able to tell the GM superpowered.
how you prepared and also make fortune roll • Gambit of Smoke (requires 4 powers):
using one of your actions to see how well your Take a power from another Bond
preparation well On a 4+ gain the expected
effect, on a 6 choose an extra effect, and on a 1-3
you had to abandon the plan (this ability has no
effect this scene and regain 1 use).
• Swoon (1/session) - When you would take
consequences as a result of your actions, you
have may another willing character nearby take
the consequences instead of you after you learn
what they are. If they do, they take 1 xp.
• Immaculate - Get a knack for situations
where being dressed appropriately would help
you (disguises, uniforms, outfits, formalwear,
etc)
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TACTICAL COMBAT
When you go into a situation in ICON where high- do something. You may also use interrupts
stakes violence is about to break out, it’s probably before, after, or in the middle of any action, even
time to go into tactical combat. Tactical combat off your turn, if you have them.
is ICON is for answering the tensions or
questions that words alone can’t solve - Allies and enemies alternate taking turns. When
when the outcomes are important, and true mettle everyone (allies and foes alike) have taken their
is tested. Typically heroes fight against the turn, a round passes, and a new round begins.
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins, This section is basic combat rules. For
but sometimes you may find yourself fighting advanced combat rules (with more detailed
against other people when an argument can’t be explanations of some statuses and effects), you
solved any other way. can see further down this section. Each class and
subclass has the combat rules, statuses, and
In combat, the non player characters, including effects most relevant to it explained at the start of
the foes, are controlled by the game master, and its section so don’t worry about memorizing
there is usually (but not always) an objective of every special rule.
some kind.
Your character
When to go into combat
Like your Bond, your character has a Job, chosen
Go into tactical combat when the tension and at level 1. Your job has a red, yellow, blue, or
the stakes of the story can’t be resolved green class, and gives you your basic game
except through battle. statistics and abilities which you can use in
combat. Let’s go through them quickly.
If there’s a question about whether to go into
combat or not, establish the stakes - what each • Vitality (VIT): Determines how healthy your
side wants out of the combat. This can be as character is. Multiply VIT four times to get your
simple as survival. If you can’t get a clear answer, Hit Points. When you gain vigor (a shield that
then there’s probably no reason to play out goes over your health, usually from healing) it’s
tactical combat! equal to a multiple of your VIT. Other effects
can heal you equal to your VIT value, so it’s a
quick shorthand.
Combat in ICON • Hit Points (HP): 4x your VIT, representing
your character’s physical state, energy, and
Tactical combat in ICON is a game that is ability to avoid damage. Once you run out and
intentionally an abstraction. It’s a different go to 0, you are defeated. You’re
mode of play to narrative play, and has more incapacitated (can’t do anything, need help to
tightly constrained rules. get up) and take a wound. Certain abilities care
about if a character is bloodied, which is at or
Tactical combat in ICON is grid based (a square below 50% max hit points.
grid is used, with each square representing 1 space • Armor: Reduce all incoming damage by your
on each side) and turn based. On your turn, you armor amount unless it has the pierce tag
can move up to your speed and take two • Wound: When you take a wound, fill in 25% of
actions. Sometimes you will take both actions to your HP (a value equal to your VIT value),
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lowering your maximum HP and and look of your character is up to you. If you’re
maximum vigor. You normally get wounds not well armed and armored, then don’t go into
from being defeated. You can’t typically recover tactical combat!
or heal a wound until you take an interlude. If
you accumulate 4 wounds, you die. That isn’t to say there isn’t power to be found in
• Elixirs: Outside of combat, a character can take gear and weapons, but ICON only cares about the
a few moments to drink an elixir to heal hit truly legendary stuff. During your adventures, you
points by 50%. Characters all start any will recover temporary items of power, called
expedition with 2. Trophies, and unlock powerful Relics, aspects
• Defense: How hard it is to land a blow on you of ancient heroes that empower your armor,
in combat. A hostile character must beat or items, or weapons. These relics must be leveled up
match your defense with a to-hit roll to hit you alongside your character by infusing them with
with an attack (and you have to do the same to Dust, which you can recover as a reward from
them). Anything lower is a miss. your exploits. Dust can also be used to empower
• Speed: Affects how far you may move when your group as a whole by investing it into your
you take a standard move or dash. Camp.
• Size: How many spaces square you take up on
the battlefield. Player character are all size 1, Boon and Curse
and take up a 1x1 area.
During combat, you’ll often make use of Boons
• Damage: Damage in ICON depends on your and Curses. Here’s a refresher: for each boon, roll
job. Every class has a damage die (d6, d8, etc) 1d6, pick the highest total result, then add it to
which is often written as [D], and a fray your d20 roll total. For each curse, roll 1d6, pick
damage value (a fixed amount). the highest, and subtract it from your d20 total.
• Saves: When you make a save against a hostile Boons and curses cancel out each other, 1 to 1.
effect, roll 1d20, and save against the effect on
an 10+, usually resisting or ending it.
• Resolve: Resolve is a resource you build up Combat, step by step
slowly over combat and you must spend to use
your most powerful abilities, called Limit
Breaks. The Golden Rule(s)
There are two general rules that apply to this
• Traits: Passive abilities, based on your job, section
class, or your relics, that always apply to your 1. Specific beats general. Armor usually
character. These are unique to your job and reduces all damage, however the pierce
class. tag, which says it ignores armor, takes
• Abilities: The actions you can take in combat, precedent, because it’s more specific.
based on the jobs you have taken. You can have 2. Round up to the nearest whole number.
six abilities active on any expedition, and one
Limit Break. All abilities have talents which are Turn order
unlockable improvements to each ability. All
abilities, even Limit Breaks, have a Mastery A player character always takes the first
which further improves the ability. turn in any combat in ICON (players can
decide which). Once their turn is finished, the
Strength of Spirit game master will choose a hostile character to
take their turn. Players then choose another
You may notice that unlike other RPGs, in ICON, player character or allied npc to go, then the game
your health, defense, armor, and even damage are master chooses a hostile character, then so on and
determined by your current job, not your so forth, alternating. Once there is only characters
gear. In general, this game expects in tactical of one side left, they take their turns one after the
combat for your character to be as well armed and other in any order. The round then starts with a
armored as they possibly can, given their training, character from the opposite side that ended the
background, and powers. The armor, weapons,
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last round (so if the round ends with a player unless specified. You can change directions during
character turn, it will start with an npc turn). movements without issue.
Basic Actions
MOVEMENT
Tactical combat is a highly structured game in
A character can make a single standard move ICON. Activities that are not specified here or
action on their turn at any point during their covered by the rules here can’t be taken by
turn, moving spaces up to their speed. All character in tactical combat, the same as in any
characters get this action for free on each of their board game or video game you might enjoy. If you
turns. want to improvise, be creative, or add a flourish to
your abilities, you can do it within the constraints
All movement in ICON, whether granted by an of your character’s abilities and actions - there are
ability or effect, must be taken orthogonally (in plenty to choose from!
compass directions, no diagonal movement),
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• For ranged attacks, a target must have at least • Sometimes abilities deal flat damage, like 1 or 2,
1 space of its area within the listed range of the in which case deal the damage listed.
attack to be a valid target. Make ranged attacks
with +1 curse if there’s a foe adjacent to Bonus Damage
you. Ranged attacks also care about cover. If an ability lets you increased damage, it will
• For melee attacks, a character must be usually grant you bonus damage. If you deal
adjacent to be in range for an attack, unless a bonus damage, roll 1 more die than normal and
higher range is specified. Melee attacks ignore pick the highest total result. For example, an
cover. Adjacent means within 1 space in any attack that deals [D] normally, you would roll 2
direction, even diagonal, and even if that space dice (1 base, 1 from bonus damage) and pick the
is higher or lower highest 1. For an attack that deals 2[D], you would
• Characters get terrain advantage: +1 boon roll 3 dice and pick the highest 2, etc.
against targets standing on lower terrain than
them, and ranged attacks gain +1 range for Fray damage or any damage with a fixed value
every level of height. If a character attacks a cannot be increased by bonus damage.
target on higher terrain, get +1 curse instead.
Critical Hit
Line of sight means you can see and interact
with the character. This is pretty self explanatory A critical hit triggers on any total attack roll
but has more specificity in the advanced combat of 20+, or from certain abilities. If you roll a
section. critical hit or gain it from other sources, increase
damage by +1[D].
Cover and Line of Sight
All terrain in ICON has height, from 1-3. Player This effect doesn’t stack, and if you get a critical
characters are size 1, but other characters such as hit again, gain bonus damage instead for each
monsters can be larger or smaller. time past the first.
• If character is behind and adjacent to a space of
terrain the same height as it, it can draw line of A critical hit still counts as a hit for anything that
sight to other characters past that terrain, and relies on hitting.
other characters can draw line of sight to it, but
it gains cover from them. Any character in Attack, Ability, and Effect
cover gains resistance to any ranged attack, Attack abilities and actions often have two
halving damage. components: attack and effect. Either or both
• If a character is behind and adjacent to terrain together make up an ability.
that is higher than it, it cannot draw line of sight • The attack component often requires a to-hit
to any characters past that terrain, and those roll, requires a primary target, and has different
characters can’t draw line of sight to it. triggered effects based on hitting, missing, or
critical hitting. Effects that trigger on hit, on
Damage miss, or on crit only apply on the attack part
Damage in ICON is based on job and has two of an ability.
values, fray damage, and a damage die [D] • The effect component of any ability or attack
simply happens, though it might prompt
• Damage dice depend on class, such as 1d6, 1d8, saves or rely on the attack hitting first. There’s
or 1d10, and are written as [D]. When that more on this in the advanced combat rules.
symbol shows up, roll the die to see how much • The ability refers to the whole thing, including
damage you do. When this is written, like 2[D] any attacks and effects
or 3[D], roll that many dice (so 2 for 2D and 3
for 3D) The important thing to remember is that any
• Fray damage is a fixed value. When you deal ability or effect that empowers or triggers on hit
fray damage, deal the damage listed, (you don’t only counts or empowers the attack component
need to roll anything!), or add it to the total. All (the to-hit roll part) and not the effects, unless
attacks usually deal fray damage, hit or specified. For example, an ability that makes the
miss. next attack a critical hit on hit only affects the
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Save
Some attacks or effects require a save from the
character they target to avoid some nasty effect,
like extra damage or a status. To make a save, roll
1d20. On an 10 or higher, you save successfully,
usually ignoring the effect.
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Area of Effect (AoE) (such as a save) to the whole area, and don’t have
Some attacks and abilities specify an area of effect attack spaces.
(AoE). If that’s the case, you can target any
character or any unoccupied space on the ground Ranged area of effect attacks still count cover
in range, including allied characters. Area of effect and still suffer from +1 curse on the attack roll if a
attacks have an attack space and area effect foe is adjacent.
spaces.
• For a character in the attack space, make an AoE patterns
attack, with a to-hit roll, and apply the attack
part of your ability. Most AoEs have a listed pattern, sometimes
• For a character in the area space apply the listed combining the two. Unless specified, the origin
area effect. space is the ability owner.
• Some AoEs have additional effects. If so, apply • Line: A line of X spaces long, with at least 1
them to all spaces. space adjacent to the origin space, drawn in a
This might mean that an AoE attack doesn’t cardinal direction from the origin space (no
actually end up having an attack component and diagonals, must be drawn straight away from
doesn’t make any to-hit rolls (you can target it so origin). Attack space is the last character in
that only area spaces hit characters), so choose the area.
your targets carefully! • Blast X: A central space, with x spaces around
it in every direction, placed in the range listed
Some non-attack abilities might trigger area from the origin space. Attack space is the
effects by themselves. They merely apply effects central space.
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• Close blast X: A blast that must be placed so Each ability can only be taken once per turn,
that at least one space of the total area is and only one attack can be made per turn.
adjacent to the origin space.
• Arc X: X contiguous spaces, with at least one Abilities have an action cost, a listed range, and
directly adjacent to the origin space. If it has a might have tags, indicating special properties
listed range, can be placed in range. Spaces (such as inflicting a status or dealing damage), or
must be drawn sequentially, cannot be placed the type of ability they are. These tags are all listed
diagonally and cannot overlap, but otherwise in the job descriptions and in the advanced
can be placed in any pattern. Attack space is the combat section. Non-attack abilities can only be
final space. used on specified character in range and line of
• Cross X: X spaces in every orthogonal sight (the same rules as attacks).
direction, drawn from a space in range. Attack
space is the central space. A character can only take 6 available abilities and
one limit break with them on any given
If the ability has a range, the origin space can be expedition, even if they’ve learned more abilities.
placed anywhere in that range, and the ability They can swap them out before each expedition if
can affect the caster, so be careful! they choose, so some characters may choose to
have a larger tool kit available to them.
Attacks without a listed range cannot be placed so
that they overlap the origin space. Targeting
Each job has traits from both their class Many abilities apply effects, including some
(Stalwart, Vagabond, Mendicant, Wright) and attacks. Effects simply take place when specified
their job. Traits are passive abilities that are and don’t require a to-hit roll. Even if abilities
always active. They are unique to your job and deal damage, they don’t count as attacks unless
class and depend on the current job you have they have the attack tag.
equipped.
Some effects can take place out of turn, and
Every job also has abilities, including additional don’t take an interrupt slot to activate, making
light or heavy attacks, specified in each job. them quite powerful.
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Many effects apply a status or force a save to Like they sound, interrupts have a trigger which
avoid gaining a status. Statuses apply ongoing interrupts any action currently being taken, and
negative effects to a character. At the end of their then immediately apply effects.
own turn, characters can save to clear each status
they are affected by, ending each one on a Resolve and Limit Break
successful save.
Limit breaks are the most powerful abilities in
Some effects apply a mark or a blight instead. A ICON. Every character unlocks limit break at level
mark is a more powerful ongoing effect that is 2.
unique to each job. Blights are similar to statuses
or marks but are more elemental in nature. Any Limit breaks are abilities (with an action cost, etc)
character that’s suffering from a blight is that may or may not be attacks, and don’t count
blighted and takes bonus damage from any against number of abilities taken. All Limit Breaks
ability that deals that blight again. For example, a cost a unique resource, called Resolve, to use,
frostbitten character will take bonus damage from and a character can only limit break once per
any ability that inflicts frostbite again. combat.
Blights and marks cannot be saved against Resolve is split into two pools, party and
passively, and require abilities to clear. personal resolve. Party Resolve goes up by 1 at
the start of each round in combat, and depletes to
A status with a ‘+’ next to it is ongoing (example: 0 after combat ends
winded+, dazed+). Ongoing statuses cannot be
removed until whatever is causing them is lifted Personal resolve is gained at a rate of 1 after every
(sometimes a mark or ability) and are usually combat, and resets to 0 after you camp. You
caused by an ability you used yourself. might want to push on instead of resting in order
to get the most out of your abilities.
random d6
When you spend Resolve to use a limit break, you
Some abilities ask you to roll a random d6 to see if can use any combination of party or personal
an effect occurs. If that’s the case, it occurs on the resolve, but party resolve is shared between all
listed number or higher (4+ effects would happen members of the group, so any use of it must be
on a 4, 5, or 6 for example). used with the consent of your your team
members. Resolve is always spent at the
Special States beginning of the action.
Interrupts
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When any character (hostile or player character) Foes in ICON are split into Monsters, which fight
is reduced to 0 hit points, they are defeated. to the death typically, or Kin, which fight for a
Defeated characters clear all statuses, marks, reason. Kin typically don’t fight to the death -
vigor, and other effects on them. they’re people and value their own lives. More
details on this in the Foes section.
Defeated player characters are incapacitated
(can’t do anything), don’t cause engagement, are
immune to damage, gain a wound, and remain Vigor, Elixirs,
that way until someone uses the rescue action to
bring them back to their feet. If a player character Camping, and Healing
with 3 woulds would become defeated and gain a
4th wound, they instead die.
In ICON, it’s rare to heal in combat. Instead,
characters that heal (for example, from the Cure
Defeated foes are incapacitated, don’t cause
ability) often gain Vigor, which is a temporary
engagement or obstruction, and are immune to
shield that goes over your hit points. Damage goes
damage and effects. Depending on the tone of
to vigor first when you take it. Vigor gained is
your game or the scene, defeated could mean slain
always some multiple of your VIT value (1x, 2x,
or killed, or merely beaten and unable to fight any
3x, etc), and any vigor shield gained replaces the
longer. Battles in ICON typically aren’t to the
last shield instead of stacking with it. You lost all
death, unless monsters are involved.
vigor at the end of every combat. For a little more
on vigor, see the advanced combat rules.
Surrendering and Fleeing
When any bloodied character (a character at or Between combats, characters can either drink
under 50% hp) would be damaged by an action or an elixir to heal 50% hp, or camp regain all of
ability, they can instead surrender, becoming their hp. Camping is limited, and characters only
immune to all damage and effects from that action embark on an expedition with 2 elixirs by default.
or ability and immediately becoming defeated Some camp upgrades or abilities allow you to heal
for the rest of combat. Characters that wounds, but generally wounds are only fully
surrender can’t be rescued or return to healed when you end an expedition and enter an
combat, but player characters also don’t suffer a interlude.
wound.
Ending Combat
Combat ends when every character of one side is
defeated, dead, or has fled the battlefield.
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Interact (1 action): Interact with something on A player character that’s defeated also takes a
the map that takes more than a few moments, wound, which reduces their maximum hp by
such as pulling a lever, opening a heavy door, 25%. If they take 4 wounds, they instead die.
picking up a heavy object, etc.
Rescue (1 action): Help an adjacent defeated Healing
ally. They end the incapacitated state on
themselves and heal to full hit points, minus any Most healing in ICON happens outside of combat,
wounds they’ve taken. by camping (full heal) or drinking elixirs (50%
Basic attack (1 or 2 actions): Make a basic hp heal).
light or heavy attack
Whack! (1 action): Kick, punch, or throw Otherwise, in combat, you gain vigor, which is a
something from the environment. As an effect, shield that goes over your hit points. Damage goes
deal 1 damage to a character in range 3. to vigor first, and it doesn’t stack - each time you
gain vigor, you must choose to either gain the new
Off your turn vigor shield or keep the old one.
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Some abilities create terrain. Terrain can be [D] - Your class’ damage die.
created in any free space that’s lower than height Dash - Special movement that ignores
3, and adds on to the height of any existing engagement.
terrain. Otherwise, created terrain follows all the Elixir - Heal 50% hp outside of combat per elixir
rules for existing terrain. drank. Start with 2 by default.
Fray damage - Fixed damage. Usually added to
all attacks on hit or miss.
Combat Glossary Immune to X - Not affected by X in any way. A
character that’s immune to damage or effects
There are more details on combat in the advanced doesn’t even count as taking them.
combat section, including detailed explanations of Mark - Place your mark on a specific character.
action order. You can only place one mark at a time on each
enemy or ally and each ability can only place one
You don’t need to memorize all these specific mark. If you place a new mark on a character with
rules - they are placed here for your convenience a mark from you, you can choose which to keep or
(these rules are the rules used by every single which to discard.
job!). The most relevant rules are summarized Obstruction - A character can’t move through
with each class.. something that causes obstruction. By default this
means foes and terrain.
Power Die - Some abilities will grant you a
Combat Concepts
power die, and tell you to tick it up or untick it
depending on certain conditions. You can use a
Armor X - Reduce all damage taken by X
physical die to represent it, or just a tracker. Each
AoE - Area of effect, usually has a specific
power die is unique to the ability that granted it.
pattern. Only one space in an area of effect is the
Gain power dice at 1 tick, and if a power die ticks
attack space and requires a roll, the others apply
to 0, discard it.
area effects automatically.
Resistance - Take 1/2 damage, rounded up.
Aura X: This ability is a continuous, ongoing
Sometimes phrased as ‘resistant to X’, in which
effect that affects all characters within range X of
case take half damage from X.
a character, including that character. Characters
Shove X - Move a character involuntarily X
are only affected by an aura while inside
spaces in a straight line away from you. If they
Auto-hit - This attack doesn’t require an attack
would move into another character’s space, or a
roll but automatically hits. Auto-hit attacks
piece of terrain, they Collide and stop. Colliding
cannot critical hit.
triggers some abilities or traits.
Blessing - Certain Mendicant actions give
Slay - An effect that triggers when this action
characters a Blessing token. A character can
reduces a character to 0 hp or forces them to
spend an action and a blessing token to cure
surrender. Can only trigger once per ability.
themselves. All Mendicant jobs also have
Slow Turn - Go after all other characters. If
different ways to use blessings tokens. All
multiple characters take slow turns, it takes the
blessings are discarded at the end of combat.
same order as regular turns (ally/enemy/ally)
Charge - When used on a slow turn, this ability
Stance - Ongoing effect. A character can only
becomes more powerful.
have one stance active at a time and can drop a
Cure - A character that’s cured can immediately
stance by taking a new stance or as a free action at
clear a status, blight, or mark. Then, if that
the start of their turn. When a stance refreshes,
character is bloodied, they gain vigor 1.
regain its effects.
Combo - Actions with Combo have two versions,
Summon - A character controlled by its
a base version and combo version. When you use
Summoner. Abilities that target allied characters
a base combo action, the next time you use any
cannot target summons unless specifically
combo action, it uses its Combo version. When
mentioned. Summons don’t cause engagement,
you use a Combo version of any combo action, the
take turns, actions, or movement on their own
next combo action uses its base version.
unless specified. By default, summons are size 1,
Cover - If a character has cover from a ranged
have defense and VIT equal to their summoner’s
attack, it is resistant to that attack, halving all
and HP equal to 50% of their summoner’s max
damage.
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If a character owns multiple effects, and there’s Valid spaces for summoning or
ambiguity in the order in which they trigger, they teleporting
can determine the order.
For a space to be valid for summoning,
‘May’ effects teleporting, or creating terrain pieces, unless
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specified it must be free and unobstructed, and Combo versions of that ability count as the same
you also need line of sight. ability, so you can’t use a base and combo version
of the same ability in the same turn.
Shoves
Marks
Shoves are not optional, and also cannot shove Any number of marks from different characters
characters off the edge of the map unless you’re can be on one character, but each character can
using the optional edge rule. only mark another character once, and only one
mark per ability causing it. For example, if I use
Characters must be shoved in straight lines. If the ability Immolate, which marks an enemy, the
shoved on a diagonal, you can choose which line next time I use Immolate on a different character,
they follow as long as it moves them further away the mark on the first character will fade. If I use a
from you. different mark ability on my immolate target,
immolate will end on my target.
line of sight.
The same applies for marks on allies (using one
For all targeting there must be line of sight (you will override any existing mark placed by you).
have to be able to see your target) and line of
effect (your ability has be able to trace a clear path Evasion and Dodge
to your target). For example, if you can see a Evasion only applies to the attack component of
character through a transparent magical forcefield an ability, turning it into a miss. Effects that don’t
or a window, that forcefield or window still blocks require a hit or happen automatically go through
your line of effect, so they can’t be targeted. evasion.
Stealth
Blessing
Characters with stealth cannot be targeted directly
Blessing tokens are not unique to a character. As
except from an adjacent space, but could still be
long as a character has blessing tokens, they can
hit by an area effect, or effects that hit a certain
spend them on any effect granted to them by the
range from a character. It’s a good combo with
presence of a mendicant job.
dodge, since dodge allows characters to ignore
area effects.
Combo
Combo actions can be interwoven. For example, If a stealthed character would be targeted by the
Ability A and B both have combo. I use ability A, attack space of an AoE, they take the area effect
and when I next use ability B I will use its combo instead.
version, since I already used a combo move with
A. This carries between turns.
Winded
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Vigilance
Use a counter to indicate when a character has
vigilance charges remaining (if playing in person,
a d6 or a coin can be useful).
Vulnerable
Vulnerable applies +1 damage every time a
character takes damage, for each separate
instance of damage. For example, if as part of an
action character takes fray damage twice, they
would take 1+1 = 2 more damage. Vulnerable
itself is not a separate instance of damage, but
increases the damage dealt with each instance.
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JOBS
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STALWART 81
Bastion 83
Demon Slayer 88
Colossus 93
Knave 98
VAGABOND 103
Fool 106
Freelancer 111
Shade 116
Warden 121
MENDICANT 127
Chanter 129
Harvester 135
Sealer 141
Seer 146
WRIGHT 151
Enochian 153
Geomancer 159
Spellblade 165
Stormbender 171
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more by choosing not to take additional jobs at
Choosing your job level 4 and 8.
After you play your first session, you’ll level up to NEW JOBS
level 1, unlock your limit break, and choose a
new ability.
When you level up, you will eventually get the
Every level at 5 and 10 xp, during a camp or opportunity at level 4 and 8 to pick up another
interlude you can choose a new ability from job. This allows you to swap from Expedition to
one of your jobs or unlock a talent for an existing Expedition to different jobs as needed.
ability. Talents are improvements to abilities that
can be taken in any order. When you embark on an expedition, you must
decide which job is your primary job. You only
At level 4 and 8 you will get the opportunity to get the traits and limit break from your
pick up a new job and an ability from that job, or primary job (both class and job traits).
keep the same job and get an extra mastery.
You can mix and match abilities from your other
ABILITY LIMITS jobs as you wish, as long as you take at most 6
abilities, and at least half your abilities
You can only take at most 6 abilities into any (rounded up) match the same class as your
expedition, though you can change these out every primary job. You can use the color as an easy
expedition. reference.
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Invoking relics
In combat, some relics have abilities that can be
invoked for a powerful effect. Invokes have three
types:
- Attack Invoke: When you make an attack, if
the die used for the attack roll is a certain
number or higher, you can invoke the relic. This
only counts the d20, and not the total attack
roll. For example, in an (Attack, 15+) invoke,
you could invoke the relic’s power when you
make any attack roll and the die is 15 or higher.
- Gambit Invoke: An invoke that can be
triggered under the listed conditions, but only
once per combat. For example, an invoke that
says ‘gambit: your next attack is a critical hit on
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7 2
Choose a third job and gain a new ability OR one of the same jobs and
8 2
gain a mastery point.
9 3 Get your third relic
11 3
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STALWART
Weapon master and unparalleled soldier
Strengths: Tough, resistant to statuses, good at punishing foes, protecting allies, and controlling the
battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low
Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks and magic
but are mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess
and resilience.
Stalwarts boast Daze, which makes it harder for enemies to land attacks, Winded, which allows them to
slow down speedy foes, and access to Vigilance, which makes it much more risky for characters to move
around them. They also easily gain Sturdy, making them totally immune to being shoved, dazed, or
stunned, and can in turn Shove their foes, knocking them around the battlefield.
Stalwarts are strong against skirmisher foes and weaker against artillery foes.
Class Statistics
VIT: 10
HP: 40
Elixirs: 2
Armor: 3
Defense: 6
Speed: 4 (Dash 2)
Fray damage: 4
Damage die: D6
Basic Attack: Melee or Ranged 2
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VIGILANCE
Vigilance X - A special effect with X charges.
Vigilance charges stack if a character gains more
than one. A character can spend a charge of
Vigilance for one of the following:
- When an adjacent ally is targeted as part of
an ability, shift all damage and effects to you
instead of that ally, regardless of range.
- Deal piercing fray damage to any foe that
breaks adjacency with you for any reason
during their turn.
Lose all vigilance charges at the start of your turn.
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Bastion
Proud and Unbreakable Knight
The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.
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SHIELD SLAM
Abilities Heavy Melee Attack
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Talents:
I. If you trigger Horn Breaker 1 or less times in a
round, cure yourself at the start of your next
turn.
II. If Horn Breaker triggers 3 or more times in a
round, your foe gains hatred of you
Chapter 3
Black Rock Vanguard: While you’re sturdy or
unstoppable, gain Aura 1. Allies are also sturdy or
unstoppable while in the aura.
GREAT GIORGIOS
Interrupt 1
Talents:
I. Dazed characters also take [D] from this
interrupt
II. If you haven’t taken a turn this round,
increase the range of this interrupt to 6
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Demon Slayer
Wielder of Forbidden Arts
Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.
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Traits: Relevant Rules
Wind Up: Charged abilities deal bonus damage AoE - Area of effect, usually has a specific
Demon Strength: Once on your turn, you can pattern. Only one space in an area of effect is the
make any ability Heroic. If you do, you can’t attack space and requires a roll, the others apply
attack or use Heroics on your following turn. area effects automatically.
Hissatsu: If you don’t attack during your turn, Charge - When used on a slow turn, this ability
gain vigilance 1. Your next attack ability gains +1 becomes more powerful.
boon, true strike and is a critical hit on hit. This Combo - Actions with Combo have two versions,
effect ends after you hit with an attack. a base version and combo version. When you use
True Horn: You are sturdy from the start of a base combo action, the next time you use any
each round until the start of your turn. combo action, it uses its Combo version. When
you use a Combo version of any combo action, the
next combo action uses its base version.
Cure - A character that’s cured can immediately
clear a status, blight, or mark. Then, if that
character is bloodied, they gain vigor 1
Critical hit - Increase attack damage by +[D].
Power Die - Some abilities will grant you a
power die, and tell you to tick it up or untick it
depending on certain conditions. You can use a
physical die to represent it, or just a tracker. Each
power die is unique to the ability that granted it.
Gain power dice at 1 tick, and if a power die ticks
to 0, discard it.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
Unstoppable - Immune to all statuses and shove
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Talent:
COMET
I. If this ability only catches one character in its
1 action, Line 3
area, it deals bonus damage.
True Strike
II. If you’re bloodied, increase Draken Cross’s
range by +2
Your weapon becomes like a meteor, burning
through the air as you smash it into the earth
Effect: You hurl your weapon in a line 3 area Mastery: WICKED WEAVE
effect, dealing fray damage to characters it passes Gain the heroic effect for free. If you use this
through. Place your weapon at the end of the line, ability as a heroic, take the heroic effect twice.
or as close as possible. Your weapon becomes a
space of height 1 terrain, but while it’s out you WEAPON VAULT
cannot attack. When you move into an adjacent Free action
space or start your turn there, you may pick the
weapon up, ending this effect. Any characters Use your great weapon as a vaulting pole, and
standing on your weapon when you pick it up are soar into the sky.
shoved 1 to the side of their choice. Effect: Fly to any space next to an adjacent foe.
Effect: At the start of any of your turns, you may That foe is shoved into the space you just left.
teleport adjacent to your weapon as long as you’re Weapon vault can’t be used on any turn you
in range 4. attack, and you can’t attack on any turn you use
Heroic: Increase the effect area to line 6 instead. weapon vault.
Heroic: You may dash 1 before and after Weapon
Talent: Vault triggers.
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I. Foes inside the trigram are winded+ while slay the most tenebrous of monsters in one
inside stroke.
II. Foes that end their turn inside the activated Attack: On hit: fray and shove 1. Miss: fray
trigram gain hatred of you. Effect: After you attack, your weapon becomes
charged with energy. Gain a d4 power die, and
Mastery: FORBIDDANCE OF THE FIVE tick it up by 1 at the start of each round. For each
ELEMENTS tick of the die, increase the base damage on hit of
Foes can collide with the border of the trigram, Wicked Sheath by [D] and the shove by 1. Lose the
and take [D] piercing damage. This damage can’t power die after you hit with any attack.
activate more than once a round for each Heroic: Immediately gain a charge before and
character. after the attack
Talents:
I. Also increase the effect of any line or cross
effects by +2 in Breeze Cutter
II. The first melee attack you make after taking
Breeze Cutter has +4 range instead.
Chapter 3
Rangiri: If you take Hissatsu twice in a row,
additionally double all damage of the triggering
attack on hit or miss. Roll all damage (including
bonus damage, critical hits, etc), add all fray
damage, then double the total.
WICKED SHEATH
Light Melee Attack
True Strike, Power die
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Colossus
High Flying Grappler
Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.
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Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.
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Talents:
I. If you’re bloodied, increase all shoves by +1
II. Fly 1 before or after taking Gigaton whip
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Gigaton whip can now trigger on collides with stance, take a wound for every 2 ticks on the die,
characters. If your foe collides with another foe, as which could cause you to die. If you already have
an effect that second foe takes 1 damage and is 8 charges on the die and would tick it up further,
shoved 2 spaces, then also triggers the effect from immediately exit this stance.
Gigaton Whip. This can chain indefinitely.
You can lose charges the following way:
TITANOMACHY • When you would gain any amount of vigor, you
can tick the die down by 1 instead
1 action
• Slaying a character ticks the die down by 1
True Strike
Refresh: This stance refreshes at the start of
your turn.
Your blow sends seismic ripples that topple foes
off their feet and cracks boulders.
Area effect: Slam a line 3 area. Characters Talents:
within are shoved 1 space to a side of your choice. I. All your abilities deal bonus damage in boiling
Effect: If the end space of this effect hits a terrain blood
space height 1 or higher, all characters inside the II. You can tick up the die by 2 instead of taking a
line take [D] and are dazed before being shoved. wound while in this stance
Heroic: Increase line size to 5
Mastery: GREAT HEMON
Talents: When this stance refreshes, lose 1 Blood Boil
I. Charge: Increase or decrease line size by 2 charge.
II. Flying characters in the area become winded
and take [D]
Mastery: Terraslam
Charge: After Titanomachy resolves, you can
create up to 3 height 1 terrain spaces in any free
space in its area, or raise the height of created
terrain in the area by 1
Chapter 3
True Titanblood: Gain resistance at 25% hp or
lower.
BOILING BLOOD
Interrupt 1, stance, power die
Defy Death
Trigger: You are reduced to 1 hp or lower
Effect: Immediately enter this Stance. In this
stance you are immune to all damage that would
bring you below 1 hp. Set out a d8 power die. Each
time you would take damage from an attack or
ability from a foe, no matter the amount, tick the
die up by 1. At the end of combat or if you exit this
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Knave
Absolute Bastard
The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.
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Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.
Relevant Rules
TRAITS: Counter - Deal 2 damage to your attacker after
being attacked, hit or miss.
Martial Master: You can take two stances at Hatred of X- When taking actions against a foe,
once. must include X character as a target for the action
Blackheart: While you’re suffering from a to be valid, as long as that character is in line of
status, mark, or blight, deal bonus damage with sight and in range 3 of either you or your target.
all abilities and gain vigilance 1 at the end of your Mark - Place your mark on a specific character.
turn You can only place one mark at a time on each
Taunt (1 action): A foe in range 3 gains hatred enemy or ally and each ability can only place one
of you. This effect ends if you taunt a different foe mark. If you place a new mark on a character with
or until saved against normally. a mark from you, you can choose which to keep or
Spite: As a free action, you can make your next which to discard.
ability Heroic. However, after it resolves, gain Stance - Ongoing effect. A character can only
Hatred+ of the closest foe to you until the end of have one stance active at a time and can drop a
your next turn and you can’t use Heroics again for stance by taking a new stance or as a free action at
the same duration. the start of their turn. When a stance refreshes,
regain its effects.
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1 Action
Abilities
You drop your guard, and wait for foes to take
the bait.
LOW BLOW
Effect: An adjacent foe may spend an interrupt to
Light Melee Attack
deal [D] damage to you. If they do, immediately
Combo, True strike
deal [D] damage to them and daze them.
If they can’t spend an interrupt, or if they choose
Hit them right in the gronch.
not to damage you, they must instead save or
Attack: On hit: [D] + fray and foe gains hatred of
become stunned.
you. Miss: fray.
Heroic: Triggers on all adjacent foes
Heroic: Foe gains +1 difficulty on all saves until
the end of their next turn after the attack resolves
Talents:
I. You may inflict hatred on one enemy that
COMBO: THE GAUNTLET
chooses to damage you
Gains range 2 and effect: Shove character 1
II. Shove any foe who took an attack against you 1
towards you, which could cause them to collide
space after this ability resolves
with you
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Interrupt 1
Limit Break: MOCK
Trigger: A foe adjacent to you targets you or an 2 resolve
ally with an attack 1 action, mark
Effect: That foe gains 1 curse on the attack. They
can choose to continue the attack or lose their There is no weapon greater than a well-timed
action. If they miss, you may immediately deal [D] and well-aimed insult.
damage to them. Mark: A foe in range 3 becomes marked. While
Refresh: Refresh this stance when a foe hits you marked they are dazed+, winded+, slowed+, lose
with an attack. This could cause you to use the and cannot gain evasion or stealth, and have
interrupt multiple times between turns, but you hatred+ of you. These effects continue until they
either have it or not - it doesn’t stack. deal at least 1 damage to your hp, or the mark is
ended.
Talents:
I. While you are bloody, your foe gets 2 curses Your max speed is reduced to 0, you are winded+,
on the attack instead. you become sturdy, and gain counter, evasion,
II. If riposte triggers and the attack hits, after it and dodge for the same duration.
resolves gain vigilance 1
Mastery: TORMENT
Mastery: FENCING While mock is active, your attacks against your
Refresh Riposte at the start of your turn. Dire target also gain on hit: gain vigor 1
Parry stacks up to 3 times, and you can bank these
uses between turns.
Chapter 2
DARK KNIGHT
1 action, stance
INTIMIDATE
You give into the heat of battle, becoming a 1 action, Mark
creature of violence and instinct.
Stance: While in this stance: Swatting interlopers out of the way, you make it
• You gain hatred+ of the closet foe to you at the your personal vendetta to make someone’s day
start of your turn or when you enter this stance. as miserable as possible.
• You are sturdy End your turn and Mark: Choose a foe at or
• Gain vigilance 1 at the end of your turns further away than range 6. Each time that foe
• You don’t lose vigilance charges at the start of damages you or an ally with an attack or ability,
your turns you may dash 2 towards them as an effect. This
Heroic: Gain counter when entering Dark Knight effect can trigger multiple times a turn. You may
until the start of your next turn. phase through characters with this dash, and if
Refresh: You may refresh or exit this stance at you do, you may shove them 1 to either side.
the start of your turn Effect: If you start your turn adjacent to your
marked foe, they become stunned and this mark
ends.
Talents:
Heroic: Choose a foe at or further way than
I. You may dash 2 towards your hated foe at the
range 3
start of their turn
II. While in this stance, when foes trigger
vigilance you may also shove them 1, no Talents:
matter the distance I. While adjacent to your marked foe, they have
+1 curse on attacks.
II. Characters that are shoved out of the way by
Mastery: INFECTIOUS HATRED
this ability take fray damage
While in Dark Knight, you have Aura 1. Foes that
end their turn in the aura gain hatred of you.
Mastery: IRON SKULL
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When the stun effect triggers on your foe, you are II. Bleak mercy ignores resistance if its effect
unstoppable until the end of your next turn triggers.
Talents:
I. If you’re bloody, increase all shoves from this
ability by +1
II. Charge: Character also becomes dazed
Chapter 3
Smother Hope: Deal bonus damage to any
character suffering from a status.
BLEAK MERCY
Heavy Melee Attack
Talents:
I. Against characters at 25% hp or lower, Bleak
Mercy is an auto-hit and gains true strike
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VAGABOND
Rogue, Scoundrel, and Blade for Hire
Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium
Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.
Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
Stealth, Blind, Evasion, and Finishing Blow to crush weak, isolated, or ranged enemies and avoid
their counterattacks.
Vagabonds are strong against artillery foes and weaker against heavy foes.
Special Mechanic:
Class Traits:
Skirmisher - A character with this trait can Finishing Blow
move diagonally and dash at full speed
Dodge - Immune to all damage from missed Your abilities with Finishing Blow become
attacks, successful saves, and area effects. more powerful when they include a bloodied foe
as a target. Effects depend on the action.
Class Statistics Vagabond Gambit:
VIT: 8 If you take a Vagabond Ability as a non-Vagabond
HP: 32 class, you get Finishing Blow.
Elixirs: 2
Armor: 0
Defense: 12
Speed: 4 (Dash 4)
Fray damage: 3
Damage die: D10
Basic Attack: Melee or Ranged 4
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Fool
Masked Avenger
Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.
Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.
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They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.
Relevant Rules
TRAITS: Aura X: This ability is a continuous, ongoing
effect that affects all characters within range X of
Tumbling: You may phase through characters. a character, including that character. Characters
Moving up or down elevation costs 0 extra are only affected by an aura while inside
movement for you. Auto-hit - This attack doesn’t require an attack
Curse the Eyeless: You have evasion against roll but automatically hits. Auto-hit attacks
blinded or slow characters. cannot critical hit.
Cheap Trick: Effect: When an attack misses you, Charge - When used on a slow turn, this ability
you may teleport 1 space in any direction, then becomes more powerful.
deal 1 damage to your attacker. Critical hit - Increase attack damage by +[D].
Stack Dice: When you score a finishing blow, Divine - Damage from this ability ignores all
gain a Stacked Die. You can use this die as an armor, resistance, and bypasses vigor
effect to make any random d6 you roll as part of Intangible - Can be targeted, but immune to all
an ability to become a result of 6, consuming it. damage and statuses. Doesn’t cause obstruction
You can only hold on to one Stacked Die at once, or engagement.
and lose all of them at the end of combat. Phasing - Can ignore obstruction and pass
through, but not end your turn in, terrain,
characters, or both.
Slay - An effect that triggers when this action
reduces a character to 0 hp or forces them to
surrender. Can only trigger once per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
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CAVALIERE DEATH
Heavy Melee Attack
Light Ranged Attack
Divine
It is not enough to rudely and plainly strike your
foe down. One must make it entertaining.
A shard of primal magic, summoned with a snap
Attack: On hit: 2[D] + fray and inflict burning.
of the finger.
Miss: fray.
Effect: Target a line 6 area. Roll a d6, then count
Effect: Before attacking, you must dash exactly 3
the squares out from you. The space rolled is the
spaces in a straight line, then 1 space to the left or
attack space. Other spaces have no effect.
right. Gain phasing during this movement. Any
Attack: Autohit: 1[D] + fray divine damage
foes you passed through are blinded.
Effect: Inflict burning.
Finishing Blow: Effect: Foes you passed
Finishing blow: Increase damage to 3[D] + fray
through are also burning and take [D]
Talents
Talents
I. If there’s a bloodied character in the area, roll
I. If you start the movement from a higher
1 more d6 and choose any result.
elevation, the attack gains +1 boon
II. If there’s a burning character in the area, roll 1
II. Critical Hit or Slay: Character explodes with a
more d6 and choose any result.
blast 1 area effect centered on them, dealing 2
piercing damage and inflicting burning to
characters other than you Mastery: ULTIMA DEATH
Against non-Legend characters, Death deals 50%
max hp on hit instead, or 100% with a finishing
Mastery: CORAZIERRE
blow.
Charge: You may change the dash 3 effect to dash
1 or dash 6
CARNIVALE
1 action, summon
SPINNING TOP
1 action, stance
Get the party started.
Summon: You throw out a volatile bomb in
A blur of cape, a flash of color, the gleaming of
range 2, a size 1 intangible summon.
blades. - The bomb’s space can be shared by other
Stance: When you take this stance, or when it
characters.
refreshes, roll 1d6 and immediately move that far. - The bomb can be shoved by foes or allies’
You can interrupt this movement with other
abilities.
actions, including your free move action. - When any character passes through the bomb’s
Refresh: When you slay a character or score a
space, they can carry the bomb with them and
finishing blow, refresh this stance, rolling and
drop it at any point during the movement.
moving again. Any movement gained this way
adds on to unused movement for this stance for
Roll a d6 at the end of each turn that passes after
this turn.
yours. On a 6, the bomb explodes in a blast 1 area
effect centered on it, destroying it. Characters
Talents: within take [D] damage, are blinded and burning.
I. When this stance refreshes, gain stealth If you use this ability while you have active
II. You gain phasing in this stance, and moving bombs, all previously active bombs defuse and are
through characters’ spaces during this ability removed from the battlefield.
costs 0 movement Finishing blow: Increase blast size to 2
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I. If you’re adjacent to the bomb, you can choose What they thought was you was merely a
not to roll for its detonation magical mockery
II. When a character misses you with an attack, Trigger: A character misses you with an attack
you may check for the bomb’s fuse Effect: Teleport 2 spaces and summon a decoy in
your original space, or as close to it as possible.
Mastery: IL CAOS FA LA MUSA Summon: A magical illusion of yourself, a size 1
You may summon two bombs instead. Check for summon with 1 hp. When targeted by any action
both fuses with one roll, and a character can only or ability, or at the start of your next turn, it
be affected by one explosion at once. explodes and is destroyed. Foes in a blast 1 area
become blinded. Blinded characters take [D].
POLE TRICK
1 action Talents:
I. If a character is burning, they also become
Watch this. slowed
Effect: You hop on top of another adjacent II. When you’re bloodied, this becomes Interrupt
character the same size or larger, sharing their 2
space. While you pole trick on a character:
- You can’t make any voluntary movements, but Mastery: PINNOCHIO
move when your target moves, including When the decoy appears, all adjacent foes gain
special movement such as flight, teleport, hatred of the decoy.
shoves, and phasing.
- You have height advantage equal to the size of
the character you’re balancing on. Limit Break: CURTAIN
A foe can pass a save at the end of their turn to CALL
end this effect. You may also end it as a free action 4 resolve
on your turn, and it also ends if either of you are 2 actions
separated (such as if you are shoved off or moved Divine
away) or defeated. When it ends, place yourself in
the closest free space of your choice. Bring out the fireworks. Fire up the elden magic.
Time for a showstopper.
A character can’t use pole trick on a character Effect: Target a line area of 1d6+3 spaces, with a
using pole trick. maximum of 9 spaces. Teleport adjacent to the
first foe in that line, then deliver a killing blow,
Talents: dealing divine damage. This ability has different
I. When Pole trick ends, if there’s another effects depending on their position on the line.
character in range 2, you may immediately
teleport to their space and Pole Trick on them Roll [D] + fray damage once, then apply it the
as a free action. number of times listed.
II. If you Pole Trick on an allied character, that
character gains the skirmisher trait while 4 spaces: 1 damage. Inflict burning, refund
you’re still in this stance resolve, and can use this limit break again this
combat.
Mastery: TOREADOR 5-6 spaces: x2, inflict Burning
While in Pole Trick, you can take your standard 7-8 spaces: x3, inflict Burning
move, moving your target with you. For foes, this 9 spaces: x4, inflict burning, and the character is
counts as shoving them. stunned.
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Talents:
I. If you catch 3 or more foes in the end spaces of
the cross, the attack is a critical hit
II. Charge: You may use as Cross 1, range 1
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Freelancer
Divine Punisher
Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.
Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They wield a bright metal six gun or long rifle with extreme skill, the bullets of which they
infuse with raw Aether. Each gun is a relic passed down from master to student over the years, and can
only be won in a duel with another freelancer. The freelancer’s ultimate weapon is the Astral Chain, a
holy gauntlet which they use to purge and bind demons and rogue spirits into their service as Seraphim.
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Relevant Rules
Traits Critical hit - Increase attack damage by +[D].
Mark - Place your mark on a specific character.
Aether Shell: Any attack made on the third and You can only place one mark at a time on each
sixth round of combat is a critical hit on hit. enemy or ally and each ability can only place one
Divinity Bullet: Your attacks against electrified mark. If you place a new mark on a character with
characters ignore cover a mark from you, you can choose which to keep or
Run and Gun: You can split up and interrupt which to discard.
any movement you make with ranged attack Slay - An effect that triggers when this action
abilities. reduces a character to 0 hp or forces them to
Deadeye: Gain +1 Boon on attacks against surrender. Can only trigger once per ability.
marked characters of any kind, even if they were Stance - Ongoing effect. A character can only
marked by another character. have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
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The seraph lasts until you use this ability again, or Talents:
until reduced to 0 hp. I. If you fire 4 or more shells, gain stealth after
this interrupt resolves
Talents II. Electrified characters can be hit by two shells
I. Allies can also ricochet attacks off the seraph
Mastery: VERTIGO BULLET
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The world goes still, and is split by a bolt of Mastery: ULTIMA OVERDRIVE
lightning. Go Beyond Gun can fire up to 10 shells.
End your turn and gain Stance: When you take
this stance, or when it refreshes, your next hit is Chapter 2
upgraded to a critical hit.
Refresh: Refresh this stance if you score a
finishing blow. CERBERUS
Effect: Roll a d6 after the attack resolves. On a 1 actions, summon
4+, gain stealth
The most dangerous of rogue spirits enter the
Freelancer’s arsenal as loyal servants - bestial
Talents
divine hounds that pursue their chosen prey with
I. If you roll a 6 on Ace’s effect, the stance also
zealous ferocity.
refreshes
Summon: Summon a celestial hound, a size 1
II. Against electrified characters, roll two dice
summon. At the start of your turn, the hound may
and pick the highest
move up to 3 spaces.
Summon Effect: If a marked foe ends their turn
Mastery: DIVINITY DISCHARGE within range 3 of the hound, it catches their scent
After you make an attack empowered by Ace, you and dashes up to 3 spaces. If it’s then adjacent to
can discharge the divine energy from your them, it deals [D].
weapon, dealing divine fray damage to a character Effect: When you score a finishing blow, you
in range 3 as an effect. may trigger the hound’s effect immediately.
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DEUS EX MACHINA
Interrupt 1
Trigger: The end of any turn
Effect: Teleport up to 3 spaces towards the target
or teleport your target 3 spaces towards you.
Talents:
I. If the teleported character is bloodied, they
can be teleported 6 spaces instead.
II. You can also use this ability on foe’s summons
Chapter 3
Divine Chamber: Your sixth round Aether Shell
also deals divine damage
SOUL SHOT
Light Ranged Attack
Line 4, +1 boon
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Shade
Nocturnal Assassin
Night-walkers, shadow-steppers, and masters of secret scroll arts, the Shades are spies, scouts, and
assassins of unparalleled skill. Their number forms a secret and deadly society of Shadow Clans spread
across Arden Eld, each practicing and refining the Night Venom Techniques. Joining the shades is
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presumed to be extremely difficult, but they tend to open their ranks to anyone that has been lost or
abandoned.
The legends say Shades make a deal with the Weeper, the dead titan queen of night and air, and drink
her tears, splitting their soul in two. Their shadow becomes animate, bestial and hungry. Over a week
and a day, they must fast and train their shadow to obey them, transforming them into agile and silent
warriors of the highest order. The Shades say the stories are rumors, and they get along with their
Darksides. They do have a tendency to appear when least expected, in uncanny and unsettling ways.
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Close blast 1
Abilities
From beneath a cloak, out from flying sleeves, or
hidden in coils of hair - infinite blades.
UMBRA Attack: On hit: 2[D] + fray and foe is blinded and
Light Ranged Magical Attack frostbitten. Miss: fray.
Range 4, +1 boon Area Effect: [D]
Finishing Blow: This ability inflicts frostbite
By the power of darkness. and deals bonus damage to all characters
Attack: On hit: [D]+ fray. Miss: fray.
Effect: You may teleport to any space within Talents:
range 2 of your target after the attack. I. Critical hit: You may repeat the area effect,
Effect: Inflict frostbite. targeting a different area if you wish.
Finishing Blow: Your foe is blinded Characters can only be affected once by a
single use of this ability.
Talents: II. If you’re bloodied, this becomes close blast 2
I. Critical Hit: You may attempt to swap places
with your foe, teleporting. They can save to Mastery: SHUKUCHI
avoid this effect. You can teleport 3 spaces before and after using
II. Against a frostbitten character, create a this ability.
terrain effect: Create icy difficult terrain in a
blast 1 area centered on your target
WEEPING VEIL
1 Action, stance
Mastery: SCORPION TECHNIQUE
Umbra has the range of the battlefield against
Draw down a veil of shadows to mask your
blinded or frostbitten characters.
countenance. Harden your heart.
Stance: When you enter this stance, or when it
SHRIKE refreshes, gain stealth and your next attack, hit or
1 Action, Mark miss, inflicts bonus damage, frostbite, and blinds
your target.
With the flick of a wrist, you hurl a spectral Refresh: Finishing Blow: Refresh Weeping Veil
blade, marking your foe with an umbral seal.
Mark: Flick a dagger at a character in range 4 Talents
and line of sight, marking that character and I. Your weeping veil attacks against frostbitten
dealing 1 damage. While marked, that character is foes gain: Create icy difficult terrain in a blast
frostbitten, and each time you teleport, if that 1 area centered on your target
character is in range 4 and line of sight from you, II. You may also teleport 1 space before or after
you flick a dagger at them, dealing 1 damage. the attack
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Talents:
I. If you’re bloodied, Hollow can have up to 2
characters in it to be active.
II. While this stance’s aura is active, deal bonus
damage with all attacks.
Chapter 3
Umbral soul: Your shadow twin counts as you
for the purposes of allied abilities and traits.
INCUBUS
Light melee attack
Mark, +1 boon
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Warden
Friend to Beast and Bough
The Wardens are the protectors and keepers of the Deep Green, the old and untamed parts of Arden Eld,
lorded over by the beasts and the ancient trees. They are both the keepers and the servants of the herd
and root, tending to their health, and culling them when it becomes necessary. They sleep under the
stars and make their home under bough and root, making staunch allies of the ferocious beasts of the
deep wilds through a combination of rigorous training and mutual respect. Their fierce defense of the
wild sometimes puts them at odds with civilization, which they tend to have a distaste for.
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Wardens are the keepers of the green ken, the old ranger arts, that allow one to travel noiselessly, hide
in plain sight, live off the land, and become immune to even the most deadly of toxins. They are solitary
and powerful fighters. It is not uncommon for a Warden on a long sojourn to go without speaking the
tongue of Kin for years at a time.
Relevant Rules
Traits Summon - A character controlled by its
Summoner. Abilities that target allied characters
Beast Master: At the start of every combat as a cannot target summons unless specifically
free action, or as an action thereafter, summon a mentioned. Summons don’t cause engagement,
beast companion in an adjacent space to you. The take turns, actions, or movement on their own
companion is a size 1 beast of your choice, and unless specified. By default, summons are size 1,
you can only have one of these companions at have defense and VIT equal to their summoner’s
once. and HP equal to 50% of their summoner’s max
- You can mount or dismount your companion by hp. When reduced to 0 HP, they are removed
spending your standard move. If you do, it from the battlefield instead of becoming defeated.
doesn’t move or act independently but moves, They are also removed if their summoner is
flies, or teleports when you move, fly, or defeated.
teleport, sharing your space. If either of you are
defeated or shoved, this effect ends and you are Aura X: This ability is a continuous, ongoing
placed into an adjacent space. effect that affects all characters within range X of
- While mounted, your companion counts as a character, including that character. Characters
adjacent to you, and when you attack an are only affected by an aura while inside
adjacent foe, your companion can also deal fray Flying - A flying character ignores all terrain and
damage to them. terrain effects other than impassable terrain, and
- If not mounted, your companion can move up ignores engagement and obstruction.
to 3 spaces on your turn, then either deal fray Phasing - Can ignore obstruction and pass
damage to an adjacent foe or dash 3 spaces through, but not end your turn in, terrain,
Guerrilla: If you end your turn adjacent to only characters, or both.
allies or allied summons, you and all allies or Shove X - Move a character involuntarily X
allied summons adjacent to you gain stealth. spaces in a straight line away from you. If they
Ambush master: Your attacks from stealth would move into another character’s space, or a
ignore cover and inflict poisoned. piece of terrain, they Collide and stop. Colliding
Green Kenning: You and your Summons ignore triggers some abilities or traits.
difficult and dangerous terrain
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passes through take fray damage and are shoved 1 When made from stealth, this ability has the
to either side. range of the battlefield
Summon (stampede beast): After charging
the beast condenses into a real creature and MORRIGAN
remains adjacent to your foe, becoming a 1 action, summon
summon. When you hit the marked foe with an
attack, the beast repeats the mark effect, moving Responding to your call, a dark wing descends
in an arc effect towards your foe by the shortest upon the battlefield.
route possible. Summon (winged beast): End your turn. A
winged beast summon lands in a free space of
If you use this mark again, you may choose if it your choice in range 4. Yourself or allied
summons a new beast, dispersing the old one, or characters can grab onto the beast by spending
moves the old one. If the mark is removed, the an action and ending their turn when
beast disappears. adjacent. The beast picks them up, removing them
from the battlefield, then carries them to any
Talents: visible free space on the battlefield, placing them
I. When you trigger a finishing blow on hit on back on the battlefield. Then place the beast in an
any foe, you may transfer the mark to them adjacent space to them.
and immediately activate it.
II. If you’re in stealth when the beast charges, The beast remains and can be used this way as
foes take [D] instead. long as it’s active. Using this ability again either
summons a new beast or moves the current one.
Mastery: LORD OF THE STEPPE
Yourself and allies can ride the beast if it passes Talents:
through their space, occupying its space, I. When you trigger a finishing blow, you can
becoming intangible and phasing while riding it, cause the beast to soar into the air, placing it
and traveling with it when it charges. When it in a new space in range 4 of you
ends a charge, they hop off and must place II. When the beast lifts off, it deals fray damage
themselves in an adjacent space, or as close as to adjacent foes
possible.
Mastery: LORD OF THE WING
SIDHE After the beast lands, characters that mount the
1 action beast may remain mounted on the beast until the
end of their next turn. The beast shares their
With the ways of the green kenning, you can be space and moves or teleports with them. They
anywhere at any time, using nature as a cloak. have cover, flying, and the skirmisher trait while
Effect: Swap places with an ally or allied mounted. At the end of that turn, they dismount,
summon in range 4, teleporting. If both you and losing these benefits. Only one character can be
your ally or summon was adjacent to a foe, both of mounted at once, and the beast can’t be used to
you gain evasion until the end of your respective transport if someone is mounted on it.
next turns.
Talents:
I. You can use this ability on foes, but they can
save to avoid the effect. If they can’t occupy
the space you left, the action can’t be taken. If
they’re poisoned, they fail the save.
II. You and your ally or summon also gain stealth
after ambush
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Talents:
LIMIT BREAK: I. Allies that end their turn adjacent to an
underway gain stealth.
FORMORIAN II. The area around your underways is difficult
3 Resolve terrain for foes.
Free action
Mastery: BALE PORTAL
The power of the titans flows into your Foes that end any turn adjacent to an underway
companions, filling them with a wild vigor and can be teleported to any space adjacent to you or
unrelenting fury. or any other underway. A foe can save to avoid
Your beast companion summon becomes this effect.
magically empowered. For the rest of combat or
until recalled or defeated, it gains the following MIST STRIDER
benefits: 1 action, summon
- It becomes immune to damage
- It becomes size 2 Call on the beasts of the deep mists and rains,
- It forces engagement whose form is shadow and water.
- When it deals damage, it also shoves foes 1 Summon: Summon a mist strider in range 3, a
- When you gain stealth, your beast also gains size 1 summon beast with permanent stealth and
stealth phasing. The beast has aura 1. Yourself or allies
inside the aura that end their turn in the aura gain
You may also mount or dismount that beast by stealth.
spending 1 space of movement or as part of this Effect: At the start of your turn, the beast may
action instead of your standard move. dash 3. Allies in the aura may also dash 3 or as far
as possible, mirroring its movement, and gain
Mastery: ULTIMA FORMORIAN phasing while dashing this way.
4 resolve
When you activate Formorian, all its effects except Talents:
the size change apply to all your summons. I. While in the aura, allies also have evasion
against ranged attacks
Chapter 2 II. You may also trigger the beast’s effect if it’s
damaged by a foe’s attack or ability.
UNDERWAY
Mastery: LORD OF THE HUNT
1 action, stance, summon
You can trigger the beast’s dash effect whenever
you gain or lose stealth.
You open the greenways to your allies, allowing
them to step the branch-paths and cross
distances in an instant. Chapter 3
Stance: When you take this stance, or when it
refreshes, you may create a leafy portal, a size 1
Deep Stealth: If you’re in stealth and gain
intangible summon in an adjacent space. You and
stealth again, you gain deep stealth. While in deep
allies can use 1 action or their standard move
stealth, you cannot be directly targeted at all, even
while adjacent to an underway to teleport to a free
from an adjacent space. You return from deep
adjacent space to any other underway, or adjacent
stealth to regular stealth at the start of your turn.
to you. You can have up to 3 underways active at
Otherwise, deep stealth follows the same rules as
once, and can choose which one to replace when
stealth.
you create a new one.
Refresh: You may refresh this stance if you end
your turn in difficult terrain or a terrain effect, or GORGON
adjacent to a space of height 1 or higher terrain. Light Melee Attack
+1 boon
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Talents:
I. Bloodied characters take +1 curse on the save
II. If the toxin effect triggers, your foe explodes
with poison, also poisoning all adjacent foes
and causing all foes affected to lose all vigor.
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MENDICANT
Wandering Healer and Storyteller
Strengths: Strong all-rounders, with many potent effects and the ability to heal allies and lift statuses
Weaknesses: Low damage and reliant on allies
Complexity: High
Mendicants are the itinerant priests, exorcists, and healers of Arden Eld. They travel from town to down,
healing sicknesses of the body and soul, cleansing the damage dealt by the ruins, consulting with local
spirits, and setting up wards against evil. Many mendicants are highly learned scholars, but others come
from folk practices, temple monks, green witch circles, or town priesthoods. They are a highly diverse lot,
and attuned to the land and the people that they care for.
Mendicants are the only class that can consistently grant vigor and lift statuses with the potent cure
effect. They protect allies and guide their attacks with the Branded and Pacified statuses, while making
use of powerful combos, auras, and marks to stack negative effects on foes while empowering allies.
Mendicants aren’t weak or strong against any particular type of foe, but have different strengths and
weaknesses depending on job. This can make then a little more complex than other jobs.
Many class abilities allow you to cure or bless as Blessings are not unique (they don’t ‘belong’ to a
part of their effects. character) and as long as a character has blessings
from anyone, they can use them for any effects
Shelter - Make all saves with +1 boon. that require blessing tokens.
Succor - Mendicants may use Rescue to bring up
a defeated ally at range 5 instead of adjacent.
Mendicant Gambit:
If you take a Mendicant Ability as a non-
Class Statistics Mendicant job, you gain this class’ Bless action.
Health: 10
HP: 40
Elixirs: 2
Armor: 1
Defense: 8
Speed: 4 (Dash 2)
Fray damage: 3
Damage: D6
Basic Attack: Melee or Range 5
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AURA X
This ability is a continuous, ongoing effect that
affects all characters within range X of a
character, including that character. Characters are
only affected by an aura while inside
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Chanter
Songweaver of the Great Chant
Descending from numerous holy orders that have their roots high in the chronicler monasteries, the
chanters are part singer, part storyteller, and part priest. At the time of the Doom, when all knowledge
was deemed lost and everything put to page was transformed into ash, the only thing that persisted was
the power of song, poetry, and the spirit of survival. A select order of priests committed all the great and
necessary knowledge of Kin to memory, creating a single, continuous song, known as the Great Chant.
In myths, stories, and histories, they recorded the knowledge of the ancients, transforming it into
liturgy.
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The Chant performed its role, and it was through its power that the early bands of Kin survived and
persevered through the darkest days. Today, however, it is so archaic, convoluted, and long that many
dispute the meaning of its dogma, though none can deny its entertainment value as a mythic text. The
Old Church of the chroniclers has splintered into factions that mostly squabble over its meaning and try
to draw some angle from its numerous and sometimes contradictory adaptions into holy texts.
Nevertheless, the Chant still holds power - real, tangible power - to heal, mend, and uplift. There are still
those that take to the road and use its awesome power for good, ringing the bells of awakening and
purification, as they sing to victory.
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Effect: Until the end of your next turn, your Defeated characters can be rescued by Dawn
attacks and the attacks of your allies in aura 1 before being cured and become sturdy for the rest
inflict an elemental blight (roll 1d6). of combat if rescued this way.
1 - Burning
2 - Frostbite SLUMBER
3 - Poisoned 2 actions
4 - Electrified
5 - Choose one A gentle trick, often used to help junior
6 - Choose two chroniclers rest after difficult exams - but no less
potent in battle.
Combo: COMMUNION Effect: A character in range 6 gains vigor 2, then
Effect: Gain aura 1 until the end of your next is incapacitated. Their incapacitation ends at the
turn. While in the aura, yourself and allies have end of their next turn, or if they take damage from
immunity to the effects of marks and blights, and a foe’s attack or ability. An adjacent character may
cannot gain new marks or blights. also use the interact action to shake them awake.
Combo: DAWN
Effect: Cure all adjacent allies. Bloodied allies
can end all statuses, marks, and blights.
Talents:
I. If you’re bloody, increase Dervish’s range to 8
II. If you’re flying, increase the range of Dawn to
range 2 instead of adjacent.
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DENY EVIL
Light Ranged Attack
Range 6
Auto-hit: Fray
Effect: Choose a foe, and choose either yourself
or an ally in range. Until the end of your target’s
next turn, if they damage that character with an
attack or ability, they take [D] divine damage and
are pacified. Then, whether this ability triggered
or not, this effect ends.
Talents:
I. If you’re bloodied, you may choose yourself
and an ally in range
II. Your chosen foe also gets +1 curse on a
triggering attack
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Harvester
Arbiter of Life and Death
Servants of Tsumi, the Moon Titan, the Harvesters are the death priests of Arden Eld. They travel from
land to land, sanctifying burial sites, performing funeral rites, and helping lingering spirits move on.
The land is full of the malice and unfulfilled wishes of the long suffering dead, and so the services of the
harvesters are in high demand.
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Tsumi is the protector of cycles, and so the Harvesters also perform fertility blessings, oversee harvest
festivals, and see to the cultivation and protection of the land and nature. They plant flowers over
battlefields, and tend groves of beautiful fruit trees planted over graveyards. This dual nature makes
Harvesters fierce warriors, able to make the battle bloom or rot with a single swipe of their
greatscythes.
Relevant Rules
Traits Bloodied - At or under 50% hp
Pierce - Ignores armor.
Mark of Tsumi: Your attacks gain on hit: After Regeneration X - Gain vigor X at the end of
the attack resolves, deal 2 piercing damage as an your turn
effect to all foes marked by you, and bless all allies Slay - An effect that triggers when this action
marked by you. reduces a character to 0 hp or forces them to
Soul Cycle: When yourself or any ally attacks, surrender. Can only trigger once per ability.
you can consume any blessings in range 2 of that Summon - A character controlled by its
character to empower their attack. The attack Summoner. Abilities that target allied characters
gains pierce and bonus damage for each blessing cannot target summons unless specifically
consumed. If 3+ blessings are consumed, the mentioned. Summons don’t cause engagement,
attacks also becomes a critical hit on hit. take turns, actions, or movement on their own
Gardener of Kin: You can stack 2 marks on unless specified. By default, summons are size 1,
characters have defense and VIT equal to their summoner’s
Balance: Your attacks gain slay: cure all allies in and HP equal to 50% of their summoner’s max
range 2 of your target hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.
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Talents:
I. Foes that pass through a fruit must also save
or become pacified.
II. Roll a d6 at the end of a marked character’s
turn. On a 5+, summon an additional fruit in
an adjacent space.
ROT
1 action, combo, mark
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Chapter 3
DARK SLIVER
Light Melee Attack
Range 2, summon
Talents:
I. Charge: Increase range to 4
II. When a character reunites with their soul,
they are branded.
Mastery: RECYCLE
If your target doesn’t unite with their soul sliver,
bless and cure any of your allies in range 2 of it
when it disappears.
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Sealer
Holy Judge and Purger of Evil
Traveling priests, monks, and mages, the Sealers roam the world from village to village, performing
necessary rituals, marriages, ceremonies, and yearly festivals. They are a welcome sight in most
villages, and most perform the important function of traveling judge, acting as an impartial party
translating for the will of the local spirits. They often travel with many blessed relics of the deities of the
land or even portable shrines on their back.
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In their other role, Sealers are legendary monster hunters and exorcists of unbelievable prowess and
unshakeable faith. Whenever an especially bad blight or an arch demon appears, the Sealers are usually
there to drive it back with ancient sealing magic, blessed brands, and flaming weapons.
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Talents:
Abilities I. Charge: Increase range to 6
II. Bless all allies adjacent to the marked foe
GOD HAND when it chooses to end the effect
Light Melee Attack
Combo, +1 boon Mastery: MILK SUTRA
Interrupt 2
Divine energy infuses you, allowing hammer-like Trigger: A foe chooses to end this mark,
blows that would fell a demon with even your Effect: You may pass it to a new foe in range 3 of
bare hands. that character. You can take this interrupt more
Attack: On hit: [D]+fray. Miss: fray damage. than once a turn.
Effect: An ally in range 3 of you is blessed.
Critical hit: Foe must save or become pacified. MATSURI
Heavy Melee Attack
Combo: DEVIL HAND
Light Melee Attack Swing your weapon in a flaming arc that sends
sprays of fire in bright displays, lighting up the
Attack: On hit: [D]+fray. Miss: fray damage. sky.
Effect: Inflict burning. Burning characters Attack: On hit: 2[D] + fray and inflict burning.
explode in a blast 1 area centered on them, dealing Miss: fray.
2 piercing damage to all characters other than Slay or Critical Hit: Bless all allies in range 2 of
you. your target
Talents: Talents:
I. Critical hit: Gain counter until the end of your I. Critical hit: Allies in range 2 of your target
next turn may teleport 1 space.
II. Critical hit: Your foe explodes in a blast 1 area II. Charge: +1 boon on the attack and teleport 1
centered on them, dealing 2 damage to all before making it.
characters other than you.
Mastery: Blood Festival
Mastery: FISTS OF HEAVEN AND HELL The first time you hit with Matsuri in a combat, it
Add a new combo action. becomes a critical hit, and all its damage becomes
Combo: FISTS OF HEAVEN AND HELL divine.
Light Melee Attack
JUSTICE
Attack: On hit: [D]+fray. Miss: Fray Interrupt 1, Combo
Critical hit: Bless all allies adjacent to the target.
Effect: Your foe is burning. Attack gains +1 boon Invoking the spirits of the land and air, you move
against burning characters. at impossible speed, doling out blows faster than
the eye can see.
BURNING SEAL Trigger: You score a critical hit or slay a foe
1 action, Mark Effect: Teleport adjacent to every character in
range 2 of you in any order. Foes become burning,
Bind an enemy in an astral seal, condemning allies are blessed. Burning foes take fray damage
them and crushing them under the weight of instead.
their own evil.
Mark: A foe in range 4 becomes pacified. It can Combo: JUDGEMENT
end this condition on itself any time, including Interrupt 1, True Strike
directly after this action, but then immediately Trigger: You score a critical hit or slay a foe
becomes burning. If it’s already burning, it takes Effect: Roll a d6 for every foe in range 2 of you.
[D] damage. On a 1, that character is struck by a fiery bolt from
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heaven and takes Divine fray damage. Roll I. Your ally can teleport 1 as an effect after being
becomes a 1-2 against burning characters. attacked
II. You may give your ally Counter and sturdy
Talents: while marked, but if you do the mark ends at
I. Also roll a d6 for allied characters with the end of their next turn.
Judgement. If they roll a 6, they are cured
II. You can teleport 1 space after triggering Mastery: SHROUD FROM HEAVEN
justice or judgement but before applying the Your ally gains stealth and evasion after being
effect attacked until the start of their next turn.
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With a word and a quickly drawn talisman, you Gain the following interrupt
stomp your foot and forbid your foe from taking Grace of the Spirits
another step towards you. Interrupt 1
Effect: End your turn and choose a foe in Trigger: An ally in the area is damaged by an
range 5, sealing their movement with force of will. attack or ability
Until the start of your next turn, the foe must pass Effect: Your ally becomes immune to damage
a save when they attempt to willingly move closer from that attack or ability, but destroy the shrine.
to you. On a failed save, they cannot make any This ability and interrupt cannot be used for the
movement that would move them closer to you for rest of combat.
the duration of this ability, including as part of the
triggering action or ability. If they pass a save,
they are immune to this effect until the end of the Chapter 3
current turn.
Great Spirit Festival (1 action, 1/
Talents: expedition): Bless all allies on the map. If
I. A character that fails the save also treats all they’re bloodied, bless them twice.
terrain as dangerous terrain for the duration
of the ability OPEN THE GATES
II. Bloodied characters gain +1 curse on the save Light Melee Attack
Mastery: HORSE AND OX SEAL This aptly named technique can be used to
When you take this ability, until the start of your deliver an extremely powerful blow - but
next turn, this effect also applies to any foe in aura focusing the body’s aether in such a way takes a
2 around you. long time to recharge.
Attack: On hit: [D] and foe is branded. Miss: 1
SPIRIT SHRINE damage
1 action, Terrain Effect Effect: Inflict burning and electrified.
Effect: This attack is a critical hit the first time
Many sealers carry portable shrines to the local it’s used in a combat
spirits, adding on talismans, images, icons, or
offerings to whichever small god holds dominion Talents:
over the areas they travel through. In a pinch, I. The first time it’s used in a combat, you may
they can set these shrines down and beseech the teleport up to 3 spaces before using this attack
spirits for aid. II. Critical hit: Shove 3. Collide: Foe is branded.
Terrain Effect: Create a shrine in a free
adjacent space, a height 1 destructible terrain Mastery: BURIAL FIST
piece (1o hp). The shrine emits an aura 1 around This attack is also a critical hit on hit if used at
it. Allies in the aura gain +1 boon on attack rolls. round 5 or later.
If the shrine is placed on terrain height 1 or
higher, the aura becomes aura 2 instead. Using
this ability again destroys any of your currently
active spirit shrines. If a shrine is destroyed, it
reforms on your back and can be placed again
normally.
Talents:
I. Adjacent allies can pray at the shrine as an
action to cure themselves
II. Enemies treat the shrine’s area as difficult
terrain
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Seer
Fortune Teller and Master of Fate
The Seers are made up of all the orders of hedge witches, stargazers, corner prophets, folk healers,
shamans, and all manner of individuals that find themselves attracted to reading the Great Arcana, the
esoteric practice of reading destiny itself, the Great Wheel of Arden Eld that determines the final fate of
all things.
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Through ritual, ceremony, and unrelenting practice, Seers gain the ability to predict and even defy a
person’s fate, using their Aether infused card decks to influence the turning of the Great Wheel and
empower their allies with foresight, precision, and uncanny accuracy.
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Talents:
Abilities I. Effect: After a Wild Card explodes, bless an
ally in range 3 of the card
II. You can throw a Master Card instead of a
ASTRA regular card. It’s not destroyed when it
Heavy ranged attack explodes, but using this ability again will
Combo, Line 5 + cross 2 replace the last card created.
You call down the heavens themselves on your
Mastery: WILD GAMBLE
foes.
When you trigger a Wild Card with an AoE, roll
Attack: Auto hit: [D] + fray damage and inflict
1d6. On a 1, nothing happens. On a 2-5, it inflicts a
frostbite
random blight on all affected characters (2
Area effect: [D]
burning, 3 electrified, 4 frostbite, 5 poisoned). On
Effect: Roll 1d6 after the attack resolves. On a 6,
a 6 it inflicts all blights.
all foes take [D] again. Effect becomes 4+ if the
attack is against a frostbitten foe.
SLEIGHT OF HAND
Combo: FORTUNA Light Ranged Attack
Blast 1, Range 4 Range 6
Attack: Auto hit: [D]
Area Effect: Bless all allied characters in the A flash of bright color, and a card is stuck to your
area. All foes are branded. foe, bursting with power.
Attack: Auto-hit: You attach a magical card to a
foe in range, branding them and inflicting
Talents
frostbite.
I. Terrain effect: Create icy difficult terrain in a
Area Effect: The next time an ally hits the target
blast 1 area centered on the attack target
with an attack, the card explodes in a blast 1 area
II. Charge: Increase area of effect for all areas by
effect for [D] and grants that ally a blessing. The
1
triggering ally is immune to all damage from this
ability.
Mastery: STARSHIELD
After you use Astra or Fortuna, roll 1d6. On a 1
Talents
nothing happens. On a 2-5, a shield of floating
I. You can target an allied character with this
stars may surround you or an ally in the area of
attack to attach the card to them instead,
effect after the ability resolves, granting them
marking them. It triggers on any attack, not
resistance until the end of their next turn. On a 6,
just allied, and they’re immune to its damage
the shield manifests over both you and your
and effects.
chosen ally.
II. A card may be thrown as an Arc 4 area effect
instead, (area effect: fray damage). It only
WILD CARD attaches to a character in the attack space.
1 Action, Summon
Mastery: PERFECT HAND
You flick a beautifully illustrated ethereal card
You throw two cards with this move at two
onto the battlefield, laden with the threads of
separate targets.
potential.
Summon: Summon an intangible wild card
summon onto the battlefield in range 5. When it’s DOOM
hit by an allied area of effect action, it explodes in 1 action, mark
a blast 1 aoe, extending the area effect space of
that AoE to encompass its area and destroying the You crook a finger, and pull on the threads of
card. Wild cards can be triggered by other wild fate, casting an irrevocable curse.
cards. Mark: Mark a foe or ally in range 6 with a
magical card, which pulses with astral energy. At
the end of any of the marked character’s turns,
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you roll a d6. On a 6, the card explodes in a blast 1 Causality unmakes itself around you, as wounds
area effect centered on that character. This heal instantly.
becomes 4+ for frostbitten characters. A character Stance: Gain aura 2. While in this stance, the
can pass the card off to another adjacent character first time on a turn any character in the aura takes
as an action on their turn. The card also explodes damage, roll a d6. On a 5+, they are cured
if the character is defeated. afterwards as an effect. This applies to foes and
allies alike.
When the card explodes, characters in the area Refresh: This stance refreshes automatically at
take [D]+fray and are branded the start of your turn.
Talents Talents:
I. If you hit the target with a critical hit, the card I. Allies gain a blessing if this effect triggers.
immediately explodes. II. Foes this effect triggers on are also branded
II. If a character is defeated while under the
effects of Doom, the card may pass to a new Mastery: FATAL REVERSA
character of your choice in range 3 of the If a character or summon (foe or ally) in the aura
defeated character. is reduced to 0 hp, roll a d6. On a 5+, they
immediately gain and lose Defiance, triggering it,
Mastery: SEAL FATE and are returned to 1 hp instead.
When Doom is passed at least twice, it deals 2[D]
+fray instead
Limit Break: HIGH
POLARIS
1 action PROPHECY
Free action, 3 resolve
A distant glint in the heavens, portents of the
devastation to come. A burning third eye of pure etheric energy
Effect: Choose a space on the battlefield in range appears on your forehead. Possibilities unfurl
5, which becomes known to all characters. At the before you, laid out like infinite gleaming
end of every turn that passes after yours (allied or threads.
foe), roll 1d6. On a 6, a meteor lands in that spot,
exploding for a blast 1 explosion, dealing [D]+fray You must take a slow turn next round. Until the
as an area effect and inflicting Frostbite. start of your next turn, every d6 you roll for
Frosbitten characters must also save or become boons, curses, or random d6s as part of abilities is
stunned. This effect ends at the start of your next either a 6 or a 1 (you choose).
turn.
Mastery: THOTH
Talents 6 resolve
I. You can choose to make the meteor check on This effect also extends to all characters in aura 2
only allied or enemy turns (pick one) when from you.
you cast it. If you do, it checks at 5+
II. Also check for the meteor falling at the end of
your turn. Chapter 2
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effect centered on it take [D] damage and are including this one, if that character is still marked,
inflicted with frostbite and burning. Using this the spirit of misfortune comes to claim that foe.
ability again replaces any brands previously Roll a d6. A character takes divine damage
placed. depending on the result of the d6.
- 1 - 25% of their HP
Talents: - 2-5 - 50% of their max hp
I. Charge: Increase range to 10 - 6 - 100% of their max hp
II. Foes standing in the brand at the end of the Legend characters can avoid this effect
round are branded. Branded characters take completely.
fray damage.
Talents:
Mastery: DARKMOON BRAND I. Roll two dice and pick the highest result if the
If a character is standing in the brand at the end character is bloodied
of the round, increase it’s base blast size to 2. II. You may take a wound to re-roll any dice as
part of this move
WISH
Mastery: GRAN CALAMITY
Interrupt 1
If the damage from the Tower defeats a character,
they explode, dealing divine damage equal to 50%
Trigger: An ally on the battlefield takes damage
of their max hp to all characters in a blast 2 area
from a foe equal to 25% of their max hp or more
effect centered on them.
Effect: Reverse the flow of causality. That
damage cannot reduce your ally past 1 hp, and
they gain vigor 1. The stress of taking this action
causes you to become winded+ and slow+ until
the end of your next turn.
Talents:
I. If you or your ally is bloodied, avoid the
statuses from this ability.
II. If this damage would have reduced your ally to
0 hp, they are also cured.
Chapter 3
Chakravartin (2 actions, 1/expedition): An
ally in range 6 becomes unstoppable and immune
to all damage until the end of the next round.
THE TOWER
Light Ranged Attack
Mark, Divine
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WRIGHT
Mage, thaumaturge, and master of the arcane arts
Strengths: High damage and excellent range, strong area of effect, and become more powerful the
longer fights go on
Weaknesses: Low durability and weak to foes that can engage them up close
Complexity: Medium
Wrights are those who have mastered the manipulation of the raw power of creation: Aether. All souls
are connected to Aether, and everyone is able to connect to it and feel it to some degree. Those with
training, potential, and ability can learn to form and shape Aether as natural as they move their own flesh
and blood. Wrights wield terrifying power - and they know it.
Wrights become stronger the longer fights go on by the power of Aether, which they can use to Infuse
their abilities to unleash some of the most spectacular attacks in the game. Wrights focus heavily on
blights, piercing damage, the shattered and vulnerable statuses, and Area of Effect abilities.
Wrights are strong against heavy foes since they can bypass their armor and hit them from range, but
weaker against skirmisher foes that can quickly close the gap.
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MOST RELEVANT RULES Pierce allows Wrights to get around the high
armor of heavy foes.
Statuses
Wrights make heavy use of Teleports and Flight
to get around.
Wrights specialize in the Shattered and
Vulnerable Statuses.
TELEPORT
SHATTERED Instantly move to a free space within range X. You
can teleport even if your speed is 0.
Next ability used against this character ignores
armor and resistance, then clear this status.
FLYING
Shattered allows a single ability to totally bypass A flying character ignores all terrain types other
armor and damage reduction, which is very than impassable terrain, and ignores engagement
strong for abilities that deal multiple hits or one and obstruction.
big hit. It clears after one ability though, so time
it wisely! Flying is good for Wrights because they use a lot
of difficult terrain, pits, and created terrain,
VULNERABLE which they can ignore (or help their allies
ignore).
All damage taken increased by 1
Finally, Wrights create a lot of terrain and
Since wrights use a lot of abilities that deal
terrain effects, so it’s worth reviewing them here:
multiple instances of a low amount of damage,
this can add up a lot - especially since it also
increases all allies’ damage. It’s a good combo TERRAIN
with shattered to really hit a foe as hard as Difficult Terrain - Costs +1 space of movement
possible. to move out of.
Dangerous - Take 1 piercing damage for each
Other Effects space you enter.
Like most magic-themed jobs, Wrights use Impassable - Blocks movement of all kinds
Blights. except phasing, and always blocks line of sight.
Could be something like a pillar, cliff, or a solid
rock wall that goes to the ceiling
BLIGHTS Pit - A pit space is just what it sounds like, but
The Blights are Burning, Electrified, Poisoned,
could also be deep water, mud, etc. Characters
and Frostbite. A character affected by a particular
must spend their entire standard move to move
blight takes bonus damage from any ability that
out of a pit space, and have height disadvantage
would deal that blight again. For example, a
while inside. If they don’t have their standard
burning character would take bonus damage from
move, they can’t move out. Flying characters can
any ability that inflicts burning. Abilities may gain
move over pits normally. Multiple pits can be
additional powerful effects against blighted
connected to create trenches, etc.
characters.
Terrain - Categorized by height, 1-3. Each space
counts as a piece of terrain. Blocks movement.
Blights let characters that make heavy use of the
Provides cover if you’re the same height. Blocks
same blight get a lot of mileage out of their
line of sight if you’re smaller. Characters can move
abilities. They even work to empower team
up and stand on top of terrain. Costs +1
mates’ abilities, allowing you to set up allies.
movement per difference in height to move up a
level but not down a level.
Wrights have many abilities with pierce
Pierce
Ignores armor
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Enochian
Unbridled Destruction
The Enochian Orders of wrights are the most chaotic of the mage orders. They have no official
organization, most of their members being hedge wizards or self taught. Many Enochians disdain
authority and work for hire, sleeping and eating where they can and relying on the communities they
work for to support them. Those that work on contract with guilds, armies, or mercenary companies
tend to value their independence.
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The power that condenses inside an Enochian is related to the element of fire, a wild spark that grows
and wanes with their emotions and energy, but with control can be focused into power that can carve
mountains, scorch forests, and boil rivers. In times of desperation, the Enochians can feed this power
with their own life force, a dangerous practice that the other orders of wrights look down upon. The
Enochians, for their part, see other wrights as stiff and uncreative. They’d rather do it their way, after
all.
Relevant Rules
Traits Charge - When used on a slow turn, this ability
becomes more powerful.
Inner Furnace: Enochians may burn their own Cover - If a character has cover from a ranged
life force when they Infuse a spell. They can take attack, it is resistant to that attack, halving all
any number of wounds and gain 2 Aether per damage.
wound taken to spend on the Infusion. Any excess Critical hit - Increase attack damage by +[D].
Aether is lost after the action resolves. If an Mark - Place your mark on a specific character.
enochian dies from this process, they die after the You can only place one mark at a time on each
ability resolves. Heal 1 wound at the end of any enemy or ally and each ability can only place one
combat in which you used Inner Furnace. mark. If you place a new mark on a character with
Embersoul: Gain defiance at the start of each a mark from you, you can choose which to keep or
combat. which to discard.
Phoenix Rage: At the start of round 5, Shove X - Move a character involuntarily X
Enochians become suffused with immortal flame. spaces in a straight line away from you. If they
When they would take a wound, roll a d6. On a would move into another character’s space, or a
4+, ignore it. If this is their last wound, this roll piece of terrain, they Collide and stop. Colliding
becomes a 2+ instead. triggers some abilities or traits.
Apocalypse: If you don’t attack during your Stance - Ongoing effect. A character can only
turn, for your entire following turn, your abilities have one stance active at a time and can drop a
that cause blasts have their size increased by 1, to stance by taking a new stance or as a free action at
a max of 3. the start of their turn. When a stance refreshes,
regain its effects.
Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
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Burn your own life force into a protective shield of The mark and associated effects from Immolation
aetheric energy. Take damage equal to 25% of cannot be cleared and its damage becomes divine.
your max hp, then gain Stance: In this stance,
you have regeneration 1. This stance ends at the AETHERSHARD
end of your next turn. When this stance ends and 1 action, summon
it’s not the end of combat, take a wound. When
this stance refreshes, extend its duration to the You crystallize ambient Aether with force of will,
end of your following turn. forcing it to take a useful form
Refresh: Refresh this stance if you trigger a Summon: Spend 1 Aether to summon an
Chain Reaction or if you slay a foe. Aethershard in a free space in range 6.
Aethershards are intangible size 1 Summons. They
Infuse 3: INCANDIUS count as foes for the purposes of Chain Reaction.
You have counter and your abilities deal bonus When you target an Aethershard as part of any
damage while you’re in Soul Burn. attack, they release a pulse of energy, releasing a
blast 1 explosion dealing 2 piercing damage
Talents damage as an area effect.
I. When Soul Burn ends or refreshes, shove all
adjacent characters 1 Talents
II. While in Soul Burn, foes that hit you with a I. When you take any action that spends Aether,
melee attack are shoved 1 away from you after you can first teleport any of your Aether
the ability resolves. shards 3 spaces in any direction.
II. You may summon aethershards as height 1
Mastery: SOUL SPARK terrain pieces instead of intangible. They still
Free Action: You can willingly draw on your count as summons and still trigger chain
Soul Burn shield to empower your next ability, reaction. They cannot be moved or teleported
ending the stance (and gaining you a wound). if summoned this way.
The ability deals bonus damage, has its blast Mastery: LEY LINE
effects increased by +1 to a max of 3, gains +1 Blasts and lines can be supercharged if they hit an
boon on any attack rolls, and foes gain +1 curse on Aethershard. Any blast effect that hits an
any saves. Aethershard increases its radius by 1 to a
maximum of 3. Any line effect that passes through
IMMOLATION an Aethershard increase its length by +4. The
1 Actions, Mark Aethershard is destroyed after the ability resolves
if used this way.
Use your target’s own life force to spark a
terrifying flame.
End your turn and Mark: A foe in range 6 and
line of sight is marked by you. While affected by Limit Break:
this mark, they are vulnerable+, burning and
when you hit them with an attack, they release a GIGAFLARE
burst of flame, dealing 2 piercing damage as a
2 actions
blast 1 area effect centered on them.
4 resolve
True strike, Divine
Talents
I. Characters affected by the flame burst are Let the air become death. Ignite, and send them
shoved 1 away from the marked target. to Hell!
II. The flame can be released as a close blast 1 Area Effect: Deal [D]+fray divine damage to
area instead. every character and summon, hostile or allied, on
the battlefield, ignoring cover and line of sight.
Mastery: ELDFLAME Characters in range 2 of you are exempt from this
ability.
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Talents:
I. If you roll equal to or over the round number,
you explode in a blast 2 area effect centered on
you. Characters within take [D] piercing
damage and are shattered.
II. If you roll equal to or over the round number,
you can reclaim some of your life aether to
also gain 1 aether after the ability resolves.
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Geomancer
Guardian of the Pure Earth
Geomancers belong to an old order of mystics, alchemists, and esoteric martial artists called the
Keepers of the Elden Gate. These scholarly wrights are concerned with health and the flow of energy,
not just through the body, but through the very earth itself. They consider themselves physicians of the
highest order - their patient being the eternal land of Arden Eld.
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These studious wrights attune themselves to earth Aether, aligning the energy channels of their body to
crystalline perfection with vigorous exercise and sometimes bizarre health regimes. In battle, the land
itself is their ally, spitting forth poisonous gases, cavernous upheavals of earth, and great spires of rock
to crush their foes.
None are more concerned with the Churn than the geomancers, who view it as the greatest sickness
known to Kin, and will take any opportunity to fight or study it with exuberance.
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Infuse 3: FATALIS
BIO
The mark doesn’t end on your foe. Instead, you
Light Ranged attack
can repeat the effect against your foe as a free
Cross 2, Range 8, Pierce
action 1/turn on your turn. A foe can save against
this special mark each time after you activate it,
The earth splits, excising poison from its depths,
ending it on success.
belching poisonous metals and gases.
Attack: On hit: [D] + fray and character is
Shattered. Miss: fray. Talents:
Area effect: Fray I. While your foe is marked, gain dodge against
Effect: Inflict poisoned. them
II. You may teleport 1 space before or after
Infuse 2: BIOTIC Dragon Dive resolves
Area becomes a pool of sludge that becomes
difficult terrain for the rest of combat. Mastery: DOUBLE DRAGON
You can mark up to two characters with this
Talents ability. When it triggers, you can teleport to them
I. Charge: Cross +1 in any order.
II. Deal bonus damage to characters with any
amount of vigor. GEO
Heavy Ranged Magic Attack
Mastery: TOXIC Arc 5 + blast 1
Infuse 4: TOXIC
Superheavy ranged attack The stomp of a foot or the slap of a palm is
Cross 4, Range 8 magnified a hundred fold into rumbling death.
Attack: On hit: 2[D] + fray and character is Attack: On hit: 2[D] + fray. Miss: fray.
Shattered. Miss: [D] + fray. Area Effect: [D]
Area effect: [D] +fray Terrain Effect: Create a height 1 space of terrain
Effect: All characters are poisoned and treat all anywhere in free space in the affected area after
terrain as difficult terrain until the end of their the attack resolves.
next turn. Poisoned characters are also
vulnerable. Infuse 2: GEOTIC
Create 2 terrain pieces instead.
Toxic benefits from all Bio talents.
Talents
DRAGON DIVE I. When you create a terrain piece, you may deal
1 action, mark 2 piercing damage to any adjacent foes to it.
II. Terrain pieces can be created underneath
The earth is an old friend to geomancers, and characters, moving them up.
will allow them passage as easily as slipping into
water. Mastery: CHAOS EARTH
Mark: Choose a foe in range 6. You must take a Infuse 3: Chaos Earth
slow turn next round. At the start of that turn, you Attack gains On hit: character is inflicted with all
dive into the earth and explode upwards adjacent blights.
to that foe, teleporting to that space and ending
the mark. They don’t have to be in range or line of VOLCANISM
sight. 1 action
Area Effect: When you explode upwards, release Stance, power die
a blast 1 (self) explosion, dealing 2 piercing
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Talents TERRAFORMING
I. At 3 or less charges, also teleport 1 space
2 actions
before or after this interrupt triggers.
II. At 6 charges, also reduce all damage from the
The key of creation is turned, and the land is
incoming action or ability to 0.
shaped like clay, as the Titans once did.
Effect: Target a blast 2 area in range 6 and
Mastery: EARTHQUAKE choose two of the following effects to create in
Characters in the affected area also become that area. You can select the same effect more
shattered. You may summon two height 1 pieces than once. Effects cannot be created in spaces
of terrain and two pits in the area. occupied by characters.
• Create two height 1 pieces of terrain
MIDAS • Create two pits
Interrupt 1 • Raise or lower the height of all created terrain in
the area, down to height 0 or up to height 3
In a flash, flesh becomes unyielding stone. • Create a line 3 area of difficult terrain in the
Trigger: You take damage from a foe’s action or area
ability
Effect: You transmute yourself into solid stone, These effects last until the end of combat.
metal, or gemstone. You are immune to all
damage from the triggering action. After the Infuse 1: EARTHBLOOD
action resolves, remove yourself from the Sink into the ground, remerging and teleporting
battlefield and replace yourself with a height 1 to any space in the area after the ability resolves.
terrain space, a statue of you. Any effects on you
are paused, and the statue can’t be destroyed in Talents:
any way. I. Charge: You may cause characters in the
affected spaces to also save or become
Allies can shove the statue with abilities. Adjacent shattered
allies can also push it with 1 action. This shoves it II. You can also create up to 3 spaces of
3 spaces. If it collides with a foe, they take [D] dangerous terrain in the area as a choosable
damage and are shattered. This effect can only effect
trigger on the same character once a round.
Mastery: ANCIENT ERUPTION
You still take a turn, and at the end of that turn, When you use terraforming, you may choose any
replace the statue of yourself with your character or all possible effects, as long as each are caused
and save against all statuses as normal. only once.
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QUAKING PALM
Light Melee Attack
Pierce
Talents:
I. Charge: Attack gains range 3
II. Slay: Foe releases a blast 1 area effect, dealing
2 piercing damage to all characters in the area
once for every terrain space in the area effect.
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Spellblade
Swordmaster, Wind Dancer
Spellblades are a martial order of highly trained wrights. Many of them come from the Guild Academies
in the great cities of Arden Eld, where they often take prestigious posts in the local militias and city
watch. Other wrights tend
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to view Spellblades as stiff, unfeeling military types, but spell blades themselves know they are
consummate professionals and unparalleled masters of their art.
The lightning Aether that the spellblades wield is highly volatile, and requires intense training and focus
to control. Once a spell blade has learned their craft, however, the speed, power, and precision at which
they can act is intoxicating, crossing great spans of space in an instant, riding the Aetherial currents
with a flash of gleaming steel.
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You summon the highwinds to batter your foes. Mastery: DOOM BOLT
Ranged attacks against the marked foe gain +1
Terrain Effect: Swipe your weapon to create a boon and ignore cover.
line 4 area of crackling winds in range 5. The area
grants cover to allies, and foes that either attempt STURMREITEN
to move into or start their turn in the wall’s space 2 Actions
must pass a save or be unable to move into the
area for the rest of the turn and be shoved 1 space You transmute yourself and your gear into pure
away from it. The area lasts until the end of the lightning Aether, coursing through the
combat or until you use this ability again. boundaries between worlds in a moment.
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Mastery: SPLIT IONIZE Agile and alert, your swordcraft spells doom for
your foe. When they go to retaliate, you were
The aura can be inverted when this mark is used.
never there.
When the marked character takes damage, all
Attack: On hit: 2[D]+fray, Miss: fray damage
other characters in the aura take 1 piercing
Effect: Inflict electrified and poisoned.
damage.
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Talents:
I. Electrify any foe that triggers Leaf on the
Wind. Electrified characters take piercing fray
damage.
II. If you’re bloodied, gain one more use of Leaf
on the Wind.
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Stormbender
Dire Navigator, Master of the Waves
The seas of Arden Eld are its most treacherous terrain. Boiling over with monsters, and wracked with
unnatural and freakish weather, most folk prefer to give them wide berth. However, there are still those
brave and hardy souls that live on the islands around Arden Eld, and the merchants, sailors, and
travelers that rely on the sea for fast passage and the movement of cargo, the lifeblood of the continent’s
great cities.
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The storm benders are the great masters of the sea, the supreme navigators that make sailing even
possible around Arden Eld. Water-attuned wrights, they are most at home on a deck, or clambering the
rigging. Each of them are sailors of the highest caliber, coming from all over - old trade guilds, islander
clans, and nautical churner enclaves.
Bending the essence of the sea to their beck and call, the storm benders can clear the skies with a swipe
of their hands, feel the currents ahead for aquatic monsters, turn weather away from the hull of the
ship, and blow wind into its sails. It doesn’t matter that many of them dabble in a little light piracy on
the side - they are the undisputed masters of their element, and they wouldn’t have it any other way.
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Change area to Cross 2, Range 6 and gains area II. You don’t count as being in the area for
effect: Inflict frostbite. Characters already tailwind growing in size
inflicted with frostbite become shattered.
Mastery: VICIOUS GALE
Talents When a foe ends their turn inside a tailwind, you
I. Terrain effect: If this ability targets a may shove them 3 in any direction. Collide:
shattered or vulnerable character, create up to character must save or become stunned.
two pits adjacent to them
II. Cryotic may be used as infuse X, cross X, HEAVE-HO
range 8, where x is the amount of Aether Interrupt 1
infused.
Better get your sea legs.
Mastery: AHAB Trigger: A foe damages you, or an ally adjacent
Infuse X: AHAB to you or a summon you control with an attack or
Superheavy Ranged Attack ability
Pierce Effect: After the triggering action resolves, a
Line 3X wave batters your target, in a close blast 1 area
Attack: Autohit: 2[D] + fray, around you or your summon. Foes caught in the
Area effect: [D] area take 2 piercing damage and are shoved 1.
Effect: Inflict frostbite. Allies caught in the area don’t take damage and
Effect: The attack target is impaled with an icy can fly 1 as an effect.
harpoon, then shoved along the line as far as
possible towards the caster, phasing through all Talents
terrain and characters. Characters they are I. If only one foe is caught in the area of wave,
dragged through take 2 piercing damage. also create a pit underneath them.
II. If you don’t use this interrupt, stock up
TAILWIND another use of it. You can stock it up to
1 action interrupt 3.
The storm benders are friend to breeze and gale, Mastery: DEEPWRATH
and have learned how to coax the wind into Infuse X: DEEPWRATH
doing their bidding. The shove and flight spaces become 2 times X.
Terrain Effect: Summon a tailwind in a free Collide: foe is also shattered.
space in range 5. Characters inside the tailwind
gain cover, and a character that starts their turn in WATERY DOOM
a tailwind gains flying until the start of their next
1 action, mark
turn.
You mark your foe with the symbol of the Deep
If there are no characters in a tailwind at the start
Water Titan. No matter where they run, the land
of any of your turns, it grows to a blast 1 terrain
turns to freezing water beneath them and drags
effect for the rest of combat.
them back to where they began.
Mark: Mark a character in range 6. At the end of
If you summon a new tailwind, the old one
that character’s turn, teleport them to any space
disappears.
in or adjacent to a summon or terrain effect you
or an ally created, as long as that space is in range
Infuse 2: GREAT BREEZE
4 of them.
Tailwind grows immediately to a blast 1 area.
Talents
Talents
I. While marked, your character treats all
I. Your own and allies’ attacks from inside a
difficult terrain as dangerous terrain
tailwind inflict frostbite on hit.
II. If a character fails a saving throw while under
this mark, they take 1 piercing damage.
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You summon a friendly water spirit, handy for A storm of vigorous thunder and lightning
rescuing sailors or hurling around foes. descends at your command, but the center
Summon: Summon a rippling orb of water in remains calm.
range 3, a size 1 summon. Selkie has an aura 2 This attack has no attack space. Instead, the
around it. attack space is clear and exempt from this area.
- At the start of your turn, you may have Selkie Area effect: [D]
suck in any characters of your choice size 1 or Effect: Inflict frostbite and electrified.
smaller inside the aura. Characters can pass a
save to avoid this effect. When a character is Infuse 3: EYE OF TERROR
sucked in, they are teleported into Selkie’s Increase area effect to blast 2. The center space is
space, sharing it and becoming immune to all still clear.
damage and effects. You can exempt characters
from this effect. Talents:
- As a free action during your turn, or when you I. If you surround an ally with this attack, they
infuse a spell, you can move Selkie 2 spaces gain flying until the end of their next turn.
- At the end of your turn, Selkie spits out all II. If you surround an enemy with this attack,
characters it sucked in, in any order. Characters summon a pit under them.
that are spit out are either shoved 2, or placed
adjacent to Selkie or as close as possible if they Mastery: GREAT AEONCLOUD
are immune to shove or there is no room. Terrain effect: After attacking, you may create
a terrain effect in the area effect spaces. The area
Talents: is difficult and dangerous terrain. Any character
I. Foes that get sucked in are inflicted with standing in the center space gains flying until the
frostbite. Frostbitten characters are also end of their turn, and gains +1 boon, pierce, and
shattered. inflicts bonus damage against any characters
II. If only one foe or ally is inside Selkie, you may standing in the rest of the area. If you create this
shove them 4 instead. effect again, replace the last one created.
Chapter 3
Whirlgang: You are highly attuned to the
ambient air currents and can command them at
will. At the start of your turn, yourself and every
ally or allied summon in range 2 of you may fly 1
in the same direction as an effect.
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Intro
This section is about the basic game flow and structure. It includes rules for running expeditions and
handling rewards, including custom rules for expeditions, camp upgrades, trophies, and relics.
This section is mostly for the GM, except the Relic rules on pg. XX. If you’re a player you might find
it helpful to skim through.
Here’s a quick refresher and guide on the basic Characters can abandon expeditions but also
game flow: abandon any rewards, and their goal becomes
beyond their grasp for a while, or possibly
Games generally start in narrative play, where forever.
characters freely role play. When the tension of a
situation can’t be resolved except by high stakes Camp
battle, you can dip into tactical combat or use
narrative combat, then return to narrative play When characters camp, they take a break for
after the fight is resolved. little bit. Characters need about an hour and a
relatively stable or safe location to camp, but this
During play, characters embark on expeditions is pretty loose (they could easily camp overnight
to try and pursue their goals. On an expedition, or even for a few days if that’s the tone of your
time is usually a little more limited, and game).
characters might be able to take a break and
camp a few times. When the expedition is over, - Characters that camp can heal all harm and
the game dips into an interlude, which is a more stress from narrative play, and end all
loose period of downtime. effects and heal all hp from tactical combat.
- Camping loses all resolve that characters
Expeditions have accumulated (to use Limit Breaks).
- Characters that have accumulated 5 and 10 xp
Characters are generally on an expedition when can acquire a new ability or talent
they leave a place of safety with a clear goal in
mind. Before embarking on an expedition, take Characters can upgrade their camp by spending
the following steps: dust. You can see a huge list of upgrade in the
Camping section shortly.
1. Define your goal. What are the heroes
setting out to do? Interludes
2. Choose some custom rules, if
applicable. You can find them in this section. When characters go into an interlude, they’re
This is strictly optional. going into a slightly longer stretch of downtime.
3. Define the number of camps. Usually This could be as short or as long as you like.
characters can camp 0-2 times. Once for a Generally time is a little more loose and actions
medium length expedition, and twice for a are relatively consequence free.
long expedition.
4. Set your job and abilities, if you expect When characters go into an interlude:
tactical combat.
5. Define possible rewards. All expeditions 1. Heal all harm, stress, hp, effects from
normally reward 6 xp and 3 dust if they’re tactical combat, and wounds. Characters
successful. There may be other intangible basically go through a full reset except for
rewards, such as resources, allegiance, their Burdens.
friendship, or survival.
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Session End
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Experience
During their adventures, characters earn
experience points, filling out an experience bar. At
certain breakpoints in the bar, they will unlock
new abilities or talents.
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Character Advancement
7 2 Improve an action
Choose a third job OR gain a mastery
8 2 Improve two actions or gain a Bond power
point.
9 3 Get your third relic Gain a Bond power
11 3 Improve an action
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Trophies
Trophies offer a way for GMs to offer additional
minor rewards other than xp or dust.
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Dungeon Trophies
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APE GOD
RELICS This gauntlet or weapon is oversized, studded
with metal, and incredibly heavy.
I. When you stun a character you can also shove
them 2
Relics are objects of power that slowly take on
II. Become immune to stun
aspects of legendary heroes, becoming magical or
III. Invoke (Attack, 20) - Stun your foe
famous weapons simply by being around you. A
relic could be something you retrieved on your
Aspected: This relic’s invoke becomes (Attack,
adventures or something you have always had
18+)
that slowly awakens to power.
- Relics start with 1 level and take 6 dust each to Aspect quest: Climb the highest peak in Arden Eld
unlock levels II and III.
- Infuse 1 dust into a relic of your choice when CRIMSON KING
you complete a tactical combat. Characters gain A blood red gem, similar to an Elixir Stone, is set
a relic at level 2, 6, and 9. into this weapon or armor.
- Once a Relic is level 3, it can be Aspected by I. When you first take damage in any combat,
either infusing 12 dust or completing a reduce it to 0.
legendary task. These tasks are suggestions and II. When you’d take any wound, including as part
can be adjusted by the GM to fit your game. of an ability, roll a d6. On a 6, ignore the
- Once at least character has completed an aspect wound.
quest for a relic, other characters can complete III. Invoke (Gambit): Effect: Take a wound.
it for 4 dust. Your next attack is a critical hit on hit and
deals divine damage.
Relic colors are thematic and any job can take
any color of relic. Aspected: If the roll for Crimson King II is your
last wound, it works on a 2+
Invoking relics
In combat, some relics have abilities that can be Aspect quest: Quench your relic in the abyssal
invoked for a powerful effect. Invokes have three fiery blood of a powerful demon
types:
- Attack Invoke: When you make an attack, if ERYS
the die used for the attack roll is a certain This helm, mantle, or pauldron is crowned with
number or higher, you can invoke the relic. This horns, spines, or a mantle of thick goat-like fur.
only counts the d20, and not the total attack I. Invoke (Attack, 20). You may shove your
roll. For example, in an (Attack, 15+) invoke, target 4 spaces.
you could invoke the relic’s power when you II. You are immune to shove
make any attack roll and the die is 15 or higher. III. Increase the distance of all your shoves by +1
- Gambit Invoke: An invoke that can be while bloodied
triggered under the listed conditions, but only Aspected: All your attacks gain on hit: shove 1 as
once per combat. For example, an invoke that an effect if they don’t already shove
says ‘gambit: your next attack is a critical hit on
hit’ works automatically, but can’t be used Aspect quest: Take the horns of a legendary beast
again even if that attack misses. Gambits are as your trophy
always effects or free actions
- Round Invoke: Automatically, at a certain MAIDEN
round of combat or later. These effects are Your relic bears a statuette or image of the
always active. For example (Round 5+) relics Weeping Titan, impaled by spears.
have effects that are always active at round 5 or I. While bloodied, gain counter
later. II. Counter also applies on adjacent allies
III. After being damaged by a hostile character,
gain counter until the start of your next turn.
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Aspected: Counter stacks twice A cape, shield, or mantle of scaly leather, a hardy
relic that knits itself back together like a living
Aspect quest: Gather and reforge true iron nails thing.
from the sarcophagus of a Relict Emperor I. Start the first combat of an expedition with a
vigor 1 shield
ORPHEO II. At 25% health or lower, gain regeneration 1
This relic has a cracked mirror, set on a pendant III. Invoke (Gambit): Effect: When you lose all
or into a shield or weapon hilt vigor, you may cure yourself and all allies in
I. Gain defiance at the start of each combat. If range 2
you would already gain defiance then, instead Aspected: While you have vigor, take 1 less
become unstoppable until the end of the first damage from all sources
round.
II. When defiance triggers, you may deal fray Aspect quest: Seek the wisdom of the keepers of
damage to all adjacent foes the Deep Bog and do their bidding for three days.
III. Invoke (4th round+): Gain defiance at the
start of your turn for the rest of combat GLADESONG
Aspected: Defiance stacks twice Your weapon is carved from supple but durable
gaia wood, sharper than any metal
Aspect quest: Bathe in the water of the river that I. Your attacks against foes standing next to an
leads to the underworld allied summon gain +1 boon
II. Invoke (Attack, 18+): Teleport all
UNGOLIANT summons in range 3 of you, foe or allied, 2
Your relic is a massive weapon carved from the spaces in any direction
fang of an ur-spider or beast of the deep caverns. III. When you use your gambit, also teleport all
I. Charged attacks gain +1 boon allies in the same area
II. Charged attacks deal bonus damage vs slow Aspected: When you use your gambit, after
targets teleporting, all foes adjacent to affected characters
III. Invoke (Gambit) - Free action: This turn take 2 piercing damage
only, all your actions count as charged, even
on a normal turn. Aspect quest: Drink from the primeval Gaia pool
Aspected: Invoke (Charged Attack, 16+):
Your target becomes slow GLOAM
This cloak or clothing appears to be made out of
Aspect quest: Weave the aethersilk of an ancient woven shadow. The cloth is richly textured.
Ur-spider into your relic I. Invoke (Attack, 16+): Blind your foe
II. +1 boon on attacks against blind targets
III. When a blind character targets you with an
WYRMTOOTH
action, after that action resolves, you can
This weapon or armor has carvings made from
shove them 1 in any direction, then dash 1.
pure dragonbone. It is hot to the touch.
I. You no longer take bonus damage from any
Aspected: Any foe that starts or ends their turn
source when affected by blights
adjacent to you and no other characters is
II. All your abilities gain: effect: inflict any one
blinded. Blinded foes take [D].
blight you are afflicted by
III. When afflicted by a status or blight, deal
Aspect quest: Find a source of True Darkness,
bonus damage with all attacks
deep underground, and capture it with needle and
Aspected: At the start of any combat, you can
thread
choose to inflict all blights on yourself.
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II. When you use this relic’s invoke, all other Aspect quest: Tame a titansteed, one of the
allies in range 2 of you can teleport 1 as well. enormous legendary wild horses
III. Increase range of all your teleports by 1,
including as part of this relic RIGOLETTO
Aspected: This relic’s invoke becomes Free A colorful token, built to look like a spinning
Action: Teleport 1, then teleport 1 wheel. When sewn into armor, weapons, or
accessories, it allows its wielder to move with
Aspect quest: Weave a strand taken from the preternatural speed.
cloak of the Titan of trickery, the Laughing God, I. Evasion triggers for you on a 3+
into your relic II. When you successfully evade an attack, deal 2
damage to your attacker
MISTBORN III. If you have evasion, you can also roll evasion
Your weapon is made from seeping mist, and for adjacent allies, but it only triggers on a 6.
doesn’t seem to be entirely present Aspected: Invoke (Gambit): Effect: This turn
I. Invoke (Gambit) - Free action: Gain stealth only, your evasion is always successful.
II. Attacks from stealth deal bonus damage
III. While bloodied, gain stealth at the start of Aspect quest: Beat the shadow of the Laughing
your turn. God in a foot race. He cheats.
Aspected: Stealth no longer breaks on taking
damage from foes HUNTRESS
This supple leather relic has been crafted with
Aspect quest: Sail to the edge of the world and images of Gaia, the Hunter Titan
bathe your relic in the mists there I. Gain dodge against marked characters
II. Attacks against marked characters deal bonus
RUIN damage
A weapon, bow, or stave carved from ancient III. When you hit a marked character with an
stone, a heavy slab of a thing. attack, teleport 1 in any direction
I. Immune to pacified
II. You may trade in 1 boon, once per attack, for Aspected: When you hit a marked character with
bonus damage. an attack, you may also teleport them 1 in any
III. Your first attack ability in any combat cannot direction
miss (change any miss into a hit).
Aspected: Your first attack also gains true strike, Aspect quest: Take the pelt of a legendary beast
and its listed ranges are increased by +2 and incorporate it into your relic
Aspected: Your invoke gambit can be taken Aspect quest: Find the resting place of the
twice a combat. Hundred Sword Titan, take a splinter of one of his
weapons, and reforge it.
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ERENBRASS SCHEHEREZADE
A burnished metal helm, gauntlet, or mantle, This weapon emits a faint singing tone that can
bright in the sun. only be heard in a quiet room
I. At the start of combat, gain 2 blessing tokens
I. At the start of your turn, you may shove all on yourself. You can spend blessing tokens on
allies marked by you 1 space yourself to grant yourself +1 boon on a save.
II. Erenbrass I can be taken at the start and end II. You can also spend blessing tokens on yourself
of your turn to also grant +1 boon on an attack
III. Erenbrass I can also be a teleport or a fly effect III. Invoke (Attack, 18+): Bless yourself after
(your choice) the attack resolves
Aspected: Erenbrass also works on any Aspected: The III effect also blesses adjacent
character with a mark in range 4 of you, allies when it triggers on you
regardless of whether it was placed by you or not.
Aspect quest: Recover a genuine page fragment of
Aspect quest: Take command of an army, militia, the legendary Tale of Ages
or regiment in battle and fight to victory.
STORM LORD
ESPER This armor is wrapped in knotted holy cords and
This gem is a void of space within. If you stare imagery of the sea during a storm.
long enough, you can see stars. I. When you use a combo version of an ability,
I. Invoke (Gambit): Free action: Cure a you may deal fray damage to all adjacent foes
character other than you in range 3 II. When you use the combo version of an ability,
II. Increase range of all Cures by 3 you may dash 1
III. Cures can target foes and deals fray damage III. Invoke (Round 5+): For the rest of combat,
to them instead of its regular effects. you can use both versions of a combo ability
on the same turn, as long as you obey the
Aspected: Cures against foes gain true strike and attack rule.
pierce
Aspected: This relic’s Invoke becomes round 3+
Aspect quest: Find a shrine of the Titan of death,
the Weeper, and survive the trials there Aspect quest: Ride the lightning to the palace of
clouds and learn from the teachings of the long-
MERCY dead Battle Titan, the Storm Lord
This gold-filagreed choker or torc is surprisingly
light, and includes imagery of grasping hands VESSEL
I. Invoke (Gambit): 1 action: Cure a character This weapon or armor seems surprisingly
in range 5 hollow, despite how durable it is. It’s cold and
II. When you Cure another character and they heavy.
gain vigor, you also gain the same amount of I. Cure’s effect on you increased to vigor 2 when
vigor you’re at or under 25% hp
III. The first Cure you cast in combat clears all II. When a foe breaks your vigor, deal fray
statuses, marks, or blights damage to them as an effect
III. When any adjacent ally to you is cured, you
Aspected: The first Cure you cast in combat are also cured.
grants a character Intangible until the end of their
next turn. Characters can only benefit from this Aspected: Invoke (Gambit): Effect: Duplicate
effect once per combat. the effects of a cure that targeted you on an ally in
range 3
Aspect quest: Find and incorporate a twig of the
eternal world tree into this relic
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RIFTWALKER
This relic has a contorted shape set into at - an
impossible geometry that confounds the mind.
I. Your area effects extend to include any Pit
spaces connected to them by adjacency, even
diagonally.
II. You may cross pit spaces without flying. Pit
spaces cost 0 movement for you to move
through.
III. Invoke (Attack, 18+): Create a pit space in
a free space adjacent to a target of your attack
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THE CAMP
Adventurers in Arden Eld often get around on enormous aetherships, traveling wagons, vehicles, or
caravans. They bring with them all kinds of supplies: portable shrines, elixir cauldrons, cooking pots,
vittles, and lengths of rope for traversing caverns. The camp can be any of these things. It’s
representative of the gear, supplies, and transportation that the characters keep in common, and may take
with them on an expedition.
When you start a group of characters, also start a camp sheet. Camp sheets have the following:
1. Group Name: You can name your group if you like, or leave it blank until later.
2. Ambitions: Write 1-3 long term goals for your group. If you accomplish an Ambition during an
interlude, everyone in your group gets 1 xp, then write a new ambition. You can leave these blank for
now if you like.
3. Camp fixtures: The various pieces of gear, shelter, and accoutrement that your group keeps around
camp. Fixtures apply their benefits to everyone in the group and anyone can spend dust to purchase,
upgrade, or use them. Start with 1 of your choice.
Camping
During an expedition you can camp (usually a limited number of times) to clear all stress and harm, and
regain all hp. You scarf down a meal, put your feet up, clean your weapons, tend to your wounds, or
polish your armor.
Camping is pretty loose and could represent anything from a short break in a battle where you catch your
breath or a momentary break on a trail to fix your boots to an entire night or even a few days spent in one
place.
You only camp during an expedition, but you might spend time in your camp (or what your camp
represents if it represents something like a caravan or airship) during interludes or in downtime. Either
way, the camp is usually a character in its own right and often serves as a home away from home for
Icons.
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If camp upgrades are nested (bulleted below each The vault has a clever but slow acting condenser
other), you need to take the previous upgrade to inside. At the end of each interlude, if there is at
get the one under it. least 1 Dust inside the Vault, it attracts more
Aether, adding 1 Dust to the vault. If there’s no
• Upgrade 1: Characters need to take this room in the vault, not more Dust is generated.
upgrade…
• Upgrade 2: … before they can take this one! Upgrades:
• Empowered attunement: Dust can be
withdrawn or deposited into the Vault from
anywhere, ending up in a specially attuned vial
Aetherpearls
on each character’s waist.
Purchase: 6 Dust
• Aether Sapphire: Increase the vault’s capacity
Upgrade: 3 Dust
to 12
• Aether Ruby: Increase the vault’s capacity
This small set of pearls are etherically linked
to 16
together, and can be inset into armor or worn as
• Upgrade condenser: If it’s at least half full,
jewelry. There are always just enough for all
the vault condenses 2 dust instead of 1.
player characters and no more.
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narrative play) or as a free action in combat. A character’s cooking skill is a unique action,
Characters can only hold on to one flask at once. starting at 1d6. A character can improve their
• Flask of Action: A character can drink a flask cooking by investing 2 xp to improve their
to gain +1 boon and increased effect on their cooking skill by 1, up to a maximum of 4. Xp
next narrative action invested in cooking has to be spent when you gain
• Flask of Relief: A character can drink this xp and not from your bar.
flask to clear 2 stress
• Phoenix flask: An incapacitated character can Roll 1d6 per level of cooking skill and choose any
spend a full turn to drink a Phoenix Flask to die as the final result.
Rescue themselves at the end of that turn.
• Cleansing flask: A character can drink this Meal effects apply to the very next combat
flask as to cure themselves only you get into.
• Power flask: A character can drink a power
flask to gain bonus damage on all actions until
D6 Result
the end of their next turn.
1 Burnt meal - No effect!
GMs can offer flask ingredients as rewards for
treasure collected during an expedition, or side 2 Nutritious meal - Ignore terrain
tasks. If that's the case, forgo the dust cost for penalties for difficult terrain and moving
brewing a flask if you have the ingredients. up terrain
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• Improved tackle box: Gain 1 free use of • Arkentomes: Characters can make rolls to
bait an expedition recall or gather information about dungeon or
• Beginner’s luck: If a character fishes that was monster lore at +1D
different from the previous time, they fish with
+1d Kapkat Table
• Trophy board: If you catch a super rare fish, Purchase: 3 dust
everyone gains 1 xp. Upgrade: 3 dust
• Catch and release: If you release a fish you
caught back, all characters can tick 1 segment on This table is for playing kapkat, a competitive and
a burden. collectible card game that simulates a battle
between demons and brave warriors called
Forge bearers of the flame. The colorful character and
Purchase: 6 dust card art is very popular with certain circles.
Upgrade: 3 dust
Though a basic deck isn’t hard to come by, quality
A workshop for building weapons or armor, and decks of cards are usually beautifully printed and
keeping them in tip top shape. kept by nobles as a luxury item, with rare cards
going for a lot of dust, but they end up making
Every character can add +1 to their endure or their way down to enthusiast collectors, where
smash ratings, up to a maximum of 4. there is a healthy secondary market.
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• Ruby Princess Card (1 dust): Gain increased creature, or fairy. The spirit is friendly to your
effect on Charm rolls against anyone else with group, and can be played two ways: either as an
this card (anyone playing kapkat has about a NPC, or as a character (for a player to control).
50% chance of having one, check with a d6).
• Vessel of Avarice card: It’s uncertain what The spirit can only be summoned as a character if
this rare card does, but having it does make rare it’s controlled by someone who is not already
cards cheaper (1 dust) playing a character, including the GM. Playing a
• Sapphire Warrior Card (1 dust): You can spirit for a group is a good way for someone not
wager up to 3 rare cards on competitive matches familiar with role playing games, guesting for a
if your opponent agrees. session, or calling in remotely for a session to
• Golden Maiden card: You have a special participate, since it is relatively simple.
ambition clock you can attempt to fill out for
free each downtime (6 segments). When you fill As an NPC, the spirit has the following powers:
it up, get a rare card. • Narrative: The spirit has 2 stress, regains all of
it when you camp, and can burn it to give
Shrine someone aid. It doesn’t take harm and doesn’t
Purchase: 3 dust take actions otherwise.
Upgrade: 3 dust • Combat: The spirit is not a unit in battle, but
can be invoked any time by a character as an
Shrine to the Titans, the slain precursors. Grants interrupt to aid someone, letting them roll twice
Divine Mercy. When characters would take their on any d20 roll and choose either result. This
last wound and die, roll a d6. On a 3+, they ignore ability works once per battle.
the wound instead and miraculously heal all
wounds and hit points. Divine Mercy can only As a character, the spirit has the following powers:
occur once for a character ever in their life time. • Narrative: The spirit has 3 stress, 2 harm, and
rolls 1 dice for all actions. It heals all stress and
Upgrades: harm at camp. If the spirit takes maximum
• Commune: Once a session, a single character harm, it must disperse for a scene and can take
can pray at the shrine and ask a yes/no question no more action, then re-enters the next scene
about a person, place, or object. The GM will with 0 harm.
answer with one of the following: Wheel (yes, • Combat: The spirit is a size 1 allied summon
positive), Stone (no, negative), or Chaos (mixed with 10 hp, 10 defense, 0 armor, and 4 speed. It
outcome). heals to full HP after each combat. It can take a
• Absolution: A broken character with 3 standard move and the following actions:
burdens can pray at the shrine during camp to • Spirit slash (light magic melee or
recover from being broken. They must still take ranged attack, range 3) On hit: 1d6
a break from the next expedition. damage. Miss: 1 damage
• Resurrection: A dead character (someone • Push (1 action): An adjacent character is
who took 4 wounds and died) can be returned to shoved 1 space
life during an interlude by burning 10 dust, as • Spirit blast (1 action): A character in range
long as they died in the last year. The character 3 is branded or dazed (spirit’s choice).
is living on borrowed time as the dust is • Dash (1 action): The spirit dashes 2 spaces
animating their body and must undergo a • If defeated in combat, the spirit disperses
journey or expedition to make things and reappears in a space in range 3 from an ally
permanent. The GM can set up an expedition or at the start of the next round with full hp.
an ambition for this.
Upgrades:
• Empowered spirit: The spirit gains +1 stress
Spirit Idol
and its combat ability as an NPC can be used
Purchase: 6 dust
twice a battle instead
Upgrade: 3 dust
• Great spirit: As character the spirit can choose
to become Size 2 when it starts battle. If so, its
You can pray at this shrine to summon its etheric
speed is reduced to 2, but it also becomes Sturdy
spirit - usually in the form of an animal, small
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Survival Gear
Purchase: 6 dust
Upgrade: 3 dust
Upgrades:
• Rangers: Increase VIT by 1 for all characters
• Toughened: All burden clocks are 1 shorter
• Footwork: On the first turn of combat only,
all characters can move diagonally
• Advanced Footwork (6 dust): Increase
speed by 1 for all characters
Thieves’ Gear
Purchase: 6 dust
Upgrade: 3 dust
Upgrades:
• Skeleton Key: 1/session you can make any
action roll to open, unlock, or activate a device
or door superpowered in effect.
• Shadow cloaks: For the first combat after you
embark on an expedition, start with stealth.
• Whisper cloaks: Also gain this benefit after
you camp.
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RULES
into other expeditions, including the actions and
fixtures related to supplies.
Establishing expectations
The following section contains custom rules for
running different expedition types. When If you’re going to use these rulesets, make sure
characters embark on an expedition and one of everyone is on board - not everyone wants a game
these rulesets is a good fit, the GM can choose to about tracking supplies, for example!
use these rules for the expedition.
Keeping things loose
Not every expedition needs specific rules, but
using these templates can help set expectations These rules are kept slightly open for a GM and a
for the entire group, and set up a clear structure player group to improvise within the tone of their
and goals. table. For example, the weather section in the
Trek rules have specificity about what ‘terrible’
The first part of each ruleset asks the GM and the weather means in terms of the game system, but
players to define the goal of the expedition, then don’t really specify what that weather is - a
has some rules about the overall basic structure rainstorm, a sand storm, fiery comets, a blizzard -
of the expedition. Then there are some questions it’s dependent on your game.
(mostly for the GM) to help set up the expedition.
Write your own
The last section of each ruleset includes additional
custom rules for each expedition type, including You can use these custom rules as inspiration for
expedition actions. creating custom rulesets for your own games.
Clocks and scene trackers are extremely versatile
- Expedition actions: These are special tools that can be used to help set up rules for
narrative actions that are specific to each anything from building your own town, to
expedition type. They are rolled just like running a trading operation, to exploring a mega
regular narrative actions. Sometimes they’ll call dungeon. Try it out!
for a specific action, sometimes a range of
actions, and sometimes any action. For There are tons of custom rules for four different
example, an action that calls for a tinker roll kinds of expeditions here: Dungeon Crawls,
can only be rolled with a character’s tinker Battles, Intrigues, and Treks.
rating. Unlike regular narrative actions, these
actions have defined outcomes, and often
ask players to choose from a list of options
depending on their final roll.
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hitting the back of the altar in a way that looks a another system, you can usually pretty
little odd’. comfortably ignore them.
- Let characters wander on. Don’t force
characters to backtrack if they missed Abstract Map
something.
- Make sure characters enter with a clear goal. Draw or write out the chambers in your dungeon,
Dungeons need a compelling reason for and connect them with corridors. You can draw
characters to press on. each chamber out as a box without any specific
- Don’t waste time backtracking. Characters dimensions, then connect them with lines. You
that have passed over traps, hidden doors, don’t have to be a good artist, just be able to figure
journeys through darkness, etc can reasonable out how each chamber connects to another.
be assumed to go back through them again
without having to roll or play a scene out. In this setup, there’s no actual map for the
- Clearly communicate when characters are characters, and its physical geometry doesn’t
chasing a dead end. It’s ok to break the fourth matter too much. This is good when running
wall a bit to tell characters there is no more something like a wilderness area as a dungeon,
treasure or secrets to be found here. but can also easily be used to run traditional
- Make sure paths are clear for characters. An dungeons.
easy way to do this is always leave an open door
for them. If they need a key to progress, they Number each chamber, then write down the
should be able to intuit where to find it. If a size, look, details, points of interest, possible
bridge is down, they should be able to see the treasure, dangers, encounters, and mysteries
other side of the chasm. inside each box or on a separate sheet of paper. If
there are smaller zones or rooms inside those
BASIC STRUCTURE chambers, you can also detail those.
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- Start a new ticking clock with dire
consequences, or tick up an existing clock
If characters can’t pay this cost or choose not to
Additional Rules pay this cost, they must immediately abandon 1
haul for every ‘1’ result they got.
Here are a number of rulesets you can use to
modify or add to a dungeon crawl to reach the
experience that your group is looking for.
Light
Use this rule when light is a factor and darkness
Haul represents a major impediment or danger.
For this rule, characters must gather up Characters embark on an expedition with a
something from inside the dungeon and carry it certain number of torch dice, representing
up to the surface. Traditionally this could be lantern oil, torches, magical reserves, etc. These
arkentech, dust, artifacts, or other valuable or are d6s. Typically characters embark with a
powerful artifacts, but it could also be things like number of dice equal to the chambers they expect
medicinal herbs, food, supplies, or even to pass through, plus a couple more.
something like rescued captives.
If characters run out of torch dice, they run out of
You can tie this to the rewards characters would light and things become pitch black. All narrative
normally receive for finishing an expedition if you actions become riskier and less effective, and
like, to put some tension in the expedition. If you in tactical combat all player characters and allies
do so, make sure there are more rewards available are blinded+ and take +1 curse on all attacks
than normal. and saves. In tough situations, you could rule
that pitch black means characters are forced to
With this rule, characters track Haul for the retreat completely and abandon the expedition.
group, which is a number (like 1, 2, 3, etc) that
abstractly represents the stuff characters have to Every time characters exit a chamber, they
keep on them. Decide what the thing the make a torch check.
characters have to carry out is worth in haul and
establish this before the expedition. For example, Action: Torch check
2 dust = 1 haul, 1 rescued person = 2 haul, 2 When characters exit a chamber, take a torch die
bundles of medicine = 1 haul, etc. and roll it. On a 1 or a 2, discard the die.
To represent Haul being a problem to lug around, The GM can also force characters to make a torch
you can use the Haul check action. Only make check as a complication, consequence, or
this check in tense situations - like running from tradeoff from their actions.
monsters, dodging traps, or escaping a collapsing
dungeon. Action: Take your time
If you want to be more cautious or careful about
Action: Haul Check an activity, when you make a narrative
action roll, you can burn a torch die and roll it as
In a tense situation where haul would slow +1d6 (a boon) as if you had just pushed yourself,
down, impede, or endanger the characters, without spending stress. This represents taking a
roll 1d6 per piece of haul them have with them. little more time.
For every ‘1’ result, characters must choose one of Characters can find more light by taking the
the following: Kindle action
- Make a tradeoff, sacrifice, or pay a cost (in
harm, time, safety, light, etc). Action: Kindle
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Once every three chambers, characters can Set up an encounter clock, from 3-6 segments.
attempt to find more light. Choose one character Longer clocks mean less encounters. You should
to kindle, who makes an action roll (smash generally make the clock visible to players, but if it
furniture into kindling, tinker with a wall lantern fits the tone of your group you can also keep it
to see if it can be extracted, study monster parts hidden. Each time characters exit a chamber, roll
to see if oil can be made from them, etc). 1d6.
On a 1-3, characters may take one extra torch On a 1 or 2, tick the clock up by 2
die, but must confront a risk or danger first, or On a 3-5, nothing happens
pay a cost (in harm, time, or safety). On a 6, tick the clock down by 1.
On a 4-5, characters can either find 2 torch dice
and pay the cost as above, or find 1 torch die You can also tick the clock up as a consequence,
On a 6, characters find 2 torch dice. tradeoff, or complication from characters’ actions,
and tick it down if characters take action to try to
Variant: Darkness move more quietly or mask their trail.
With this variant rule, the waning light of the In certain situations, you could also tick it up if
torch fuels an almost supernatural malice. Every characters get into a fight (fights are noisy!) or
time a torch die is spent, it becomes a darkness camp (they are spending a lot of time in one
die. place).
In a tense situation where darkness could If the clock fills up, characters get an
impede the characters, make a darkness check. encounter, then it resets. This could be a narrative
or tactical combat, but doesn’t necessarily have to
be something dangerous - it could be something
Action: Darkness check like a wandering merchant or a harmless but
curious monster. You can use encounter tables
In a tense situation where darkness would (write up a table using a d6, d8, d20 etc and
impede, or endanger the characters, roll 1d6 assign encounters to each number) or just have a
per darkness die. preset list of encounters for an area.
For every ‘1’ result, the GM chooses one of the Do not use random encounters at all for anything
following: the players need to progress through the dungeon
- Force a character to pay a cost (in gear, - they should be a purely extraneous layer.
supplies, time, etc) or become separated
from the group
- Put a character in a bad or worse situation Traps
- Start a new ticking clock with dire
consequences, or tick up an existing clock
Traps are a pretty common component of
dungeon crawls. In ICON, players always have the
Darkness goes away when characters camp, exit
initiative, so traps must be run with two caveats:
the dungeon, or go into an interlude.
- If you’re going to use traps, you can only spring
Wandering them on players as a consequence or
complication of their actions.
-
Encounters Traps can only inflict harm on characters if
you’ve established them (the normal rules
for inflicting harm). You must show characters
If you want to add an element of tension to a that there’s some danger - a corpse, a strange
dungeon crawl, you can add ‘random’ encounters scrape in the stone, a weird gust of wind, etc.
or wandering monsters to the dungeon. Harm inflicted depends on the risk of the action
characters are taking, as normal, not the
potency of the trap.
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This can represent physical depth, or just When you try to go somewhere specific in
challenge. You can also have one dungeon contain the labyrinth, make an action roll (survey the
chambers, floors, levels, or areas that are different walls for your own tracks, tinker with a piece of
depths entirely. string to mark your path, smash through the maze
walls, etc). Check the final result:
This allows characters to wander into different
dungeons or areas of dungeons that are more On a 1-3, you get hopelessly lost. You end up in a
challenging than they are expected to take on. If brand new chamber you’ve never been to before,
you’re using the depth rule, characters should which the GM can choose. If characters have been
always be aware of how deep a dungeon is. to all chambers, upgrade this to a 4-5 instead.
On a 4-5, you can find your way to where you
need to go, but suffer a cost (light, time, supplies,
EXPLORE harm), must make a tradeoff, start a ticking clock,
or suffer a complication.
With this rule, characters are incentivized On a 6, you get where you intended to go.
(perhaps by someone that hired them) to explore
as much of the dungeon as possible.
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Usually there is a secret of the labyrinth that once at a time. When characters complete an
characters can figure out to avoid making this expedition in a mega dungeon, they should get a
action. chance to have some downtime and an interlude
to replenish their camps and renew their
Palace of doors resources. Decide how this is possible - maybe
they have a mobile camp, or there is an
A madcap variant of this setup. Doors in this underground settlement they can return to, or
dungeon are arkentech, ensorcelled, or connected they have access back to the surface quickly.
to an extra-planar space. Assign every chamber in
this dungeon a number or range of numbers on a
d20, until every number on the d20 is filled. Wonder
Whenever a door is opened, it leads to a random
room each time it is opened (roll the d20) unless This is a simple rule that rewards characters for
characters use the Navigate the Labyrinth action. exploring and finding points of interest. It adds
the following xp trigger for all characters for
narrative play. At the end of a session, ask this
LAIR question:
A simple and classic variant of a dungeon crawl. Did you see something glorious, wondrous,
This dungeon is the lair of a huge, ancient, or very terrifying, or truly impressive? If so, take 1
powerful monster (probably a Legend if you’re xp.
using tactical combat). When thinking about the
character of this dungeon and its rooms, Characters don’t have to necessarily all agree with
chambers, and points of interest, they should all each other but the GM gets last word on whether
relate somehow to this creature. this triggered or not.
Megadungeon
This is a setup that allows you to simulate a truly
enormous dungeon, and is pretty simple. Set up
multiple dungeon expeditions. Each could
represent an ‘area’ of the mega dungeon, a wing of
the dungeon, or a new layer or level.
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Battles don’t necessarily have to involve Examples (each bolded phrase is a scene):
combat, especially tactical combat, every scene, - Characters must fight through the gates of
or even at all. It’s easy to think about situations the dark citadel, OR scale its walls. Once
where speed, daring, and physical action can be inside, they have to locate the throne room.
interweaved with fighting, or even stand alone Then finally, they must confront the Cinder
without any fighting at all. King.
- Characters must fight the battle of Arlen Loch
For example, a battle expedition can be used for throughout the day. In the morning they must
rescuing people from a disaster situation, a sports survive the assault, in the afternoon they
competition, or a trial of skill. must either blow up the bridge to prevent
enemy reinforcements OR help the left flank,
Usually there’s not much breathing room between and in the evening they must survive until
action scenes in a battle, so these expeditions are dawn.
good when pushing the drama and action to the - Characters must rescue the villagers of the
forefront. They can become exhausting if used valley from the encroaching volcano, and can
back to back unless you have a group that’s choose any order to check the temple, the
onboard for that sort of thing. village proper, and the lake for survivors.
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If the scene ends negatively, characters can save There might be combat involved, but the focus
nothing but themselves. should be on rescuing people and getting them
out of danger. To represent the encroaching
In the final scene, characters must fight to save threat, you can use a 6 or 8 segment clock,
everything they brought with them. If the ticking 1 segment up whenever characters take
scene ends positively, they can make it out of the action, move on to a new scene, or as a
battle with everything they saved, and possibly consequence of their actions. Whenever the clock
even win. If the scene ends negatively, go fills out, the situation gets worse and it gets
through each thing characters brought with them. harder and more dangerous to rescue people
A character must make a major personal (increase the risk of narrative actions, increase the
sacrifice worth at least as much as the thing size of clocks to rescue them, add reinforcements
they’re trying to save in order for that thing to to combats, etc). If this happens 3 times,
make it out safely. Otherwise, it’s lost. characters have to leave with whoever they’ve
managed to rescue and have to bail out on the
expedition.
Musou
This variant rule is purely for tone, and fits high-
SPORTS
powered characters and campaigns. In this rule,
only foes and challenges in actual action scenes This battle is a sports competition, using 2 or 3
are worthy of the characters’ attention. Whenever scenes. Each scene represents a half or quarter
characters transfer between scenes in a battle, of a sports competition.
characters should describe how they totally
blow through, overwhelm, or smash past Action: Scoring
all the obstacles and foes in their way. If you’re playing with this setup, put out two
clocks, representing the score for each side, with 4
Pit Fight or 6 segments. When characters take action
to try and score, tick the characters’ score clock
up, and tick the other side’s score clock up as a
This simple variant rule can be used for complication, tradeoff, or consequence.
gladiatorial fights or combat trials. In this variant, When a score clock fills up, reset it (extra
run an odd number of scenes, with each scene segments don’t ‘spill over’), and score 1 point for
representing a round of battle in the arena, and that side.
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Trial
This variant rule can be used for when the
characters are being judged as a whole. It could be
a divine trial in a dungeon set up by ancient
beings, a judgement trial by combat, a series of
tasks set up by a corrupt king, a friendly series of
sparring matches, or a series of tough
competitions.
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ticking clock, confrontation, or consequence that - What happens when characters are able to
will either slow them down or have dire personal confront what they’re looking for?
consequence. - What happens when the tension clock fills out?
- Is there a danger or opposing force to the
What this means depends on the intrigue you are players?
running. You can also set a failure state if the - Do you expect tactical combat in this intrigue at
tension clock fills up too many times (usually all? Communicate that to the players.
around 3-4 times).
Setup
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fleeing criminal, or perhaps merely someone that Figure how how many factions are present,
doesn’t want to be found. and what they want out of the negotiation. This
works best with 2 factions, or an odd number, like
Run the investigation clock like normal, only 3 or even 5 (for more complicated expedition).
when the clock fills up, the final confrontation is
catching up to the quarry. Instead of running one investigation clock, set up
a shorter clock for each faction, representing
Each time the tension clock fills up, an obstacle their needs or demands. These clocks can be
gets in the way of the characters. For example, the different lengths (an easy to satisfy faction might
monster the characters are tracking starts an have a 4 clock, and a hard faction might have an 8
avalanche, a corrupt inspector confronts the clock). When the clock fills up, that faction is
characters and tries to shut down their expedition, willing to negotiate in good faith.
or the characters run into some unsavory types
who are also on the trail of their quarry and don’t The investigation ends when the majority of
want competition. factions are willing to negotiate. In the case of a 2
sided negotiation, both sides must be willing.
Failure to avoid or confront the obstacle slows the
characters down and makes their quarry more The terms that get worked out are usually in favor
prepared for them when they arrive. You can, as of the factions that have received aid from the
always, set a failure state after the tension clock characters, ie the factions whose clocks are full.
fills out 3-4 times to give characters a time limit. Those factions get their demands met, in
some way.
If you’re intending to use tactical combat, it’s best
to save a tactical combat encounter with the The tension clock in this scenario represents
quarry as the final confrontation - as doing so factions or outside forces interfering with
communicates that characters can fight and win. negotiations. When the clock fills out,
If you want a monster to show up earlier to attack characters must act to prevent interference. If
the characters (only to escape or get away), run it they fail to do so, the GM can adjust all clocks up
as a narrative encounter and make it clear to the or down 1 or 2 segments to represent this.
characters they can’t catch or pin down their
quarry in real tactical combat without completing You can set an interesting fail state with this
the investigation. scenario by having a faction that nobody wants to
work with, or that has malicious intent (like an
Variant: Chase empire demanding surrender). When the tension
clock fills up, they can fill their demands clock up,
You can also run an inverted hunt as a chase. In and if it ever fills, negotiations collapse in
this case, characters are the quarry, and are their favor.
fleeing from something. Instead of confronting
their pursuer, if they fill out the intrigue clock,
they escape. If the tension clock fills up too much,
they are caught.
NEGOTIATION
In this variant, characters are trying to broker
some kind of agreement between different
warring factions - a peace agreement, a settlement
of debts, a trade-off of prisoners, etc. Sometimes
characters are present as mediators, or guards, to
make sure things go smoothly, rather than
negotiating directly.
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Goal Setup
The goal of a trek is always to arrive at the For the players: Choose job and abilities, and
destination. When you’re leaving on a trek, make sure you’ve read your abilities and your
you’re usually heading out from a place of safety, camp fixtures. Then answer the following
but that’s not always the case. You may be questions.
traveling to a dungeon, traveling through a
dungeon, escorting a nobleman’s son home, - Will your character be tested by this journey?
undergoing a journey through a deep and - Is it personally significant to them in some
monster-filled swamp, or taking a shortcut way?
through an infested mine. - What does your character expect from this
journey?
When you embark on a trek, name the
destination, and if there’s any special caveats, You can let your GM know your answers.
like cargo or passengers you have to take with
you. When you reach the destination safely, the For the GM:
trek is over.
Set up each leg of the trek:
Treks are always dangerous or challenging - How long is this leg of the trip? Set a clock for
to some degree. Name the possible dangers and each leg.
challenges that lie ahead. - What kind of environment is on this leg of
the trip?
Structure - What dangers and challenges lie along this
leg of the trip? You may have already detailed
Treks are split into legs. An average trek has 2-3 this earlier.
legs. A longer trek has 4 or more, and very long - What points of interest are during this leg of
treks that might take multiple sessions to the trip?
complete have more. - Are there side activities, opportunities, or
rewards during this leg of the trip?
Each leg of a trek represents a period of time - What choices will characters have to progress
spent traveling through a different region with a this leg of the trip? Characters should always
different challenge, sights, people, etc. A leg can choose how to progress on their journey. You
include possible tactical combat, but the total trek should make sure to present them with options,
shouldn’t include more than 3-4 tactical combats even if that’s just a fork in the road, and to be
unless it’s very long. flexible when players improvise.
- Are there tactical combats in this leg, if
The GM sets up a clock for every leg of the trip you’re using them? If so, prepare any expected
with 1-4 segments. Each time characters fights, and decide what situations will trigger
complete a scene or accomplish a goal that them.
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GM pitfalls
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On a 4-5, you can get the info you need, but you
need to take a risk, expose yourself to danger, or
Additional Rules make a sacrifice or trade off to get it.
On a 6, you get the info you need with no
tradeoffs.
Here are more specific rules that can be used
depending on the tone of your game and the type
of trek you want to play through. SUPPLIES
Scouting You can use these rules when the Trek is through
a part of the world where supplies are scarce, like
a desert, deep dungeon, icy waste, or ocean.
If you want characters to have limited or unknown
information about the dangers in the next leg of Track two things on the camp sheet: supplies
their journey, you can use the Scouting action. and baggage.
The action can be taken by only one character,
once per leg, though they can receive help. - Supplies are an abstract resource that
represent food, medicine, parts, etc.
Action: Scout - Baggage are situations, facts, or objects that
could potentially slow the group down or make
If the dangers ahead are unknown or them require more supplies, such as sickness, a
unclear, the GM can call for a one character to broken cart, an NPC they are escorting, or a
make an action roll to gather information (study lack of warm clothing, etc. When you get
tomes, recall survival info, charm the locals, baggage, describe it briefly on the sheet.
survey the terrain, etc). Decide what you’re
looking for (paths, terrain, possible monsters, To move on through a leg of the trek,
etc). Make the roll and check the final result. characters need at least 2 supplies, +1 for every
baggage currently affecting them. Otherwise,
On a 1-3, you can get the info you need, but will even if characters fill the clock out, they can’t
immediately get into danger or trouble. advance.
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To advance, characters that lack supplies have to On a 4-5, choose: same as above, but you can
take some action to gain supplies or to gain 2 supplies instead, OR gain 1 supplies, no
clear the baggage affecting them. To a clear complications.
baggage, characters can play a scene out, make an On a 6, you gain 2 supplies with no
action roll, or make a tradeoff or hard choice, as complications
offered by the GM, and depending on the nature On a 6, 6, you gain 2 supplies and can also
of the baggage. There are some actions below ignore the effects of 1 piece of baggage.
that characters can use for this.
Action: Push through
Starting supplies: When characters lack supplies to move on to
Characters usually start with all the supplies they the next region, they can make the following
need for a trip. This can be made harder if they choice on how to progress:
start with less, or start with some baggage (maybe - Take baggage equal to the difference in
they’re escorting a nobleman’s son, or refugees, or supplies needed. Detail them. This can’t be
have a broken wagon, for example) done for the final leg of a journey.
- All characters take harm equal to the supplies
Gaining supplies: needed. This harm can be resisted as normal.
Characters can gain supplies or make tradeoffs - The GM can offer characters an opportunity,
with the actions detailed below this section. trade-off, or hard choice in order to gain the
supplies necessary to progress.
Losing supplies:
When character advance a leg of a trek, they lose
Action: Make things complicated
all the supplies they just paid to advance.
When a character would take any amount of
harm, consequences, or a burden from their
Characters might also lose 1 or even 2 supplies
actions, the GM can offer baggage instead.
during the course of their actions as
consequences, tradeoffs, or choices that they
make. Optional rule: Limited Camps
Losing baggage: With this rule, characters can camp any time, but
If you dump baggage, you’re not necessarily camping costs 2 supplies +1 per point of baggage.
physically getting rid of it - it just stops being an
issue or a burden.
TIME LIMIT
Action: Forage
Once per leg of a trek, your group can forage The Trek has a time limit - perhaps characters
for supplies. Either make a team action to look have to reach somewhere fast, are trying to outrun
for supplies, or designate one person a forager something, or are taking a limited opportunity.
(they can receive help as normal). You hunt, fish, This can be represented with a clock (usually with
scavenge, pick up food, herbs, etc, or just scrape 6, 9, or 12 segments), which starts full and you un-
what you can from your environment. Make an tick as time progresses. When the clock is empty,
action roll (survey the land for resources, study characters have run out of time and suffer the
the dirt for animal traps, endure cold weather, consequences, which could mean failing their
etc). goal.
On a 1-3, you find 1 supplies, but they are in a A basic setup is to have a clock with a number of
dangerous, challenging, or contested location. segments equal to the number of legs + 2 or 3. For
Perhaps they’re at the top of a waterfall, or example, you could have a 6 segment clock for a 3
guarded by a monster, or you’re not sure if they’re leg trek. Untick one segment each time characters
poisonous. Back off and lose them, or play a scene advance through a leg of a journey, and untick a
out to see if you get them. segment when offering characters a tradeoff,
opportunity, moral choice, or as a bad
consequence or complication of their actions. For
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With this rule, characters can’t automatically Characters have something to escort: an actual
move on to the one of all of the legs of the journey caravan, goods, a group of soldiers, a valuable
without beating, avoiding, or surpassing some beast, food, aid, passengers, an NPC, or an object.
challenge - such as a huge cliff, a massive The ‘caravan’ has a wear clock (with 4,6,8,12
monster, a valley full of stampeding beasts, a river segments as normal). Moving from one leg of a
of lava, etc. journey to the next ticks the wear clock up by 1.
Longer clocks indicate more durable caravans.
This does slow down the pace of the game, so it’s
important to make sure that a gatekeeper is an The clock can also be ticked up as a consequence,
interesting or dramatic set piece or challenge. tradeoff, or choice for characters’ actions.
Characters shouldn’t be barred from moving on Characters can untick the clock by taking action,
completely but shouldn’t be able to make it out making tradeoffs, or playing out scenes to
unscathed if they just barrel through. reinforce, heal, or repair the caravan.
Any time, you can check the clock and see what
Peaceful trek condition the ‘caravan’ is in:
- No wear, or 1 segment: Excellent condition
This is a very simple variant rule. There is no - Under half full: Good condition
tactical combat or combat or any kind expected on - Half full or more: Poor condition
the trek. The problems characters will face may be - Full: Falling apart
dramatic, dangerous, stressful, or painful, but
won’t involve fighting. The condition of the caravan could affect
characters’ pay, the state of NPCs, morale, the
quality of supplies or food being delivered, etc.
There and back again
If the clock is full and the caravan would gain
more wear, it is lost, destroyed, injured, etc until
This is a variant rule to use when characters must
repaired or recovered.
arrive at their destination and then return using
the same route. It helps speed up play. It’s a
Optional rule: Random Wear
simple rule: when returning, if characters are
When you advance a region, roll 1d6. 1-3: Wear
using the same route, skip any costs they have to
advances 2, 4-5: Wear advances 1, 6: Wear
pay, and only play out the problems,
advances 0.
dangers, or situations that they failed to
resolve, confront, or overcome on their
way over. Otherwise, you can just ‘montage’
them back to their starting point.
Patrol
This is a simple variant. Characters are tasked
with completing tasks or solving problems in at
least two or three legs of the journey. Make sure a
leg has only one major task if it has one. If
characters move on without confronting or
resolving it, the situation is either left to chance or
progresses on its own, usually for the worse.
Caravan
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Monsters are dangerous and beyond reasoning
with. Though some have some shred of
intelligence, they are motivated by hunger, pain,
survival, or a supernatural desire for destruction.
Monsters can’t be bargained with and have
simple motivations for violence (food,
territory, aggression, or survival). In many cases
(but not all), monsters will fight to the death.
Kin
FOES
increasingly high in the Churning Age, with the
large number of blights and the decreasing safety
of the roads. Mountain bandit, lowlander, or
coastal pirate clans will often organize and
The ruins that litter Arden Eld and churn beneath maintain large hideouts, where they will
its surface are sometimes peaceful, hollow affairs - periodically raid nearby towns for loot and
full of dust and destroyed monuments to a dead captives. In the ruins themselves, some
empire. More often than not, however, they are adventurers make a living not only off the ruins,
host to innumerable monsters that slither, crawl, but also off robbing their fellow adventurers. In
and stalk through their hallways, born of the the cities, wealthy criminal syndicates, sometimes
Doom that befell the Arken Empire and the grand masquerading (or acting openly!) as guilds,
technomagical projects they undertook. These pursue enrichment at all costs, running
ruins can be deadly places despite the riches they kidnapping schemes, forcing labor, or using debt
offer, and occasionally when a ruin surfaces, it to control large numbers of people.
disgorges hordes of monsters that eventually boil
over into the surface world, called a Blight. Mistrust has reached the point that some towns
Minor Blights can deform and destroy the and cities have begun eyeing the legacy of the
landscape and threaten nearby villages, towns, Arkenlords, arming themselves for what they see
and cities, and every few decades a blight surfaces as a coming grand conflict between Kin. War
that can threaten large portions of the world. Left between city states or towns, so rare between Kin
alone, a Blight will turn the world above into a in the Green Age, is becoming more common and
mirror of below - poisoned, twisted, and crawling increasingly severe in scale. Some powerful towns
with monsters. or city states see themselves as inheritors of an
imperial legacy, with the warlords helming them
Monsters titling themselves a new Emperor, seeking to
unite the cities by force into Arden Eld’s first
The creatures that stalk the halls of the ruins are a nation. The ambitions of these self-styled
mix of mundane beasts that have been warped by Imperials remain unfulfilled - for now.
the ruins’ influence, native fauna that have grown
accustomed to dungeons, terrifying horrors from When Kin commit or threaten violence, it’s
beyond the realms of understanding, and the always motivated. Kin can be bargained
remnants of the old empire, animated by the with (even if that bargain on your end is giving
ruins’ magic. up all your money or throwing down your
weapons in surrender!), they’re people after all.
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Kin will almost never fight to the death and soldier will function much of the same (an up
will often flee or surrender if their lives are close fighter that gets more powerful when
threatened. adjacent to an ally). The jobs are not strict
definitions and can be ‘flavored’ any way you like.
Monsters and Kin For example, if you need a flying monster that
harasses enemies, you probably want a Hellion. If
In combat, there are a few rules to apply to you want to represent a guard with a crossbow,
monsters and kin: you can choose a Pepperbox (for a more mobile
option) or a Sniper (for a long range, slow, high
1. Kin always have reasons to fight. If their damage option). The Hellion could just as well
demands or desire are met, then they are willing represent a soldier using a magitech device to fly
to bargain or avoid a fight. around, however, and an Archer could represent a
2. Kin will surrender or flee, potentially monster that launches spines, spits acid, or
ending a tactical combat, if they have suffered something similar. This flexibility allows you to fit
heavy losses or see there is no chance they will the ‘fantasy’ of the foes you are thinking of in your
win. Typically this is easy to judge as a GM, but story and fit them to statistics that help them
make a call when Kin are outnumbered 2 to 1 or perform that role in combat.
more than half their forces have been defeated.
Sometimes Kin have a special flee condition. There are four classes for foes, with numerous
3. Kin won’t kill without a reason. jobs inside. Each class grants every job its general
statistics must like player jobs, and are roughly
Monsters can ignore these rules. equivalent to the four player classes. When those
statistics are different from the usual, it’s listed in
The most important rule to stick by is that each job’s stat block.
monsters are never people, and people are
never monsters. • Heavy: Slower, melee focused enemies that
defend their allies with their higher hp and
Intelligent Monsters traits like Vigilance and True Strike.
• Skirmisher: Fast, mobile, short ranged
If monsters are intelligent, or can bargain, or are enemies that deal high damage but are fragile
characters in their own right, treat them like themselves. Have many traits like Stealth,
Kin. Give them a reason to fight, a reason to kill, Evasion, Finishing Blow, and Dodge.
and decide when they will surrender or flee. Their • Leader: Foes that improve the combat
bargaining demands might be more extreme (flee capabilities of their allies or heal them. Have
my tomb or perish) but make sure they are clear. traits like Diaga (the NPC version of Cure),
Shelter, or auras that improve or move their
allies
How to use this section • Artillery: Long range, slow enemies that
become powerful if left alone. Deal the highest
In tactical combat, foes in ICON have statistics damage but relatively little defense or health.
such as HP or armor, abilities, and actions just Have traits like Pierce, Overdrive, Aetherwall,
like player characters. On their turn, they can take and inflict Blights
2 actions and move, also just like player
characters. Unlike player characters, they are
Chapter and foes
limited to a few basic actions and the
actions in their profile, and they are also
All foes are gated by Chapter (I-III). Later chapter
much simpler.
foes represent more powerful, rare, or complex
opponents. Lower chapter foes will occasionally
Foes in ICON aren’t listed out in individual detail,
gain additional abilities in later chapters.
like in some role-playing games. Instead, there are
jobs for foes, much like for player characters,
More on the chapter system at the end of this
which informs how they function in tactical
section.
combat. A monster that’s a soldier and a Thrynn
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act normally starting with the following round. Generally speaking, characters should fight foes
You can increase the difficulty of a fight slightly that are in the same chapter as them or lower.
without making it overwhelming by adding 2-3 Lower chapter foes are generally less complex, are
more points to the encounter and bringing the easier to run, and have less tricks. Players at
additional enemies in as reserves at the end of higher chapters will have more access to tools to
round 2 or 3. counter the more powerful foes at higher
chapters, so they tend to be more complex.
Attrition, balance, and the one fight
balance rule You can have players encounter foes that are a
higher chapter than them as a way to introduce a
ICON is designed to be somewhat attritional, with powerful enemy. There’s a few ways to do this:
characters taking wounds and deciding whether to
push on and gain more resolve, or camp and reset 1. Don’t go into tactical combat at all, and make
to regain their healing resources. The game it clear that this is a fight characters can’t win.
expects characters to go through two or three 2. Run tactical combat, but run the higher
fights for each camp. If you’re expecting less chapter foe as an Elite.
fights, or don’t have the time, energy, or plans for
more fights, you can use the one fight balance Conversely, if players run into foes that are a
rule. lower chapter than them and you want to give
them a sense of power, don’t go into tactical
To balance for one fight, you have points equal to combat at all (let them deal with them
twice the number of players. Start with the normal narratively), or run those foes as Mobs instead to
budget of foes on the map, and hold the rest in represent how weak they have become to the
reserve. Deploy half the reserves them on the map players.
at the end of round 2, and half at round 3. They
can act normally in the round following the round Since statistics remain the same across chapters,
in which they appear. all chapters of foes are still threatening to the
characters and will remain so throughout the
game.
Balancing on the fly
One more tip - this game is (by the author’s Ignoring chapter
estimation) balanced as intently as possible, but
the final point of balance is the game master, who The chapter system gates some foes off as a way to
can adjust encounters on the fly if they are too gradually expand the enemy roster, give a sense of
difficult or too easy. breadth to the world, and introduce more complex
game mechanics. If you want to ignore this (you
An easy way if you’re not sure about the balance of have a group that’s comfortable with tactical
an encounter is to hold some enemies in reserve combat games, for example), you can do so at
(1-3 enemies, or an elite, or something similar). If your leisure.
the fight is too easy for players, you can add
reserves as needed. If it ends up being difficult,
you can hold off on bringing in reserves. Do this
sparingly once you have a good feel for your
group.
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haven’t taken their escort to the goal in six character or an objective that must be
rounds. extracted.
• Gauntlet: Player characters start at one edge
of the map and must end their turn in an Combining scenarios
objective zone at the other end of the map to
escape. Characters that do so are removed from If you’re comfortable with scenarios and have a
the battlefield. All characters must extract by more experienced group, you can combine them.
the end of round 6 to be fully victorious - any For example, you can run a King of the Hill
characters left behind are defeated, captured, objective zone with a VIP. Doing so significantly
etc. Use 2x the enemy budget for a normal fight. ups the complexity of a fight and probably
Deploy the normal budget of enemies at the first shouldn’t be done with an inexperienced group.
round, then bring in half at the start of the
second round, then half more at the start of the
third SETTING
• Holdout: Characters must try and survive. Use
2x the enemy budget for a normal fight. Deploy The other thing to think about when designing a
the normal budget of enemies at the first round, memorable fight in ICON is setting - the unique
then bring in half at the start of the second location, set-piece, or terrain that the fight takes
round, then half more at the start of the third. If place in.
characters aren’t totally defeated by the sixth
round, they win. This starts with the battlefield itself. Battlefields
• King of The Hill: Characters must try to hold that have cover, interactables, objectives, terrain
a central zone as much as possible. Place a of different heights, difficult or dangerous terrain,
single zone in the center of the map. At the end or odd shapes will be far more interesting than a
of the round, a side scores 1 point if they have plain empty field.
more characters in the zone than the other side.
Most points at the end of seven rounds wins. Asymmetrical battlefields can also be more
• Scavenge: Place objectives around the map interesting than perfectly symmetrical ones. Try
equal to the number of players plus one. Evenly running a fight in a battlefield that is made up of
distribute them as much as possible. Mark out oddly space platforms, or a room that is a U-
two goal zones, one close to where player shape, or a room that is several underground
characters deploy, and one close to where foes chambers split up by narrow doors and
deploy. Characters must pick up and carry the impassable floor-to-ceiling walls everywhere else
objectives back to their goal zones. At the end of (a classic dungeon-crawling scenario).
six rounds, whichever side has more objectives
in its goal wins. Objectives outside of goals don’t Try to fill at least half your battlefield with points
count, even if a character controls them. of interest. Interactive objects and terrain of
• VIP: Characters must defeat one to three all types (difficult, dangerous, height 1-3,
specific foes. If these foes are not defeated by impassable, pits) can be used to fill out a map. It
the end of round six, the players fail. may be helpful to review the terrain section on pg.
• Extraction: The same as above, but once XX before planning to create an interesting fight
defeated, VIPs become an objective that must setup.
be brought back to a goal zone. Use a smaller
map or fewer VIPs. SET PIECES
• Hunt: A VIP scenario, except the VIP is
hidden in one of 3-5 interactive spaces on the You can also use the world of your game to add
map. The GM secretly chooses which before interesting and dynamic environments for your
the start of the game. Characters can reveal players. Think about them like a backdrop for a
whether the VIP is present or not by spending fight in a movie, game, or book. The drama’s best
an action on or adjacent to that space, placing when there’s something cool going on in the
the VIP on the map adjacent to that space if background!
successful. The VIP then either becomes a
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Not every fight needs set pieces or a unique Characters can search for traps in range 2 by
setting, but they can certainly help make things spending their standard move or 1 action.
memorable and switch things up for players. - A fight in a dungeon with sectioned off rooms
and interactive levers to open or close heavy
Here’s a list of ideas for interesting set pieces to doors, which are destructible terrain pieces that
get you started. In the full game there’ll be a few can be lowered or raised.
more of these and some example maps. You can - An ambush in which player characters place
use these to create or brainstorm your own ideas their characters on the map before NPCs, and
for making dynamic fights. NPCs can deploy in any space that’s not
adjacent to a player character
For effects that use damage, you can use either 2 - A fight in a pitch black map that permanently
damage (for low damage) or a d6. Make the blinds all characters. Characters can pick up
damage piercing, divine, or increase to 2 or 3d6 torches that give them aura 2. Characters in the
depending on how severe you think it is. aura can be targeted normally and also ignore
blinded in the aura.
- A fight on four islands or platforms, with - A fight in a mountain hall with enormous
bridges between them. The rest of the map is pillars of impassable terrain that go floor to
dangerous and difficult terrain (like lava, etc). ceiling splitting up the room.
- A fight in a forest with a large number of old - A fight in a room that’s filling with water,
and enormous trees (height 3 terrain). Some creating difficult terrain in more of the map
are rotten and destructible, and destroying round by round until eventually the whole map
them makes the tree collapse and damage/stun is pit spaces.
characters in a line 5 area facing away from - A fight next to an ancient statue that targets a
where the attack was made. random character with a huge energy beam
- A fight with more foes that normal, but split the every round. At the end of that round, if that
foes into two factions that are also hostile to character isn’t in cover, they are shot by the
each other as well as the player characters. beam and take damage in a huge area.
- A fight on floating islands or rocks. Characters - A fight where the map is split into quarters. At
can interact with a teleporter in the middle of the start of the round, a random section is
each island to teleport to different islands. marked, and at the end of that round, that
Flying characters can move on the map section erupts, explodes, or is hit by artillery.
normally, but other characters that are shoved - A fight on a very steep cliff or hillside that
or teleported off islands are left clinging on to counts as difficult terrain moving up, but has
the edge closest to where they moved off, no effect moving down.
counting as being inside a pit. - A fight in a city street with civilian NPCs that
- A fight in a crumbling, sandy cave, where the can be hit by attacks and abilities. Civilians flee
walls are all destructible terrain with 1 hp. towards one side of the map at the start of the
- A fight in a long, narrow tunnel. Characters can round, and characters must be careful not to
hit destructible terrain pieces to collapse hurt them.
sections of the ceiling, damaging and stunning - A fight in the middle of a battlefield where
characters in certain areas and creating difficult players can interact with objects on the map
terrain. (raising flags, blowing horns, etc) to call in
- A fight with a sleeping Legend foe in the middle artillery or reinforcements.
of the map that is hostile to all factions. If the - A fight in a canyon where both sides are height
Legend takes damage it wakes up and joins the 3 terrain and the center of the map is a long pit.
fight - or it wakes up on its own at the start of - A fight in a burning building, with patches of
round 4. dangerous terrain (fires) that inflict the
- A fight during an earthquake, where pits and burning blight.
poisonous geysers have a random chance to - A fight in an underground cavern, where at the
appear in each quarter of the map each round. start of round 2 the center collapses into a huge
- A fight in a trap-filled catacomb, where pit.
entering certain spaces will trigger traps that - A fight at a dam, which has destructible
stun, damage, or inflict statuses on characters. sections. Destroying the dam creates a huge pit
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Unique Templates:
GLOSSARY OF Mob
You can make any foe a Mob with this template.
Leader
Vitality: 10
HP: 40
Speed: 4 (Dash 2)
Defense: 8
Armor: 0
Fray Damage: 3
[D]: 1d6
Artillery
Vitality: 8
HP: 32
Speed: 3 (Dash 2)
Defense: 6
Armor: 0
Fray Damage: 4
[D]: 1d8
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FOE JOBS
Soldier Knuckle
Basic melee fighter, controls the flow of combat Heavily armored foe that taunts foes
with deft strikes and slashes.
4 armor
4 armor Traits: Fortify
Traits: Fortify Rook: Grants cover to allies
Slash (1 action, true strike, attack): On hit: Overpower (1 action, melee attack,
[D] + fray. Miss: fray multiattack): On hit: [D] +fray. Miss: fray
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Crushing Advance (1 action): Dash 1 space, the start of their turns, and the crusher cannot
shove an adjacent foe 1 space, then become sturdy move. If shoved or moved apart, or the crusher
until the start of next turn. grabs a new target, the grab ends.
Taunt (1 action, recharge 4+): Foe in range 4
must save or be shoved towards the knuckle as far Sledge
as possible, then gain hatred of the knuckle. Hard hitting foe that inflicts stun with a heavy
blow.
Berserker
Traits: Fortify
Traits: Defiance, Fortify
Hilt sweep (1 action, multiattack, melee
Enrage: While bloody, gain +1 action attack): Autohit: fray damage and shove 1
Bullheaded: Has resistance unless suffering Shoulder check (1 action): Dash 1 and gain
from a status. vigilance 1. Smite recharges.
Smite (2 actions, melee attack, recharge 6):
Bloody crescent (1 actions, true strike, Attack: On hit: 3[D] and foe is stunned and
melee attack repeatable): On hit: [D]. Miss: shoved 1. Miss: 1 damage and foe is dazed. Effect:
fray +1 boon against dazed characters.
Leap (1 action, repeatable): The berserker
flies 2. When it lands, all adjacent characters are Greatsword
shoved 1. Straightforward, hard hitting foe that attacks
with sweeping slashes
Sentinel
Foe that uses its reach and alert senses to defend Traits: Fortify
an area Great Parry (Interrupt 1): When self or an
adjacent ally is targeted by an attack, may grant
4 armor resistance against the attack.
Traits: Defiance, Fortify
Great Slice (2 action, melee attack, Line 3):
Hold the Line: If the Sentinel ends any turn On hit: 2[D]+fray. Miss: fray. Area effect: [D]
without attacking, they gain Sturdy and Vigilance Split Foe (2 actions, melee attack, true
3. Vigilance triggers on all spaces in range 2 of strike, +1 curse, recharge 6): On hit: 3[D].
them. Miss: [D].
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Riddle (2 actions, ranged attack 5, Pinions (1 action): Deal fray damage 4 times to
recharge 6): On hit: Deal 2 damage five times. foes in range 3. Each foe in range must be hit at
Miss: Two times. Effect: Ignores cover. least once before being hit by another pinion.
Swoop (1 action, recharge 4+): End turn
Hunter and leave the battlefield. Return to the battlefield
in a visible free space at start of next turn with
Traits: Skirmisher, Dodge stealth.
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This interrupt can be repeated as long as there is Leader’s strike (1 action, melee attack,
at least one shadow clone. repeatable 2): On hit: [D]. Miss: 1 damage.
Effect: An ally in range 3 can dash 2 spaces.
Commander’s mark (1 action, range 4):
Leader Mark: foe must save or become marked. While
marked, they can’t benefit from stealth, and
Common traits: attacks against them gain true strike.
Shelter: +1 boon on saves Marching Orders (1 action, stance): When
Diaga (1 action): An ally in range 4 can save, Commander takes this stance, as an action, and at
ending a mark, status, or blight on a successful start of each of the commander’s turns, the
save. If that ally is bloodied, they also gain vigor 1. commander and all allies in range 3 can dash 2 in
the same direction.
Monk
Abjurer
Armor 1
Traits: Shelter, Diaga Traits: Shelter, Diaga
Aura of Shielding: The abjurer and adjacent
Counter Strike (Interrupt 2): An ally in range allies have dodge
3 gains resistance against an incoming attack. The
monk may then teleport adjacent to that ally. Cleansing Bolt (1 action, ranged attack,
cross 1, range 5): On hit: [D] and foe is
Fist of Punishment (1 action, melee pacified. Miss: 1 damage. Effect: Allies in the area
attack): On hit: [D] + fray. Miss: fray. Effect: effect are immune to its damage and can save,
Becomes a critical hit against pacified foes. ending a mark, status, or blight on a successful
Seal of Judgement (1 action): A foe in range 4 save.
is branded. If already branded, they must save or Empower Shield (1 action, stance): The
become pacified. Abjurer reduces their speed to 0, but their aura of
shielding increases to range 2 and also grants
cover. They can exit this stance as an action, and
Priest
also exit if shoved or stunned.
Traits: Shelter, Diaga
Diviner
Holy (1 actions, blast 1, range 4): On hit:[D]
+ fray. Miss: fray. Area effect: Fray. Effect: Foes Traits: Shelter, Diaga
inside are branded. Branded foes must save or
become pacified. Wild Card (1 action, ranged attack 6):
Succor (2 actions, 1/combat): Target defeated Autohit: 1 damage and the foe is marked. Mark: a
ally in range 4 and return them to the battlefield card attaches to the target. The next time the
with 50% hp target is hit by an attack, the card explodes in a
Shield of Faith (1/combat, 2 actions, blast 1 aoe explosion for [D]. Foes within must
mark): Allied character in range 3 becomes save or become branded. Then, the mark clears.
marked, and gains sturdy and resistance while Bend Fate (1 action): The Abjurer chooses an
marked. This mark ends if they or the priest is ally in range 5. That ally gains defiance. Until the
defeated. end of their next turn, attacks gain +1 curse
against that ally, and that ally gains +1 boon on
attacks.
Commander
Armor 1 Greenseer
Traits: Shelter, Diaga
Command Aura: Allies in range 3 have +1 boon Traits: Shelter, Diaga
on attacks. Wilding: Immune to difficult and dangerous
terrain
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or area effect: fray. Effect: Summon a pit in a free Lance (1 action): Line 8 Area effect. Characters
space in the area. Blightboost: Foe is shattered. in the area taking piercing fray damage. Ignores
Summon Storm (1 actions, terrain effect, cover.
recharge 6+): Summon a blast 1 terrain effect
in range 8. While inside, characters are Sapper
vulnerable and blinded. This terrain effect lasts
until this ability is used again or the storm caller Traits: Overdrive 4, Aetherwall
is defeated.
Lob (1 action, ranged attack 8, pierce,
Rift Dancer ignores cover): On hit: [D]+fray, inflict blight.
Traits: Overdrive 4, Aetherwall Miss: inflict blight. Blightboost: A different foe in
range 4 from the target foe also takes [D] as an
Dissonant Bolt (1 action, line 6, pierce): On effect
hit: [D]+fray, inflict blight. Miss: fray. Area Fell Shot (1 action, repeatable): Mark an
effect: Fray Effect: Teleport any character in the unoccupied space in range 8. Area effect:
area to any point on the line. Blightboost: Foe is Characters that enter that space are struck by a
vulnerable. projectile, taking [D] damage and gaining blight,
Flash step (1 action, repeatable): Teleport 3, and ending this effect. The areas last until this
then deal 2 piercing damage to a foe in range 3 character is defeated.
Scour (1 action, ranged attack 8, pierce, Bolt (1 action, ranged attack 8): On hit: [D]
mark): On hit: [D]+fray, inflict blight. Miss: +fray. Miss: fray.
inflict blight. Effect: Mark the target. Attacks Judgement (1 action, mark): Mark a
against the marked target for the rest of combat character in range 8. At the end of that character’s
deal +[D] damage. This effect does not stack. turn, if they are still marked, they take [D]
Blightboost: Target becomes shattered. piercing damage for every 3 spaces of distance
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Sniper
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Speed: 3 (Dash 1)
Defense: 6
Armor: 0
Fray Damage: 4
[D]: 1d8
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summon a size 1 piece of terrain adjacent to their Phases: Phase change triggers at the start of the
original location. Nocturnal’s first turn each round past the first.
Great Lash (1 action): The Demolisher whips a The Nocturnal starts in phase II and can shift up
chain, hook, or tongue around all foes in range 5. or down one phase (so it can’t shift from I to III
They take 3 piercing damage and are shoved to an for example). It must shift phases.
adjacent space to the Demolisher
Charge (1 action): Dash 6. Area effect: All Phase I: Slasher
characters it passes over are shoved 1 to the side Hunter in the Mist: Increase all damage deal
and take [D] by +4 against characters with no other allied
Pound (1 action, melee attack, multiattack, character or summon adjacent
true strike, range 2, combo): Melee attack, Clinging mists: Unless the Nocturnal is in range
range 2. On hit: [D]. Miss: fray damage. Deals 3 of a foe or summon controlled by a foe, it’s
2[D] against characters suffering from a status. intangible and not visible on the map, and the GM
• Combo: Smash (2 actions, melee attack, secretly records its location.
close blast 1): On hit: 4[D], and character is Rake (1 action, area effect, line 4,
stunned. Miss: 2[D]. Area effect: 2[D]. End repeatable): Foes in the area take fray damage.
turn and combo returns to Pound. The Nocturnal may teleport to any space in the
area after this action resolves.
Amygdala (1 action, recharge 4+): All foes in
Nocturnal range 3 are forced to flee. They become
vulnerable, then must save or be marked and
The Nocturnal relies on extreme mobility and shoved 3 in a direction of the Nocturnal’s choice.
fear to strike down its foes. It can be used to While marked, at the start of their turns, the
represent winged demons, gargoyles, bat-like Nocturnal can shove them 3 in a direction of its
beasts, or other vicious predatory and cunning choice. They can save at the end of their turns to
monsters of the night. end this mark.
The Horror (1 action, melee attack): On hit:
VIT: 8 [D]+fray. Miss: fray damage. Effect: May teleport
HP: [32] x number of player characters up to 3 spaces before or after the attack.
Speed: 4 (Dash 4)
Defense: 12 Phase II: Night lord
Armor: 0 Take to Wing: Flying
Fray Damage: 3 Rake (1 action, area effect, line 4,
[D]: 1d10 repeatable): Foes in the area take fray damage.
The Nocturnal may teleport to any space in the
Traits: Skirmisher, Dodge area after this action resolves.
Large: Size 2 Fell Shot (1 action, 2/round): Mark two
Legend: Takes 1 turn after every player character unoccupied spaces in range 8. Area effect:
turn. If slow, only one of its turns is affected. Characters other than the Nocturnal that enter
Juggernaut (Free action, 1/round): Clear a that space are struck by a projectile, taking [D]
status, mark, or all blights affecting this character. piercing damage and gaining blight, and ending
this effect. The areas last until this character is
Body parts: defeated.
Head (6 hp/player) - Nocturnal always has the Blood drain (1 action, melee attack, range
Blood Scent trait (phase 3) active. 2): On hit: 2[D]. On miss: [D]. Effect: If made
Back (6 hp/player) - Nocturnal loses its against a character with Vigor, removes all Vigor
Clinging Mists trait in phase I. Back spines can be before applying damage.
sold for 2 dust if broken.
Wings (6 hp/player) - Nocturnal loses its Phase III: Blood frenzy
ability to fly. Its Rake action becomes a dash Blood scent: Gains Hatred of the closest bloody
instead. character
Death Shriek (1 action, repeatable): All foes
in range 2 must save. On a failure, they take [D]
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and are shoved up to 3 spaces in any direction. On Brood Control (6 hp/player): Brood can only
a successful save, shove them 1 space. move 1 space instead of 3, and brood assault
Blood drain (1 actions, melee attack, range becomes 1 action.
2): On hit: 2[D]. On miss: [D]. Effect: If made Spines (6 hp/player): Shadow spines lose
against a character with Vigor, removes all Vigor pierce and become line 3
before applying damage. Brood Gem (10 hp/player): Evolve Brood
• Combo: Embrace (2 actions, melee recharges on a 6. Characters can sell a brood gem
attack): An adjacent foe must save. On a for 4 dust.
successful save, they are shoved 1 and take
2[D]. On a failed save, they take damage equal Phases: The Brood Lord starts in Phase 1, and
to 50% of their max hp. Either way, this attack goes into Phase 2 for one round when all it’s
can’t take them below 1 hp. minions are defeated.
Phase 1: Darklurker
Legion: When starting combat in this phase, or
Brood Lord when entering it, summon 5 of its unique
summons per player character, which can be
placed in any space on the battlefield not within
The Brood Lord represents a monster that
range 2 of players.
commands a legion of lesser minions, such as an
Lurk: The Brood Lord is intangible. Characters
enormous spider, or an insectile Demon.
can pass through and end their turn in its space. If
all its summons are destroyed, it is immediately
VIT: 10
forced into phase 2.
HP: [20] x number of player characters
Looming Shadow: The Brood Lord’s space is
Speed: 4 (Dash 2)
difficult terrain for hostile characters and allied
Defense: 8
characters spend 0 movement to cross spaces in
Armor: 1
the area.
Fray Damage: 4
Brood assault (free action, melee attack, 1/
[D]: 1d6
turn): The Brood Lord makes three melee
attacks, and can make them from its space or any
Traits: Shelter, Diaga
brood’s space. On hit: deal [D]. Miss: 1 damage.
Large: Size 2
Gain pierce if three or more brood are adjacent to
Legend: Takes 1 turn after every player character
the target.
turn. If slow, only one of its turns is affected.
Shadow spines (1 action, close blast 1,
Juggernaut (Free action, 1/round): Clear a
repeatable): Area effect: Piercing fray damage.
status, mark, or all blights affecting this character.
Allies are immune.
Great Puppeteer (1 action): All allies in range
Unique Minions: The Broodlord has a set of
5 of the Brood Lord may dash 3 spaces
unique Brood Minions. It can summon any
Evolve Brood (2 actions, recharge 4+):
combination of the following minions, which all
Destroy one brood summon and replace it with
have defense 7 and 1 hp by default. They can move
Great Brood. The Great Brood is a summon with
3 spaces when the Brood Lord takes their turn,
10 HP, Defense 7, and Sturdy. 1/round on a Brood
otherwise cannot take actions by themselves
Lord’s turn, it can move 4 spaces and attack an
unless specified.
adjacent character (on hit: [D] and shove 1).
• Clawing Brood: Foes treat spaces adjacent
clawing brood as engagement
Phase 2: Revealed
• Grappler Brood: Characters that start their
Reveal: The Brood Lord loses intangible.
turn next to a Grappler brood are shoved 2 in a
Characters sharing its space are placed in the
direction of the Brood Lord’s choice
nearest free space adjacent to it. It must stay in
• Crusher Brood: Characters that start their
this phase until the end of the next round.
turn adjacent to 1 or more crusher brood take
Aether boil (1 action): Summon a blast 1
[D] piercing damage.
terrain effect, which cannot overlap with another
Aether boil. When the Brood Lord changes
Body Parts:
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phases, all aether boils explode and are destroyed. Enters a new phase at the start of every round, in
Characters within must save or take 2[D] piercing order (looping back to phase I after phase III).
damage, or [D] on a successful save. Since the Wyrm enters God of Destruction the
Shadow spines (1 action, close blast 1, round its Overdrive triggers, characters should
repeatable): Area effect: Piercing fray damage. aim to end the fight by then.
Allies are immune.
Scuttle (1 action): Shove an adjacent character Phase I: Dominant
1, then dash 2 Cataclysm: At the start of each of its turns,
Screaming spire (2 actions, recharge 4+): create a rock spire, a height 1 terrain piece in
The Brood Lord summons a height 1 terrain piece range 3 of a player character.
in any free space not adjacent to a player Swat (1 action): An adjacent foe must save or be
character. Brood summons in range 2 of the spire shoved 3 and branded. On a successful save, they
have dodge and foes in range 2 of the spire are are shoved 1. Collide: also Stunned
vulnerable. The spire is automatically hit by Eruption (1 action, recharge 5+): A Rock
attacks and abilities and has 10 HP. spire in range 5 emits a pool of blight, covering
every adjacent space to the spire. The space is
dangerous and difficult terrain, and characters
Wyrm that end their turn in the space are blighted.
Tail Lash (1 action, melee attack, Arc 4):
A Wyrm is a flying serpentine monster famous in Attack: On hit: 2[D]+fray. Miss: fray. Area effect:
legend and myth, a lesser god of destruction that [D] and Shove 1. Must target a foe in its area.
wreaks havoc on towns and villages. Destroys any rock spires in the area.
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Special mechanics
Life Link: All foes with this trait on the
battlefield share the same health pool, which is all
their health added together. Dealing damage to
health (not vigor) with any foe with this trait
damages this common health pool. If new
characters are summoned with life link, it adds to
this health pool. Foes with life link are only
defeated if the total pool is reduced to 0, and are
all defeated at once. If defiance triggers, it triggers
on all linked foes at once.
Unique foes
WIGHT
The shuffling mass of relict servitors, in thrall to
Relict are the most common danger that the network.
adventurers face in the ruins of Arden Eld. They
are the spectral remnants of the Arken Empire, 2 HP
souls bound in an Aetheric network that runs Traits: Life Link, Shuffle
through the ruins, entrapped there by an ancient Mob: This character doesn’t trigger slay effects
sorcerer as a last ditch effort to save a dying
people. The process was technically successful, Lurching grab (2 actions, melee attack):
but most relict have been left mindless husks - Dash 1, then autohit: 1 damage. If another Wight
souls harnessed and stored in lightning powered is adjacent to the target, increase damage to 2
sarcophagus-like nodes nestled throughout the
ruins. Relict armor sits eerily still, or crumpled
into a corner, until its a node senses intruders,
Templates
the Relict within rippling out through conduits to
manifest in crackling undeath. TOMB GUARD
The foot soldiers of the Arken empire, their
There are some Relict - a priest class - that have loyalty is no lesser in death.
retained more sense of themselves and work at
dark purpose to resurrect the old empire and Traits: Shuffle, Defiance
bring back the arkenlords. Shambling: Cannot dash
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VIT: 8
HP: 64
Chapter 3 Speed: 3 (Dash 2)
Defense: 5
Armor: 5
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Entombment of Iz (1 action, recharge 6): Soul stones are size 1 summons with 10 hp, 6
The Arkitek entombs a character in a magical defense, and the aetherwall trait that cannot be
sarcophagus. While inside, they are winded+, moved in any way. Each must be accessible to
have their speed reduced to 0 and are blinded. characters and placed at least range 6 from the
The Sarcophagus is a height 1 terrain piece with arkenlich.
10 hp that is destructible. Attacks automatically
hit and it is destroyed when it reaches 0. It has Phases: The lich progress through its three
resistance to damage from the character inside it. phases in order (I>III, then back to I), starting
with phase I, then swapping to the next phase
each round.
UNIQUE Legends
The lich has the following actions in all phases:
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Relict Trophies
Tech Description and Effect Uses
This sinister helm can only be used against Relict, and
only once per combat. To use this helm, you must spend 1
action and save. On a successful save, target a relict
without the elite or legend tag. That Relict becomes an ally
Helm of Command 1
until the rest of combat, when it dissipates, or until
defeated. On a failed save, regain the charge for this
ability, but you are stunned, and can’t attempt to use it for
the rest of combat.
Gem of Network Use this gauntlet as an action to summon 1d6+3 Relict
1
Command Wights. They fight as allied summons, acting on your turn.
An ancient Relict weapon that still barely functions,
shooting bolts of lightning. You can make a light attack
Relict Arbalest 3
with it (1 action, line 5, on hit: 2[D], area effect: [D] effect:
electrifies all characters)
Speak the name of your foe into this pendant as a free
Whispering Pendant action to inflict the branded status on that foe anywhere 5
on the map.
Crush this gem as a free action to sever your soul
temporarily from your body. Your soul is an intangible
size 1 summon that is created within range 5 of your body.
While your soul is out, your body is unstoppable but
Gem of Spirit Severing otherwise can still take damage and be targeted normally. 1
You take all actions and movement from your soul instead
of your body, and your soul additionally has flying and
phasing. Your soul reunites with your body if you end a
turn with it adjacent to your body, or at the end of combat.
Strap on a piece of decaying relict armor for extra
protection. As an interrupt when you’re hit by any attack
Decayed Plate 2
but before damage is applied, you can expend the plate to
gain 6 armor against the attack.
While holding this rod, you gain the Levitation trait
Telekinetic Rod 1 expedition
(immune to difficult terrain, dangerous terrain, and pits)
When strapped to a hilt of a weapon, this clasp causes all
Shock Clasp 1 expedition
attacks to inflict the electrified status on hit.
Weaving these metallic strands into a cloak or armor
Ghost Weave 1 expedition
grants you phasing.
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Garm
A large, scaled wolflike creature with a powerful
jaw and whiplike reflexes. Eats mostly carrion,
but won’t hesitate when confronted with weak
prey.
Snap: Has counter while adjacent to a foe.
Iron Jaw (free action, recharge 4+): An
adjacent foe must save or the Garm dashes 3
spaces in any direction and drags them with it,
shoving its target towards it until its adjacent.
Ruin Beast
The ruins are full of wildlife that has adapted to
their unique environment over time - or have
been changed or warped by it.
Faction template
To make any foe a Beast, you can add the
following traits. All Beasts have these traits.
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Aethertick
This slow moving bug absorbs ambient Aether
from its Environment.
Aetherfeed (1 action, recharge 5+): The
Aethertick gains vigor 1, then moves into and
shares the space of an adjacent character, latching
on to it. While latched, the tick moves or teleports
when its target does, and that character is
pacified+. The tick detaches when it loses its
vigor, placing it in a free adjacent space.
Howler
Part ape, part wolf, the Howler is a hyper Ruin Ape
aggressive monster with a bad temper. Small and intelligent simians that form
Howl (2 actions, recharge 6): All non-howler symbiotic, if slightly one-sided, relationships
characters in a close blast 1 area effect must save with other monsters.
or take [D] and be stunned Latch: Starts combat sharing the same space as
Enrage: Gains +1 action when bloodied another ally the same size or larger (can be
targeted separately), reducing the ape’s speed to 0
Aetherachnid but moving when its mount moves. Knocked off
A large, spider-like beast that has the uncanny the ape or mount is shoved away. Can latch on to
ability to phase through matter. a new allied character in range 3 with 1 action,
teleporting to its space.
Trait: Phasing Spur (1 action, recharge 4+): The character
Unstable reality: 1/turn, teleports 1 when the Ruin Ape is latched on to dashes 4 in a
damaged by an attack or ability from a foe. direction of the Ape’s choice and can make an
attack that takes 1 action or less as an interrupt.
Burrower
A heavy clawed mammal that chews up and Ruin Centipede
digests raw stone into a slurry which it uses to These huge, man sized insects are a potent
make its lair. symbol of bad luck in most villages.
Burrow (1 action, recharge 4+): Mark a Acid Splash: Attacks deal 2 piercing damage on
character in range 8. At the start of the beast’s hit or miss to all foes in range 2 of the target as an
next turn, if that character is still marked, it area effect
teleports to a space adjacent to that character, Toxic spines (1 action, recharge 6): A
dealing [D]. If the character is flying, they take no character in range 6 must save or become
damage. If the character is alone, they take 2[D] poisoned and until the end of their next turn, take
instead and are slowed. 1 piercing damage for each space they voluntarily
Digging Claws: Attacks gain pierce if a character move.
has no adjacent allies
Gulper
Stalker
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This amphibian exudes a thick layer of slime Landswim: The shark has resistance to all
when threatened, which it can spit as a weapon. damage and can phase through characters. The
Slime Lob (1 action, recharge 6): The Gulper shark cannot move through or on terrain height 1
creates a blast 1 area of difficult terrain. or higher. If the shark collides with terrain, it is
Characters in the area are vulnerable. The area stunned, winded, and loses this trait until the end
lasts for the rest of combat, or until the Gulper of the next round.
uses this ability again.
Slippery: Gains evasion when bloodied. Yellow Creeper
This parasitic creature has a symbiotic fungus
Ironfeather that it uses to control other creatures.
This greedy avian’s feathers are spine-like and Spore (1 action, recharge 4+): The Creeper
can be shot like quills at range. puts down two intangible summons in free spaces
Traits: Flying in range 3. Characters that pass through these
Feather spray (1 action, recharge 4+): spaces gain spore infestation for the rest of
Characters in a close blast 1 area take fray damage combat. While they have a spore infestation, they
twice as an area effect and must save or become are branded and gain regeneration 1 if bloody.
vulnerable. When a character with a spore infestation is
defeated, they release an explosion around them,
dealing [D] as a blast 1 (self) area effect and
Chapter 2+ poisoning all characters within. Spore infestations
can be Cleansed (even from foes).
Puppet (1/turn, free action): A character with
Doomcloak
spore infestation (foe or ally) in range 5 is shoved
This batlike creature uses its leathery wings to
3 spaces in a direction of the creeper’s choosing.
abduct and choke creatures with a soporific
musk, taking them to its nest for later digestion.
Traits: Flying Harpy
Smother (1 action, stance, recharge 6): Birdlike beasts with pale faces and soothing
Stance: The Doomcloak gains vigor 1, then moves voices, they use their resonant throat sacs to
into an adjacent foe’s space, sharing it. While in hypnotize prey and draw them closer.
this stance, both this beast and its chosen foe have Traits: Flying
a max speed of 0 and are winded+. The Ear Splitting Shriek (1 action, recharge
smothered foe takes [D] piercing damage at the 5+): Foes in range 2 of the Harpy must save or
start of their turn, loses all vigor, and cannot gain become branded and lose all stances.
vigor while being smothered. When the Song of Deadly Soothing (1 action, stance):
Doomcloak takes at least 1 damage to hp, this The Harpy gains aura 2. Foes of the Harpy that
stance ends, and it is stunned, moving it into an start their turn in the aura must save or become
adjacent space. shoved as far as possible towards the harpy,
Acidic Hide: When bloodied, gains counter and branded, and pacified.
adjacent characters cannot benefit from armor or
resistance. Bicorn
An equine monster with a forked, spiral horn,
Landshark which it can use to channel ambient aether into
deadly, reality bending bolts.
A fish that uses its spiny body and an exuded Gallop: Effect: After making any ranged attack,
slime to burrow through loose dirt or rock can dash 3
between stays in underground pools. Spiral Horn (2 actions, ranged attack, line
Dart: At the start of its turn, the land shark 10, recharge 6): Attack: On hit: [D] three times.
shoves itself as far as possible towards the closest Miss or area effect: -. Effect: This attack
foe. If the closest foe is standing on terrain height penetrates terrain, does not require line of sight
1 or higher, as soon as the shark would move onto and ignores cover.
a terrain space, it collides with the terrain and
stops moving.
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KINFISHER
KELPIE
This bizarre creature is a land-dwelling lungfish
VIT: 8 the size of a draft horse, a relative of the land
HP: 64 shark. It uses its enormous jaws to burrow
Speed: 4 (Dash 4) through solid rock and a fleshy lure to draw in
Defense: 12 unwary travelers. At a distance, the lure can look
Armor: 0 like a wounded person, a bobbing lantern, or a
Fray Damage: 3 shifty spy - at least until the fish’s unlucky prey
[D]: 1d10 gets close enough to realize where they are
standing.
This horselike predator dwells in shallow pools of
stagnant water. Like a crocodile, it is an ambush Vitality: 8
predator, its slimy skin acting as an adherent. It HP: 64
is surprisingly intelligent and will often act Speed: 1, Dash 1
injured or pass itself off as an ordinary horse in Defense: 6
order to lure Kin close to it to attack. Armor: 3
Fray Damage: 3
Traits: Skirmisher, Dodge, Pack Tactics [D]: 1d6
Elite: Takes 2 turns
Cursed Deeps: When it enters the battlefield, Traits: Fortify, Sturdy, Pack Tactics
creates four terrain effects, blast 1 areas of cursed Large: Size 2
deep water. The center space is an edge space, and Elite: Takes 2 turns
all other spaces are difficult terrain. None can be Fish out of water: Speed 1
placed within range 4 of each other. Lure: At the start of its turn as a free action, the
Aquatic: Can move through its own deep water Fisher puts a lure out in a space within range 3 of
areas normally, and moving through those spaces its location, or relocates its lure to a new space in
costs 0 movement for it. that range if it’s already active. The lure is a size 1
Adhere (interrupt 1): When hit by a melee summon with 10 hp. If the lure is defeated, the
attack from an adjacent foe, the kelpie can force Fisher is stunned, but can summon a new one on
that foe to make a save or adhere to its hide. its next turn.
While adhered, the foe cannot move more than 1 Perfect Camouflage: The Fisher is intangible
space from the kelpie, and when the kelpie moves unless there’s a character adjacent to its Lure
or teleports, they are moved with it, mirroring its
movement and phasing through characters and Reel in (1 action): The fisher moves its lure up
obstacles. They can save to repeat this effect at the to 4 spaces towards it, then shoves all adjacent
end of their turn. characters the same amount
Spit up (1 action): Close blast 1 area effect.
Savage fang (1 actions, melee attack, +1 Characters take [D], are poisoned, and must save
boon, multiattack): On hit: [D]+fray . Miss: or become winded.
fray. Increase damage to 2[D] against characters The Maw (1 action, melee attack, true
inside its water zones. Increase damage again by + strike): On hit: 3[D]+fray. Miss: [D]+fray.
[D] if a character is adhered to the kelpie. Effect: If more than one character is adjacent to
Waterspout (1 action): The Kelpie spurts fetid the Kinfisher, it chooses targets randomly. It
water at a foe in range 6. That foe must save or be cannot target summons.
blinded and take [D].
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Dive (1 action, recharge 5+): The Kinfisher Acid spray (1 action, line 4, recharge 6):
submerges into the ground, teleporting 5 spaces, Area effect: Characters inside must save or take
then resurfaces, even to an occupied area. When it [D] piercing damage 3 times, or once on a
resurfaces, characters in its area take fray damage, successful save. Effect: Can only be made from the
are placed in the closest adjacent space of its head.
choice, then shoved 2. Stinger (1 action, mark): A character adjacent
to the Gigantapede’s tail must save or take [D]
and be marked. While marked, they are poisoned,
Chapter 2+ burning, vulnerable, and shoved 3 in a direction
of the Gigantapede’s choice at the start of their
turn.
Burrow (2 actions): All characters adjacent to
GIGANTAPEDE the Gigantapede are shoved 1. It’s head then
resurfaces in a new space in range 8, teleporting.
Place its body in any configuration.
Enormous burrowing insects that feed off
livestock and large animals unlucky enough to
fall into their nests. Generally ignore Kin unless Unique Legend
provoked - then they have enough acid to melt a
knight in full armor.
Vitality: 10
Chapter 1
HP: 80
Speed: 3, Dash 2
Defense: 6
CHIMAERA
Armor: 4
Fray Damage: 3 Some beasts of the blighted lands are especially
[D]: 1d6 susceptible to the warping energies of the
arkenruins, absorbing them with such rapidity
Traits: Fortify, Defiance, Sturdy, Pack Tactics that they become enormous, multi-headed
Elite: Takes 2 turns a round. monstrosities, infused with tremendous aetheric
Chitinous Coil: The Gigantapede occupies an and physical might. Occasionally these creatures
arc 6 space instead of a normal space for its size. are created when beasts of several types are
Only its first and last space are attackable or can fused by rogue aether surges, and the result is
be used to make attacks or abilities, but its entire always horrifying.
body causes obstruction and engagement. Keep
track of which is the head, and which is the tail. VIT: 10
Only one space can be hit if both are included in HP: [40] x number of player characters. Heads
the area of an attack or ability (attacker chooses each have 1/3 of its max HP, rounded up.
which). When it moves, move its head, then Speed: 4 (Dash 3)
rearrange its body in any valid configuration. Defense: 6
Iron Scales: Effect: When either the head or the Armor: 2
tail of the Gigantapede takes damage from an Fray Damage: 4
attack or ability, that body part gains resistance to [D]: 1d6
all damage until the other body part takes damage
from an attack or ability. This effect swaps Traits: Size 3, Pack Tactics
between head and tail indefinitely. Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected.
Thrash (1 action, melee attack, Juggernaut (Free action, 1/round): Clear a
multiattack): On hit: [D]+fray. Miss: fray. status, mark, or all blights affecting one of the
Effect: Foe must save or be stunned. Can be made Chimaera’s heads.
from the head or tail.
Body Parts: Monstrous Heads
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The Chimaera has three heads, chosen or rolled Roar (2 actions, recharge): Adjacent
for from the following list, each unique. Each head characters are shoved 1, then must save or become
has a unique set of powers, counts as an ally for dazed
Pack Tactics, shares the chimaera’s space, is
separately targetable, and has its own hit points. 2. Bull
Statuses affect only one head at a time. Only one
head is targetable at a time, even if an attack has Bull’s Fortitude: All heads are Sturdy while the
area of effect. Damage that ‘spills over’ on one Bull head is alive.
head is lost. Headbutt (1 action, melee attack, true
strike repeatable): On hit: [D]+fray and shove
Each time the Chimaera takes a turn, it takes a 3. Miss: Fray. Effect: The Chimaera can dash 2
turn with only one of its heads. A different head spaces before making this attack.
must act from the last head that acted, until there Charge (2 actions, recharge): The Bull marks
is only one head left. The Chimaera is only a character in range 8. At the end of that
defeated when all three heads are defeated. character’s turn, if they’re still marked, the
chimaera charges towards them by the shortest
Phases route possible, with phasing. That character and
The Chimaera has the following action in all characters the chimaera passes through must save
phases: or take 2[D] and be shoved 3 away from it, or 1[D]
on a successful save.
Pounce (free action, 2/round): The Chimaera
flies 5 spaces. Characters under or adjacent to it 3. Serpent
when it lands are shoved 1 space and take [D] as
an area effect. Toxic Bite (1 action, melee attack): On hit:
On hit: [D]+fray. Miss: Fray. Effect: The character
Each time the Chimaera loses a head, it’s phase is marked. While marked, they lose all vigor at the
changes. The recharge for its heads’ abilities start of their turn and cannot gain vigor.
depend on phase, and only roll for a head’s Poison spit (1 action, repeatable): A
abilities on turns that it takes. character in range 6 takes 2 piercing damage and
is poisoned. Poisoned characters take 4 piercing
Phase I: Three heads damage.
The recharges on all the head abilities are 6 Poison breath (2 actions, recharge, ranged
attack, close blast 2, piercing): On hit: 3[D].
Phase II: Two heads Miss or area effect: [D]. Effect: All characters are
The Chimaera’s heads are sturdy. The recharges poisoned.
on all its head’s abilities are 4+.
4. Crocodile
Phase III: One head
Feral Rage: The Chimaera’s remaining head
Savage bite (1 action, melee attack,
gains +1 action and becomes unstoppable. All its
repeatable): On hit: [D]+fray. Miss: Fray
abilities recharge on a 2+
Fling (1 action): An adjacent character is
shoved 3. Collide: [D] and dazed
Chimaera Heads (d10 3 times, reroll
Sun beam (2 actions, ranged attack, line
repeats, or pick 3)
10, recharge, piercing): On hit: 4[D] and foe is
branded. Miss: [D].
1. Lion
5. Toad
Lion’s pride: At the end of its turn, gains
vigilance 1. Can intercept attacks against other
Tongue (1 action, melee attack,
heads.
repeatable): On hit: [D]. Miss: Fray. Effect: The
Savage bite (1 action, melee attack, true
target is shoved 2 towards the chimaera.
strike repeatable): On hit: [D]+fray. Miss: Fray
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Noxious venom (1 action, recharge): All d6. On a 6, a meteor smashes into the space,
heads gain counter until the end of the round. All inflicting [D] and frostbite to all characters within.
adjacent characters to the chimaera are poisoned. Meteor (2 actions, recharge): All characters
Swallow Whole (2 actions, recharge): The not in cover from the Chimarea must save or take
Toad swallows an adjacent character, moving 2 damage three times, or once on a successful
them into the chimaera’s space, then gains vigor 1. save.
While swallowed, the character’s speed is 0, it
can’t be targeted, it takes 2[D] piercing damage at 9. Chicken
the start of its turn, and it can only target the
Toad with abilities and actions. The Toad has Peck (1 action, melee attack, true strike,
resistance to all damage from any swallowed pierce, repeatable): Autohit: fray
character, and can swallow only one character at Gaze (all remaining actions): Until the start
at ime. When the Toad’s vigor breaks, it vomits up of the Chicken’s next turn, characters that attack
all swallowed characters in adjacent spaces. the chicken or any of the other heads while the
chicken is alive take +1 curse on their attacks.
6. Baboon They can choose to take +1 boon instead but
instead must save against petrification (see below)
Fireball (2 actions, range 6, blast 1): On hit: Petrification (2 actions, recharge): A
2[D] and inflict burning. Miss or area effect: [D]. character in range 6 becomes slowed. At the end
Blightboost: Becomes piercing and characters of that character’s next turn, they must save. On a
takes [D] again failed save, they are encased in stone, becoming
Inhale (1 action): The next action this head replaced with a destructible height 1 terrain piece
takes gains +1 boon and increases all areas of instead of a character, with 10 hp. Until the
effect by 1 terrain space is destroyed, they cannot take a turn.
Pyroclast (1 action, range 5, blast 1, When it’s destroyed, they are returned to the
recharge): Characters in the area must save or battlefield in the space they left and can take a
take [D] and become stunned. Summon a height 3 turn as normal.
spire of terrain in the area.
10. Bear
7. Wolf
Ice shards (1 action, range attack 6,
Rake (1 action, melee attack, arc 3, true multiattack): Autohit: Piercing fray damage
strike, repeatable): On hit: [D]+fray. Miss or Cold Feet (1 action): A character in range 8
area effect: Fray. Effect: Increase damage by [D] must save or an encasing of ice covers their feet,
against blinded characters. which is a summon sharing their space that can’t
Great Prowl (1 action): The chimaera dashes 3 move in any way. While encased, they have their
and gains stealth, and evasion while stealthed. speed reduced to 0 and become winded+. These
Shadow Breath (2 actions, recharge, close effects only end if the ice is destroyed. The ice can
blast 1): Area effect: [D]. Effect: Characters in be destroyed by taking any amount of damage.
the area must save or become blinded. Freezing Breath (2 actions, close blast 1,
recharge, pierce): On hit: 3[D], Miss or area
8. Goat effect: [D]. Effect: Characters are inflicted with
frostbite. Frostbitten characters take +[D].
Shield: While the goat is alive, the Chimaera’s Winded characters are stunned.
heads have dodge.
Cross Bolt (1 actions, Ranged attack, range
8, cross 1): On hit: 2[D]. Miss or area effect: [D].
Effect: Attack target must save or become
vulnerable
Polaris (1 action): Mark a visible space. At the
end of each turn past this one (foe or allied), roll a
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Beast Trophies
Tech Description and Effect Uses
As an action, you may toss this sack of spores. Characters
Yellow spore sack in a blast 1 area in range 3 are branded and you may 3
shove them 1 in any direction.
Use as an action to splash the oil about, reversing gravity
Drift Oil and drifting into the air. You and every other character in 3
range 2 gains flying until the end of their next turn
Venom from a howler beast. You can apply it as an
Howler Venom action. Your next attack gains bonus damage, pierce, and 2
the effect: Inflicts poisoned and dazed on hit
Step on the screecher gland as an action to make a
horrible screeching noise. Characters in a blast 1 area
Screecher gland 1
centered on you, including you, must save or become
stunned
You may use this cape as a free action. Dash 4 spaces in a
Landshark cape straight line with phasing. You are intangible while 3
dashing.
As an action, you can hold this severed head up. It spurts
fetid water at all foes in range 4. Those foes are shoved 1
Kelpie head 3
and frostbitten. Collide: They take [D] and are also
blinded.
This expedition you gain the chameleonic trait: when
Stalker scales starting or ending your turn adjacent to terrain height 1 2 expeditions
or higher, gain stealth
This huge stinger is big enough to be used as an offhand
Gigantapede stinger weapon. Your melee attacks this expedition gain on hit: 1 expedition
Effect: Deal 2 piercing damage and inflict poisoned.
Wrap yourself in tough Chimaera hide. Gain +1 armor
Chimaera Hide 1 expeditions
and immunity to all blights.
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Drop valuables: When bloodied, toe takers
Scavenger drop 1 valuables in an adjacent space, plus any
valuables they are already carrying.
Scavengers is a particular term in Arden Eld, Consumptive Greed: Toe Takers have hatred of
referring to the scions of the Churning Age - the closest foe with a valuables token. All hits
those who rush into the ruins in search of relics to against foes with valuables become critical hits.
extract for a quick profit. Many find that it is
easier to have others do the hard work for them, Plucker
then rob them blind on the way out. Hardened fighters who have made a habit of
letting everyone else do the hard work.
Faction Template Golden Burden: Has evasion against characters
To make any foe a Scavenger, you can add the carrying valuables.
following traits. All Scavengers have these traits. Lighten Load (1 action, melee attack,
recharge 5+): On hit: 2 piercing damage once
Kin: Scavengers are kin, can be bargained with, for each valuables token the target is carrying.
and will flee or surrender if heavily outnumbered Miss: 1 piercing damage once for each valuables
or heavily losing a fight token the target is carrying. Effect: The Plucker
• Motivations: Scavengers are typically after the may teleport 3 before this attack
wealth in the ruins and won’t fight if terms can
be reached Looter
• Flee: If a Scavenger has 4 or more valuables Kin that care little for what they carry out, only
tokens (see below), they attempt to flee the that it glitters.
battlefield, fleeing successfully if they start their Loot sack: When defeated, a looter drops any
turn in an edge space of the battlefield with no valuables they have, plus 2.
hostile characters adjacent Mug (1 action, recharge 6): An adjacent
Faction Blight: Any character must save or become stunned. Success
or failure, the Looter also steals all valuables from
Special mechanic: Valuables the character +1.
Valuables: If fighting scavengers, place 3
valuables tokens on the battlefield. Valuables are Tough
intangible tokens that can be picked up by any Thick armed ruffians who are hand picked to
character by moving over their space. Characters guard the best of the spoils.
drop them when defeated, or can drop them Guard Loot: Doesn’t pick up valuables tokens.
voluntarily as 1 action. When the fight ends, each When adjacent to a loose valuables token, is
character gains 1 dust for every 3 total valuables sturdy and has resistance to all damage
tokens the party has, then destroy all valuables Cough it up (1 action, recharge 4+): An
tokens. adjacent character must save or become dazed
and lose all valuables tokens, placing them in free
Templates adjacent spaces.
Ruffian Shank
Trained thieves from city guilds often find Rough and tumble street fighters, come to the
comfortable homes with scavenger bands. ruins to turn a quick guilder.
Bounty (free action, 1/combat): A foe in Backstab: When a shank makes an attack
range 5 gains a valuables token against a character adjacent to one of their allies,
Prowl: Gains stealth at the start of their turn their attacks gain true strike.
Sucker punch (1 action): An adjacent
character must save or become dazed. If that
Toe-taker
character has a valuables token, they also take
Dust congregates under the fingernails and toes
[D].
of travelers in the ruins, with predictable
influences on the truly desperate.
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Chapter 1 VIT: 8
HP: 64
Skimmer Speed: 3 (Dash 1)
Defense: 6
Scavengers that have worked their way to the Armor: 1
top levels of an organization ‘skim’ off the top of Fray Damage: 4
their underlings. They are canny survivors, able [D]: 1d8
to direct their gangs of salvage-kin to do their
bidding at a moment's notice. Elite: Takes 2 turns
Traits: Overdrive 4, Aetherwall
VIT: 12 Great Junk Armor: The first and second time
HP: 96 the Hoarder is damaged by an attack or ability in
Speed: 4 (dash 2) a combat, reduce all damage to 0 and summon 2
Defense: 6 valuables tokens in spaces in range 2 from them.
Armor: 0
Fray Damage: 3
[D]: 1d6
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Scavenger Trophies
Tech Description and Effect Uses
Deal bonus damage to any character standing adjacent to a
Scav Badge Unlimited
valuables token
Take the following action: Gang Up (1 action): Up to
three allies in range 5 can dash 3 spaces. If they end their
Gold Tooth 2
turn adjacent to the same character, each of them deals
fray damage to that character.
When you make an attack against a character adjacent to
Shank’s Cross Hilt one of your allies, you may spend a charge to grant the 3
attack +1 boon and true strike
Ruffian’s Boots Free action: Gain stealth 5
Don a sparkling cloak that shifts and obscures your
Glittercloak location. During the next combat, gain evasion. Any foe 1
that ends their turn in range 2 of you gains hatred of you.
Use the following Interrupt: Trick of the Light
(Interrupt 1): Trigger: An ally is targeted by an attack or
Sparkling Gem ability from a foe. Effect: That ally gains evasion against 3
that attack or ability. After it resolves, teleport that ally 3
spaces to their ‘real’ location.
This expedition, the first time you take damage in any
Junk Mage Talisman 1 expedition
combat, reduce it to 0
This blade has the ability to magically create wealth from
Plunder Blade nowhere. All your attacks gain (as a relic) Invoke (attack 1 expedition
20): Create 2 valuables tokens adjacent to your target foe
This cursed icon causes weapons to transmute their foes
temporarily into gold. All your attacks gain slay: replace
your defeated foe with a terrain piece equal to their size.
Hand of Midas 1 expedition
After combat, they either revert to normal (with the gold
sloughing off) or stay frozen, depending on the tone of
your game.
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Made of of levies pressed into service from
IMPERIAL captured villages and towns and armed with
heavy arquebuses.
The great cities of Arden Eld are growing, HP: 1
stretching at their limits. Some have crowned Speed: 3, run 1, dash 2
kings, dictators, or patricians. Other set their Defense: 8
ambitions higher - to create a nation, or recreate Damage: 2
the old empire - a terrible endeavor indeed. The Mob: This character doesn’t trigger slay effects
leaders of the Imperials are single-minded people Traits: Receive Orders
in love with regalia, the war-banner, the factory,
and the clang of steel. They worship the musket. Arquebus (2 actions, superheavy ranged
Their soldiers on the ground are less enthusiastic, attack 8): Autohit: Deal 1 damage. Increase to 2
but given the chance, they will trample the Green damage if in the command aura of an imperial
into mud and ashes none the less. officer.
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This large, bear-like imperial beasts are bred for to re-roll the attack with +1 boon, taking the
war and fitted with armor. second result as the final result.
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Unique Elites
Chapter 1
Praetorian
These imperial troopers are walking fortresses of
iron and custom-forged arkentech. More
machine than kin, their heavy power armor
bristles with the newest weaponry, and they
loom over their foes and allies alike, inspiring
dread in equal measure.
VIT: 8
HP: 64
Speed: 3, Dash 2
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Imperial Trophies
Tech Description and Effect Uses
The Arquebus gives you a basic heavy ranged attack with
Imperial Arquebus Unlimited
a range of 8.
As an action, you may place an intangible size 1 summon
in a space in range 3. If any character moves or is shoved
Arkentech Mine more than 1 space over or adjacent to the mine, it 3
explodes for 2[D] in a blast 1 area effect and inflicts
burning.
Gain the following action: Flame hurler (1 action,
Flame Hurler close blast 1, true strike): Area effect: [D] and inflict 3
burning.
As an action, you may activate this energy shield to gain
aura 2 until the end of your next turn. Yourself and allies
Arkentech Force Shield 2
have resistance against abilities originating from
characters outside the aura.
As free action, you may deal piercing fray damage to all
Imperial sidearm 3
characters in range 3
As an action, you may fly 4 spaces in a straight line. All
Imperial Rocket Pack 3
adjacent foes when you land are dazed and shoved 1.
Arkentech Power Armor This expedition, start every combat with vigor 1 1 Expedition
This expedition, as a free action on your turn you may
Arkentech Power Gauntlet 1 Expedition
shove a character 1 space
Arkentech Goggles This expedition, your abilities ignore cover 2 Expeditions
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Faction Template
To make any foe a demon, you can use the
following template:
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Body parts
VIOLENCE DEMON Regard (10 hp): Earning the demons’ regard
inflicts it with its own Compel Duel ability (see
These incredibly powerful demons wield seven below). This body part can be triggered multiple
swords that are fused with their beings. Nobody times.
knows what causes their appearance, but they Seventh Sword (20 hp): If destroyed, the
are drawn to scenes of carnage and battle, eerily demon loses its Split Kin attack. The eye-like
drifting in out of the darkness on spindly limbs. gems of the demon’s seventh sword can be taken
They appear to exist only to fight incredibly for 4 Dust.
strong foes, and when they emerge they spend all
day and night cutting down everything before Phases:
them with complete, unrelenting brutality, The Violence Demon must swap phase at the start
finishing with all other demons, until nothing else of each round. It can choose which phase it starts
remains. Only then do they drift on. combat in.
Their appearance in the surface world is usually It has the following actions in all phases:
treated as a calamity, and entire sealer orders
are often roused to try and drive one back Call Blades (1 action, 1/round): Summon
underground. three blades of agony from the void. Characters
adjacent to them when they are summoned are
VIT: 8 shoved 1.
HP: [32] x number of player characters Sixfold Cut (1 action, attack): On hit: deal 1
Speed: 5 (Dash 5) piercing damage six times. Miss: three times.
Defense: 10 Effect: Summon a blade of agony.
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Blade Storm (2 actions, attack, recharge early, summon the remaining blades in adjacent
6): Repeat the following effect six times. Each spaces to that character.
time, the demon must move in the same direction. Universal Violence (2 actions, +1 boon,
Effect: The violence demon teleports 1, then deals melee attack, range 3, blade consume 6):
1 piercing damage to all other characters in a blast On hit: Foe takes [D] damage, six times. Miss:
1 area effect centered on it. Blades of Agony Three times.
caught in the effect trigger their Blade Slash
effect.
Compel Duel (free action, 1/round): A
character in range 6 from the Violence Demon
must save or become vulnerable, then gain hatred
of the violence demon. Both effects last until
saved against.
Traits: Counter
Blade Pin (free action, blade consume 1): A
character in range 6 from the violence demon
must save or be shoved 3. Collide: Character is
pinned down by the blade, taking [D] and
becoming winded.
Blade Parry (Interrupt, blade consume 1):
Trigger: The violence demon is targeted by an
attack. Effect: The demon gains evasion against
that attack.
Maddening shift (free action): The violence
demon dashes 4 with phasing.
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Demon Trophies
Tech Description and Effect Uses
As a free action, create a Void Rift terrain effect in free
Void Shard space in range 3, which counts as a pit to everyone but 3
demons.
Slippery and foul smelling. As a free action, gain counter
Natal Slime until the end of your next turn. Foes that trigger counter 3
are also poisoned
This bone is hollow but seems bigger on the inside. Free
Empty Bone action: End turn. Become intangible until the start of 1
your next turn
This combat only, gain regeneration 1, but at the start of
Purified Demon Blood 1
your turn gain hatred of the closest foe.
Point this swiveling eye at a foe as an action for the
following Effect: Deals [D] to that character, destroys all
Pale Man Eye 2
created terrain in the area and shoves all other characters
1 away from that character.
The huge, living sword of a Violence Demon. Swing it for
the following attack: Universal Violence (melee
Seventh Sword 1
attack, 2 actions): On hit: Deal [D] damage 6 times.
Miss: 3 times
This expedition, your attacks gain (as a relic) Invoke:
Chaos Shard 1 Expedition
Attack, 18+: Inflict all blights
This expedition only, gain aura 2. Whenever a foe gains
Judicator Heart Valve 1 Expedition
vigor in the aura, you may gain vigor 1
This expedition only, you may teleport 2 as a free action
Unstable Demon Bone 1 Expedition
on your turn
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Lowlanders are nearly all raiders, using the
blight as a natural barrier, attacking the towns,
farms, and lands outside when they need to
gather supplies and retreating into the blight
when pursued. Some principled lowlander clans
may try to avoid bloodshed and take only what
they need, but the villages they take from would
nearly all see it differently.
Faction Template
To make any foe a Lowlander, you can add the
following traits. All Lowlanders have these traits.
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• Snare trap - A character in range 3 of the trap maximum speed is reduced to 0, it shares the
must save or be shoved towards the trap until mule’s space, and it moves while the mule moves.
adjacent and have their speed reduced to 0 until The kidnapped foe can repeat this save at the end
the trap is disarmed. of their turn to end this effect, placing them in an
• Stake trap - Trap creates difficult and adjacent free space. It also ends if the mule is
dangerous terrain in adjacent spaces. stunned or shoved.
• Poison trap - Trap creates dangerous terrain
in adjacent spaces. Characters that end their Thresher
turn in the area are poisoned and inflicted with A master way finder and close-range fighter,
lowlander toxin. Threshers are tasked with wrangling captive
monsters.
All traps can be disarmed by a character taking Grappling hook (1 action): Teleport adjacent
the interact action adjacent. The trap remains on to a lowlander trap in range 4.
the field, but its effects are no longer active. Whirlwind (1 action, recharge 5+): Effect:
Teleport 1, then deal 1 damage to an adjacent foe
Lowlanders are not affected by their own traps, or and shove them 1. Repeat this effect three times.
their effects. Traps remain even if deactivated.
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lowlander toxin on them is tripled and they are Entropus (1 action): A character in range 6 of
vulnerable. the ruin speaker is marked and starts to petrify.
Noxious World: When overdrive triggers, the While marked, they take [D] piercing damage at
entire battlefield becomes dangerous terrain. the end of their turns if they end their turn
adjacent to or inside a piece of terrain or terrain
Monster Hunter effect. The Ruin speaker can mark any number of
Wrights and hunters that track monsters great characters with this ability
distances to strike them down for the clan. They Call Ruin (1 action, recharge 4+): The Ruin
get very limited opportunities to strike at their speaker chooses a space in range 6, that becomes
foes. known to all characters, and must take a slow turn
next round. At the start of the Ruin speaker’s next
Monster slayer (2 actions, end turn): turn, a ruin chunk surfaces in that space, a height
The next attack from the monster hunter gains +1 2 piece of terrain. Spaces next to this terrain are
boon and deals bonus damage for each of the difficult terrain. Any character occupying the
following conditions: space is pushed up on top of the ruin chunk but is
• The monster hunter is standing in difficult or also stunned (no save).
dangerous terrain Welcome (1 action, recharge 4+): The Ruin
• The monster hunter is more than 3 spaces from Speaker re-arms all lowlander traps in range 3,
a foe then immediately re-triggers the effects of all
• The monster hunter is on higher elevation from lowlander traps in range
their target
• Their target is inflicted with lowlander toxin
Chapter 2+
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Lowlander Trophies
Tech Description and Effect Uses
This huge hooked pole can be used as a free action on
Mancatcher your turn to shove a character in range 3 as close to you as 3
possible.
Antidote You are immune to lowlander toxin Unlimited
Small iron icon of the pit. As free action you can call on
Ruin Icon the ruins to surface. Create a height 1 terrain space in 3
range 6
Rub this incredible potent poison on your weapon. Your
Pit Poison 1
next attack deals Divine damage.
A potent improvised weapon. As a free action, inflict
Monster spine launcher 3
vulnerable on a character in range 6
Thick, foul smelling, and greasy. Use as a free action to
Ointment 3
cure yourself and additionally end all blights.
This expedition, your attacks gain on hit: inflict lowlander
Lowerlander Toxin 1 Expedition
toxin
This expedition, as a free action you may teleport adjacent
Grappling Hook 1 Expedition
to a terrain space height 1 or higher in range 3
This expedition you are immune to all blights, lowlander
Survival Suit 1 Expedition
toxin, and difficult and dangerous terrain
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Kin: Ancient Jotunn are kin, can be bargained
JOTUNN with, and will flee or surrender if heavily losing a
fight
Distant cousins of the Troggs, Jotunn were born • Motivations: Jotunn are motivated strongly by
of Titan blood when the world was young. A their negative emotions (sadness, anger,
variety of peoples, they are united only by their distrust, ennui, hunger, etc). Appeasing them or
extreme age, prodigious strength, and enormous appealing to their feelings can soften them and
stature. Most Jotunn stand twice the height of make them open to negotiation.
other kin, some as big as a small building. • Flee: Jotunn typically don’t flee but value their
lives and will surrender if they see no chance of
Jotunn are immortal, seem virtually immune to winning a fight
disease, and do not age, though they can still be Monsters: Newer Jotunn are infected with the
slain by a powerful enough foe. They do not Blood Rage. Born of the slaying of the Titans, they
reproduce, but burst forth from the earth fully are driven only by their pain and rage. Treat them
formed wherever titan blood crystallized. There like monsters - they do not flee or negotiate. It
are therefore a limited number of them in the might be possible to cure the Rage.
world (though many have yet to emerge), and Faction blight: Frostbite
eventually their age will pass. This is something All Jotunn have the traits described in Legacy of
many Jotunn are keenly aware of. the Titans below.
Jotunn have long but very fallible memories, and Special Mechanic: Legacy of the
the ancients remember the Arken and the Doom, Titans
and have witnessed the sins of Kin throughout Elite: All Jotunn have the Elite type if they don’t
the age. This tends to make them melancholy, already have it. They’re worth 2 points in an
distrustful, or resentful. At their best, they are encounter budget and take 2 turns. Double HP if
burdened by the weights of their long lives. upgrading from a normal foe.
Many ancient Jotunn wander the land or stand Titanblood: Increase size to 2
guard over crumbling titan ruins, following the Titanfall: When defeated, roll 1d6 and assign a
edicts, patrol routes, and tasks given to them by compass direction (1 - none, 2- N, 3-E, 4-S, 5-W,
their ancient lords, so long ago that even they 6- GM choice). The Jotunn falls into a close blast 1
have forgotten. Others seek out the cities and area to its space. Size 1 characters inside must
towns of Kin, finding purpose in labor, learning, save or take 2[D] damage, or [D] on a successful
or battle. save. Move all characters out of the area into the
closest available space and place the defeated
The slaying of the titans scattered their blood Jotunn there. They count as a 2x2 space of height
across the land, where it sunk smoking into the 1 terrain while defeated.
earth. The Jotunn that have emerged from the
earth in the millennia since then have all
emerged insane, and driven only by the pain and Nilfling
rage of their dying progenitors, going on Blind and blood hungry Jotunn that are born
rampages until they are slain or collapse dead malformed from cysts in the earth where Titan
from exhaustion. blood has congealed and stagnated.
Older Jotunn often seek out their insane kin in Eyeless: Permanently blinded
order to put them down or out of some faint hope Blood Scent: Has hatred of the closest bloodied
for salvation, hoping for some final end to their foe. Ignores stealth and blinded against bloodied
pain. foes.
Finish Off (1 action): Effect: The Nilfling deals
Faction Template a phenomenal blow to an adjacent bloodied
character. That character must save or take 2[D],
To make any foe a Jotunn, you can add the
become dazed, and become winded. On a
following traits. All Jotunn have these traits.
successful save, they only take [D] and are either
dazed or winded (the ogre can choose).
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VANNIR AETNIR
Especially old and Aether-wise Jotunn are The Storm Titan had a mighty hall called
known as Vannir. These sagely Jotunn wander Erenhelion, where the titans would feast after
the land disguised as travelers or old men, doing battle. The drops of mead from that hall
sometimes shape-shifted or using illusions to smoked where they hit the earth and gave rise to
cloak themselves. They tend to view themselves the Aetnir, battle Jotunn of unprecedented skill
as judges to lesser beings, and often given to and strength, who came forth fully formed, clad
offering advice, prophecies, or riddles. and armed for battle. The Aetnir view combat as
a veneration of their progenitor and wander the
VIT: 8 land looking for the strongest opponents. There
HP: 64 are less than a hundred Aetnir left, and their
Speed: 3 (Dash 2) numbers dwindle as the age of ancients dims.
Defense: 6
Armor: 0 VIT: 10
Fray Damage: 4 HP: 80
[D]: 1d8 Speed: 3, Dash 2
Defense: 6
Traits: Overdrive 4, Aetherwall, Titanfall Armor: 4
Elite: Takes 2 turns Fray Damage: 4
Enormous: Size 3 [D]: 1d6
Star Shower (1 action, ranged attack, Cross Titan Cut (1 action, melee attack, Line 4):
3, range 10): On hit: [D]+fray. Miss: [fray]. Area On hit: [D]+fray. Miss: or area effect: fray
effect: [D] Great Leap (1 action): The Aetnir flies 3, then
Rune of Destruction (1 action): The Vannir shoves an adjacent character 2 spaces. Collide:
summons a glowing rune on a free ground space [D] and character is dazed.
within range 4. The rune can be moved over Crush Cowards (1 actions, special
freely. There can only be a maximum of three of recharge): Effect: The Aetnir raises its weapon
these Runes at once (each could be from different and ends its turn. It must take a slow turn next
Vannir), and the newest one created replaces the round, but at the start of that turn, as a free action
oldest rune if there are already three. At the end of it sweeps its weapons, affecting a blast 3 area
any round in which a rune is not covered by a effect around it, with different effects depending
terrain piece, character, or summon, all foes take on how close characters are. Foes 3 spaces away
[D] piercing damage for each active rune. Runes take 2[D]+fray. Foes 2 spaces away take [D]+fray.
disappear at the end of combat. Adjacent foes take fray damage. Special: This
Aencraft (1 action, recharge 5+): The Vannir move only recharges if Break the Mighty is taken
summons 3 illusory duplicates in range 3, which Break the Mighty (1 action, special
are summons with 1 hp, then may swap places recharge): Effect: The Aetnir raises its shield
with one of them, teleporting. Characters don’t and ends its turn. It must take a slow turn next
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round, but at the start of that turn, as a free affected by one set of chains from this ability at a
action, it slams its shield down. Adjacent time.
characters take 2[D] and are shoved 2 spaces
away. Collide: Characters take [D] and are
stunned. Special: This move only recharges if
Crush Cowards is taken
Chapter 2+
THANNIR
The Thannir were born from old battlefields,
places where the restless dead had no time to be
buried and were given to the wilds. They are
born from Tsumi, the moon titan, and they carry
a great sorrow and resentment in their beings.
With their greatscythes, they wander old
overgrown battlefields and groves that were
once charnel houses, tending to the bones of the
dead and the pale flowers that grow there.
VIT: 12
HP: 96
Speed: 4 (dash 2)
Defense: 8
Armor: 0
Fray Damage: 3
[D]: 1d6
Large: Size 2
Traits: Shelter, Diaga, Titanfall
Elite: Takes 2 turns
Brittle Flesh: Starts combat at only 50% hp,
with vigor 2
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Jotunn Trophies
Tech Description and Effect Uses
Swing this enormous blade for the following attack:
Titan Blade (2 actions, Melee attack, +1 curse):
Titan Blade 1
On hit: 3[D]+fray and foe must save or become stunned.
Miss: [D]+fray
This mead may be administered to a dead character,
even after combat, to bring them back to life (also restore
Mead of Erenhelion 1
all wounds). If you do so, their soul is bound to the
ancient, ruined hall of the Storm Titan.
Swing this scythe to cure all allies in range 3 and remove
Thannir Greatscythe 2
all vigor from foes in range 3
Elder Titanrune This combat only, become size 2 1 combat
As an action, slam this huge hammer into a blast 1 area
Titan Hammer 1
in range 3. Characters inside must save or become dazed
Thick, potent blood of the Holy Body. Consume to gain
Blackblood 1
vigor 3
This expedition, your ranged attacks gain pierce and
Titanforge Greatbow 1 Expedition
shove 1, but you cannot dash
This expedition, gain the skirmisher trait if you don’t
Great Wolf Mantle 1 Expedition
already have it
This expedition, gain +1 boon on attacks and deal bonus
Nilfling Tooth 1 Expedition
damage to bloodied characters
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enough to play tricks, but otherwise have no
HOB more awareness than the birds, mice, and
flowers from which they draw their essence.
Nature spirits of the Green and the Deep Green, Conversely, the Forest Gods, though they rarely
Hobs are the keepers of field and forest. Tied speak the tongue of Kin, are powerful and skilled
intimately to the seasons, the flora and fauna of in old, powerful magic, being tied to deep and
Arden Eld, and to the land itself, these ancient dark lakes, enormous trees, rock formations, or
beings range from the tiny, mischievous spriggs embodied as ancient beasts.
to the the colossal Forest Gods.
Most of the time, Hobs pay travelers little heed
Hobs are animate spirits made of the aether of other than innocent curiosity, and many villages
Arden Eld itself - the world soul, that inhabits of the Green worship them along with a broad
every tiny rock, tree, and blade of grass. Most of cast of local spirits, leaving offerings and prayers
the time these spirits slumber peacefully inside to placate them. The relationship is often
the land, their presence felt rather than seen, but harmonious and mutual - with Hobs often
in places where the aether of the world is reciprocating by guiding travelers back to
especially strong, these spirits burgeon forth, civilization, blessing harvests, or gifting small
emerging at the twilight hours to frolic, gallop, and valuable presents to local children.
and clamber through the trees and streams.
However, Hobs have existed far longer on Arden
Hobs range from childlike or barely intelligent, Eld than civilization and do not play by its rules.
to ancient and wise, depending on the aspect of Some hobs have no more intelligence than the
nature they are tied to. The tiny spriggs are wild beasts from which they draw their essence,
curious enough to follow travelers and smart and can be just as dangerous. Others may find it
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perfectly acceptable to lead a traveler astray for bargain or negotiate until things are put right,
three days in order to show them a breathtaking usually returning to their usual natures once the
lake view, to encourage beautiful and colorful crisis passes.
weeds to grow over a field, or to transform
someone into a deer for a week so they can run Greenwalker: All hobs ignore difficult and
wild in the forest. Occasionally, this turns sour dangerous terrain.
and conflicts spring up between Kin and Hob - Spirits of Forest and Field: Hobs have either
conflicts that Hobs remember for a very long the Spirit Away or Body of the Land trait (see
time. A village priest familiar with their ways below). When defeated, hobs disperse into aether
may grow old and die, or grandson may forget or collapse into the land.
the yearly offering that his grandfather made to Faction Blight: Any
the local spirits, and the Hobs see no difference -
only a sudden and unforgivable slight.
Special Mechanic: Spirits of Forest
In the worst cases, the aether of the land is and Field
stirred when the natural order is wounded. The
Churn has driven more and more kin into the Some Hobs are made of almost pure aether,
deeper parts of the land, as power-hungry flickering spirits that seem real until they dance
kingdoms, barons, and princes use fire, axe, and away through the air. These hobs have the Spirit
machine to tear up the forests and mountains to Away trait. Other Hobs are more solid and
fuel their industries and armies. In these cases, possess bodies of beasts or natural materials, such
the Hobs that emerge from the wounded as stone, wood, or water. These hobs have the
landscape are wild, vicious, or mad with rage. Body of the Land trait.
Driving up local animals into a frenzy, they
become a terrifying force of nature that can Spirit Away (free action): The Hob swaps
wage all-out war with local towns or outposts, places with a character in range 2, teleporting
killing scores. both. If either character cannot teleport, this
move cannot be made.
Body of the Land: When defeated, roll a d6.
Faction Template The Hob collapses into the natural land,
To make any foe a Hob, you can add the following disappearing. Every space of this Hob becomes a
traits. All Hobs have these traits. height 1 terrain piece (5-6), difficult terrain (2-4),
or a pit (1).
Kin: Hobs can (technically) be bargained with,
and will occasionally flee or surrender when they Unique Mob: Sprigg
are badly losing a fight. Unless greatly pressed, Spriggs are tiny nature spirits born from the
hobs that are considered kin will never kill essence of undergrowth and the small animals
characters intentionally, preferring to punish or that live there, such as tiny birds or mice. They
humiliate. are extremely curious and playful, and often
• Motivations: Hobs are usually strongly emerge from forests to follow after travelers for
motivated by trespass or injury against the land. some distance in lines like wayward children.
Some are motivated by some perceived slight or The aether of spriggs is so thin that it is almost
offense against some ancient bargain, rule, or impossible to harm them.
compact. Still others are simply motivated by
natural beauty or whimsy and don’t see malice
in their own actions.
Sprigg
• Flee: Being immortal nature spirits, being
killed doesn’t really bother a Hob (they will HP: -
usually return with the next season), but they Traits: Greenwalker, Phasing, Skirmisher
can be flighty and will run away if afraid. Speed: 3, Dash 3
Monsters: Hobs that are stirred up by some Defense: -
natural disaster or desecration of the natural Mob: This character doesn’t trigger slay effects
world are warped and malicious, and will not
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Barely There: Spriggs are intangible and don’t Traits: Greenwalker, Sturdy, Spirit Away
cause engagement. Characters can’t collide with Clamp (Free Action, recharge 4+): The Hobb
them and can share their space. They disappear chomps down on an adjacent foe with spectral
when combat ends, or all other non-sprigg allies fangs. That foe must save or until the start of the
have been defeated. Hob’s next turn, the Hob moves into and shares
their space, moving when they move, including
Frolic (1 action): The Sprigg swaps places with flying or teleporting. Whenever they take damage
an ally in range 3, teleporting. from an action or ability, the Hob gnaws on them,
Mischief (2 actions): The Sprigg swaps the dealing 1 piercing damage and shoving them 1. At
places of two other characters in range 3 of each the start of the Hob’s next turn, they detach,
other and the Sprigg, teleporting both of them. If ending this effect. It also ends if the Hob and their
either cannot teleport, this move cannot be made. target are separated for any reason. This ability
automatically recharges if the foe makes their
Templates save.
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Playful Pricking (1 action, mark): A A long fingered hob that is born out of lost
character in range 6 of the spirit must save or objects. It’s fond of stealing anything it finds
become marked. While marked, each time they fascinating, including memories.
teleport 1 space or more, they take 1 piercing Traits: Greenwalker, Spirit Away, Phasing
damage. This damage cannot reduce them past 1 Snatch Memory (Interrupt 1, recharge 4+):
hp. Trigger: A foe in range 2 uses an ability and the
Thorny Thicket (1/combat, 1 action, terrain ability resolves. Effect: That foe must save. On a
effect): The spirit creates a line 3 area of failed save, they lose the memory of that ability,
dangerous terrain in range 6. becoming unable to use it until this Hob is
defeated or the Hob uses this ability again.
Wisp
This dancing light is the spirit of deep swamps Filth Hob
and the dark spaces between trees. This stinking toad-like hob draws its essence
Traits: Spirit Away, Flying from the mud in cart tracks, fallow fields, or the
Dancing Light (1 action, recharge 4+): The black mud in dried up ponds. It has the attitude
Wisp summons a dancing light, an intangible size to match.
1 summon in range 6 that cannot be placed Traits: Greenwalker, Body of the Land, Phasing
adjacent to any character. When any non-hob Overwhelming Stench: The hob has aura 1.
character starts their turn adjacent to the light, it Attackers in the aura gain +1 curse on attacks, and
explodes in a blast 1 area effect centered on it. any character that ends their turn in the aura
Characters inside must save or take 2[D] and must save or become slow and poisoned.
become blinded, or [D] on a successful save. Poisoned characters take [D].
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joined by an aethereal thread. While within range combined with their tendency to look like a
2 of each other, they have resistance. The thread regular rocky hillside, does not help this
breaks if either of them are bloodied, and cannot situation.
be used on a bloodied character.
VIT: 10
Frosthob HP: 80
This slender hob is the spirit of morning frost, Speed: 2, Dash 2
deep winter snow, or ice on a lake. Its gentle Defense: 4
movements belay a brittle temper. Armor: 12
Traits: Greenwalker, Body of the Land, Flying Fray Damage: 4
Icy winds: The Hob has aura 1. Characters in the [D]: 1d10
aura have cover and foes that end their turn there
are inflicted with frostbite. Frosbitten foes are Enormous: Size 3
branded. Traits: Greenwalker, Body of the Land, Fortify,
Eternal Ice (2 actions, recharge 6+): The Sturdy
hob chooses a character in range 6, then freezes Elite: Takes 2 turns
them inside an ice block. That character become Lumbering: Permanently slow and winded.
intangible, has their speed reduced to 0, and is Crumbling Body: Has 12 armor. Each time it
winded+ while inside the block, which is a height takes damage from an action or ability,
1 terrain destructible piece sharing their space. permanently reduce its armor by 1 for the rest of
The block has 10 hp and is resistant to damage combat. If it's armor is 0, it becomes vulnerable+
from the character inside it. When it shatters, all
these effects on the character end. Ancient Geo (1 action, melee attack, arc 6 +
blast 1): Attack: On hit 2[D] and foe is dazed.
Area effect or miss: [D]. Effect: Dazed foes take +
Bark spirit
[D] from either effect.
Hobs that inhabit old trees and roots. They are
Earthforce (1 action): An adjacent foe or piece
older and wiser than other hobs, and can
of terrain is shoved 3. If a piece of terrain is
sometimes speak the tongue of kin, acting as
shoved, characters in its path are shoved 1 to
intermediaries.
either side, then take fray damage and become
Traits: Greenwalker, Body of the Land
dazed. Collide: Characters take [D].
Summon Root (1 action, recharge 4+): The
Hurl Self (2 actions): The Boulder hob reduces
Bark spirit creates a root, a sturdy size 1 summon
its max hp by 25%, hurling part of itself at a foe. A
in range 5. The area around the root is difficult
foe in range 5 must save or take 3[D], be shoved 3,
terrain, and the root emits aura 1 around it. Foes
and become stunned. On a successful save, they
in the aura are winded.
are shoved 1 and take [D]. Then, create a height 1
Curse of Thorns (1 action, mark): A
terrain piece adjacent to that foe. The hob can
character in range 5 from the Bark Spirit is cursed
reduce its hp to 0 and defeat itself with this move.
and marked. While marked, if that character ends
their turn within range 2 of a hob or a hob
summon, they take [D] piercing damage. Banderhob
Enormous, shaggy haired animalistic hobs that
are surprisingly light on their feet, able to soar
through the air with just a touch. They tend to be
Unique Elites rotund and relatively relaxed, so are often
underestimated by unlucky travelers.
Surprisingly intelligent despite their lack of
Chapter 1 speech and bestial form, they are extremely
protective of children of all kinds, and have a
habit of unintentionally abducting them for long
Great Boulder Hob stretches of time. They often become confused,
Great spirits of the mountains, these colossal and due to their large size, see most Kin as lost
hobs are peaceful and animalistic, but terrifying children, which can lead to some unfortunate
when enraged. Their tendency to startle, incidents.
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Protect the Child (free action, mark): At the Traits: Greenwalker, Spirit Away, Phasing,
start of combat, the Banderhobb marks a foe of its Diaga, Shelter
choice, deciding it’s a child to be protected. Any Elite: Takes 2 turns
time a character deals damage to that character Bargain: As an effect, the Geryan can strike one
with an action or ability or ends their turn of the following bargains with any foe. The
adjacent to that character, the Hob teleports to an bargain interrupts anything that’s currently going
adjacent space as an effect, then swipes that on, and resolves immediately. The terms of the
character. This effect can only trigger once a turn. bargain are hidden until they trigger. Accepting a
Other hobs are shoved 1 and take no damage. Foes bargain is voluntary, and the Geryan can only
and non-hob characters take [D] piercing damage. offer a bargain once a round.
This mark ends if the Banderhobb’s target deals - Luck: Trigger: The foe started their turn.
damage to it in any way. If the mark ends, the Effect: The foe gains +1 boon on all attacks and
Banderhobb can choose a new target as an effect saves this turn. Terms: The Geryan recharges
action, but can’t choose any target it’s already all its abilities.
chosen this combat. - Immortality: Trigger: Foe just took a wound.
Effect: The character can ignore the wound.
Savage Swipes (1 action, melee attack, Terms: The Geryan grants vigor 2 to itself or an
multiattack): Attack: On hit, [D]. Miss: 1 ally in range 6.
damage. Effect: If there’s only one valid character, - Wealth: Trigger: The foe’s turn started.
increase damage to 2[D]+fray on hit. Effect: Place a wealth token in a free space of
Bounding Leaps (1 action): The Banderhob the Geryan’s choice in range 6. The wealth
flies 4. Effect: If it lands on a space of terrain token is an intangible summon. It can be picked
height 1 or higher, it can repeat this flight once up if any character ends its turn adjacent with
more. no other characters adjacent to the token, and
Pounce (2 actions, recharge 5+): The hob is dropped in an adjacent space if a character is
flies 4, then an adjacent foe must save or take defeated. If a character ends combat with the
2[D] and be shoved 2, or [D] on a successful save. wealth token, they gain 2 dust.
Collide: Foe is slowed. - Beauty: Trigger: The foe just took damage.
Effect: The foe reduces all that damage to 1.
Their skin and hair/fur become clean and look
amazing. Terms: Every ally of the Geryan in
Chapter 2+ range 3 of that foe gains hatred of them and
they become branded and vulnerable.
Geryan
Wish (Interrupt 1, recharge 6): Trigger: An
A hob appearing in the shape of an elderly Kin,
ally in range 6 is reduced to 0 hp. Effect: That ally
dressed for travel. There’s little way to see
returns to 25% hp instead, then the the Geryan
through this hob’s disguise, but they often wear
takes 25% of its max hp in damage, which could
cloaks and hats, and smoke a fragrant pipe.
cause it to be defeated.
These hobs are the spirits of well-traveled roads
and therefore can move about the land quite
freely. They often feign illness or weakness, and
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Chastise (1 action, repeatable): Effect: A It can teleport to any space adjacent to a root as a
character in range 6 takes 1 piercing damage. If free action.
that character attacks before the end of their next
turn, they take [D] piercing damage and this effect Ancient Bolt (1 action, ranged attack, Line
ends. 8): Attack: On hit [D]+fray. Miss: Fray. Effect:
Misfortune (1 action, recharge 5+): Effect: A Foes in the line are electrified. Electrified
character in range 10 gains +1 curse on all attack characters take bonus damage.
rolls and saves until the end of their next turn. Root Lash (1 action): A character in range 4
Great Luck (1 actions, mark, recharge 5+): from a root summon or a deep root must save or
An ally in range 10 gains +1 boon on all attack be shoved as far as possible towards that root, or 1
rolls and saves until the end of their next turn. space on a successful save.
Ancient Reversa (1 action, recharge 5+): Dagon (1 action, 1/round): The Wissan ends
The Geryan gains aura 2 until the start of their its turn then marks out a line 6 area from its
next turn. While inside the aura, when any space, which becomes known to all characters. It
character (foe or ally) takes damage, roll a d6. On must take a slow turn next round, but at the start
a 4+, that character is cured. of that turn, a freezing weapon made of water
crashes into the first character in the line, making
Wissan the following attack, which doesn’t count against
Spirits that inhabit and embody very ancient, the per turn attack limit: Dagon, attack: On hit,
powerful, or aether-rich trees. When a tree 3[D] and inflict frostbite. Miss: [D]. Effect:
reaches a hundred years old, it is said a Wissan Frosbitten characters are winded. Winded
always appears. Wissan can appear in the shape characters take +[D].
of Kin and speak their tongue. They know many Summon Root (1 action, recharge 4+): The
old and ancient magical arts, and are studious Wissan creates a root, a sturdy size 1 summon in
for Hobs, hoarding many secrets and treasures range 5. The area around the root is difficult
in their cavernous root networks. Particularly terrain, and the root emits aura 1 around it. Foes
ambitious Wrights will sometimes head into the in the aura are winded.
old woods to try and study with one.
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day, leading her groom to run away out of Whenever the Tua teleports, if it’s in range 4 of
shame. that foe, it deals 1 damage to them.
Whirlwind (1 action, recharge 5+): Effect:
VIT: 8 Teleport 1, then deal 1 damage to an adjacent foe
HP: [16] x number of player characters and shove them 1. Repeat this effect three times.
Speed: 5 (Dash 5) Steal Friendship (free action, recharge 6):
Defense: 10 A foe in range 6 must save. On a failed save, they
Armor: 0 treat all foes as allies and all allies as foes for the
Fray Damage: 3 purposes of abilities until the end of their next
[D]: 1d10 turn.
Phase 1: Prancing
Untouchable: Unless attacked with true strike
or auto-hit, attacks always miss the Tua. When
missed by an an attack, can teleport 1 and shove
the attacker 1 space in any direction.
Shrike (1 action, mark): A foe in range 8 is
marked, and becomes vulnerable while marked.
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Hob Trophies
Tech Description and Effect Uses
Summon an allied Sprigg. The Sprigg disappears at the
Yunmes blossom 3 combats
end of combat and acts on your turn.
Summon a wissan root, a sturdy size 1 summon in range
Wissan Root splinter 5. The area around the root is difficult terrain, and the 2
root emits aura 1 around it. Foes in the aura are winded.
Eat this frozen berry at the start of combat to gain aura 1.
Characters in the aura have cover and foes that end their
Winter Berry 1 combat
turn there are inflicted with frostbite. Frosbitten foes are
branded.
Take a puff from this pipe as a free action to gain +1 boon
Geryan’s Pipe on all rolls until the start of your following turn. During 3
your following turn, take +1 curse on all rolls instead.
Throw this pebble as a free action to shove a character in
Boulder Hob Pebble range 3 1 space, then create a height 1 space of terrain in 3
that space
Eat this mushroom to transform into a frog until the end
Transmogrifying of your next turn. While a frog, you have evasion 20 and
1
Mushroom dodge but cannot take actions or interrupts other than
your standard move and dash
This expedition, while adjacent to an ally you have
Banderhob fur mantle 1 expedition
counter
Spirit Hob Charm This expedition, gain the Spirit Away trait 1 expedition
This expedition, gain dodge and cover while inside the
Mark of the Forest God area of a terrain effect, difficult terrain, or dangerous 1 expedition
terrain
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DEEPTOWER
Deeptower is a simple expedition for level 0-2 The top of the tower broke off and was lost
characters. Try it at level 1 or 2 if you want somewhere during its ascent from the deep earth,
characters to have more options. You can use it as but the bottom half is still intact. The Chroniclers
a jumping off point to get people into the game who noted the event on their seismographs have
and write your own material. named the sinister ruin Deeptower.
REWARDS: 6 xp, 3 dust. There’s some extra Persons of Interest and hooks
arkentech and dust possible, and camp upgrade. Here are some folk that players might run into in
CAMPS: 1 town, and a quick description of each. You can use
any or all of them as hooks for players to go to the
tower.
The Town
Elder Yu:
Oxbridge is a small, tight-knit farming Beastfolk (goblin), Yeokin, he/him
community, a collection of twenty or homesteads, A wizened goblin beast folk who is the town elder.
barns, and a small town square surrounded by He speaks slowly and his great age is apparent. He
fields of green and small town shrine to the local has two foster sons and has kept the town safe for
spirits. Ruins haven’t surfaced near here for two decades or so.
generations, and the valley surrounding the town Hook: Elder Yu may get a boy to approach
is quiet, bucolic, and peaceful. It’s a cozy town, characters as they come into town, imploring
with a welcoming, peaceful, and friendly vibe. The them to see him, or may have called them in the
thatch of the houses is overgrown with grass, first place. He’s in a desperate state. His foster son
neighbors sit outside in the evenings and gossip, Gwyn has been missing for several days after
and the gardens and windowsills are lush with staying out later for work, and his other foster son
wildflowers and vegetables. Everyone knows each Cado is in a terrible depression because of it.
other. There are also lights in the tower, making the
Elder think that people are camped there, or
There’s also the eponymous Ox bridge, just worse. He suspects that Gwyn’s disappearance
outside of town, where the local herders drive was connected to the tower or people who have
their cattle before coming into town to trade. It’s come to plunder it. Yu will promise payment in
old, perhaps pre-empire, massive, and made of dust if characters can find what happened to his
red stone that has weathered the rest of time. son and bring him back… or his body.
Cado
The Tower Thrynn, Yeokin, he/him
A teenager. Anxious and quiet, and gangly. Won’t
There’s an undercurrent of anxiety running
talk to the players without some prodding or
through the town. Just three days ago, an
action on the part of the players to get him to
Arkenruin surfaced about half a day by foot, up in
open up. Players might see him acting
the foothills. This is probably the reason the
suspiciously around town.
players are here. The ruin is close enough to the
Hook: Cado and his foster brother, Gwyn, heard
town that it presents a significant danger if left
about the riches in the tower from Quell, the
unexplored, and there is doubtlessly still a strong
Churner who was passing through town. Quell
concentration of Dust and arkenrelics within for
promised to pay them handsomely if they could
the adventurous or greedy - which will doubtlessly
bring her back something from the ruins, and
draw scavengers.
while exploring, they were ambushed by Relict
and split up. Cado fled, leaving Gwyn, and has felt
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Quell
Trogg, Churner, she/her
Quell is a Churner, a traveling merchant who was
in town for the night when the tower surfaced.
She has a dark sense of humor and keeps her true
intentions hidden.
Hook: Quell knows towers like this can have
powerful arkenrelics hidden deep inside, and paid
Yu’s sons to go scout it out, not expecting them to
actually enter the tower. She felt so terrible about
what happened that she pulled some strings and
hired a mercenary band, Carel’s Brigadiers, to go
get the kid out. The band is still at the tower and
hasn’t returned. She’s genuine in her remorse, but
secretly has also promised the band she’ll fence
any relics they find as payment. She’s not
planning on actually selling the relics, but intends
to split town as soon as she gets her hands on
anything. She might get the characters to go fix
her problem for her, promising payment.
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The Tower
Setting out for the tower is not a particularly hard
journey, though a lot of it is uphill. The tower,
when it comes into view, juts out of the
mountainside like a broken fang, the top split off,
leaving part of it open to the air. The earth around
its base is torn up and characters who linger in the
area will occasionally feel minor seismic tremors
in the earth.
4. The Knight
Then fill the remaining with the following
enemies depending on your players and
preferences: A crumpled figure in ancient arkentech amor has
collapsed on an altar at the end of the room here,
lit by a sunbeam. Adjacent to the altar is a stair
Fused Brute leading down. Rows of stone pews mark the way
Wraith Sniper there.
Wraith Blaster
Ghul Skulk A dark miasma has seeped from the knight’s
helmet, a curling black mist that seeps across the
floor and sinks low across the stone, which looks
corroded.
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Carel
It’s a 6 or 8 segment clock to try and move across Thrynn Guilder, he/him
this room safely and deal with the knight Well dressed, callous, calculating
somehow without touching the life-leeching • Carel is willing to talk and negotiate with the
miasma, which can inflict harsh harm on the players, especially if Quell sent them.
players. Removing the helm will cause the body • Carel knows that Gwyn is somewhere down in
within and the armor to collapse into dust. the lowest level - he can hear the boy calling out
for help sometimes.
Rewards • Carel knows there’s a patrol of Imperials from
The helm is a dangerous arkenrelic worth 1 dust if the city Encross that landed by airship about a
players take it out. It can be investigated with an day away and have entered the lower levels
action or two from the players to learn that the somewhere. He’s deciding whether it’s worth
helm is broken. It can be fixed as a minor risking his men’s lives to tussle with the
ambition during an interlude to gain the imperials. If characters can deal with the
following: imperials, he’ll let them use the key he has to get
into the pit.
Helm of Mist • Carel is planning to double cross Quell and Yu
Trophy and try to ransom Gwyn back to the town. He
Effect: Free action: You and all adjacent might let this slip accidentally, or if the players
characters gain stealth. Foes are also poisoned. presss him.
Uses: 3 • Carel has the key to the door to the Pit, rather
conspicuously around his neck. He also has a
The stairs lead down to area 11: THE WELL key to the cell in area 7 where Marat is being
kept.
2A: THE GALLERY, UPSTAIRS • Carel and his men have already clearly looted
the top levels of the ruins
The top of this room is open to the sky and
elements. Greenery has poured in over the edges If negotiations go poorly, he’s not beyond
over the last few days. There’s a narrow corridor attempting to rob them blind (of any dust they’re
going to area 6. This room has a couple of grates carrying), knock them out, and kick them out of
with bars in them, behind which is darkness. the tower. If Carel’s band is defeated, he’ll
Investigation of the spaces shows that they were surrender and leave the tower if asked.
empty but once may have served as cells. One of
them has someone inside (7). If characters use the key to get into the pit, Carel
and his men will attempt to ambush the
5. OLD GATEHOUSE characters on the way out. They will demand any
A second gatehouse juts out of the building here. treasure the players found as a finders fee,
It’s a little climb up. Climbing without alerting the fighting the players if they refuse. Canny
Relict in area 1 or Carel in area 6 is probably a 6 characters can also get away before they’re cut off.
segment clock that could end in a fight or a
confrontation. Cado is happy to point the ENCOUNTER: CAREL’S BRIGADIERS
characters here.
Carel is an elite and takes up 2 points:
The gatehouse door is ajar and voices can be Ruffian Rogue
heard from behind it. Crumbled pillars have
almost sealed it off, but there's enough space to The rest can be filled from the following, at 1 pt
squeeze through. each:
Ruffian Arbalest
6. CAREL’S BRIGADE
Tough Sledge
The mercenary scavenger Carel and his men are Toe-Taker Skulk
here, camped out across the bridge. Ruffian Priest
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If fought in area 6, the levers on the map can be One of the lords very obviously held a key in her
pulled with the interact action (1 action) to raise hands, but that key is missing (Carel in room 6
or lower the bridges on the map. has it).
7. MARAT, THE TRADER The entrance to room 9 is barricaded and will take
Inside this cell is a Xixo Leggio trader (upbeat, muscle to get through unless the barricades are
talkative, they/them), named Marat. They don’t removed from the other side. Characters
seem particularly concerned about being locked in attempting to get through the barricades might
a cell, telling characters they can get out any time. alert the imperial patrol in room 9.
In fact, Carel locked Marat in here after catching
them in the ruin just yesterday. 9. THE FIFTH ENCROSS LEGION
A patrol from the Fifth Encross Legion has set up
Marat has some extra elixirs, will trade them for 1 here after landing their airship a day or so away
dust (1 dust, or 1 dust worth of goods for 1 elixir), and marching in on foot. Encross is a large city-
and will loudly try and get characters to buy, state with a cruel patrician and ambitions to
possibly alerting Carel in room 6. They will also become a nation-state. Fortunately, it is rather far
constantly hint to the characters about Carel and away, and this is only a scout patrol.
his band in room 6 and ask if they come across a
key to return and let them out (it’s no trouble, The gallery is open to the air at points. Characters
really). can climb in down the cliff face and through the
window, but it might be a tough endeavor
2C: SUBLEVEL 1 (probably a 4 or 6 clock at least). Complications,
This level is dark, with little light penetrating it. other than falling or slipping, could involve
Sprawled across the landing here are desiccated, alerting the imperials.
skeletal remains. The stair down is blocked by
debris and climbing safely to area 3 will require The imperials arrived a day ago, trying to make it
some action by the players. down to the bottom chamber in order to retrieve
the artifact they suspect is there. They have no
The hall to the east (that would go to area 11) is idea about Cado and Gwyn, though they are aware
blocked by debris that could be cleared by a of Carel and his men. They lost a soldier to the
superpowered action. The hall to the west is open, armor demon exploring area 10, and after
but the heavy stomping of armored feet can be checking out area 11 have determined there may
heard down it. be a way down to the lower level through the well
there.
8: THE COURTYARD
The commanding officer of the patrol is Hela
Valstrakker.
In the center of this courtyard is a huge statue of
imperious looking Arkenlords, decayed over time.
Hela
Braziers set into of the stone in this room glow
Beastfolk (garou), Guilder/Imperial, she/her
with artificial green fire.
Ambitious, patriotic, confident, disdainful.
Hela wears a suit of arkentech power armor which
At the pinnacle of one of the arkenlord’s staffs is a
gives her a bulky frame and an oversized sense of
massive looking ruby, which nobody seems to
confidence.
have noticed it. Grabbing it, it can be sold later for
2 dust. On investigation, the hollow eyes of the
Hela’s orders are to secure the tower and retrieve
statues are trapped and will shoot beams of
the artifact from its lower levels at all costs. She’s
lightning at characters that venture close. It’s easy
willing to talk to the players, but may try and get
enough to skirt around the edge of the room to
them to stand down or surrender first, attacking if
avoid the traps. Climbing up the statue without
they refuse. If she defeats the players, she’ll
falling, making a ton of noise, or activating a trap
capture and interrogate them, but probably let
in the room is fairly risky, and requires a clock.
them go. If defeated, she’ll try and retreat with her
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Officer Knuckle
Howler Impaler
Gulper Blaster
Fill out the rest of the encounter with the
following options, costing 1 point each:
After two rounds, a Stalker beast enters the fight.
4x Auxiliaries
Stalker Dervish
Legionnaire Soldier
Legionnaire Sapper Clearing the toad from the well reveals a set of
Artillerist Commander stairs going down.
Imperial Spy Pepperbox
10. BATTLE CHAMBER
The pools of oil (difficult terrain) on the map can
be ignited by damaging them with any magic The sounds of heavy footfalls echo through this
attack (attacks auto hit) or attack that inflicts room, which is filled with the crumpled skeletal
burning. They become difficult and dangerous remains of warriors, and the broken armors of
terrain. Relict.
Alliance: If they promise to help clear out the The center of the room has a sunken
courtyard for the Imperials or fight Carel for his Sarcophagus-like structure, the relict node. A
key and are successful, Hela will accompany the statue atop this node once held a huge gleaming
characters in their fight with the Nocturnal. mace, almost as big as a man, but it has been torn
off by the demon in this room. The node is
11. THE WELL damaged.
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• If Carel is still around but the imperials are not • Marat finds your band and has a proposal: bring
a factor, he’ll let characters leave with Gwyn, but them back to their Leggio family, a few days
demand they cut him and his brigade in on the from here. There’s a big problem though -
valuables, including the elixir stone. He can be Marat has a terrible price on their head.
convinced otherwise with a lot of effort (or
healthy intimidation), otherwise he will attack.
• If Hela and the Imperials are around and on
good terms with the players, and Carel has left,
she’ll let them go with their valuables and Gwyn,
but demand the Elixir stone before they leave,
or she’ll order her soldiers to take it by force.
She can be convinced otherwise, but it’s
difficult.
• Neither Carel nor Hela will kill player characters
if they can help it. If players are defeated, they’ll
be dumped somewhere outside the tower, with
Gwyn. Carel will rob them and split town, Hela
will take the stone, leave them with 2 dust, and
leave.
Aftermath
Hooks
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