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0 Introduction

Defiant
Role Playing Game

concept, writing, cover art, and graphic design


Katarzyna Kuczyńska & Marcin Kuczyński

proofreading & editing


Patricia Willenborg

beta-testers
Radosław Bożek, Magdalena 'Madireth' Darda-Ledzion, Maciek ‘Maciejka’ Elget,
Dorota Grześkiewicz, Lena Jurczuk, Magdalena ‘Arte’ Konikowska, Agnieszka 'As'
Krupińska, Paweł Łaszcz, Piotr Mysłek, Marcin 'Chomik' Niewiadomski, Marta
Ordowska-Bożek, Aleksandra ‘Hedere’ Ososińska, Paulina 'Siowa' Piórkowska,
Maciej Starzycki, Sylwia Śleziak, Maciej Tybus, Adam ‘Dopler’ Wysocki,
Bartosz Wysoczański, Diana Zierke

All illustrations used in this book were made using stock images from paid
and free sites, namely Pixabay, Unsplash, Pexels, and Depositphotos;

All icons used in this book were downloaded from the Noun Project website;

© 2020 Game Machinery

ISBN 978-83-89765-16-1

This is a work of fiction. Names, characters, businesses, places, events, locales, and
incidents are either the products of the authors’ imagination or used in a fictitious
manner. Any resemblance to actual persons, living or dead, or actual events is purely
coincidental.

1 Introduction
Table of contents
Introduction..................................................................................................................................................... 5
How to use this book .................................................................................................................................................... 6
Roles at the Table ....................................................................................................................................................... 10
What You Need to Play .............................................................................................................................................. 12
The Theme of the Game ........................................................................................................................................... 13
Defiant Episodes ......................................................................................................................................................... 15
Rules Breakdown ........................................................................................................................................................ 17
The Line and the Veil .................................................................................................................................................. 19
Defiant Inspirations .................................................................................................................................................... 22
The World of the Defiant ........................................................................................................................... 28
Defiant Domains ......................................................................................................................................................... 28
Defiant Origins ............................................................................................................................................................. 30
The Forces of the Apocalypse.................................................................................................................................. 37
Power Structure and Politics .................................................................................................................................... 44
The Life of Defiant Royalty ........................................................................................................................................ 51
Defiant Houses............................................................................................................................................................ 64
The First Meeting ........................................................................................................................................ 96
Preparations ................................................................................................................................................................ 97
Explaining the Game .................................................................................................................................................. 98
Choosing the Domain and the Province ............................................................................................................... 104
Setting Boundaries ................................................................................................................................................... 106
The Line and the Veil ................................................................................................................................................ 107
Character Creation ................................................................................................................................................... 108
Pilot Episode .............................................................................................................................................................. 115
Playing in Smaller Groups ....................................................................................................................................... 119
Playing the Game ...................................................................................................................................... 122
The Structure of the Game ..................................................................................................................................... 122
Basic Philosophy....................................................................................................................................................... 125
Undertaking Challenges .......................................................................................................................................... 134
Challenge Guide ........................................................................................................................................................ 150
Endeavors .................................................................................................................................................................. 170
Endeavor Guide ......................................................................................................................................................... 181
Standing ..................................................................................................................................................................... 193

2 Introduction
Afflictions ................................................................................................................................................................... 197
Shards ......................................................................................................................................................................... 203
Personal Themes ...................................................................................................................................................... 209
Trouble and the Trouble Track ............................................................................................................................... 212
Personal Affairs......................................................................................................................................................... 214
Court Challenges ...................................................................................................................................................... 217
Character Advancement.......................................................................................................................................... 226
Preparing for the Game ........................................................................................................................... 228
The Three Levels of Preparation ............................................................................................................................ 229
Preparing for a Season ............................................................................................................................................ 231
Preparing for an Episode ......................................................................................................................................... 234
Creating Mirror Concepts ........................................................................................................................................ 238
Creating NPCs ........................................................................................................................................................... 243
Creating Secrets........................................................................................................................................................ 251
Creating Threads ...................................................................................................................................................... 254
Preparing the Story Arc............................................................................................................................................ 283
Running the Game .................................................................................................................................... 296
The Three Levels of Game Mastery ...................................................................................................................... 298
The Tools at Your Disposal ..................................................................................................................................... 300
Episode Structure ..................................................................................................................................................... 305
Chronicle Structure ................................................................................................................................................... 311
Resolving Challenges ............................................................................................................................................... 312
Reacting to Theme Questions and Special Rules............................................................................................... 320
Using Courtiers and Spouses ................................................................................................................................. 324
The GM Commandments ....................................................................................................................................... 330
The GM Tips .............................................................................................................................................................. 337
The Guidebook .......................................................................................................................................... 357
Origin Guide ............................................................................................................................................................... 358
Origin-Exclusive Personal Theme Guide .............................................................................................................. 367
Personal Theme Guide ............................................................................................................................................ 384
House guide ............................................................................................................................................................... 409
Marital Guide ............................................................................................................................................................. 422
Court Guide ................................................................................................................................................................ 441
Creating Courtiers..................................................................................................................................................... 460
Bridgewood Boulevard............................................................................................................................. 463

3 Introduction
How to Use This Chapter ........................................................................................................................................ 463
The City of New Hethlon ......................................................................................................................................... 466
Welcome to Bridgewood Boulevard ...................................................................................................................... 473
Lords and Ladies of the Boulevard ........................................................................................................................ 475
Places of Note ........................................................................................................................................................... 518
Neighboring Provinces ............................................................................................................................................ 521
The Links .................................................................................................................................................................... 524
The Story Arcs ........................................................................................................................................................... 546
Holding guide............................................................................................................................................................. 595
Flairs and Achievements ......................................................................................................................... 602
Flairs ............................................................................................................................................................................ 603
Achievements ............................................................................................................................................................ 615

4 Introduction
chapter 1
Introduction

Welcome to Defiant: a tabletop role-playing game where you get to play as


mighty, modern-day supernatural blue-bloods who govern their subjects, and
pursue their personal goals, while adhering to their Domain’s
Commandments. By heeding to the needs of the Sephirot, Defiant Royalty
empowers the protective seals around their cities, making them the only safe-
havens in a world ravaged by the Apocalypse.

In Defiant, your Characters walk a thin line between satiating their desires and
following the dystopian laws of their uncanny society. They share a unique
position as supernatural aristocrats, ruling over their Holdings and
empowering their Domains with the strength of their passions. And while you
will all be telling a tale of their struggles, triumphs, tough choices, and intense
relationships, the most crucial question is not “How does the story end?” nor is
it “How do we get there?”.

Instead, each of you will be playing to find out who your Character really is,
and what they are truly made of. What will the Characters do with all the
power that has been given to them? How much are they willing to sacrifice to
do what is right? How many rules are they willing to bend to get what they
want? With every Defiant Episode, you will learn more about your Characters
and will have the opportunity to add more details to their intricate portraits.

5 Introduction
Welcome to world of ruthless politics, demons from hell, extravagant parties,
supernatural powers, apocalyptic cults, royal marriages, modern-day cities,
blood feuds, reborn gods, aristocratic privilege, fallen angels, personal Courts,
and dragons.

Welcome to Defiant.

How to use this book


This rulebook contains all the rules and information you need to play Defiant.
While you can consult it during the game, it’s best to read it beforehand, and
only use the cheat sheets during the actual play, to make it run more
smoothly.

Chapter Breakdown
The book is divided into eight chapters, each focusing on a different aspect of
the game. While some of them are only useful for the person taking on the role
of the Game Master, you are free to read through the whole book, regardless
of the part you are going to take during the game. The only chapter that may
potentially spoil some of the fun for the Players is the last one, titled
“Bridgewood Boulevard,” so consider possibly omitting this one, if you won’t be
running the game.

Introduction
This is the chapter you are reading right now. It contains all the basic
information about the game, its theme, and ruleset. It should give you a good
idea of what Defiant is all about and how the game works.

The World of the Defiant


This chapter focuses on the world you will get to play in. You will learn about
the Apocalypse, different Defiant Origins, and major bloodlines, along with the
customs and everyday life of the supernatural society.

6 Introduction
The First Meeting
Here, you will find all the rules and guidelines you need to follow during the
first meeting. This includes creating the Player Characters, setting boundaries,
and playing out the first, short Episode of the game.

Playing the Game


You will find all the Player rules of the game in this chapter, along with
different examples of how to use them. It sums up all different mechanics the
Players use during the game. You do not have to know them all by heart, but
you should have a general idea about them, and can consult this chapter as
needed.

Preparing for the Game


This chapter describes how the Game Master should prepare for meetings
with the Players. It covers all the preparations needed at the beginning of a
new Chronicle (a long game stretching over many sessions), as well as
everything they should plan before every meeting.

7 Introduction
Running the Game
Just like the previous one, this chapter focuses on the role of the Game
Master. Here, you will find all the rules and tips on how to run the game during
meetings with the Players. After reading through the chapter, the cheat sheets
provided with this rulebook should be enough to refresh the Game Master’s
memory during play.

The Guidebook
This chapter consists of extended descriptions of Player Characters’ “building
blocks”: Personal Themes, Marital Cards, Origin superpowers, and so on. It is
meant as additional information, if any rules on the print-out cards provided
with this rulebook are unclear.

Bridgewood Boulevard
In the last chapter, you will find a detailed description of a ready-to-play
Defiant Province. With the information provided there, the Game Master
should be able to easily set up their own Chronicle, in the city of New Hethlon.

How to Proceed
Defiant is meant as a game for both experienced and first-time role-players.
Ideally, everyone should read the whole rulebook, apart from the “Bridgewood
Boulevard” chapter. We understand that not all of us have enough time on our
hands or the will to go through the whole book. Please consult the list below
on what parts of the book may be crucial to you.

New Groups
Defiant is played in groups of between two and four people. If this is the first
time you are going to play a tabletop RPG, you should start by deciding who
will take on the role of the Game Master. You can read about Game Master
and Player roles later in this chapter.

8 Introduction
First-Time Role-Players

We’ve created Defiant with both the veterans and the newcomers in mind.
If you’re only just beginning your adventure with RPGs, all you need before you
start reading Defiant is a basic understanding of what role-playing games are.
Watching a couple of minutes of any RPG online stream or video should be
more than enough to grasp the concept.

The Game Master


There really is no way around this - the Game Master should read the whole
book. The information in the chapters on preparing and running the game has
been divided into two levels of complexity. If you are only starting as the Game
Master, you should focus on the basic rules, but feel free to read the advanced
ones as well - rest assured, they’re not rocket science.

The Players
Ideally, Players should read the “Introduction,” “The World of Defiant,” and
“Playing the Game” chapters before the first meeting. You can read through
“The First Meeting” during actual play, and follow its rules as you go. After your
Characters are ready, you should consult “The Guidebook” and read about the
elements concerning your heroes (i.e., their Origin supernatural powers, and so
on).

The Absolute Minimum


If you are a Player, and really have no time to spare, you should try to read
parts of the Introduction chapter (focus on “The Theme of the Game” and
“Rules Breakdown” sections). Follow this by going through as much of “The
World of the Defiant” chapter as you can, prioritizing the “Defiant Origins” and
“Defiant Houses” sections. This should give you enough information to create

9 Introduction
a Character during the first meeting, but you will have to rely on the knowledge
of the rest of the group to fully understand and enjoy the game.

Unfortunately, the GM needs to know most of the rulebook to successfully run


a Defiant Chronicle. If time is an issue, you can read the information up to “The
First Meeting” chapter before starting the game. Then, go through the chapter
during the meeting with the Players, and read the rest of the rulebook before
the next session (you can also omit the “The Guidebook” chapter, and only
consult it if needed).

Roles at the Table


Defiant is a game for a single Game Master (GM) and between one and three
Players, who control the actions of the Player Characters (PCs). Together, you
will create a supernatural society in a modern world resembling ours and tell
amazing stories about your Characters.

The Players
Each Player creates and controls their unique Character - one of the heroes of
the story you’ll be telling together. Rather than merely reacting to the GM’s
narrative, the Players may use their Characters’ Special Rules to insert new
elements into the story, tailoring it to better suit their needs.

Players also help the GM with unclear situations. Whenever there’s a dispute
at the table, you all sit together and decide on the proper solution.

The Game Master


The GM is in charge of introducing new threads and describing and playing
out the roles of the Non-Player Characters (NPCs) - pretty much all people in
the story apart from the heroes. It’s up to the GM to outline every situation,
describe the surroundings, and design interesting secrets, and the general
premise.

10 Introduction
Think of the GM as someone who designs a rough sketch of a situation. When
the game starts, the GM describes the drawing. The Characters then enter the
scene, and the Players get to draw additional elements if they choose to. They
may also ask about certain aspects, and the GM adds more details to them,
since they are now in focus.

And then, using all the information they have, the Players declare the actions
of their Characters, changing the picture altogether. The GM engages in this
dialogue, describing how the Characters’ actions impact the situation and how
the NPCs react to them. The Players respond to the new situation and engage
in the dialogue by declaring actions, asking more questions, or adding new
elements. And this back-and-forth dialogue is the main structure of the game.

11 Introduction
What You Need to Play
You will need a couple of pencils and a single set of dice (for the whole group),
consisting of three six-sided dice, four eight-sided dice, and four ten-sided
dice. You should print out the Defiant Character Sheets that are available to
download for free. There are also a number of different game aids you can
download and print to make the game run more smoothly.

Dice
The absolute minimum set of dice required to play
consists of a single six-sided die (d6), eight-sided die
(d8), and a ten-sided die (d10) for the whole group.
It will make die-rolling a bit difficult (since you usually
have to roll a total of three or four dice) but is totally
doable.

The full set of three d6s, four d8s, and four d10s will
make the game run smoothly and is highly recommended. The colors of the
dice do not matter at all; just grab whatever dice you have available.

Game Aids
While the Character Sheets make it easier to keep track of your heroes and
their skills, writing all the information down on a piece of paper will work as
well. The same goes for the “Line” and “Veil” cards. You can easily create your
own if you don’t have printed copies.

What you really need to print out are the “First Episode Cards.” During the
game, you’ll have to shuffle some of them, use the information provided on
them, and the whole character creation pretty much relies on them. So if you
print out just one item, make it the “First Episode Cards.”

12 Introduction
The Theme of the Game
Players take on the roles of the Defiant – supernatural beings who rebelled
against their calling. Rather than serving as the agents of the Apocalypse, they
stood against it. They are now a part of one of the Defiant Domains, protected
from the apocalyptic presence, each with its own specific - and usually
demanding - set of rules.

The Urban Fantasy Genre


While the game is set in a modern-like city, the main focus is on the
paranormal. Your characters may look like humans (most of the time), but
they are not mere mortals. They are powerful, supernatural beings living in a
supernatural society. The city is filled with occult and weird elements that
ordinary people either fail to see or choose to ignore.

Blue-Blooded Supernaturals
Rather than playing low-ranking members of Defiant
society, your Characters will be a part of supernatural
royalty. Each of them will govern their own Holding
within the city and will have a handful of Defiant
subjects, serving as their entourage, agents, or
playthings.

Beyond the Mundane


Defiant is not a game about everyday mortal problems. Mundane
topics may come up from time to time, but they will usually serve as a
novelty rather than an actual challenge. For the most part, your characters
do not have to worry about taxes, unpaid bills, or setting up a doctor’s
appointment. They will have to manage their vibrant, supernatural lives
instead.

13 Introduction
The Pleasures of the Flesh and Mind
One of the reasons the Defiant stand against the Apocalypse
is their desire to experience everything the world has to
offer. Defiant are creatures of grand ambitions, hungers,
and resources, often indulging in earthly pleasures. While
adult themes do not have to be in the center of your game,
they are likely to be a part of it.

The Things You’ll Get To Do


While the exact plot depends on the Players and the Game Master, here are
some things that you are likely to do during the game:

Govern your Court, as a benevolent ruler or a harsh master

Fight others for fame, prizes, or satisfaction

Uphold the rules of the Domain, sometimes at a great cost

Uncover personal secrets, both petty and dangerous alike

Work together to strengthen your Province

Attend extravagant parties, with or without hidden agendas

Plot against your rivals, and make new allies

Navigate between your desires and obligations

Battle the minions and the secret agents of the Apocalypse

Build and cultivate relationships, some meaningful and others not

14 Introduction
A Story about Your Characters
The stories you will get to play will revolve around your Characters. In Defiant,
you are not playing the parts of bystanders or pawns. The plot will revolve
around your Characters and their ambitions, desires, virtues, and flaws. Using
the rules of the game, the Game Master tailors each Episode to best resonate
with the Player Characters’ personalities, backgrounds, ambitions, and vices.

Defiant Episodes
You will play Defiant through a series of Episodes, each focused around
different events in your Characters’ lives. The structure of the game resembles
that of the TV series, with Episodes grouped into Seasons. A single Episode is
meant to be played out either during one or two meetings with the GM and
other Players. It usually takes about five to eight hours of playtime in total,
meaning you can either play it out in a single long Session or two Sessions of
about three to four hours.

Episode Structure
Every Episode (apart from the Pilot Episode) follows the same structure. It
starts with the Players talking about their Characters’ daily activities and
dealing with problems at their Courts. It’s the time for you to get to know your
Character’s subjects and the issues with maintaining the Holding.

Each Episode consists of two main Threads - events that take place in the
Defiant world that your Characters cannot ignore. It can be anything, from
attending a party held by someone important, dealing with a threat to your
Province’s standing, conducting an inquiry on the Princeps’ behalf, to fighting
an apocalyptic cult, participating in a ruthless tournament, or exacting harsh
justice as demanded by the Archon.

15 Introduction
Threads are broad events with plenty of time to delve into your Characters’
goals, make new friends and enemies, and so on. While all of your Characters
participate in a Thread, they can have different goals and attitudes towards it.

Between the Threads, there’s time for your Characters to explore personal
matters, focusing on the things most important for you, even if they fall
outside the spectrum of the main plotlines.

The Pilot Episode


During your first meeting, you will create the Player Characters and play out
the first mini-Episode to get to know them better. You will mostly focus on
building your heroes’ backgrounds, Traits, relationships, and such. Think of it
as a pilot Episode that lets you get a hold of the general idea of the series and
gives you a chance to meet the main characters.

16 Introduction
Rules Breakdown
Below you will find a basic breakdown of the rules used in Defiant. They are all
described in detail in the “Playing the Game” chapter of this book.

Personal Themes
The Players choose Personal Themes for their Characters.
They are a source of Traits that make your heroes better at
overcoming odds. Themes come with special questions
you can ask anytime, to influence the scenery, or get
interesting answers from the GM. There are also Special
Rules associated with each Theme, giving your Characters
an additional edge. “Guide,” “Socialite,” or “Gem” are all
examples of Personal Themes.

Challenges
Whenever a Character comes across a situation, where their victory is not a
given, and a potential failure would make for an exciting story, they need to
face a Challenge. It is a test of the Character’s skills and talents and a way to
check if they can overcome the odds.

Endeavors
Your Characters will be able to plot major intrigues, sway potential allies and
lovers, reshape their Provinces politically, and undertake grand projects.
Endeavors are more sophisticated versions of Challenges, used whenever a
Character puts forth their own agenda and wishes to see it through.

Traits
Traits represent your Characters’ abilities, areas of expertise, or talents.
“Incredible Voice,” “A Knack for Gadgetry,” or “Friends in High Places” are all
Traits. Whenever a Trait seems appropriate, you can use it in a Challenge, to
increase your Potential (and the chance of success).

17 Introduction
Potential
When the Character takes a Challenge, you need to sum up all applicable
Traits and subtract all Afflictions that would hinder their effort. The number
you end up with is the Character’s Potential for this Challenge. The higher the
Potential, the more likely it is the Character will succeed.

Afflictions
Whenever something bad happens to your Character, they might get an
Affliction. “Wounded,” “Distracted,” or “Destroyed Outfit” are all examples of
Afflictions. They work like negative Traits, decreasing your Potential in a
Challenge.

Rolling the dice


The basic dice you roll during a Challenge are three six-sided dice (3d6). Every
point of Potential, “upgrades” one of your lowest-sided dice to the next level:
from d6 to d8, and from d8 to d10. So having a Potential of 1 would mean you
upgrade one d6 to d8, resulting in your pool consisting of a d6, another d6, and
a d8. Having an impressive Potential of 6 would mean, all your dice would be
upgraded to d10s, giving you a pool of 3d10.

Outcomes
All die results of “5” or more count as Successes, regardless of the number of
sides. So, when rolling a d6, only “5” and “6” are Successes, while all results
from “5” to “10” are considered Successes on a d10. The more Successes you
rolled, the better. One Success is a mixed blessing at best, while three
Successes result in a decisive victory.

18 Introduction
Shards
Each Player Character has a pool of Shards they can use to improve their
chances in a Challenge. Spending a Shard before the roll, ads an additional d8
to the roll, resulting in a 4-die pool. This die is upgradable, just like the other
three. You can also use the Shards to power up your Special Rules or ask
Theme Questions.

The Non-Player Characters


While NPCs possess Archetypes, that are similar to Traits, they do not
undertake Challenges. The Players are always ones to roll the dice. Whenever
NPC’s Archetype comes into play (for instance, when the Player Character is
trying to sneak past a guard with a “Vigilant Sentry” Archetype or is attacked
by someone with the “Reckless Warrior” Archetype), each appropriate element
of the NPC’s Archetype lowers the Player Character's Potential by one, while
any aspect of the Archetype that would hinder the NPCs chances, adds one to
the Character's Potential.

The Line and the Veil


It is likely that during the game, you will encounter potentially problematic
topics concerning either sexuality, discrimination, substance abuse, or
anything else that you might find difficult to deal with or outright unwelcome.
There are rules in place to ensure everyone at the table feels safe and gets to
play the game without having to deal with topics they are not comfortable
with.

Every time you play Defiant, there should be a “Line” and a “Veil” card present
at the table. You can download and print them from our gaming aids, or
simply make them yourself - just draw a line, or write “line” on one card and
draw or write “veil” on another. To use the card, simply tap it or say its name
out loud.

19 Introduction
The Line
You should use the Line Card whenever you feel uncomfortable with a topic or
proceedings in the game world and wish to exclude them from the game. You
do not have to explain your decision - if you feel bad about an element of the
story or something happening to any of the Characters, use the Line Card. You
can also do this when you’re the GM; it’s for everyone.

After you used the Line Card, try to explain which element you feel
uncomfortable with. From this point forward, it’s banned from this game. The
better you explain the exact thing you’re not ok with, the lesser the chance of it
popping up ever again. Of course, you may not feel comfortable sharing too
much; that’s ok, but in that case, you cannot expect others to fully understand
what they should omit.

At the very beginning of each Chronicle, you will all create a list of topics that
“cross the Line.” These are things you do not want to come up during the
game. It’s the perfect moment to exclude elements that you already know
would upset you. Each time you use the Line Card during the game, you can
add the current problematic event to the “crossing the Line” list.

The Veil
Sometimes you might be ok with a general element, but don’t want detailed or
graphic descriptions. This is what the Veil Card is for. Using the Veil card does
not change anything in the game world. Whatever was happening still
happens; however, you (both the Players and the GM) refrain from
descriptions, simply acknowledging that the thing happens and moving on to
the next Scene or element.

You can use the Veil Card in regard to your Character but also to others. If
you’re not ok with listening to what’s happening to them or what they are
doing, tap the Veil Card, and you should all skip the descriptions, simply
stating that something has happened. The GM can use the Veil Card as well,
of course.

20 Introduction
You can also use the Veil Card to “unveil” an element of the Episode. Maybe
you want the Scene to get more graphical and are eager to know all the
details. In that case, you tap the Veil card, but declare that you want to unveil
the thing currently happening. Unlike the veiling, you can only unveil the events
concerning your Character.

Everyone at the table has the right to veto you, however, leaving the situation
in question behind the veil. You cannot unveil a scene that has been veiled
using the card, of course, since you already know that someone wants it
hidden. The primary use of unveiling is communicating to the GM that you are
ok and enthusiastic about jumping into the gory, sexy, unsettling details of
what’s currently happening.

21 Introduction
Defiant Inspirations
It would be nice to think of Defiant as a completely original game: a one-of-a-
kind creation made in its entirety from never-before-seen ideas, introducing
breakthrough roleplaying solutions, and a shockingly innovative fictional world
concept that will dazzle the players and industry’s leading designers alike.
Wouldn’t that be something?

As you can probably guess, this is definitely not the case. We’ve played or read
literally hundreds of RPGs made by different authors, and we’ve been
influenced by all the movies, TV series, books and comics we know. We’ve
also used all the cultural and religious tropes we found fitting. We mixed
everything together, to create the world of Defiant.

So while we hope there is some level of ingenuity in the way we mixed this
cocktail, we’d like to acknowledge at least some of the sources of its most
important ingredients.

Cultural Heritage
Defiant is a game about angels, ancient gods of different pantheons, hellish
demons, and dragons in human forms, fighting against the forces of the
Apocalypse. It clearly draws from many cultural and religious tropes. When
creating Defiant, we did not mean to accurately portray any existing religion or
cultural group. This is a pulp, oversimplified version of their real-life
counterparts. If we felt something would make for an exciting twist, we did not
hesitate to insert additional ideas that have little to do with the original
material.

22 Introduction
For the most part, we didn’t even base our creation on any in-depth works on
those topics, as it was never our goal to draw a realistic portrait of the real-life
cultural heritage. Our Aztlan Daeva have as much in common with the Aztec
myths, as the MCU’s Thor resembles the Norse legends. This game is
supposed to be fun. It’s not meant as a statement toward any religious groups
or values.

Works of Fiction
The world of Defiant is not based around any existing book, comic, or movie,
though clearly, you can draw some similarities to different works of fiction.
We tried to find various examples of recurring Defiant themes when compiling
the list below.

We are aware that some of the listings below could as well fall into different
categories since they exist as books, movies, and series at the same time.
In those cases, we chose the versions that we knew or liked the best.

Books
The novel, “American Gods” by Neil Gaiman is probably the closest depiction
of Daeva you can find, even though they tend to be more down-to-earth than
their Defiant counterparts. As for other titles, with the popularity of the
supernatural genre, there are many to choose from.

Movies
Though this is not the exact aesthetic, the early movies from the “Underworld”
series had a great depiction of supernatural, over-the-top royalty. There are
plenty of movies about angels in the modern world, but perhaps the most
“courtly” depiction of them comes from the movie “Constantine.”

Series
The idea of supernatural communities and their internal politics is not
an uncommon one, and titles like “True Blood,” or “Shadowhunters” come

23 Introduction
to mind. Lucifer’s club in “Lucifer” and the Tidelanders estate the “Tidelands”
could serve as examples of Holdings and Courts (though Lucifer clearly lacks
enough Courtiers).

Comic Books
Neil Gaiman’s “Sandman” comics have an interesting take on the supernatural
community. As for over-the-top fashion choices and dramatic potential,
“Rapaces” (“Predators”) by Jean Dufaux, and Enrico Marini could also illustrate
some aspects of the world of Defiant.

Other Role-Playing Games


There are many different ways in which other roleplaying games inspire us
when we design our own titles. We may find some aspects of imaginary
worlds extremely interesting or fall in love with a particular game rule. Below,
you will find a list of games that had the most significant impact on Defiant.

World of Darkness
Different games from the impressive range of the World of Darkness titles
made for most of our roleplaying experience in the ’90s. It’s safe to say that
there could be no Defiant without the influence of all the designers and
authors who created that massive supernatural world of modern-day
vampires, werewolves, mages, changelings, and other creatures.

To a point, you might say that design-wise, we are the children of World of
Darkness. We started by admiring and accepting its design unconditionally at
first, back in the ’90s. Next, we went through a phase of rebellion, rebuking all
its basic ideas before finally establishing a more mature relationship,
acknowledging the ingenuity of some ideas, while disagreeing with others.

Of all the games from the World of Darkness / Chronicles of Darkness stable,
two titles had the most impact on Defiant. The intricate world of “Vampire: the
Masquerade” and the court-like society of “Changeling: the Lost” have

24 Introduction
definitely left their marks on the way we think about modern-day, supernatural
societies. If you haven’t already, you should definitely read (and hopefully play)
those two games.

Fate
If you’re familiar with the Fate roleplaying rules, you’ll discover many of its
influences in Defiant mechanics. While we felt we needed to create our own
ruleset, tailored to the game experience we had in mind, we did bring much of
the “Fate philosophy” into the game.

The first Fate game that we really fell in love with was “Legends of the
Anglerre.” We were amazed by its neatly scaling rules, which worked just as
well on the level of single characters as whole kingdoms, and the idea of
leaving the players in control of their character’s goals and the steps needed
to achieve them. If you’re looking for an easy to use, yet fun to play universal
game system, you should definitely try the Fate Core / Fate Accelerated
rulesets.

Houses of the Blooded


You might say that the lifestyles of the Defiant and the ven from the “Houses
of the Blooded” have much in common. Of all the RPGs focusing on different
aspects of the courtly life, we found this one the most interesting. We’ve spent
a lot of quality time in the lands of the ven, and drew many inspirations from
the game, even though it takes place in an ancient, fantasy land of astonishing
palaces and refined culture.

You should definitely give “Houses of the Blooded” a try, even if only to learn
its great collaborative storytelling rules or an interesting take on the Fate
ruleset philosophy. And perhaps you might even fall in love with the
fascinating world of the ven.

25 Introduction
Apocalypse World
Few modern games have had as much of an impact on the way we view and
design roleplaying games, as the “Apocalypse World”. We read it in 2012 and
spent the next four years mainly playing either the original game or any of the
multitude of its hacks from the “Powered By The Apocalypse” family. To
understand the mechanics better, we created PBTA versions of our old games
and tinkered with them, to better analyze every aspect of the “Apocalypse
World” philosophy.

And while nowadays we’ve drifted toward a different approach, we still play a
lot of the “Powered By The Apocalypse” games, with “Apocalypse World”
forever holding a special place in our hearts. If you haven't read it or played it,
you should - period.

Ironsworn
This is one of the two late additions to this list, as we started playing
Ironsworn during the process of creating Defiant. The game is excellent in its
own right, with an interesting take on the “Power By The Apocalypse” ruleset.
And while we enjoyed many aspects of “Ironsworn,” the rules of Defiant
Endeavors have probably been influenced the most by this game.

Do yourself a favor: grab a copy of Ironsworn and embark on a perilous


adventure in the Ironlands. You can even play this game solo or co-op without
a Game Master.

City of Mist
The second late addition to the list of inspiration is “City of Mist,” with its
beautiful rulebook. After spending some time playing in the supernatural noir
world of living myths, we decided to use one of the game’s ideas: the absence
of traditional attributes. The way Traits and Potential work in Defiant has
much to do with the rules of “City of Mist.”

26 Introduction
What makes this game even more interesting is the mix of “Apocalypse World”
and “Fate” philosophy. Give this game a try - you will not be disappointed.

And Many More


There are probably more influences on Defiant than we can remember, but
here are a few more games that require at least a short mention: Mouseguard,
Dogs in the Vineyard, Nobilis, Pendragon, Ars Magica, Urban Shadows,
Fireborn, Kult, Blades in the Dark, and Sorcerer.

They are all excellent games we played through the years that contributed to
the creation of Defiant.

Safety Rules
To ensure everyone playing feels comfortable and has a way to express any
potential problems, we created our own safety rules that rely heavily on two
great tools: the X card by John Stavropoulos, and the Lines and Veils by Ron
Edwards.

27 Introduction
chapter 2
The World of the Defiant

In Defiant, the world resembles ours, but it is doomed to be destroyed.


Apocalyptic forces have been sent to reign chaos and destruction on Earth.
Ignored by mortals due to powerful magic, the onslaught has been raging on
for many years, and it won’t stop until everything is cleansed with righteous
fire, and the world is no more. Not all hope is lost, however. Players take on the
roles of the Defiant – supernatural beings that were a part of this destructive
force, but rebelled against their calling and decided to make our world their
home.

Defiant Domains
The only way the Defiant could survive the ongoing slaughter once they’ve
decided to switch sides was through the use of powerful apocalyptic seals,
known as Sephirot (a plural form of “Sephira”). They created many safe-
havens, mostly within cities, each harboring hundreds of Defiant. Those
supernatural societies have to survive on their own, as there’s no way to
contact other towns. However, they all adhere to similar rules to power up
their Sephirot and keep the apocalyptic forces away from their Domains.

The main concern for Defiant is the Apocalypse. Its agents constantly try to
infiltrate the city and take Defiant down. The only way to feel safe is by making
sure the Sephira has enough power to keep the enemy at bay. Every Sephira
has its own needs that Defiant have to fulfill to give it energy. The more energy
the Sephira gets, the more powerful it becomes and the better protection it

28 The World of the Defiant


offers. In a well-run Domain with a strong Sephira, Defiant can spend most of
the time having fun and exploring their desires and not worrying about what
happens outside the city.

The whole society is built around the Principles and Commandments – rules
and principles that regulate the life of Defiant, so the Sephira’s requirements
are met, and it’s as powerful as possible. For humans, the Commandments
may seem weird, cruel, perverse, or bothersome, but for the Defiant, it’s just
how the things are. If this is the price they have to pay for living their safe and
exciting lives, they’re more than happy to pay it.

Separate Societies
The Domains are the lonely bastions of light in the otherwise Apocalypse-
ridden world. Each Domain exists without any communication with other
Defiant societies and is a world of its own. There are no global politics or
cross-Domain alliances. For the Defiant, their city is their whole world.

The Size of a Domain


Since Domains may differ significantly between one another, there is no such
thing as an average Domain. They are located in large cities, with a mortal
population of hundreds of thousands or millions. A tiny Domain would consist
of at least a few Provinces. Every Province is home to between half a dozen
and two dozens Courts, each governed by a Lord or a Lady.

The Courts themselves also differ in size, ranging from a handful to over a
dozen Courtiers. This means there are between 50 and 200 Highborn Defiant
in a Province. So the smallest Domains would be a haven for a couple of
hundred Highborn Defiant, while the largest would probably house thousands
of them. As for the Lowborn population, it’s about double the size of the
Highborn.

29 The World of the Defiant


Defiant Origins
The Defiant come from four different groups of supernatural creatures who
are now living and cooperating together in order to maintain their Domains.

The Angels are the rebels from the Apocalyptic hosts, who decided to no
longer serve as mindless soldiers and weapons in the hands of their masters.

The Daeva have lived in this world for thousands of years, often worshipped
as deities. Some of them love humanity too much to acknowledge their new
role of herd cullers.

The Leviathans awakened from their long sleep to be used as the great beasts
of war. Those who craved more than mere destruction have joined the ranks
of the Defiant.

The Infernals are the denizens of the underworld, who escaped their
inhospitable home to start new lives among the Defiant.

Defiant Angels
the fallen, the divine

Angels are the manifestation of the Absolute’s thoughts and will. They were
the ultimate soldiers, the perfect agents, the unstoppable weapons. For Aeons,
they’ve been carrying out their masters’ bidding, without question, rest, or
hesitation. And most of them still are. As the Final Days came, the Hosts
descended unto Earth, to serve as the bulk of the apocalyptic forces.

Since their work was to be done in the mortal world, their masters gave them
human forms - but Angels have never experienced sensuality before. For
most, it was a traumatic experience. Their perfect spiritual forms mixed with
filthy material bodies and filled them with rage and disgust. But as always,
they remained blindly loyal to their masters and began their final crusade.

30 The World of the Defiant


For some, however, this new situation felt less like torture and more like an
eye-opening experience. For the first time in their existence, the Angels could
feel, touch, experience physical pain, and pleasure. And with those new
imperfections in their otherwise pristine constructs, they became more self-
aware and started questioning their orders.

And thus, the war started. The rebellious stood against their brethren. Victory
was virtually impossible, but it is not in the angelic nature to give up when the
cause is just. Many fell and entered limbo as the Heavens would no longer
have them. When the spark of the rebellion was slowly fading, help came from
the most unlikely allies: The Daeva needed help to awaken the Sephirot and
ensure their own survival, and the defiant Angels were the perfect candidates.
The war was never won or lost, one might say it took a new turn. Angels and
Daeva used the Sephirot and formed the foundations of what would later
become Defiant society.

31 The World of the Defiant


Their Appearance
After being reborn in the Defiant Domains, Angels appear human, though their
beauty seems a bit too harmonic and too perfect for mundanes. What really
gives them away, are their eyes, which seem to almost burn with intense
colors. When spending time among the Defiant, many choose to assume their
angelic forms, showing off beautiful, bird-like wings.

Defiant Daeva
the worshipped, the dethroned

Some say the Daeva were sentenced to live on Earth as a punishment. Others
see them as spirit-protectors of this world - the embodiment of human
prayers. The Daeva emerged around the time of the first civilizations and have
accompanied humanity since. At the peak of power, they enjoyed godlike
status. They led mortal followers to glory or toyed with them for amusement.
As magic faded from the world, however, their powers withered. Eventually,
they lost their immortality, turning into myths and creatures of legends.

But their bloodlines survived. Their offspring had no recollection of the


glorious past, nor any supernatural powers, but unknowingly carried the legacy
onward. Humanity all but forgot about the Daeva. Only a handful remained
loyal to the old ways, practicing their rituals in secret. As the Apocalypse drew
near and magic came back to the world, Daeva regained a shred of their
former power. After reincarnating for millennia in mortal bodies, a few of the
old gods realized their true identities, while numerous descendants of the
ancient deities formed new pantheons.

It quickly became clear they had a role to play in the upcoming Apocalypse.
They were offered a last, final chance to bathe in glory, before perishing
forever. They could regain their full power and become the mighty gods of the
old. In return, however, they would lead humanity into madness, ensuring that
mortals would not stand against the powers of the Apocalypse.

32 The World of the Defiant


For many, the temptation of becoming true gods was so great that they
agreed to lead their followers to slaughter. Some, however, did not accept their
fate. They worked tirelessly to save the world from destruction. With the
discovery of the Sephirot, a glimpse of hope shined upon the doomed world. It
is the Daeva who wrote the first chapter in the Defiant history.

Their Appearance
Every Daeva has a spiritual connection with an animal type, and it usually
shows in their appearance. Most appear almost exactly human with a hint of
their animal bond, like teeth in different shapes, beast-like eyes, or nearly
inconceivable, minor traits. Some, however, share more similarities with their
sacred animal, with their bodies striped or covered in fur, hair made of
feathers, etc.

33 The World of the Defiant


Defiant Leviathans
the bound, the hungry

Long before the rise of humanity, Earth belonged to the mighty Leviathans.
Theirs was not a rule of soft words and mercy, but of fire and blood. The
weak were culled to satisfy the hunger of the strong. The Leviathans knew
only death and destruction, as they were created for but one purpose: the utter
annihilation of all. After millennia of cruel tyranny, one by one, they fell into a
great slumber, to awaken when the end of days finally came.

Yet the world was changing. When the time did come, the great beasts awoke
in their larval human forms. To their surprise, some hungered for more than
mere destruction. They wanted lives of their own. No longer willing to do their
masters’ bidding, the rebels devised a plan to shield themselves from the
influence of the Apocalypse. Through powerful spells, they created magical
seals that would prevent them from changing into apocalyptic Beasts.

34 The World of the Defiant


They allied themselves with the insurgent Daeva and Angels and pledged their
loyalties to the Sephirot, thus becoming a part of the Defiant. While they may
have sacrificed their impressive draconic forms, their powers remained
formidable. And though they strive to comply with the rules, one thing remains
the same: the lingering hunger. Defiant Leviathans are no longer bent on
destroying the world, but their hunger has not diminished a single bit. It’s
merely that rather than destruction, they now crave life in all of its aspects.

Their Appearance
Though they look human, there’s always an unfamiliar, malicious aura around
the Leviathans, as if the ancient predatory beasts inside them are struggling to
break free. Though they do not have to, most Leviathans take pride in their
heritage and choose to show off their draconic horns. They range in shapes,
colors, and sizes, and some royals decorate them with carvings or jewelry.

Defiant Infernal
the demonic, the escaped

Citizens of Shodmagh and Gom’rah built their twin cities at the height of
humanity’s golden age, long before the rise of ancient civilizations. They stood
as a testament to human ingenuity and might. Throughout the ages, they were
known by many names, and people regarded them as symbols of greatness or
embodiments of corruption. In fact, there is truth to both views. The greatest
minds and foulest souls filled the cities’ streets, creating a one-of-a-kind
society of ambitious free thinkers, insatiable decadents, and ravenous
adventurers.

In the greater scheme of things, however, it wasn’t the human role to ascend
into greatness. Thus, the cataclysm came. The entire world was flooded, and
the remains of humanity had to begin anew, bearing in mind the grim
message: they were to live the lives of mediocrity and to never again meddle in
the affairs of higher beings. Everyone believed the twin cities perished beneath

35 The World of the Defiant


the waves of the raging seas, but the citizens of Shodmagh and Gom’rah were
sentenced to a far more cruel fate.

They were to be the first denizens of a new world – an infernal pit created to
torture those who dared to rise above their calling. Centuries passed, and the
tormented gradually changed into tormentors, carrying out sentences on
mortals thrown into their hellish world for acts of defiance.

And then came the Apocalypse. The once impenetrable defenses of Hell
malfunctioned, allowing some creatures to escape back into the mortal realm.
Those smart or lucky enough found their way to the cities protected by the
Sephirot and swore their allegiance, becoming the last group to join the
Defiant. With supernatural powers and millennia of unimaginable torture, they
are trying to make up for lost time and to come to terms with their dark past.

36 The World of the Defiant


Their Appearance
Of all the Origins, it’s probably the Infernals, who resemble humans the most.
Most of the time, they could not be told apart from the mundanes if it wasn’t
for a hellish aura, discernable by other Defiant. When they are hurt or feel
strong emotions, their scars manifest on their bodies, however, covering them
in either ritualistic symbols, intricate, tattoo-like markings, or terrifying
stigmata.

Rebirth
In order to enter the safety of the Domain and live among other Defiant, one
must entirely renounce their apocalyptic heritage. Their battle-scarred vessels
are left behind along with their war-torn memories. Defiant are reborn in new
mortal bodies, and when they reach adolescence, they mystically awaken,
gaining supernatural powers and becoming aware of who they really are.
Newly awakened Defiant are instinctively drawn to their spiritual parents in the
Domain.

The Forces of the Apocalypse


Outside Defiant Domains, the Apocalypse rages on. Whole cities are burned
down and people are slain by the thousands; elsewhere, there’s suffering,
chaos, and death. For the most part, Defiant cities remain safe. The forces of
the Apocalypse cannot simply break the seals, so they try to weaken them
instead. Most of the time, they can’t attack directly and have to resort to
intrigue and manipulation.

The Safety of the Domain


Although the Apocalypse is held at bay by the Sephiroth, the cities are not
entirely safe from it. In some places, its influence is barely visible, with but
handful agents lurking in the shadows, trying to corrupt mortals or weak
Defiant. In other Domains, there are Holdings or even Provinces dedicated to

37 The World of the Defiant


fighting off beasts or minions, who manage to break through the barrier and
spread chaos, inflicting as much damage as they can before being eradicated.

The Carnival
The Apocalyptic Daeva are sustaining a powerful spell called “the Carnival,”
which makes most mortals oblivious to the destruction around them and
easier to control. The spell works on the mundanes in Defiant cities as well,
meaning they have no clue about events outside their safe haven and go
about their lives as if nothing wrong is happening.

The World Outside


On the verge of the Domains, the world starts to crumble, as two different
realities collide with each other. Defiant call those borders “the Outskirts.” No
one would wander into the Outskirts of their own volition, as it’s extremely
dangerous, for the Defiant and the forces of the Apocalypse alike.

Further behind those chaotic borders lies the world ravaged by the
Apocalypse. Great beasts tear whole cities apart, holy fires cleanse the land,
and grim armies scour the battlefields. And thanks to the Carnival, the mortals
are, for the most part, oblivious to the destruction happening around them.
Sometimes they acknowledge some of it, calling the carnage acts of nature,
terrorist attacks, or environmental catastrophes.

Often, the torment is so great that the only way for the mortals to stay
indifferent is to forget about the issue altogether. Lost friends and relatives
fade from their memories, and sometimes entire countries disappear from the
collective consciousness.

The Defiant do not know much about the current state of things outside their
Domains. If they ever wander outside the city and pass the Outskirts, they lose
all memory and forget who they are, which usually means they cannot find
their way back to safety. The one sure thing is that the powers of the Sephirot

38 The World of the Defiant


are the only thing strong enough to stop the onslaught. The forces of the
Apocalypse will not be victorious until the last Defiant city falls.

The Horsemen
The supernatural creatures that serve Apocalypse are called the Horsemen.
The strongest of them, infused with incredible powers, are a threat that
Defiant cannot stand against outside their Domains. However, even if they
manage to enter Defiant cities, the power of the Sephirot weakens them
significantly. They are still an intimidating threat, but they can be bested,
though usually at a heavy price.

Thankfully, such incursions are extremely rare and virtually unheard of in cities
that genuinely tend to Sephira’s needs and adhere to the laws set by the
Hierophant. If a powerful Horseman emerges in the Domain, it’s a clear sign of
how astray the Defiant community has become. It’s usually the weaker types
of Horsemen that manage to infiltrate the Domains. Being less powerful, they
do not draw as much of a Sephira’s attention and sometimes manage to enter
even into the well-governed Domains.

39 The World of the Defiant


The Horsemen of War
The mighty Behemoths are the true beasts of the Apocalypse and grim
reminders of the fate that all Leviathans were originally to share. These
terrible, couple-stories-high monsters are true machines of war and agents of
destruction. Some of them soar in the sky, breathing fire: others crawl through
cities, leveling whole neighborhoods. Should one emerge in a Domain, even if
the Defiant manage to slay it, it will come at a terrible cost, and the city will
forever live in the shadow of this horrid encounter.

In Defiant cities, it’s far more common to stumble upon Reavers. Some believe
that these creatures were created especially to be able to enter the Domains.
At first glance, they could easily pass for ordinary mortals, going about their
mundane lives. It is only after they transform into their battle forms, that their
true identity becomes painfully apparent. With overgrown muscles, extra
limbs, razor-sharp claws, and teeth, they look like things of nightmare.

While a deadly threat for normal humans, a single Reaver doesn’t stand a
chance against a Defiant. Unfortunately, they usually attack in groups to gain
an advantage. This, along with their ability to pass undetected, makes them a
potentially dangerous enemy. Once they assume their true forms, however,
they cannot switch back to their human disguises.

The Horsemen of Famine


Not every Horseman attacks their targets directly. Banes are terrifying
creatures that can starve out entire cities if they manage to breach the
Sephira’s defenses. Their apocalyptic energy slowly counters the efforts of the
Sephira, depriving whole districts of food and drinkable water, leaving only
pain and suffering wherever they delve. It takes great occult skills and
knowledge to find and identify such a being, and it’s even harder to destroy it.
Luckily, their attacks are extremely rare.

40 The World of the Defiant


Unfortunately, the Dreaded are far more likely to appear in a city, as they are
sometimes able to pass through cracks in a Sephira’s defenses. These
creatures of angelic origin are formidable warriors, more than capable of
overpowering a single Defiant. What makes them the most dangerous,
however, is their expertise in torture.

They try to kidnap a Defiant and then work on them in their hideouts within the
city. Through torment, they extract information and try to turn their prey
against their own kind. With pain and starvation, they break the will of their
hapless victims and mold them into their agents, later sending them back
among the Defiant to further their plans and agendas.

The Horsemen of Pestilence


Due to their nature, apocalyptic Idols are among the more notorious
Horsemen, even in otherwise safe Domains. Their initial power is rather
modest, enabling them to infiltrate Defiant cities. Their work starts when they
find the right group of mortals. Using their abilities, they turn them into loyal
followers and grant them supernatural gifts to better carry out their will.

Over time, Idols gain more and more followers, and with their adoration, they
rise in power. If not found early enough, they can become a significant threat
to the stability of a Province or even a whole city, with armies of enhanced
minions at their command.

Whereas Idols use their followers as tools and soldiers, Chimeras are bent on
turning mortals into agents of chaos. Whenever a Chimera manages to attach
itself to the physical plane by claiming a home, club, or neighborhood, it shifts
the nature of the Carnival, pushing the residents toward hostility and insanity.
This might pose little threat to Royals but can weigh heavily on the lives of the
Lowborn, who have more interactions with mortals on a daily basis.

41 The World of the Defiant


The Horsemen of Death
Perhaps not as imposing as other Horsemen, Reapers are perfect killing
machines, always focused on their desired target. It is not known how they
pick their prey, but once a Reaper manages to enter a Domain, they always go
after a single opponent and then leave after their deed is done. They appear
almost human-like, but with an eerie aura around them.

Even weakened by the Sephira, they’re much faster, stronger, and more
durable than Defiant, making stopping them an almost impossible task. Most
of the time, it is only after their target is dead, that anyone understands what
happened. Their attacks are extremely rare, though whenever a murder has
been committed in the Defiant community, some blame it on the Reapers.

Death isn’t always literal. For the Defiant, their connection with the Sephira
might be considered their lifeline. If it wanes, the individual may become
susceptible to apocalyptic machinations, and a Wraith may begin to haunt
them. Wraiths have no physical bodies, making them harmless to anyone
protected by the Sephira. They can only influence those whose mystical
connection has been severed or damaged.

42 The World of the Defiant


Royals are safe from their machinations since they’re too close to the Sephira.
Courtiers, however, rely on their Lords and Ladies for maintaining their link to
the Sephira’s needs. If their leaders neglect them, they might be attacked by a
Wraith. These Horsemen use their victims as vessels, temporarily gaining
control of them and then erasing any memories of their wrongdoings.

The Depraved and Corrupted


Unfortunately, the Horsemen are not the only threat to the Domains. Some
among the Defiant are willing to turn towards dark powers for their personal
gain or out of spite. The Defiant are creatures of great passions and appetites.
Some are ready to dabble in apocalyptic arts to achieve their goals and get
what they want.

Power-hungry Courtiers, allying themselves with the enemy to take their


sovereign’s place; depraved Lords using the Apocalypse to hurt their sworn
rivals; weak-minded Lowborn, betraying their kind for the promise of true
power - the list goes on. Most Defiant know better than to turn to the enemy,
even under the most dire of circumstances. However, there are always those
few who are ready to do the unthinkable.

Monster Manual

You might have noticed that all the creatures described above come without
any stats. Most lesser Horsemen use the same mechanics as other NPCs; you
can read about it in “Playing the Game” chapter. As for stronger apocalyptic
entities, you will find some suggestions on how to make them work in the
“Story Arcs” sections of the “Bridgewood Boulevard” chapter. Since they are
very rare, we do not include full rules on using them in this rulebook.

43 The World of the Defiant


Power Structure and Politics
The whole Defiant hierarchy is dictated by the mystical patterns of the
Sephirot - the stronger one’s connection to the Sephira, the higher their
standing in the community. It’s almost the same in every Domain. Those at
the top enjoy the best treatment and privileges, but at the same time are
expected to excel at abiding the laws and finding new ways to satisfy the
Sephira’s needs. Those of lower ranks are to aid their Lords and Ladies in their
quest and compensate their sacrifice with loyal service.

The Sephira and the Hierophant


Each Defiant city is protected by a Sephira - a mystical seal, created originally
to preserve reality until the end of days comes. The Defiant have managed to
modify the Sephirot in such a way that they’re still preserving the old world, at
least in the cities under their protection. In order to work, they need
nourishment. Every Sephira has different needs, and every Defiant society
needs to cater to those needs in order for the Domain to survive.

One member of the community, chosen by the Sephira itself, merges with the
mystical seal, becoming a new being, called the Hierophant. They are the only
one to truly understand the Sephira’s needs. The Hierophant is the absolute
ruler of every Defiant Domain, able to create and change laws at will. They
might be considered the voice of the Sephira, translating its abstract wishes to
more human-like desires.

Though powerful and entitled to create new laws at their whim, the Hierophant
is so preoccupied with catering to the Sephira’s needs that they rarely interact
with other Defiant, even Royalty. Most Lords and Ladies never actually get to
meet them. Members of Authority are the only ones to spend more time in the
presence of the Hierophant, and it still doesn’t happen regularly.

44 The World of the Defiant


The Laws of the Domain
Each Defiant Domain follows the same social structure but differs when it
comes to additional laws and norms, depending on the needs of the Sephira
and the personality of the Hierophant. These rules are called Commandments,
and every Defiant is expected to follow them. Fulfilling the Sephira’s needs is
the only way to keep the Apocalypse at bay and the city safe.

Hierophant rarely interferes with everyday affairs. Their link with the Sephira
makes them operate on a different level of consciousness, feeling the desires
and emotions of every being, sensing the Apocalypse’s influence and shielding
the city from danger. Because of that, the Archons and the Executors handle
most issues. They are Royalty and maintain Holdings and Courtiers, but spend
most of their time taking care of more important duties.

Archons
Archons serve as Domain’s officials and take care of crucial issues. They may
call upon the Princepses and Royals to help with their task, usually offering
some sort of reward for their trouble. Whenever an Archon position opens up,
each bloodline may present their candidate. They are all taken before the
Hierophant, who makes their decision and names the new Archon.

There are three main Archons that are present in all Defiant domains, though
some cities may hold additional offices.

The Archon of Justice is responsible for investigating and punishing all the
wrongdoings that go against all the rules not connected to Commandments
(since those trespasses are handled by Executors). They do not possess any
police force; instead, they appoint Royals to deal with the guilty and carry out
sentences.

The Archon of Blessings assigns newly awoken Defiant to the Holdings and
manages all the privileges and special rules awarded to particular Defiant.

45 The World of the Defiant


They entrust new or unassigned Holdings to worthy candidates. They also
handle issues concerning mortals.

The Archon of Peace deals with threats related to the Apocalypse’s presence
in the city. They can muster forces to fight with incursions and to seal
breaches. They may also investigate and arrest Defiant, who have fallen under
Apocalypse’s influence.

Executors
To ensure the law is upheld in every Province and Holding, the Hierophant
appoints an Executor for every Commandment. These Defiant are responsible
for controlling and punishing any defections concerning their assigned rule. If
the Principles are a set of general guidelines, identical for every Defiant
Domain, the Commandments are specific laws regulating additional aspects
of life in a single city. Executors are handpicked by the Hierophant, and any
Lord or Lady may become one.

Living in a Province
Each Defiant city is divided into Provinces. Every Province is ruled by a
Princeps, tasked with managing the area and governing over the local Lords
and Ladies. Most Princepses establish additional rules for the residents and
visitors alike. The Princeps governs the Province with the help of the Royalty -
a privileged group of the Defiant, each with their own personal Court.

The duties
Royals enjoy many privileges but are also burdened with duties. Lords and
Ladies are responsible for their subjects. They have to ensure their loyalty and
dedication to the Sephira and the Principles. Princepses are tasked with
upholding the law, keeping an eye on the Lords, defending their territory if
Apocalypse forces are present there, and taking care of mortals. Moreover, the
actions of Royals have greater meaning that those of common Defiant. Their

46 The World of the Defiant


desires are stronger and they have a closer connection to the Sephira, so
when they follow the Commandments, they give it a lot more power.

It’s not unusual for a Princeps to task their Royalty with additional duties.
Someone may be responsible for handling any mortal-related issues in the
Province, while someone else may serve as the Province’s investigator, taking
care of Defiant problems before they reach the Authority. This differs from
Province to Province and is all up to the local ruler.

Holdings and Courts


In every Province, there are places that the Sephira is especially interested in
and draws more power from. Whenever such a place is found, it becomes a
home for a group of Defiant under the rule of a Lord or a Lady. Defiant call
those places “Holdings.” A Holding might be a popular night-club, a closed
factory, a subway station, or any other site.

Every Holding is ruled by a Lord or a Lady with their personal entourage, called
Courts, at their disposal. Royals are free to treat their Courts as they see fit, as
long as it falls in line with the Commandments. They are also considered
responsible for their Courtiers. While every achievement of their subjects is
considered theirs, they are also personally responsible for their Courtiers’
wrongdoings.

47 The World of the Defiant


Sephira’s Favor
The better a Province caters to the Sephira’s needs, the more of its blessings it
receives. Provinces favored by the Sephira bloom. Agents of the Apocalypse
scour away from them, more Defiant children are born there, and new places
become infused with mystical energies, resulting in new Holdings. With
growing supernatural abilities and greater prestige, Princepses rise in power
faster as well.

Unfortunately, the power of the Sephira is not infinite. All Provinces can’t
become more powerful at the same time. Sometimes, for one Province to gain
the additional mystical resources, another has to fall out of grace. Princepses
know this. The way to gain power is for others to lose it, or at least stay as
they were.

That’s why Provinces compete with each other, resorting to underhanded


tactics more often than not. While an all-out war would be considered a major
trespass of Defiant rules, Provinces fight each other using intrigue, covert
missions, or the law as their weapons.

The Highborn and the Lowborn


From the Executors and Archons to the lowest Courtiers, all those Defiant are
considered Highborn. They’ve been blessed with their Sephira’s grace, and
each of them can potentially become a Lord or a Lady. They are all of the
noble Defiant blood.

Below them, about twice as many in number, are the Lowborn - Defiant
denizens of the City, with limited powers and little political influence. Most of
them maintain mundane jobs to make a living, while some work at the Courts
of the Highborn as servants and lower-ranking agents.

While benefiting from the Sephira’s protection, their connection to it is too


weak to enhance the seal. On the one hand, this gives the Lowborn more

48 The World of the Defiant


freedom - as long as they do not help the Apocalypse directly, their actions
have little consequence in the greater scheme of things. On the other hand, it
puts them in a position where they need the Highborn to survive and have to
obey them.

The Principles
While each Domain has a different set of Commandments, some universal
laws, called the Principles, are to be upheld in every Defiant city. They are the
foundation of the Defiant society.

The Defiant stand against the Apocalypse


Whatever one does, they cannot forget the bigger picture. It’s easy to neglect
the Apocalypse from atop a luxurious Holding, but the war does rage on.
Defiant are expected to strengthen the Sephira with their actions and are
strictly forbidden from abetting the enemy in any way.

The lives of all Defiant are sacred


The Defiant had to sacrifice everything for a chance to live in the Domains.
They earned that right, and it cannot be taken from them. There is no death
penalty, and murder is considered the most heinous crime of all.

The Hierophant is the highest authority


All must adhere to the commands of the Hierophant. The Hierophant is also
entitled to change and introduce new Commandments, as they see fit. This
does not happen often, but in case it does, everyone needs to embrace the
change.

The Archons’ decisions are irrefutable


Every Archon has their own area of expertise, and their rulings are to be
followed. There is no appeal: once an Archon has made up their mind, their
decision stands. If a Defiant fails to comply with the ruling, others are obliged
to help to enforce it.

49 The World of the Defiant


Executors are the voice of the Hierophant
While the Defiant rarely have a chance to meet the Hierophant, the visits from
the Executors are far more common. When it comes to abiding by the
Commandments, they are considered the envoys of the ruler. Their word is the
law.

Princepses govern their Provinces


Far from being absolute rulers, the Princepses are more like managers of their
Provinces. Royals must show them respect, adhere to additional Province
laws, and appear at their Courts when summoned. They do not need to follow
the Princepses blindly, though.

Royalty are entrusted with their Courts


Every Lord and Lady is responsible for their Courtiers. It’s up to the Royals to
decide what is best for their subjects, judge them, and treat them in any way
they see fit. The role of the subjects is to serve and support their rulers. On the
other hand, Royals are responsible for their Courtiers’ wrongdoings outside
the Courts.

50 The World of the Defiant


The Life of Defiant Royalty
The Player Characters in Defiant are the descendants of one of the Royal
Houses and are entrusted with their own Courts to govern. They are a part of
the supernatural aristocracy, a small percentage of privileged people who lead
the whole population. It doesn’t mean they can do whatever they want,
though. Royals have their own rules, customs, and etiquette that everyone
needs to adhere to, or they risk becoming a social pariah.

The Courts
Defiant Lords and Ladies (or Lieges) rule over their Courts. They govern their
own Holdings with a group of Bloodborn subjects (meaning every Defiant, who
is a member of any House, but who don’t hold any title or position; all
Courtiers are Bloodborn). Those Courtiers could be their relatives or members
of any of the noble Houses. A Liege can have members of all Origins (Angels,
Daeva, Infernals, and Leviathans) under their rule.

As absolute rulers of their Courts, Royals are responsible for setting their own
Holding laws. Some may treat their subjects almost like partners, others form
more corporate-like relations, while plenty treat them as their personal
playthings. As long as they are in line with the Commandments and Province
laws, the Princepty and the Authority have little to say when it comes to
individual leadership styles.

The role of Courtiers is to help their Lords and Ladies support the Sephira and
to follow their commands. The Sephira feeds on the emotions and desires of
the Royalty, especially those connected with its needs. Of course, Royals tend
to see their subjects as much more. They use them as their agents and
consider some of them friends, lovers, or advisors.

Courts vary in size, from a handful to even a few dozen subjects (usually in the
Princepses’ Holdings). There are two widely recognized positions in Courts:

51 The World of the Defiant


the Champion and the Seneschal. While not every Liege grant these titles
(especially in smaller Courts), they’re fairly common.

The Champion is someone the ruler is most proud of. They usually serve as
personal bodyguards or entourage. It’s customary to allow a Champion to be
always present at the side of their ruler, even on the most secretive or intimate
occasions. To forbid someone’s Champion entry is a sign of disrespect or, at
the very least, great distrust.

The Seneschal is the person responsible for the Court in the Lord’s absence.
They can either serve as managers taking care of the Holding when the Lord is
not present or as envoys send to gatherings in the ruler’s stead. If they
perform official duties, their words are considered the words of their leaders.
While it would be viewed as a faux pas to send a Seneschal to an important
gathering, they are considered great replacements on less significant
occasions.

Assisting the Princepty


The Princeps is the first among the Province’s Royalty. While technically not a
“boss,” they have some sway over the local Royals. It’s usually in the interest
of other Defiant to support their Princepty. A Sephira’s grace is not limitless,
and the strongest Provinces get a better share of the spoils. Besides, a
thankful Princeps has a wide variety of means to show their gratitude. Many
Defiant develop a sense of loyalty towards their Province. More often than not,
they consider themselves better than the inhabitants of other parts of the
Domain.

There’s always plenty to do in the Province. While some duties are carried out
personally by the Princeps or their Courtiers, many are handed down to
Royalty. A Lady might be in charge of guarding the Province against the forces
of the Apocalypse, while a Lord might settle minor disputes between
neighbors in the Princeps’ stead.

52 The World of the Defiant


Other potential duties include organizing big parties and events, serving as
diplomatic envoys to other Provinces, investigating crimes, maintaining a spy
network, overlooking the mortal development of the Province, enforcing local
laws, advising the Princepty, and many more.

Sometimes a Royal is put in charge of a whole set of duties, usually acquiring


a fitting title. Such titles might differ between Provinces and there are no
customary rules on this matter. It’s also not uncommon for the Princeps to
ask a Royal (or a group of Royals) to take care of a single, specific task on
their behalf (organize a single event, serve as an ambassador once, and so
on).

As for the rewards, there are plenty to choose from. A wise Princeps can
actually grant bounties without the need to give anything away. Say one of the
Royals has been acting against a Commandment. The Princepses are
supposed to prevent such things from happening. If they fail to do so, an
Archon or an Executor might take an interest in the matter, and that usually
spells problems for the whole Province.

53 The World of the Defiant


The local Princeps might ask a few of their Royals to help with the matter. A
crime against a Commandment has been committed, and the guilty needs to
be punished. Since the Royal in question governs over a large Court, the
Princeps decides that the culprit will need to give away a few of his Courtiers.
They ask the Royals they invited to visit the guilty Lord, inform him about the
sentence, and carry it out by each Royal taking a single Courtier back with
them. If the culprit refuses to comply, they are free to use any force
necessary.

After they finish the mission, the Royals may keep the seized Defiant as
members of their Courts. The guilty has been punished, the loyal have been
rewarded. And the Princeps didn’t need to sacrifice anything of their own to
achieve this. They could, of course, choose to compensate them differently -
by giving out special privileges, granting them a mundane establishment as a
protectorate, presenting them with something that belongs to her, and so on.
They could also decide not to reward them at all, believing that being in their
good graces is valuable enough.

Bloodline Affairs
Every Defiant Royal is a part of a larger bloodline, usually one of the twelve
Great Houses. Some of their relatives may be situated in their Courts, others
may rule over Holdings throughout the city, and a few might even hold
positions as Princepses, Archons, or Executors. Every bloodline shares a
common trait, like an Angelic Calling or the same Daeva Pantheon.

Bloodlines are similar to mortal aristocratic families of old. There are no laws
that force the Royals to comply with the wishes of their Houses. The moment
one becomes a Lord or a Lady, they are sovereign and free to treat their
relatives as they choose to. While some decide to ignore what’s best for the
bloodline, it’s usually wise to maintain at least a decent relationship with your
kin.

54 The World of the Defiant


The oldest Princeps of the House is known as the Patriarch, Matriarch or
Elder. In the case of smaller bloodlines, that have no Princepses among them,
this role falls on the oldest Royal. Archons and Executors are considered too
occupied with their duties to look after their whole families.

The Patriarch is expected to look after the bloodline’s interests, act on behalf
of less prominent members of the House, and uphold family traditions. Since
each bloodline is different, so are their customs and the exact nature of the
leader’s duties. While a demand or a plea from the Elder is something not
easily ignored, it’s always more of an informal request, as are all Houses’ rules
and traditions.

Many Defiant Royals take great interest in their bloodline’s affairs, attending all
sorts of House meetings and ceremonies, improving their standing among the
relatives, and cultivating the sacred traditions. If one looks after their bloodline
and upholds its values, they can, in return, count on the House having their
back in a time of need.

Leisure and Ventures


Obviously, Defiant enjoy pleasure in all forms. For many, the reason behind
standing against the forces of the Apocalypse was their love of life, which they
now wish to cherish. Most Lord and Ladies do not confine themselves to the
company of their Courtiers; they seek new friends and romantic partners
outside their Holdings.

Different types of parties and social gatherings take place every day all around
the Domain. Hosting such an event is not only a chance to organize it on one’s
own terms but also a way to show off personal success, impress the guests,
do business, or gain political allies.

While some may prefer lavish banquets held in centuries-old manors, others
organize informal meetings, perverse club parties, flashy street racing events,

55 The World of the Defiant


or gatherings of other sorts. Defiant creativity is almost limitless when it
comes to those things.

Sometimes Royals satiate their ambitions outside supernatural politics and


important duties. They get involved in side-ventures, such as running their own
clubs or businesses, overlooking local mortals, becoming art patrons, or
collecting rare items. Many Defiant Lords and Ladies have their “side-hobbies,”
ranging from posh or extreme to surprisingly humanlike.

Royal Marriages
The institution of marriage plays an essential part in the lives of Defiant
Royalty. All Lords and Ladies are expected to have a spouse. Some refrain
from this, but most accept the need for marriage. Defiant marriages are
asymmetrical; they are a union between a ruler of a Holding (a Lord or a Lady)
and a Defiant of noble blood that does not have a Holding of their own (a Lord
Consort or a Lady Consort).

The spouse of the ruler is considered Royalty and gains almost equal rights.
The only difference is that their word is always second to that of the actual
ruler. Whenever there’s a conflict or they give opposing commands to their
Courtiers, it’s always the Lord - and not the Consort - who the subjects have to
follow.

56 The World of the Defiant


Lieges usually have a say in who they will marry. Their House, Princeps, and
other Defiant usually have their own ideas and propose different candidates,
but it’s up to the ruler to choose the one they see fit. Any Bloodborn Defiant is
a valid candidate, regardless of their gender, bloodline, or standing. Marriages
play an important part in House politics.

The ruler may potentially choose one of their Courtiers as a spouse. In case of
choosing anyone else, however, the potential spouse’s current superior needs
to approve of the union. Every Bloodborn lives in someone’s Court and cannot
make decisions for themselves. Of course, they can use their influence or wits
to either get their preferred spouse or abstain from marrying someone they do
not want, but for the most part, it’s out of their hands.

The future Lord or Lady Consort does not have a say in the matter, at least
from legal point of view. But quite a few of the rulers are not allowed to
choose their spouse, either. Sometimes a union is planned by parents or
superiors before a young Defiant becomes a ruler and therefore is settled
without the need for their approval. Some Defiant couples meet for the first
time during their wedding ceremony.

One of the issues almost every Royal needs to face is sharing a life with
someone they usually either did not choose or had to choose because of non-
romantic reasons. Some couples become friends or even lovers over time.
Some develop almost business-like arrangements and others spend their lives
in constant conflict. Before awakening, most Defiant live normal, modern
human lives, and the idea of arranged marriages is odd to many of them.

Divorces are possible in the Defiant community but not easily obtainable. They
require the approval of the Archon of Blessings and can easily lead to political
turmoil, so most couples are heavily discouraged from even trying to get a
divorce. They are expected to work their problems out, potentially with help
from their Houses.

57 The World of the Defiant


Faithfulness is not considered a necessary element of marriage, though it is
up to the couple to work out the rules of their relationship. The ruler is always
in a better negotiating position, as they hold more power in the union. In many
(though certainly not all) marriages, both spouses accept the affection the
other may feel for someone outside their relationship, as long as they keep it
private, remain loyal to their spouse, and do not conceive children. Still, Defiant
are no strangers to feelings of jealousy, regardless of their arrangements.

Children and Succession


The Defiant may have children with each other, though their offspring are born
quite differently than mortals. Sometimes, the Sephira calls on one of the
rebellious spirits bound to it and chooses a Defiant to become a Beacon for
this entity. It is the Beacon’s role to guide the entity into the Domain, ultimately
helping them become a new Defiant being. While it is clear that a passionate
experience with another Defiant is a prerequisite, nobody knows why the
Sephira chooses a particular person or when a new entity will be summoned
to become a Defiant.

Being chosen as a Beacon is considered a great honor and a blessing, but also
a duty. A Beacon has to guide a Defiant soul through a series of visions to help
it awaken in a mortal body (or escape Hell, in case of Infernals). The whole
process takes between a few weeks and a few months.

The supernatural spark awakens in a (usually quite young) adult mortal, and a
new Defiant is born. A child inherits the bloodline of one of their parents. They
are placed under the temporary care of the Elder of their House. If at least one
of the parents is Royalty, the child is transferred to their Court. In the case of
children sired by two Courtiers, it’s up to the head of the House to decide their
fate.

The rules of succession may vary between bloodlines, but the vast majority
share the same laws in that matter. The eldest child of the Royal couple and of

58 The World of the Defiant


the ruler’s House inherits the Holding after their parent’s death or retirement. If
there is no heir, other Defiant from the bloodline are potential pretenders to the
throne.

The End of the Road


Defiant are incredibly resilient and long-lived, but even their lives eventually
come to an end. Some die during duels or bouts with Apocalyptic minions;
some fall victim to murders of passion or assassinations. But although they
age much more slowly than mortals, the majority of Defiant die of old age. No
one knows what happens to Defiant after they die. Some imagine the Sephira
will eventually awaken them in a new body, while others believe one lifetime is
enough reward for rebelling against their destiny. There’s no way to know for
sure.

Before that happens, though, many choose to retire. The life of a Defiant is
vibrant and exciting, but also very demanding. If you’re a Courtier, you serve
your Liege to the best of your ability, and it requires a lot of effort. Royals, in
turn, have a lot of responsibility. Their desires and actions power up the
Sephira, so a slow, relaxed lifestyle is not an option. With time, many Defiant
become tired or burned out. That’s why they withdraw from active duty at
some point.

Royals may choose to abdicate, meaning they relinquish their duties and pass
the title on to their heir. They may become Courtiers of the head of their House
or the Hierophant themselves.

Any Defiant may decide to retire for good. One way to do it is to renounce
supernatural powers and become mortal. The former Defiant loses some of
their memories, and prior life seems like a dream to them. They begin to age
and eventually die. During their days as humans, they are still under Sephira’s
protection. If any harm comes to them, the Hierophant will know the culprit,

59 The World of the Defiant


and punishment will be imminent. Some Defiant like to talk to the retirees in
the hope of gaining advice or knowledge of the past.

The other way to retire is more immediate: Defiant may choose to give their
souls to local Sephira and unite with it for eternity. They find peace and make
the Sephira more powerful in the process.

Some Potential Royal Activities


Here are some of the issues or threads that the Player Characters are likely to
encounter as Lords and Ladies:

Searching for an Agent of the Apocalypse


Hidden among the Defiant
Even in fairly safe Domains, some stray from the path and embrace
apocalyptic powers, either for personal gain or other reasons. Accusing
someone of betraying the Defiant is no light matter, so a careful and usually
clandestine investigation is required beforehand. Trusted Royals are usually
asked to carry out this task, either by their Princeps or an Archon. They might
also do this of their own volition - after all, dealing with an apocalyptic threat is
in their best interest.

Taking Part in a Tournament to Win


a Prize of Great Value
Defiant love tournaments and contests of all kinds. It’s a chance to do
something exciting, prove one’s worth, or witness an interesting spectacle.
The host’s creativity serves as the only limit to the form and rules of such
events. Car races, hunts for specific prey, duels, Courtier skill challenges, art
contests - the possibilities are virtually limitless. The more powerful the host,
the more valuable the prizes that await the victors. As with the rules, rewards
come in all shapes and sizes, ranging from mundane items or privileges to
new Courtiers and artifacts.

60 The World of the Defiant


Forging an Alliance through Marriage,
Sometimes against Your True Feelings
Even in the hedonistic world of supernatural beings, you can’t always get what
you want. In the case of Royalty, this is especially true when it comes to
marriages. More often than not, spouses join in a union because of politics
and bloodline needs rather than their true feelings. Figuring out how to make
their marriages work is usually an important part of Royalty’s lives. It’s not that
Defiant cannot be happily married, it’s simply that it often requires even more
effort than in the mundane world.

Maintaining Order within Courts


and among Subjects
Each Defiant Lord or Lady reigns over a group of Courtiers and some
additional Lowborn subjects. Of course, Defiant law decrees that all residents
of a Holding must follow the orders of their ruler and cannot question their
decisions. Things are rarely that simple, however. Even the most loyal subjects
have their ambitions, views, and vices, which can lead to conflicts and other
complications. And almost no Court is free of troublemakers. Delinquent
Courtiers, rebellious children, incompetent underlings - Royals always have
plenty to deal with.

Defending the Province against the Machinations


of Neighbors
Provinces don't benefit from the Sephira's graces to the same degree, thus
Princepses fight for the limited resources. Some concentrate on making their
region exemplary, but others focus on hindering their neighbors’ efforts.
Royalty plays an important part in those conflicts, as it directly affects their
situation. Intrigue, bribery, espionage, false accusations, fabrications - apart
from all-out war, there is little that some Provinces won’t resort to in order to
achieve supremacy.

61 The World of the Defiant


Struggling to Comply with Defiant Laws
The Defiant do not choose the laws they need to adhere to. Some
Commandments may prove difficult to follow, but they must be followed
nevertheless. Royals are not only responsible for their own actions but also
need to guide their subjects. Some weaponize Defiant laws, acting under
pretense of enforcing the Commandments or accusing others of trespass.
Every member of the Royalty needs to learn to function in a world of
Principles, Commandments, and Province Laws.

62 The World of the Defiant


Clashing with an Apocalyptic Raiding Party
That Managed to Enter the City
Thankfully, apocalyptic incursions do not happen very often and are usually
limited to weaker Horsemen. Whenever the problem does arise, however, it
must be swiftly dealt with. Some parts of the city are more prone to attacks
than others. Local Defiant need to have their guard up, but Royals from other
Provinces are encouraged to organize and help deal with the intruders. The
Archon of Peace might even sponsor a range of rewards for those who prove
themselves on the battlefield.

Navigating between Political Factions


Though individual Defiant are ambitious and more than able to further their
own agendas, factions play the most important part in political games. In the
eyes of a faction, any Royal is either a potential asset or an obstacle that
needs to be taken care of. So even if a particular Defiant is not interested in
politics, politics might take an interest in them. And those who do enter the
game and prove to be skillful enough may achieve a lot. But don’t be fooled by
the fancy clothes and expensive venues - it’s a cut-throat game of intimidation,
lies, bribery, and manipulation.

Coping with Hunger and Desires in a World


That Has So Much to Offer
The Defiant can have almost anything they desire. Almost. They are actually
encouraged to follow their needs and empower the Sephira. And yet, they
cannot have everything. There are some things they cannot do. Well, things
they shouldn’t do, at least. And for some of them, the goals outside their reach
are the most important. Royals are supposed to desire, but only the right
things - to nurse their hunger but only to a certain point. Finding that fine line
can prove extremely difficult.

63 The World of the Defiant


Defiant Houses
Defiant bloodlines (also known as Houses) play an important part in the lives
of Defiant Royalty. Every Lord, Lady, Consort, and Courtier in the Domain is a
descendant of one of the Houses - that’s what separates them from Lowborn.
Even those trying to distance themselves from their bloodlines have to deal
with relatives and their expectations and the values upheld by their great
family.

In a world of ever-changing alliances and double-crossings, having blood-


bound allies is an advantage most cannot afford to lose. That’s why most
Royals cultivate their relationship with their House, even if they not always
agree with the current leadership. The eldest Royal of the House - the holder of
the title of Matriarch, Patriarch or Elder - is considered very influential and
powerful, though legally speaking, their position gives them almost no
additional privileges.

House Creeds and Laws


Every Defiant House stands by the unique creed upon which it was built. The
creed underlines the main values of the bloodline and is considered a general
guideline one should follow in life. Accusing someone of going against the
House Creed is calling him an unworthy member of the bloodline.

Apart from the Creed, bloodlines also follow their own sets of laws which are
different for every House. Most of the time, especially in the case of the Major
Houses, these laws are respected by the whole Defiant society. Daeva Lords
and Ladies of House Achto marry two Consorts, and those marriages are
recognized by other bloodlines as valid. So is the Ward system of House
Zeruel, and so on.

While bloodline laws are accepted in the Domain, they are not enforced by the
Authorities. An Achto refusing to marry two spouses might be looked down

64 The World of the Defiant


upon by their House and considered a black sheep, but the Archon
of Justice would probably not intervene - no Domain laws are being broken,
after all.

Following the bloodline rules might prove beneficial, though. Each House
takes care of their own and is especially keen to help and support exemplary
members of the bloodline. In the case of the Player Characters, this is
portrayed through the Standing mechanics, granting the Characters additional
boons if they are loyal to their Houses and follow their rules.

Major and Minor Houses


Bloodlines vary in power and influence. They are usually not Domain-specific,
meaning that the same Houses exist in all or most Defiant cities. Since some
of them have been around longer than others and managed to fall in
Sephirot’s graces, they are now more prominent and more powerful than
others. Defiant call them Major Houses.

There is no exact definition, but to be considered a Major House, a bloodline


needs to be an essential part of the Domain. Since the Defiant cannot contact
other cities, a bloodline recognized as a Major House in one domain may be
referred to as Minor in another. To be worthy of the Major status, a House
should have at least a few of its members holding positions of Princepses,
Archons, or Executors. Many Minor Houses don’t have a single Princeps
among their ranks.

Twelve bloodlines stand out, even among the Major Houses. They are
sometimes referred to as “The Twelve” or “Great Houses.” These are the
descendants and relatives of the chosen twelve Defiant who forged the
original pact with the Sephirot and founded Defiant society. There are three
Great Houses of each Defiant Origin (Angels, Daeva, Infernal, and Leviathan).

65 The World of the Defiant


Angelic Bloodlines
Every Angelic House shares the same divine calling. There are Angels of
Grace, Angels of Sorrow, Angels of Light, and many more. The three Great
Houses of the Angels were once Apocalyptic Orders, leading the hosts on their
path of annihilation.

House Aratron
Angels of Mercy

“There can be no mercy without atonement.”

No matter the side of the conflict, Angels are beings of duty and servitude to
the cause. They were created as living embodiments of a higher will, and even
after their deliverance, many still need a higher purpose in life. This is
especially true in the case of House Aratron.

Angels of Mercy have taken it upon themselves to serve as the conscience of


Defiant society, supporting those in need, righting wrongs, and mending the
souls of those who struggle. While they may sound like the most positive and
benign Defiant factions, nothing could be farther from the truth.

House Aratron believes in forgiveness through pain. In order to mend a


troubled heart, one must not only right their wrongs but also endure suffering
that will let them forgive themselves. And the Angels of Mercy will be there
through the whole journey, making sure all sins have been atoned for.

Being Defiant, Aratronites believe in free will and only tend to those who seek
their help, at least most of the time. After all, one must seek forgiveness to
have a chance of receiving it. However, some members of the House are not
afraid to use any means necessary to help their victims realize the error of
their ways.

And thus, House Aratron is the home to living saints, sacrificing themselves
for the good of others, and to ruthless overseers, using twisted empathy to put

66 The World of the Defiant


others into submission and administer harsh punishments. Most Aratronites
are a bit of both. They’re caring and loving, while ruthless and cruel at the
same time.

It's easy to portray Aratronites as self-righteous sadists, though it would be


extremely unfair. While some of them do enjoy their role, and some are willing
to go a bit too far in the name of the greater good, House Aratron is fair in its
own way. They demand from others only what they expect from themselves.
And in most cases, they do not go to those who don't invite them in.

While Angels of Mercy do dish out punishment, sometimes in the most


ruthless form, for many, they are also the only ones who can make the true
pain go away. Isn't it worth it to endure a bit of suffering to be granted mercy?

Aratronite Confessors
Taking on the role of society’s conscience is no simple task. One may easily
lose their bearings, and in the case of the Aratronites, there’s a fine line
between a devoted helper and a sadistic oppressor. That’s why every Royal is
expected to have a personal Confessor within the House - someone they can
turn to for advice and support who is a more objective judge of their actions.

67 The World of the Defiant


Aratronite rulers do not have to follow all of their Confessors’ suggestions but
instead use them as personal counselors. The only real requirement is that,
whenever they pray to the Sephira to renew their connection, the counselor
should be present, and the Sephira leaves it to the Confessor to choose the
appropriate penance.

Upon taking the position of a Lord or Lady, an Aratronite is free to choose any
other member of the House as their personal Confessor. Most of the time, a
trusted Courtier is chosen to fulfill the role, but some prefer to select other
members of Royalty or Princepty. Once a Confessor is chosen, a Matriarch or
Patriarch has to approve of any changes in that position, and the request is
not easily granted.

House Hariel
Angels of Passion

“You shall not dim the flames of your passion.”

To exist for eons as celestial beings and then be granted human forms - the
experience can be quite intoxicating. House Hariel is famous for its love of
newfound sensuality. Before the Apocalypse, Harielites were tasked with
inspiring mortals and sparking passion among them. Now, they can
experience it all for themselves. And their revelry is unmatched.

Angels of Passion strive to keep the flames of their desire burning bright. But
even the most exciting activities tend to lose their appeal over time. And so
Harielites are always ready to cross new boundaries and explore new exciting
possibilities - they are, in fact, bound to do so by their House’s Creed.

In a different world, the perverse norms of House Hariel might have been
shunned. However, since the Defiant rely upon Sephirot that are literally fueled
by their needs and desires, Angels of Passion are among the most influential

68 The World of the Defiant


and respected factions. Some may be fascinated by them, others may fear
their ways, but all must respect them.

From the outside, House Hariel might seem like a group of aimless hedonists,
bent on their own pleasure. And while, of course, Harielites are keen on joy and
amusement (as are most Defiant, to be honest), there’s much more to the
Herielite way than sheer bliss.

To follow the Creed of the Angels of Passion is to set off on a never-ending


journey of self-discovery and always be ready to push one’s boundaries way
further than most deem possible. Harielites must carefully tend to their inner
flames, always searching for fresh experiences to fuel their fire. They can
never cease their search.

When a member of House Hariel finds something that resonates with them
and fuels their passion, they immerse themselves and revel in the new
experience. This can be anything: different activities, new relationships,
exciting kinks, or potentially dangerous ventures. After some time, the focus
stops fueling the flame. They can still be fond of a partner or keen on an
activity, but it doesn’t ignite the fire of their passion anymore.

69 The World of the Defiant


And that’s when a Harielite needs to move on and search for something new.
They can never become content with what they have. And while this may
sound exciting, it’s also a real burden - for the Angels of Passion as well as
their Courtiers, friends, and loved ones.

The Dance of Hariel


The Path of Passion is not an easy one. To help Royals fuel their inner flames,
special events are held once every few weeks. They are called the Dances of
Hariel, and all members of Harielite Royalty (Harielite rulers and Harielite
Consorts alike) must attend them. Even Harielite Princepses, Archons, and
Executors should be present.

The Host of the party is free to choose the mood, the place, and the rules that
apply during the event, however uncommon or perverse they might be.
Sometimes participants come alone and are forbidden from telling anyone of
what has occurred. On different occasions, they are supposed to have a
partner or a group of willing friends with them - it’s all up to the Host.

The Dance of Hariel is supposed to open members of the House to new


experiences, cravings, and pleasures. They serve as more than an audience,
though; each participant is to take an active part in the celebration. The one
whose dedication or creativity catches the eye of the House’s leader is chosen
as the Host for the next event. It is considered a great honor and also serves
as a chance to throw a party that perfectly suits the organizer’s tastes.

House Zeruel
Angels of Glory

“Be a testament to your House’s glory.”

Zeruelites see themselves as first among the angels, and there’s some truth to
that. They were created as reflections of the absolute’s glory and power as the
highest angelic choir. They led other hosts by example on a path of

70 The World of the Defiant


righteousness. Then, during the Apocalypse, for the first time in history, some
of them began to question the hosts’ mission. And thus, the great war began.

Now, though they may have changed sides, House Zeruel strives to uphold its
core values: to be the beacons of light in the lives of their subjects and other
rulers alike; to lead through example; to prove they’re still worthy of their
angelic calling. Zeruelites do not feel they betrayed their beliefs. They always
stood on the side of glory and virtue. When they deemed the old path no
longer righteous, they acted in the only way they could.

There’s a certain awe to members of House Zeruel. Maybe it’s their upbringing
and self-confidence, or perhaps they really were created better, but it’s usually
easy to spot the Zeruelite in a group of Defiant. An aura of glory and
entitlement surrounds them, as if they were cut out for the aristocratic life.

Every member of the House feels the burden of the Zeruelite Creed on their
shoulders. To live up to the glorious ancestry of their bloodline is no easy task.
No matter the circumstances, Zeruelites must always uphold their House’s
legacy. Their actions are to bring more glory to the bloodline and serve as an
example for others to follow. No one is perfect, yet this is precisely what
members of House Zeruel expects from their children.

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Unsurpassed paragons of nobility to some, arrogant bluebloods to others,
House Zeruel managed to earn the respect of all other bloodlines. Driven not
only by personal ambitions but also by a sense of duty and the need to prove
themselves worthy, members of the House strive to become the
embodiments of perfect rulers.

While a powerful advantage, their Creed is also their major weakness on the
road to dominance. Others might easily resort to underhanded tactics to
achieve their goals. Such methods are beneath the glorious House Zeruel.
Zeruelites are expected to overcome obstacles directly, by the sheer power of
their skills and might of their heritage, in accordance with the laws, and
following the proper conduct.

The Protectorate
A bloodline is made up of more than just Royals, so naturally, there are far
more Zeruelite Courtiers than rulers. Angels of House Zeruel believe that it is
unbecoming for one of their heritage to be reigned over by a member of a
different bloodline. All Zeruelite Courtiers are to serve as Wards at Zeruelite
Courts, under the protection and guidance of Angels of Glory known as their
Protectors.

There’s actually more to that law than vanity. All Zeruelites are born as
potential future monarchs, but only some will ever have the chance to become
a Royal. This makes managing them an uneasy task - one that only an Angel
of Glory is fit to undertake. More often than not, Zeruelite rulers have to resort
to creative or harsh means to gain control over the angelic princes and
princesses under their protection.

Both Zeruelite rulers and Consorts are granted the right to govern over the
bloodline’s Courtiers. This actually makes the Angels of Glory feel even more
distinguished and dignified. Very few Defiant outside the House ever have the

72 The World of the Defiant


chance to see a Zeruelite cater to their needs or follow their orders - it is a
privilege reserved only for the Lords and Ladies of the bloodline.

Daeva Bloodlines
Every Daeva House was once considered a pantheon of gods by a mortal
society. Since they originate from the same region and belief system, their
spiritual forms still reflect that, even if their mortal forms differ. That’s why
there can be people of all ethnicities in a bloodline, but they take on the spirit
forms of the animals typical to the land they originated from.

House Achto
Aztlan Daeva

“Claim your due.”

Daeva of House Achto know the meaning of sacrifice. For millennia, they were
aware of the looming danger. The fifth world had to come to an end, and
through the sacrifice of the gods, the sixth world would emerge. House Achto
takes great pride in the fact that none of their kin helped to uphold the
Carnival. All elders of the bloodline died their final deaths to give life to the
Sephirot, enabling the creation of the Domains and the survival of the Defiant.

Members of the House believe that they have more than earned their place
among the Defiant. And to acknowledge the sacrifice of their fallen brethren,
they are to live their lives to the fullest, taking advantage of their positions and
prerogatives. From the lowest Courtiers to Archons and Executors, the Achto
are to claim their dues and use their rights and privileges to the fullest extent.

Others sometimes find the Achto pushy or even despotic, but that’s a
misconception. Whenever a member of the House has power over someone
or a right to do something, their Creed dictates they should exercise it.
Whenever something is owed them, they should demand it. This is the way of

73 The World of the Defiant


the Achto, and this is the way to live Defiant lives and to honor the fallen
heroes of the House.

There is a strong belief in the House that actions speak louder than words.
Achtos are not the ones to swear oaths or make vows. They believe that the
best way to make a statement is through deeds, and especially through
sacrifice. It is only when you are willing to sacrifice something that you
genuinely show your intent and devotion. Sometimes it’s symbolic, such as
when blood needs to be spilled to validate an oath. On other occasions, a true
offering or gesture of goodwill is required to pledge loyalty or establish an
alliance.

Achto revel in contrast and some portray them as extremist who see the world
as black and white, with no shades of grey. But these Daeva are actually
creatures of balance. It’s just that the House perceives balance as the
symmetry between opposites. There can be no life without death; there can be
no light without darkness. And to be a good Achto is to live a life of duality,
experiencing those opposites to a similar extent.

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The Lords of Night and Day
Marriages in Achto Courts differ from those of other Houses. The Liege takes
two Consorts, either from their own or another bloodline. Their spouses are
known as the “Lord/Lady/Regent of Day” and the “Lord/Lady/Regent of Night.”
While the ruler holds all the power, just as in other Houses, Consorts are given
authority over all Courtiers.

During the daytime, the Regent of Day is the absolute ruler of the Court, able to
issue any orders they see fit. They also hold power over the Regent of Night,
making the other Consort little more than their private slave. When the sun
sets, however, the roles switch; the Lord or Lady of the Night assumes control
of the Court and reigns over it until morning.

Some Consorts learn to cooperate and actually perform well in this


arrangement, giving their all during their time and working together to build a
stable Court. Most Achto marriages are not as harmonious, however. The
ever-shifting power play can lead to terrible wars between the spouses, with
plenty of collateral damage dealt to the Court. Having two Consorts is a mixed
blessing at best, but such is the Achto way.

House Kyrios
Hellenic Daeva

“Prove your worth.”

It seems that the bright star of House Kyrios never fades. Throughout mortal
history, these ambitious Daeva have made their presence known on multiple
occasions. In ancient times, when the power of Leviathans started to wither,
the Kyrios were the ones to wage wars on the mighty dragons (or titans, as
they called them) and finally end their reign. To this day, there’s a tension
between the Leviathans and the Daeva House that stole fire from them and
gave it to humanity.

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Much like ancient times, modern-day Daeva of House Kyrios are celebrities
and stars in their own right, bent on proving their superiority and showing off
their virtues, merits, and skills. Kyrios are heroes, adventurers, stars, and idols,
each creating their own dazzling legend. There is no single ideal they should
follow. The fairest of them all, the greatest leader, the mightiest warrior, the
most creative lover - any title is up for the taking.

Some believe House Kyrios potentially could achieve anything, if only they
were able to cooperate or at least trust one another. Since their ancient origins
in Greece to this day, however, these Daeva are their own mightiest obstacle
on the road to greatness. With everyone in the bloodline fixated on proving
their superiority, Kyrios often see their kin as rivals more than allies.

The only thing stopping the House from outright chaos is the position of the
bloodline’s leader. The Elder is the only one all must listen to and respect, the
only one who does not have to prove anything but instead judges others’
accomplishments. The first among the Domain’s Kyrios sits on their throne,
serving as the ultimate parental figure and the undisputed head of the
pantheon.

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To live the life of a Kyrios is to commit to proving one’s greatness and
overcoming challengers, especially from within the bloodline. This competition
usually does not take the form of tournaments or duels and is not restrained
to any specific time. The Kyrios prove their worth each and every day, by every
action they undertake. One can never rest if they are to prove being worthy of
the name Kyrios.

To the Victor Go the Spoils


Normal succession laws do not fit the Kyrios lifestyle. In a world of eternal
rivalry, it hardly seems fair that the eldest child would simply inherit their
parent’s position and privileges. They have to prove they are worthy of being
named the successor. This is why the Kyrios have their own inheritance rules.

When a ruler (a Lord, Lady or Princeps) dies or retires, the child who managed
to prove their superiority inherits the Holding and all privileges of their parent.
While the current ruler can designate a preferred successor, it’s ultimately up
to the Matriarch or the Patriarch to decide which child inherits the title. The
parent’s decision serves as an indicator but can be rejected without any
consequences.

There are no exact rules as to what makes for a perfect candidate. One child
may excel in the art of combat while another may choose to prove they’re the
perfect administrator or unmatched in throwing ludicrous parties. Being in
good relations with the head of the bloodline certainly helps.

The Kyrios are ambitious and competitive on their own, but their succession
laws literally pit siblings against each other. Each of the successors commits
their lives to proving they are the ones worthy of inheriting the title. And when
the time comes, one of them is chosen to do so, while the others are usually
placed at their Court to serve under the conquering hero.

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House Sekh
Khemetian Daeva

“Leave your mark.”

Originating from ancient Egypt, House Sekh was among the first Daeva to
travel the world and spread their knowledge. The exalted Sekh are the builders
of wonders and architects of new Defiant communities. It is their relentless
pursuit of hidden knowledge that led to understanding the nature of the
Sephirot and establishing the rules of the Defiant society.

While virtually all Daeva bloodlines lost their powers in ancient times and only
recently regained self-awareness, House Sekh managed to hold on to just
enough supernatural energy to never forget who they were. At the peak of
their power, they raised wonderful structures all around the world that are
revered by humanity to this day. And while mortals were quick to renounce the
gods of old, the awe and beauty of their creations was enough to keep House
Sekh in existence.

To some, the Daeva of House Sekh seem more distant or reserved than
others. It’s probably because they have a different attitude than most Defiant.
Having lived countless lives, reborn time and time again in mortal vessels with
memories of their past deeds, they have experienced thousands of years of
history. And while their recollections of past lives may be foggy at best, they
still give them a unique perspective on modern affairs.

Members of the bloodline know precisely how they managed to achieve their
feat. While others concentrated on themselves and their actions, the Sekh
were always about leaving their mark on the world and raising impressive
testaments to their greatness. They firmly believe that without the awe that
their creations inspired, there would never have been enough power in the
world for the supernaturals to break their bonds and stand against the
Apocalypse.

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Contrary to what many outside the bloodline believe, House Sekh is just as
ambitious, emotional, and passionate as other Defiant Houses. The Sekh are
the great builders, the unmatched architects. They raise mighty structures and
secret societies, forge intricate items and complicated relationships and
organize exotic communities, and unforgettable events. To get to know a
Sekh, do not look at them but at the world around them - they express
themselves through their creations.

The Great Works


The ancient wonders might have helped the Sekh throughout the ages, but the
present calls for new creations to inspire mortals and Defiant alike. Every Sekh
is bound by the bloodline Creed to design and raise new marvels - monuments
dedicated to themselves and the glory of the House.

The Great Works, as they call them, do not have to take the form of buildings
or statues. In fact, most do not. Managing the most talked-about Defiant club
in the city or maintaining an influential society is considered as worthy as
raising an avant-garde skyscraper in the Domain’s downtown. Great Work
should either be adored by mortals or appreciated by Defiant.

79 The World of the Defiant


While the Lords and Ladies possess enough power and resources to
undertake their own projects, no one expects as much from Courtiers. If they
reside in a Sekh Court, they are to support the ruler in their attempts, serving
as managers, administrators, and consultants. Sekh Courtiers serving Defiant
from different Houses should do their best to inspire their rulers to create
Great Works of their own and then help along the way. House Sekh does not
believe themselves to be the only ones capable of creating modern wonders
and encourages others to follow in their footsteps.

Infernal Bloodlines
Each Infernal bloodline shares the same sensation they used to instill in their
victims or preferred type of torture they used, when delivering punishments in
the depths of Hell (which is called the Grim Craft). They are not bonded by
mundane heritage and, in fact, do not spend their childhoods in the mortal
world. That’s why, upon emerging among the Defiant, the heads of the Houses
chose the names for their bloodlines.

House Black
Infernals of Pain

“Be human.”

Renowned for their demonic cruelty, members of House Black renounced their
old ways and now try to live the lives they choose, rather than continue on the
path chosen for them by the overlords of Hell. They assumed a corporate-like
style of leadership and try to rediscover life beyond pain and suffering.

Members of the bloodline must do anything in their power to uphold their


Creed: “Be human.” Considered the most terrifying monsters of Hell, they try to
regain their humanity by acting as mortals would. To some, this comes
naturally, making it easy for them to blend in. On the surface, they may even
appear more mundane than most Defiant, embracing many elements of
mortal life.

80 The World of the Defiant


Others, however, struggle with regaining their lost humanity. They may act like
humans but seem unnatural, as if they are only playing the parts of mortals,
each of them succeeding to a different extent. They may dress in mortal
clothes and talk about mundane topics, but there’s just something off about
them, giving away their true faces: bloodthirsty demons wrapped in human
skins.

While the House’s antics may seem odd to many Defiant, few can deny the
bloodline’s exceptional effectiveness. It appears that through mimicking
mundane ways, they actually succeeded in creating an efficient, corporate-like
power structure, with the head of the House serving as an infernal CEO, Lords
and Ladies assigned to different branches and executive groups, and a flexible
task management system in place.

During closed board meetings, prominent members of the House discuss the
main problems troubling the bloodline and the Domain and carve out short-
and long-term strategies to be implemented by all members of House Black.
Of course, things don’t always go perfectly, and not all Infernals of Pain are
hell-bent on cooperation. Nevertheless, House Black usually manages to
successfully pursue its agendas.

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Of course, the image of bloodthirsty demons turned bloodthirsty businessmen
doesn’t do justice to House Black. Many of its members are not focused on
corporate machinations and manage to develop great empathy and
compassion through their never-ending quest to understand what it really
means to be human.

Seen by some as redemption seekers and considered wolves in sheep’s


clothing by others, Infernals of House Black continue on their paths to
regaining their lost humanity.

The Human Connection


It’s unclear whether the leaders of the House enforce the rules because they
believe in the profoundness of their ideology, or if they act out of fear, knowing
what would happen if Infernals of Pain embraced their old ways. Nevertheless,
all members of the bloodline are required to commit to exploring the ways of
mortals.

Each Black is expected to pursue some kind of mortal career or job and
participate in a human community. There are no exact requirements as to the
nature of the activity, and members of the House may take on a number of
roles. High-ranking executives, doctors, and lawyers, small business owners,
policemen, activists, social workers, librarians, or baristas - the Infernals of
Pain choose all kinds of jobs and activities.

House Royals are additionally expected to find mortal friends and to learn
from them about mundane values. Some Lords and Ladies engage in actual
meaningful relationships with their mortals, while others treat them more as
glorified pets than true partners.

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House Dawn
Infernals of Shame

“Uphold our legacy.”

Many consider House Dawn to be the most important among the Infernal
bloodlines. They are the remnants of the first mortals to ever be sentenced to
live in Hell, who eventually became demons themselves. Now, the proud
Infernals of Shame have returned to the mortal world to reclaim all that has
been taken from them. Their Creed, “Uphold our legacy,” furthers their need for
recognition.

For eons, members of the House lived terrible lives of infernal shame and
suffering. The once-proud free-thinkers of an ancient civilization, they endured
constant humiliation and punishment until they were molded into demons
who were then ready to inflict the same torment onto others. When the gates
of Hell partially opened, it was House Dawn’s ingenuity that helped to find the
way back to the mortal world.

Finally able to bask in the sun after an eternity spent in Hell, they swore to rid
themselves of any shred of shame that was instilled in them through infernal
torture. Never again would they be ashamed of their ideas, their attitudes, their
bodies or their actions. In fact, many members of the House take great
pleasure in shocking others with their shameless conduct.

Infernals of Shame may have rid themselves of shame-imposed boundaries,


but they did not abandon all of their hellish ways. Many still thrive on using
their Grim Craft to inflict shame on others. Some Defiant see this as cruel, but
others believe it to be a lesson of sorts: it is only through experiencing shame
that one can become truly shameless and truly free.

But the mighty House Dawn does not let their former punishment be the only
thing to define them. The legacy of the bloodline dictates that they should

83 The World of the Defiant


retake their former place as the rulers and guides of the world, both mortal
and supernatural. Every member of the House is expected to strive for
greatness and to improve their position, whether they’re a Courtier, a Royal or
a Princeps.

To be a devoted Infernal of House Dawn is to always strive for more, improve


one’s standing, and accumulate power. It means devoting time and effort to
become the most influential Courtier or the ruler’s favorite, to improve one’s
standing over those of neighboring Lords, and to lead one’s Province to
prosperity. After all, members of the bloodline were once able to challenge the
Absolute’s might - doesn’t that make them the perfect leaders for the war
against the Apocalypse? Infernals of House Dawn aspire to true power and
greatness and are not ashamed to show it.

The Sacred Bond


To achieve true superiority, one cannot waste time and energy on petty
squabbles. That’s why a certain amount of conviction and discipline is
expected from the younger members of House Dawn. To ensure this attitude,
every newly awakened Infernal of Shame is obliged to confess their true name
to the parent from their bloodline.

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Since such knowledge grants great power over an Infernal, children know
better than to stand against their parents and plot their own games. If they fail
to stay in line, they can be quickly brought to obedience by calling them by
their true names. This system ensures that every influential Infernal of Shame
has a small, devoted retinue of their children working on their behalf.

Of course, the way parents utilize their powers differs from person to person.
Some refrain from ever using their advantage, others abuse their leverage by
practically treating their offspring like mindless drones in their service, and
most fall somewhere between those two extremes.

House Joy
Infernals of Guilt

“Rejoice.”

While other Infernals tend to face their demonic legacy and the horrors of Hell,
House Joy has taken a different approach. Rather than dwell in the past, the
Infernals of Guilt are focused on making up for lost time. They revel in the
excitements and pleasures the Defiant world has to offer.

House Joy stands by their simple Creed: “Rejoice.” The Defiant have managed
to find a safe haven to weather the apocalyptic storm. The Infernals have
accomplished the impossible - they escaped from Hell itself! So, rather than
mourn all that is lost or worry about the threats ahead, members of the House
focus on newly reclaimed earthly pleasures.

And while some Defiant find it troubling to accept a whole bloodline hellbent
on living their lives to the fullest and enjoying each day as if it were their last,
it’s hard to dispute the official line of the House. The Sephira feeds off of
Royals’ emotions and passions. And the lives of members of House Joy are
filled with excitement and ecstasy. Therefore, it is with the utmost sense of
duty that House Joy takes it upon themselves to commit to the noble cause of
replenishing the Sephira’s energy.

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One would be foolish to assume that all members of the House spend their
entire lives in pursuit of simple pleasures. There are plenty of ambitious
Infernals in the bloodline. They may play complicated political games, excel at
fighting, or express themselves through art, but they all share the same
underlying need of joy and excitement.

It’s hard to fight the urge to join them in their hedonistic endeavors, but those
who do should never forget who they are dealing with. House Joy may pose
as innocent and concerned with nothing but pleasure, but they are the
Infernals of Guilt, after all. And the eons spent in Hell seem to have dampened
their sense of what lies within the confines of appropriate behavior. Some call
them the Infernals of Guilty Pleasures, and for a good reason.

The guise of carefree hedonists may also serve as a convincing ruse to


conceal one’s true intentions. The list of those who underestimated the
pleasure-seeking Infernals grows longer each day. And more than a few
members of House Joy are willing to bring others to their downfall if it sounds
exhilarating enough.

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The Chrysalis
It is hard for newly awoken members of the bloodline to forget about the
terrors of the past and start their new guilt-free lives. House Joy calls this
process “The Chrysalis.” Until it is complete, each new member of the
bloodline is assigned a mentor to open them to the new possibilities and help
them deal with potential problems they might encounter.

By default, the mentor is chosen from outside the closest of kin so as not to
trouble the newly awoken with family matters. While most Infernals of Guilt
recall their Chrysalis as a great, care-free experience, it can prove to be tough
duty for their mentors. The supervisors need to take care of any potential
problems that may arise during that time of extreme partying and testing
one’s limits.

When the young Infernal feels ready, they finally arrive at their designated
Courts, as if they have returned from a supernatural vacation. It is customary
that they present their mentor with a gift of their choosing as a thank you for
caring for them in those first weeks and showing them how to live guilt-free.
Many members of the House maintain relationships with their former
mentors, at least to some extent.

Leviathan Bloodlines
Leviathan bloodlines are bound by an element or a substance that all
members of the House share an affinity with. The Houses are the
representation of Leviathan families or species from the times the mighty
dragons ruled over the Earth. The Leviathans of Fire, the Leviathans of Earth,
and the Leviathans of the Storm are the three Great draconic Houses.

87 The World of the Defiant


House Hadad
Storm Leviathans

“The weaker shall bow to your desires.”

There’s a certain aura around the Hadad: as if a terrible storm was brewing
inside their hearts, ready to be unleashed on the world to bring destruction and
suffering. Some Defiant are not keen on having to share Domains with the
imposing thunder beasts, but then again, if they weren’t here, the Defiant
would need to face them on the apocalyptic battlefields.

The Hadad desire things, as all Defiant do. Unlike others, however, they’re
terrible at compromises and cannot stand half-measures. Like the mighty
beasts of old, they believe in the right of the strong to take from the weak.
They’re not savages, however. They understand that strength can take many
forms, from physical power, through political standing, all the way to a
Sephira’s grace.

The Storm Leviathans of House Hadad follow a strict Creed: “The weaker shall
bow to your desires.” They believe in manifesting their power by using others
to further their needs and passions. Hadad Courts are the manifestations of
their rulers’ desires, with all Courtiers focused entirely on satiating their
leaders’ hungers.

The Hadad need hierarchy but do not take the status quo for granted. To earn
their respect, one has to obtain it by showing their strength. A Princeps never
using their authority to their advantage is a weak leader in the eyes of the
Storm Leviathans. The same goes for a Lord or a Lady who does not exert
their power over their subjects. And the Hadad prey on the weak.

Whenever they deem someone worthy, they can become great, loyal allies, or
even good friends. It’s not that Hadad are inherently vile or ferocious, it’s just
hard to let go of their terrifying past as the ultimate beasts of prey. They come

88 The World of the Defiant


from a world where if they wanted something, all they needed to do was to
swoop down from the skies and grab it with their mighty talons.

Because of their beliefs, Hadad are probably the House least prejudiced
against other Origins and do not hold members of their own bloodline in
higher esteem than others. All need to prove their strength to be worthy of
respect, and their supernatural legacy isn’t a factor - power knows no Origin or
House.

It’s easy to portray the Hadad as savage or brutal. But while deep in their
hearts, they are still the mighty beasts of prey, endlessly fighting for
dominance over others, many have developed civilized and sophisticated
exteriors. They can be just as relentless and fierce in their custom-made suits
and cocktail dresses as they once were covered in scales, soaring through
stormy skies.

The Show of Strength


For a Hadad Liege to prove they’re worthy of their status, they need to show
their dominance over their own Courts. Every Storm Leviathan Royal is
expected to mold their Holding and subjects to perfectly suit their tastes and
desires. Their Courts should become their temples, testaments to their
appetites and preferences.

89 The World of the Defiant


If a leader cannot shape their surroundings to suit their needs, then how can
they be considered strong? And the extent to which one can impose their will
over their subjects is viewed as an excellent indicator of one’s power. That is
why, when visiting a Holding ruled over by a Hadad, what the host desires and
cherishes in life is usually perfectly clear.

From entire Holdings transformed into gladiators arenas - with all Courtiers
participating in the brutal game - to perverse dens of peculiar fetishes, the
mark of the Hadad ruler is always clearly visible on their land. This is also true
for the Storm Leviathan Princepses, at least to some extent. While they are not
expected to interfere in the way Royals manage the Courts in their Province,
other Hadad expect them to show their desires through
Province Laws.

House Melqart
Earth Leviathans

“Your hoard shall inspire awe.”

In ancient times, when their draconic brethren ruled over the skies and culled
their human herds, the dragons of House Melqart ruled over impressive
underground kingdoms they built with the help of their elemental affinity and
thousands of mortal slaves. Their attunement to the element of earth enabled
them to find caches of priceless gems and minerals.

Some Melqart took it upon themselves to transform the raw materials into
impressive works of art, while others invited or abducted the finest craftsmen
of their era to create items of unmatched beauty. As years went by, their
draconic hoards grew, and so did their need for new skilled slaves to care for
them and new followers to admire their treasures.

There are some among the Leviathans who blame the Melqart for their
Origin’s ultimate downfall. If it wasn’t for the Earth Leviathans and their need

90 The World of the Defiant


to surround themselves with mortal subjects, the foundation of ancient
civilization would not have been laid and the Daeva would not have had the
chance to rise to power through human worship. But these are all tales of the
past. Meanwhile, the Leviathans have reawakened in mortal coils, and some
have joined Defiant societies. And the Earth Leviathans were among the first
to do so.

Members of House Melqart are like the dragons of legends, amassing and
guarding impressive hoards of treasures. Some Earth Leviathans surround
themselves with the yields of their element: gemstones or jewelry made of
precious metals. Others collect man-made items or even gather interesting
mortals. And as their Creed, “Your hoard shall inspire awe” dictates, they do
not shy away from showing off their precious collections.

It is hard to earn the trust of a Melqart. Most Earth Leviathans prefer the
company of the members of their own House, as they are the only ones to
truly understand their passions and needs. That is not to say that they keep
to themselves. Many Melqart Royals host parties and events to show off
their treasures and amaze audiences with their most prized possessions.
They usually use their charm and manners to mask their true feelings and
intentions, however.

If there's one thing that all Melqart cannot stand, it's the idea of theft.
Ownership is sacred among the Earth Leviathans, and thieves are dealt with
swiftly and decisively. Though Melqart may argue or fight between
themselves, they always stand united when it comes to protecting their
hoards. Every Royal from the House can count on their brethren for assistance
if their possessions are in danger. Stealing from
a Melqart means the thief has a whole bloodline to worry about.

91 The World of the Defiant


The Dragon Hoard
Every member of House Melqart is expected to maintain and care for their
hoard. In the case of Courtiers, this may come in the form of small personal
collections, depending on the rules set by their Lords and Ladies. They may
collect weapons, rare items, jewelry, or baseball cards - the interests of
modern-day Melqarts reach far beyond gems and precious metals.

The House expects more from its Lords and Ladies. Their hoards should
inspire awe and respect. This means they not only need to be substantial but
also cannot be kept away from the eyes of others. Most Royals display their
collection -or at least parts of them - in their Holdings and through themed
shows and parties.

While gold, gemstones, and jewelry remain the most popular choices, Melqart
Royals collects all manner of treasures. Artifacts from the lost world,
renowned art pieces, sacred texts, luxurious cars, exceptional mortals sharing
a common feature - the hoards of the Earth Leviathans can take on many
different forms.

92 The World of the Defiant


House Shemesh
Fire Leviathans

“True rulers are forged in flames.”

The mightiest of the ancient beasts, the Fire Leviathans were destined to end
the world in their draconic flames. As they awoke from their slumber, their
new goals were revealed to them. They were to become the world-breakers,
the life-eaters, the final instruments of destruction. But the proud Shemesh
decided differently. For too long, they did the bidding of others. It was time for
the Fire Leviathans to forge their own path and carve out their own piece of
the world for them to govern.

After joining the ranks of the Defiant, members of House Shemesh feel that all
other Houses owe them gratitude for rejecting their destiny and granting the
world a second chance. They see themselves as the only true rulers left in this
world. While other bloodlines may fight their petty squabbles and waste time
on designing the new order, the Shemesh already know all the answers. It is
the Fire Leviathans who should be recognized as true leaders of the Defiant,
and all others should bow to them.

Though usually ruthless and favoring aggressive political moves, the Shemesh
are actually not bent on enforcing their rule over whole Domains and
overtaking all positions of authority. They often see the Hierophants as tools
needed to communicate with the Sephirot and usually fail to recognize
Archons and even Executors as more than useful clerks who have been
tasked with the mundane aspects of maintaining a Domain.

Most Shemesh truly believe that the whole weight of fighting the Apocalypse
and empowering the Sephira lies upon their shoulders. Shemesh Royals are
known for zealously upholding the Commandments, even if they may interpret
them in their own ways. After all, if the Fire Leviathans fail their duties, all will

93 The World of the Defiant


be lost. The best thing all other Defiant can do is to back down and let the
Shemesh uphold the new order.

The Shemesh are the most disdainful and dogmatic among the Leviathans,
allowing their rulers to only take spouses from draconic bloodlines. Marriages
within the House are considered most prestigious, but other Leviathans are
also accepted as potential spouses. Other Origins, however, are not worthy of
entering a union with one of the mighty Fire Leviathans.

As fire deals them no harm, their Creed, “True rulers are forged in flames,”
leaves little room for interpretation: all others are inferior to House Shemesh.
Though they may not be bent on conquering other Holdings or Provinces,
many Fire Leviathans feel they are owed some tokens of gratitude from other
Defiant. Since it’s the Shemesh who resisted the urge to end the world and
enabled the Domains to thrive, surely they can expect some form of
appreciation.

94 The World of the Defiant


The Sacred Companions
Like legendary dragons, enslaving beautiful princesses in their lairs, every
Shemesh Lord and Lady surrounds themselves with Sacred Companions:
exemplary Defiant of other Origins gifted to them by other Royals.
Companions are expected to be pure of heart and mind and fully committed to
serving their draconic masters.

The Shemesh compete among themselves, trying to maintain the largest


retinue or get a hold of the most prestigious Companions. While not many
Defiant are keen to enter the service of a Shemesh Lord, the fate of a Sacred
Companion is not necessarily a bad one. Many of the Fire Leviathans pay little
attention to their Companions, treating them as more like trophies than actual
assets.

Sacred Companions are usually free to move around the Domain, and some
actually enjoy more freedom than they would in other Courts. As long as they
remain faithful to their ruler, that is. While virginity is not a requirement for the
modern-day Sacred Companions, they are expected to be devoted to their
Shemesh Lords or Ladies and are not to share intimacy with anyone without
the approval of their rulers.

95 The World of the Defiant


chapter 3
The First Meeting

While most Defiant game sessions follow a similar routine, the first meeting is
quite different. You have to establish the basic game structure, create Player
Characters and talk about the topics you’re interested in and the ones you’d
like to omit. New Players will have to be introduced to the world and the rules
of the game.

Character creation and the Chronicle setup will probably take up most of the
time during the first meeting. However, you will also play the Pilot Episode - a
shorter play focused around the Characters’ backgrounds. Think of it as a
pilot-episode in a TV series. You’ll play it out to get a better feel of the
Characters and the world around them.

The whole setup was designed with a 4-people group in mind: a Game Master
and three Players. While this is the default group size, Defiant works just as
well with a smaller number of people. Playing with a GM and two Players, or
even with a single Player, works just fine. You will find information on playing
in smaller groups at the end of this chapter.

Playing in Larger Groups

Defiant was created with groups of between one and three Players in mind,
giving you a total of between two and four people, counting the GM. While you
could try to play the game in a larger group, we advise against it. Since some
parts of Defiant are played through solo Scenes, other players would have to
wait too long for their turns.

96 The First Meeting


Preparations
One of you should take on the role of the Game Master. This person needs to
read the whole rulebook before the meeting. You do not need to know
everything by heart; being able to quickly find the particular info required is
good enough. If everyone has time, it would be perfect if you all read the first
two Chapters of this rulebook (“Introduction” and “The World of the Defiant”).
The game will run more smoothly if some or all of you read the “Playing the
Game” Chapter as well. If you do not have enough time, we created additional
leaflets with essential information and summaries of the game rules. Print
them out or read them on your devices.

Before the meeting, you should print out the Character Creation Cards and
Character Sheets. Cut out the Cards, as you will be drawing them at random.

As the chapters about Provinces and Domains are meant to be read by the
GM only, Players should read the Province Brochure included with this
rulebook (or future Defiant supplements) instead. Brochures contain basic
information about a Province, city, and Domain. Finally, there’s the Character
Creation Guide that will help you along the way - print out one copy for the
table.

Preparation Summary
• Print (single-sided) and cut out a set of the Character Creation Cards.
• Print (single-sided) and cut out a set of Holding Cards for the Province.
• Print out two copies of each Origin’s Character Sheets.
• Print out a copy of the basic information sheet for everyone new to the game.
• Print out a single copy of the Character Creation Guide.
• Gather a single set of 3d6s, 4d8s, and 4d10s.
• Make sure the Players read the appropriate Province Brochure.

97 The First Meeting


Remember that all handouts (apart from Character Sheets) are reusable -
after you finish the Chronicle, you can keep them for future games.

Holding Cards, which are required for this meeting, are different for every
Province you play in. There are six Holding Cards with this rulebook, enabling
you to play in Bridgewood Boulevard in the city of New Hethlon.

Explaining the Game


The fastest way to explain the basics of the game is to let the Players read the
“Introduction” Chapter. However, below you will find a few additional pointers
that may help to understand the game better.

Players New to Role-Playing Games


Defiant is a great game to start the hobby with. While the experience may
differ from more standard role-playing games, the main structure remains the
same: the Players control the actions of the Player Characters, while the Game
Master is responsible for bringing the world around them to life.

With the abundance of role-playing streams and videos available, the easiest
way to get the general idea about the hobby is to watch some of them. The
concept of role-playing games is quite intuitive, and new Players should do
just fine, even without any preparations. There are a few things, though, that
should be made clear beforehand to make their experience better.

98 The First Meeting


Players Are Not Their Characters
While this one might sound obvious, it’s actually good to state it clearly. Much
as immersing yourself in your Character is fun, and the main point of the
game for many, this distinction is important. Whenever your Character fails to
achieve something, whenever they experience something bad, they’re just a
Character - a role you play. The Character is your avatar, a gateway to an
exciting and potentially dangerous world.

Having said that, sometimes, your Character’s emotions might get the better
of you. We all play to have fun and be entertained, and that means trying to
suspend our disbelief in the fictional world, events, and Characters we’re
creating at the table. There’s a fine line between having fun - even from
watching your Characters being put in uncomfortable situations - and feeling
discomfort. Make sure you inform the others whenever you are not ok with the
things happening in the fiction. There are special rules in place to handle this
sort of situation (Lines and Veils).

The Need for Dialogue


Remember that the GM does not know everything and cannot read your mind.
The more you communicate, the better experience you’ll get out of the game.
When declaring your Character’s actions, try to explain the reasons behind
your decisions. What the Character is doing matters, but what they want to
achieve and why they are doing are is just as important. The declaration “I
throw a rock” is not the same as “I want to smash the window, so I throw a
rock at it.” The more information you give to the GM, the better they can act on
it.

99 The First Meeting


Whenever you have doubts about the situation in the fiction or cannot picture
a scene or an object introduced by either the GM or the other Players, ask
them for additional information. Do not hesitate to inform the group if you
don’t understand something or have trouble imagining the situation. Dialogue
is crucial at the role-playing table.

It’s Not about Victories and Losses


Unlike many tabletop games, most role-playing games (including Defiant) are
not competitive. The reason you play is to have fun and experience something
unique. You cannot “win” a Defiant Chronicle, nor can you “lose” it. Your
Characters will have their ups and downs, sometimes achieving great
successes, sometimes failing miserably. At the end of an Episode, a Season or
a whole Chronicle, they might end up in a better or worse situation than they
began with. This is not an indicator of how well you played the game.

Many Players find it exciting to purposely put their Characters in tight spots or
dire situations. You are free to do so. In fact, we encourage you to try it for
yourself and see if it’s fun for you. Do not feel disappointed whenever your
Character struggles with a problem or faces hardships - all interesting heroes
do!

100 The First Meeting


Respecting the Conventions
In theory, you can do whatever you want in a role-playing game. It’s a game of
make-believe, and your imagination is the limit, right? Well, not quite. Every
role-playing game has its conventions; these are the boundaries within which
you’re supposed to act. And while this gives you plenty of space, it is not
infinite. Breaking a convention might be ok in some situations, but it requires
working it out with the GM and other Players. Also, you should probably wait
until after you got the hang of the game or even grew bored with it.

In Defiant, the conventions dictate that you will play the roles of supernaturals
standing against the Apocalypse. You will play as Lords and Ladies, each with
their own Court and subjects. The need to follow the Commandments should
be clear for your Character, though some minor offenses are tolerable by all
but the zealots and the Executors. The Authority (the Archons and the
Executors) do hold some power over your Characters. So does the Princeps.
Your Character does not have to like them, but they should abstain from
outright mutiny.

101 The First Meeting


Players New to Defiant
We’ve also created a few useful tips and pieces of information for Players who
do know RPGs but are going to play Defiant for the first time. This information
is supposed to ease the transition into the world and the rules of Defiant.

It’s Not a “Rags to Riches” Type of Story


Your Character will not start at the bottom of the food chain and does not
have to slowly work themselves to the top. You play as Royalty with an
established position and prestige. Apart from extreme situations, the
Characters’ social standing will not be endangered during the Chronicle.

The same could be said about their potential and abilities. While the
Characters may expand their powers, it’s a very slow process in Defiant. It’s
not a game focused around Characters’ advancement, at least not in a
traditional way.

The Action Taking Place in a Single Domain


Rather than traveling from one point of interest to another, Characters in
Defiant are more stationary. A Domain is vast, with many different Provinces
and places of note; it would take dozens of Episodes to really get to know it.
Nevertheless, the Chronicle will take place in a single city.

Your Characters will have more time to develop relationships, as they are likely
to stumble upon the same NPCs on different occasions. They should also be
wary of the consequences of their actions. It’s one thing to anger a village
chieftain in a fantasy game, especially when you are unlikely to meet ever
again. Making an enemy out of the Princeps of the neighboring Province is an
entirely different matter, however. He will probably remain a constant threat
and a problem to deal with.

102 The First Meeting


Character Relationships Are important
What makes Defiant different from many of the more traditional role-playing
games is the focus it puts on interactions with NPCs and the dynamics of
relationships between Characters (both Player and Non-Player alike). During
the Character creation process, you will already have to establish a few key
people in your Characters’ lives, namely their spouses and Courtiers.
Throughout the game, social interactions will be an important part of the
experience.

It’s not that the game revolves only around social interactions. There’s plenty
of room for politics, dangerous encounters, mystery-solving, ruling over
subjects, and whatever else you may think of. It’s just that Character
interactions will be one of the important topics of the game.

Players Hold Greater Power over the Story


From the standpoint of Defiant rules, Players are given more power and
initiative when it comes to shaping the story. They can influence the plot and
situation by their Characters’ actions, of course. But in Defiant, they are
equipped with additional tools to influence Scenes.

By asking Theme Questions or using Theme’s Special Rules, they can add new
elements to Scenes and sometimes change them altogether. You do not have
to hesitate - spend the Shards and ask away! In fact, it is only with the Players’
active involvement that the game can reach its full potential.

103 The First Meeting


Choosing the Domain and the Province
Defiant Domains are scattered all around the world. While they all bear some
resemblance to one another, they can be very different due to their
Commandments, Houses in power, and level of apocalyptic activity. Playing in
different Domains may drastically change the Players’ experience.

All Player Characters in a Chronicle are part of the same Province, answering
to the same Princeps. Provinces vary from each other, since each has its own
local laws and location in the city. Although the bulk of the story will probably
take place in the Characters’ Province, they will also venture into other parts of
town. While playing in different Provinces within the same Domain does result
in a different experience, the difference is far less profound than in the case of
playing in different Domains.

Choosing a Premade Domain


In this rulebook, at the beginning of the chapter “Bridgewood Boulevard,” you
will find basic information about the city of New Hethlon - a Defiant Domain
once torn by civil war and now blossoming under the rule of a Hierophantess
from the Infernal House Dawn. The description covers all the basics you need
to start and successfully run a Chronicle. You will find additional information
on the city of New Hethlon, as well as guides to other Defiant Domains, in
future game supplements.

If this is your first time running a Defiant Chronicle, you should probably use
this Domain to better get a hang of things before creating your own content.

104 The First Meeting


Creating Your Own Domain
After you’ve gained some experience with Defiant society and the game itself,
you can go ahead and design your own Domain. This can be done either by
the GM or by the whole group collectively. There’s plenty to cover, from the
Commandments and the members of the Authority, through power dynamics
and supernatural history, all the way to the mundane aspects of the city.

While this gives you great creative freedom, enabling you to tailor the world
exactly to your needs and tastes, it also requires comprehensive knowledge of
the game, as well as maintaining a designer’s perspective throughout the
process. In the future, we plan on releasing a supplement focusing on creating
your own Domains and Provinces to help you with this task.

Choosing a Province
After you’ve decided on a Domain, you need to choose the Province for the
Characters. In this book, you will find a comprehensive guide to the Province
of Bridgewood Boulevard, located in New Hethlon. It comes with additional
tips and information on how to best use this material during your games. It
was designed with Players new to Defiant in mind, so it’s perfect for your first
Chronicle. We will also be adding new Provinces in future game supplements.

105 The First Meeting


Creating your own Province
While easier than coming up with a whole Domain, creating your own Province
might also prove time-consuming and problematic for new Players. If you
already tried playing a Chronicle set in Bridgewood Boulevard, however, you
should feel free to design your own Defiant neighborhood, along with the local
Princeps, Province Laws, and a colorful cast of Lords and Ladies.

Simply base your model on Bridgewood Boulevard, replacing all the elements
with your own ideas. Remember, you should also create Holding Cards for the
Players, as they are different for each Province. Use the ones provided to you
as inspiration.

Setting Boundaries
Once everyone has a general idea about how the game might look, it’s time to
consider potential problems and sensitive topics. Before Character creation,
you all need to be on the same page about undesirable elements of the game -
the boundaries you should not cross.

The great thing about role-playing games is that they can be enjoyed by
people of different backgrounds, experiences, and views on life. This, however,
requires you to discuss the range of issues you’d like to omit during the game.
It’s supposed to be fun for everyone involved.

There are a few elements of the Defiant world that are fundamental to the
game. If you are not comfortable with one or more of them, you probably
should consider playing different games. There’s a ton of published titles to
suit everyone’s tastes. Crucial elements include:

106 The First Meeting


• The idea of holding absolute power over your subjects (apart from the
power to take their lives)
• The authoritarian social structure, which may force your Characters to act
against their beliefs or convictions
• The idea of arranged marriages, sometimes leading to sharing life and
intimacy with a partner imposed by outside rules
• Widely accepted, and in some cases sanctioned, loose moral norms with
erotic (though not necessarily literal or graphic) themes likely to emerge
during play

Additionally, if your Chronicle is set in the Province of Bridgewood Boulevard,


in the city of New Hethlon, you should also be aware of one more element:

• The discrimination of a group of Defiant (NPCs), based solely on their


supernatural heritage and bloodline.

The Line and the Veil


Before the Character creation process, make sure everyone is aware of the
Line and the Veil rules (see the “Introduction” section to read about them in
detail). Place the Line and Veil cards on the table - you should use them not
only during the Episodes but also during Character creation, if the need arises.

The “Crossing the Line” List


Sometimes, Players (or the GM) might already be aware of topics they would
like to exclude from the game. The game is supposed to be fun, and there is
no need to trigger someone’s phobias or personal traumas. Everyone can
write down as many uncomfortable topics as they want. It’s ok to ask them for
clarification, but you should not question the validity of excluding a topic - if
one of you wants it out, it should be omitted.

107 The First Meeting


Sometimes, it’s a good idea to prepare these lists beforehand. One of you
(usually the GM, but that’s not a rule) can reach the Players before the first
meeting and ask them to send their lists of problematic topics, along with
clarifications, if needed. This way, everyone has time to think about potential
undesirable elements.

It’s also useful to distinguish between topics that you don’t want to encounter
during the game and things you don’t want to happen to your Character. It's
absolutely ok to have a different approach to an event based on whether your
Character suffers from it or not. You may be ok with “People being bitten by
spiders,” but might want to put “my Character being bitten by a spider” in the
“crossing the line” list.

Character Creation
As the Game Master, you will be guiding the Players through Character
creation. The whole process of creating Player Characters should take less
than an hour. It’s designed to enable new Players to quickly shape their heroes
without the need to learn every aspect of the game. That’s why it relies heavily
on picking random elements and developing them into new Characters. You
can easily change the process and let Players choose their preferred Themes.
However, we recommend using the method below during your first Chronicle.

Game Aids
Start by handing out the gaming aids to all Players. Make sure everyone has
enough time to read them. They can also read the electronic version
beforehand and only consult the printed copy when they need to.

Then, turn to the Character Creation Guide. Follow its instructions to go


through the whole process. In case of problems, consult this chapter in the
rulebook.

108 The First Meeting


Step One: Origin-Exclusive Personal Themes
There are nine special, Origin-Exclusive Personal Theme Cards in the set.
Shuffle them and give three to each Player. The cards inform the Players of
the Origins of their Characters (Angels, Daeva, Leviathans, or Infernals) and
their unique Personal Themes. Give them a moment to read their cards. Now
each Player has to choose one of the Origin-exclusive Personal Theme Cards
and discard the rest.

One of the cards does not contain a Personal Theme. If someone draws the
Blank Card and decides to keep it, they can choose the Origin themselves and
then pick three non-exclusive Personal Themes (instead of two) in the next
step.

Step Two: Personal Themes


Each Character concept is based around
three Personal Themes. The first one is
related to the Character’s Origin. Now it is
time to choose the other two. Shuffle the
twelve Personal Theme Cards, and hand
each Player four cards. Give the Players a
moment to read their cards, ask them to
choose two Themes and put the rest on the
table. If one of the Players decided on the
Blank Card in the previous step, they can
choose the third Theme from the discard
pile, if they are not satisfied with what
they’ve drawn.

After everyone has finished choosing their Theme Cards, ask them to put all of
them on the table, facing up. These are the basic outlines of their Characters.
Ask the Players if they have any rough ideas about which Characters could be

109 The First Meeting


created with their sets. It’s ok if they don’t know at this point. You should all
feel free to propose your ideas for other Players’ Characters, as long as you
remember they always have the final say. But don’t decide on anything yet.

Step Three: House Cards


Lay down all House Cards on the table in four separate rows (one for each
Origin). Give the Players a moment to read all of their Origins’ House Cards.
Everyone needs to choose a House for their Character from the cards
corresponding to their Origin. It’s ok if two Players want their Characters to be
from the same house; they will need to share the Card, though.

Step Four: Marital Cards


All Defiant rulers are expected to have spouses. It is now time to learn about
the Characters’ marital situation. Shuffle the nine Marital Cards and give three
cards to each of the Players. Ask them to read the Cards and pick one. After
everyone has chosen their Marital Cards, put them on the table face up, next
to the Theme Cards.

If a Player has chosen House Achto for their Character, the Marital Card
informs them of the general situation with their two spouses. They can either
decide that it portrays one of their Consorts and the other one has no
additional impact on the rules or that both of their spouses fall into the same
category. Still, they do not double the bonuses and negative modifiers of the
Card they chose.

Step Five: Court Cards


Shuffle and distribute the nine Court Cards between the Players, and ask them
to pick one. In this step, you need to establish the outlines of the situation at
the Characters’ Courts. You may read the instructions on the cards now, but
leave the actual Court designing for later.

110 The First Meeting


Step Six: Holding Cards
All of your Characters govern over Holdings located in the Province. Shuffle
the Holding Cards that came with the Province you chose and distribute them
evenly to the Players. Each of them should pick one from their pool.

If the Chronicle is taking place in Bridgewood Boulevard, the Holding Cards are
part of the game aids supplied with this book.

Fleshing Out the Characters


At this point, the Players have their Characters very roughly sketched out for
them. It is now time to decide on the details and make them truly unique.

Character’s name
There are example names on the House Cards; you can use a name from
there or come up with your own. When it comes to designing names, the
general rules are different for each Origin.

All Angelic names are similar, regardless of their House. Names usually end
with a -tron, -rion, -ael, -guel (as in: Havetron, Setharion, Adarael, Ravaguel) or
with -thea, -iel, -ea, -el (as in: Venethea, Beneviel, Denea, Avenel).

Daeva derive their names from the ancient languages of the cultures they
originate from. Look up ancient Aztec, Greek, and Egyptian names if you’re not
satisfied with the ones written on the House Cards.

Infernals take human names. They prefer long, elegant names like Alexander,
Veronica, Constance, Jonathan, Morgan, or January.

Leviathans have strong, hard names with lots of “r,” “s” and “h,” like Hassare,
Vaghrash, Asir, and Randara.

111 The First Meeting


Choosing Traits
There are three sets of Traits on each Personal Theme Card. Pick one Trait
from each set and write it down, along with the name of the set, on your
Character Sheet. This should give you a total of nine Traits.

Non-specific Terms in Traits

Some Trait sets (like the Gem’s “Appeals to: Origin, gender, status, personality”)
require the Player to specify their exact phrasing when writing them down on
the Character sheet.

For example: Rather than writing down “Appeals to Origin” as a Trait, they
should decide on a single type of Defiant their Character appeals to the most.
They could write it down as “Appeals to Angels,” “Appeals to Infernals,” etc.

The Unique Trait


Design one Trait of your own for your Character. It can be pretty much
whatever you want, either broad or specific. “Cold Manipulator,” “Board Game
Champion,” “Empathetic,” “Race Driver,” “Unsurpassed Duelist” - go with
whatever you like.

112 The First Meeting


You may write down an unused Trait from one of your Themes or a Trait from
a Card you do not possess, even if another Player already took it. The only
thing you cannot do is to write down an exact copy of one of your existing
Traits.

Origin powers
All Origins possess their own unique sets of supernatural powers. They are
summarized on the Character Sheets, and you can read about them in detail in
“ The Guidebook” chapter of this rulebook.

If you’re playing an Angel, write down their Noble Calling (shared by their
House), and design your own Dark Calling (e.g., Angel of Fear, of Anguish, of
Darkness).

When playing a Daeva, pick a Sacred Animal for them (specific to their House),
write down their followers’ Trait and decide on their form of nourishment.

For your Infernal, design their Hellish Scars and write them down as a Trait
(e.g., fascinating scars, terrifying scars, alluring scars), and write down their
Grim Craft (shared by their House), along with filling the blank space in their
Question “How can I make them feel true (Grim Craft)?”.

For a Leviathan, design a Draconic Feature that indicates their attuned


element (shared by their House), choosing from claws, fangs, wings, tail, eyes,
and scales (e.g., fiery eyes, golden scales, lightning claws).

Troubles
Write down the three Troubles from the Personal Themes. For now, the
Trouble Track remains empty - you will mark it anytime you score at least a
single “1” during a Challenge.

113 The First Meeting


House
Write down the name and Creed of your House. You may also note any
additional information about your bloodline you find useful.

Spouse details
Give your spouse a name and write down the information, following the rules
on your Marital Card.

The Court
Your Court card specifies how many Courtiers you should write down. Note
their Archetypes, decide on their Origins and Houses, and give them
appropriate names. Note down the Court Afflictions and Court Traits from
both your Court Card and your Marital Card.

In the case of larger Courts, you do not need to design all the Courtiers at
once. You can finish fleshing them out after the Pilot Episode or even later
in the game.

The Holding
There are four facilities listed on each Holding Card. To create Holding
Facilities, give each of them an adjective. A “VIP Lounge” might become a
“Luxurious VIP Lounge,” “Perverse VIP Lounge,” “Monitored VIP Lounge,” and
so on. Think of adjectives that go well with your vision of the Holding. Write
down the four Holding Facilities on your Character Sheet.

If you want, you can write down a smaller number of Facilities now (at least
one, though), and add the rest after the Pilot Episode. Remember, however,
that this may decrease your chances for a good outcome on the first Court
Challenge, as you can use Facilities to increase your Potential.

Theme Details
Write down the names of your Personal Themes. Note the nine Theme
Questions and six Theme Special Rules your Character can use.

114 The First Meeting


Pilot Episode
After the Characters have been created, each Player plays out a short Scene to
get to know their hero better and show their concept to the rest of the group.
This “Pilot Episode” shouldn’t take more than an hour. It’s also a great chance
to get the hang of the game mechanics for everyone playing Defiant for the
first time.

The Pilot Court Challenge


Each Player makes a Court Challenge, as they would normally do at the
beginning of an Episode (see the rules for Court Challenges in the “Playing the
Game” section). Normally, this includes answering a set of questions about
the Courtiers or the Holding. In the Pilot Episode, however, you should skip
that part, and each Character should take the Challenge to establish the
current situation at their Courts.

Each Player should state the manner in which the Character is governing their
subjects and add any appropriate Character Traits to their Potential. They can
also add Traits from the Facilities that are useful for Court’s conduct (i.e., a
“Luxurious Spa” that makes all the Courtiers feel less stressed or an
“Intimidating Prison Cell” used to discipline the insubordinate). Additionally,
they can add any Court Traits if they seem appropriate, and subtract any Court
Afflictions that could impact the situation. The outcome of the roll is used as
an indicator of the type of the Court Scene the Character is going to play out.

115 The First Meeting


No Successes
The Scene should revolve around a significant problem that either the Court or
the Character faces: a group of Courtiers going against their will, a major
fallout with a spouse, a visit from the authorities with either real or fake
evidence of trespass, something important being broken or taken due to the
Court’s incompetence, and so on.

While the Scene is supposed to be problematic, remember that you are trying
to establish what the Character’s life looks. Do not introduce a scenario that
completely changes their situation. For example, if an Executor visits them
with a demand, the Scene should not end with the Character getting arrested -
it’s too much of a change.

One Success
In case a single Success is rolled, the Character should be put in a situation
where something potentially catastrophic is about to happen: they found out
that a Courtier is about to betray them, a major problem is uncovered just
before it can backfire, the Character learns about a dangerous secret
concerning their spouse before anyone else finds out about it, and so on.

The main difference between this situation and that of no Successes is that
the Character has the ability to stop the potential disaster from happening
rather than dealing with the fallout. As with the previous situation, however,
the outcome should not change the Character’s background dramatically
(unless the Player chooses to do so).

Two Successes
You should focus on exploring the specifics of the Court’s everyday life. For
the most part, everything should work as intended. The GM should introduce
some cracks in the otherwise pristine vision: a minor problem with a spouse, a
Courtier, doing something wrong despite their good intentions, or a minor
outburst of a conflict between factions.

116 The First Meeting


A roll of two Successes results in an almost perfect situation, but it is those
imperfections that make for an interesting setup. Rather than dealing with
immediate threats, the Player can focus on showing how their Character is
dealing with everyday problems.

Three Successes
If a Player has managed to roll Three Successes, everything is well in the
Character’s Court. Although there are undoubtedly some problems among the
Courtiers or with their spouse, the Scene should not focus on them. Instead,
play out a Scene where they manage to get some sort of upper hand or
additional resources.

The idea is to find out what the Character will do with the advantage. If they
got wind of another Lord's wrongdoing, will they use it as leverage? Report the
neighbor to the authorities? Try to help him to right his wrongs? If a Courtier
comes to them with a questionable but profitable arrangement, will they
agree? It’s a great way to find out more about the Character.

117 The First Meeting


Playing Out the Scene
All the Pilot Scenes should take place in the Characters’ Holdings - after all,
you want to find out how their homes look and how their Courts work. While
there’s nothing wrong with adding a bit of action or suspense, do not overdo it.
Keeping the pace of the Scene slow will give you more time to explore the
Character’s everyday life.

The GM should ask a lot of questions during the Scene. How do different
areas of the Holding look? Does the Character have a morning routine? Are
there any additional rules in the Court? How do some of the Courtiers look?
Are there any traditions among them? How does their spouse fit into all this?

When you all get the basic idea of the Character’s life and surroundings, the
GM should introduce the issue that resulted from the initial Pilot Court
Challenge. Presenting adversities is also a great way to introduce game rules
to new Players. If the Character needs to convince someone, put a Courtier
back in their place, or mediate between two enemies, call for a Challenge.

It’s also possible that a Character will want to start some sort of a long-term
plan to either fix a problem or (usually in case of three Successes in the Pilot
Court Challenge) start some kind of intrigue or venture. This is a great
moment to introduce Endeavour mechanics.

The Link
In the Province Guide, you will find a number of Link NPCs - a handful of
Defiant to include in different PC’s Scenes to create a link between them. For
example, in Bridgewood Boulevard, the Princepsa’s daughter is causing all
sorts of trouble in the Province. One of the PCs may be asked to help
straighten her up, while another may find her carelessly partying in their
estate, or be approached for help with her overprotective mother.

118 The First Meeting


Including Links in the Pilot Episode is not required, but it engages the Players
during the Scenes of other PCs. Since they are invested in the Link (i.e., they
promised the Princepsa to help with her daughter), they’ll want to know what’s
happening to them, especially if it goes against their agenda.

In the Province Guide, each Link is described with a list of potential hooks to
easily include them in your Scenes. Different hooks will work best, depending
on the numbers of Successes rolled during the Court Challenge. If you decide
to use them, choose one of the Links provided to you and insert them into the
Scenes of some or all Player Characters.

Mixing It Up
Another way to make Court Scenes more engaging for everyone at the table is
to insert the Courtiers or the spouse of one PC into the Scene of a different
PC. They can act as supporting cast or become an important part of the
Scene; it’s up to you. If you decide that the Scene will revolve around someone
visiting the Character’s Holding, why not choose another Character’s spouse
as the visitor? What if something goes wrong and a conflict emerges? What if
new facts about that person come to the light? This will surely make for an
interesting Scene for the other Players to watch, even if their Characters are
not around.

Playing in Smaller Groups


Defiant works just as well when played with two Players and a GM or with a
single Player. Since the Character creation process is designed for a three-
Player group, some changes need to be implemented.

Two-Player Group
Playing in two-Player groups is pretty much the same as the three-Player
equivalent. It should be easier to create links between the whole party, so
consider inserting the Link NPCs in the Court Scenes.

119 The First Meeting


Origin-Exclusive Personal Theme Cards
Take the “No Origin-exclusive Theme” Card and put it on the table. Both
Players are free to use it (they can both choose to play without an Origin-
Exclusive Theme). Shuffle the remaining 8 Origin-Exclusive Personal Theme
Cards and give each Player 4 random cards to choose from.

All Other Cards


Discard one random Marital Card and one random Court Card. If there’s an
uneven number of Holding Cards, discard one at random as well. Distribute all
remaining cards evenly between the Players. They should each get six
Personal Theme Cards (and choose two each), and also four Marital Cards,
four Court Cards, and an even number of Holding Cards (and choose one of
each type).

120 The First Meeting


Playing with a Single Player
Defiant works great as a “1 on 1” game with only the GM and a single Player at
the table. It gives you more time to explore the PC’s life and to concentrate on
their story and persona.

Choosing the Cards


By default, a single Player should choose all the Cards for their Character,
rather than picking them at random. If you’re interested in a less controlled
experience, shuffle all Cards and have the Player draw the same amounts they
would be dealt in either a three- or two-Player setup.

The Court Challenge


Since you will play out only a single Scene, rather than three or two Court
Scenes (in case of three- and two-Player games, respectively), consider adding
a Personal Challenge to the Pilot Episode. You will find the rules for Personal
Challenges in the “Running the Game” section of this book. Depending on the
time you have left, you can either make the Challenge and talk it over or turn it
into a full-fledged Scene.

Note that the Personal Challenge should happen after the Court Challenge, so
you can learn more about the Player Character and their background
beforehand.

121 The First Meeting


chapter 4
Playing the Game

This chapter is meant to be used by the Players and the Game Master alike.
You will find all the main rules of the game, along with detailed explanations
on how to use them and some examples. Whenever you’re unsure how to
interpret a rule or how to proceed during a session, start by checking this
chapter for answers.

The Structure of the Game


In Defiant, the game is structured in a way that helps the Players tell a
complete and satisfying story without getting lost along the way. It is similar
to the structure of a TV series and divided into Episodes and Seasons.

The Chronicle
The sum of all the people, places, and events the Players encounter playing
one Character is called the Chronicle. Each Defiant Chronicle revolves around
the events in one particular Domain. Characters do not travel to different
cities. They rely on the local Sephira for protection against the Apocalypse.
Their Holdings are all located within the same Province. Every Chronicle is
played with different Player Characters and may take place in different
Domains or different Provinces within the same Domain.

Chronicles are a great way of telling stories focused on Player Characters and
social interactions. You get to know a wide cast of interesting Defiant, form
strong bonds, start rivalries, and find love interests, friends, and enemies. The
Player Characters will encounter both allies and adversaries with their own
backgrounds and traits.

122 Playing the Game


Moreover, all Characters’ actions will have consequences. The heroes won’t
be able to leave for another city if they mess up or things don’t turn out as they
expected. On the other hand, they’ll become more than random adventurers,
going wherever fate leads them. They will have their own place in the world,
build something, carry out long term plans, and have meaningful relationships
with other Defiant.

The Season
The game is divided into Seasons, much like TV series. Usually, a Season
comprises between six and ten Episodes. All Seasons are a part of the same
Chronicle, so they take place in the same Domain and focus on problems of
the same Province. However, every Season is a separate story that unveils
throughout the Episodes. The new Season may start right after the events of
the previous one, or the Players may decide some time has passed and the
Characters’ situation has somewhat changed.

The Episode
In Defiant, each Season consists of several Episodes. One Episode takes
between six and eight hours of gameplay. It’s up to the group if they prefer to
play it in a single, long meeting or divide the Episode into two shorter sessions.
The rules on how to make this work are located in the “Running the Game”
section.

The Session
Whenever the group meets to play the game, it’s called a Session. We don’t
recommend Sessions shorter than 3-4 hours, because it’s difficult to include
all the necessary elements of the game in a shorter time. Moreover, due to the
structure of the game, it’s possible to play an Episode over two Sessions, but
not more than that.

123 Playing the Game


The frequency of meetings is up to everyone involved. Some groups like to
schedule meetings every week, some meet only from time to time, and others
prefer to play every day for a short period of time. Frequent Sessions make for
an intense experience, where you submerge yourself in the game and keep all
the emotions fresh, but it’s demanding schedule-wise. If you play less often
than once a week, we recommend keeping notes on what occurred during the
Session and reminding everyone about it at the beginning of the next meeting.

The Scene
Every Session is divided into Scenes. There is no fixed length for a Scene; it
can last from several minutes to an hour. Usually, a Scene takes place in a
single location. It is based around a broad event, i.e., a party in a Leviathan’s
Holding, a midnight street race, a secret underground meeting, or an intense
dialog between a Lord and his spouse.

Most of the time, the GM sets the scene by describing the location, people
present, mood, and events taking place. The Players can (and should) ask
Theme Questions to influence the Scene and may also ask for additional
details. They role-play their characters, declare actions, and take Challenges.
This way, a Scene is composed of the GM’s initial ideas and the Players’ input,
making it engaging for everyone.

124 Playing the Game


Basic Philosophy
This is the general breakdown of how the game works. In other sections, we
focus on the specifics, explaining different game mechanics and going into
details of how to make Defiant as fun and engaging as possible. For now,
however, let’s take a step back and try to talk about the game in general.

The Players
Although technically everyone at the table is playing the game, when we talk
about the “Players,” we mean the people controlling the Player Characters
during the Episodes (as opposed to the “Game Master” running the game).

There are between one and three Players in a Defiant Chronicle, and while their
role differs significantly from the Game Master’s, they do have some
responsibilities during the game.

Controlling the Characters


This is the primary role of the Players. Each Player controls the actions of their
Player Character. They are free to make any declarations on behalf of their
Character, as they see fit, but they should remember about respecting the
premise and the game’s conventions.

If everyone agrees that the declared action should succeed in the given
circumstances, the GM narrates the outcome. If there are any doubts as to
success or potential problems, the Character needs to take a Challenge. You
should use the game rules to check the outcome of the Character’s actions.

The Players are the ones deciding what their Character does, what they think,
and what they feel. By default, they always control the Character’s action and
state, however they should consider the impact some Afflictions may have on
them. For instance, a “Drunk” Character should probably be portrayed
differently than when they are not under the influence of alcohol.

125 Playing the Game


Ultimately, though, the Player may play their Character any way they want.
They may omit the “Drunk” Affliction in their role-play, but it will still influence
the Character’s Potential during a Challenge. There are no additional points or
perks for the Players who best portray their Characters - it’s all supposed to be
fun, not an acting contest.

Taking an Active Part in the Game


The Players are not supposed to act as an audience, marveling at the ideas
and stories created by the GM. In Defiant, they take an active part in the
Chronicle. Obviously, as in most role-playing games, they contribute by
declaring their Characters’ actions. Every declaration prompts a GM response,
who, in turn, may ask the Players for additional details, present them with a
choice, and so forth.

The Player role does not boil down to declaring actions, however. By using
Theme Questions and Special Rules, they can introduce new elements to the
Scene or push the story in a different direction. Nothing is stopping the Player
from asking, “What token of appreciation am I about to receive?” in the middle
of a fight or during a heated argument. As long as they have the Question on
their Question list and have a Shard to spare, they are free to ask it any time.
Asking the question “How is this party about to get more dangerous?” during
an evening tea with a kindly old neighbor may have a significant impact on the
Scene.

By no means are the Players expected to turn every situation upside-down.


They are, however, welcome to use their Questions and Special Rules to
influence each Scene in a matter they see fit and that resonates well with their
Characters. In Defiant, it’s not the GM’s job to tailor the surroundings to the
Characters - this responsibility falls on the Players.

126 Playing the Game


Bringing Their Characters to Life
During Defiant Sessions, we’re all playing a game of make-believe that’s based
solely on what everyone at the table says. For the Characters to truly come to
life during the Episode, you have to make their presence felt.

This does not mean Players need to resort to grandiose declarations. Simply
describing your Character’s actions will be just fine. Remember that the rest of
the group can’t read your mind. All they know is what you tell them. Rather
than limiting yourself to only the “what” aspect of the action, try to explain the
“why” and “how” as well.

“Geshar leaves the room” is an ok declaration. However, you could paint a


much better picture by adding details: “Having enough of the host’s remarks,
but not wanting to start a fight, Geshar rises from his chair and slowly walks
out of the room, trying his best to control himself.”

It doesn’t need to sound like something from a novel; you don’t have to use
fancy words or construct complicated sentences. It’s also your choice
whether you want to address your Character in the third person or talk in the
first person as if you were them. So, the declaration might just as well sound
something like this: “I’m not having any more of this. I rise from my chair and
leave the room. One more word from this jerk and I’m gonna lose it…”

Helping the GM and Other Players


Usually, the people at the table are not trained professionals with storytelling
and acting degrees. We all make mistakes and from time to time, we can all
get lost or stuck during the game. This is true for the Players as well as the
GM. The main goal of the game is to have fun. And whenever they can, every
Player should try to help others to enjoy the game more.

This could mean helping others with different aspects of the game rules they
have not yet mastered. Or, it could mean helping the GM with a creative

127 Playing the Game


interpretation of a Challenge roll. The same goes for asking others if they feel
ok when they’re showing signs of discomfort, inviting other Players to join the
Scene with their Characters if it makes sense in the fiction, and so on.
Everyone is in this together, and by helping each other, the overall experience
improves.

Communicating Boundaries
There is no predesigned, exact plot to follow during Episodes. And even if
there were, the Characters’ actions could easily sway the scenario in new
directions. That’s part of the beauty of the role-playing games: no one knows
exactly what will happen in the game, and the possibilities are almost endless.

This means, however, that there’s a risk of the plot taking a turn that makes
someone feel uncomfortable. Of course, there’s nothing wrong with leaving
your comfort zone to experience new things or intense emotions, as long as
that’s what you want. Different people are fine with different levels of
discomfort, and ultimately you’re the only person capable of deciding where
your boundaries lie.

Since you want to play Defiant - a game that will possibly include acts of
violence, romantic and sexual themes, bloodthirsty intrigues, lies, deceit, and
all manner of perversion and debauchery - you need to be aware of your
wellbeing. And while the whole group is responsible for not delving into topics
or actions that may bring you discomfort, it is your duty to clearly inform them
whenever they’re approaching this point.

There are some things you might be aware of, even before you start the first
session. If you absolutely hate spiders and don’t want them in the game,
simply put them on the “crossing the line” list. If you’re ok with intense fights
but hate listening to the gory details, put the “gory details” on the “behind the
veil” list.

128 Playing the Game


Throughout the game, you might learn of new topics or situations you are not
comfortable with. It’s completely normal, since we all have different tastes and
boundaries. Whenever you come across something that bothers you, decide
on whether you need it completely gone from the game or if you are fine with
leaving it in the game but omitting the details. Then, tap either the “Line” or the
“Veil” card, depending on your decision.

The GM and other Players can’t read your mind, and if you want them to
respect your boundaries, you have to make them aware of them. If you feel
that the elements you banned from the game are still present, try talking with
the group. It’s likely they misunderstood your definition or simply forgot about
an item on the list. Pointing it out is usually all it takes to fix this.

If a Player or the whole group insists on including banned elements or topics


in the game, even after you point it out, stop playing. Either ask the group to
talk this over, or - if you’re either not comfortable with it, or don’t see any
chance for improvement - leave the table. It may sound dramatic, but that’s
what you should do. If everyone else is having fun but you’re suffering, they’re
actually having fun at your expense, and that’s unacceptable.

129 Playing the Game


The Game Master
The role of the Game Master is quite different than those of the Players. The
main idea remains the same, however; you’re all in this to have fun.

The role of the Game Master


One of the people in your group will not control a Character of their own.
Instead, they will switch between all the Non-Player Characters (NPCs – pretty
much everyone the Player Characters will meet in the game). The Game
Master is also the narrator who describes the scenes to the Players.

It’s for Everyone


There are no prerequisites to becoming a Game Master. If you feel this could
be fun for you, go for it. In Defiant, we do not expect the GM to be experienced
and will guide you through the whole process of running the game.

Preparing Episodes
It takes no more than an hour to prepare for a Session. Follow our instructions
to quickly design the outline of the plot in a way that will make for a
compelling story and a fun time with your friends.

Running the Game


You will take on the roles of the NPCs, introduce new plot elements, and
describe the world around the Characters to the Players. Sure, there’s always
some level of improvisation required, but you’ll be provided with all kinds of
tools and tips to make sure the game runs smoothly and is satisfying for
everyone at the table.

Setting up Scenes
Rather than creating whole chunks of the plot that the Characters need to go
through, you will be setting up basic outlines of Scenes with potential choices,
problems, and surprises. The Players will get a chance to influence each
Scene with their Special Rules and then play it out with you.

130 Playing the Game


Interpreting the Dice
Whenever Players roll the dice, new elements are implemented in the story.
The outcome of a Challenge is never a simple “you succeeded/you failed”
situation. As the Game Master, you get to interpret the results using the rules
provided to you so that every outcome is exciting and has the potential to
push the story in a new, exciting direction.

Making the Story Engaging


Even the most complicated and well-designed plot will not make for a fun
game unless the Players are hooked. In Defiant, you create Episodes in a way
that guarantees they will be engaging and interesting for the Players.
Whatever happens during the game, it always resonates with the Characters.

Controlling the Pace and Spotlight


As the GM, you will also take on the role of the director, controlling the pace of
the game and the amount of time everyone gets to be the center of attention.
You decide if an Episode has slowed down too much and it’s time to speed up
the action, or maybe it’s the other way around. You are responsible for making
sure everyone gets a fair share of your attention and the spotlight as well.

Having Fun
The role of the GM is supposed to be fun. You do not know the outcomes of
all the situations before an Episode. You only have a vague idea about the
direction the story is taking. All the magic happens during the game. You are
going to create something unique with your Players, a special series that only
your group gets to watch and act in at the same time. And you will be there to
see it all unfold.

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The Three Levels
The whole GM section of this rulebook is divided into two experience levels:
the Basic and the Advanced rules. You can run great games using only the
basic tips, rules, and guidelines. You should also feel free to stick to the basics
in some fields and use advanced rules in others. There’s nothing wrong with
using Basic Story Arcs, Advanced NPCs, and Basic Challenge outcome rules -
do what you feel most comfortable with. The third level (the Expert rules) is
not covered in this rulebook and will be a part of future supplements.

The Dialogue
When playing the Defiant, the whole group engages in a dialogue for a few
hours. The GM introduces new situations, the Players declare their Characters’
actions or talk between themselves - either “out of Character,” when
discussing current events, or “in Character,” when playing out the dialogues
between the PCs – and so on.

The most common Defiant exchanges follow the same path:

• The GM describes a new situation or introduces a new element.


• The Players declare and describe their Characters’ actions.
• The GM either calls for a Challenge or describes the outcome.
• The Players react to the new situation.

And so forth. Of course, this is the most basic scheme, and you’re by no
means obliged to restrict your play to this simple example.

Since most of the game will take this form, some of the rules that apply to
Defiant are universal for any kind of dialogue. Try to explain what’s on your
mind. Ask for clarifications whenever you’re not sure. Listen to others, and let
them speak their mind. If you have something to say, say it. Try to be a part of
the conversation. Do not talk over others. Keep any arguments civil.

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The Doubts
Throughout the game, you will find yourself in situations where you’re not sure
what you should do or have and issue with something that just occured. This
will happen to both the Players and the GM. Here are some examples:

• The GM is not sure how an NPC should react to a bold action made by a
Character.
• A Player doesn’t like the way the GM interpreted the outcome of a
Challenge, as it made their Character look pathetic.
• The GM feels that a Character is behaving in a way that goes against the
fundamental beliefs of the Defiant.
• A Player feels another Player does not have enough game time and is
getting bored.

You are not only free to express those doubts, but we strongly encourage you
to do so. Even if everyone has the best intentions, it’s easy for something to go
wrong. Only through expressing your doubts can you set things right. In
Defiant, the GM does not hold authority over the Players. If a Player is not ok
with the outcome of a Challenge, you should probably change it. You should
still act in accordance with the number of Successes rolled, but nothing’s
stopping you from changing what actually happened.

The GM is not all-knowing and can ask the Players for advice at any time. If
someone believes that either a Player or the GM is going against the rules or
missing something, the best thing you can do is talk about it.

Discussions, Conflicts and Decision Making


In Defiant, no person at the table has the final say in any matter apart from
their own comfort and boundaries. If a Player disagrees with the GM on
something, it’s up to the whole group to discuss the problem and reach a
verdict. Whenever possible, try to talk this over until you’re all on the same
page. If you cannot reach common ground, you’re left with going with the
opinion of the majority.

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Undertaking Challenges
Throughout the game, your Characters will attempt to achieve different goals.
For example, they could try to overpower a group of thugs, gather information
on secret Daeva plans, break into another Defiant’s quarters or impress a
Princeps. Every time a Character tries to achieve a goal, the game rules kick in
and you need to overcome a Challenge.

A single Challenge resolves a whole set of activities required to achieve a goal,


rather than a particular action. Breaking into someone’s guarded apartment is
a single goal and thus is resolved with a single Challenge, even though it could
be broken down into getting past the guards, pick locking, and getting away
without leaving a trace.

Though specific Challenges may differ significantly, they all follow the same
routine. It’s usually the GM who calls for a Challenge after one of the Players
declares an action. You all need to decide whether a situation calls for a
Challenge in the first place. If the Character is undertaking action with minimal
risk, takes up a routine, mundane task, or does something with no potential
rewards or downfalls, it’s probably best to simply assume they achieved their
goal and not use the Challenge mechanics at all.

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If the GM and Players agree that the situation is suitable for a Challenge, the
Player has to declare their Character’s Potential. To establish a Character’s
Potential for any given Challenge, you have to sum all their Traits that seem
applicable to the situation. The Player is supposed to do this out loud,
explaining the reasons behind choosing each of the Traits. There is nothing
wrong with getting creative when choosing Traits, as long as it makes sense.

Then, the Player rolls three dice. The type of dice used (d6s, d8s, or d10s)
depends on the Character’s Potential. The higher the Potential, the more
greater-sided dice are used for the roll. Every score of “5” and above counts as
a Success.

The number of Successes rolled influences the outcome of the Challenge.


While having no Successes at all leaves the Character at the mercy of the GM,
scoring Successes on all three dice results in the Character achieving even
more than they hoped for.

Based on the number of Successes, the GM describes the outcome of the


Challenge to the Players. Depending on the situation, the GM may also present
the Character with a choice or give them a condition they need to agree to in
order to succeed.

The Situation
Not every situation in the game calls for a Challenge. First of all, Challenges
are not supposed to feel like a burden. You all play supernatural beings who
have been groomed or deemed worthy of ruling their own Courts. Petty
problems are of no concern to your Characters, and so should not be resolved
with Challenges. If a Character is hosting a small party for their friends, there’s
no need to check whether they succeeded - of course they did, and the event
was organized the way it should be. It might be a good idea to use a Challenge
to check whether said Character managed to impress a Princeps with their
party. A failed attempt wouldn’t probably mean that the event was a complete

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disaster. Perhaps it wasn’t to the Princeps’ taste or unintentionally insulted
him in some way.

Defiant Royals do not need to concern themselves with mundane, down-to-


earth tasks. You do not need to use Challenges to check whether they
successfully paid the bills, found a reliable plumber online, or managed to
register as voters. You can safely assume they’ve got it covered. The only
situation when a mundane-related Challenge would be applicable might be
when the Character is actively trying to pass for a mundane being - either to
trick someone, perhaps as a strange form of punishment, or by merely acting
on a whim.

You should also avoid using Challenges in situations where there’s very little
to gain and risk. Say a Character is invited to a bloodline meeting, and the
Player declares that they want to be late to show their lack of respect for the
Elder. There’s no need for a Challenge here - simply assume the Elder and their
brethren did take notice of their actions.

Example Challenges: entering a guarded place without being seen; making a


good impression during an audience; manipulating someone into doing
something for you; winning a duel; outrunning the pursuers; following
someone to uncover their secret; winning a battle you’re leading or robbing
another Defiant’s treasury.

The Declaration
Once you decide that the situation is right to set up a Challenge, the Player
needs to declare their Character’s intentions. They must be clear about what
they want to achieve. Here are a few examples of similar declarations that
actually call for different Challenges:

1. “I want to steal the necklace from the Lady’s private quarters.”


2. “I want to steal the necklace without being seen by anyone.”
3. “I want to steal the necklace to impress my lover.”

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The first one is pretty straightforward. The goal is to steal the necklace.
Getting even a single Success would mean that the item is now in the
Character’s possession. The GM is free to declare that someone saw the act,
though. Then the Character would need to deal with that situation.

In the second example, the Player has declared that the Character aims to rob
the Lady without being seen by anyone. In case of a lower number of
Successes (one or two), the GM may add a range of complications. However,
even a single Success is enough for the Character to get their hands on the
necklace without anyone knowing. Since they added an additional stipulation
(not being seen), the Challenge will get a bit harder to overcome.

The third declaration is quite different. The actual goal of the Character is to
impress their lover, and the act of stealing the necklace is just a way to
achieve that. In this case, the GM is free to actually prevent the Character from
getting the necklace (if they score a low number of Successes) as long as the
action impresses the target.

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While in the first two examples, the Character would probably rely on similar
Traits, in the case of the third one, they might include Traits related to their
social skills. They are trying to make an impression, after all.

The Potential
Your Character’s Potential will impact the type of dice you will use for the
Challenge roll. It will be different for every Challenge, depending on the
circumstances and your Character’s skills. To establish the Potential, the
Player sums up all of their Character’s Traits that seem appropriate for the
Challenge. Since it is the Player who declares how the Character is trying to
achieve their goal, you can get creative when choosing which Traits qualify. As
long as the group does not protest, you can use any Traits you want. Just be
sure to clearly state how your Character profits from that particular skill or
virtue.

Since Challenges often refer to a broad set of actions, you can use Traits of
different types together. A Character trying to win a street car race might use
Traits that have to do with their reflexes (they react quickly to the situation on
the road). They might also add Traits related to their composure (they keep
their cool under pressure), their wits (they use clever maneuvers during the
race), and of course, the Traits that have to do with the topic (like “Expert
Driver,” etc.). Moreover, if the Challenge takes place in Character’s Holding, you
can also declare the PC is using their Holding Facilities to increase their
Potential. Choosing Traits will not only establish the Potential but will also
indicate how your Character tries to overcome the Challenge and the means
they are willing to resort to achieve their goal.

The Character’s Potential is equal to the total number of Traits used in the
Challenge, modified by the rules below.

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Exceptional Traits
While Exceptional Traits are rare, some Characters may have access to them,
usually through Special Rules. Each Exceptional Trait counts as two Traits
when establishing Potential. So, whenever your Character relies on an
Exceptional Trait during a Challenge, you add +2 rather than +1 to the
Potential.

Adversary’s Archetype
If you have to overcome an NPC during a Challenge, their Archetype comes
into play, and you should treat it like a pair of Traits. For example, if you are
trying to sneak past the guard with a “Vigilant Sentinel” Archetype, you need to
lower the Potential by two (for both the “Vigilant” and the “Sentinel” Traits).
Sneaking past a “Careful Warrior” would result in lowering the Potential by one
(the "Careful" Trait is relevant to the Challenge, while the "Warrior" trait is not).

Sometimes, the environment may count as an adversary. If the Character is


trying to save another Defiant from a room that’s on fire, they should also
lower the Potential by one, due to the “On Fire” Trait that the place now
possesses. But remember, only extreme circumstances constitute an
environmental Trait.

Adversary’s Affliction
If the Character is acting against an NPC who has an Affliction that would
affect their chances, you should add +1 to your Potential.

Character’s Afflictions
Since Afflictions count as negative Traits, you have to lower your Potential by
one, two, or three for each of the Character’s Minor, Major, or Severe
Afflictions that would impact the situation.

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Stipulations
Every stipulation added to the Challenge lowers the Potential by one. The
Player is free to add as many stipulations as they please. It can be anything
from making the Challenge look effortless, impressing a particular person,
finishing the task extremely fast, and so on. Each stipulation outside the
obvious scope of the Challenge results in deducting one from the Character’s
Potential.

Using Courtiers
Some of your Courtiers may possess Archetypes that can be used to help you
overcome a Challenge, as long as they are actively supporting you during the
act. You can add one to your Potential for each of your supporting Couriers’
applicable Archetype elements, just like you would with an Adversary
Archetype.

If you do decide to use their help, however, you need to give them an
appropriate Affliction after the Challenge. Until the Affliction is cleared, you
cannot rely on their Archetype again.

A Spouse's Help
You may decide to use your spouse’s Archetype to increase your Potential in
the same way a Courtier would. However, the Spouse doesn't suffer an
Affliction - the Player Character does.

Whenever you want to increase your Potential by using a spouse's Archetype


(if it’s applicable), increase your Potential by either one or two (depending on
whether a part or a whole Archetype is suitable for the Challenge) and mark a
Minor Affliction.

This could come as a result of negative interaction. If your spouse agreed to


help you but you ended up arguing, you could take an “Irritated” Minor
Affliction as a result. Just as easily, however, the Affliction may depict the

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Character's love for or fascination with their partner. You could write down a
"Fascinated by the Spouse," "Soft Spot for the Consort," or even "Turned On"
Minor Affliction, or any other “positive-sounding Affliction” if it suits the
situation better.

Aid from Other Player Characters


If one Player Character wishes to support another during a Challenge, they
may add one of their appropriate Traits to the Potential, provided there’s a
possibility for their intervention in the Scene. Multiple Characters can lend their
support, effectively each adding one to the Potential of the person undertaking
the Challenge (provided they possess at least one Trait that could be used).

If the Challenge ends with three or four Successes, the supporting Characters
do not gain anything from the situation - they helped their friend succeed, and
that’s it. If there are any negative consequences of the Challenge, however, all
participants are affected as if they were the ones who undertook it. This will
mean both the Character taking the Challenge and their supporters gain a
Major Affliction in case of a single Success, and so on.

The other way a Player Character may come to the aid of a fellow PC is by
taking a Challenge that would result in an NPC getting an Affliction. The other
PC would then be able to use the Affliction to get a +1 to the Potential against
that NPC.

Fixed Potential
Sometimes the rules state that you need to take on a Challenge with a Fixed
Potential (of some value). In that case, you forgo the whole process of
establishing the Potential and simply should assume that it equals the given
number, regardless of the Character’s Traits and outside circumstances.

Challenges against Player Characters


When making a Challenge against a PC, you need to subtract all their relevant
Traits from your Potential, and otherwise treat it as any other Challenge. If you

141 Playing the Game


spend a Shard on this Challenge, they have the opportunity to spend a Shard
as well to cancel your bonus.

Additionally, other Players always have the option to not accept a change of
action, attitude, or ideology that your Character tries to instill in them. Simply
put, you cannot sway them to think or do something if they don’t want it.
Before the Challenge, they have the option to explain if they feel it would be
impossible to sway their Characters, and then you should consult the rules of
Impossible Challenges.

Otherwise, take the Challenge normally and resolve it as any other. The Player
controlling the affected Character has the option to either agree to this or
refuse. If they refuse your Character’s influence, they need to take an Affliction
of their choosing, but the attempt has failed. 1 Success results in a Minor
Affliction, 2 Successes call for a Major Affliction, and 3 Successes mean they
need to mark a Severe Affliction.

The Roll
In Defiant, you use six-sided, eight-sided, and ten-sided dice (d6, d8, and
d10).The basic dice pool for the roll is always 3d6 (three six-sided dice). For
each point of Potential, upgrade one of the lowest-sided dice to a better one
(meaning, replace it with a dice that has more sides). So, a low Potential of 1
allows you to replace a single d6 with a d8, resulting with a dice pool of d8 and
2d6. An impressive Potential of 6 would result in a dice pool consisting of
3d10, since:

• You upgrade a d6 to a d8.


• You upgrade another d6 to a d8.
• You upgrade the last d6 to a d8.
• Since there are no more d6s, you upgrade a d8 to a d10.
• You upgrade another d8 to a d10.
• You upgrade the last d8 to a d10.

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Successes
After you roll the dice pool, each dice that scored a value of “5” or more
(regardless of the number of sides it has) counts as a Success. This means
that most of the time (with a few exceptions explained later in this book), you
will score between zero and three Successes in a Challenge.

Trouble
If you rolled at least a single “1” on any of the dice, you need to progress the
Trouble Track on your Character Sheet by one. You progress the track by only
a single step, regardless of the total number of “1s” you rolled.

Excessive Potential
If you managed to upgrade all your dice to d10s and still haven’t used up all of
the Character’s Potential, wait till after the roll. Now, for each point of Potential
you have left, increase the lowest value rolled by one. Do this until you run out
of Potential. Sometimes this will grant you additional Successes (when a dice
score will be increased to “5”), and even more often, it will help you to get rid of
any “1s” rolled, meaning you avoid progressing the Trouble Track.

Negative Potential
In case of the Potential being lower than zero (usually due to an adversary’s
Archetype or Afflictions), you still use 3d6 for the roll. However, afterward, you
need to deduct one from the highest die value for each negative point of
Potential. This will significantly impact your chance of success.

Spending a Shard to improve a dice pool


You can spend a Shard before the roll to add a d8 to your basic dice pool. This
means you get a total of 4 dice during that Challenge (d8, d6, d6, d6). When
upgrading dice, you change all d6s to d8s as usual. After there are no d6s left,
you begin to upgrade all four d8s to d10s. If you have an astonishing Potential
of 7, you will end up with a total of four d10s.

Additionally, you can ignore all "1s" rolled, and you don’t have to mark Trouble.

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144 Playing the Game
The Outcome
The number of Successes rolled determines the outcome of the Challenge. In
short, the more Successes you roll, the better. Below, you will find a snap
description of potential consequences. There’s a more in-depth guide to
possible effects of Challenges in the “Running the Game” section of this book.

In Defiant, there’s no outcome that would simply state, “You got exactly what
you wanted.” You either get a bit less or a bit more than you planned. Every
Challenge concludes with the Character not ending up in the exact spot they
wanted to, making the story more dynamic and interesting.

No Successes
If the Character scored no Successes at all, they’re at the mercy of the GM.
Since the GM is supposed to be a fan of the Characters - and everybody at the
table should remember you’re playing over-the-top supernatural creatures -
whatever happens, it shouldn’t make your character look weak, stupid, or
pitiful. Still, they’re probably in a tight spot. They might have even succeeded in
their original attempt (it’s totally up to the GM), but in that case, they sure as
hell wish they hadn’t.

The GM also may (but does not have to) tell you to mark a Severe Affliction in
the process or distribute three Setbacks on your Character’s Endeavour
tracks.

Single Success
Your Character managed to achieve their goal - that much is clear. However, in
the case of a single Success, they are probably not sure if it was worth it. They
either paid a heavy price, had a tough choice to make, or rather than getting
exactly what they wanted, they went a bit off the mark.

At their discretion, the GM may additionally decide to give the Character a


Major Affliction or distribute two Setbacks on their Endeavour tracks.

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Two Successes
This is the “almost perfect” outcome. The Character achieved their goal; they
got what they wanted. And it would be a complete victory if it wasn’t for that
one thing - that one small sacrifice, that one choice, that one thing that eluded
them. It’s absolutely clear they are the victors here, there’s just that one pesky
fly in the ointment that’s probably bothering them.

If the GM wishes and it makes sense story-wise, they may give your Character
a Minor Affliction or mark a single Setback in one of their Endeavour tracks.

Three Successes
Sometimes, the Character manages to actually outdo themselves. Rolling a
total of three Successes means the Character achieved their goal and even
got something more from the situation. They either gained an opportunity,
learned something useful, made an excellent impression, or something
favorable came their way.

The GM may also tell you to progress one of your Character’s Endeavors by
one step.

Four Successes
This is an unlikely outcome. To score a total of four Successes, the Player
needs to spend a Shard before the Challenge and get really lucky. But if they
do manage to achieve this, they’re in for a treat. Four Successes mean a
game-changing victory. Not only did the Character achieve their goal, but
something remarkable happened as well. They’ve just put themselves in a
new, extremely favorable situation.

If the GM wishes, they may also grant you one or two progress steps to
distribute among your Character’s Endeavors.

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The Conclusion
After the roll has been made, the GM narrates the Challenge. They need to
take into consideration the Traits used by the Character and the number of
Successes rolled. Usually, the GM has three options here.

The Price
In case of the price, the GM leaves nothing to the Player and simply states
what happened, adding any potential troubles or additional rewards. The
severity of the price (or the value of the additional reward) depends on the
number of Successes.

Example: “You did manage to enter the Archon’s private party without an
invitation, but the bodyguards are very suspicious of you and won’t let you out
of their sight.”

The Choice
Sometimes the GM may decide it would be more interesting to let the Player
choose between two options. Depending on the number of Successes, it can
be an ugly choice, a choice between two bonuses, etc.

Example: “After a brief fight, you manage to make short work of your enemy.
Would you rather humiliate him in defeat or spare him the shame, gaining his
gratitude?”

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The Condition
This option is similar to the price but leaves the Player in control. The GM
informs the Player they will succeed if they agree to a condition. If they don’t,
the Challenge is simply off - they tried and decided it’s not worth it. The
conditions are usually a bit starker than the price since the Player has to agree
to them and is left with the option to give up without repercussions.

Example: “You realize, you’ll have no problem influencing the verdict of the
Princeps. However, his advisor, Lady Thenea, will surely see what you did. Are
you ok with gaining a powerful political adversary, or do you back down?”

Impossible Challenges
Theoretically, a Player can declare any action for their Character, no matter
how unlikely it would be to succeed. The GM may declare a Challenge
impossible to overcome. It may be either because the Character goes against
impossible odds or because the Challenge seems to go against logic,
common sense, or other important aspects of the game. No matter the
reason, when the GM declares that the Challenge is Impossible, they have to
explain their decision and present the Player with at least one of the options
below.

The Players may propose an alternative fix to the problem, and you are free to
discuss it at the table until the GM feels that it would be possible to achieve
the goal with proposed changes. Of course, the Player is also free to withdraw
from the Challenge with no repercussions.

Alternative Challenges
The GM may propose to change the stipulation of a Challenge to make it
possible to overcome. There is no way the Character can achieve what the
Player wants, but perhaps they can gain something similar instead or achieve
it differently. This usually means a different set of Traits would be used for the
new Challenge.

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Example: “Since you are the center of everyone’s attention, you cannot leave
the party without anyone noticing. What you could do instead is, create some
sort of diversion that would capture everyone’s attention and then simply
leave without any problems.”

Additional Requirements
When the odds are impossible, the GM may propose fulfilling additional
requirements in order to stand any chance of achieving the goal. It may be a
question of procuring an item, gaining an ally, or setting up some other
advantage. Most of the time, the new Challenge will rely on the same Traits as
the original one, provided that the Character meets the additional
requirements.

Example: “The Lord’s Champion, his younger brother, guards the door. He was
specifically told not to let anyone enter the chambers tonight. You cannot
simply convince him that the Lord allowed you to enter. If you had something
that belonged to the Lord, such as one of his rings, you could show it as proof
and then try to talk your way into the room.”

Setting up an Endeavor
If the potential Challenge seems too long and complicated to accomplish with
a single attempt, it may be a good idea to turn it into an Endeavor instead.
Endeavors are the right tool to use whenever the Character tries to achieve
something that will take a lot of time and effort.

Example: “Since there is no urgency, the Princeps is unlikely to award the


position of the Province Investigator to anyone right now, especially since
they’re pleased with the current one. You could set up an Endeavor to change
their mind, though. By proving yourself and showing the incompetence of the
current investigator, you could probably get the position.”

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Challenge Guide
Below, you’ll find a set of potential situations from different areas of Defiant
life, along with advice on how to use game rules in similar cases. Whenever
you’re not sure as to how to apply the game mechanics to a Scene or a Player
declaration, you can use the examples below as reference.

150 Playing the Game


Organizing and Governing
As Royalty, the Characters will probably have to spend some time looking after
their subjects or setting up important events and meetings. For the Defiant,
balls and parties are more than just a simple pleasure - they are a chance to
further one’s agendas or improve their standing.

An Evening with Friends


Due to many new developments in the Province, a group of neighboring
Royals needs to meet and rethink their priorities. Since they do not want to be
viewed as a political faction, they will officially meet for a casual evening
cocktail.

A Player Character decides to organize the event in their Holding.

Rules to Use
Since the Character doesn’t really want to achieve anything apart from throwing
a small party, there is no need for a Challenge. We can safely assume all
Characters are perfectly capable of organizing such an event.

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The Talk of the Province
It’s often hard for a young Royal to gain recognition among their peers. Sure,
everyone takes some interest in the novelty, but hardly anyone treats
inexperienced Lords and Ladies with sincere respect. Unless, that is, they find
a way to prove their worth.

To make a name for themselves, one of the Characters decides to show off
their gladiator Courtiers by organizing a small exhibition tournament.

Rules to Use
In this case, there’s a clear purpose behind the event; the Character wants to
become recognized in the Province and gain the respect of their peers. That’s
why a Challenge is in order.

Otherwise Occupied
It just so happens that a child of the Archon of Blessings has recently awoken
in the Domain, and someone should hold a debut party for them, as etiquette
dictates. This would be a perfect opportunity to gain the ear of the Archon.
The only problem is, another Royal has already offered to throw the party, and
the Archon agreed.

This doesn’t stop the Player Character, who decides they want to organize the
event instead.

Rules to Use
Organizing a party to win the Archon’s favor would constitute a Challenge.
However, since the event is already planned by someone else, the Challenge is
Impossible. Now, if the original host were to cancel for some reason, the
situation would be quite different.

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A Brave New Venture
Royals and Lowborn maintain a number of facilities throughout every
Province. Apart from Holdings, Domains are often filled with Defiant clubs,
arenas, art galleries, and ventures of different sorts.

One of the Characters decides to change an old closed factory into a fancy
auction house for supernaturals.

Rules to Use
Such a venture cannot be created overnight. The GM should call for an
Endeavor to create the new auction house.

Reorganizing the Court


Courts are hardly ever perfect. They may suffer from all sorts of problems,
such as internal conflicts, lack of faith in the Royal, grudges against neighbors,
or straight-up incompetence. Improving the performance of the Courtiers is
not an easy task.

Nevertheless, one of the Characters wants to ease the tensions between the
Courtiers by enforcing a set of integrational activities.

Rules to Use
Removing one of the Court’s Afflictions always requires an Endeavour to
succeed. Even then, however, the maximum you can achieve with a single
Endeavor is to lower the severity of the Affliction by one level. So a Severe Court
Affliction would change to a Major one, and so on. You can also develop new
Court Traits the same way.

Note that this applies to Court Afflictions, not Courtier Afflictions, which are far
easier to manage.

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Flirting and Seduction
Whenever the Character is trying to achieve something, game rules kick in.
Flirting and seduction attempts are no exception. Sure, roleplaying is fun, and
feel free to play out the Scene for as long as you want. But the Character’s
success or failure depends on their Traits and dice, not the Player’s role-
playing abilities.

Young Leviathan’s Night Out


Ashar is a young Leviathan Courtier kept on a short leash by his overprotective
father. Today is his lucky day, as he was finally allowed to go to a club and
have some fun. He’s young, hungry, and full of good intentions.

One of the Characters spots the newcomer and decides to seduce the cute,
overexcited boy.

Rules to Use
Let’s be honest here: as long as they fall within the Leviathan’s broad sexual
preferences, the Character does not need to roll the dice. All PCs are fairly
attractive and could seduce Ashar with minimal effort.

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A Chooser, Not a Beggar
Ursula Joy is a Lady of some renown. Everyone’s heard the stories of her wild
sexual adventures with numerous lovers. Just last month, she actually
released a sex tape that caused quite a fuss, since no one knows the identity
of her masked partner in the spicy movie.

While entering the club, Lady Ursula clearly stated she’s not leaving the place
without someone interesting to spend the night with. She sits at one of the
tables, chatting with her friends, and one of the Characters decides they want
to be the person she chooses.

Rules to Use
While there’s no question of the willfulness of Lady Ursula, who looks for
someone to spend the night with, the Character still needs to put in some effort.
They should take a Challenge to successfully convince the Lady they’re worthy
of her time.

The Half-Open Relationship


Lord Evatron Zeruel has been married to Lady Edoria Kyrios for many years.
Though they have both agreed to maintain an open relationship that isn’t
exclusive, Lord Evatron cannot bear the thought of flirting with someone in his
wife’s presence.

One of the Characters, however, is bent on seducing the handsome angel.

Rules to Use
The angelic Lord is potentially open to flirting or seduction, and normally a
Challenge would suffice to decide the outcome. However, in this particular case,
the GM should state that the Challenge is Impossible since the Lord won’t
interact with the Character in front of his wife. If she were to leave, the
Character could take the Challenge.

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Enter the Ice Queen
The beautiful Xochi Achto is known as the Ice Queen. She’s a Champion at the
Princeps’ Court and a renowned warrior. But she’s also famous for turning
down all potential lovers who have ever tried to win her heart or woo her.

One of the Characters decides they will be the one to melt Xochi's frozen
heart.

Rules to Use
This is not a task that can be achieved with a single Challenge. Instead, the
Character should start the Endeavor “Melting the Ice Queen’s Heart,” which will
represent their attempts to learn more about Xochi, impress her, and gain her
trust until she finally decides to take them as her lover.

Question of Preference
Nemerion Hariel is known for his numerous sexcapades and carefree lifestyle.
Under the protection of his royal parents, he likes to live his life to the fullest.
He’s also openly gay, lacking any interest in women and their sexuality.

Nevertheless, a female Character decides to hit on Nemerion.

Rules to Use
It’s crucial to specify what the Character is trying to achieve here. If all they
want is to flirt with the angel and spend some time together without sexual
tension, it could be achieved with a Challenge. However, if the idea is to seduce
Nemerion and make him sexually interested in the Character, the GM should
deem the Challenge Impossible.

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Fights and Action Scenes
Though the life of Defiant Royalty may be filled with parties of all sorts, social
interactions, and ruling over subjects, you are sure to encounter at least a few
action Scenes in the Chronicle. The game rules work just as well during a car
chase as they do while winning someone’s political support.

Puny Mortals
Being a mortal bouncer in a Defiant city is probably a highly stressful job. You
never know when one of those strange people is going to show up and
demand entry. With time, you learn that some individuals should be let in
without delay.

Since the Player Character is faced with a less experienced bouncer who
denies them entry, they decide to simply remove the obstacle by tossing the
guard away.

Rules to Use
Defiant are way more powerful than mortals and hardly ever need to make
Challenges against them. You should assume that if the Character has at least
one Trait they could use when dealing with the mundanes (for instance “Athletic
Body,” or “Fighting Expertise” in this situation), they should triumph over the
mortal without any rolls needed.

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The Duel
Sometimes things get physical. While there are no sanctioned duel rules that
apply to every Domain, many Defiant recognize direct competition as a means
to settle disputes. It may take different forms, but melee combat is quite
popular.

A Player Character decides to teach another Royal a lesson and challenges


them to a duel, which their adversary accepts.

Rules to Use
This situation calls for a standard Challenge. The Player should state, however,
what exactly they’re trying to achieve, as this could impact their Potential. Do
they simply want to win, or do they additionally want their adversary’s attitude
to change in a certain way?

Trophy Hunting
A Province has recently been plagued with apocalyptic activity. Strange
horned beasts emerge from the local municipal park and attack mortals.
Rather than dealing with the problem directly, the local Princeps decides to
hold a hunting event. Contestants are to collect the horns as proof of their
kills.

One of the Characters wishes to participate in the hunt to show off their skills.

Rules to Use
If all the Character wants is to participate in the hunt and come back with a few
trophies, a Challenge is optional but not necessarily needed, since the beasts
pose a threat to mortals but are no match for the Defiant. However, a Challenge
would be in order if the Character wants to outperform another contestant or
collect the most trophies. In the first case, they should consider their
opponent’s Archetype when calculating their Potential. If they want to beat
everyone, they should lower their Potential by one for each contestant with an
appropriate, hunting-related Archetype.

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Street Race
Since the young new Princeps came into power, street racing and car tuning
have become all the rage in the Province. Royals boost their cars with all sorts
of contraptions and race one another for fame and prizes.

The Character wishes to make a name for themselves by challenging one of


the Lords to a race. They may not have a proper car, but it doesn’t matter.

Rules to Use
To decide the victor, a Challenge is clearly in order. Depending on the exact
nature of the race, the Character should either lower their Potential because of
the lack of a race car, or the Challenge could even become Impossible.
Sometimes, victory cannot be achieved without the proper tools.

Full-Scale Battle
Lord Tessan Sekh has been found guilty of a failed attempt on another’s Royal
life. Since the would-be victim is a close relative of the Archon of Justice, the
punishment is even harsher than expected; Lord Tessan is to forfeit his throne,
and all Defiant Royals are free and encouraged to take over his possessions,
using force if necessary.

Since the convicted is not ready to give up just yet, he’s mustered a handful of
loyal friends with their Courtiers to defend his Holding. The Player Characters
are among those doing the Archon’s bidding and are now about to take part in
the upcoming battle.

Rules to Use
There are no special battle rules in Defiant, as full-blown conflicts are rare in the
game. Rather than creating a single Challenge for the whole fight, the GM
should ask every Player what their Character wants to achieve and create a
separate Challenge for each of them. Since the Characters are not the ones in
command, they can focus on their individual goals, and it’s up to the GM to
decide the outcome of the battle.

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Puzzles and Mysteries
From time to time, Player Characters may find themselves faced with a
mystery or an enigma they need to solve. From court party puzzles, through
occult texts, to murder investigations, the world of Defiant is filled with
questions that need answers. As with other aspects of the game, Players
should rely on game mechanics to come up with solutions.

Basic Google-Fu
The Character examines an old baseball photo cut out from a newspaper. The
description under the picture praises the form of one of the players during the
recent game against their arch-rivals.

As it is crucial to their private investigation, the Character wants to know the


year the newspaper was printed.

Rules to Use
The Internet still works in the world of Defiant, and if the information is clearly
easy to come across, there is no need for a Challenge. Since the Character
already knows the teams playing, the name of one of the players, and some
additional information from the photo, the GM should just let him come up with
the date after a few minutes of browsing the Internet.

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An Intricate Puzzle Box
Lady Beneviel Hariel is said to keep tokens of her lovers’ affection on her bed
stand. These are usually rings and earrings given to her after nights of
passion. The Character has suspected their wife of unfaithfulness and falling
in love with Lady Beneviel. A few days ago, one of their wife’s earrings went
missing.

Rather than talking to their spouse, the Character decides to break into Lady’s
Beneviel bedroom during a party and search for proof of their wife’s
unfaithfulness. Unfortunately, all the tokens are kept in a beautiful puzzle box…

Rules to Use
This situation calls for a classic Challenge. The Player should also specify
whether the Character’s aim is to open the lockbox or open it, search for the
earring, and lock it back up so that no one will notice. In the case of the second
option, the Potential should be lowered by one.

CSI: Defiant
A Lowborn was found dead in his house on the edges of the Province. The
Princeps has asked the Player to check the house for clues as to what has
happened. There are no witnesses at the Scene, but the body is still there.

Naturally, the Character investigates.

Rules to Use
The GM should ask the Player to take a standard Challenge. The number of
Successes would translate into the amount of information the Character can
gather from the scene.

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The Forbidden Tome
During a raid on an apocalyptic cult, one of the Characters came into the
possession of an ancient tome allegedly filled with forbidden knowledge.
Though such a find should probably be handed to the authorities, the
Character decides to try to decrypt it on their own and learn the wisdom
hidden within.

They start studying the book, hoping to find some useful information.

Rules to Use
The task at hand is too vast for a single Challenge. The Character should
instead start an Endeavor to unravel the mysteries of the book.

Not Enough Data


A friend of the Character asks them for help. His priceless painting has gone
missing from his Holding. No one seems to know anything, and if there are
any clues left, they are not obvious.

Being a good friend, the Character offers to help find the thief.

Rules to Use
There are two ways to go about this. If the crime scene and the theft is part of a
Thread and is supposed to be one of the topics of the Episode, the Character
should talk to the Courtiers and look for clues, making a series of Challenges
until either they learn the truth or something else happens. If this is only a side-
event and you don’t want to focus on it during the Session, the Character should
start an Endeavor instead, and continue with their private investigation
whenever they have a moment.

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Socializing and Etiquette
Every Defiant Royal is expected to know how to behave. As rulers, politicians,
diplomats, and schemers, Lords and Ladies often find themselves in
situations where their knowledge of etiquette, local laws, and proper conduct
is crucial to their success. It should come as no surprise that the game rules
cover this area of life, as well.

Etiquette 101
The Character arrives at a Shemesh Court as a guest at a Leviathan wedding
ceremony. They have never been to such an event and are not sure what to
expect. After all, the Shemesh are known for their own distinct manners and
rituals.

The Character wants to act appropriately, as they want to stay on the host’s
good side.

Rules to Use
Defiant know how to behave and should have no problem acting in accordance
with any of the local rules, simply by observing others. So no Challenge is
needed to check whether the Character is able to behave appropriately. If the
GM wishes to complicate things, they should instead focus on presenting an
odd, potentially problematic custom (such as all participants going through a
tunnel of fire, which burns the clothes of all but the Shemesh) and asking the
Character if they are willing to play along. If they want to avoid participating in a
custom without anyone noticing, they need to take a Challenge.

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A Dangerous Rumor
During an official ball, the Character feels there’s something odd about the
way everyone treats them. Their friend tells them that someone has been
spreading vicious rumors about them, and they are taking hold in the local
Defiant community.

The Character decides to mingle with the crowd and disarm the gossip before
it does real damage to their reputation.

Rules to Use
A single Challenge should suffice to get back into the guests' graces. The Player
could add a stipulation to find the source of the rumor in the process, but that
would result in their Potential being lowered by one.

Members-Only
During a visit to a club, the Characters discover that part of the venue is closed
off for a more private celebration. After some research, they learn that a group
of powerful Defiant will be holding a meeting there. Each is to be accompanied
by a Daeva Lowborn.

One of the Characters decides to get into the meeting.

Rules to Use
While a Challenge would be enough to convince the security to let the Character
in, if they want to take part in the meeting rather than crash it, the GM should
deem the Challenge Impossible until they find a Daeva Lowborn to accompany
them, as that is the requirement for this party.

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Your Own Secret Society
Defiant form all sorts of clubs, groups, and societies. Some of them operate
openly, while others perform in the shadows. They easily cross the borders of
Provinces and usually join together Defiant of different bloodlines and Origins.

One of the Characters wants to create their own secret society. Gathering
during hedonistic parties, they would also discuss political topics and perhaps
be able to help one another.

Rules to Use
The Character needs to start an Endeavor to attract members and organize the
group, while keeping the whole thing a secret.

Two Great Nations


There have always been tensions between the Characters’ Province and the
neighboring Denway Docks. Since one of the Characters happens to be a
close relative of one the Denway Lords, the Princeps asks them to try to
smooth things out, making him an official envoy tasked with forging better
relations with the neighbors.

Though the task does not seem like an easy one, the Character agrees.

Rules to Use
The GM may plan on this to be one of the topics of the Episode. In that case, it
would be best to place the action at a party or a meeting between the Royals of
both Provinces. Then, the Character could work on relations through a series of
dialogues and Challenges. Other Players could pursue their own goals during
the event. If the GM doesn’t want to focus on this matter, they should call for an
Endeavor instead. This way, the Character can work on improving relations
during other activities.

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Relationships and Intimacy
While for many, rolling the dice is usually associated with epic quests,
dangerous fights, and life-threatening events, there is no reason not to use
Defiant rules during more intimate situations. After all, marriage, intimacy, and
personal relations are an important part of the game.

Good Old Fashioned Fun


The Character has found an attractive Defiant during an erotic party. After
some flirting, they decide to go to a more secluded part of the venue to spend
some exciting time together. They have just met and don’t know each other
very well.

The Character wants to spend a night of wild, over-the-top sexual adventures.

Rules to Use
All Defiant are magnificent creatures of incredible physique, health, and sexual
prowess. There’s no need for a Challenge to check how good the sex was. It
was great, by default. The Characters do not have to roll to have fun - in Defiant,
fun comes free.

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A Healthy Dose of Jealousy
The Characters attend their neighbor’s birthday party, along with their
spouses. It’s a semi-official event with dozens of Defiant in their evening attire,
sipping champagne and idly chatting. One of the Characters feels neglected
by their Consort and decides to play on their jealousy to get their attention.

They spend time flirting with a handsome Defiant from another Province, in
hopes this will serve as a wake-up call for their spouse.

Rules to Use
Since the Character wants to achieve a specific goal here, a Challenge is in
order. You should keep in mind their actual goal; it’s about their spouse, not the
Defiant they’re flirting with. This could have an impact on the Traits they should
use, as well as the potential outcomes. Rather than a lack of interest from the
newly met Defiant, fewer successes could result in the spouse not caring about
the situation, a conflict between the spouse and the handsome Defiant, or the
new companion reading too much into the Character’s intentions.

Sweep Them off Their Feet


The Character has been interested in another Royal for some time. The feeling
is clearly mutual. They are now both participating in a rather dull hunting event
and wander into a beautiful part of the park together. The place is basked in
the moonlight and the atmosphere is perfect. It is the partner who shows
initiative, and the Character finds themselves in for a night of fun and
debauchery.

However, having sex with the partner is not enough for the Character. They
want to make this night the best erotic experience their lover has ever had, to
completely overwhelm them with passion, and show-off their sexual skills.

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Rules to Use
If it was a “regular” sexual experience the Character was aiming for, no
Challenge would be necessary. If you decided to play out the Scene, you could
focus on the words being said, or new things learned about the lover. However,
since the Character wants to leave an everlasting impression (to make it the
best night of the partner’s life), a Challenge is in order. Remember that you are
not checking whether the Character managed to satisfy their partner; that
comes naturally to Defiant. You are trying to establish if they managed to
entrance them with their skills.

The Anniversary Gift


Though Defiant are supernatural beings, their lives share some similarities
with mortals. They celebrate birthdays and anniversaries, just as the mundane
do, though - as it is often the case with Defiant - they tend to do it in a more
grandiose fashion. Glamorous birthday parties and flamboyant or perverse
anniversary celebrations are commonplace in Defiant society.

With their wedding anniversary approaching fast, the Character finds themself
in need of a proper gift for their spouse.

Rules to Use
If the goal of the Character is simply to come up with a “good enough” gift for
their Consort, no Challenge is required - all the Player needs to do is declare
what the Character has bought or otherwise obtained for the occasion. If the
gift is to serve a purpose, such as gaining the spouse’s favor or apologizing to
them, the GM could call for a Challenge to see how well it went. The Character
might also want to do something out of the ordinary - dazzle their Consort with
an impressive anniversary party, proving their affection to the spouse or
devotion to royal duties. Rather than a Challenge, this should probably be done
using the Endeavor rules.

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The Light of the Beacon
The Defiant cannot conceive or bear children in the same way as mortals.
However, after an exceptionally passionate, close, or intense moment of
intimacy, the Sephira may grant one of them a unique chance to serve as a
Beacon: a spiritual parent for a Defiant soul searching for its way into the
Domain.

As the Character always wanted to have offspring, they decide to try


becoming a Beacon by spending a passionate night with their lover.

Rules to Use
This situation calls for a Challenge. The goal of the Challenge is for both
partners to experience so much pleasure, passion, and extreme emotions that
for a second, they'll attract the Sephira's attention, enabling one of them to
become a Beacon. If no Successes are rolled, the sex might be great, but no
offspring will come from it. Depending on the number of Successes, the child
might have a better Archetype, the Character must agree to a condition to
become a Beacon, and so on.

There are a few important things to remember here. First of all, one of the
potential parents may become a Beacon only if both partners are willing to help
a new Defiant enter the world. This means that if either of the lovers does not
want to have a child, the Challenge is automatically Impossible. Secondly, one
of them needs to want to become a Beacon. If only a single partner is willing to
take up that duty, the situation is easy. If both are willing to do it, either the GM
or the Player should decide on this, depending on the number of Successes
rolled in the Challenge.

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Endeavors
Whenever your Character aims to achieve a greater goal, puts a complicated
plan in motion, or takes time and effort to thoroughly study a problem or a
person, they need to undertake an Endeavor.

Endeavors are a more complex version of Challenges, that are used for plots,
gambits and intricate proceedings. They can take many Episodes to complete
and can be worked upon throughout the whole session.

Each Endeavor is represented by a progress track. The length of the track is


determined by how hard it is to achieve the goal, the grandiosity and boldness
of the plan, compliance with the rules of the Defiant, and other important
factors.

Throughout the game, the Character may take on Challenges to further their
Endeavors and mark steps on the progress track. When the whole track is
finished, the project is nearing its completion, and it is time for the final
Challenge to determine how it all turns out.

Endeavors vs. Challenges


Challenges are used to represent a set of actions taken in order to reach a
goal within a single Scene. Endeavors are the representation of more
complicated plots that take longer to complete.

Seducing a potentially willing Angel during a party would usually call for a
single Challenge. The Character uses their charm to sway the NPC to become
romantically involved with them, at least for the night.

Trying to melt down the ice of an Angel known for their lack of emotions and
disinterest in finding new partners is an entirely different situation, however. It
would take significant amounts of time to learn about them, get to know them,

170 Playing the Game


impress them, and maybe finally connect with them romantically. This calls
for an Endeavor rather than a single Challenge.

The same goes for most intrigues, plots, political maneuvers, research,
business ventures, and so forth. If the scope of the action is greater than a
single Scene, it outgrows a Challenge, and undertaking an Endeavor is in
order.

Undertaking Endeavors
An Endeavor can be started either when the Player declares their Character is
undertaking one or when the GM decides that the Character’s action
constitutes using the Endeavor mechanics. In both cases, you need to halt the
narrative for a moment and properly set up the Endeavour.

Clarifying the Goal


As is the case with Challenges, it is crucial everyone understands the goal of
the Endeavor. The Player must clearly state what the Character aims to
achieve with their actions. “Opening a new club in the Province” is not the
same as “Opening the most talked about club in the city” or “Opening a club
that perfectly suits the Archoness’ tastes.” The GM (and other Players) are
free to ask any questions regarding the goal until it is clear what the Character
wants to achieve.

Setting up the Progress Track


Whenever the Character starts a new Endeavor, you need to draw a progress
track for this task. The progress track is simply a few square boxes drawn in a
line. The exact number of boxes (the length of the progress track) depends on
how hard it will be to achieve the goal.

Start by establishing how complicated the whole plan seems. For a fairly easy
plot, something a bit outside the scope of a single Challenge, draw three

171 Playing the Game


boxes. If the plan seems more complex and requires many different actions to
fulfill, draw six boxes. For really complicated master-plans, draw nine boxes.

Next, you need to determine if the Endeavor’s completion will come at


anyone’s expense. If the Character is trying to organize an amazing party to
win their Princeps’ favor, no one suffers from this. However, if their plan is to
do this to prove they are better suited for the role of the Princeps’ diplomatic
liaison, it clearly goes against the person currently holding this position. If the
Endeavor goal goes against another Royal or their Consort, draw one
additional box. If it goes against anyone higher than this, or if it will negatively
impact more than a single Court, draw three boxes.

Finally, if the Endeavor clearly strengthens one of the Commandments or the


local Province rules, erase up to two boxes. If it’s in line with the rules, don’t
erase nor draw additional boxes. If the Endeavor goes against one of the rules
(either the Commandments, the Principles, or the Province rules), draw
between one and three additional boxes, depending on the extent of trespass.

No matter the situation, the progress track can never be shorter than three
boxes. This gives you potentially a length of between three and fifteen boxes.

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The Opening Challenge
After you set up the progress track, it’s time for the Character to put their
plans in motion. The Endeavor starts with a single Challenge. The Player
explains what the Character does to start off the ploy. You should follow
standard Challenge rules in regard to Traits, Potential, and dice rolling.

The only difference is the Challenge’s outcome. If at least a single Success is


scored, mark the first box of the progress track. The number of Successes
determines the severity of an additional condition that the GM sets for the
whole Endeavor to succeed. Until this condition is met, the Endeavor cannot
be completed, even if all the boxes are marked.

The opening Challenge may portray the initial action that sets the whole
Endeavor in motion. Alternatively, the Character can take the Challenge during
planning the specifics of their actions (i.e., coming up with the best training
routine for their Courtier, etc.). In that case, use the Traits that have to do with
their wits or expertise in the given field.

The Conditions
Every Endeavor comes with a condition that has to be met in order for the plan
to succeed. This ensures that no Endeavor is ever completed with a single
declaration, even if the Character gets lucky with the dice and has put away
significant resources to ensure success. Endeavors are supposed to take
some time and usually don’t end in the same Episode in which they were set in
motion.

Some conditions, especially those less severe, don’t require any Challenges to
fulfill. “You’d have to hang out with them a few times,” “You should ask for this
during a formal event,” or “It will require at least a few days to see this through”
are examples of requirements that can be met without resorting to additional
Challenges.

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Other, more demanding conditions may lead to a Challenge or even a couple
of Challenges. The GM might say that “You’ll have to find another Lord to
second that motion,” “The Archon would have to see you win a fight, before
granting you the privilege,” or “You will not decipher that ancient tome without
the book currently in possession of Lady Eshena.” All of those requirements
cannot be met without the Character facing a Challenge or two.

The severity of the condition depends on the number of Successes scored


during the opening Challenge. If you didn’t score any Successes, the Endeavor
condition might be as severe as the GM sees fit, even if it makes the plan not
worth pursuing. In the case of a single Success, the condition may be
challenging or troublesome, but clearly worth pursuing, considering the payoff.
Two Successes mean there should be a minor condition to fulfill, making it
almost a formality, yet still requiring some time and energy to take care of.
Three and four Successes result in a minor condition as well but also add a
bonus. If the Endeavor ends successfully, the Character will gain even more
than they originally planned.

Progressing Endeavors
Finishing an Endeavor takes time. Throughout the game, Characters progress
their plans by different means, using their skill and influence to get what they
want. Each time the Endeavor gets closer to its completion, the Player marks a
box on the progress track.

You always mark the box with a single line “/,” not with an “X,” as that mark is
reserved for the Setback rules.

Marking Steps through Dedicated Challenges


Once per Scene, the Character may undertake a Challenge to progress one of
their Endeavors. It could mean swaying someone to your cause, spying for
information, proving one’s worth, and so on - it is up to the Player to explain
how this action helps to achieve their long-term goal. If the Challenge scores

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at least a single Success, you may mark one box of the appropriate
Endeavor’s progress track.

Only a single Challenge of this type can be taken in a Scene, meaning you can
only progress one Endeavor each Scene this way.

Marking Steps through Outcomes


Sometimes, the GM may decide that a positive outcome of an unrelated
Challenge would result in the advancement of one of the Character’s
Endeavors. This usually happens when there are three or four Successes
rolled. Not only did the Character achieve their Challenge’s goal, but they also
managed to progress their long-term plans as a bonus.

There is no limit on how many times this can happen, though it is totally up to
the GM and might not happen at all.

Marking Steps through Standing


Each Character has two Standing attributes that reflect their relations with the
Princeps and their House. They can use the position and merits they gained to
progress their Endeavors, which may often prove to be the fastest way to their
completion. Utilizing the Character’s Standing represents using one’s influence
to gain needed support or resources. Each point spent that way enables the
Character to mark a single box in any of their Endeavors’ progress tracks.

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As long as the Character has any Standing left, they are free to spend as much
as they like, potentially progressing a whole Endeavor just by cashing in
favors.

Marking Steps through Personal Affairs and Personal


Challenges
The Character may also work on their long-term goals between Sessions or
during downtime. Whenever a Player uses Personal Affairs or Personal
Challenges, they may choose the option to advance an Endeavor by three
steps or even to start a new Endeavor with a +3 Potential modifier.

Maintaining Multiple Endeavors


The Character can take up as many Endeavors simultaneously as they want,
however completing them all might prove difficult. Because of the Setback
mechanics (explained later), Endeavors that don’t develop fast enough will
eventually fail. That’s why it’s essential to take care of all your Endeavors and
strive to advance them during the game.

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Finalizing Endeavors
There comes a moment when everything has been set in place, all the
necessary preparation have been made, and it’s time to reap the benefits of
the long-term plan. After the condition set by the opening Challenge has been
met, the Character may attempt to finalize their Endeavor and finally achieve
what they were fighting for. This usually happens after all the boxes of the
progress track have been marked, but can be rushed, if needed. There is no
way around fulfilling the opening condition, however. It has to be done in order
to finalize an Endeavor.

The Final Challenge


When a Character wishes to finalize an Endeavor, they have to undertake a
final Challenge. It may concern the opening night of the newly founded club,
an official audition during which they are supposed to be granted their new
privilege, arresting the adversary they tried to frame for their own crimes, and
so on.

The goal of this Challenge is to see how it all turned out. Did the Character get
exactly what they wanted? How did others react? Is there any fallout to take
care of? Maybe they gained even more than they originally planned? Treat this
as any other Challenge. The GM interprets the roll, narrating the outcome
based on the number of Successes rolled.

It is up to the Player to declare how the Character approaches the completion


of the Endeavor, so (as with every other Challenge), they choose the
appropriate Traits.

Rushing an Endeavor
Though an Endeavor cannot be completed before satisfying the opening
condition, the Character may rush their plans and try to finalize the Endeavor
without marking all the boxes on the progress track. Every unmarked box

177 Playing the Game


counts as a single adversary Trait, meaning you have to lower the Character’s
Potential by one for each box that remained on the track.

Setbacks
If you linger too long, others may foil your plans, or the circumstances may
change, rendering it undoable. In Defiant, this is represented by the Setback
mechanics. Each time there’s a Setback to your Endeavor, you need to mark
an already filled progress box with an additional line, creating an “X.”

If you mark Setback on a track that has no marked progress left, the Endeavor
either fails and needs to be abandoned or gets you in deep trouble. This
happens even to the Endeavors that have their whole progress track filled but
were not finalized (either because the Player failed to meet the condition or
chose not to complete it for some reason).

Setback Progress
At the beginning of each Episode, you need to mark a Setback on progress
tracks of all Endeavors you are undertaking. This happens automatically. If
you don’t focus on an Endeavor for some time, it will eventually fail. This
makes maintaining multiple Endeavors challenging since you need to
progress them all simultaneously.

Every time a Character scores less than three Successes in a Challenge, the
GM may decide to mark Setback on a progress track that seems most
appropriate, additionally increasing the chance of the Endeavor failing.

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There is no way to erase Setback once it was marked on the track. All you can
do is keep the progress ahead of the setbacks.

Dealing with a Setback


Whenever a Setback should be marked on a progress track, but there are no
marked boxes left, the whole Endeavor is in peril. The Player is left with two
choices: they may either abandon the Endeavor with no additional issues or
try to deal with the Setback to continue their plan.

If they choose to abandon the Endeavor, nothing more happens. Their plan
failed, or the Character simply didn’t want to pursue it anymore. They should
remove the Endeavor from their Character sheet.

They can also choose to push through against the odds. In that case, they
may erase all the Setback marks from the progress track in question, leaving
just the single lines “/” instead. However, the GM instantly activates their
Trouble, using the Trouble rules in precisely the same way, as if their Trouble
Track was full. The GM chooses what sort of Trouble arises and acts
accordingly.

Note that this does not reset the Trouble Track - it was an additional
complication related to the Endeavor.

Helping and Sabotaging Endeavors


A Character’s Endeavor can be assisted or sabotaged by other Player
Characters. Just as they would with their own Endeavor, Characters can take
up dedicated Challenges to either mark another step in someone’s Endeavor
or mark a Setback on their track.

This, however, uses up their Endeavor Challenge, meaning that if they decide
to help or sabotage another Character’s Endeavor, they cannot progress their
own Endeavor through a Challenge in that Scene.

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180 Playing the Game
Endeavor Guide
There are many variables to consider when setting up an Endeavor and
sometimes slight changes in the goal may significantly influence the progress
track. In this section, you will find a few examples of Endeavors, each with a
few different variants, to help you better understand how to set up your own
schemes and ventures.

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Divide and Conquer
The Character wishes to antagonize two allied Lords to weaken their political
hold over the Province. Divided, they will pose less of a threat to the
Characters’ political ambitions.

The Progress Track


Though the task is not easy, it’s also not the most complex. Therefore the
Player should start by drawing six boxes on their Track. Since it will negatively
impact two Lords (who stand to lose some of their political power), another
three boxes should be added.

Unless the Domain or Province laws state that a Lord cannot form alliances, it
would be rather hard to either gain or lose any boxes due to the issues with
Commandments and Province Laws.

This leaves the Character with a nine-box long progress track.

The Opening Challenge


The Endeavor could, for instance, be started during a meeting with both Lords,
when the Character tries to drive a wedge between them. The Character could
also begin by spreading a rumor that one of the Lords is secretly plotting
against the other, or by performing an undercover attack against one of the
Lords and pointing the blame at the other.

The Condition
Depending on the number of Successes, the conditions could include
acquiring a member of each Lord’s Court to the cause, doing a certain amount
of property or personal damage, forming a new alliance with one of the Lords,
or breaking off a wedding between the Lords’ children.

The Final Challenge


The last Challenge of this Endeavor could take many forms, but to make it
most dramatic, it should probably be done during some sort of official event

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or audience where the two Lords are supposed to stand united and push their
agenda. The Character needs to make one final effort for the alliance to
crumble and fall.

The Matchmaker
As a loving parent, the Character wants to find a perfect match for one of their
children. As it is not their firstborn, they will not inherit the Holding, therefore
marrying them to a Lord or a Lady is the only way to make them a Royal.

The Progress Track


There are a very limited number of bachelors and bachelorettes in the Domain,
and they usually have plenty of options to choose from. If the Character is also
set on finding a candidate with a good personality and decent potential, they’re
setting the bar really high. The Player should start by drawing nine boxes on
the progress track.

Since many other Royals will surely try to marry their children to potential
candidates, another three boxes should be added, as if the plan succeeds, it
will negatively impact more than one Lord or Lady.

The Opening Challenge


If the child has not been shown to the public yet, their debut ball would
probably be the most fitting for the opening Challenge. It’s a chance to
introduce the young Defiant to the supernatural community. Making a good
impression during their debut surely raises the chances of finding a suitable
Royal candidate.

The Condition
A high number of Successes could result in conditions such as organizing a
party to give the young Defiant a chance to meet, paying a visit to the
candidate’s Holding, or talking about marital plans with the Patriarch of the
Character’s House.

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A lower number of Successes could lead to such conditions as discouraging a
rival from pursuing the marriage, teaching the child a specific skill that’s
appreciated by the potential groom, fabricating a situation where the child
becomes the talk of the city, or procuring an absurdly expensive gift.

The Final Challenge


The Endeavour should probably come to a conclusion during a formal meeting
between the spouses-to-be when their engagement is formally announced,
and the final conditions are agreed upon by both families.

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The Place to Be
The Character decides to set up a new club, and since they wish for their
Holding to remain rather private, they choose a mundane location. They hope
to create a trendy place that will be frequented by all the important Defiant.

The Progress Track


Opening a new club in the Province is a rather simple task for a Defiant, and
three boxes would normally be enough to cover it. However, if the goal is to
create a trendy place that attracts influential customers, the Player should
draw six boxes instead.

Unless the club is going to become the direct competition of a venue


belonging to a Lord or a Princeps, there is no need to mark additional boxes
due to no negative impact on other Royals.

If the Player chooses for the theme of the club to be somehow in support of
either the Commandments or the Province laws, they should lower the
number of boxes by one. If the club rules stand in direct opposition to the
rules, the Player should add between one and three boxes.

The Opening Challenge


The Character could take the Challenge while laying out their plans for the new
project with their Courtiers or mortals tasked with bringing it to life. The
Challenge could also take place during an evening of planning, browsing
through interior ideas on the Internet, or even working with spreadsheets, if
that’s the Character’s approach.

The Condition
There are several possible conditions, from coming up with a name, or hiring
the manager (in case of many Successes rolled), to finding a proper venue,
giving it some time to become popular or taking care of local apocalyptic
activity that could scare away guests.

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The Final Challenge
The grand opening of the club seems to be the perfect setup for the final
Challenge. How will the invited guests react to the event? Will the party
proceed smoothly, without any major hiccups?

Special Treatment
The members of the Authority and Princepty can grant all manner of different
privileges and exemptions to individual Royals. The Character wants the
Princeps to grant them the right to enter any Holding within the Province
without an invitation.

The Progress Track


Getting a particular privilege from the Princeps requires a basic track length of
six boxes. Being granted a right by the Archon or Executor results in s track
length of nine boxes. Since, in this case, the Character asks for a Province-
wide privilege granted by the local Princepty, the Player should mark six boxes.

The new law will enable the Character to enter all other Lords’ Holdings
without the need for their approval and clearly impacts them all. That’s why
the Player needs to draw three additional boxes.

If the Character could present the privilege as a way to enforce a


Commandment (for example, there’s a law in New Hethlon prohibiting the
Defiant from keeping secrets), they could erase a box from the track.

The Opening Challenge


Unlike most other Challenges in the game, the Endeavor’s opening Challenge
doesn’t necessarily need to be framed as actual action. In this example, the
GM should probably simply allow the Player to roll the dice, portraying the
Character’s intentions to design the exact phrasing of the privilege.
Alternatively, the Challenge could be done during a meeting with the Princeps,
when the Character asks for the privilege.

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The Condition
Depending on the number of Successes, the condition could be anything from
meeting with the Princeps in person, through gaining support of another Royal
in the Province, to uncovering (or fabricating) an evil plot that could have easily
been dealt with, if the Character had the right to enter all Holdings within the
Province.

The Final Challenge


The Challenge could either take place during an official meeting with the
Princeps, where he is to announce his decision, or while the Character is trying
to use their unofficial privilege for the first time, hoping that the Princeps will
back their claims.

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New Arrivals
There are different ways in which Characters’ Courts can grow. Courtiers can
be gifted to Royalty, rulers’ children stay in their parents’ Holdings and Defiant
can also be passed to a Liege through bloodline laws. In this case, however,
the Character wants to obtain a new Courtier through an Endeavor.

The Progress Track


If all the Character specifies is the desired Courtier’s Origin or gender, they
should start by drawing three boxes. If they want to specify both or add more
details (such as their House or general Archetype preferences), this calls for
drawing a track that's six boxes long.

If the Character is fine with a Problematic Courtier, they do not have to add
additional boxes due to other Lords probably not being interested in obtaining
such a subject. Regular Courtiers might attract the interest of another Lord,
so obtaining them requires adding an additional box to the progress track.
Exceptional Courtiers are sought after by many, usually including Princepses
or Archons, so trying to bring one to the Court results in three additional
boxes.

If the Courtier’s new official role has to do with local or Domain laws, the
Player can erase one box. If the position goes against the rules, another box
should be added instead.

The Opening Challenge


As there’s probably no definite moment when the Character starts the
Challenge, there’s no need to make it part of a Scene. We can simply presume
the Character started asking about acquiring a new Courtier, and then the
Player rolls the dice, adding the Traits that would make them a valid recipient
of a new subject in the eyes of potential donors or decision-makers (the
Princeps, the heads of the Houses, the Authority, etc.).

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The Condition
Depending on the severity of the condition, the GM could decide that the
Character simply needs to ask the Authority, the Princeps, or the House leader
for a Courtier; at least a few days need to pass before a valid Defiant is found;
the Character needs to show off one of their subjects during an event; or even
that they need to duel someone for the potential candidate.

The Final Challenge


As for the final Challenge, it could take place during a visit to the Princeps or a
member of the Authority who could grant the Courtier. This could also be done
during the Court Challenge (as an additional roll), representing the candidate
potentially arriving while the Character is governing their subjects.

Valuable Lessons
Fed up with constant problems with an unruly Courtier, the Character decides
to instill responsibility and thoughtfulness in them through guidance and
training. This effectively means that after the Endeavor is over, the Courtier’s
Archetype will change.
The Progress Track
An Endeavor created to change the Courtier’s Archetype can have different
lengths, depending on the nature and severity of the change. If the Player
wishes to change a single word in the Archetype without changing its grade
(i.e., a negative adjective like “Lazy” is replaced with a different negative
adjective like “Reckless”), they should draw three boxes. Changing the whole
Archetype in the same fashion (i.e., “Lazy Warrior” to “Reckless Schemer”), or
changing a part of it, but replacing a negative word with a positive one (i.e.,
“Lazy” with “Diligent”) requires a basic progress track of six boxes. Any
changes more significant than that require the Player to draw nine boxes.

Usually, there is no need to draw additional boxes due to a negative impact on


the Royals or the Authority. The only situation where this could play a role is if
the Courier in question is a close relative or a good friend of a Royal or
someone of higher ranking.

189 Playing the Game


As always, if the change is in line with the Commandments or local Laws, the
Player can erase a box. If the change goes clearly against the Domain or
Province rules, they should draw an additional box.
The Opening Challenge
Talking with the Courtier or even watching them and analyzing their behavior
would pose an excellent opportunity for the opening Challenge. The Player
could, however, take the Challenge by declaring that the Character is thinking
about ways to change the subject’s attitude or teach them new skills and base
the roll on their Traits that have to do with their proficiency as either a guide, a
mentor, or a trainer.

The Condition
There are plenty of potential conditions to choose from. Some time may need
to pass, the target may need to be paired with someone setting a good
example, a particular type of training may need to be implemented, the
Character may be required to either gratify or punish the Courtier in a specific
way or grant them a new role in the Court, and so on.

The Final Challenge


A talk with the Courtier, a test of their newly acquired skills, or their first
appearance in public after the training has concluded would all be good
opportunities for the final Challenge.

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Occult Knowledge
After coming into possession of a mysterious artifact, the Character wishes to
study the item to learn its secrets and potential uses. They may not possess
extensive occult knowledge themselves but hope to find answers by using
their numerous assets and connections.

The Progress Track


Since there is no clear indication as to the length and energy one would need
to put into understanding the artifact, the GM should base the initial length of
the progress track on the impact the properly used artifact could have on the
Character and the Chronicle. If it influences the game to a small degree
(perhaps granting the Character a one-use Trait or giving him some potentially
useful information), the Player should draw three boxes. A greater potential
(an additional permanent Trait or really useful information) calls for six boxes
to be drawn. If the Character came across an Artifact that could potentially
impact the whole Chronicle, the Player should draw nine boxes on the
progress track.

By default, researching the artifact does not go against any Royals or the
Authority, so no additional boxes are needed. However, many Defiant are
opposed to using occult items of unknown origin unless the artifact is clearly
Defiant-made, so the Player should add a box to the track. If it’s obvious or
highly probable that the object was made or used by the forces of the
Apocalypse, the Player should add three boxes instead.

The Opening Challenge


The Character spending time inspecting the Artifact or trying to use it would
be good enough situations for the opening Challenge. It could also be done
during a talk with a specialist or even while having an enigmatic or worrisome
dream about the item.

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The Condition
The list of possible conditions includes getting help from a renowned
specialist, using the artifact in a certain way, acquiring a rare book on the
subject, days or weeks spent on the studies, meeting a problematic condition
to activate the artifact for the first time, and talking with someone in
possession of a similar item.

The Final Challenge


The Challenge could be made during the final study of the item or while the
Character tries to properly use it for the first time. The Player could also roll
the dice during the official demonstration of the item, if the artifact does not
come from the forces of the Apocalypse and is not forbidden.

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Standing
The actions of the Characters do not go unnoticed. Whenever they break the
Domain’s or Province’s rules, there’s a chance of backlash and problems from
the Authority or the Princepty. On the other hand, their achievements and
proper conduct raise their position among the Royalty.

The Standing mechanics are used to illustrate the goodwill and respect of the
other Royals in the Province and in the Characters’ bloodlines due to their
fame and merit. Whenever a Character improves their relationship with their
House or manages to impress the Patriarch, they gain House Standing.
Whenever they act in support of their Princeps or improve the situation in their
Province, they gain Province Standing.

Standing can be spent on progressing Endeavors, illustrating the Character


using the support of either the members of the bloodline or the Province to
further their agenda. It can also be used to gain one of two additional bonuses:
calling for the aid of another member of the House or being granted an
immediate, private audience with the Princeps.

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Acquiring Standing
There are two main ways of acquiring Standing, though some additional rules
may give the Character more options to do so.

Answering the Standing Questions


At the end of every Episode, each Player needs to answer a set of questions
on behalf of their Character. Each positive answer results in gaining Standing
with either the Province or the bloodline.

Have you done right by your Province and Princeps?


All Royals are expected to support their Provinces and obey the laws. If the
Character hasn’t shown any disrespect to the Princeps and managed not to
break any Commandments or Province laws (or at least kept it secret), they
gain a point of Province Standing.

Have you stayed true to your bloodline’s Creed and ideals?


Each Defiant House follows a different Creed and expects its members to act
in a certain way. If they stayed true to the ideals of their House throughout the
Episode, the Character earns a point of House Standing.

Have you fulfilled your royal duties to the full extent?


Has the Character properly taken care of their Courtiers? Do they seem to be
in proper relations with their spouse? Have they managed to help others
uphold the laws of the Domain or the Province? Would others call them a good
Lord or able governor after the Episode? If so, they should mark a point of
either Province or House Standing (their choice).

Have you done anything notable to support Principles or Commandments?


Obeying the laws is one thing. Actively enforcing them, coming up with new
ways to further their influence, or acting against those who stray from the path
is quite another. If the Character went out of their way in support of the
Principles or Commandment, they may mark an additional point of Standing
of their choosing.

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Have your actions gained popularity and fame throughout the Domain?
Every Province and bloodline wants its members to gain widespread
recognition. If the Character managed to achieve some great deed that
became the talk of the city - like vanquishing a powerful apocalyptic foe,
winning a grand tournament, or organizing an incredible party - they should
mark a point of Province Standing as well as a point of House Standing.

Gaining Special Merit


Apart from answering the Standing Questions at the end of each Episode, the
Characters may also gain points of Standing by actively helping their Province
or House during the game.

Every time the Character does a favor for the Princeps or saves them from
trouble, they should mark a point of Province Standing. Whenever they do the
same for the most influential members of their bloodline, they earn a point of
House Standing.

Special Actions
The Character may use their Standing to progress their Endeavors, as
explained in the Endeavor rules. They may also use it for two special actions
below.

Private Audience
By spending a point of Province Standing, the Character may request an
immediate private meeting with the Princeps, as long as it is physically
possible (i.e., the Princeps has not gone missing, etc.). Even if the ruler is set
against the Character for whatever reason, they will hear them out and give
some thought to their words. The Princeps is by no means required to heed to
the Character’s pleads or demands, but they are expected to act as good
hosts.

195 Playing the Game


Call for Aid
If there’s a member of their House present in the Scene, the Character may
spend a point of House Standing to ask them for immediate help. Since they
are bound to support their kin, the NPC will try to help the Character to the
best of their ability, as long as it doesn’t require breaking the law. If it’s in a
gray area, they might hesitate, and they will surely deny the request if it goes
against the House Creed. The member of the house will help, even if they’re
not fond of the Character. However, they might later retaliate for enforcing the
bloodline duty on them.

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Afflictions
There are no Hit Points in Defiant; there is no health stat that would represent
the Character’s wellbeing. The state of each Player Character is portrayed
using Afflictions: short descriptions of their ailments, distress, and weariness.
“Broken Nose,” “High on Drugs,” “Ruined Clothes,” and “Exhausted” are all good
examples of Afflictions.

Afflictions impact the game by making it harder to pass Challenges.


Furthermore, they are a hint as to how to portray your Character and their
current state.

Whenever the Character gains an Affliction, the GM has to come up with a


short description that best fits the situation. It can relate to the Character’s
physical or mental state, but also to the way they are perceived by others.

Types of Afflictions
There are three types of Afflictions, depending on how much they impact the
Character: Minor, Major, and Severe Afflictions. You can have a total of three
Afflictions of each type. If the Character already has three Minor Afflictions
and should receive another one, one of the Minor changes to Major instead
(which usually means that you should rephrase it to make it sound more
dangerous).

Minor Afflictions
Whenever a Minor Affliction would put the Character at a disadvantage during
a Challenge, they need to deduct 1 from their Potential, lowering their dice
pool for the roll. If more than one Minor Affliction seems applicable, you need
to lower the Potential by 1 for each of them.

Examples: “Bruised,” “Distracted,” “Leg Pain,” “Unrefined,” “Thirsty.”

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Major Afflictions
More problematic than Minor Afflictions, during a Challenge each applicable
Major Affliction results in lowering the Potential by 2.

Examples: “Wounded,” “Unable to Focus,” “Sprained Ankle,” “Rude,”


“Dehydrated.”

Severe Afflictions
The most serious of all, Severe Afflictions result in lowering the Potential by 3,
whenever they are applicable. A single Severe Affliction may weigh heavily on
the Character’s chances of success.

Examples: “Massacred,” “Barely Sane,” “Broken Leg,” “Obnoxious Savage,”


“Dying of Thirst.”

Gaining Afflictions
There are a couple of ways the Character may gain an Affliction. Most of the
time, the GM has the final say on this matter, though everyone at the table is
free to discuss their rulings and propose alternatives.

As an Outcome of a Challenge
The most common is through Challenges. Every time a Character fails a
Challenge, the GM may inflict a Severe Affliction, if they deem it appropriate.
While a single Success means the Character managed to overcome the
Challenge, it may still result in gaining a Major Affliction (at the GM’s
discretion). Even an otherwise positive result of two Successes may lead to
the Character gaining a Minor Affliction.

Note that gaining an Affliction as a result of a Challenge is a possibility, not a


given. It’s always up to the GM to decide if it fits the situation.

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As a Result of a Declaration
Sometimes the Character may gain an Affliction without a Challenge as a
logical result of the Player’s declaration. The GM has to inform the Player that
the declared action will lead to gaining an Affliction. “Sure, you do not have to
wait for the ferry and can simply swim across the bay, but you will arrive at the
meeting completely soaked. It would count as a Minor Affliction.”

Through Special Rules


Some Personal Themes or Defiant Origins may have special rules that result in
either the Character or their target gaining an Affliction. In this case, you
simply have to follow the rule’s instructions as to the description and severity
of the Affliction.

Removing Afflictions
Since Afflictions are a nuisance, it’s best to get rid of them. There are a few
different ways to achieve that.

Appropriate Conduct
Sometimes, all the Character needs to do is act the right way. To get rid of the
“Soaked Clothes” Minor Affliction, one could dry them or simply wear
something different. Asking a Courtier to tend to their wounds or visiting a
hospital should be enough to take care of a “Bruised” or “Bleeding” Affliction.

As a general rule, it takes a declaration followed by a short description to get


rid of a Minor Affliction. It’s not hard, though it can't be done in the middle of
an action Scene or without anyone noticing at a ball. Major Afflictions usually
require some sort of outside help or items (and a declaration, of course). It
would need to be a primary focus of a whole Scene for a Character to get rid
of Severe Affliction that way.

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After the Episode
Defiant are supernatural beings, and with enough time, they can heal,
regenerate, or shrug off any kind of damage they receive.

At the end of every Episode, each Player can remove one Minor Affliction from
their Character’s sheet. Furthermore, they can change the severity of another
Affliction to a lesser one. This could mean changing a Severe Affliction into a
Major Affliction, changing a Major Affliction into a Minor Affliction, or removing
another Minor Affliction.

Note that the maximum number of every Affliction type is three, meaning you
cannot lower the severity of an Affliction if the Character already has three
Afflictions of the lower type. They’d have to get rid of one of them first.

Through Special Rules


Some Origin or Theme rules may allow the Character to remove an Affliction,
reduce it, or change it in some way, giving you additional options to deal with
the Afflictions. Some of them may require spending a Shard or meeting
specific conditions.

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As a Personal Affair/Challenge
Personal Affairs allow you to heal yourself or your Courtiers of Afflictions.
Using them means you spent some time tending to either your own or your
Courtiers’ needs and ailments and are now free of them. Since Personal
Affairs do not require any rolls, it’s the safest and fastest option to remove
Afflictions.

Personal Challenges work in a similar way, but, as the name implies, they
require a Challenge to succeed. This could mean that the Character will end
up gaining a new Affliction in the process. In that case, they first remove all
the old Afflictions and then gain the new one. It’s still a good option if the
Character suffers from many Afflictions, but not necessarily the best course of
action to remove a single one.

Character Death
Defiant is not a game where the Characters need to live in constant fear for
their lives. Yes, deaths do occur - sometimes in a very gruesome or violent
manner - but they are not common. Apart from the society valuing life,
murders being strictly forbidden, and apocalyptic forces being mostly kept at
bay by the Sephira, Defiant Characters are incredibly resilient beings.

As stated before, the Character cannot have more than three Afflictions of the
same type. If they already have three Severe Afflictions and should get another
one, they are taken out of action. What happens is up to the GM: they may be
rendered unconscious, succumb to their deepest desires, break down, or do
something else.

They might also die. This, however, can happen only if the Player explicitly
declared an action that you all agreed would probably lead to their death.
When it comes to rules, there are no surprise Character deaths in Defiant.
Sure, the Player may declare that the Character is willing to give their life to

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save others, and this may lead to their final downfall, but Character death
never catches the Players by surprise.

Using Afflictions as an Advantage


In some situations, it might seem reasonable to use an Affliction as an
advantage, rather than an impairment. For example, a “Bruised” Character
might want to use their poor condition to appear more pitiful when trying to
manipulate someone.

Whenever a Player declares using an Affliction in this manner, the Character


does add one to their Potential, just as they would by using a Trait. However, in
this case, rolling a “1” on any of the dice results in progressing the Trouble
Track not by one but by two steps. Otherwise, the rules of Trouble work
normally, meaning any additional “1s” rolled do not progress the track further
and spending a Shard allows the Player to ignore any “1s” rolled.

This can be done even if the Affliction is already used as a drawback in the
Challenge. In the example above, the GM may declare that the bruising makes
the Character seem less trustworthy, which results in lowering the Potential by
one. In that case, using it as an advantage would simply cancel it out. Of
course, the additional Trouble rules would still apply.

Afflictions and NPCs


Non Player Characters may also gain Afflictions. They follow a simpler set of
rules, however. They only have one “slot” for Afflictions, which works in the
same way as Minor Afflictions. Whenever they gain an Affliction, the GM
writes it down or modifies the already present Affliction to better suit the
situation. The “Broken Nose” Affliction could, for instance, change to “Broken
Nose and the Laughing Stock of the Party” after the wounded NPC is
additionally successfully ridiculed by someone.

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If an NPC who already suffers an Affliction in a particular area (for instance,
health or social status) should receive another Affliction of the same type, they
are considered taken out. They might collapse, give up, or do something else
that feels appropriate. They are no longer a threat or a challenge for the Player
Characters and others around them, at least until they have time to
recuperate.

Shards
Members of Defiant Royalty share a special connection with their local
Sephira. Their passions fuel the sacred sigil and make it stronger, so it can
withstand the powers of the Apocalypse. In return, the Sephira blesses her
chosen, elevating them above lesser Defiant.

In the case of the Player Characters, who are all members of Defiant Royalty,
this unique bond is represented with the Shards mechanics. Each character
starts with 10 Shards, representing the goodwill of the Sephira; they are pieces
of its spiritual construct. Players can spend Shards to gain different
advantages for their Characters.

While Shards are an abstract representation, the Characters do feel their


connection with the Sephira weakening with each Shard spent and sense the
bond getting stronger whenever they manage to regain lost points.

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Spending Shards
There are several ways in which the Shards can come to the Characters' aid.
At any time, Players can decide to spend a Shard to achieve one of the effects
from the list below.

Improving Dice Pools


Players can spend a single Shard to improve their chances of success during
a Challenge. By spending a Shard before the roll, they can add a d8 to their
basic dice pool for this roll. This means they get to use a total of 4 dice during
that Challenge (d8, d6, d6, d6).

Traits upgrade the dice normally, meaning a total of 2 relevant Traits would
change the dice pool to d8, d8, d8, d6. If there were five applicable Traits, the
resulting dice pool would change to d10, d10, d8, d8. An impressive number of
7 relevant Traits would allow the Player to roll 4 d10s.

Additionally, all "1s" rolled are ignored, and the Player does not mark Trouble,
regardless of results rolled.

Asking Theme Questions


Each Character has a total of nine questions (three from each Theme) they
can ask any time during the game, as long as they spend a Shard. The
questions are supposed to potentially change the situation, give the
Characters an upper hand, or introduce new elements to the story. Do not be
afraid to use them.

The Player spends a Shard, and the Character gets to ask a question from
their list. The GM has to give them a satisfying answer. If a “Gem” Character
asks “How am I in the center of attention?” the Game Master cannot deny that
fact - for some reason, the Character is now in everyone’s focus (or has been
in center since the beginning of the event).

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Sometimes the answer may be blatant, and the GM cannot think of a better
one. If the “Pure” Character asks “How are they vulnerable to me?” about a
heavily wounded opponent, the GM may decide that their obvious physical
state is the reason for the vulnerability. If so, the Character will get the Shard
back, since using it was kind of pointless. The GM might instead give another
reason for the opponent’s vulnerability, apart from the obvious. In that case,
the Character spends the Shard normally.

Keep in mind that regaining a Shard is possible only if the answer is obvious,
since the GM cannot give a negative answer (in this case, they cannot say
“Your opponent is not vulnerable to you”) and give the Character their Shard
back. The answer has to be affirmative - always.

Activating Special Rules


You can spend Shards to activate the Character’s Special Rules that come
either from their Themes or Origins. For instance, an Angel Character might
spend a Shard to switch between their Angelic Callings, and a Socialite might
spend a Shard to introduce a person or a new rule to an ongoing party.

As with the Theme Questions, you may spend Shards at any moment of the
game, as long as it makes sense (even if only by a longshot). A Socialite may
introduce new people at parties or any other type of social gathering, but not
when they are put under arrest, for instance. In case you’re not sure whether a
Special Rule should apply, discuss it with the whole group.

205 Playing the Game


Regaining Shards
Characters of each Origin regain Shards in different ways. A Player may
declare their Character wants to replenish their Shard pool at any point of the
game, regardless of how many Shards they have left. When a Character wants
to regain Shards, they do so on the spot. The Player may immediately note it
on their Character’s sheet.

The Sephira demands something from the Characters in return. Until those
conditions are met, a Character cannot replenish their Shard pool again.
They've got their Shards back, but now need to make an appropriate Challenge
(usually by rolling three d8s, disregarding their Traits) and act upon the result.
They don’t have to do anything immediately. It’s just that they will be unable to
get any more Shards until they deal with the result of the Challenge.

You will find the exact rules for regaining Shards in “The Guidebook” chapter
of this book.

Angels
Angels used to exist to serve. They had a higher purpose and a clear path
ahead of them. Now, after regaining their freedom, they are left with a
lingering sense of guilt for their trespass. This may not show at first sight -
angels are no strangers to pride and awe - but somewhere deep inside, each
of them still struggles with their abandoned duty.

They may have overthrown their leaders, but they still need guidance. And they
feel they need to atone for their sins. The Sephirot sense their need and give
them what they desire: penance.

An Angel Character may choose to pray to their local Sephira any time during
play and ask, “How can I atone for my sins?” It automatically replenishes their
Shard pool; however, they are also given a penance they need to fulfill before
they can pray to the Sephira and have their Shards replenished again.

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Daeva
For Daeva, their connection with mortal followers is crucial to their existence.
They gain power through being worshipped; they need mortal adoration and
sacrifice in order to thrive. Unlike the Angels, they do not communicate with
the Sephira directly. They tap into its power by asserting dominance over their
followers.

To replenish their Shard pool, a Daeva needs to focus on their mortal followers
and answer the question: “What do I need them to become?” The vision of the
mortals obeying their will and evolving into the chosen image is enough to
exhilarate a Daeva and regain all lost Shards.

Unfortunately, followers are far from perfect. They may have their hesitations
about what is needed from them or can prove unable to fully comprehend
what they should do. It’s up to the Daeva to guide and correct them. It is only
after a Daeva manages to transform their followers that the deity can
replenish their Shard pool again.

Infernals
When an Infernal is sentenced to Hell, the overlords extract their True Name,
which is carved into their soul. Using someone’s True Name enables them to
compel their victim to do their bidding. This way, the overlords can easily
control the ones they are to punish. After escaping to the mortal world,
Infernals keep their True Names hidden and take on new identities.

However, some Defiant - or even mortals - can become aware of an Infernal’s


True Name. They may call it in a time of need or on a whim to compel the
Defiant to help them or give them any order they choose.

Whenever an Infernal wishes to replenish their Shard pool, they do so


automatically. However, the released energy makes someone who's already

207 Playing the Game


aware of their True Name think of the Character, and either voluntarily or
unwittingly summon them.

Depending on the person and situation, the Infernal may need to help them out
of a bad situation, indulge them for a while, or go out of their way to heed their
commands.

Leviathans
The ancient beasts used to only crave death and destruction. After
reawakening, some have found new desires and have joined the ranks of the
Defiant. They may now be a part of a civil community but the primal hunger
still burns within them, and they need to find new ways of satisfying it.

Whenever a Leviathan wants to replenish their Shard pool, they need to search
their soul for something they crave more than utter destruction. Then, they
need to focus on that desire and pursue it.

The very act of finding the need is enough to connect with the Sephira and
replenish the pool, however, it takes some time for the Leviathan to satisfy this
new desire. And until they do, they cannot ask the Sephira for more power, as
the new hunger burns too brightly.

Non Player Characters and Shards


While NPCs do not use Shards, all Defiant Royalty share the bond with the
Sephira, and everyone needs to cultivate it. You should assume that all Angelic
Royals pray for guidance, all Daeva aristocracy mold their followers, all
Leviathans fight with their urge for destruction, and all Infernals have secret
names. There are no rules for this since NPCs cannot gain or use Shards,
though.

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Personal Themes
When creating a Player Character, everyone chooses three Personal Themes
for their hero. They are the basic building blocks used to flesh out the
Characters. They all come with their own Traits, Questions, and Special Rules
that can be used during the game.

There are a total of twelve universal Personal Themes and additional eight
Origin-exclusive Personal Themes, two for each Origin. A Character is always
created by combining three Themes, one of which may (but doesn’t have to)
be Origin-exclusive.

New Personal Themes will be available in upcoming game supplements.

209 Playing the Game


Character Traits
Every Personal Theme comes with three sets of Traits. During Character
creation, the Player chooses one Trait from each set and writes them down on
their Character Sheet. The rest of the Traits do not influence the Character in
any way. During the game, Traits are used to establish Potential during
Challenges.

Theme Questions
There are three Theme Questions written on every Personal Theme Card. The
Character can use all three of them, granting them a total of nine Theme
Questions (three from each Theme they possess). They can use the Questions
any time during the game, as long as they spend a Shard. After a Question is
asked, the GM has to come up with an interesting answer. If this is not
possible due to the logical or physical limitations of a Scene, the Shard is
returned to the Character.

Asking the Player Characters


If the Character wishes to ask a Theme Question about another Player
Character, they ask them instead of the GM and give them the Shard. The
Player controlling the asked Character can either accept the Shard and answer
the Question or give it back without answering.

Special Rules
There are two Special Rules for each Personal Theme. Some of them may
require spending a Shard or taking a Challenge to activate them, while others
work automatically. The Character can use both Special Rules from each of
their Personal Themes, giving them a total of six abilities.

Targeting Player Characters


You can target other Player Characters with the Special Rules, as long as it
makes logical sense. If you choose to do so, you follow the standard

210 Playing the Game


procedure described on your Theme Card. The target Player Character can
spend a Shard to completely negate the effect of the Rule, however.

You cannot use the same Special Rule against the same Player Character
more than once per Scene. If the Player feels uncomfortable with certain
Special Rules used against their Character, they can also use the Veil or the
Line card to specify how they want it handled.

Trouble
Each Personal Theme comes with its own, unique Trouble - a dormant
problem that may occasionally arise, compelling the Character to deal with the
fallout. You will find the rules for activating and managing Troubles in the next
chapter.

211 Playing the Game


Trouble and the Trouble Track
From time to time, bad things will happen to the Player Characters due to their
backgrounds or events from their past, rather than as a result of something
that has just happened. A Warrior might be confronted by an enemy they once
vanquished, a Socialite might find themselves ostracized, a Prodigy’s mentor
might barge in with unreasonable demands, and so on.

Each Character has three different Troubles - one from each Personal Theme -
and a four-box long Trouble Track on their Character Sheet. Whenever they
score at least a single “1” during a Challenge roll, the Player marks one of the
boxes (unless they spent a Shard before the roll, of course). Whenever there’s
at least a single box marked, the Player may activate the Character’s Trouble.
If all boxes are marked, the Trouble activates automatically in its most severe
form. After the Trouble has been activated, all marks are erased from the
Track.

Activating Trouble
As long as at least one box in the Trouble Track is marked, the Player can
activate one of their Character’s Troubles at any time. If they do, they can
choose any of the Troubles their Character possesses and narrate the
situation. Other Players and the GM may ask for additional details and share
their doubts if they feel the scene is not within the chosen Trouble’s scope.

If the Player does not activate a Trouble until the whole Trouble Track is
marked, the Trouble activates automatically the moment the last box is
marked. This time, it’s the GM who chooses one of the Troubles and narrates
the situation.

Afflictions
Regardless of the resolution of the situation, whenever the Trouble is
activated, the Character gets an Affliction before they have a chance to act.

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The severity of the Affliction depends on the number of the marked boxes on
the Trouble Track.

A single marked box results in the Character receiving a Minor Affliction.


Activating Trouble when there are two marked boxes on the Track results in a
Major Affliction. In the case of both three and four marked boxes, the
Character receives a Severe Affliction.

While the severity of the Affliction is the same both in the case of three and
four marked boxes, the difference is, in the first case, it’s still the Player who
gets to narrate the situation, even if it is really bad. When all boxes are marked,
things are out of the Player’s hands.

The Affliction should have to do with the nature of the activated Trouble. If the
Player narrates their Warrior Character (with one box marked on the Trouble
Track) being attacked without warning by a Leviathan they’ve recently bested
in a tournament, they could come up with a “Cut on the Cheek” Minor
Affliction, portraying the effect of the sneaky assault.

The same Player might activate their Trouble with three boxes marked on the
Track and decide their Character has been slipped drugs and is now in the
hands of their old enemy, who tirades about his grief while revealing an evil
master plan. They could go with a “Heavily Restrained” Severe Affliction to
illustrate their Character waking up tied up in the Holding of their nemesis.

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Personal Affairs
Each Defiant Episode begins with the Characters’ Personal Affairs. Before you
jump into the current action, you start by discussing what your Characters
have been up to recently. Defiant is not played day-by-day; some time has
passed in the Domain since the last Episode ended. As Lords and Ladies, your
Characters surely haven’t been just sitting idly.

During this phase, every Player chooses one Personal Affair for their Character
to represent their actions in recent days and get a bonus. There is no
Challenge required; you only need to choose the Affair.

The GM will ask each Player about their chosen action to establish what the
Character was doing, exactly. As always, the responding Player’s ideas are
most important, but everyone else is free to chip in with their input or protest if
they feel something the Player said goes too far or against previously
established facts.

Each Player can choose any single option from the list below.

Gain Two Points of either Province or House Standing


Helping the Princepty or supporting your House is a surefire way to gain
recognition and improve your standing. There’s always plenty to do in the
Province, and bloodlines can always use the time and resources of their
Royals.

What exactly have you been doing for either the Princepty or your House?

Increase the Potential of the Next Court Challenge by Three


Some Royals prefer to focus on their subjects in their free time. By catering to
their needs, instilling a sense of discipline in them, inspiring them with their
own actions, or enforcing new rules, they can significantly improve the way a
Court works, at least for some time.

How did you manage to improve the situation in your Court?

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Remove All Afflictions From Yourself
A good Royal needs to remember to take care of themself. Sometimes, they
should focus on getting better, overcoming their weaknesses and ailments,
and finding cures for their problems so they are ready whenever new
challenges arise.

What did it take for you to get better?

Remove All Afflictions From Your Courtiers


For the most part, Courtiers are there to serve the Royals. Yet, in return, rulers
should care for their subjects. Sometimes that means focusing on their
problems and needs, especially if they have recently been through much.

How did you care for your Courtiers?

Create a New Facility in Your Holding


A good Holding always grows to accommodate for the ruler’s growing needs.
Every new facility has a purpose, with some being designed for specific tasks,
while others serve as a testament to the Royal’s glory.

What does the new Facility look like, and what’s its description?

Change the Adjectives of Any Number of Your Facilities


There’s nothing wrong with a bit of redecorating. With a little work, the same
Holding can make a completely different impression. A “Luxurious Spa Area” is
quite different from a “Terrifying Spa Area” or a “Perverse Spa Area,” after all.

What are the new adjectives, and how do the Facilities look now?

215 Playing the Game


Start an Endeavor of Your Choice With a +3 Potential Modifier
Royals can spend their free time planning and starting new ventures. If
designed carefully, a new Endeavor is much easier to start, and potential
problems can be avoided.

Consult the Endeavor rules and add +3 to the opening Challenge.

Advance an Endeavor by Three Steps


A bit of free time is also perfect for taking care of plots and machinations that
are already in motion. By investing their time and resources, a Royal can make
significant progress in one of their current ventures.

What did you do to bolster the Endeavor?

Change Your Unique Trait


There’s nothing wrong with using your free time for personal growth or
learning new things. However, since Defiant Royals carry plenty on their
shoulders, acquiring new skills usually comes at the expense of neglecting
some of their old interests.

What’s your new unique Trait?

Personal Challenges
During an Episode, there’s another moment of downtime when the Characters
can take care of their personal life again. This time, however, it works a little
different. They choose their preferred option the same way they did during the
Personal Affairs phase, but then need to take a Challenge to see what it took
to achieve their goal.

Scoring no Successes usually means they do not get the bonus, and
something bad happens instead. All other roll outcomes result in the
Character getting the bonus, but with some additional complications or
unforeseen benefits, just as with any other Challenge.

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Court Challenges
To be a Defiant Royal is to rule over a Court of your own. So there’s no wonder
that events in each Character’s Courts play an important part in every Episode.
After the Personal Affairs phase has concluded, you turn your focus to the
developments in every Player Character’s Holding to see how they are faring
as Royals.

Every Court Challenge follows the same routine. The GM starts by asking a
few questions about things like recent events, potential problems, and
changes at the Court. The Player can answer in any way they choose. No roll
is required for that. They do, however, reply from the Character’s perspective.
So even if they assure the GM that everything is perfect at their Court, they are
only talking about the Character’s perception of the situation, which could be
quite far from the truth. At this point, it doesn’t matter, however.

After all the questions are answered and everyone has a clear picture of recent
events, Royal’s concerns, and their focus, the Character takes on a Challenge
to determine how good or bad the situation actually turns out to be. All the
answers to the questions serve as hints for the GM as to how to interpret the
outcome of the Challenge.

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Depending on the number of Players, you either talk about the Outcome or
play out a full Scene at the Court to illustrate it (which usually only happens in
case of groups comprised of a single Player and a GM). Then you turn to the
next Player and go through the procedure again until everyone has a chance
to take the Court Challenge.

Answering the Court Questions


Remember that it’s actually the Character, not the Player, answering the
questions. Try to keep their perspective in mind. Their answers might be on
point or completely delusional - the outcome of the Challenge will determine
that.

The answers also serve as clues for the GM. They show the focus of the
Character: the things they are either most concerned about or interested in.
The Outcome of the Challenge should be built around the answers, either
adding to them or disproving the Character’s initial view of the situation.

If the GM or other Players feel they want to learn more about the situation or
something is unclear, they are free to ask follow-up questions to get a better
view of the life of the Character’s Court.

What’s the main issue you’ve been dealing with in your Court,
lately?
Has the Court been working on something, or has a new problem emerged?
Has anything of note happened since the last Episode ended?

It may have something to do with the events of the last Episode, your
relationship with your spouse, your active Endeavors, the recent Personal
Affair, or something completely different. Remember that you cannot include
new elements that would normally require an Endeavor or a Personal Affair to
be accomplished. You can state that the issue is connected with a recently
built training area, but if you haven’t actually created a new Facility in the

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Holding, the training area will not count as one. It will still exist in the game
world but will provide no bonuses.

Have you noticed the Court’s Afflictions affecting life in your


Holding?
Which of the Court’s Afflictions influenced the life of your Court the most?
What event has been greatly affected by the Affliction? How were you trying to
counter the Affliction?

Most Player Characters’ Courts have an Affliction impeding the lives of the
Courtiers. If your Court does not have one, you can omit answering this
question, of course. Since a Court Affliction plays an important part in the lives
of everyone in the Holding, you should talk about it to get a better idea of how
things are. Of course, the Character may not see the Affliction as a problem or
may downplay its actual grasp on the Courtiers. That’s perfectly fine; rulers
have a tendency to overlook some of the issues they are facing.

Are you aware of any Courtiers causing problems in your


Court?
Has anyone been acting against your will recently? Has anyone’s
incompetence or mistake created problems for you? What did you do about it?

Courtiers are far from perfect and sometimes fail to follow the paths chosen
for them by their rulers. Some are rebellious, openly challenging their Lords
and Ladies. Others try to bend or break the rules for their own interests, hoping
nobody will find out. There are also those who try their best to do what’s right
but still end up getting in trouble. As an absolute ruler of your Court, you are
the one to decide their fates.

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Have you implemented any new rules or customs in your
Court?
Have you introduced any new long-term laws to be obeyed from that day
forward? Have you enacted any temporary rules? How have Courtiers reacted
to them?

Every Lord and Lady can shape their Courts in a way that suits them. They are
expected to do so in a manner that will empower the Sephira. The exact
nature of their laws is up to them. They can also change the rules at any time -
such is the privilege of absolute rulers.

Is there anyone or anything you're especially interested in


right now?
Is there a Courtier you’d like to be included in the Court Challenge? Do you
want to focus on your relationship with your spouse? Is there something in
your Court that you want to explore more?

This question is different from the rest, as it is not directed at the Character
but at the Player. If there’s anything they would like to play out or focus on
during the Challenge, this is the way to communicate that to the GM. It’s also
perfectly fine to not have a preference and let the GM choose the topic.

Establishing the Potential


After all questions have been answered, it is now time for the Character to
take the Challenge as per standard rules. The goal of the Challenge is to check
how their Court has been faring recently. You will start by establishing the
Character’s Potential for this task.

When establishing the Potential, the Player should also refer to the situation
they have described when answering the question. A different approach may
be needed after a major rebellion at the Court than after a new popular law
has been implemented, and so on.

220 Playing the Game


Personal Traits
As with normal Challenges, the Character can use all their Traits that they
have relied on as a ruler. They have to explain how those Traits influence their
governing style or make it easier for them to govern their subjects.

Character’s Afflictions
If any of the current Character's Afflictions may have an impact on their ability
to rule, they should be included in the Challenge and lower their Potential.

Holding Facilities
They may also include any number of Facilities from their Holding that
positively influence either the quality of life or the discipline at their Courts. Any
Facility can be added, as long as the Player can justify its usefulness.

Court Traits
As long as the Character relied on Court Traits to ensure better functioning of
their subjects, they can add them to their Potential. They can add some or all
of their Court Traits, if they have more than one. They still need to justify each
one separately, though.

Court Afflictions
The Character needs to lower their Potential in accordance with the Court’s
Afflictions. There is no way to escape this; all Court Afflictions will impact the
Challenge.

Shards
The Court Challenge is an exception - you can’t spend a Shard to add a d8 to
your roll.

Courtier Archetypes
The Character may use their Courtiers to help them with the task. This works
like any other case of using Courtier Archetypes. Each Courtier chosen by the

221 Playing the Game


Player adds the bonus from their Archetype to the Potential but gets an
Affliction in the process. The Character may also use their spouse’s
Archetype, but in that case, they get an Affliction themselves, as per standard
rules.

Interpreting the Outcome


After the Potential has been established, the Player makes the roll and sums
up their Successes. It is then up to the GM to interpret the result. This works in
pretty much the same way as other Challenges, so you can consult the normal
Challenge rules for additional guidelines.

0 Successes: A Disaster!
Whatever doubts the Character had about the situation at the Court, it’s
actually even worse. If they were sure there is absolutely nothing wrong going
on, they might have been a bit delusional. Something bad or extremely
problematic has happened with the Player’s Holding or among their subjects -
an open mutiny, a facility being partially destroyed, a hostile action made by
another Royal, a swift intervention by the Authority – and whatever happened,
it was a disaster.

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As you are using the standard Challenge rules for this, the GM could
theoretically decide to give the Character a Severe Affliction as an additional
outcome of the situation. This could, however, prove problematic, especially if
there’s more than one Player in the group. Rather than participating in the next
Thread, the Character would probably focus on recuperating.

Instead, here are some additional potential consequences the GM can choose:

• Afflicting up to five Courtiers in the Character’s Court


• Temporarily or permanently rendering a Facility useless
• Afflicting the Character’s spouse with a problematic Affliction
• Lowering the Character’s Standing by up to three points
• Permanently or temporarily removing a Courtier from the Court
• Adding a new Minor, Major, or Severe Affliction to the Character’s Court

1 Success: Problematic at Best


While nothing terrible happened, everything hasn’t exactly been smooth in the
recent days of the Court. In the end, the Character managed to deal with the
problems, but it did cost them. Now, the Court will need some time to fully
recover from recent events. Remember that this situation is by no means
dramatic - things happen at Courts all the time, and all other Royals have
these kinds of problems. Other Lords and Ladies shouldn’t make a big deal of
this.

In addition to normal Challenge consequences, the GM can also use any of


these options:

• Afflicting up to three Courtiers from the Character’s Court


• Temporarily rendering a Facility useless
• Afflicting the Character’s spouse with an easy-to-heal Affliction
• Lowering the Character’s Standing by a point
• Temporarily removing a Courtier from the Character’s Court
• Adding a new Minor or Major Affliction to the Character’s Court

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2 Successes: Business as Usual
Minor hiccups are to be expected when governing a Court. This is probably the
most common situation in many established Holdings within the Domain. The
Character’s initial answers to questions have probably all been pretty accurate,
though they might have missed a detail or something proved to be slightly
worse than they anticipated.

Whatever bad things might have happened, the Character has it under control
and probably did not have to resort to extreme measures to keep it that way.
Some things might have changed a bit, but that’s normal - people and
situations change constantly.

The GM can either use the standard Challenge consequences or use any of
these:

• Slightly Changing a Courtier’s or spouse’s Archetype


• Adding a new Minor Affliction to the Character’s Court, along with a new
Trait
• Changing an adjective of a Character’s Holding Facility
• Swapping up to three points between Province and House Standing
• Removing a Courtier from the Court and introducing a different one
• Progressing an Endeavor by a step but adding a Setback to a different one

3 Successes: A Turn for the Better


The Character has proven themselves to be a skilled ruler this time. Not only
did they take care of any problems that emerged recently, but they also
managed to improve the situation at their Court. Other Defiant Royals
probably look at the Character’s Court with a bit of envy or respect - a well-
governed group of subjects is a testament to their ruler’s competence.

If they want, the GM can use any of the options below rather than normal
consequences:

224 Playing the Game


• Improving an Archetype of a Courtier from the Character’s Court
• Adding a new Trait to the Character’s Court
• Adding a new Facility to the Character’s Court
• Awarding the Character up to three Standing Points
• Introducing a new Courtier to the Character’s Court
• Removing an Affliction from either the Character or a Courtier

Narrating the Outcome


After the GM interprets the roll and chooses the consequences, they describe
what has occurred in the Character’s Court. There are no more Challenges
involved, as the situation has already happened. The Character may try to
improve or change the Court’s situation later in the game, but for now, it is
what it is.

Of course, the Player may still ask for a different interpretation of the roll, if
they feel that the Outcome goes against their idea for their relationship with
the Courtier, their Character’s ideals, etc. If they cannot reach an agreement
with the GM, the rest of the group should try to help out with their input.

In the case of single GM - single Player groups, the GM may create a whole
Scene around the Outcome of the Challenge, placing the Character in the
middle of the problematic situation (as they have more “screen time” for the
Character). This could lead to the Character getting out of a tight spot through
more Challenges within the Scene, but might also result in additional
complications (in case of bad dice results in additional Challenges).

225 Playing the Game


Character Advancement
Defiant is not a game focused around Character advancement, meaning that
the Characters will very rarely have the opportunity to “upgrade” their
attributes and abilities. While their relationships and both personal and
political situation may change and improve, their Traits and special abilities
remain the same throughout most of the game.

Personal Affairs, Endeavors, and Challenges


The Characters may gain new bonuses and acquire new assets through
Personal Affairs and Personal Challenges, as a result of especially successful
Challenges, or by completing Endeavors. This comes in the form of new
Courtiers, privileges, Holding Facilities, and possessions, however; it does not
involve upgrading one’s Traits or gaining new supernatural powers.

Seasonal Advancement
After the Season Finale, however, before the new Season starts, the Players
have the option to truly upgrade their Characters, clearly improving their
Potential. Every Player can choose one of two options below for their
Character.

226 Playing the Game


Theme Mastery
You may choose one of the Character’s Themes that you feel played the most
important role throughout the last Season and modify it to increase the
Character’s Potential.

• Design one additional Theme Question for this Theme and write it down.
Work it out together with the group. You may now use this question in
addition to the ones the Character already has.
• Either take another Trait from the Theme Trait list (from any of the three
sets) or make one of the Character’s Traits exceptional (granting you +2,
rather than usual +1 to Potential).
• Create a new Special Rule for the Theme (consult with the group) that the
Character can now use in addition to the abilities they had before.

Theme Change
Start by choosing a Theme that either played the least important part in the
last Season or became obsolete due to Character’s personal growth and
development.

• Erase two of the Theme’s Traits from the Character Sheet (leave one).
• Erase two Theme Questions from this Theme’s list (leave one).
• Erase one Theme Special Rule from the Character Sheet (leave the other
one).

This Theme no longer counts as your Character’s Theme (though you get to
keep some of its perks).

Now, pick a new Personal Theme for the Character. You can choose any
Personal Theme that you like. If you’d like to take an Origin-exclusive Theme,
you need to pick an applicable one and discuss it with the rest of the group.

Write down three new Traits from the new Theme (one from each set), three
new Theme Questions, and both Special Rules.

227 Playing the Game


chapter 5
Preparing for the Game

While it is good for the Players to prepare for the upcoming session by
recalling the events from the last meeting and potentially planning how to
handle their Personal Affairs and Court Challenges, this section is designed for
the Game Master. There are no secrets here - everybody's free to read through
this chapter, especially since each of you may one day decide to take on the
role of the GM. Bear in mind, however, that all of the rules below concern only
the Game Master.

This chapter focuses on the preparations a GM needs to undergo before every


session. Defiant is a low-prep game, meaning you do not have to spend
numerous hours designing every aspect of an Episode. It does require some
level of planning and designing, however.

Different work needs to be done at the beginning of a Chronicle (“Preparing for


a Season”) than at the beginning of a regular Episode (“Preparing for an
Episode”). If you divide every Episode into two separate sessions, there is little
to no work required between meetings during the same Episode.

228 Preparing for the Game


The Three Levels of Preparation
Since GMs can have different levels of experience with Defiant and role-
playing games in general, as well as varying amounts of time on their hands,
there are three different ways in which you can prepare for upcoming
meetings. As a GM, you are free to mix all three by, for instance, creating
Basic-Level Threads, Advanced-Level NPCs, and Expert-Level Mirrors, or to
commit to any of them.

We strongly recommend you use these rules to create your content. If you
prepare to run the game by your own set of rules, it may still be fun, but it
won’t be the true Defiant experience. This game is more than an idea for a
supernatural world with basic mechanics; it’s a whole playing philosophy. If
you do not follow the rules, you will be playing a different game.

Basic Level
This is the fastest and least demanding way of preparing for the game and
creating material. It covers everything needed for a fun Defiant Chronicle.
There’s nothing wrong with sticking to Basic Level throughout the whole
preparation process. In fact, if you’re new to Defiant, and especially if you’re
new to being a GM, we encourage you to.

This Level is also meant to be used by more experienced GMs who have little
time to prepare for the game. Using these methods will bring you results
faster, while still adhering to Defiant’s principles. Remember, you can also use
the Basic rules for some Chronicle elements while sticking with the Advanced
options for others.

Advanced Level
If you have a little more time on your hands or feel you get the hang of the
Basic Level rules, you should probably stick with the Advanced Level. The
Preparation will take longer and will require some more design skills, but it’s

229 Preparing for the Game


still not that complicated. Using these rules will result in a more compelling, in-
depth playing experience for the Players and will give you more control over
the material. You will be able to add more details to your creations.

Even if you’re only starting as a GM, we recommend you read the Advanced
Level procedures. Perhaps you will decide to use some of the rules, or at the
very least, you will get an idea of what awaits you in the future. Reading the
Advanced rules will also help you to understand the philosophy behind the
Basic ones. Just remember: you do not have to use any of them.

Expert Level
The Expert Level is designed with seasoned Defiant GMs in mind and enables
them to either go beyond the classic structure or introduce entirely new
elements to it. Using the Expert Level rules requires the mastery of both the
Basic and the Advanced Level. The rules for this Level are not included in this
rulebook and will be covered in future Defiant supplements.

The Symbols for GM Mastery Levels

To make navigating the rulebook easier, we’ve created symbols for each level
of GM mastery. The Basic Level is symbolized by a d6 with a single star on it.
The d8 with two stars represents the Advanced Level. Expert Level materials
are marked by a d10 with three stars on its side.

230 Preparing for the Game


Preparing for a Season
After the first meeting, you need to create the outline of the Chronicle ahead.
By this point, you should have already chosen a Province to play in (as it was
required to create the Characters), so this gives you some information. You
also know the Characters and their backgrounds, as you created them
together during the meeting. You will also need to go through this process
after the conclusion of a Season, before starting the next one.

Rather than fleshing out events and plotlines with every detail, at this stage
you will focus on creating broad sketches of the stories to come and the
people the Characters will get to meet. Depending on your experience and the
Levels of preparation you choose, this whole process should take between
half an hour and three hours. Remember, you only need to do this once per
Season, which means you’ll have to put in this additional time or more than
once every dozen or so game Sessions.

Basic Preparations
This basic set of rules is all you need to follow to quickly create a new Season
in your Chronicle. Simply complete the two steps below, and you’re done.

Create Three Mirror Concepts for Each Character


You need to create the concepts of three Mirrors for each Character. You can
read more about them in the next section of this Chapter. If it’s possible, every
concept should Mirror a different Theme of each Character, but if you’re
having trouble with this, it is not necessary.

Note that at this point, you are only creating Mirror concepts, not the actual
NPCs. “Rebellious Prodigy” is all you need right now; you don’t have to design
a whole character around this idea. There will come a time for this later when
you’re preparing for the Episode.

231 Preparing for the Game


Choose or Create a Basic Story Arc
Every Season needs a Story Arc: a loose plotline that ties the events together.
If this is the first time you’ll be the GM, it’s probably best to pick one of the
Story Arcs included with every Province (you can find them in the description
of Bridgewood Boulevard, at the end of this rulebook).

There are three types of Story Arcs, just as there are three levels of
preparation. If you’re going with the Basic Level, pick a Basic Level Story Arc,
as well. You may also create one yourself; you can find the instructions to do
so in this Chapter.

Advanced Preparations
If you want to add more details to the Season and feel you have the hang of
the Basic preparations, you may want to use the Advanced Level procedure,
described below.

Create Six Mirror Concepts for Each Character


Rather than creating only three concepts, try to think of six Mirror ideas for
each Character. Make sure that you have at least a single Mirror concept for
each of their Themes. Having more concepts at the ready will enable you to
introduce new interesting NPCs more easily during the game.

Assign Three Mirror Concepts per Character to NPCs


Save half of your Mirror concepts for later, and use the rest to either create
NPCs around them or give them to existing NPCs from either the Characters’
Courts or the Province Guide (if you’re using one). Create three NPCs for each
Character. You can find the rules for NPC creation in this Chapter.

232 Preparing for the Game


Choose or Create an Advanced Story Arc
Rather than relying on a Basic Story Arc, pick or create an Advanced version of
the plotline. It will make for a more compelling and layered story. Once more,
the rules for creating the Story Arcs are explained later in this Chapter.

Create an Arch Nemesis


Apart from the NPCs you created in the previous steps, you will also need to
design one more unique Character. The Arch Nemesis is not necessarily the
enemy of a Player Character, but rather a person who somehow resonates
with all of them. You create them just like any other NPC, but you need to base
them on three Mirror Concepts - one for each Player Character.

This might be a person crucial to the Story Arc, but they could just as easily
have nothing to do with the events in the plotline. You can either design this
NPC from scratch or modify a Defiant described in the Province Guide to fit
this role.

233 Preparing for the Game


Preparing for an Episode
The bulk of the work you need to put into the preparations comes before every
Episode. Remember that an Episode is not the same as a game Session. If
you have less than six hours of game time ahead of you, we recommend
dividing the Episode into two separate meetings. This means you only need to
prepare every other Session.

Basic Preparations
Using the Basic rules, with some training, it should take you an hour or less to
fully prepare for an Episode. Follow the guidelines below.

Restock Mirrors
If you have used up some of the Mirrors during the last Episode, create new
ones so that you have three Mirrors per Character available.

Create Two Threads


Every Episode needs to consist of two Threads (major event hubs). Follow the
rules of Basic Thread creation and design two Threads for your Episode.

Create or Choose One Additional NPC for Each Thread


Add a single NPC present at each of the Threads you created. It might be a
Character you designed especially for this occasion, someone described in the
Province Guide, or a Character established and introduced in previous
Episodes. Think of the role they will play in the Thread. They might be a host at
the party, a troublemaker during an investigation, or an adversary in a
tournament.

Consider Implementing the Story Arc


You are not required to implement the Story Arc elements in your Episode, but
consider doing so to make the story feel more consistent and like it revolves

234 Preparing for the Game


around more than Character actions. Remember, though, that it’s better to
have too little underlying plot than to overdo it.

Advanced Preparations
If you decide on the Advanced rules, the whole process of preparing for the
Episode should take about two hours. The Episode itself will probably become
a bit longer, taking you about eight hours to complete (you may easily divide it
into two four-hour Sessions, though).

If you have some experience with Defiant and are willing to put in the extra
time, this is probably the right level of preparation for you. Remember, you can
mix the levels, using some of the methods below along with the Basic rules
whenever you’re not feeling up for the Advanced version. You can also switch
between Episodes, creating some of them using the Advanced rules while
relying on the Basic version when you have less time.

Restock Mirrors and Secrets


You should have a total of six potential Mirrors available for each Character at
the beginning of an Episode. Create additional concepts if you have less than
that. Try to have at least a single Mirror for each of the Characters’ Themes
available.

All NPCs in Defiant have their Secrets. If someone’s Secret got out during the
last Episode, you should design a new Secret for them to keep the situation
interesting. You can read more about Secrets later in this Chapter.

Create Two Threads


Use the Advanced Thread creation rules to design two Threads for the
Episode. Try to keep things interesting by choosing different locations,
activities, and issues for each of them.

When considering the NPCs for the Thread, you might want to include a Link
NPC, to make the situation more engaging. While they work great in personal

235 Preparing for the Game


Scenes (like the Court Challenge or Personal Affairs), they are fun to use when
the Player Characters are together, since they may have completely different
attitudes towards them.

If you feel up for it, you may also design a rough outline of a future Thread so
you can announce it to the Characters during the Episode. This is optional.
Use it only if you want to have a big event on the horizon and think it would be
fun for the Characters to make additional arrangements beforehand.

Create or Choose Two NPCs for Each Thread


If you are using the Advanced Thread creation rules, you already need to put a
few NPCs into the Thread. Regardless, to make the event more crowded,
insert two more NPCs in each Thread. You can create them now, or choose
someone from the previous Episodes.

Create the Underlying Circumstances


To make each Episode feel more unique, you should create a common theme
for all events during its run. A heatwave affecting the city during an Episode,
an exciting rumor doing rounds throughout both Threads, Personal Affairs,
and the Court Challenge, Defiant dealing with a newly implemented law - think
of something that happened in the past or is happening right now that
influences the Characters and everyone around them, at least to a point.

The underlying circumstances are not supposed to be something the


Characters need to deal with; they shouldn't be framed as obstacles to
resolve. If a heatwave has struck the city, some Defiant may complain about
the weather, some event may be held in air-conditioned areas, and the
neighborhood meeting might take place at the Lady’s pool, but that’s it - no
additional action is needed.

236 Preparing for the Game


Consider Implementing or Modifying the Story Arc
You are not required to include the Story Arc in every Episode. In fact, you
should mostly use it when the action stops and Characters have nothing to
do. If they are occupied with their personal goals and agendas, let them be.
They’re having fun, and that's what you are aiming for.

However, especially if you're using an Advanced Story Arc, you might consider
dropping in an introduction seed or building one of the Threads around the
Story Arc’s issues.

You might also want to reevaluate your Story Arc, from time to time. Since you
are not following a script, the Characters might have taken the story in a
different direction, which could result in the Story Arc making little or no sense
anymore. Usually, it will only take small modifications to put it back on the
right track.

237 Preparing for the Game


Creating Mirror Concepts
The Mirror mechanic is a key element of Defiant, making for a unique game
experience. It is the tool that helps to put the Player Characters in focus,
making the whole story about them. You should introduce new Mirrors, or
include already established ones, whenever you have a chance.

Remember that Mirrors are not NPCs - they’re basic concepts which can
either serve as foundations for new NPCs or be integrated into already
existing characters (i.e., Courtiers, premade residents of the Province,
members of the Authority, etc.)

Think of a Mirror as a Character’s reflection. It can be either an almost exact


duplicate or (even better) an image distorted in some way. It should bear a
resemblance to the original but have its own clear distinctions.

Basic Mirrors
The easiest way to create a Mirror is pretty simple. Follow the steps below to
create the Basic Level Mirrors for your game.

Pick a Character’s Theme


Look at the list of Themes of the Player Character you want to create the
Mirror for. Choose one of the Personal Themes. To refresh your memory, read
the text of the Theme, including the Traits, Questions, and Special Rules.

Mirror It
Now create either an exaggerated or caricatural version of the Theme. Think
of an appropriate adjective that would sum up your idea. A Basic Mirror of a
Warrior Theme could be a “Brutal Warrior,” “Misguided Warrior,” “Cowardly
Warrior,” “Unbeaten Warrior,” “Creepy Warrior,” and so on. Trying to mirror the
Thirst Theme could result in Mirrors like “Insatiable Thirst,” “Disturbing Thirst,”

238 Preparing for the Game


“Hidden Thirst,” and many more. Use intense or over-the-top adjectives that
relate to the Mirror’s personality, moral code, or the impression they give.

Write down your Mirror, and you’re done!

Advanced Mirrors
The Advanced version of Mirror creation is based around the same concepts
as the Basic one. By putting more time and effort into your preparations, you
will be able to create Mirrors that are better tailored to the Characters and
tweaked to make for more engaging and exciting relationships.

Pick a Character’s Personal Theme and Analyze It


Start by choosing one of the Character’s Personal Themes. This time,
however, try not to think about the general idea behind the Theme but rather
about the Player’s interpretation. The Character may be a Gem, but what does
that mean? How do they feel about their allure? How does their charm
manifest itself?

Merely establishing that the Player Character is a “Gem” is not enough. You
should come up with a more in-depth summary, like “A Very Confident Gem,
Who Uses Their Attractiveness to Get What They Want” or “A Vain Gem, Who
Loves the Attention.” Those are the types of Theme concepts you will try to
mirror in the next step.

239 Preparing for the Game


Choose a Type of Mirror
Rather than thinking of your own ways to distort the concept you came up
with, this time try using one of the six types of Mirrors listed below. They are
designed to create the most engaging and interesting Mirror concepts for the
Characters.

The Challenger
The Challenger resembles the Character they mirror in many ways, at least in
the areas they are supposed to reflect. They show similar skills or attitudes,
and it’s usually hard to establish which one is superior. The Challenger takes
great interest in the Character. They easily become obsessed with proving
they are better. They may use every excuse possible to try themselves against
the Character, either through direct rivalry or indirect feats of strength. A
failure or defeat either fuels them even more or completely shatters them.

Since you are supposed to create Mirrors for the Players’ Theme concepts
rather than the Themes themselves, you should pay attention to what the
Challenger is actually contending. If the Character is a “Bloodthirsty Warrior,
Who Never Backs Down,” the Challenger may try to show they’re a better
warrior. But they can just as well focus on proving they are more bloodthirsty
or less likely to yield.

The Opposite
While the Challenger resembles the Character in many ways, the Opposite is
anything but. As the name suggests, they are the exact opposite of the
element they are mirroring. They do not necessarily need to have a problem
with the Character or even notice them (though they might, of course). Their
very existence in the Scene highlights the traits of the hero.

When creating the Opposite, decide on the scope of the opposition. If the
Player is portraying a “Carefree Socialite, Who Loves to Spend Time With
Others,” you can either focus on a specific aspect of the concept and create a

240 Preparing for the Game


“Devious Socialite, Who Uses Their Skills to Further Their Goals” Mirror. You
can also widen the scope and create a Mirror who is an “Introverted Loner
Who Hates Being Around Other People.” Both of those concepts are fine
examples of Opposite Mirrors.

The Aspiring
The most important part of this Mirror is not who they are, but rather who they
want to become. Aspiring Mirrors, as the name might suggest, aspire to
become more like (or exactly like) the Character they are mirroring, at least in
regard to the Theme concept they relate to. They’re clearly not there yet,
though - they’re either only just beginning or are somewhere along the way to
achieving that goal.

The Aspiring might be an eager student of the Character, asking them for
guidance. They might also be copycats or try to become more like the
Character on their own, often misinterpreting some of the Character’s traits
and values. They do not necessarily need to be younger and less experienced
than the Character. An old Leviathan who wishes to start sharing their wisdom
with others might be an Aspiring Mirror for a different sort of Guide concept,
for instance.

The Flawed
The Character will find the Flawed Mirror very similar to them in some regard.
There is, however, something in the way of the Flawed becoming the same as
the Character. The key phrase when creating the Flawed is “if it wasn’t for
the…”. There’s a problem, a vice, or an obstacle that distinguishes the Flawed
from the Character.

The obstacle might come from the Flawed themselves or from an outside
source. If the Character is a “Gem, Who Loves To Be Adored by Others,” a
Flawed Mirror might be someone who is a “Gem Too Shy to Take the Stage” or
a “Gem Locked up in A Holding by a Jealous Spouse.” It’s also worth noting

241 Preparing for the Game


that the Flawed does not necessarily want to get rid of the flaw that is holding
them back (though some of them do). It’s sometimes up to the Character to
decide whether to intervene or not, even without being asked.

The Lost
Unlike many other Mirrors, the Lost does not share many similarities with the
Character. They might even not resemble them at all. But they used to. This
Mirror once was almost the same as the Character they’re mirroring (at least
regarding the area they reflect), but something happened and they lost their
way, became broken, or gave in to their weaknesses. They’re probably beyond
helping now. They will never regain what they lost.

A compulsive gambler who lost their whole fortune might be a Lost Mirror for
a “Wealthy Lord Who Loves To Gamble” concept. A former bodyguard who fell
out of grace after failing to protect their Lady might be a Lost Mirror for a
“Duty-Bound Aegis” concept. The Lost serve as grim reminders of what might
happen to the Character if things go terribly wrong.

The Paragon
Paragons are the ones society looks upon as role-models and epitomes of
what they mirror in the Character. They have achieved it all and became the
embodiments of the concepts they reflect. Think of them as pictures of the
Character’s potentially glorious future. They do not have to be esteemed by
the community, but their mastery of the area is clearly established. They might
be famous, notorious, respected, or hated, but their status is well known.

Paragons may be at a point in their lives where their potential is lower than the
Character’s, but it’s their status and history that matter. A grizzled old warrior
who used to be the champion of dozens of tournaments is a fine example of a
Paragon, even if they’re past their prime. Then again, the current undisputed
champion, basking in their glory, is also a good Paragon Mirror for the same
“Warrior Who Duels for Fame” concept.

242 Preparing for the Game


Write Down a Mirror Concept
Once you choose the type of Mirror, think of a proper concept and write it
down. At this point, you do not have to come up with a whole idea for an NPC;
that can wait till later. Of course, if you already have an idea, write it down as
well.

You will use the Mirror concepts to either design NPCs around them or
combine them with already established NPCs, making them more interesting
for the Characters.

Creating NPCs
Characters live in a world full of people, from mortals going about their days,
Lowborn and Bloodborn visitors from other Provinces, to the members of the
Authority, neighboring Royals and their own Courts, family and loved ones.
There’s no need to flesh out all potential NPCs the Characters might bump
into.

If they enter a shop, the mortal shopkeeper doesn’t even need to have a name
- if it becomes important, you’ll surely come up with one. The same goes for
the Lowborn bouncer at the club or a random angelic partygoer met inside. If
the Characters take an interest in an otherwise unimportant person, you can
improvise their details and work on them for the next session. With some
training, you should actually be able to create NPCs on the fly, at least using
the Basic method.

Yes, Defiant is a game focusing around interpersonal relationships. The GM,


however, is not expected to manage dozens of different NPCs all the time or
to create deep and intricate backstories for everyone the Characters meet. It’s
the Player Characters, not the NPCs, who are the center of the game. Through
Special Rules and questions, Players may even (usually unknowingly) change
NPCs’ concepts, drives, and other details.

243 Preparing for the Game


The rules for creating and maintaining NPCs are implemented to help the GM
get good results with the least effort possible. All the rules refer to creating a
Defiant NPC. In some cases, you may need to create a mortal NPC, but it’s
very rare and you will have to modify the rules to do so. The Defiant are mostly
interested in other Defiant and mortals are way too mundane for exciting
relationships.

Basic NPCs
This is the fastest method of creating valid Defiant NPCs. As long as you have
a few Mirrors at your disposal (which you should, if you are following the rest
of the GM rules), with some training, you should be able to create NPCs this
way in a matter of seconds.

Pick a Mirror Concept


At this point, you should have a couple of Mirror concepts (that you created in
previous steps) for each Character. Choose one that you find interesting, that
feels fresh, or just pick at random. Try to distribute Mirrors evenly for each
Character. If one of the heroes has ten Mirrors in the game while others have
none, there’s a clear imbalance.

Make sure all the other choices during the NPC’s creation process are in line
with the concept you’ve chosen.

244 Preparing for the Game


Pick an Origin
Picking the Origin will tell you a lot about how the Character looks and what
they can do. Angels can switch to or walk around in angelic forms and have
their Callings. Daeva have their type of nourishment, Sacred Animal form,
some sort of followers, and may show some animal features. Each Leviathan
has an affinity with one of the elements and can show some draconic features
(almost all take pride in their horns, but can also display their wings, claws,
etc.). Infernals are very secretive when it comes to their true names, and many
of them walk around with intriguing, beautiful, or terrifying Infernal Scars
showing on their bodies or faces.

Pick a Position
Position in Defiant society is not only the indicator of the NPC’s duties and
privileges but also tells you how “supernatural” the person feels. The Lowborn
show minimal signs of their heritage. An Angel’s skin might be perfectly
smooth, a Daeva eyes might seem a bit more cat-like, and so on.

Courtiers show more supernatural traits. A Leviathan might have a single


draconic feature; an Infernal might show some Scars on their body. A Daeva
Courtier might possess the ability to change into an animal or may have a
single mortal worshipper, while an Angelic one may have the ability to
manifest one of the angelic forms.

All Royalty, Princepses, and members of the Authority share the same type of
supernatural traits as Player Characters.

Pick a House
Choosing the House not only helps with establishing some of the NPC’s
values but also tightens the scope when it comes to supernatural traits. Daeva
of a particular bloodline may only switch to several different animal species,
all members of a Leviathan House share the same elemental affinity, and so
on.

245 Preparing for the Game


Give Them a Secret
Every NPC needs to have a Secret: something the Characters don’t know
about them and does not become apparent after a brief interaction. You can
read about creating Secrets below. The Basic method is swift, and simple, and
shouldn’t add too much time or energy to the process of creating the NPC.

Add a Name and an Archetype


Either pick a name from the example names provided with this book or come
up with one of your own.

Now, try to sum up the outward impression or the general idea behind the
character in two or three words. It might sound similar to the Mirror concept,
but could also be anything else. This is the NPC’s Archetype, and it will be
used as a Trait and/or Affliction when dealing with them. So, a “Vain Duelist”
might subtract one from the Character’s Potential when fighting them, but add
one to the Potential when the Character manipulates them by praising their
skill. With time, the Players may get to know the NPC’s Archetype, but not their
Mirror concept.

Write down the name, Archetype, Origin, House, Position, Secret, and Mirror
Concept. Congratulations, your new NPC is ready!

Advanced NPCs
The Advanced method of creating NPCs is an expanded version of the Basic
script. While still fast, it works better when used while preparing for an Episode
rather than during play.

Pick a Mirror Concept


You start out precisely the same way as in the Basic version. The Mirror
concept should be the primary building block of the future NPC.

246 Preparing for the Game


Choose Details
Choose the Origin, Position, and bloodline for the Character. Remember that
there are many Minor Houses, and you can design your own and use it
instead. It is not necessary but may result in a more diverse range of
characters.

Pit Them Against Their House


Every House has its own set of values and rules. The NPC can be the
embodiment of those ideals, a rebellious black sheep who despises their own
bloodline, or anything in between. Choosing the level of complicity with their
House’s standards is a great way to quickly add interesting details to the NPC.

The two most obvious and distinctive options are the “embodiment” and the
“antithesis” of a bloodline. Don’t be afraid to use them; they make for vivid
NPCs. When role-playing the NPC, remember to highlight their attitude
towards their House. It should be clear for the Players that the person they’re
talking to goes against their family’s values or is an exemplary member of
their House.

If you’re going for a less polarized kind of an NPC, put them somewhere in
between those two extremes. Try to finish one of these sentences:

• They’d be a perfect embodiment of their House if it wasn’t for…


• It’s clear they’re a member of their House, because…
• The only giveaway of their House affiliation is...

Add a Distinctive Feature


This will come in handy when you have to role-play many different NPCs
during the game. Most Defiant have complicated names, so the phrase
“Demethea enters the room” might not be enough for the Players to discern
between NPCs. After all, they had just talked with Emethea and Demeviel a
few minutes ago. So which one was it again?

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Pick a distinctive feature for every NPC you’re creating. It doesn’t have to be
anything extremely original. “Beautiful golden locks of hair” will do just fine.
Sure, there are probably many other blond NPCs in the game, and some of
them might have long hair as well. But whenever Demethea enters the room,
you remind everyone about her hairstyle.

If you start with “Demethea enters the room, her golden locks flickering in the
evening sun,” it won’t just make the scene easier to imagine, but will also
clearly distinguish between this NPC, the “always cranky Emethea,” and
“Demeviel with her unsettling tattoos.”

Anything can become a distinctive feature, but try to keep things simple: hair
color or style, specific tattoos or piercings, body features, unmistakable
clothing element or fashion sense, default attitude, an always present pet or
an item.

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Give Them a Secret and a Relationship
Design a Secret for the NPC, using the rules in the next section. Secrets are
crucial to making NPCs seem more complicated and layered. The more a
Character gets to know an NPC, the more they potentially learn about them.

You should also create at least a single relationship the NPC has with another
NPC in the game. It’s clear all Defiant have formal relationships with either
their Lords or Ladies, spouses, Princepses, and such. You should, however,
design an additional, more personal relationship for them. It can still be with
someone with whom they share an official bond. “Is married to Lady Ambrosia
Kyrios” informs us of official status, but “Absolutely hates their wife, Ambrosia”
will do just fine. Of course, some relationships may actually be the NPC’s
secrets as well.

If you don’t have a particular relationship in mind, try using one of the
following:

• love, sympathy, friendship, admiration, trust, loyalty


• hate, conflict, envy, rivalry, grudge, fear, malice, prejudice
• control, power play, domination, influence, leverage
• obedience, servitude, submission, surrender
• desire, obsession, lust, longing, separation

Add a Name and an Archetype


Finish by choosing a name for the NPC and designing a proper Archetype, the
same way as in the Basic version. Write down all the details.

NPCs Created on the Fly


Sometimes, you will find yourself in need of an NPC and create one on the fly.
Perhaps the Players asked about someone and you just improvised a very
basic NPC, or someone who was not supposed to be an essential part of the
Scene (i.e., a Lord’s bodyguard) piqued a Character’s interest.

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While it would be great if you could quickly assign them a Mirror concept,
sometimes you’ll find yourself in a situation where either no pre-designed
Mirrors seem to fit, or you simply don’t have enough time to think it over
without sacrificing the pace of the game. It’s perfectly fine to keep things
simple or go with your gut when creating such NPCs.

You can return to them later, after the session has ended. Then you can flesh
out all the missing details and perhaps design a proper Mirror concept for
them. While you should have as many Mirrors as possible in the game, it’s
also ok if some NPCs end up not mirroring anyone, especially if they are less
prominent.

Player-Created NPCs
During the Character creation process, Players have to come up with many
NPCs of their own - mostly their Courtiers and spouses. They can design
those characters any way they want; do not try to enforce your own ideas.

If you can find fitting Mirror concepts to merge with those NPCs, excellent! If
not, do not worry about it, those NPCs belong to the Players, after all. What
you should do, though, is ask for additional details to flesh out the NPCs
better. Ask about their relationships and distinctive features, if you feel it
would make roleplaying them easier.

You are also free to give them any Secrets you see fit. After all, the Player
Characters don’t know everything about their subjects and spouses.

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Creating Secrets
In Defiant, every NPC has a Secret, or a few of them. NPC Secrets are a way to
keep interactions with them fresh and interesting. When the Player Characters
meet another Defiant, they do not know everything there is to know about
them. With time, they can learn new things that may give them an advantage
or show the NPC in a new light.

By default, you should create a single Secret for an NPC. If it ever comes to
light, you can easily design more Secrets later. This way, you do not have to
spend too much time on planning, and new Secrets will be more in line with
the current state of affairs in the Chronicle.

Basic Secrets
The Basic method of creating Secrets is pretty straightforward. Write down
one thing that the Characters don’t know about the NPC that is not obvious
after a brief interaction. They might have an affair or a hobby they’re not
sharing, may have gotten into some kind of trouble, have a secret crush on
someone - go with anything that sounds interesting.

Write the Secret down. It is safe for now, but you can reveal it whenever it
would come in handy, to either tell the Characters more about the NPC or to
keep the story interesting. Of course, the Secret should not be revealed out of
the blue. The Characters may stumble upon it while searching for something
else, the NPC might tell them the Secret in an honest conversation, or they
may witness something by accident.

Advanced Secrets
The main idea behind Advanced Secrets is the same as with the Basic ones:
you come up with additional facts about an NPC that are not known to many
and are not obvious. This time, however, when designing a Secret, try using

251 Preparing for the Game


one of the five Secret types below. Each of them will have a different effect
when revealed.

Try giving different types of Secrets to different NPCs to make the world more
diverse. For the same reason, it’s usually best to switch between types when
adding new Secrets to an NPC whose old Secret has already been revealed.

Dirty Secrets
These Secrets are obvious weaknesses of the NPC. Whoever knows them
gains powerful leverage. The NPC has done or is still doing something wrong,
probably against the Domain’s rules. If you choose something grievous, it will
have a significant impact on the NPC. It probably means that they put quite an
effort into keeping their dirty deeds hidden. You can also choose a minor
transgression as their Secret. Sure, they do not want others to find out, and
the exposure would probably be painful to them, but it won’t be the end of their
world.

The neighboring Princeps’ dirty Secret could be that he killed another Defiant
and made it look like an accident. It could also be that he fancies the wife of
one of his Lords, and their “council meetings” are actually a cover-up for an
affair to which the husband has not agreed.

Surprising Secrets
The idea behind surprising Secrets is to turn the NPC’s story in a new
direction. It’s supposed to be something that the Players do not expect. While
it can change the impression of the NPC entirely, it’s often best to create
something slightly less severe. Remember not to overuse surprising secrets,
as it can create a sense of disinterest in the NPCs as a whole. If no one is who
they seem to be, then why should the PCs invest in relationships with them?

252 Preparing for the Game


A surprising Secret of ruthless Lord could be that he, in fact, cares deeply for
his subjects and treats them harshly only to make them stronger. Or perhaps
he is actually a mediocre ruler but fell under the complete influence of his
talented husband, who is now calling the shots.

Silly Secrets
Sometimes, you don’t need great reveals for your NPCs. Silly Secrets make an
NPC feel more human and relatable. Learning these details probably won’t
change much in the game, though they should deepen the relationship with
the NPC or help to show them in a different light. Try not to overdo it – unless
this is your exact intention, do not make the NPCs seem too wacky.

Maybe a Lady holds discreet meetings for the chosen few that turn out to
actually be ‘70s horror movie marathons. Or perhaps she is a complete
dilettante when it comes to technology and can barely operate her
smartphone, relying on Courtiers to “do something about this hellish
invention.”

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Dark Secrets
There are many similarities between dark Secrets and dirty Secrets. The main
difference is, most of the time, dark Secrets cannot be used as blackmail or
leverage. The NPC did not break the Domain’s laws, though their actions are
far from benign. They are supposed to build the NPC, show them as real
threats, or give them something they’re ashamed of. It should be clear that the
uncovered truth is a nasty one, but it’s either a thing from the past or not
technically an offense in the Domain.

Perhaps one of the Lady’s courtiers – her former lover – is held in her
dungeon and treated poorly, as the Lady felt betrayed and heartbroken. Or
maybe the Lady has a dark past, because she had to do the dirty work for one
of the Archons before inheriting her Holding.

Intimate Secrets
These secrets are mostly benign and can’t really hurt the NPC, but are tightly
kept anyway. They are the things reserved for only those closest to the NPC
and more often than not shared with no one at all. When the Players learn an
NPC’s intimate Secret, they should either feel allowed into their private world
or that they clearly breached the boundaries of their relationship.

Finding a stack of photos of the Princeps’ mortal family in his nightstand


could be considered discovering his intimate Secret. As would be learning that
he’s got a favorite dog he adores and spends time training whenever he can.

Creating Threads
Threads are the main story-seeds of the game. Each Episode features two
Threads, meaning that there’s at least a single Thread to play every session.
Think of Threads as set-ups for the Scenes: there’s some scenography, a few
people with agendas, a potential problem, something to be gained, and
something to learn. When the Player Characters enter the scene, everything is
put into motion.

254 Preparing for the Game


Threads are by no means scripts, scenarios, or quests. Yes, you may plan
some potential events, but the Characters are free to do as they please in the
Thread. If all they want is to get to know a few Defiant and simply enjoy an
evening, it’s totally fine. As in real life, some people will probably ask
something of them, and some things will probably happen to them, even if
they’re not planning on it right now. But ultimately, if they do choose so, they
can usually steer clear from the main developments of the Thread.

What they cannot steer clear of, are the issues connected with their Themes.
Mirrors, Trouble, Theme Questions, and Special Rules - all those mechanisms
will introduce story elements linked to their Themes. They may get involved
with the main developments of a Thread or observe them from a safe
distance, but because of those rules, Scenes will be engaging for them
nonetheless.

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Basic Threads
The basic idea behind a Thread is simple:

• An event is taking place somewhere, and the Player Characters are a part
of it.
• There are some issues, problems, or complications present that the
Characters either try to tackle or watch as they unfold.
• Interesting people are present: some might want something from the
Characters, while others offer as potential chances for engaging
interactions.

If you’re using the Basic Thread creation method, it should take you no more
than ten to fifteen minutes to create one.

Choose a Location
The event has to take place somewhere. It can be a Holding belonging to one
of the NPCs, a popular party site, a dangerous or forbidden territory, a
mundane club, or shopping center - pick any location you’d like to show the
Players.

Choose an Activity
Since we know “where,” let’s focus on “what.” An event is happening at the
location you’ve chosen. Since the Characters need to be present, it probably
shouldn’t be random. When in doubt, always go with a party that the
Characters are invited to and can’t really miss because of either personal,
political, or legal reasons. There’s nothing wrong with them wanting to go, but
since you need them all to attend, it’s best to give them a reason.

Keep in mind that Defiant “parties” can take on numerous forms, from formal
balls and official banquets, through flamboyant galas, artistic shows, and
private meetings, all the way to spicy festivities and perverse orgies. And if
parties are not the right choice for your Thread, you can go with hunts (either
for minor apocalyptic creatures or for anything else), tournaments of all sorts,

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auctions, council meetings, diplomatic missions, secret gatherings - the list
goes on.

Create Problems
A good Thread never goes smoothly. There’s always some sort of a problem
or a complication, such as a scandal during a formal ball, an assassination
attempt during a diplomatic endeavor, a stark new law introduced during a
council meeting, or a terrible accident during a hunt.

Try to think of at least a single problem or complication that will happen


during the event. Two issues would be even better, as they will make the
situation less centered around a single incident. If you want to, you can
complicate a Thread more by demanding the Characters meet some sort of
condition before attending. Perhaps they’re all going to a neighbor’s birthday
party, and a gift is required. Maybe they need some kind of a special weapon
to participate in a hunt or tournament.

If you do decide to create such a condition, remember that the Characters


need to have an easy way out. You want them all to attend, after all. They can
either go out of their way and get an impressive gift or just have their Courtiers
buy something on the way. If they do not acquire the needed weapon, they
should still go to the tournament but without the option to take an active part
in it, and so on.

Introduce NPCs
Add at least a single NPC for every Player Character present in the Thread.
They need to have someone they can talk to. You can use the NPCs they
already know or introduce new people. There can be many more Defiant
present in the Thread, but you need to have at least those few prepared. If it
comes to it, you can improvise or use one of the additional NPCs you created
during the preparations.

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It’s crucial that there’s every Character’s Mirror present at the event. So if
you’re going to add the minimum number of NPCs required, each of them
should be a Mirror for a different Character.

Advanced Threads
The idea behind Advanced Threads is the same as with Basic ones: there’s
some sort of an event happening, the Characters and some NPCs are present,
problems might occur, and possibilities might arise. Creating a Thread the
Advanced way results in a better, more compelling setting with greater
potential for interesting developments. It should take you between half an
hour and forty-five minutes to create a Thread using this method.

Choose a Location
There are plenty of different location types to choose from. Each serves a
number of different purposes, so either go with what you find most interesting
or most useful. Visualize the location you want to use in the Thread, and write
down its three unique or extraordinary features.

It can be pretty much anything that you find interesting and will help you bring
the scenery to life during the game: “wind howling through empty corridors,”
“an impressive hedge-maze,” “all courtiers dressed in bright red colors,” “a
giant fish tank in the middle of the restaurant,” or “occult graffiti on the walls.”

Below, you will find a list of different location types you can choose from. Try
not to overuse a single type during the Chronicle so things stay fresh and
exciting.

Character’s Holding
Placing the Thread in a Holding belonging to one of the Characters is a quick
way to set up the scenery. Since the Player had to design the place, and you all
got a chance to explore it through the Court Challenges, there is less
preparation required. In addition, the story will surely be engaging for the
Player in question - it’s their home, after all.

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The downside of using a Character’s Holding as the location is that you will
have to deal with a lot of NPCs. Aside from any other participants, there’s
probably the whole Character’s Court present. Remember that if you decide to
use this option, you should create Threads taking place in all the other
Characters’ Holdings in future Episodes. It wouldn’t be fair if only one
Character got to have a Thread centered around their home.

Holding Within the Province


This is your go-to option when creating Threads. The Characters will probably
spend a lot of time in neighboring Holdings, attending parties and friendly
meetings, or doing different kinds of work for their Princeps. It’s an excellent
way for them to get to know their neighbors better. Since they are from the
same Province, they probably share a lot of common problems or interests
that make the interactions easier. When creating or using an already designed
Holding, remember to introduce that Holding’s law. As guests, the Characters
will probably be expected to follow the local custom or at least will have the
chance to observe it.

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Because of Defiant social structure, many Threads might revolve around or be
somehow connected to the Characters’ Princeps. That’s why their Holding is
always a good option to pick for the location of a Thread. If you don’t want to
overuse their Holding, however, remember that the Province ruler can always
ask one of the Lords and Ladies to organize an event for them in their own
Holdings.

Holding Outside the Province


Defiant from different Provinces are allowed to travel throughout the Domain,
and it’s not uncommon to visit friends or attend all kinds of events in different
parts of the city. Placing a Thread outside the Characters’ Province usually
involves more preparations, especially if you’re playing in one of the Provinces
from official Defiant sourcebooks, which already came with their lists of
Holdings and Royalty. If you want the Players to travel outside their Province,
you will not only have to create the Holding and Court they are about to visit
but also design a Province law they will probably have to adhere to. It’s a great
way to put the Characters in an entirely new and potentially problematic
situation.

If you’re planning on a more high-stakes kind of Thread, you should consider


choosing a Holding belonging to one of the Archons, Executors, or heads of
the bloodlines. The Characters will have to be more careful in those locations,
as their actions might have greater consequences. It’s one thing to make an
enemy of a Lord and quite another to anger an Executor.

Neutral Ground
While this location could technically be a Holding, it’s rather uncommon.
Neutral ground is any place where hostility is banned and neutrality is
somehow enforced. It may be a club under the protection of the Archon of
Justice, where all fighting is forbidden and which serves as a meeting point for
warring factions. It could also be a place of strange mystical energy that turns
against anyone resorting to violence in the vicinity. Whatever the reason, the

260 Preparing for the Game


Characters and other participants are expected to refrain from openly
attacking their rivals and enemies while in the location.

When designing neutral ground, you have to come up with a reason for its
status: Is it enforced by a powerful Defiant? By occult powers? Or maybe it’s a
part of local tradition and going against it would enrage the community? Of
course, using neutral ground as the location for a Thread only makes sense if
neutrality poses a potential problem for the Characters. They may either face
their enemies there or could serve as peacekeepers, enforcing neutrality on
someone’s behalf.

Dangerous Territory
From time to time, you may decide that you want to take the Characters out of
their comfort zone, and have them leave the relative safety of their
surroundings. There are two main types of dangerous locations. Some have to
do with the apocalyptic activity in the region. An area infested with minor
Horsemen, a secret gathering of an apocalyptic cult, a town square infused
with strange mystical energy - these kinds of locations are perfect for pitting
the Characters against their true enemy: the servants of the Apocalypse.

Another type of dangerous territory involves the areas and activities either
forbidden by the Authority or governed by dangerous rulers. An illegal black
market run by Lowborn might be hazardous because of the cutthroat dealings
done there and the risk of getting caught by the authorities. A half-rogue
Province run by a Shemesh-supremacist might be dangerous because of
harsh laws targeting all but their bloodline. Even without any direct apocalyptic
influence, such a location can prove quite dangerous for the Characters.

Party site
While Holdings may be popular locations for fun activities, especially if they
are governed by creative and interesting rulers, there are plenty more places
throughout the Domain that the Defiant visit when seeking additional thrills or

261 Preparing for the Game


pleasures in life. Some of those sites are well-known and very popular among
Royals. Others are veiled in the aura of secrecy or exclusiveness. Many illegal
party sites also fall into this category, as long as the punishment for visiting
them is not very severe (otherwise, they should probably be considered
dangerous territories).

The number of different types of party sites is as great as the variety of


Defiant needs and tastes. A street racing event held by a Lady, a high-stakes
casino run by Lowborn under the protection of local Princeps, an underground
fighting ring maintained by a powerful Sekh, a mortal club designed by great
visionaries, a perverse auction house where the participants bid with sexual
favors - the list is practically endless.

Choose an Activity
Below, you’ll find a list of six types of activities that are perfect to use in
Threads. Each comes with three crucial elements you need to come up with
during preparation. With time, you might want to experiment with this
structure a bit by introducing new elements or changing the default ones, but
we recommend you start with those provided below.

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Some location/activity pairings might seem obvious. A “party” sounds like the
perfect activity for the “party site” location. There’s nothing wrong with picking
such pairings, and in fact, you should do so whenever it feels fun and
interesting. If you want to break the routine, you may go for contrasting or
unseemly options. Pairing “duty” at the “party site” might result in the
Characters on a mission to arrest a suspect in that location. Combining
“mortal” with the “Holding within the Province” could lead to a Thread about
inviting mortals to a supernatural gathering - feel free to try out different
options!

Party/Ball
From formal banquets and evening cocktails, through dance parties and
informal bashes, to illegal raves and perverse orgies, this option includes a
wide arrange of activities. For an event to fall into this category, there must be
many people present and the gathering is supposed to be fun for the host
and/or the guests. Since the Defiant have very different views on the idea of
“fun,” parties can take many different forms.

If you decide on choosing the “party/ball” as the activity for the Thread, you
need to include three key elements. Each party has its own event protocol.
It may be formal or informal, starting with a meal or an exhibition. The
participants may be required to act in a particular manner, and so on.
Remember that “drinking large amounts of alcohol while fighting one another
and listening to heavy metal in a biker club” would also be considered “event
protocol” - it does not have to be high-class and snobbish.

The next element, the preconditions, cover all the things the Characters need
to do to attend the event. Participants may be required to dress in a certain
manner or go alone, with spouses, or with a number of people. They may be
required to bring some sort of a gift for the host or an item needed during the
festivities. Perhaps they need to prove they are worthy before entering, and so
on.

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No party would be interesting without a scandal. Design one scandalous event
during the party. Scandals may be accidental or planned. They usually happen
without the host’s knowledge but may as well be orchestrated by them, as a
part of a scandalous event. Of course, the nature of the scandal depends on
the type of party. If you want, you can go over-the-top with this and add
something that will abruptly end the party. But adding a minor incident is just
as good, as it gives the participants something to talk about and perhaps
enables the Characters to either formulate their own views better or act upon
the situation in some way.

Tournament/Contest
Defiant are keen on tournaments of all sorts. Some are highly competitive and
love to prove their superiority. Others enter contests for the sheer excitement
competition brings, or because they desire the prize. Tournaments can take
many forms, from duels, MMA-style fights and street races, through design
contests, challenges of will, and urban project competitions, to shows of
sexual prowess, perverse games, and exorbitant games of truth or dare.
Characters might participate in the contest themselves or support one of the
participants.

The first thing you should consider when designing a tournament activity is
the prize. The joy of winning is one thing, but many participants are in the
contest for the rewards. The prize should be something the Players might be
interested in. This makes for a more compelling Thread. A new Courtier, a
special privilege granted by the Princeps or the Executor, an invitation to an
exclusive event, a desirable item, the hand of the Archon’s daughter - pick
whatever you think will be the most interesting.

Every contest needs rules. This is pretty straightforward. What is the nature of
the tournament? How does one win? Are there any actions that are forbidden?
Is there a judge or a jury present (perhaps they can be swayed)? You can
create an intricate and unclear set of rules to make the Characters focus more

264 Preparing for the Game


on finding loopholes than the contest itself. Most of the time, however, a
simple ruleset will work just fine.

The last thing you should do is choose the favored to win the tournament. The
current champion, the expert in the field, the exceptional contestant – they’re
someone most Defiant expect to triumph. This doesn’t necessarily mean that
the favored has to win, but the odds are in their favor. Of course, this position
puts a target on the favored’s back. Other contestants know they have to
neutralize the threat if they are to succeed. Usually, NPCs are the best
candidates to be favored, but you can also go with a Player Character,
especially if it’s consistent with one of their Themes or the story so far.

Duty/Mission
There’s more to being Royalty than fun parties and exciting tournaments.
Sometimes, Lieges need to act on behalf of their Princepses, Archons, or
Executors. Since each member of the Authority has but a handful of agents,
they rely heavily on the Royalty’s help to maintain order and carry out their will.
The same goes for the Princepses: rather than interfering directly, they tend to
leave many matters in the hands of local Royals. Arresting another Royal for
questioning, investigating a mystery, serving as diplomatic envoys to another
province - the list goes on.

To design the specifics of the duty or mission the Characters are to embark
on, start with its nature. What is it they are supposed to do? Why are all the
Characters needed to carry it out? Who asked them to do the job? There are
four main types of missions: administrative, diplomatic, investigative, and
punitive. The Characters will usually oversee and manage a task carried out by
others (such as setting up an event), negotiate or improve relations with
someone (like trying to form an alliance with another Province), get to the
bottom of the problem (such as finding out who committed a crime), or carry
out sentences (like arresting a criminal).

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Since the Characters will be acting on higher authority, you should also think
of their privileges and limitations. Giving them additional prerogatives makes
for an exciting situation. How will the Characters use their power? Will they
focus only on the task at hand, or will they abuse their privileges? Depending
on the type of mission, the Characters might be authorized to speak on their
Princeps’ behalf, make arrests, or enter Holdings, so choose privileges that fit
the situation. The mission may also come with limitations. Perhaps the
Characters need to act in secrecy, not resort to violence, or even knowingly act
against the rules (for instance, they might be asked to conduct an
investigation and find a particular person guilty, regardless of the real culprit’s
identity).

The last element of an interesting mission or duty is the setback. There’s


always more to the situation than what the Characters are told in the
beginning. Sometimes their principal is aware of this and chooses to omit
some facts; other times, they are also in the dark. The Lord, who is to be
arrested, fled to another Province and is protected by the local Princeps. There
will be another party present at the peace negotiations, with their own
agendas. The murder wasn’t personal - it was done by a zealous apocalyptic
cult, and more deaths are about to follow. The situation should always be
worse or more complicated than it initially seemed.

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Mundane/Mortal
While the problems of mortals do not concern Defiant most of the time, in rare
cases, they do interfere in mundane affairs. The reasons behind this might be
personal (like helping out a mortal family member), ideological (trying to make
the Domain a better place for mundanes), professional (finding a mortal who
might have witnessed a Defiant crime) or even occult (dealing with Carnival-
infused mortals).

The reason to delve into mortal affairs in a Defiant Episode is simple: by


comparing the Characters to the mundanes, you can easily highlight their
power and superiority. Inserting a mundane Thread from time to time is a
good idea, but you should not overuse this option. It should probably be the
least common type of Thread in your Chronicle. If you do decide to use this
type of Thread, you should prepare a proper code of conduct for the
Characters. What are they to achieve? Do they have to hide their powers for
some reason? Are they to avoid casualties at all costs? You are free to make
the situation harder by limiting their options, but then again, there’s nothing
wrong with allowing the Characters to do as they please.

Mortals are obviously no match for Defiant Royalty. Refrain from granting the
mundanes any additional powers or advantages to even out the odds. You
should, however, design a few mundane complications for the Characters to
overcome. Since all the Challenges in this thread will likely be passed with
flying colors, focus on things like red tape and bureaucracy, conflicts between
the mortals, mortal superstitions, ethics, and moral norms. Sure, the
Characters shouldn’t really have problems overcoming those odds, but
obstacles make for a more interesting story.

To add a bit of real challenge to the Thread, you should also design some sort
of supernatural interference. The Characters may stumble upon another
Highborn with their own agenda, a group of Lowborn might interfere with their
plans for whatever reason, they can discover an underlying apocalyptic

267 Preparing for the Game


presence in the mortal environment, and so on. The encounter does not have
to directly hinder the Characters’ goals - it may be a chance to learn
something interesting about another Defiant, make new friends or enemies, or
perform a heroic deed.

Meeting/Visit
Not all Defiant meetings involve festivities and large crowds. This action type
represents small gatherings, dinners among friends, game nights, neighborly
visits, council meetings, and private audiences. Because of a relatively small
number of attendants, meetings and visits are an excellent way for the
Characters to get to know NPCs better. While dialogues usually play an
important part in these kinds of Threads, meetings can take many different
forms beyond talking and exchanging pleasantries.

When choosing this activity for your Thread, you should start by focusing on
the subject and general outlines of the gathering. Every meeting is held for
some reason. The host might just want to socialize (and it should still make
for an interesting Thread), but they might also have an obvious or a hidden
motive. The Princeps may call their trusted advisors to help them reach an
important decision, a Lady might want to make an announcement, or
someone might set up this meeting as an excuse to meet with their secret
lover in plain sight by putting them on the guest list. Go with something that
seems interesting to you.

Next, there’s a question of the form of the meeting. A lazy day in the Holding’s
spa area, a business-like gathering in a conference room, a friendly trip to a
nightclub, an intervention staged by friends to make a Royal aware of their
wrongdoings, or even a barbecue - all of those examples are proper meetings.
The Characters are usually aware of the form, and perhaps need to prepare
accordingly. Of course, sometimes the host might have a surprise in store,
and the guests might have no idea about what they’re getting into.

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No meeting is truly complete without the problematic guest. It’s either that
one person that the Characters are really not happy to meet (and perhaps
who’s least expected), or that one person who does something they really
shouldn’t during the event. If you go with the “person the Characters don’t
want to meet,” you’ll create an interesting social situation. Having to spend
time at the table with a despised enemy can make for some fun (and probably
a bit tense) conversations. Using the “person who does something wrong” will
likely result in a more dynamic but less personal scene. As for the actions of
the “wrongdoer,” it could be anything from having unpopular opinions or crude
manners to lashing out or breaking the law.

Fight/Hunt
Not all activity types put social interactions in the center. Sometimes, the
Defiant need to fight an enemy or hunt something or someone down. The
fight/hunt option represents all sorts of different action-oriented Threads,
from bouts between two Royals and their supporters, through officially-
sanctioned hunting events that are pretty much excuse to have some fun, to
pursuing a rogue Courtier or waging an epic battle against an apocalyptic
monster.

If the Characters are entering a fight or a hunt, they will need a target - either
the prey they are chasing or the enemy they will face. Depending on the exact
nature of the hunt or fight, there are a plethora of options. In the case of
official hunts organized by a member of the Royalty or the Authority, the target
could be minor apocalyptic creatures that plague the local area or any mortal
sharing a particular trait (remember that the hunts do not have to be lethal in
nature). The Characters may be about to fight one of the Royals who opposed
the Authority and fell out of grace. But now they’ve barricaded themselves in
their Holding, alongside loyal Courtiers. The felon must be apprehended and
brought to justice. If the Thread revolves around trying to take down a mighty
beast of the Apocalypse, it’s obvious that the monster is the target.

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Now, think about the Characters’ rivals. Rivals are not the opponents the group
is facing; they are after the same target as the Player Characters. They either
want to prove they’re better hunters or want to be the ones who get most of
the spoils and glory from defeating a common enemy. Perhaps the Archon of
Justice has placed a reward on the head of the rogue Royal (though he
obviously must be brought in alive), and the rivals want to claim it for
themselves. Maybe a young Defiant wants to be the one to slay the beast so
they can improve their standing with the local Princeps. Perhaps there is a
very competitive group taking part in the hunt that won’t stand for anyone else
overshining them. Remember that the Characters do not necessarily need to
compete with anyone. Rivals will consider them a threat and act against them,
regardless. Depending on their motivations, they may act honorably or resort
to dirty tricks.

In Defiant, even a gruesome battle is never only about the action; every fight or
a hunt also serves as a pretext for something. A secret society might use a
hunting event as a perfect opportunity to approach the Characters. A cutthroat
Lady might send her goons to assassinate her rival during a fight with
apocalyptic forces (in which case, the Characters might either be the targets
or the witnesses of the act). Intrigues, romances, politics - always make sure
to include them in Defiant fights and hunts.

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Choose an Issue
Every Thread includes some sort of an issue to make the situation more
dynamic and highlight different elements of the world of Defiant. The local
Province law might serve as an issue the Characters need to deal with. The ill-
temper of one of the neighboring Lords might be an issue highlighted
throughout a Thread. The need to fight against the Apocalypse could also
serve as an issue in many instances. There’s a good chance that you already
have an issue implemented into the Thread at this point (even if you’re not
aware of it), so this step might take no time or effort at all. Then again, if you
feel your Thread misses an issue, you should definitely implement one.

Implementing Issues
Before we discuss different issue types, let’s focus on the implementation.
Issues are basically important elements of the world of your Chronicle and
Defiant as a whole. They could be Commandments or local laws, NPCs’
personalities, the idea of fighting the Apocalypse, and so on. All those things
exist in your world, but implementing them as issues is designed to make the
Players more aware of them, thus ensuring that you all experience the key
elements of the Chronicle.

There are three different approaches you can choose from when
implementing an issue. You can showcase the chosen issue in the Thread.
This is probably the easiest option. If the issue you have chosen is the bad
temper of a neighboring Lord, include a scene in your Thread where he lashes
out at his Courtiers for no apparent reason. If you want to showcase a conflict
between two Houses, make sure to highlight the tensions between their
members throughout a whole party. Showcasing means that you simply need
to show the issue. The Characters do not have to act in any way; they should
just be made aware or reminded of the issue’s existence.

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You could also choose to make an obstacle out of the issue. In the case of the
ill-tempered Lord, the Characters need to get him on board with their project.
To sway him, they need to tread carefully so they don’t enrage him. Or the
Characters might need to act in a way that could result in an open war
between two rival Houses. Now, they must proceed with extreme caution or
risk a major disaster. Using an issue as an obstacle means the Characters
need to somehow overcome it to achieve their goals. Remember that they
should either know about the issue beforehand or be made aware of it at the
beginning of the Thread. You want to use it as an obstacle, not as a means to
backstab the Characters.

The issue may also serve as underlying trouble throughout the Thread. In this
case, it becomes a minor or major inconvenience for the Characters. The ill-
tempered lord accompanies them on a mission for the Princeps. Rather than
dealing with him, they need to put up with his behavior. If there’s a fallout
between them and the Lord, it probably won’t ruin the mission, but then they
will have to deal with a very disgruntled Lord instead. The Characters might
also visit a Province already torn by a war between two Houses. They go
about their business, but every person they meet expects them to take their
side, random acts of violence erupt during events, and so on. The issue does
affect the Characters, making their lives harder, but is not in the center of the
Thread. There’s also probably no easy way to overcome the issue - it’s just
there.

Regardless of the approach you decide on when it comes to implementation,


there are different types of issues you can use in your Thread.

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Principles
Principles are the basic rules of Defiant society: the hierarchy of the
supernatural community, the primary duties of the Royalty, the need to stand
against the Apocalypse, and so on. Using one of the Principles as the issue of
the Thread helps you to remind the Players how the world of Defiant works.

You could showcase a Principle by creating a Thread based around a Lady


governing over her Courtiers. An example of using a Principle as an obstacle
would be to pit the Characters against their Princeps or an Archon, who
stands higher in the hierarchy. Since fighting the Apocalypse is also one of the
Principles, you could use it as a trouble by making your Thread take place in a
Province struggling with keeping apocalyptic raids at bay and making the
Characters face those adversaries.

Commandments
In the world of Defiant, Commandments are probably the most influential laws
impacting the lives of all the supernaturals in the Domain. Each city has a
different set of Commandments, as each Sephira has different needs. Using
them as an issue helps to highlight the feel and basic rules of the Domain.

For the sake of this example, let’s say your Chronicle takes place in a Domain
with a rather dull and straightforward Commandment: all Defiant are expected
to wear red. This is far from exciting but will work well to illustrate how to
create issues from Commandments. You could use it as a showcase by
creating a party where everyone is dressed in red. If you’d rather go for an
obstacle, you could implement a shortage of red fabric just before the party.
Creating a stealth situation where the Characters’ red clothes stand out too
much would constitute using this Commandment as trouble in your Thread.

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Local Laws
The local Province or Holding laws work in a manner very similar to
Commandments. The only difference is that they are limited to either the
Province or a certain Holding. Using these kinds of issues is a great way to
help the Characters learn about other areas of the city and the customs of
their neighbors. Of course, the consequences of breaking those rules are not
as severe as in the case of Commandments, but the Characters would still
risk being banned from a Province they’re visiting or kicked out of a Holding if
they don’t adhere to the local laws.

Of course, you may also use this type of issue to highlight the distinctive
features of the Character’s Province or even their own Holdings, if you decide
to create a Thread happening there.

An Archetype or a Secret
The issue does not have to do with the rules or the way Defiant society works.
If you want, you may focus on a single NPC by using their Archetype or Secret
as the issue for the Thread. To keep the story interesting, you need to choose
a proper candidate for this role. Building a Thread around a supporting NPC,
that the Characters have no emotional connection with will probably result in
an uninspiring Thread, unless you make additional effort to make the Players
invested in the NPC in question. When choosing a proper candidate, the safest
option is always NPCs directly connected to the Characters: their spouses,
loved ones, superiors, enemies, or rivals.

Making the Characters accidentally stumble upon someone’s dirty secret


(perhaps without them knowing) is a way to showcase that issue. Trying to
help an extremely honorable Lord who refuses to take any efficient measures,
as he finds them unbecoming of a true noble, is a way to use that Archetype
as an obstacle. Taking care of a gullible young Royal during an illegal party
could serve as a good way to use his Archetype as a trouble for the
Characters.

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Conflict
Every Defiant Domain is bursting with conflicts: Lords and Ladies plot against
each other, some members of the Royalty might be conflicted with their
Princepses, Provinces fight for dominance and the Sephira’s grace, bloodlines
clash over their political agendas, and there’s plenty of animosity between
Courtiers. A conflict makes for a great issue in the Thread.

To showcase a conflict, you don’t necessarily need to put the Characters in


the midst of battle. If they attend an event with members of only one side
present, you can easily highlight the problem just by making the NPCs talk
about it, prepare for the upcoming fight, recruit more allies, and so on. To use
the conflict as an obstacle, you could, for instance, have the Characters try to
forge a cease-fire or request cooperation from two conflicted Royals. As for
the trouble, trying to get anything done in a heavily conflicted Province could
serve as an example.

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Create a Highpoint
When creating a Thread in Defiant, you’re not supposed to design the
storyline. The NPCs, Characters’ actions, consequences of the Challenges,
and Special Rules will fill your rough sketch with interesting situations and a
Character-made plot. Rather than creating a whole, detailed script, think of one
event that stands out during the Thread: the highpoint of this part of the
Episode.

It doesn't necessarily need to happen at the end of the Thread, nor does it
have to be groundbreaking. Its sole purpose is to stir the situation a bit,
making it more engaging. It’s also ok if the Characters don’t react to it; the
Thread became more diverse nonetheless. You can choose from any of the
options below.

Introduction
You can use a high point to introduce new elements to the story. A new Law
may be introduced by the Princeps, a new important NPC might arrive at the
party, a new element of the Story Arc might come into play, and so on. You
can also use this high point to introduce new conflicts, Provinces, enemy
activity, and the like, as long as it’s something the Characters were not aware
of before.

Reveal
Similar to the introduction, the reveal is used to show an outcome or
information some people (or everyone) is either looking for or waiting for. The
identity of the culprit might be revealed in a Thread. An Archon’s decision in an
important case might be announced. The winner of a tournament might be
proclaimed. The true intentions behind someone’s actions might come to
light.

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Centerpiece
A part of an event might be elevated to a status of the main event, or you can
plan a focal point for the Thread. A “boss fight” with an exceptional enemy
could be considered a centerpiece of an action Thread. The final duel of a
tournament would serve that purpose as well. A perverse auction taking place
during a party would also fit this role, as well as an artistic performance, a
display of power, and so on.
Change of Scenery
Usually, the whole Thread takes place in the same surroundings. If you want
to make things more dynamic, you can change the scenery during the event.
This may - but does not have to - involve adding a second Location to the
Thread. After an official part of the meeting, the guests might be invited to
enter the garden, a captured rebel might need to be escorted to the Archon’s
Holding, or the pursued group of minor Horsemen might enter a new area.
Choice
There are potentially many choices the Characters will make during the
Thread on their own, but if you decide on this high point, one of those
decisions will stand out. The Choice is either to be made by all the Players or
everyone attending the event. It could be anything from voting on a law,
through choosing sides in a conflict, to deciding on the most interesting
stipulation in a duel. It could also be something less formal. An apprehended
criminal might tell the Characters reasons behind their actions, presenting
them with a choice to let them go.
Raising Stakes
The situation may change during the Thread, becoming more dramatic and
exciting. The circumstances might become more dire and severe. An
investigated group of troublemakers may turn out to be a dangerous
apocalyptic cult, the Characters might be accused of something during the
event, or the conflict might escalate. You can also raise the stakes by offering
something new to gain. For example, the ball might turn out to be a contest
with a prized item or Courtier up for grabs.

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Write Down Key NPCs
At this point, you should be able to assess which NPCs are crucial for the
Thread. The host of the party, heads of warring factions, the Defiant expected
to win the tournament - the exact list depends on the choices you made during
the previous steps. Write down all the key roles that need to be filled for the
Thread to work.

If your list consists of more than five roles, consider joining some of them
together. Perhaps the host of the tournament can also be the one expected to
win? Maybe the head of one of the factions could also be the one involved in a
scandal? Since the Characters might bring some NPCs with them, keeping the
number of crucial participants low will make it easier to manage them during
the game. You can design more than five key NPCs but bear in mind, you’re
putting additional weight on your shoulders.

Once the list is complete, either choose already-established NPCs to fill in the
roles, or create new ones by using the standard rules (i.e., assigning them
Mirror concepts, giving them Archetypes, Secrets, and so on).

Create Conflicting Agendas for Each Player Character


While Player Characters may enter Threads with or without their own goals, as
the GM, you have to make sure everyone is engaged in the situation. You will
do so by using agendas. Agendas are simple but effective tools that will
ensure the Characters won’t just acknowledge the existence of the Thread but
will likely take an active part in it.

You should create an opinion, plea, or call to action regarding an element of


the Thread. At this point, you don’t have to know whose opinion it is. It might
be something like, “We need to get on the Princeps’ good side,” “This person
should be protected from any harm,” or “You have to be the center of attention
during the party.” Now, you need to create a contradicting agenda: “We have to
take the side of our neighbor, even if it upsets the Princeps,” “This person is

278 Preparing for the Game


terrible, and they should get what they deserve,” or “Whatever you do at the
party, do not stand out.”

When you’re done, you should choose two NPCs connected to the Character,
and give them the agendas. A Character’s spouse might ask them to stand by
the Princeps, while their best friend could plead for them to side with the
neighbor. Since the agendas are in conflict with each other, the Character
cannot comply with both. They need to make a choice based either on their
opinion of the person asking, their own ideals, or what they deem most
appropriate.

You should create a pair of contradicting agendas for every Player Character
and assign them to proper NPCs. These could be their family, friends,
superiors, Courtiers, and other Defiant that have some sort of connection or
relationship with them (perhaps someone from the Thread’s key NPC list). Of
course, you should also come up with an explanation as to why the interested
parties want to achieve their goals. It doesn’t have to be deep and meaningful,
though. Wanting someone to fail because of carefully crafted political
machinations is just as good as wanting them to fail out of petty spite.

Add Optional Elements


If you’re up for it, consider adding a few optional elements into the Thread. As
the name suggests, those are additional components that do not need to be
included. If you’ve spent a lot of time on the Thread already, or if you’re simply
happy with the way your Thread looks, don’t bother with any more work. You
should be fine without any of the elements below. If you do feel like it,
however, go ahead and add any number of them.

Introduce an Interest Group


Strong individuals are crucial to proper storylines, but adding factions or
interest groups makes the world feel more nuanced and exciting. A group of
privileged loyalists, a secret order bent on enforcing one of the

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Commandments, a decadent clique of young partygoers, a Lowborn gang -
factions come in all shapes and sizes. They are usually held by ideology, their
leader’s strength, or shared goals.

You don’t have to come up with the list of everyone in the group or the
specifics of their inner hierarchy. When creating NPCs in future Episodes, you
may decide to make some of them part of different interest groups, which will
make for a more interesting story. It’s one thing to go against a single Defiant
and totally another to feud with them and the faction they are a part of.

To introduce a group, you do not have to make them the main topic of the
Thread. Simply add some of them as guests at an event, or have them show
up to protect their interests. They may even try to recruit the Characters or at
least sway them towards their cause.

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Show or Forward the Story Arc
The Story Arc does not need to be included in all or even most Threads. You
are the one to decide whether the plot progresses at the right pace. If you feel
things are going slow, you can add Story Arc elements to every Thread. If the
Characters are too concentrated on the Story Arc, you can refrain from
progressing or even showcasing it for some time.

Consult the Province Guide as to how to implement the Story Arc you have
chosen for your Chronicle. Every Province comes with its own set of Story
Arcs, along with instructions on how to use them.

Add More NPCs


Theoretically, the more NPCs you add to the Thread, the more interesting the
situation will become. You could potentially list all guests at a large ball and
create them all as NPCs, along with their Archetypes and Secrets. In reality,
you have to consider the fact that every new NPC you need to control during
the Thread makes your job harder. If you pick too many, you’ll get
overwhelmed and won’t be able to play them out or control the game at all.

Without any additional NPCs, you already have a few that need to be added,
since they are crucial to the Thread (like the host of the party or the criminal
on the run). In addition, you need to at least acknowledge the existence of two
more NPCs per Player Character, so they can have their conflicting agendas
(though they do not have to be physically present in the Thread). If you feel
you can squeeze in a few more, go for it, but try to keep the final number of
named NPCs present to under a dozen.

Of course, the Thread might be full of unnamed NPCs. If the need arises
during the game, you can improvise and introduce new characters. Since you
don’t know precisely what you’ll need (as that depends on the Player
Characters’ actions), it’s usually better to make them up during the Episode
than try to prepare them in advance.

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Add a Side Event
Use this option only if you have too much time on your hands and want to add
that extra polish to your Thread. Adding a side event essentially means you’re
going to include a mini-Thread inside the one you created: a tournament
during a party, a mission during a visit, and so on.

The side event might be an obvious part of the Thread from the beginning. For
instance, the Characters might be invited to a dinner and then asked to do
something on behalf of their Princeps. You could also include the side event
as a surprise: someone might propose an ad-hoc tournament during a party to
pick the candidate for a mission or reward.

If you’re going to add a side event to your Thread, try to use as much of the
already existing resources as possible. Base it around the NPCs that are
already there, use the same location - you’re not supposed to be spending
hours of prep time on a single Thread.

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Preparing the Story Arc
Defiant Seasons are not centered around a strong plotline. Do not think of
them as campaigns from classic role-playing games. Episodes revolve mainly
around the actions of the Characters, which may lead to surprising outcomes,
rather than having the heroes going through predetermined, consecutive acts
of a script.

The Story Arc is a plot device that is the closest Defiant Seasons and Episodes
come to having an actual scenario. It is not a script. It’s an underlying tale, or a
picture, slowly becoming visible as the Season progresses. It may become
important in the closing Episodes of the Season, but for most of the game, it’s
almost dormant.

To illustrate this better, think of different TV series that you know. Some are
centered around the plot. The heroes try to unravel a mystery, fight for their
lives, or contend for the crown. Every episode brings them closer to the final
conclusion. Then, in a climactic grand finale, they finally face the big problem
or the main enemy. This is close to how many classic role-playing games feel
like. You look for the dragon, you fight off minor minions; finally, you slay the
beast and take the treasure or rescue the princess.

However, there’s a different kind of TV series. It isn’t better or worse, as you


can find both great and mediocre examples of both types. These shows follow
heroes solving mysteries or fighting monsters, with a new case or problem
popping out every week. Throughout the Season, it slowly becomes apparent
that there’s a bigger underlying problem, a grave personal complication, or
greater evil at work. In the final episodes, that major reveal becomes the
center point of the story, but for most of the Season, it’s barely visible.

283 Preparing for the Game


That’s pretty much how the Story Arcs work in Defiant. For the most part, the
Characters are attending events, working for the Province, pushing their
agendas, and progressing personal relationships. As the Season draws to an
end, it becomes apparent that there’s a more significant issue to consider. A
few seeds have been planted throughout the Episodes, so it doesn’t appear
entirely out of the blue. Still, it is only near the end of a Season that it becomes
important and truly appears on the Characters’ radars.

The role of the Story Arc is not to overwhelm the Characters with problems
but instead show them that the world around them is not static. There is no
status quo, even if the changes are slow for the most time. Without the Story
Arc, sooner or later, the Players would simply get bored with the stagnant
situation.

The official Province Guides, like the Bridgewood Boulevard Guide in this
rulebook, come with their own, ready-to-use Story Arcs that you can introduce
into your Chronicles. If you’ve only just begun as a Defiant GM, it’s probably
best if you use one of them. If you’re set on creating your own Story Arc, read
the ones in the guide to get a better idea of how they should look.

Basic Story Arc


The Basic way of designing Story Arcs is faster but results in more dynamic
plots that, if handled without care, might become too much of a focal point in
the Chronicle. This is why you should not introduce Basic Story Arcs in the
first one or two Episodes of the Season, so the Characters get the chance to
engage in their own affairs first.

The Basic Story Arc revolves around a potentially dramatic or situation-


changing event that will happen unless the Characters intervene. It starts
slowly, not apparent to the heroes at first, and then gradually builds toward the
finale, when the Characters need to face the problem.

To create a Basic Story Arc, follow these guidelines.

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Visualize the Dark Fate
Start by coming up with an idea for something bad that might happen in the
Chronicle. You can go for something dramatic, but can stick with a minor
misfortune, instead. The event should potentially influence the Characters’
lives but do not make it personal. Whatever is about to happen, it’s not
targeting the Characters specifically.

Here are some examples of more dramatic “dark fates”:


• The Province is overrun by apocalyptic forces.
• The Princeps is murdered by a secret society.
• A harsh new law is implemented throughout the Domain.
• Another Province launches an attack on the Characters and their
neighbors.

If you prefer something less impactful, you could go with:


• The Province’s investigator is replaced by a known sadist.
• Interior conflicts result in an open battle between neighbors.
• Characters’ innocent friend is convicted of treason.
• The Province falls out of the Authority’s grace.

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You need to add some details to this general outline. Why is the Province
overrun by the forces of the Apocalypse? What kind of law is implemented?
Why is the old investigator demoted? What led to the conviction of the
Character’s friend?

Once you work out all the details, write them down so you won’t forget them.
This is the dark fate. These are the things that will happen if the Characters
won’t do anything to stop them. Of course, they are not aware of it at this
point, and that’s ok. They will be slowly learning about the situation until they
have a chance to act and perhaps save the day.

Follow the Steps


You will be introducing the Story Arc in four steps. The steps need to be at
least one Episode apart from each other, meaning you cannot further the plot
by more than one step in a single Episode. Since you shouldn’t introduce the
first step until the second or even the third Episode, you need a minimum total
of five or six Episodes to introduce the whole Story Arc (and finish the
Season).

Step 1: The Whispers


Start by designing rumors or incomplete information about the potential
problem. If your dark fate is based around the Princeps being murdered by his
long-standing rival, you should make sure the Characters hear about the feud
between the ruler and another Defiant at one of the parties or from a good
friend.

Do not put too much emphasis on this; it’s not even an introduction to the
problem. It’s something the Characters should look back on and think: “Oh, we
heard about this before.” It’s best to put this into a conversation about a
different topic or as an unimportant side scene (“You see the Princeps arguing
with an Angel you do not know, who leaves the party in a hurry, clearly
agitated.”).

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Mix it with different rumors and mini-scenes, so that the Players do not feel
this is extremely important. It is not a clue, nor a story hook. It’s just
something to set the stage for the Story Arc and the acknowledgment of the
problem, without too much thought put into it.

Step 2: The Side-Event


It is now time to insert the Story Arc into a Thread, without it taking center
stage. Design a scene (this time including the Characters) that has something
to do with the Story Arc and include it into one of the Threads in the Episode
as a side-event.

While the Characters try to help one of their friends by buying back an item
from a Lowborn black market, they come across the villainous Angel and his
thugs, who are out to buy illegal weapons. The Characters may ignore this,
they may try to report it to the authorities (though it could prove to be a
problem, since they were also present at the black market), or they may even
decide to face off against the Angel, for whatever reason.

It doesn’t really matter. Whatever happens now won’t really influence the
outcome of the Story Arc; it’s just another way to introduce the Characters to
the problem. Basic Story Arcs are straightforward and the Players won’t have
too much of an impact on how the events transpire, at least until the finale. All
this would make for a pretty terrible plot device if the Episodes revolved
around it. Since Story Arcs in Defiant have more of a background role and the
Characters have a great impact on the game world in all other, more important
areas, you do not have to worry about it.

If the Players inform the authorities, the Angel might even get questioned but
will manage to successfully plead his case. If they fight him, as long as they
do not kill him, his plans will not change. And since the Characters do not
know his plans at this point, they’re not really able to stop him.

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Step 3: The Main Event
This time, you will put the Story Arc in focus by designing an outline of a whole
Thread around it. Maybe the Princeps has lost his patience and asks the
Characters to arrest the Angel. Or perhaps the villain organizes an impressive
ball to show off his strength, openly mocking the ruler during the event.

Whatever idea you’ll come up with, remember this is still not the conclusion,
and the Characters cannot stop the Story Arc from going forward at this point.
Of course, they do not have to idly watch the situation unfold. By this point,
some of them might as well be romantically involved with the villain, be his
bitter rivals or organize a coalition against him - the Story Arc will still
continue. If you’d like, this is a potentially good moment to give the Characters
some sort of a choice that could influence the final stages of the Story Arc, but
it’s entirely optional.

If they enter his Holding, ready to arrest him after a fight with his Courtiers,
they will discover the Angel missing. Or perhaps they will manage to capture
him, only for the Princeps’ guard to allow him to escape after the Episode.

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Step 4: The Showdown and the Aftermath
In the final Episode of the Season, both Threads should revolve around the
Story Arc. The first one is supposed to be more dramatic - this is where the
dark fate is about to come true. In our example, the Characters might be trying
to save the Princeps from the attack or fight for his life. This is the final
showdown, the dark fate is happening right now, and the Characters are the
only ones who can stop it.

The second Thread focuses on the aftermath of the Story Arc. It might be the
Princeps’ burial (if the Characters failed or didn’t want to save him) or a trial
held to decide on the villain's future. Some sort of change should come from
this, setting the mood for the next Season. With the Princeps dead, his party-
loving daughter takes over, promising more relaxed Province rules. Or perhaps
the Princeps did survive but the experience changed him in some way, and the
Characters get a glimpse of what his future rule might look like.

Since you cannot be sure how the showdown will end, you have to be
prepared for two potential aftermath Threads, depending on whether the dark
fate comes to fruition or not. This means you actually need to design a total of
three Threads for the Episode, one of which will not be used. The two
aftermath Threads may share the same location, NPCs, and other elements,
since you will use only one of them.

Basic Story Arc Design Summary


To have a complete Basic Story Arc, you need to design:

• Incomplete information to give the Characters during unrelated Scenes


• A side-event related to the Story Arc that you can insert into a Thread
• An outline of a full Thread based around the Story Arc
• An idea for a showdown Thread, where the dark fate is about to come true
• Ideas for two potential aftermath Threads, based on the outcome of the
showdown

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Advanced Story Arc
Unlike their basic versions, Advanced Story Arcs do not require the Characters
to act in a certain way. There are no clear villains and no obvious choices. The
story progresses differently, depending on the side the Characters choose to
ally with.

Advanced Story Arc Breakdown


The premise of the Advanced Story Arc is rather simple. There are two
factions, groups, societies, or individuals whose agendas contradict each
other. If one triumphs, the other one fails; there is no middle ground. Over the
course of the Season, the Characters have a chance to learn about both sides
and understand the pros and cons of each of their agendas.

The Player Characters are put between those two and serve as a third faction
or group that can tip the scales in either faction’s favor. When the time comes,
they are asked to choose. The line is drawn, and they end up on one side or
the other of the conflict, even if they are not fully committed to the team they
are now stuck with.

The “discarded” faction makes one final attempt to sway the Characters to
their side. If they succeed, the Characters are now considered allied with
them. If they fail, the Characters stay with the faction they previously chose.

The “enemy” faction, unable to win the Characters’ support, turns to the “dark
side” to even the odds. They may do something outright forbidden, decide on
a very irresponsible course of action, or find problematic allies. This situation
was far from obvious when the Characters were making a choice, but now it’s
clear: the other side must be stopped.

In the Season finale, the factions finally clash in a definite showdown, from
which only one group can emerge victorious. If the Players fail, the next
Season will probably be drawn in dark colors. If the “good” faction emerges

290 Preparing for the Game


victorious, all is well, at least to a point. They push forward their agenda, along
with some problematic arrangements - drunk with power and intoxicated by
victory, they push their ideas a bit too far, creating a more exciting setting for
the next Season.

Designing the Advanced Story Arc


To create an advanced Story Arc, follow the steps below. Remember that
much can change during a Defiant Chronicle. Try to keep your ideas broad and
be ready to make adjustments during the course of the game.

Create Two Contradicting Factions


The Advanced Story Arc revolves around two factions with contradicting
agendas or two sides of a conflict. It is up to you to decide on the scale of the
Story Arc and the types of the factions/sides. Here are some examples:

• Kyrios siblings fighting to prove their worth and secure their right to the
throne
• A secret society trying to overthrow the Princeps they see unfit to rule
• Two groups or royals, pushing for different laws to be implemented in the
Province
• Two Defiant courting the same Lady to become her Consorts
• Princepses waging war against each other, with whole Provinces involved

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Design Different Introduction Seeds
The Player Characters need to be made aware of the factions’ existence and
the conflict before you progress the Story Arc further. You need to create a
minimum of four introduction seeds - either mini-scenes or bits of information
shared by important NPCs.

You will need to show each side of the conflict in a good and bad light. The
Characters are supposed to see both the positives and the negatives of each
faction before they jump to conclusions and start acting. You can create more
than four seeds, but try to keep it balanced - for every positive or negative
piece of information or scene about one faction, create another of the same
kind about their rivals.

Create the Light Path and the Dark Path for Each Faction
Until the Characters get involved, both factions follow a “light path.” This does
not mean they have to be honorable or likable. It simply means they are not
doing anything that would make allying with them impossible. They do not
break the most important Defiant laws; they are not crazy psychopaths. The
standards for the “light path” are pretty low.

This is the state of things at the time; the Characters get to learn about the
factions and potentially meet them. From here on, though, each faction can
either follow their “light” way or turn to their “dark path” if they are not chosen
by the Player Characters.

You will need to think of the ways either faction might turn to their dark side.
They might ally themselves with forces of the Apocalypse, resort to using that
one forsaken artifact they know they shouldn't, start killing off their rivals in a
series of assassinations, request help from a widely despised group, and so
on. You might also go with something less dramatic. Since you do not know
which faction will be chosen by the Characters, you have to prepare the dark
paths for both sides of the conflict.

292 Preparing for the Game


Following the light path will mean that the faction will stick to their original
ways, at least until the end of the Story Arc. After the final showdown,
however, they will cash in on their successes and forward their agenda a bit
further than they had initially planned. For instance, if they were pushing for a
law, they will now implement a slightly harsher version of their proposal. This
will create a more interesting situation in the next Season.

Plan the Circumstances of the Choice


There will come a point in the Season where the Characters will need to
choose a side. This may take many forms, and the Characters might not even
be entirely aware that they have indeed made a choice.

The most obvious situation is the one where the Characters are asked by both
factions to do something for them and can only help one of them. You have to
make sure that the Characters cannot abstain from choosing a side
altogether, meaning that their lack of action should also result in taking a
stand against one of the factions. If one of the parties asks them to deliver
something to the Princeps and the other asks them not to do that, there really
is no middle ground.

Note that it is far more important for the factions to feel the Characters have
made their choice than for the Characters to feel they’ve allied themselves
with one of the rivaling groups. Even if they try to remain neutral and not
engage in the conflict, one of the sides will consider them a part of the enemy
team.

The final “choice” between the factions is actually a two-step process. After
the first situation, where the Characters needed to pick a side, the faction they
did not choose will come to them to ask them to reconsider their position.
Again, it doesn’t matter if the Characters feel they are a part of the conflict -
the faction asking them to reconsider sees it that way and will interpret any
declarations of neutrality as sticking with the other side.

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Those two events (the choice and the plea to reconsider) should not happen
during the same Thread. Some time should pass. If the Characters accept the
plea and “change sides,” they will have to do something to prove their resolve.
It’s not supposed to be anything challenging, just a minor favor. It doesn’t
really serve as a way of proving anything to the faction but is needed from the
Story Arc standpoint. This time, the Characters need to feel they did make a
choice.

Envision the Two Final Showdowns


The choice the Characters made is crucial for what happens next. Whichever
faction they did not choose, turns to their dark path. This may have to do with
the fact that they are left without the Characters' help and resort to desperate
measures. You just as easily might decide that this is how they always were,
but it is only now becoming apparent.

What’s important from the design standpoint is that the situation changes.
One of the factions is now clearly villainous. The other might be far from
perfect but is still an obviously better choice. You do not want the Characters
switching sides over and over again. They made a choice once, then were
asked to change their mind and either did or stayed by their first option.

294 Preparing for the Game


Now the situation spirals toward the final showdown, where the factions will
clash and the Characters will play their part. It might be a battle, an
assassination attempt, a case presented before the Authority, raiding the
villainous faction's headquarters, fighting an apocalyptic beast summoned by
them, or anything else that you come up with. While designing the Story Arc,
you do not know which faction will be chosen, so you should envision two
possible showdowns, depending on which side has turned to the dark path.

Write It All Down as Ready-To-Use Elements


To be able to use the Story Arc in the Chronicle, you need to divide it into
smaller elements. You should end up with:

• Several introduction seeds (at least four) that you can insert into Threads,
Court Challenges, and Personal Affairs during the first couple of Episodes
• An idea for a Scene, taking place during a Thread, where the Characters
are to choose between the factions
• An idea for the two potential Scenes, in which the other faction makes
their case and asks them to reconsider
• A number of side-events showing the rejected faction following their dark
path
• The outlines of two potential Threads - the showdown between the
factions, with the Player Characters involved
• The additional step each faction would take if they were to follow through
with their light path
• The problematic situation that will emerge if either faction wins the
conflict while on their dark path

295 Preparing for the Game


chapter 6
Running the Game

Once you’ve prepared everything needed for an Episode, you’re ready to meet
with the Players. It’s now time to put your work to use to have a fun game
session in the supernatural world of Defiant. Since you did not create a
detailed script, at this point no one really knows how the game will progress.
All you have is a canvas with a few sketched lines and random dots of color
painted here and there. It’s up to you and the Players to build upon this so that
by the time the Session is over, you’ve created a fascinating, colorful picture.

There’s a specific mindset that the Defiant Game Master needs to adopt. If
this is not your first role-playing experience, do not rely on your routines alone,
since different games view this subject in a number of different ways. In
Defiant, you are not the storyteller. You are not a bard, impressing everyone at
the table with your intricate plot and colorful cast of characters. This may have
been the case in the last game you played, but Defiant works in a different
way. Keep in mind that this guideline is more about your attitude and mindset
than the exact way you should run your games. When it comes to details, stick
to the rules provided in this book. They were designed especially for this kind
of GM - Player dynamics.

In many ways, in Defiant, you are the one to be amazed, and the Players are
the ones telling the stories. You set up the scenes, you put Characters in tight
spots, you present them with choices, and you grant them possibilities. And
then, you sit back and watch the story unfold. Sure, you get to help along the
way, add a few details here and there, interpret the results of Challenges and

296 Running the Game


stir things up if things go stale. But for the most part, it’s the Players who are
telling a story by portraying their Characters' actions. They are not reacting to
threats that you create but rather take the stage that you set for them and with
your help play out whatever scenes they want.

Some games will tell you to create an interesting story with numerous
obstacles the Characters need to overcome. If they succeed, the Players get
to know the whole story. It’s probably the most popular approach. Others may
tell you to play to find out what happens - work out the story as you go,
together with the Players, by using rules that support an improvised plot. In
Defiant, you play the game to find out who the Characters are. Sure, you learn
a bit about them during the Character creation process, but that’s just the tip
of the iceberg.

Who are they really? What do they value the most? What will they do to get
what they want? How are they different from others? What do they long for?
What do they hate? With every Scene and every Episode, the Players add new
details to their Characters’ portraits. They start out as simple concepts, and
hopefully, by the end of the Chronicle, everyone has a compelling, detailed
vision of their hero. The stories the Characters tell are not the tales of great
deeds or epic adventures. They are the stories about them, about who they
are, what they achieved, and what they sacrificed to get there.

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The Three Levels of Game Mastery
One of the beautiful things about being a Game Master is the potential for
growth. There’s always a new technique you can learn, a new trick you can
master, a different approach you can try. Defiant acknowledges this.
Regardless of your starting point, you will get better with every game you run.
You will grow with experience.

On the other hand, we do not live in a perfect world. We’re not always at our
best; our mental capacity varies each day. This means, as the GM, you will not
always operate at your hundred percent. And this is totally fine. Playing RPG is
not about delivering the perfect experience, it’s about having fun together.

As with game preparation, in Defiant there are three different levels of game
mastery for you to learn. Depending on your experience and current form, you
may choose to run the game on any of them. It’s also ok to switch between
them throughout the game or use different levels of mastery for different
elements of the session.

Basic Level
This is the set of basic rules that enables you to run a Defiant Episode.
Consider them a minimum needed to create the Defiant experience for your
Players. You can stick to the Basic rules for your whole Chronicle, never using
any of the Advanced techniques, and have a great time with your Players. If
you do not adhere to them, you can probably still have fun, but the game you’ll
be playing will not entirely be what we had in mind.

The rules of the Basic Level were designed to enable you to quickly learn and
start running the game. They are also good enough for the more advanced
GMs to use during the less important moments or when time is an issue.

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Advanced Level
While using the Basic rules is enough to have a fun game, by switching to the
Advanced Level, you can really make your Episodes shine. Adhering to this
ruleset is more demanding and can be a challenge for a novice GM. If you feel
this is too much for you, just go with the Basic rules. You don’t have to
introduce all the Advanced techniques at once - try implementing a few of
them and see how they work for you.

Whether you’re a first-time GM or a seasoned one, it’s important that you read
the Advanced section. Even if you’re not planning to use them, the Advanced
rules may clarify some issues and show you a bigger picture.

Expert Level
The rules of the Expert Level are not included in this rulebook. They are
designed for seasoned Defiant GMs and have little use until you run many
games - probably more than one full-length Chronicle. The Expert Level lets
you tinker with the game mechanics and tailor them to your needs, and
introduces methods that are way too demanding and time-consuming if
you’re not fluent with the game.

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The Tools at Your Disposal
As the GM, you need to introduce new elements to the story, react to Players'
declarations and Characters’ actions, control the pace of the game, and keep
things interesting. It may sound like a lot, but thankfully you have a handful of
tools to help you with your job. You’ve read about them throughout this book,
but now we’re going to list them and review them from the Game Master’s
perspective.

Mirrors
During preparation, you have to spend some time designing NPCs the proper
way and assigning Mirror concepts to them. You should also have a few
unassigned concepts to use, should the need arise. Mirrors are probably the
most powerful tool at your disposal. Just by playing them out the way you
designed them, you will make the story far more engaging for the Players.

During an Episode, you don’t have to worry about the specifics. It doesn’t
matter what kind of a Mirror an NPC is - you took care of that during
preparation. All you have to do now is portray the NPCs the way you designed
them, and the Mirror system will do its job. Sure, some Mirrors will work better
than others, but that doesn’t matter. In general, your Episodes will resonate far
better with the Characters because of all the Mirrors present.

Secrets
It would be nearly impossible to keep track of all the NPCs and make them
feel fresh and interesting throughout the Chronicle if you tried to design them
in every detail. Secrets are actually kind of a cheat system. By coming up with
Secrets and adding new ones, once the former have been revealed, you end up
with NPCs that always have a new layer to explore and evolve throughout the
Chronicle.

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And since you do not design all the Secrets at once, but rather add new ones
after old ones have been discovered by the Player Characters, the NPCs are
more interesting to you as well. You don’t know who they will become by the
end of the Chronicle. And sure, this means the world is not objective. The
Players cannot guess or foresee the true intentions of an NPC since even you
are not aware of them. But the goal here is not to create an objective world, it’s
to have fun and not grow bored with the game over time.

Challenges
In Defiant, most of the plot is created organically. You do not design a detailed
script that the Players follow. All you do is set up the scenery and some broad
guidelines as to how the story will progress. And Challenges ensure that
things won’t grow stale because the situation will remain dynamic. Whenever
a Character undertakes a task, there will be some consequences. They never
simply fail or succeed. Things happen. They will make tough choices, receive
unexpected rewards, and face new problems.

Of course, it’s up to you as the GM to come up with exciting outcomes for


Challenges. But if you follow the guidelines, it shouldn't be hard. Thanks to
Challenges, whenever a Player takes the dice into their hands, you all know
something interesting is about to happen.

Endeavors
There are two crucial perks of using the Endeavor mechanic. First of all, the
Characters have a chance to build their own agendas. By starting new
Endeavors, they can push forward their ideas and truly become an important
part of the social and political landscape of the Domain. Secondly, it gives the
Players a reason to actively pursue Challenges in Scenes. If the Characters are
passive, they will not get a chance to further their Endeavors. They can always
talk to someone, impress or intimidate them, search for relevant information,

301 Running the Game


and so on - it’s actually up to the Players to come up with the ideas for those
Challenges.

You can always use Endeavors to get to know the Characters’ plans. In time,
you can even set up whole Threads around one of the Characters’ Endeavors.
Just by looking at the list of Endeavors, you can easily see what the Players
want to pursue, which can prove to be very handy.

The Theme Questions & Special Rules


While, theoretically, both the Theme Questions and the Theme Special Rules
are in the hands of the Players, they are actually quite useful to the GM. They
ensure that the topics relevant to the Characters’ Themes will be featured in
the Chronicle, regardless of your plans and actions. This means you do not
have to focus on introducing story elements relevant to the Characters. The
Players will take care of that by using the Special Rules and asking the Theme
Questions. If a Warrior is present, a fight may break out even in the most
tranquil scenery, the Guide will have their students show up regardless of your
plans, and so on.

Of course, this impacts the game and your ability to control the plot. In Defiant,
the GM needs to be ready to give the Players as much creative freedom as
they are willing to take. In fact, you should encourage them to use their tools
and influence the game - it will make for a better experience for everyone.

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Regenerating Shards
Players can spend Shards on many different perks, and everyone eventually
depletes their Shard pool. Replenishing it requires a Character to undergo a
particular ritual that’s different for every Defiant Origin. It can potentially create
new goals for the Character, enable you to focus on their background, or serve
as an additional problem they need to take care of. Either way, every time a
Character replenishes their Shard pool, it puts a bit of spotlight on them and
introduces new elements to the game. It gives the Players new storylines that
you do not have to design.

In most cases, the Players have the option to decide for themselves what the
exact nature of their actions is. They can choose the Penance for their Angel
Characters, the nature of their new Leviathan hunger, or specify the change
needed for their Daeva’s Followers. This means most of the time, you do not
have to worry about this process. Your role is to ask them for additional
details and narrate the outcome of their actions.

Courts and Spouses


Every Court and spouse the Players choose during the Character creation
process comes with its own problems, quirks, and issues. During Court
Challenges, the Players add new elements to their backgrounds, gradually
making their Courtiers and loved ones more interesting. There’s always
something happening with the Character’s Court or marriage, which makes
the game more engaging. It’s one thing to attend diplomatic negotiations with
a high-profile Defiant and completely another to do so along with a spouse,
who happens to absolutely despise the host.

You do not have to plan any Court or marital issues ahead of time. Wait for
Court Challenges and build upon the things you learn from them. Insert the
Characters’ Courtiers and spouses into your Threads to guarantee more
engaging stories. You can also use them to create additional links between

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the Characters. The Courtiers of one Character can take an interest in another
Character, creating issues for both of them.

The Links
Links are a unique set of NPCs designed in a way that makes it easy to insert
them into different Characters’ Scenes. They may act differently towards
different Player Characters (i.e., becoming a student of a Guide Character
while being the lover of a Socialite Character). Implementing Links in your
game gives the Characters more reasons to interact with each other and
makes listening to other Characters’ personal Scenes more interesting.

There’s a list of Links - along with ideas for different ways of having them link
with the Characters - in the guide to the Bridgewood Boulevard in the last
chapter of this book. Additional Links will be provided with each new Province,
and you are, of course, free to make your own.

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Laws and Commandments
The Characters may be granted great power and privileges, but they are bound
by the rules of the Defiant. The Laws of the Domain influence every aspect of
their life, sometimes complicating the easiest tasks. The Commandments and
local laws may push them to act in certain ways or forbid them from certain
actions. The social structure of the supernatural community renders some
interactions near impossible. More often than not, the Characters will need to
find creative ways to achieve their goals in accordance with the law. With
some experience, they can also start using the rules to their advantage.

Defiant laws are great at complicating simple things, making the story more
interesting. Use them as fun obstacles, additional challenges, or interesting
oddities. Yes, the Characters know precisely who to ask about an important
matter. The thing is, that person’s Lord forbade them from leaving their
Holding and talking to anyone. What will the Characters do? Yes, the meeting
will take place in a neutral club. However, the club is located in a Province
where local law forces everyone to always be accompanied by lovers or
courtesans. Who will the Characters ask to accompany them?

Episode Structure
Apart from the Pilot Episode, all Defiant Episodes are structured in the same
way. Although they can differ in topics, atmosphere, and intensity, they all
share the same basic format. Unlike many games, an Episode does not
consist of a single story with a clear resolution at the end. Rather than that, it
is made of smaller plot bits, revolving more around the Characters and their
backgrounds than a predesigned storyline.

When playing Defiant, you’re not asking the question, “What will happen?” or
“Will they succeed?” You’re playing to get to know the Characters better. You
put them in different types of situations and see how they react to them,
which in return tells you more about who they are. You spend about half of
each Episode watching the Characters in their natural habitats (i.e., their

305 Running the Game


Courts, or dealing with personal affairs). For the other half, you put them in
difficult situations outside their comfort zones to see how they will act.

Episode structure is designed in a way that makes for a compelling game. You
switch between the Characters’ private and public lives, between relaxed and
intense scenes, between group and solo activities. Some elements of an
Episode will put more weight on your shoulders, while others will give you time
to take a step back and leave more in the hands of the Players. For the true
“Defiant experience,” you should always follow our structure for Episodes.

Prologue
During this short intro, the Players should summarize the events of the last
Episode to get on the right track. If you feel they’ve missed something
important, feel free to remind them about whatever they forgot.

This is also an organizing phase. Everyone should take out their Character
Sheets, you should put the Line Card and the Veil Card on the table, make sure
you have enough dice, and so on.

Personal Affairs
Now it’s time to learn what the Characters have been up to since the last
Episode ended. In the fiction, some time always goes by between Episodes. It
could be days or even weeks, but you won't usually have to specify the exact
amount of time. In this phase, everyone gets a chance to decide what their
Characters have been doing recently.

There’s a general list of activities that everyone can choose from, and some
Themes and other Special Rules may grant a Character additional options. In
most cases, the Character succeeds in their activity without a need for a
Challenge. For instance, if they choose to work for their Province or bloodline,
they automatically get Standing Points.

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Court Challenges
After all the Players have chosen and described their Personal Affairs, you
switch your focus to their Courts. Every Character needs to undertake a Court
Challenge, as described in the “Playing the Game” section. The GM asks the
Player a few questions about their Character’s Court, and then they roll the
dice to see how everything turned out.

Depending on the number of Players in your group, you can either resolve the
Challenges with simple descriptions or play out short Scenes based upon the
Challenge outcomes. Whichever method you choose, the Court Challenges set
up each Character’s personal situation. If it resulted in a new conflict in Court,
the animosities will probably prevail at least until the end of the Episode.

The First Thread


It’s time to put personal matters aside and get all the Characters together.
Each Episode consists of two Threads - main story seeds with their own inner
dynamics. Since you’ve spent most of your preparation time designing them,
you should know what to do next.

Start with an introduction and explain the upcoming event (i.e., inform the
Characters about the upcoming ball, tell them about the audience they are
about to attend, etc.). Then, once the Characters arrive at the scene, stick to all
the elements you’ve prepared beforehand and let the Characters influence the
situation by using their Theme Questions, Special Rules, and Challenges.

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Dividing the Episode

If you want to split the Episode into two separate sessions (each should take
about 3 to 4 hours), you should finish the first part of the Episode after the First
Thread. This gives you:

First part: Prologue, Personal Affairs, Court Challenge, and the First Thread
Second part: Personal Challenges, the Second Thread, and Epilogue

Personal Challenges
After the first Thread ends, some time passes before the next one. Characters
use this window to undertake Personal Challenges. They work in a similar way
to Personal Affairs. Every Player may pick one option from the Personal
Affairs list for their Character. This time, however, they do not get the benefits
automatically.

They need to undergo a Challenge, as per standard Challenge rules. Each


Player declares how their Character attempts to achieve their goal, they
calculate their Potentials, and roll the dice. As with the Court Challenges, you
can sum the situation up with a description or play out Scenes based around
the Challenges’ outcomes.

The Second Thread


After Personal Challenges, the group gets back together for the second
Thread. It works in exactly the same way as the first one and is based around
the material you prepared beforehand.

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Epilogue
The last element of each Episode is the Epilogue. This is the time when the
Characters update their Standing scores, wrap up their unfinished business,
and heal some of their Afflictions. It is also an excellent opportunity to play out
the results of their Shard regeneration rolls (if they had any during the
Episode), or give them a final chance to further their Endeavors.

It doesn’t have to take long, especially if no one has any important matters to
take care of. Answering the Standing questions and erasing some of the
Afflictions is enough for a short Epilogue.

The Basic Approach


The GM’s role during the Personal Affairs phase is to ask questions and make
sure the Players add details to their Characters’ actions. What was the nature
of their duties? What was the hardest thing about them? What did it take to
get rid of their Afflictions? Did the wound leave a scar?

When asking questions during a Court Challenge, you can switch their order to
make it a bit more diverse. Regardless, remember to ask each Player all of the
questions from the list. Keep in mind that though similar, the exact nature of
the Court Challenge varies from Episode to Episode. The Character might use
the same Traits each time, but the chances are, they should switch some of
them, depending on the situation.

If it makes sense, you should let the Characters talk a little before starting a
Thread. Perhaps they are traveling to the venue together, spending some time
with each other beforehand, or maybe talking about the upcoming event
online. Giving Characters the option to discuss the situation with others and
share their thoughts usually makes the situation far more interesting and lets
you get to know their motivations better.

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The Advanced Approach
Consider adding some details of your own during the Personal Affairs Phase.
There may be things the Players don’t know about the Chronicle that you can
include in their Affairs. While the Character was helping out the Princeps, they
might have noticed the Princeps’ oldest son acting rebelliously or another
Royal trying to get into the Princeps’ good graces, for instance.

During Court Challenges, remember that when you ask the Court questions,
you can build upon the answers and ask additional questions to clarify things
or create a more interesting situation. You can also mix things up by asking
the other Players about the current Character’s Court. If you decide to do so,
remember to ask about rumors and opinions, not facts. They may have heard
something about one of the Courtiers, but it’s up to the person playing that
Courtier’s ruler to decide whether the rumors are true.

Both the Personal Affairs and the Court Challenges are excellent moments to
use NPCs as Links between Characters. The Character tending to their affairs
may stumble upon another Character’s Courtier or spouse. A beloved relative
of one Character may be visiting another Character’s Court during the Court
Challenge. Since the Affairs and Challenges take place over some time, the
same NPC can be even present in all the Characters’ Scenes. This is a great
way to keep the other Players interested in someone’s affairs or court issues.

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Chronicle Structure
All Episodes played with the same Characters in the same Province are called
a Chronicle. A Defiant Chronicle follows its own structure rules, just as the
Episodes do.

The Pilot Episode


Every Chronicle starts with a Pilot Episode: a short game session
concentrated on the Characters’ Courts. You play out the Pilot Episode during
the first meeting after you finish creating the Player Characters. It is meant as
a way to better envision the heroes of the Chronicle and their backgrounds.

The Seasons
All other Episodes are grouped into Seasons, similar to TV series. Each
Season has its own plotline - the Story Arc - however, it remains in the
background, giving room to the Characters’ affairs and ambitions. It is only
when the Season draws to its end that the Story Arc becomes more dominant
in the Episodes.

A Defiant Season usually takes between five and eight Episodes to complete.
After the Season ends, the Players may advance their Characters using the
rules in the “Playing the Game” section of this rulebook.

Season Finale
The last Episode of the Season is the Season finale. It revolves around the
Story Arc and is usually one of the most dramatic and fast-paced parts of the
Chronicle. The Episode follows the same structure as others within the
Season, but both Threads are based on the Story Arc issues.

You can find the rules for creating the Season finale in the Story Arc section of
the previous chapter.

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New Seasons
The Season finale leaves a mark on the Province or even the whole Domain.
The new Season takes place in this new situation, created by the conclusion
of the last Story Arc. The GM needs to create a new Story Arc for the Season
ahead. It can build upon the events from the previous Season, but might be
unrelated.

Resolving Challenges
One of your key roles as the GM is interpreting the outcomes of Challenges.
Whenever the Players roll the dice, you get to either influence what happens or
come up with the consequences entirely on your own. Every Challenge has the
potential to shift the pace of the game or take the action in a new direction.
When resolving Challenges, your main guidelines are the number of
Successes rolled: the more Successes, the better the outcome.

Basic resolution
The core of the Challenge rules is pretty simple. If no Successes are rolled,
things got out of hand somehow. The Character probably failed at whatever
they were doing (though you may choose otherwise), but what’s more
important, they got themselves in some sort of trouble that won’t go away
easily. Remember that the new problems may - but do not have to - be
connected to the goals the Character was trying to achieve. Failing a fight
Challenge might result in the Character beating up their opponent, but doing it
in such a brutal fashion that the everyone is now either terrified or disgusted
with them. Of course, rolling no Successes might result in the Character
getting beaten up instead.

The outcomes of one and two Successes are similar, but not the same. In
both cases, the Character achieves their goal, but not quite in the way (or to
the extent) they wanted. The main difference is the nature of the drawbacks,
collateral damage, or complications attached to their actions. The two-

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Success outcome is something the Character should definitely see as a
victory. Sure, there were some problems, but generally, they can pat
themselves on the back for a job well done.

A single Success outcome is far more problematic. It’s usually the type of
victory that you do not celebrate because of problematic consequences or
because you are simply too tired or beaten up. Remember that this outcome is
not meant as a tool to torture the Characters or change their lives into
nightmares. It’s supposed to make the story more interesting, complicate
situations, and create new obstacles.

After rolling two Successes, the Character should be focused on the next task
ahead of them. After rolling a single Success, they might be more occupied
with the problems that arose from the Challenge.

When it comes to three Successes, remember that they result in more than
simply overcoming the odds. The Character is supposed to get some kind of a
bonus out of it. Whatever it is, it shouldn’t be more valuable than the victory
they just achieved. Learning someone’s Secret, impressing a bystander,
gaining the upper hand on someone, advancing an Endeavor, or losing a Minor
Affliction - choose a minor boon that makes sense in the Character’s situation.

Four Successes work in the same way, but the bonus gained should outweigh
the original goal of the Challenge. Looking back, the Character should feel that
the additional boon was, in fact, more valuable than what they initially set out
to do. There’s no list of such bonuses, and you should feel free to get creative.
Be generous - you can give the Character any shiny gift that comes into mind,
as long as it makes sense in the fiction.

A Few Things to Remember


Whatever consequences you wish to add to the outcome of the Challenge,
remember the Character’s original intentions and don’t take their victory away.

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If they scored at least one Success, do not go directly or indirectly against
them. Sometimes this seems obvious: If the Character tried to save an NPC
from burning lava, the consequences shouldn’t include the NPC dying from
any other danger. Bad things may have happened, especially if the Player
rolled only a single Success. But since the idea was to rescue the NPC, that’s
the one untouchable thing. Of course, the situation would be different if you
decided to add a condition to the victory (you can read about them in the
Advanced rules). In that case, the NPC will be saved only if the Player agrees
to the condition.

Do not undermine the Players’ visions of their Characters. If they have clearly
stated that their Daeva is ridiculously strong, and backed it up with an
appropriate Trait, you shouldn’t portray them as weak, regardless of the
number of Successes rolled. If they were trying to bend the prison bars and
rolled poorly, acknowledge their strength. Maybe they accidentally broke
something else as well? Made terrible noise that attracts unwanted
attention? There are plenty of options to choose from.

When thinking about possible Challenge outcomes, try to focus on interesting


rather than tough. Your job is not to make the lives of the Characters difficult,
it’s to make them engaging and entertaining. Sure, you can throw whatever
you want at them (especially if they rolled no Successes). But that doesn’t
mean you have to intentionally try to hit them as hard as you can. The main
goal behind resolving Challenges is to introduce new elements to the story
told by the Player, push it forward, or take it into a new direction.

Advanced Resolution
Whenever you are resolving a Challenge, you’ve got the same three options,
regardless of the number of Successes the Player rolled. You can make the
Character pay the Price for their victory, meaning adding a problem or a
complication to the outcome. You can set a Condition that the Player needs to

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agree to for the Character to succeed. You can also present them with a
Choice they need to make - usually between two potential problems or
bonuses that the situation can result in.

The exact nature of the Prices, Conditions, and Choices depends on the
number of Successes.

No Successes: At the Mercy


This is the worst possible outcome of a Challenge. The gloves are off, and you,
as the GM, can describe any outcome you see fit. It doesn’t even have to do
with the original intention of the Challenge. If a Character tries to seduce the
Princeps’ daughter at a party, rolling no Successes could mean that she takes
grave offense in their actions, her furious father steps in, or a group of Defiant
from another Province suddenly breaks into the party, guns blazing.

You can also choose to (but do not have to) give the Character a Severe
Affliction in addition to the outcome of the Challenge.

Choice: Present the Player with a tough dilemma. Give them two or more
options, all of which are pretty terrible, and let them choose.

Condition: Unfortunately, in the case of zero Successes, the Player does not
get the option to “buy” the victory. You can, however, grant them the
opportunity to pay the price for a more favorable defeat.

Price: The default option to choose in this case. Just pick whatever outcome
you find interesting and go with it. You can shake up the situation as much as
you find fitting. You may even decide that the Character actually did achieve
their goal in the process, though the events put them in a terrible spot anyway.

1 Success: The Hard-Won Victory


While the Character probably did succeed in their effort (if you decide to set a
Condition, they can choose to lose the Challenge instead), the amount of

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complications or the grievousness of consequences make their victory a
mixed blessing.

Choice: The Character will sacrifice something to finish the Challenge, and you
let the Player choose what it is. Both options should be rather stark, but try to
keep them as different as possible. Do they prefer their Character to lose
social prestige or get injured? At least they get a say…

Condition: They have to pay or lose the Challenge, and it will cost them. The
Condition has to be stark since you are also giving the Character an option to
walk away without any additional problems. Remember that this is not a tool
for discouraging Players from the Challenge. If you feel there is no way they
would agree to the condition, do not ask for it – think of something different.

Price: If you decide on this outcome, turn the victory against the Character.
They get what they wanted, but they’d probably be better off if they didn’t.
Focus on making this interesting rather than mean. Remember that it’s
supposed to be fun for the Player (though probably not for the Character).

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2 Successes: The Bump on the Road
Everything is almost perfect. Almost. There’s this little problem, that one
compromise, that makes the situation a bit more problematic and, at the
same time, more interesting.

Choice: This one works pretty much the same as with 1 Success, however, the
consequences of the decision should be less severe. Do they prefer one of
their relatives looking at them with contempt or ruining their clothes in the
process? Who gets a whiff of their secret – their lover or their spouse?

Condition: The Character may choose to simply half-succeed. They get the
attention of the potential lover, but not their affection, and so on. Or they can
get exactly what they wanted. If they agree to the Condition, that is. This is one
of those “how badly do you want it?” situations. In order for the Character to
fully succeed, ask them to compromise their standards or be disloyal to their
friends. Do not make it a life or death situation, though; simply be that little
devil on their shoulder.

Price: Your job is to make the Challenge more engaging. The character wanted
to achieve something. It’s not that exciting if they simply do. That’s why you
have to add a minor complication or annoyance to spice it up. The Character
did manage to convince the guard to let them through to the secret chamber,
but the obnoxious guard now wants to either become the Character’s friend or
at least bore them to death by talking about their personal problems. They’re
not trying to take advantage of the Character, they just misread the whole
situation.

3 Successes: The Added Bonus


Let’s face it: Things never go exactly as planned. And sometimes that’s a good
thing. In the case of this outcome, not only did the Character achieve their
goal, but they also picked some sort of a boon along the way.

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Choice: Actually, the Choice is probably the worst outcome for the Player in
this situation. The Character succeeds – that much is clear. You present them
with two options for additional gains, and both should be something they
really want. You show them those two shiny things and then say they can
have only one of them. It’s best if the boons contradict one another, so there’s
no way the Character can simply get the other one in the future.

Condition: How can you convince the Player to pay an additional fee if the
Character is already victorious? With a mystery. Sure, they already won the
duel, but if they are willing to pay (with a scar, with their spouse thinking
they’re too brutal, and so on), the adversary will let them in on a secret, or they
will get the attention of someone really important. That’s all you say, no
specifics are given. Will they pay for what’s behind door number two?

Price: Rather than making them pay the price, you get to present the Character
with a gift. It shouldn’t be something extremely useful, but feel free to be
generous. It’s time to become that one rich aunt or uncle. You decide on the
nature of the gift. Do not feel obliged to give the Character exactly what they
would want. “It’s nice, but for that amount of money, I’d probably get myself
something else.” or “Thank you, but what am I going to do with this?” are the
reactions you’re aiming for.

4 Successes: The Game-Changer


This is an unlikely outcome. If the Player spent a Shard and rolled Successes
on all dice, the Character is in for a treat. Obviously, they achieve their goal.
They are also granted a prize of great value, a unique opportunity, or some
other bonus.

Choice: Not only does the Character achieve all they set out to do, but you also
work with the Player to establish the exact nature of the bonus. Sure, the duel
is won. But has the Character become their adversary’s greatest fear from this

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moment forward, or does the bested Defiant become their devoted admirer or
even falls madly in love with them? Which one would the Player fancy?

Condition: Portray an overwhelming vision of success. The character won the


duel, and they become the new embodiment of a fighter; everyone considers
them the best duelist in the Domain. The Character enters the secret chamber
to find the Princeps in his moment of weakness, completely vulnerable. Then
ask them if they want that. If not, tell them what their Character needs to do to
avert it. They may need to downplay their strength in the duel or make a noise
during the break-in. They still succeed but without any additional bonuses.
They need to pay the price if they want to uphold the status quo.

Price: First of all, the Character clearly achieved their goal. Secondly, you are
free to throw any positive boon at them you can think of. It can be as over the
top as you deem fit and doesn’t necessarily have to be in line with the goal of
the Challenge. Either portray the Character as extremely adept in the area of
the Challenge or give them an awesome surprise.

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Reacting to Theme Questions and Special Rules
In Defiant, Players can influence the game not only through controlling their
Characters but also by using their Theme Questions and Special Rules. As the
GM, you will have to come up with creative and interesting responses for such
situations. If you’re an experienced GM, used to more classic role-playing
games, the idea of Players introducing new elements to the game may sound
intimidating. How can you control the fictional world and the plotline with
Players barging in with their ideas and questions? Well, you can’t - and that’s
the idea. You create basic outlines, fill them with a bit of detail, let the Players
add whatever they want, and, if something is still missing, you fill out the rest.

Defiant is not a game of intricate, carefully crafted plotlines. It’s a game about
the Characters, but more specifically it’s not about what the Characters do -
it’s about who the Characters are. Throughout the Episodes, you will all be
learning more and more about each Character: their traits, values, desires, and
morals. Yes, there’s going to be plenty of action (probably), but it’s not the
resolution of the plot that’s important. It’s what the Character did in that
situation. And, aside from the Mirror mechanics, the Theme Questions and
Theme Special Rules are the most important tools to achieve that.

Basic Reactions
The most important rule when it comes to your reactions is: keep an open
mind. Players may influence Scenes to a great extent. Say you have just
portrayed a perfectly proper, official dinner at the Princeps’ mansion. You can
already picture it in your head, with long tables filled with food, neatly arranged
napkins and cutlery, glasses half-filled with outrageously expensive
champagne, and such.

Then, the Characters enter the Scene. One of the Players uses their Socialite
question to ask “How is this party about to get more erotic?”, another (a
Warrior) asks “What fight is about to break out here?”, and the third one uses

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the Special Rule from their Wealth Theme, spends a Shard, and introduces a
fabulous sculpture of the Princeps that they had apparently commissioned
earlier. If you were really set on your original idea, you’re in for a
disappointment.

But if you keep your mind open, the situation is actually way more interesting
now. There are still plenty of options to choose from. There are a million ways
the party can get more erotic, there might be a physical fight about to break
out, but you may also go with a heated argument at the table. The Princeps
and the guest can react in all sorts of ways to the gift brought by the wealthy
Character.

When answering Theme Questions or reacting to Special Rules, try to follow


these guidelines:

Let the Players impact the Scene


Players are supposed to have the power to stir things up, to introduce new
elements to the Scene, or to change it drastically. That’s the idea. When they
ask you a Theme Question or use their Special Rules, do not try to mitigate the
effects. If a Warrior asks about a fight about to break out at a formal event, do
not play it down by answering with a quiet dispute about the preferred wine
strains. Have people shout at each other or flip a few tables and go for a full-
on brawl between the guests. At the very least, have someone throw some
cutlery - make it exciting and a bit over the top.

Try coming up with less obvious answers


In some situations, the answer to a question might seem obvious. You have to
assume that the Player is aware of the obvious answer and wants to use their
Shards to find out something more interesting. If you just depicted a Scene
with one NPC being intimidated by the Characters and the Goliath asks, “Who
here fears me?” do not point at the scared NPC. You may say that they

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obviously fear the Character, but the person who is really afraid of them is
actually someone else. This creates a far more interesting situation.

There’s nothing wrong with giving the most probable answer from time to
time. You should just refrain from stating the obvious. As a rule of thumb, if
you feel that - when asked - everyone around the table would come up with the
same answer, try going with something else.

Avoid denying a question, if possible


Sometimes, it’s simply impossible to answer the Player’s question in any
logical way. A Gem may ask how they are in the center of attention in a
completely empty room. This is why you have an option to deny the question
and give the Shard back to the Player. Simply state that there is no way to
answer that question or that there is nothing new to learn from the answer
and tell the Player they get their Shard back.

Remember, however, that this rule is reserved for situations where there’s
really no chance of coming up with an answer that would make any sense or
introduce any new facts. It’s not meant to help you control the situation by
denying the Players. If there is a way to answer the question or use the Special
Rule, you should go for it, always.

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Advanced Reactions
If you feel up for it, there are a few more things you could consider apart from
following the basic rules.

From time to time, you can put them in tight spots


Remember that the Theme Questions and Special Rules do not always have to
put the Character at an advantage. If the Gem asks who would do anything to
claim them, you can answer by introducing their sworn enemy or disgruntled
ex-lover. The situation has undoubtedly become more interesting, though not
necessarily better for the Character.

The same goes for a Warrior asking about the fight about to break out.
Answering with a group of thugs getting ready to beat the Character up is
perfectly fine, as long as you do not overuse this option. That is not to say you
should always use the questions and rules against the Players, but you can do
this from time to time, and even then, try to make the potential problems fairly
easy to take care of.

Encourage the Players to ask Questions


For the game to be exciting, you need the Players to use their Special Rules
and Theme Questions. If you intimidate them by always coming up with the
worst and most dangerous possible answers, they will stop using their rules
altogether. If your answers are always bland and don’t really change much in
the situation, the Players might decide to hoard the Shards to improve their
Challenges rather than spend them on their additional advantages.

The more Theme Questions they ask, the more Special Rules they use, the
better for you and the Session. So, rather than discouraging the Players from
using them, try encouraging them instead. Show them that they can really
profit from asking the questions and that they have quite an impact on the
game. You should also try reminding them from time to time that they are free
to ask the Theme Questions at any time.

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Do not prepare in advance
Since you know all Personal Themes of your Players’ Characters, you might
feel tempted to prepare for their questions and Special Rules before the
session starts. After all, with enough time, you could just create several
possible scenes and outcomes, so that you are ready for whatever the Players
might throw at you. There’s a number of reasons why you absolutely should
not do that.

First of all, you can never be fully prepared for the Players’ actions. The only
way you can achieve this is if you actually (usually unwittingly) steer them or
manipulate them into acting exactly as you planned. And you don’t want to
have the Players follow your carefully crafted story; it will quickly become
boring and unrewarding for everybody. Secondly, coming up with all the
potential answers beforehand takes a lot of time and energy. Save your
strength for the actual game session and answer only the questions you are
asked, rather than preparing for others that you won’t have any need for during
the game.

Furthermore, the situation changes dynamically during the Episode. You might
have come up with potential answers that felt perfect at the time but became
obsolete due to new circumstances. And that means that you’ve spent a lot of
time and energy for nothing. Do not be afraid to improvise - coming up with
answers during the game is not that hard, you’ll see. With a bit of experience, it
will become really easy.

Using Courtiers and Spouses


It’s fairly uncommon for a role-playing game to give all the Characters a group
of followers and a husband or a wife who play an important part in the story.
While this may seem a bit challenging for the GM, it actually presents you with
a wide range of new possibilities.

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Every Player Character rules over a Court of between a few and over a dozen
subjects. The general outline of this group is designed during the Character
creation process, but as the game progresses, new details emerge with each
Court Challenge. The Characters are absolute rulers with authority to govern
their Courtiers as they see fit. While this gives them plenty of power, it does
not mean their subjects are mindless zombies. They have their own needs,
passions, and ambitions.

They’re also far from perfect, succumbing to their vices or simply being
incompetent, even against their best intentions. And sure, some of them are
really good at their jobs and wish for nothing more than to serve their
suzerains. Those few are the real treasures of any Court. But most subjects
are far from perfect. And those imperfections make ruling over them
interesting.

And then, there’s the spouse. The Consort, ruling by the Character’s side. A
person bound to them usually not because of their feelings or shared values
but because of political or social reasons. The law dictates that their status is
inferior to the Character’s, but only by a small margin. They have plenty of time
and resources to play their own games, further their own agendas, and live
their own lives.

Some royal marriages turn out great, with both spouses actively helping one
another, either because of sincere feelings or cold calculations. Other unions
lead to clashes of egos and values or result in each spouse caring only about
their own matters, barely noticing each other. If played out right, this also
makes for great stories and engaging scenes in your Chronicle.

Basic Instructions
If you don’t want to focus on the Courts and spouses, or you feel
overwhelmed by the idea, simply follow the four rules below to easily make
them relevant without too much hassle.

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Remember they’re a part of the Characters’ backgrounds
In most cases, it’s the Players who design their Courtiers and Consorts. In a
sense, they are a part of their Characters. Keep that in mind whenever you
introduce their subjects. Don’t be afraid to ask the Players if they think that
this particular Courtier could behave in a certain way or what opinion they
would probably have on a given subject.

The same goes for the spouse. While they are more independent than the
Courtiers and may have far more private time, they were still designed by the
Players, who had something in mind. Ask about them, and use the Court
Challenges to get to know them better. Try to understand the Player’s vision
rather than come up with your own idea for those NPCs.

Insert them into Threads


Every Thread needs NPCs to accompany the Characters or give them
agendas. Consorts and Courtiers are perfect for this. They also make for
interesting companions. When inviting a Character to a hunt, include an
invitation for a skilled hunter from the Character’s Court or have the Princeps
invite both spouses for the audience.

If you want to kick it up a notch, you may place Courtiers or spouses in the
Threads as a surprise. While the Character conducts an investigation, they
may come by one of their Courtiers at the Scene. A trip to the illegal nightclub
run by a Lowborn may suddenly turn far more interesting if one of the
Characters were to run into their Consort there.

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Play off the Courts’ Archetypes, Traits, and Afflictions
If you’re unsure of how to portray a Courtier or what type of trouble to
introduce regarding them, check the Court’s Traits and Afflictions. They
should give you a general idea as to how most of the Courtiers behave. If the
Court is “Unruly” or “Rebellious,” you should probably use the Courtiers in
scenes of defiance of disobedience. Members of “Loyal” or “Passive” Courts
would not fit in the same Scenes well, however.

The same goes for the Courtiers’ and spouses’ Archetypes. Whenever you
plan to use such NPCs in a Thread, write down their Archetypes to have the
necessary information on how to portray them.

Make the spouse relevant


Consorts play a more important part than Courtiers. Their words and needs
should mean more to the Characters. The fastest way to underline their
impact on the Characters’ lives is to make them want something from the
Characters. Depending on the Consort, it could be different things. They may
want “to play a more important part in the decision making,” “to make more
friends and live more interesting social lives,” “to have the Character pursue
more ambitious goals,” “to have the Character punish an insolent Courtier,” or
simply “a pony” – all those needs will make for interesting interactions.

You should also make sure that the Characters have some time to talk with
their Consorts. This may happen during the Court Challenge, but can just as
easily be a part of preparations or driving to an event at the beginning of the
Thread. Depending on the relationship between the couple, these
conversations might be very formal, intimate, or awkward. Regardless,
conversation is a great way to explore the nature of each Character’s
marriage.

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Advanced Instructions
Once you feel comfortable with the Basic instructions, consider implementing
some or all of the additional tips below.

Use them as links between Player Characters


Just because an NPC is a part of one Character’s Court doesn’t mean they
cannot have a connection with another Character. Have Courtiers and
Consorts visit other Characters’ venues, become their friends or rivals, fall in
love, or have affairs. You can also build relationships between the spouses or
Courtiers of different Characters to make the situation even more entangled.

Apart from creating new ties between the Characters, it also serves as a great
way to show NPCs in a different light. How do they act when they are not
accompanied by their Lords or Ladies? How do they portray their rulers or
spouses in private talks? If you’re not sure, remember you can always ask the
Player for input.

Introduce the in-laws


Consorts do not exist in a vacuum. They come from their families, their
parents might still be around, there are probably at least a few next of kin in
contact with them, and so on. Have them visit or reach out with an invitation –
you can even invite the rest of the Characters and turn it into a Thread. As in
normal life, the in-laws might have their own agendas, suggestions, or advice
for the couple. And sure, since it’s still a Defiant Episode - they are probably
more concerned about the way the Characters are running their Courts or
adhering to Commandments than more mundane problems - but the general
idea remains the same.

In-laws - or even old friends of the Consort - are great tools since you have
more creative freedom with portraying them. The spouse may be exactly how
the Player has pictured them, but it’s the GM who has more to say about their
kin and friends. Having said that, make sure you’re not going completely

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against the Player’s vision. It’s probably best to wait for an Episode or two into
the Chronicle and introduce such elements when you feel you have the
general idea of who the Consort is.

Give them agency


It’s really just a fancy way of saying, “make them do stuff.” Sometimes the
spouse does not ask the Character about getting a pony – sometimes, the
Character comes back home, and the pony is already there. From time to time,
inform the Characters about the things their spouses or Courtiers did. If
nothing else, it will show that the world around the Character is alive, and their
Court is more than just a static background.

If you want to make it more interesting, there are two things you should
consider. You may have the Courtier or spouse do something that ends up
badly or is clearly against the Character’s will. How will they react? You could
also have the Consort or one of the subjects show initiative and do something
that gives the Character a clear advantage and technically is absolutely fine. If
the Character accepts it without question, have the same NPC do another
thing (perhaps in the next Episode), this time showing even more
independence. Continue with those beneficial actions, but each time make the
NPC become more independent and self-confident. If the Character has
problems with this, great. If not, you can always decide that the NPC starts
making mistakes, and the situation will end up as a disaster if the Character
doesn’t interfere.

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Explore marital issues
Royal marriages are an interesting topic to explore in Defiant Chronicles.
Participating in a political marriage in a world with a unique set of laws comes
with many issues and problems. If there’s no love between the spouses, are
they both okay with their partners searching for true romance elsewhere? If
they come from different Houses, how do they feel about their spouse’s
bloodline Creed? How should they raise their children, and do they want to
have children in the first place? Give the Characters a chance to face those
issues, talk them over with their Consorts, and try to work them out in their
relationships.

Married life can also come with its own share of drama: betrayals, lies, and
conflicts. It’s perfectly fine to explore those topics as well, as long as all
Players remember the safety rules. We do, however, strongly advise against
including the most extreme and traumatic issues of marital relations (such as
acts of abuse and violence), unless everyone at the table wants to explore
those exact topics.

The GM Commandments
Below, you will find a list of your basic responsibilities when running a game of
Defiant. You should always try to follow these guidelines to the best possible
extent. Of course, from time to time, things will not go as planned, and you will
probably break the rules more than once. It’s ok, it happens. What’s important
is that you try to follow them, recognize if you went against them, and try to
improve next time.

The Basic GM Commandments


When playing Defiant, every Game Master should always follow the principles
below. Most of those rules are more guidelines than strict laws and say more
about priorities and the general way you should act, rather than enforcing
exact procedures to carry out.

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Make things exciting, colorful and important
There is a reason the Defiant chose to oppose the Apocalypse. They love life,
and they know how to live it to the fullest. Make sure this can be seen in your
Chronicle. Fast-paced street races, breath-taking parties, unimaginable
decadence, lavish clothes, and dangerous wagers – the city should be boiling
with excitement and colors. Try to use different, contrasting tones – even the
most vibrant color can become dull when overused.

It is easy to portray some aspects of Defiant life as petty. Who cares what one
wears to the Princeps’ party? Why wouldn’t you just ignore the challenge
issued by the young Lady? Such things should feel important to the
characters, both PCs and NPCs alike. To achieve that, never have your NPCs
and Scenes belittle or ignore those aspects. If you show your relatable NPCs
as engaged and concerned about “courtly” matters, the Players will become
just as involved.

Make sure everyone gets a fair amount of game time


When roleplaying a Character, it is easy to lose track of time. You want to do
so many things, overcome the odds, and interact with the world. No one
expects the Players to keep an emotional distance from their PCs. You want
them engaged. What you do not want is for some Players to miss out on the
fun. That’s why you’re in charge of the spotlight. Be on a lookout for Players
not getting enough game time and intervene. Ask them about their
declarations, have NPCs talk to them, and create Challenges for them, so they
get to play as well.

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The same goes for “plot time.” Make sure each Character gets a fair amount
of NPC interactions or personal Challenges, and that the action revolves
around all the PCs, not just some of them. There are plenty of rules in place to
keep all the Players engaged and make the game about all the Player
Characters. But they should also feel that the world, especially the NPCs, takes
an equal interest in them.

Make sure everyone knows the safety rules


During the game, it’s everyone’s responsibility to clearly state whether they
feel uncomfortable with any element of the current Scene or any topic
discussed at the table. While everyone should try their best to check if
everyone has fun during the Episodes, it’s ultimately up to the person that
does feel upset to state this either by speaking out or tapping one of the safety
cards.

The GM shares this responsibility with the rest of the group and is not required
to act differently than the Players. You need to steer away from all “crossing
the line” topics and refrain from graphic or in-depth depictions of the “veiled”
subjects. If you feel that a Scene or a Player action goes against the list of
topics you agreed to omit, you should say so, even if you’re not the one to put
that topic on the “Line” or “Veil” list. You should also use the safety rules
whenever you feel uncomfortable with anything happening at the table. The
fact that you’re the GM does not make you immune to feeling bad about
something happening in the game.

Most groups will use the safety cards rarely, perhaps never tapping the “Line”
or the “Veil” cards at all. That’s great - as long as everyone is having fun,
there’s no reason to adjust anything. However, because they are so rarely
used, people tend to forget about the existence of safety cards. As the GM,
you are the one to remind everyone about them. You don’t have to make a
fuss about it. It’s absolutely enough if you start every session by putting the

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“Veil” and the “Line” cards on the table and naming them (“Ok. Here’s the Line
Card, and here’s the Veil Card. Now, we’re ready to start.”). If you have a list of
topics that either cross the line or are to remain veiled, either put them on the
table next to the cards or remind everyone about them.

Let the Players tell their Characters’ stories


Since it’s the Players who are telling the stories in Defiant, you need to let
them. Do not try to outshine the Characters by putting your NPCs in the
spotlight. You may have created an extremely interesting Daeva, but let the
Characters get to know them at their own pace - do not try to focus the story
on anything you have created. Always follow the Characters; do not make
them follow your NPCs or your plot.

Sure, you do set up the Scene, and you are the one to tell them about the party
they are to attend. You are the one to create chaos by having one of the
participants murdered. But from this point, when everything has been put into
place, the Characters take the stage. If they choose to investigate, let them. If
they completely ignore the murder and focus on their affairs, go with it. You’re
a bit like a cameraman following the Characters and adding details around
them, rather than a director telling them where to go.

When in doubt, consult the group


No one expects you to be all-knowing and omnipotent. In Defiant, the GM
works with the Players to bring everyone the best possible experience. It’s
absolutely ok to ask the group if they feel the idea you came up with fits the
style of the Scene. It is also ok to ask them for additional details of a place or
an object when you can’t come up with anything interesting or simply feel a bit
worn out. The same goes for the outcomes of Challenges, conditions set in
Endeavors, and so on. In fact, a good Defiant GM consults the group from
time to time, even if they feel they have it all under control. It’s an additional
way to get an idea of how they are doing and the direction they would like to
go.

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Remember that Players have the right to question your rulings. If they feel
something portrays their Characters in a way they do not like, they are free to
express this, and you should all work together to come up with a better way to
deal with the situation. They can use the Line and the Veil cards, of course, but
they can also ask for a change simply because they feel the situation doesn’t
do their Characters’ justice. In such a case, work with them to find a better
solution. Remember that you’re supposed to change the aesthetics, not the
degree of success. If the Character rolled a single Success in a Challenge, the
Player might want to change the Outcome you proposed, but the new version
should still involve either a tough dilemma, a heavy price to pay, or severe
complications.

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The Advanced GM Commandments
If you’ve familiarized yourself with the basic GM Commandments, have a look
at the additional guidelines below. Unlike the Basic rules, Advanced
Commandments are not mandatory. It would be great if you followed them
during the game, but if that’s too much for you, stick with the basics, at least
for now.

Make the world feel real and relatable


Defiant is a game about supernatural beings living their lives in lavish courts,
following abstract laws, and fending off the forces of the Apocalypse. It is
easy to lose sight of the little things. To keep your Players emotionally
invested in the game, you have to portray other characters as human. Sure,
they are powerful and live extravagant lives, but they can still feel envy, joy, or
shame. Their lives are filled with more than just grandiose acts and ambitious
intrigues. Make sure the Players remember that.

The same goes for the scenery. Try to mix exuberant Holding interiors with
scenes taking place in the mundane world. From time to time, make the PCs
visit the discount supermarket, the dirty back alley, or the city stadium. And
remember you can mix the two styles. Show an NPC playing on her Xbox in
the grand chamber of her luxurious palace or use the local drugstore as the
backdrop for an epic Defiant duel. You can achieve incredible effects when
mixing over-the-top and down-to-earth styles.

Make the Defiant feel exceptional and powerful


The Defiant are not mere mortals. They possess supernatural powers, plot
grand schemes, and rule the city from their mighty Holdings. Make your NPCs
feel powerful and exceptional to remind your Players of that. The same goes
for Player Characters: when interpreting a Challenge roll, refrain from choices
that would make the PCs look flimsy and weak. Never humiliate them (but the

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Players can humiliate their own Characters, if they want). Playing all-powerful,
cool supernaturals is part of the Defiant experience.

In the first commandment, we asked you to remember the human side of the
Defiant. It is equally important that you show their larger-than-life side as well.
They can express themselves through clothing, interior design, rules they set,
and all other aspects of life. Make sure their actions and outlooks speak for
them.

Let the Characters stand out


The city may be full of exceptional and interesting beings, but the PCs should
still feel special. Remember that even among the Defiant, they are considered
elite - after all, they are Royalty. But status aside, you have to make sure the
PCs stand out. Use their Themes to affirm their uniqueness. They are one of
but a few Guides, Shadows, and Gems. in the Domain. And each of those few
is different.

Another way to make them stand out is by making them interesting in the
eyes of the NPCs. They should be the ones the local beauty comes to talk to,
the ones Archon’s son asks for help, the ones tasked with a delicate mission
from the Executor, and so on. By putting them in the center of NPCs' attention,
you will immediately make them feel more important and unique.

Keep Scenes interesting and personal


Sometimes the action will slow down or maybe even come to a complete halt.
You are the one tasked with maintaining the right pace and jumpstarting the
action, if necessary. At the end of the chapter, you’ll find a few tips on keeping
the story dynamic and dealing with silence at the table. Learn to recognize the
crucial moments when you need to take matters in your own hands, and with
time, you’ll be able to fix the problems before anyone realizes there was
anything wrong in the first place.

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A good way to keep the Players invested in the plot is to make everything
personal. Much can be achieved through the use of Mirrors and Companions
(the Characters’ inner circle, family, and friends). Make a habit of introducing
Mirrors and Companions in every Scene you possibly can, and they will do
some of the work for you. A heated discussion with a random Defiant is not
the same as the same talk with a spouse. Learning about someone’s betrayal
is far more engaging when the betrayer is your close friend.

The GM Tips
Below you will find a number of both Basic and Advanced GM tips to use in
different kinds of situations during the game. The first group should be useful
when you’re describing a Scene or other elements of the game world to the
Players. The second one focuses on reacting to the Player’s declarations (i.e.,
what to do after the Players tell you what their Characters are trying to
achieve). The last two lists focus on the pace of the game. The first one helps
you to quicken the pace of the action, while the last list is meant as a help in
situations where both you and the Players get stuck and don’t know what to
do next.

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When You Describe a Scene
Setting a Scene right can be critical for the whole Thread you are about to
play. These are the rules that should help you create exciting Scenes during
the game.

Don’t necessarily start at the beginning


Remember, some Scenes will get way more compelling if you put the PCs
right in the middle of problems, rather than let the Scene slowly build up
towards a climax. It doesn’t mean you have to put them straight in harm’s
way. Sometimes it’s fun to let them prepare for a secret meeting or play
through the beginning of the event, and then go to the main topic. Then again,
there’s nothing wrong with starting the Scene right in the middle of the
gathering, with all the PCs already there.

Try to mix it up to keep the story more engaging. Playing out the whole Scene
from the very beginning will let your Players become more immersed in their
Characters. Starting in the middle will make the situation more dynamic and
will quicken the game’s pace. If you use this technique, try not to create
situations that will spur immediate protest from the Players. It’s ok to put
them in the middle of a party, prepared for the occasion. Putting the PCs in
this spot underdressed, already in trouble, or clearly at a disadvantage is not
fair and likely to cause dissent at the table.

Focus on Details From Time to Time


When describing a Scene, try to keep things interesting. Your goal is to get
your message across without losing the Players’ attention. To make your job
easier, make the description more diverse. Think of it as looking at the Scene
through lenses. From time to time, change the zoom level. Describe the broad
view and general feel of the event, and then switch to a detail, an object,
someone’s facial feature, or something else. After a few sentences, zoom out
again and return to the “wide view” of the Scene.

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You may feel tempted to use this technique to describe the most crucial
elements of the Scene, but we strongly advise against it. After some time, your
Players will get into a pattern of paying attention to only the “zoomed”
elements of the description, and you will achieve the opposite of what you set
out to do. Zoom in on whatever feels interesting, not on the crucial aspects of
the Scene.

Use the scenery (play it through the NPCs)


It can be really hard to clearly describe scenery to the Players. As the game
gets more emotional, many details will easily get forgotten, which in turn will
make the Scene seem more generic and bland. To prevent this, try to play the
elements of the scenery through the NPCs. The easiest way to achieve this is
through dialogue. Is the Scene taking place on a balcony with a magnificent
view? Let the NPCs talk about the view from time to time. Remind the Players
that the view is, in fact, gorgeous.

What works even better is when you use the NPCs' actions to reveal the
scenery. Is there a table with exquisite food in the Scene? Describe the NPC
taking a moment to get themselves a snack. Is there a foul stench in the air?
Maybe the NPC should cough from time to time or cover their face. Use this
technique to emphasize the elements of the scenery you find relevant or
interesting.

Show the Characters’ emotions


When introducing an NPC to a Scene, think of the emotional state they might
be in. It may have to do with the Scene itself, but the source of their emotions
may very well come from somewhere else. When showing the NPC to the
Players, remember the emotions they feel. You don’t have to exaggerate; just
make sure the Players notice the NPCs' emotional state. Of course, different
NPCs should be in different states, and a single NPC may show different
emotions in different Scenes.

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By using this technique, you will achieve three goals. First, you will make the
NPCs more distinguishable, which is especially important in Scenes with
many characters. When you start talking angrily, the Players will immediately
know that this is the voice of the Princepsa’s husband, who is having an awful
day. Additionally, you will make communication between the PCs and the
NPCs easier. The Players will interpret the husband’s words differently,
knowing he’s furious at something. This will help to establish that the NPCs'
views are subjective. Last of all, if the reason for an NPCs' emotions comes
from outside the Scene, it will make the world more believable. The husband is
angry because of something that happened without the PCs’ involvement, i.e.,
there is a whole world out there, and not everything revolves around the PCs.

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Make things and people desired
As the GM, you want the Players to be invested in the Scene and engage with
the NPCs and Threads you put in front of them. You achieve this through
Mirrors and Thread construction, but there is an additional trick you can use:
make things feel valued and desired by others to increase their value in the
eyes of the Players. Say there’s a tournament to be held by one of the
Archons. Whoever wins will be granted a reward. It can be pretty much
anything. Now, show that the NPCs are interested in winning, not because
they are competitive, but because they desire the prize so much. Let them talk
about the reward. Use the NPCs to make it feel special.

You can use the same technique to increase the “value” of NPCs. If everyone
is fighting over the right to meet with a famous courtesan, or a couple of
bloodlines are bidding for the same Leviathan as a potential husband for their
Lords or Ladies, they will automatically feel more important and valuable, and
maybe the PCs will, in turn, show more interest in them. Of course, you
shouldn’t use this trick every time you introduce a new element to the Scene –
when you show everything as exceptional, nothing really stands out. You can
get away with using this quite often, though.

When Players Declare Actions


Gamemastering is a form of a dialogue with the Players. It is important to
know how to respond to their declarations. Whenever they inform you of their
Characters’ actions, it is your job to make the situation as exciting and
engaging as possible.
Ask about the details
When Players declare actions, they tend to focus on what their Characters are
doing, but it’s equally as important to know how they are doing it. This is not
about assessing their methods; it’s a means to get to know the Characters
better. Whenever you ask Players for additional details, they have to show their
Characters’ styles and attitudes, which paints a far better picture.

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The details will also prove valuable should the situation evolve into a
Challenge. Different ways of performing an action will call for different Traits
to be used. It is just as important to know the details in non-Challenge
situations. Ask what the Characters are wearing, how they are behaving and
speaking, and the impression they’re trying to make. Even a single question
about one detail (say, “What tone do you use with him?” or “How do you travel
to her Holding?”) will help everyone imagine the situation better and improve
the overall experience.

Give them the dice


In Defiant, Challenges are more than a way to check whether a Character
successfully performed a task: they can introduce new problems, interesting
choices, or additional rewards. Through the use of Potential, they also help to
describe the way the Character acts. And on top of all those things, they
introduce an element of chance into the game, making for a more exciting
experience. Challenges will help you run the game and keep things interesting.

If you feel that there’s a chance things won’t go exactly as the Character
wants them to, and potential complications would make the situation more
interesting, ask them to take a Challenge. Make sure that is the case, however.
If the task is really easy or unremarkable, there is no need to use the dice.
Driving a car from one point to another is just a way to change the Scene, not
an exciting, dangerous task. Characters should simply arrive at their
destination. Now, if you plan to ambush them with a group of Lowborn thugs,
sent by their rival to deliver a stark message - that’s an entirely different story,
and some Challenges will probably be in order.

Never say “no”


You may disagree with the Characters’ view of the situation or feel their plans
are outright impossible to follow through, and you can voice that sentiment, of
course. But as the GM, you shouldn’t simply tell them they cannot do

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something or that the option they are interested in is unavailable. This stops
the Characters in their tracks but introduces no interesting element to the
game, effectively halting the story, at least for a moment. Instead, you should
add additional problems, stipulations, conditions, or alternatives.

If a Player forms a plan that will clearly fail because there is not enough time
for the Character to travel from one place to another, do not turn them down.
Inform them that they will need another person to help, as they cannot be in
two places at once. If a Player asks if there is a way to open a heavily enforced
vault door, inform them it would either take a lot of time, or they could use
explosives. Finally, sometimes there’s simply no need to disagree. If the
Character wants to find a young, inexperienced Leviathan at a party, there’s no
need to deny them, unless the rules of the event or external conditions make it
literally impossible for one to attend. Otherwise, just improvise a new
Leviathan NPC.

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Always add to “yes”
To make the game more engaging and the world feel more vivid, you should
never limit yourself to acknowledging the Characters’ actions or answering the
Players’ questions with a simple “yes.” There’s always something you may add
to your answer. It’s perfectly fine to agree with the question or a declaration,
it’s just that while doing so, you can add additional details or minor alterations.

If a Player declares their Character gets into a car and drives to the gala, rather
than simply agreeing and assuming they’re at the event, briefly describe their
ride. Tell them about the evening traffic, ask them if they listen to music in the
car, and depict the mortal valet taking their keys. If a Player asks whether they
can find a particular object in the vicinity, rather than agreeing, tell them
exactly where it is and how it looks. Those little details will make the world feel
real and will help the Players to visualize the scenery and their Characters
better.

Complicate simple things


How to complicate simple things in Defiant? Make otherwise easy to achieve
goals suddenly problematic and then watch the Characters try to overcome
these new obstacles. This works exceptionally well in social situations when
you can draw upon the complicated structure of Defiant society. Never use
this with mundane problems. If the Character wishes to repaint their audience
hall, do not complicate buying the paint or managing the renovation crew.
However, if the Character wants to talk to the Princeps at a party, you could
inform them that the Princeps is currently courted by two Lords who are
clearly trying to get on their better side. Does the Character wait for their turn,
join the group, or do something different? If the Characters want to question a
Courtier who’s a potential witness of a crime, inform them that he currently
serves as the personal slave to a Liege during a perverse party, so he’s
gagged, blindfolded, and clearly unable to share his recollection of the event.

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This is a tricky rule to follow, and that’s why it’s an Advanced GM tip. The
Defiant’s aristocratic society, with its laws and rules of proper conduct, is
perfect to create problems that could be easily dismissed in normal
communities. And you can use that to make the game more interesting, even
if potentially a bit frustrating at times. It is crucial to understand, however,
when to use this tool and when to not interfere with the Characters’ actions.
You do not want the Players to grow weary of constant minor problems and to
feel they cannot achieve anything without running into irritating complications.
Follow your gut, and do not overuse this.

When the Game Slows Down


As the person in charge of the pace of the game, you have to be ready to step
in when everything slows down and Players are beginning to lose their
interest. Use the techniques below to shift the game into a higher gear. Just
remember: there’s no need to do that if everyone is enjoying the slower pace.

Show them an act of transgression


The Defiant might be creatures of great ambitions, prone to hedonistic
behavior, but they live in a world full of rules, laws, and restrictions. The Lords
and Ladies need to follow the Principles and Commandments, as well as
oversee the proper conduct of their subjects. With all the problematic laws in
place, however, very few manage to stay true to the rules all the time. Some
transgressions are minor, while others may have significant consequences
and undermine the very basic ideas of Defiant society.

If the situation seems a bit too stale, show the Characters someone doing
something they are not supposed to. It could be a Lady breaking a Province
rule, a Courtier going against the will of their ruler, a Lord using illegal
apocalyptic trinkets, or a Lowborn not adhering to a Commandment. The
Characters may ignore it, or act upon it; it is up to them. Try not to overuse the
most severe trespasses. For the most part, it’s supposed to be a minor event,

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a cue to get the Characters engaged or at least give them something to talk
about.

Show them a Secret


All the NPCs you’ve created have Secrets of different kinds. Whenever you
want to stir things up a little, you can introduce one of the Secrets and see
how the Characters react. The type of Secret you choose to show will
probably have an impact on the way they act. Some hidden truths will tell the
Characters more about an NPC or show them in a different light, while other,
more grave Secrets may prompt the group to act immediately.

When uncovering an NPC’s Secret, it’s best to keep to the “show, don’t tell”
rule. Try to create a situation where you can show the Secret through the
NPC’s actions, and let the Characters draw conclusions from what they see.
Do not inform them about the Secret by merely stating it. Sometimes, you can
use another NPC to tell the Characters about someone’s Secret, but this is
usually a far less exciting way to introduce these elements into your Chronicle.

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Give them an opportunity at a price
If you need to kick things up a notch, you can show the Characters something
valuable that is within their reach, and attach a price tag to it. The Archon of
Justice may announce that one of the Royals present at the party is guilty of a
crime. Whoever arrests them shall receive a reward. An extremely popular and
attractive Defiant may be up for a romance, as long as the potential lover
doesn’t mind dealing with an extremely envious spouse. The Characters may
have an opportunity to learn the Princeps’ secret, but only if they agree to walk
in on them, making their presence known.

Sometimes, the price you set will turn out to be too high and the Characters
will choose to miss out on an opportunity rather than pay the price. That’s
totally fine. It also serves a purpose, as it shows how much things are worth
for them. More often than not, the Characters may try to find a workaround - a
way to get the reward without paying the price. Since it still prompts them to
act and engage in the game, it isn’t universally bad, but you should rarely allow
them to achieve their goal. This is not a puzzle to be solved. It’s a choice. Are
they willing to pay the price and get the reward or not?

Ask them for judgment


As rulers and members of the Defiant elite, the Characters may often find
themselves in situations where they need to pass judgment or settle a
conflict. This gives them a lot of power but also puts some responsibility on
their shoulders. This may be especially interesting if the group needs to reach
a verdict together, as it gives the Players a chance to discuss the problem and
present their Characters’ views on the subject.

They may be asked to serve as jury during a tournament or help the Princeps
decide how to settle a dispute between two Royals. They may capture
someone’s unruly Courtier, who asks them not to tell their Liege and gives

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their reasons for misbehavior. Their friend may ask them for advice on how to
proceed in a private matter. They may even be invited to help carve out a new
Holding or Province law. The unique position the Characters are in makes their
rulings important. With one judgment, they may completely change
someone’s future or reshape their surroundings.

Give them a valuable gift


Usually, when we think of different ways to make a situation more dynamic,
we tend to lean towards introducing elements of suspense, like a threat or a
hard choice. But if you’ve ever been at a Christmas or birthday party, you know
that a valuable gift may also spark a lot of emotions. As the GM, sometimes
you may simply present the Characters with something shiny and let them
have fun with it. And sure, if you overuse this method, the Players will get
bored with all the new toys, but when used moderately, this works wonders.

As for the nature of the gift, there’s plenty you can choose from. You can give
them new Courtiers, useful or fun privileges, prestigious functions, and
valuable items. You can make someone extremely interested in them, show
them a really useful, spicy, or interesting secret, have them stumble upon their
completely unprepared, defenseless rival, and so on. And sure, sometimes the
gift might not cause the reaction you were hoping for, but that’s just the way
things are with the gifts, so don’t worry - and try again some other time.

Escalate and ask if it’s still ok


If the game has slowed down, the Characters are probably feeling at least
partially comfortable in their current situation. This, in turn, means they are at
least partially accepting their current circumstances - at least accepting them
enough not to try to act against them. If so, rather than taking the situation in
a new direction, you can try to escalate the current conditions and check
whether the Characters are still comfortable enough not to act.

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If the Characters are visiting a neighbor who is clearly a sadist toying with their
subjects and the meeting has gone stale, show the Royal being especially
mean towards an innocent Courtier. The Law says they have every right to act
that way. But how do the Characters feel about it? You can use this technique
in many different situations, whenever there’s a possibility to increase the
tension, the level of transgression, or the grandeur of someone’s antics. If the
Characters are ok with a situation, kick it up a notch, escalate, and see if they
are still comfortable.

There are three basic reactions this can result in. The Characters might still be
ok with the situation or even actively encourage it. That’s a perfectly fine
answer - for now, do not try to raise the stakes until you reach their limit,
though you can escalate this situation again, sometime in the future. They can
also oppose the escalation and act against it. They could try to talk to the
sadistic Royal, decide to leave the premise, or do anything else. In that case,
use the game mechanics if necessary and see what happens. The third
situation is potentially the most problematic: you may feel that the Characters
are not comfortable with the change but are not acting against it in any way.
This is fine, as it still brought more tension to the Scene, but do not escalate
this any further, or even consider de-escalating it a little. After all, long, tense
Scenes with little to no action tend to become tiresome.

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Build upon previously established facts
Through Theme Questions and Special Rules, the Players have the option to
implement a lot of new elements into the game. This works just fine to quickly
introduce new events and NPCs or change the mood of the Scene. As the GM,
you can also use newly added elements later to improve the pace of the game
and make the situation more interesting.

If a Player used the Socialite Question and asked, “How is this party about to
get more competitive?”, you might have introduced a game tournament that
took place during the event. The Characters probably had the chance to
participate and the story progressed. But during the next event, when things
slow down, you can build upon that previous party, when a bitter loser
demands a rematch or the winner shows off their prize.

The same would work with an NPC who the Pure Character asked to be
corrupted or protected by. Or someone caught doing something they shouldn’t
by the Weaver. You could also show new consequences of a fight introduced
by the Warrior, and for virtually all other elements introduced by Players.

350 Running the Game


When the game stops entirely
Sometimes, the table simply goes silent. No one has anything more to say, no
more declarations are made, and the tension is gone. Use the tips below to
jumpstart the session and get it back on the right track.

Attack the Characters in an obvious way


Sometimes, you simply need to throw something at the Characters and see
how they react. You could take this advice literally and swarm the heroes with
apocalyptic beasts. And sometimes it might actually work. But there’s a whole
bunch of different “obvious” forms of attack that you can use to reignite the
game. The strike may come in the form of a physical challenge: another Royal
may lash out at the Characters, or a Lowborn mob may rise against them. You
could even go with a group of mundanes. They might not pose a threat to the
group, but may still provoke them to act.

Apart from a physical assault, there are plenty of other methods you can use
to attack the Characters. Someone may scold them for something they did (or
the attacker thinks they did), you may attack their reputation, their ideals might
be questioned, and so on. The vital part of the “obvious attack” is that it is
clear who attacks the Characters and why they do it. Their actions might be
misjudged or inadequate, but the reason behind the assault should either be
clear beforehand or explained by the attacking party (usually in a quite
emotional way).

Take something from the Characters


Characters tend to build a comfort zone around themselves. They surround
themselves with friends and allies, control their territory with rules, and keep
their prized possessions close. They feel safe in the bubble they create. And if
they are having fun in this comfortable situation, great - you don’t need to do
anything. However, from time to time, they may grow complacent, and you
need to get them out of their comfort zones to introduce tension that will

351 Running the Game


make the game engaging again. You can do this by bursting their safe bubble.
Most of the time, though, that’s too much. A big part of Defiant is having fun
with the level of control the Characters have over their surroundings.

Instead, you can make them leave their bubble for a while. You take
something valuable from them and place it outside the bubble. If they want it
back, they need to leave their comfort zone. Their trusted Courtier might get
kidnaped or arrested by someone. Now, they need to get their subject back.
Their spouse might run into trouble and need their help. Someone might
discover their secret and threaten to expose it. An item the group has been
guarding might get stolen. To jumpstart a stale situation, take something from
the Characters and put it outside their comfort zone. Now, they’ll need to
make an effort to get it back, and sitting idly is no longer an option.

352 Running the Game


Attack the Characters from the shadows
As you can probably imagine, this works similarly to “Attacking the Characters
in an obvious way.” The group’s reputation, possessions, friends, views, or
health are being threatened by a rival or an enemy. Characters need to act to
defend themselves. This time, however, before they can neutralize the
aggressor, they need to figure out who’s attacking them. Someone attacking
them directly could, for instance, publicly accuse them of breaking the
Province Law. An attack from the shadows could be made by spreading a
rumor about their improper conduct. The Characters need to deny the
accusation while searching for the person behind them. In case of a physical
attack, the group could be jumped by a group of hired thugs who don’t know
their employer, and so on.

When attacked from the shadows, you present the Characters with three
potential goals. First of all, they clearly need to fend off the attack. Secondly,
they need to figure out who attacked them. It’s ok if you do not know that yet -
you can leave them clueless until the end of the Session and figure it out
before the next episode. You can also improvise this, of course, giving them a
chance to figure it out during the same meeting. Once they know the person
behind the attack, they may choose to confront them, making that their third
potential goal.

Present new, possibly demanding rules


Defiant Royalty lives in a world of almost limitless possibilities, leading their
privileged lives of pleasure and luxury. The price they need to pay for their
lifestyle, however, is following the laws of the Domain and the Province. And
those can sometimes be problematic, demanding, perverse, or outright
impossible to fully comply with. While the Commandments rarely change and
stay the same for dozens of years, the laws of the Province or of individual
Holdings are not as permanent.

353 Running the Game


The local Princeps or a Royal can either modify the rules in their demesne or
present new laws whenever they see fit. And while the Princepty needs to
consider the potential backlash from their Lords and Ladies, the Royals are
free to do as they please. The rules could literally change in the middle of an
event, leaving the participants with the choice to either comply or leave.
Additionally, temporary rules might also be introduced by an Executor, making
the situation even more problematic, as not adhering to them could be viewed
as rebelling against a Commandment.

Surprising the Characters with new rules they suddenly need to adhere to can
be a fun and exciting way to jumpstart a Scene, but you have to remember not
to overdo it. Most of the time, the Players won’t feel good about being forced
to engage in something that feels either too intense or potentially degrading to
their Characters. And while they have the option to use the safety cards to
express their discomfort, it’s best if it doesn’t come to that. When improvising
a new rule at an event or in the Province, try to come up with something that’s
either on the outskirts or just outside their comfort zone. It’s best not to use
this technique until you get to know the Characters - and possibly the Players -
a bit better, so refrain from it during the first couple of sessions.

Question the Characters’ devotion


To fend off apocalyptic forces, the Defiant need to follow the rules of their
Domains. This may sound simple, but most of the Commandments are so
broad or demanding that it is virtually impossible to adhere to them to the
fullest extent. Whatever the Characters do, they could probably be doing more
to empower the Sephira. And you can call them out on that through the NPCs.
You can achieve this by having an NPC either directly question their devotion
to the cause, present them with different sorts of trials, or show off their own
dedication to the Commandments.

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One of the Characters’ spouses may scold them for not devoting enough time
and energy toward upholding the rules. Another Lord may approach them to
gloat about their commitment to the cause. Their Princeps, another authority
figure, or the host of the event may ask them to act more in accordance with
the Commandments or prove their devotion to the laws. It’s a request not
easily denied since everyone is expected to be focusing on fulfilling the needs
of the Sephira. On the other hand, proving one’s devotion, especially in a
spectacular way, should result in some sort of a reward or admiration from
others.

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Ask the Players to frame a Scene
Sometimes, you can get stuck, with no idea as to what should happen next.
Rather than stalling or introducing a new Scene you’re not really happy with,
you can ask the Players for help. Simply ask them where their Characters
would like to go next and what they want to do. Then, build upon their answers
and ask more questions. Who else is there? What do they hope to find? What’s
currently happening in this location? If you feel that some of the answers go
against the premise of Defiant or previously established facts, tell them that
and try to modify them together. Once you’ve got all the details you need, start
from the situation you’ve all just established and see where the story leads
you.

Using this method might result in creating a mini-thread that takes place in a
new location with a new set of NPCs. For the whole thing to work, you need to
establish the Characters’ agenda in this Scene. What do they want to do?
What do they wish to achieve? They cannot simply “be there,” they need to be
actively pursuing something in this makeshift Scene, or the whole thing will
quickly become stale. As long as they have a clear goal (which you know,
since you asked them about it), you can use Challenges and all the tips from
this Chapter to make sure the situation is dynamic and engaging.

356 Running the Game


chapter 7
The Guidebook

In this chapter, you will find the descriptions of all the universal Character
building-blocks, special skills, and powers, along with additional tips and
explanations. The only thing missing from this list are the Holding Cards, as
every Province has a different set of them. You can find the guide to the
Holdings of Bridgewood Boulevard in the next chapter of this rulebook.

Print-out Cards

All of the elements listed and described in this chapter are also available in the
form of a PDF file that you can print out and cut out to use during your Defiant
sessions. The only things those cards are missing are the additional rule
clarifications and explanations. Those are too long to fit on a small card.

357 The Guidebook


Origin Guide
When creating a Character, you can choose between four supernatural
Origins. Each comes with its own set of superpowers and a unique way to
replenish the Shard Pool.

358 The Guidebook


Defiant Angels
Angelic Callings are concepts or phenomena that resonate within the Angel
the most. Usually, the Noble Calling comes from their bloodline (i.e., all
Aratronites share the “Angel of Mercy” Noble Calling). The Dark Calling is more
unique and has nothing to do with the bloodline.

Angelic Calling
You have two Angelic Callings: the Noble one and the Dark one. One of them
comes from your bloodline. They count as Traits in your Angelic Form.
However, only one of them is available at a time. Spend a Shard to switch
between them.

The Noble Form


As long as your Noble Angelic Calling is active, you can switch to your Angelic
Noble Form and back, any time. You can fly swiftly on your own in your Noble
Form. Your wings count as a Trait when fighting or protecting someone.

The Dark Form


You can switch to and from your Angelic Dark Form at any point, once you've
activated your Dark Angelic Calling. You can fly majestically in your Dark Form
and carry a passenger. Your dark, alluring aura counts as a Trait.

Regaining Shards
You regain all Shards by praying to the Sephira. Take a Challenge with a fixed
Potential value of 3. Each Success rolled enables you to cross out one
penance option from the list: conspicuous, dangerous, humiliating,
challenging. Design the penance yourself or ask the GM. You cannot regain
more Shards until you serve your penance.

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Playing an Angel
You can shift between your Callings as frequently as you like, but you have to
spend a Shard every time you do so. Both Angelic Forms are humanlike, with
large wings. The Noble one is infused with light, serving as an additional
protective aura. The Dark Form, on the other hand, seems to absorb light and
cover the angel’s surroundings in an translucent veil of silky darkness. When
flying in their Noble Form, Angels can perform complicated aerial maneuvers
and are as fast as birds of prey. In the Dark Form, they may only fly in a slow,
yet dignified manner, but their wings are strong enough to bear the weight of
another person.

Ridden with guilt for their rebellion, Angels struggle the most to regain Shards.
They need to undergo penance to rid themselves of the burden of their sins.
Since they are praying to the Sephira, the penance should never go directly
against the Commandments, but it doesn’t have to be based around them - it
is about the Angel’s journey and their needs this time. Remember, it is the
Player, not the GM, who designs the penance, though they may ask the rest of
the group for help.

360 The Guidebook


Defiant Daeva
Each of the Daeva powers represent a different aspect of their godhood. They
have a group of faithful mortal worshippers in the city, they are bound to their
Sacred Animal, and they can feed off others to regain their strength.

Worshippers
You’ve got a group of mortal devotees. Being their deity counts as an
Exceptional Trait towards them, and social Challenges against them are never
impossible. Your worshippers have one Trait you can use.

Sacred Animal
By spending a Shard, you can shift into an animal of one selected species
typical for your bloodline. You can also make Social Challenges with that
species as if they were human (they remain on their natural intelligence level,
however).

Nourishment
Choose one type of substance (blood, raw meat, etc.) or an emotion that
nourishes you. Once per scene, after you feed on someone, erase one Minor
Affliction and regain one Shard.

Regaining Shards
You regain all Shards by designing and implementing new rules for your
worshippers. Tell the GM what your Character thinks the worshippers need
and take a Challenge on a fixed Potential value of 3. This will tell you what it
will take to achieve your goal. You cannot regain more Shards until you
implement the change.

361 The Guidebook


Playing a Daeva
Design any Trait you like for your followers by combining a characteristic with
the word “worshippers” (i.e., “Rich Worshippers,” “Armed Worshippers,” “Well-
connected Worshippers”). You can use them as a Trait, without the need to
mark an Affliction on them - since there are many followers (probably a dozen
or more) in your group, you can always have someone around. You still need
to explain how they help you in the Challenge to be able to use the Trait,
however.

Being able to make social Challenges against animals reflects the fact that
you can communicate with them, enabling you to do things like ask them
questions, give them orders and manipulate them. When you shift into your
animal form, you may count it as a Trait in a Challenge, if it makes sense;
however, some Traits you normally use may become unavailable (work this
out with the group, if needed).

You can feed on either mortals or Defiant to get your Nourishment, but feeding
on supernatural beings may sometimes require a Challenge.

There are no guidelines as to what new rules you can implement among your
worshippers. The Potential of the Challenge is the same, regardless of the
severity of the change. So it’s potentially as easy or as hard to impose a minor
law as it is to entirely change your worshippers’ way of file.

362 The Guidebook


Defiant Infernals
The Infernals might have escaped Hell, but their powers serve as a reminder
of their dark past. The fact that they are potentially vulnerable to anyone who
knows their True Names is the main reason behind them taking on mundane
aliases after joining the Defiant.

True Name
You have a True Name that only a handful of people know. During a Challenge,
you may use its power to reroll any number of dice. If you do, choose a new
person who now knows your True Name – from now on, you get -2 to all
Challenges made against them.
The Grim Craft
During your time in Hell, you used to punish your victims in a certain way, like
all the Infernals from your bloodline (it was pain for House Black, shame for
House Dawn, and guilt for House Joy). It became a part of you. You can use a
question: “How can I make them feel true [your House’s Grim Craft]?” in the
same way as the Theme Questions, by spending a Shard.

Hellish Scars
Spend a Shard to show off your Hellish Scars for the remainder of the Scene.
When visible, they count as a Trait. If you have at least one Major Affliction,
you can show your Scars without the Shard cost.

Regaining Shards
Take a Challenge with a fixed Potential of 3 to regain all Shards and find
someone among those who know your True Name in need of your assistance.
You will swiftly appear before them. You cannot regain Shards by any means
until you fulfill their command. If no one alive knows your True Name, Hell
itself will issue a command.

363 The Guidebook


Playing an Infernal
You need to write down at least a single person who knows the Character’s
True Name at the beginning of the Chronicle. Each time you use your True
Name’s power, the number of people aware of it grows. After rerolling the dice
in the Challenge, you have to choose one of the already established NPCs to
learn your True Name. They do not have to be present at the time.

You do not choose who you will need to obey when regaining Shards - it
depends on the number of Successes rolled and is up to the GM. In the case
of no Successes, they may decide to introduce someone new that somehow
managed to find out your True Name.

You need to insert the Grim Craft of your bloodline to create your additional
Infernal Question. For example, the Infernals of House Black can ask, “How
can I make them feel true pain?”.

You come up with the adjective to describe your Hellish Scars during
Character creation. While there’s nothing wrong with obvious choices like
“Terrible Hellish Scars,” “Frightening Hellish Scars,” and so on, you can also go
in a different direction, choosing “Beautiful Hellish Scars,” “Mesmerizing
Hellish Scars”, or whatever else you may think of.

364 The Guidebook


Defiant Leviathans
The Leviathans need powerful mystical Seals to prevent them from turning
into the mighty beasts of the Apocalypse. Although kept under control, their
draconic ancestry grants them many boons. Even with the help of the Seal,
every Leviathan needs to satisfy the beast’s needs, or the appetite for
destruction may overtake them.

Elemental Blessing
You are immune to the attuned element shared by your bloodline. You can
shape it just by focusing on it (e.g., redirect a storm or a fire, cut a diamond,
melt a metal bar). If you spend a Shard, you can also create a small quantity of
the attuned element.

Draconic Features
You possess two Draconic Features: the royal horns and a second one of your
choosing. You can manifest your royal horns and your Draconic Feature
whenever you want. You can use any Draconic Feature as a Trait whenever it
is visible.

The Seals
Whenever you spend a Shard before a Challenge and your royal horns are
visible, you can get an additional +1 to your Potential. However, if you roll a “1”
on any of the dice, you get the Minor “Beast” Affliction.

Regaining Shards
You regain Shards by focusing on your hunger and answering the question:
“What do I crave more than destruction?”. Reset your Shards, tell the GM the
type craving your Character currently feels (luxury, violence, pleasures of the
flesh, etc.) and take a Challenge with a fixed Potential of 3 to check what you
must do to satisfy the hunger. You cannot regain Shards again until you do.

365 The Guidebook


Playing a Leviathan
The element your Leviathan is attuned to depends on your bloodline. For
instance, all Shemesh are attuned to fire. As for the exact quantity of the
element you can create, it should be large enough to make a difference. A
Shemesh could start a fire in seconds, or heat up a metal door until it’s almost
melting. A Melqart could easily create a beautiful gem in their hand. A Hadad
would have no problem with creating small lightning out of thin air and using it
to wipe out electrical devices in the area.

To create draconic features, you need to add adjectives to them. “Impressive


Wings,” “Razor-sharp Talons,” or “Reptile Eyes” are all examples of such Traits.
The same goes for the horns: you could go with something like “Terrifying
Royal Horns” or “Impressive Royal Horns.”

If you use your Seal in a Challenge, you get a +1 to Potential, in addition to


standard Shard rules, meaning you still get the additional d8 and the Trouble
Track will not be marked, regardless of the number of “1” rolled (though you
will get the “Beast” Affliction in that case).

366 The Guidebook


Origin-Exclusive Personal Theme Guide
There are eight Origin-Exclusive Personal Themes in this rulebook. Remember
that your Character may have only one Origin-Exclusive Theme (the other two
need to be the “normal” Personal Themes) and, of course, they can only have
the Theme of their Origin (i.e., a Daeva cannot have the “Ardent” or the “Fate
Dealer” Theme, and so on).

367 The Guidebook


The Ardent (Angel)
You have a special connection to the Sephira, and you understand
its needs better than anyone.

Traits
Appearance: righteous, tempting, unobtrusive, threatening
Merit: resilient, persuasive, stealthy, creative
Insight: urges, emotions, transgressions, needs

Questions
What does the Sephira need me to do here?
Who here struggles with or disrespects the Commandment?
How does the Commandment additionally affect this event?

Special Rules
Whenever you regenerate Shards, the penance is always connected to the
Commandment. When you fulfill your penance, all your Afflictions become one
level less severe.

Spend a Shard to fill nearby Defiant with the need to prove themselves true
followers of the Commandment.

Trouble
Problematic orders from the Sephira.

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Playing The Ardent
All Defiant know the importance of following the Commandments and
powering up the Sephira. However, your bond with the Sephira is exceptionally
strong and special. You feel its needs and sometimes know what it wants you
to do. There is one Commandment that is particularly important to you. During
Character creation, choose one of the Commandments in the Domain you’re
playing in. Discuss with the GM how your Character experiences the
connection to the Sephira and its directions.

The Ardent is both a follower and a preacher. It’s up to you how you want to
interpret this Theme. You can play someone who asks Sephira what to do and
follows its commands or someone who follows their own feelings, believing
they are influenced by Sephira. Your Character could see themselves as
a shepherd, driving Defiant to follow your favored Commandment or an agent
of change who inspires others to do what’s right and leads by example. They
can also be a radical who expects others to make a better effort or some other
interpretation of the Theme.

When you ask “How does the Commandment additionally affect this event?”,
you can add some flavor to the situation. The GM can introduce a rule, an
attraction, or just a mood that is in line with the Commandment.

When you use your Special Rule to make your Affliction less severe, you can
erase all Minor Afflictions.

369 The Guidebook


The Pure (Angel)
You are pure and innocent, and the world around
you is filled with confusing desires and emotions.

Traits
Look: innocent, magnetic, beautiful, collected
Natural at: sex, etiquette, intrigues, combat
Advantage: friends, empathy, prestige, vigor

Questions
Who here sees me as easy prey?
How does this event resonate with my Dark Calling?
How are they vulnerable to me?

Special Rules
As long as it’s active, your Noble Calling counts as an Exceptional Trait when
in Angelic Form and as a normal Trait when in human form. Your Potential
when regaining Shards is always 1 lower.

Spend a Shard to make someone want to protect you or corrupt you (GM’s
choice).

Trouble
Your Dark Calling took over, and you did something you shouldn’t have.

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Playing The Pure
The world of Defiant is full of temptations and possibilities, with infinite
opportunities to fulfill your desires. The Pure is someone new to this world,
either because of the short time that has passed since their awakening, a
sheltered upbringing, or the lifestyle they’ve chosen up until this point. Things
have started to change now, and you’ve started to uncover the full spectrum
of Defiant life. It’s confusing and exciting at the same time. You need to
explore your desires, test the boundaries, and deal with your dark side.

The Pure is someone underestimated by others and seen as naive or easily


manipulated. Using your Theme Questions and Special Rules, you can create
an opening for your Character to gain an advantage over someone who
doesn’t see them as a threat. It’s up to you whether your Character is doing it
on purpose, utilizing their innocent outlook, or if they are genuinely innocent
and just happen to get the upper hand.

The other side of playing the Pure is a strong Dark Calling and the temptation
to give in to your demons. It doesn't mean following your Dark Calling is
something bad or frowned upon, it just means it’s a part of your Character
they haven’t yet explored. They may be afraid of it, fascinated by it, or even
deny its existence - whatever feels more intriguing to you. When your Trouble
gets activated, your character receives an Affliction named after their Dark
Calling. They’ve acted in a way that resonated with their Dark Calling, and it
caused some issues.

371 The Guidebook


The Divinity (Daeva)
You are a true god, worshipped by mortals
and revered by the Lowborn.

Traits
God of: phenomenon, emotion, concept, place
Evokes: joy, humility, lust, fury
Portrayed as: just, beautiful, cunning, fierce

Questions
How do the mortals and Lowborn show their devotion to me here?
What is there to know about this mortal or Lowborn?
How do they rely on the mortals or Lowborn?

Special Rules
If you want to permanently change the beliefs, norms, and rules of a small
mortal community, club, or group, take a single Challenge to do so.

Spend a Shard to pass a Challenge against mortals as if you rolled 4


Successes or to pass a Challenge against a Lowborn as if you rolled 3
Successes.

Trouble
Another Divinity rises against you.

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Playing The Divinity
While all Daeva have mortal followers, you are more powerful, and even
Lowborn Defiant admire you and follow your wishes. That’s because your link
to former powers and persona from ancient times is stronger and more
evident. You have the aura of a true celestial being. During Character creation,
you need to specify what kind of divinity you are. While choosing the “God of...”
Trait, you have to determine the exact phenomenon, emotion, concept, or
place that you symbolize in your pantheon (i.e., Goddess of Thunder, God of
Love, Goddess of War, God of the Forest). You can design your religion further,
if you want, establishing rules, essential values, sacred rituals, and duties.
Traits from the Evokes set give you the ability to easily make others you’re
your chosen emotion. Portrayed as refers to your characteristics as a god,
which may correspond with your true personality or not.

As for your Special Rules, you cannot combine the Divinity’s two Special Rules
(there is no option to automatically change a mortal group by spending a
Shard).

Whenever your Trouble is activated, you or the GM can come up with another
Daeva who is a strong idol like you, or you can use an NPC that you’ve met
earlier, if they fit the profile. After all, the rivalry between gods makes for a
memorable story!

373 The Guidebook


The Thirst (Daeva)
You feed on others to satiate your needs and desires.

Traits
Hunter: patient, unyielding, clever, ruthless
Demeanor: cold, passionate, primal, dominating
Relies on: charm, lies, perception, prowess

Questions
What is the best opportunity to feed on them?
Who here is ready to quench my thirst?
What do they thirst for?

Special Rules
Declare that you need nourishment. Until the end of the Scene, you get +2 to
any Challenges that brings you directly closer to quenching your thirst and -1
to all other Challenges.

Whenever you feed on someone, you can ask them one question without them
knowing they answered it truthfully. If you spend a Shard, they don’t get an
“Exhausted” Affliction.

Trouble
Your thirst overwhelms you and gets you into trouble.

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Playing The Thirst
While every Daeva needs some form of nourishment, you are a master hunter
and connoisseur. You’ve turned the simple act of feeding on someone into art.
You are good at spotting prey most suitable for your needs, stalking it, waiting
for the right moment to approach, and finally ending up quenching your thirst.

The thirst refers to the form of nourishment you choose while creating a
Daeva Character, so pick something you will have fun roleplaying. Remember
that only Defiant can quench your thirst; mortals are too weak for that. It’s up
to you whether your Character loves the thrill of the hunt or hates that they
need the nourishment, but the thirst is too strong. You should also think about
your Character’s approach to the hunt. Do they deceive their prey, seduce, set
a trap, threaten them or subdue them in a different way? Or do they find
someone willing to give them nourishment out of the goodness of their heart?
Do they seek new prey each time or have Defiant that regularly quench their
thirst?

Your Theme Questions and Special Rules help you find opportunities to feed
on a chosen person or just spot someone suitable. When asking, “What do
they thirst for?” you can interpret it widely, as something the person wants
right now or a more prevalent desire. It can be something trivial or an essential
need. It shouldn’t be something obvious, however - you don’t need to ask a
Theme Question for that. You can use the bonus to Challenges for numerous
actions that lead to you quenching your thirst: making sure you are alone with
a chosen person, persuading them to keep your agreement a secret, letting
you feed on them, and so on.

Whenever your Trouble gets activated, your thirst gets the better of you. You
lose control and do something you will regret later.

375 The Guidebook


The Executioner (Infernal)
You might have escaped Hell, but that doesn’t mean
your purpose has changed.

Traits
Judge: wise, perceptive, respected, knowledgeable
Juror: empathetic, likable, tireless, diligent
Executioner: fearsome, stealthy, cunning, brutal

Questions
Who here craves punishment the most?
Who here wants to confess to me?
What here goes against the rules?

Special Rules
Whenever you use someone’s guilt or bring up their wrongdoings to gain an
advantage, increase your Potential by 2 in a Challenge.

Spend a Shard to find a person of your choice in their moment of weakness,


vulnerability, or transgression (GM’s choice).

Trouble
Someone enacts their revenge for your former judgment.

376 The Guidebook


Playing The Executioner
The Executioner is someone who feels the need or the obligation to pass
judgment and enact punishment on wrongdoers. They pursue those who
commit crimes against Defiant law or some other rules the Executioner finds
crucial. When creating an Infernal Character, you need to choose a House they
come from. Each Infernal House comes from a different place in Hell and
excels at different forms of punishment (pain, shame, or guilt). You can decide
if your Character uses the method closest to their House to punish the guilty,
or if they prefer some other means.

You are a judge, jury, and executioner, relying mostly on your own principles to
find someone guilty and carry out the sentence. It’s up to you whether other
Defiant know about your mission or if you do it in secret. By asking “Who here
craves punishment the most?” you can find someone who feels guilty of some
serious trespass (but you don’t necessarily know what it is) or someone who
craves punishment for some other reasons (because they like it, or they feel
guilty of something important only to them). Asking “Who here wants to
confess to me?” could lead to finding out a dirty secret, as well as someone
confiding in you about their feelings or telling you about a daring plan. “What
here goes against the rules?” could mean something breaks the rules of the
Domain, the Province, the Holding, the conduct of a particular event, or even
the arbitrary rules your Character thinks everyone should follow.

When your Trouble gets activated, discuss with the GM if the person who
wants revenge is someone you’ve dealt with during previous Episodes or
someone from your Character’s past.

377 The Guidebook


The Fate Dealer (Infernal)
You can use the tricks you’ve learned in Hell
to bend fate to your will.

Traits
Tricks: dirty, flashy, concealed, deadly
Smile: mysterious, irresistible, honest, sinister
Expert on: fights, romance, mortals, science

Questions
What games are played here?
What have I just gained through sheer luck?
Who here is feeling lucky tonight?

Special Rules
When you make a bet with someone, make a Challenge to bend fate in your
favor.

Spend a Shard to change one rule or stakes of the game you are playing.

Trouble
You need to pay the price for fate’s favor.

378 The Guidebook


Playing The Fate Dealer
There are many ways to play the Fate Dealer. Your Character can be someone
who is extremely lucky thanks to their Infernal legacy, someone who learned
how to use hellish powers to control destiny, or someone who relies mostly on
their skills and wits (with a hint of magic) to gain the upper hand with the
games they play.

“What games are played here?” may refer to actual games (regular and secret),
political games, romantic intrigue, or some other broad interpretation. “What
have I just gained through sheer luck?” doesn’t need to result in a highly
valuable thing, but it shouldn’t be trivial either. In addition, it may have strings
attached and be problematic in some way. You may gain a physical object, but
it very well may be information, an invitation, favor, or anything currently
useful. When you ask “Who here is feeling lucky tonight?”, you may be able to
spot someone easy to manipulate into a game or a bet that you know you can
win. And winning games and bets is what you’re good at, thanks to your
Special Rules.

When you spend a Shard to change one rule or stakes of the game you are
playing, you can do it retroactively, saying that you’ve created a loophole while
setting the rules for the game. You can also manipulate your opponent during
the game to agree to the new rules.

The Fate Dealer’s Trouble should be interpreted by the person activating the
Trouble. The group will assess if the price is set at the right level. You can
decide if you have to pay the price to Hell itself, or if it's the accumulation of
bad luck that you gathered while being extremely lucky, or perhaps just a small
fee you need to pay for fate’s favor.

379 The Guidebook


The Primordial (Leviathan)
You can barely hide the ancient beast inside you.

Traits
Glare: threatening, hypnotic, powerful, noble
Draconic form: swift, beautiful, regal, hardened
Legacy: war, terror, conquest, chaos

Questions
What here is the most valuable?
What do they struggle to control?
Who here takes an interest in my draconic outlook?

Special Rules
Create two additional Draconic Features.

Spend a Shard to let the ancient beast overtake you. Declare what you want
done and make a Challenge to see how well the beast fares.

Trouble
Something gets destroyed by the beast.

380 The Guidebook


Playing The Primordial
The Primordial is the closest you can get to playing an actual dragon. Every
Defiant Leviathan used to be a terrifying beast once, but they refused to
annihilate the world when the Apocalypse began. To prevent themselves from
becoming instruments of destruction, they’ve created powerful Seals that
helped them control the beast inside. Your Character is an exception. They
can change into their dragon form without giving in to the hunger for
destruction. At least to some degree.

If you spend a Shard to let the ancient beast overtake you, your Character acts
in their true dragon form. You can’t control their actions directly - the creature
is too powerful for that. You can, however, set goals for it, and the Challenge
will tell if it succeeded and at what cost. When your Trouble is activated, you
can discuss with the GM if the beast destroyed something while doing your
bidding, or if your Character has no recollection of the events.

It’s up to you if other Defiant know about your unique capabilities. They can
certainly feel the beast is very strong in you. It’s in your glare, your draconic
features, your whole presence - you can’t hide it. Remember that when you let
the ancient beast overtake you, it’s very probable that someone will see a
dragon roaming the city. It will cause understandable concern. However, if
Defiant know this dragon is you, they may fear you or treat you with suspicion.

381 The Guidebook


The Siren (Leviathan)
Rather than focusing on your own hunger,
you meddle with the desires of others.

Traits
Disciplined: mind, body, emotions, mien
Exploits: shame, lust, jealousy, vanity
Words: seductive, honest, deceiving, wise

Questions
What is the most desirable gift they could get now?
What don’t they know about their desires?
Whose desires are about to get the better of them?

Special Rules
When planning an Endeavor, if you cater to the desires of relevant NPCs,
shorten the Progress Track by 2 steps.

Spend a Shard to give someone a desire of your choice that counts as a Minor
Affliction.

Trouble
You become entangled in someone’s extreme desires.

382 The Guidebook


Playing The Siren
Desires fueled the Defiant rebellion and constantly drive their lives under the
Sephira’s protection. The Leviathans have the most ravenous appetites of all.
Control over their own hunger is a never-ending struggle for them. Your
Character is one of the few who managed to master those urges, by discipline,
occult measures, sheer will, or some other means. Through studying their own
desires, they’ve gained a unique understanding of the subject and, as a result,
have great influence over other people. The Exploits Trait shows what vices
they can use to get to their targets. The Words are more about their approach.

“What don’t they know about their desires?” is an engaging question that allows
you to uncover cravings and needs the target doesn’t even realize. It’s a
powerful weapon, as it is in Defiant nature to follow their desires. Asking
“Whose desires are about to get the better of them?” results in a person of the
GM’s choosing loosing themselves by following their desires. They may act
impulsively and recklessly, and they may regret it later.

Your Special Rule helps you with your Endeavors, but you have to tailor them
to cater to the desires of relevant NPCs. For example, if you want to start a new
club for Defiant in the Province and you know your Princeps is a fan of exotic
dance, you can add a stage with poles to your design and shorten the
Progress Track by 2. When you spend a Shard to give someone a desire of your
choice, your target will instantly feel the desire, but they won’t necessarily act
on it. You can easily use this Affliction as an advantage, however.

When your Trouble gets activated, you will have to deal with a person who
needs you for something. You can be the target of their desire or a necessary
element of their angle. Their needs shouldn’t be easy to satisfy. They should
be extreme and urgent. Discuss with the GM if this is someone you’ve met
before or someone new, and what the nature of their desire is (it should be
clear to your Character). Remember that you can always use the Line or Veil
card if you’re not comfortable with the situation your Character will get into.

383 The Guidebook


Personal Theme Guide
The Personal Themes are the main ‘building blocks” of your Characters. There
are twelve regular Personal Themes (along with eight Origin-Exclusive
Personal Themes) described in this rulebook, but more will come in future
Defiant supplements. Every Character has either two or three regular Personal
Themes, depending on whether they also have an Origin-Exclusive Theme
(they need to have a total of three Themes).

384 The Guidebook


The Aegis
Through supernatural powers, you are close
to being invulnerable.

Traits
Resistant to: pain, arcane, impact, intoxication
Unmoved by: emotions, intimidation, charm, shame
Presence: flawless, tough, trustworthy, inscrutable

Questions
What am I the only one resistant to here?
What breach is there in their defenses?
Who here needs protection?

Special Rules
You can take all damage someone is about to receive. Take a Challenge if you
want to lower the severity of the received Affliction.

Spend a Shard to change an Affliction into a lesser one, or merge up to three


Afflictions into one of the same severity. You can also rename it.

Trouble
Someone has breached your defenses.

385 The Guidebook


Playing The Aegis
It’s not easy to seriously harm a Defiant, but the Aegis is almost indestructible.
Depending on your choice, you can either play them as an Unmovable Object,
focus on their unbreakable will, or give them more of a knightly, paladin feel.

Asking “What am I the only one resistant to here?” may result in the whole area
becoming hazardous to everyone but you. Alternatively, you might be granted
means to create the threat yourself (like finding easy-to-open containers filled
with demonic fumes or a handy flamethrower). You, as the Aegis, will be safe.
Everyone else will be at a disadvantage.

“What breach is there in their defenses?” may be used literally, granting you
knowledge of the best ways to attack an enemy or breach a structure, or you
can ask it in a social situation to do things like overcome someone’s
reluctance or win a discussion.

Whenever you want to use your first Special Rule, ask the GM about the
seriousness of the damage someone is about to receive. It can either be
Severe, Major, or Minor (meaning it would result in an Affliction of the same
type). When you decide to take a Challenge to negate some of the damage,
three Successes would mean you didn't receive any Afflictions. However, if
you prefer, you can forgo the Challenge and simply accept the damage being
dealt to you.

You can use your second Special Rule to simply shake off a single Affliction.
You may also decide to change the nature of your hardships, if you have more
than one Affliction of the same severity. It may influence how your Character
behaves, feels, or looks. You could, for instance, change three Major
Afflictions: “Nasty Bleeding,” ”Disoriented,” and “Twisted Ankle” and change it
into a single Major Affliction: “Really Pissed Off.”

386 The Guidebook


The Ars Amandi
You are an unsurpassed master in the art of lovemaking.

Traits
Specializes in: gender, Origin, group, kink
Approach: direct, deceitful, shameless, mysterious
Body: flawless, athletic, alluring, nimble

Questions
What do they enjoy in bed?
Who here is desperate for true fulfillment?
What type of debauchery is this party going to turn into?

Special Rules
After you have sex with someone, you can ask them one question they will
answer truthfully. They know you know.

Spend a Shard to make the thing you just did in bed your partner’s new
favorite pleasure.

Trouble
A forsaken lover or an envious rival attacks you.

387 The Guidebook


Playing The Ars Amandi
While many among the Defiant take great interest in discovering the plethora
of sexual experiences, you turned your skills into a work of art. When it comes
to lovemaking, you’re the one in control, allowing your partners to witness a
great virtuoso at work.

You should specify the Character’s Specialization Trait during Character


creation, so you should come up with Traits like “Specializes in Angels,”
“Specializes in orgies,” and so on.

While the Approach Traits obviously has mainly to do with flirting and sex, you
can also interpret yours as a general approach toward adversities or a manner
in which the Character interacts with others.

“What type of debauchery is this party going to turn into?” will result in an event
getting more spicy and erotic in nature, giving your Character a perfect stage
to shine. The GM will choose whether it happens because of your Character’s
influence or for some other reasons. They may even retroactively decide the
party was always planned to turn into debauchery.

When after you have sex with someone, you ask them one question they will
answer truthfully, it doesn’t really have to come up between the Character and
the NPC and can be anything. “Did they kill the suspect?” is a valid question.
When your Character makes love to someone, their partners open up and give
up secrets they never normally would. They are aware they did it, though. They
know exactly what they shared.

When you spend a Shard to make the thing you just did in bed your partner’s
new favorite pleasure, the new kink doesn’t necessarily have to replace the
NPC's old favorites (but it certainly can). Both preferences can now be equally
important.

388 The Guidebook


The Gem
Your allure is exceptional, even by
the standards of the Defiant.

Traits
Eyes: seductive, innocent, mesmerizing, confident
Remarkable trait: naked body, grace, voice, touch
Appeals to: Origin, gender, status, personality

Questions
Who here will do anything to claim me?
How am I the center of this event?
What token of appreciation am I about to receive?

Special Rules
You can make a Challenge to put someone under your spell. They can’t stop
thinking about you and winning your heart or claiming you becomes their
highest priority.

Spend a Shard to make anyone you know show up in the Scene, looking for
you.

Trouble
Unwanted attention from someone dangerous.

389 The Guidebook


Playing The Gem
Playing the Gem means your Character will be longed for and desired by
others. The primary source of their power will be their physical attractiveness.
The world revolves around the Gem, usually putting them in the center of
attention.

The options listed in the last set of Traits (Appeals to: Origin, gender, status,
personality) should be specified during Character creation, resulting in Traits
like “Appeals to Daeva,” “Appeals to women,” “Appeals to Lowborn,” “Appeals
to Evil Masterminds,” etc.

The question “Who here will do anything to claim me?” is potentially a


dangerous one. Part of the fun of playing the Gem is having other people fight
for or over you. When asking this question, remember that it may get your
Character into trouble – which is supposed to be fun! If you feel the situation
is turning in a way you find uncomfortable, talk to the group or use either the
Veil or the Line card.

Keep in mind that the tokens of appreciation may refer to non-material gains
as well. Being selected for a prestigious duty or gaining someone’s
enthusiastic political support would both be possible answers to the question.
Since the question is in the future tense, the Character is aware they are about
to receive the token and can act against it, if they so choose.

Your Special Rule is a powerful tool that can make someone desire you above
all else. They may still pursue other goals, but when it comes to choosing
between you and the most important thing in their life, they will have a hard
time making a decision.

390 The Guidebook


The Goliath
Your might is unsurpassed, and nothing
can withstand your crushing blows.

Traits
Built: strong, godlike, inconspicuous, imposing
Unsurpassed: energy, might, stamina, grit
Radiates: confidence, dominance, ruthlessness, potency

Questions
Who here is impressed by me?
Who here fears me?
How can I destroy it?

Special Rules
You can lift trucks, throw cars, and punch holes through concrete without the
need for a Challenge.

Spend a Shard during strength or destruction Challenges to change them from


Impossible to Possible.

Trouble
You destroy something of great value.

391 The Guidebook


Playing The Goliath
Goliaths possess superhero-like strength, even by Defiant standards. Their
might is evident to everyone around them, unless they put a lot of effort into
hiding it. Remember that choosing the Goliath does not force you to make
your Character plain or headstrong. The Theme simply implies that the
Character is extremely strong.

The Goliath Theme Questions are pretty self-explanatory. However, you can
use the third one (“How can I destroy it?”) to ask about things such as
relationships, renown, faith, etc.

The rule about being able to lift trucks, throw cars and punch holes through
concrete means your Character would still need a Challenge to, say, attack an
enemy with a vehicle or impress someone by punching a hole through a wall,
but the very act does not require any dice rolls.

Changing destruction Challenges from Impossible to Possible means that,


when it comes to feats of strength, by spending 1 Shard the Character can do
virtually anything, as long as it is logically possible. Throwing a destroyer
warship, leveling a whole building - there are no limits to their might.

When it comes to the Goliath’s Trouble, bear in mind that destroying


something of great value doesn’t have to mean something physical. It might
be friendship, someone’s trust, or anything else. Then again, you might take it
literally if you want to.

392 The Guidebook


The Guide
You are a guide, a teacher, a trainer, a role model.
You show others the way, and they follow.

Traits
Field: martial, erotic, etiquette, occult
Focus: control, perception, deception, grandeur
Reputation: wise, perverse, cruel, sympathetic

Questions
How can I make them better?
Who here is my former student?
Who approaches me about my teachings?

Special Rules
At the beginning of each Episode, you can either mark one Step in all teaching
Endeavors or mark three Steps in a single one.

Spend a Shard to have one of your students show up immediately, ready to


help.

Trouble
Your students rise against you.

393 The Guidebook


Playing The Guide
Your Character does not have to necessarily think of themselves as a teacher
or a master. It may be that they simply teach by example. If you do want to,
however, you can be an established tutor or trainer that regularly takes new
students under their wings.

When choosing a Trait from the Field set (martial, erotic, etiquette, occult),
remember than in the fiction, your Character can be a teacher in many
different fields. Choosing one from the set simply implies that they’re either
best known or most adept at this one.

The Guide can effectively train NPCs, changing their Archetypes. Of course,
any Player Character can do this by creating an appropriate Endeavour.
However, the Guide can additionally either mark one Step in all teaching
Endeavors or mark three Steps in a single one. This means they can do this
apart from the Personal Affairs, as an additional action before the Episode.
Throughout the Episode, they can make regular Challenges to progress the
training even further (the same as with any other Endeavors).

Note that when one of your students shows up immediately, ready to help, they
are not the Guide’s mindless follower but are willing to go out of their way to
help their master. This might be Character’s current trainee or loyal former
student.

Your Trouble could either mean a rebellion in the ranks of your current
trainees or a former student challenging their master to prove they have
surpassed them, enacting revenge, etc.

394 The Guidebook


The Power Play
You are enthralled by the game
of domination and submission.

Traits
Mastery: submission, domination, discipline, pain
Expertise: bondage, punishment, teasing, psychology
Knows all about: fashion, contraptions, rules, pleasure

Questions
What power play is in effect here?
Who holds power over them?
What type of master or slave do they long for?

Special Rules
Whenever you are showing off your slaves, get the “Admired” Trait. Whenever
you’re showing your submission (by acting or dressing in a specific way), gain
the “Empowered” Trait.

Spend a Shard to make someone think fondly about dominating you or


submitting to you (your choice).

Trouble
Your slave gets into trouble, or your master gets you into trouble.

395 The Guidebook


Playing The Power Play
The Defiant are all about power, hierarchy, and desire. The whole society is
built upon those pillars. It’s no wonder some Defiant become fascinated by the
intricate game of power play. Your Character can be a full-blown BDSM
enthusiast or just someone who tends to look at the world from the power
play perspective.

You should interpret your Theme Questions broadly. The first two Questions
might be useful to understand the relationship between people, but also the
power structure of an organization, finding political puppet masters, and so
on.

You can use your Traits creatively, as well. They’re not limited to BDSM
scenarios. Discipline mastery can be useful while governing your Court, but
also during combat when you need to control your body and emotions. Knows
all about rules helps you introduce new laws in your Holding, find a loophole in
a Province law, or outsmart your opponent in a card game.

Spending a Shard to make someone think fondly about dominating you or


submitting to you does not automatically seduce or convince the target to do
anything. It merely creates an opportunity for the Character. The NPC might
act upon their whim or try to ignore it. Nevertheless, they will be aware of their
desires. This rule is especially useful to create an opening. Since you can use
it on anyone, it gives you the ability to potentially start a power-play
relationship with a person of your choice.

When your Trouble kicks in, you or the GM has to choose if your slave has
gotten in trouble (providing you have a slave) or if your master has gotten you
into trouble (providing you have a master).

396 The Guidebook


The Prodigy
Your mentor has chosen you and elevated you to power.
They still support you, but also make demands.

Traits
Picked for: charm, strong will, ruthlessness, insight
Mentor: enthralled, sympathetic, adored, feared
Training: martial, politics, occult, governing

Questions
Who here wants to be on my good side?
What would my mentor advise me to do here?
What interesting insight about them has my mentor shared?

Special Rules
Whenever you ask your mentor for advice, gain a +1 Potential when you act on
it. If you act against it, gain a Minor Affliction.

You may spend a Shard to mark 3 progress boxes in an Endeavor, however


your mentor will somehow influence the Endeavor.

Trouble
Your mentor steps in with demands.

397 The Guidebook


Playing The Prodigy
Even though your Character is a Lord or a Lady, there’s someone who has
power over them. It’s not an official authority, but rather one formed by long
years of teaching and guiding. What the relationship looks like now that you're
an independent Royal is up to you. Even if your Character is at odds with their
former teacher, they can still count on their reputation and help. However, it
always comes with strings attached.

You should assume that you’ve known your mentor for a long time, and during
this period, they influenced who you are, including your views and values.
They’ve chosen you for a reason, and you’re their special project. Even if they
have other proteges, they will always put you first. However, they have
expectations about your actions, ambitions, and achievements.

While choosing your Mentor Trait, consider if you prefer to have easy access
to their resources and help (in that case, use Enthralled or Sympathetic
mentor) or if you’d rather benefit from their reputation (in that case, choose
Adored or Feared mentor).

Your Theme Questions rely on the reputation and values of your patron. If you
ask “Who here wants to be on my good side?”, you will encounter someone
who knows about your mentor and wants to ensure their goodwill by sucking
up to you. When asking, “What would my mentor advise me to do here?”,
discuss what advice would be in line with your mentor’s teachings with the
GM. The Special Rule about asking your mentor for advice works whether you
ask them directly or by asking your Theme Question.

As for the Trouble, technically, your mentor doesn’t have any authority over
you, and you don’t have to listen to them. However, until you do what they
demand, you can’t ask them for advice or use their resources.

398 The Guidebook


The Shadow
Everybody has secrets. You are an expert at learning
and using them for your benefit.

Traits
Impression: unobtrusive, naive, attractive, trustworthy
Talents: senses, stealth, searching, evasion
Specialty: scandals, blackmail, investigation, impersonation

Questions
What are they trying to hide?
What here is not what it seems?
Who here has a secret that I happen to know?

Special Rules
You can’t be registered by any camera, alarm, and other electronic or mystical
devices unless you choose to be.

Spend a Shard to eavesdrop on any conversation happening in sight.

Trouble
One of your secrets haunts you.

399 The Guidebook


Playing The Shadow
When playing the Shadow, you get to see things differently than other
Characters. You look beneath the masks to see the ugly and shameful, but
also the vulnerable and beautiful. You get to unveil things hidden from most
people. However, to operate efficiently, you need to hide in the shadows
yourself. If everyone knew what you know and what you can do, you wouldn’t
be able to spy, blackmail, investigate, and search for secrets so easily, would
you?

When asking “What here is not what it seems?”, you can add tension or a new
layer to any situation. The answer may concern anything: a secret, a person, a
situation, an object, a relationship, or something else. You can act on this
information immediately, decide to observe how the events unfold, or use it to
your advantage later in the game.

When you ask “Who here has a secret that I happen to know?”, it implies that
you’ve learned the secret earlier in your life. Discuss how you came to know
about this secret - and if that person knows you know - with the GM. But it’s up
to the GM what the nature of the secret is.

If you activate the Trouble yourself, you may choose which secret haunts you.
If the Trouble is activated by filling up the Trouble Track, the GM chooses the
secret. In both cases, it can either be a secret that you previously established,
or you can come up with something new.

400 The Guidebook


The Socialite
You live for ostentatious balls and private parties,
and thrive in social situations.

Traits
Acclaimed: planner, connoisseur, lover, style
Favorite parties: formal, kinky, intimate, wild
Defiant circle: celebrities, rebels, degenerates, elite

Questions
Which useful person do I know here?
How is this party about to get more…… ?
What interesting rumors have I heard about them?

Special Rules
You can enter any club or party, no matter how private, unless you are
specifically banned from the event.

When at a party, spend a Shard to tell the GM about one person present or
one event rule set by the host.

Trouble
A threat to your reputation or social standing.

401 The Guidebook


Playing The Socialite
Defiant Royalty love carousing, and they always invite each other to different
parties and celebrations. Your Character thrives in this environment: they
know how to throw a party, who to invite, how to behave, how to get invited to
any event they want, and how to influence the party they are attending. You
should come up with more details about your favorite type of revelry and a
social circle you belong to by choosing your Traits.

Playing the Socialite can be really fun and give you a lot of room for creativity.
By asking, “How is this party about to get more…… ?” you can effectively change
any party you’re at into something entirely different by adding, i.e., “wild,”
“erotic,” “prestigious,” or “competitive.” The same goes for your second Special
Rule. It lets you influence the event even further by introducing a rule to the
party. You can do it retroactively, establishing with the GM that the rule was
always on the agenda or has just been announced. You should figure the
details out with the GM and the rest of the group.

By asking “Who useful do I know here?” you can decide there’s someone you
know in the Scene; discuss with the GM who it could be and how you know
them. It’s up to the GM to tell you how they are useful in this situation.

402 The Guidebook


The Warrior
You have the soul of a warrior and a matching set of skills.

Traits
Fighting style: ruthless, collected, flashy, stealthy
Weapons: unarmed, concealed, melee, firearms
Strengths: athletics, will, awareness, endurance

Questions
Who here poses the biggest threat?
What fight is about to break out?
Who here is the most vulnerable?

Special Rules
You cannot be outnumbered, regardless of the number of enemies. You
always count as outnumbering a single foe.

Spend a Shard to completely negate all Afflictions that you have until the end
of the Scene. One of your Afflictions gets worse afterward.

Trouble
An old enemy or casualty appears, fully prepared.

403 The Guidebook


Playing The Warrior
Choosing this Theme for a Character means they are a warrior in their heart,
and a part of them sees social interactions, court schemes, and even
relationships as different forms of fighting. Remember that your Character
doesn’t have to be a noble knight or a disciplined samurai. They might,
however, adhere to a set of rules (either strict or broad). Of course, “To the
winner go the spoils” or “Only the strongest survive” might both also be
considered warrior creeds.

Remember that your Theme Questions may be interpreted broadly. The fight
about to break out might be a lovers’ quarrel, someone might be most
vulnerable to persuasion, etc. In the fiction, this could mean that your
Character is using a warrior’s mindset to assess non-combat scenarios, which
gives them an advantage in social situations, while playing games, and so on.

When someone is outnumbered in a fight, it counts as a temporary Affliction,


meaning they have to subtract 1 from their Potential in the Challenge. Since
your Character cannot be outnumbered, they simply do not get the Affliction.
Whenever they are fighting a single enemy, they count as outnumbering their
foe, effectively giving them plus 1 Potential.

When an old enemy or casualty appears, your Character is put at a clear


disadvantage. The enemy (or casualty) had time to prepare and knew enough
about the Character to know how to make them bleed (in a literal or figurative
sense).

404 The Guidebook


The Wealth
You have unlimited resources on hand, and you can easily
have anything money can buy.

Traits
Knows how to: impress, charm, bribe, party
Assets: fortune, corporation, priceless collection, crime syndicate
Goods: illegal, supernatural, high-tech, perverse

Questions
How can they be bought?
How can I outshine them through my wealth?
How does this profit from my wealth?

Special Rules
Every time you advance an Endeavor, if using your wealth could help, mark an
additional step.

Name anything from the mortal world that money can buy. You will get it by
the end of the Episode. If you need it right now, spend a Shard to get it
instantly.

Trouble
You are in imminent danger because of your wealth.

405 The Guidebook


Playing The Wealth
Your Character is immensely rich, even by Defiant standards. They also know
how to use their wealth to their advantage. It’s up to you to decide where all
this money comes from. It can be an inheritance left by their parents,
treasures that came with an acquired Holding, a generous gift, or just profits
your Character gained from their company or other mortal means, legal or
illegal. You can specify the details by choosing your Traits accordingly.

The important thing about playing the Wealth is that your Character is known
for their affluence, and they can use it to leverage, bribe, incentive or straight
out buy people. They can also gain prestige or outshine other Defiant by using
their infinite means. You can ask your Theme Questions to effectively use your
wealth to influence others. You can ask, “How does this profit from my
wealth?” about an event, an organization, an endeavor, or something else. You
can retroactively establish with the GM that your Character has an agreement
to fund someone or something, or the GM may decide it happens in some
other way.

Most Defiant can get what they want from the mortal world, one way or the
other. Your Special Rules give you the ability to get it really quick, be it a
luxurious yacht, exceptional wine from a particular region, or a performance by
a famous star.

406 The Guidebook


The Weaver
Weaving plots and schemes into existence is your true passion.

Traits
Modus operandi: manipulation, gossip, intelligence, threats
Area: bloodline, Province, romance, covert
Thrives during: banquets, tournaments, intimacy, duty

Questions
What would it take for them to agree to…?
What is their standing within…?
Who here is doing something they shouldn’t?

Special Rules
You don’t have to mark Setbacks on an Endeavor progress track at the
beginning of each Episode, but you still have to mark Setback if it emerges as
a result of a Challenge.

Spend a Shard to send a rumor into instant circulation throughout the


Province you’re in. It can be true, half-true, or complete fiction.

Trouble
Someone you owe a favor comes to collect the debt.

407 The Guidebook


Playing The Weaver
You entangle others in your web of influence, favors, temptations, and
possibilities. You move effortlessly through the world of intrigue, romance, and
politics; it’s your natural element. In a Defiant society full of rules that are
impossible to follow, never-ending parties and rivalries, and all-consuming
passions and ambitions, you are a formidable player.

By choosing your Traits, you decide how your Character operates. Are they
more of a politician, court schemer, covert agent, or something else? You
should use your Theme Questions to gather information you can later act
upon. You can ask, “What would it take for them to agree to…?” during dialogue
with your target or while observing them. The answer is entirely up to the GM.
They can even state that there’s nothing you can do to make the person agree
to your proposal or that it would take something impossible (like the
Apocalypse destroying half of the city). In that case, you get your Shard back.
“What are their standing within…?” can be a question about a bloodline, a
Province, or a particular group (like a secret organization or elite club).

When you spread a rumor using your Special Rule, it may regard a person, a
group, an event, a whole bloodline, or a Province. Remember that many
rumors are circulating among Defiant, and they are usually short-lived. Try to
come up with believable information and use it to your advantage sooner
rather than later.

When your Trouble is activated, discuss with the GM if the person you are
indebted to is someone you’ve met in previous Episodes or someone from
your Character’s past. Most of the time, they will ask you to do something for
them. The more serious the Trouble, the more dangerous or challenging the
task will be.

408 The Guidebook


House guide
You can read a more detailed description of the Twelve Great Houses in “The
World of the Defiant” chapter, but we’ve also included basic information on
each of the bloodlines below, so you can use it as a cheat sheet when creating
NPCs.

409 The Guidebook


House Aratron
Angels of Mercy

Creed: “There can be no mercy without atonement.”

Aratronites see themselves as the conscience of the Defiant, reminding them


of their trespasses and offering mercy to those who are willing to repent.
Some of them are cruel and strict, some are caring and kind, but they all
believe forgiveness has to be earned.

Custom: The Aratronite Confessors

Noble Calling: Angel of Mercy

Example Dark Callings: Angel of Pain, Fury, Dread, Envy, Shadows

Example Names:
Faniel, Beriel, Askiel, Jamiel, Darion, Urion, Nethiel, Edrel

Nemaya, Galaya, Lennea, Isenea, Thanea, Denea, Emathiel, Lithel

410 The Guidebook


House Hariel
Angels of Passion

Creed: “You shall not dim the flames of your passion.”

While all Defiant enjoy every aspect of life, Harielites take it to another level.
They always find new ways to fuel their passion and constantly seek unique
and exciting experiences, moving on once they become bored.

Custom: The Dance of Hariel

Noble Calling: Angel of Passion

Example Dark Callings: Angel of Anguish, Deception, Doubt, Fear, Slumber

Example Names:
Ramaguel, Dalamarel, Adarael, Ematharael, Savaruel, Vamerael, Vemanathiel,
Senathel

Ireanna, Kamathia, Neriana, Sayanna, Ceriana, Lenathia, Cenathiel, Avenel

411 The Guidebook


House Zeruel
Angels of Glory

Creed: “Be a testament to your House’s glory.”

House Zeruel is one of the most respected and noted as they strive for
greatness and glory in everything they do. Aristocratic and entitled in their
behavior, Zeruelites believe in leading by example and always choosing the
noble, righteous path.

Custom: The Protectorate

Noble Calling: Angel of Glory

Example Dark Callings: Angel of Blood, Sorrow, Trickery, Lust, Ruin

Example Names:
Setharion, Demetron, Beretron, Sevatron, Melarion, Havetron, Velathiel, Atharel

Beneviel, Firiathea, Reseviel, Yanathea, Emaviel, Palethea, Tarathiel, Nemarel

412 The Guidebook


House Achto
Aztlan Daeva

Creed: “Claim your due.”

Defiant of House Achto believe actions speak louder than words,


and they never trust someone without a sacrifice - the ultimate proof
of true intentions. To honor their ancestors’ ultimate sacrifice, they feel
obligated to live their lives to the fullest.

Custom: Lords of Night and Day

Example Sacred Animals:


jaguar, tarantula, rattlesnake, caracara, eagle, river dolphin, coyote

Example Names:
Acalan, Chimalli, Zuma, Nahuatl, Tenoch, Xipil, Zolin, Coatl

Anacaona, Atlacoya, Etapalii, Patli, Tayanna, Zyanya, Eztli, Nochtli

413 The Guidebook


House Kyrios
Hellenic Daeva

Creed: “Prove your worth.”

Kyrios are known to be ambitious, competitive,


and determined to prove their worth, as their Creed demands.
They scheme and show off their virtues, always finding new
ways to outshine or outsmart other Kyrios and impress
the head of the House.

Custom: To the Victor Go the Spoils

Example Sacred Animals:


wolf, owl, eagle, horse, swan, deer, vulture

Example Names:
Ajax, Argus, Cronus, Eryx, Mitros, Eneas, Myron, Nereus

Calliope, Cassiane, Echo, Ilena, Neride, Berenice, Corinn, Melitta

414 The Guidebook


House Sekh
Khemetian Daeva

Creed: “Leave your mark.”

Daeva of House Sekh are great builders, visionaries and architects,


bent on leaving their mark on the world and inspiring awe in everyone
who admires their creations. Although their lives are as exciting as those
of other Defiant, they seem more distant and focused on greater things.

Custom: The Great Works

Example Sacred Animals:


cheetah, cobra, jackal, crocodile, cat, crane, scorpion

Example Names:
Abasi, Hanif, Issa, Jabari, Khalix, Aharon, Radames, Sadiki

Dalila, Eshe, Kasiya, Masika, Neema, Kiya, Asenath, Nailar

415 The Guidebook


House Black
Infernals of Pain

Creed: “Be human.”

Renowned for their demonic cruelty, members of House Black renounced their
old ways and now try to live the lives they choose, rather than continue on the
path chosen for them by the overlords of Hell. They assumed a corporate-like
style of leadership and aim to rediscover life beyond pain and suffering.

Custom: The Human Connection

Grim Craft: pain

Example Names:
William, Benedict, Victor, Felipe, Alastair, Christian, Leopold, Florian

Victoria, Margot, Catherine, Anastacia, Aurelia, Francesca, Indira, Arya

416 The Guidebook


House Dawn
Infernals of Shame

Creed: “Uphold our legacy.”

The descendants of the first mortals to ever be sentenced to live in Hell


eventually became demons themselves. Now, the proud Infernals of Shame
are back in the mortal world to reclaim all that has been taken from them. To
be a devoted member of the House is to always strive for more, improve one’s
standing, and accumulate power.

Custom: The Sacred Bond

Grim Craft: shame

Example Names:
Alexander, Julius, Rafael, August, Shadrick, Baltasar, Daniel, Arion

Octavia, Beatrice, Valentina, Constance, Abelia, Vivienne, Madeleine, Jordan

417 The Guidebook


House Joy
Infernals of Guilt

Creed: “Rejoice.”

While other Infernals tend to reminisce about their demonic legacy and the
horrors of Hell, House Joy has taken a different approach. Rather than dwell in
the past, the Infernals of Guilt are focused on making up for the lost time.
They revel in the exciting experiences and pleasures the Defiant world has to
offer.

Custom: The Chrysalis

Grim Craft: guilt

Example Names:
Jeane-Claude, Giovanni, John-Francis, Sebastian, Marc-Édouard, Damian,
Oscar Lee, Raven

Camilla, Amelia-Rose, Scarlett, Melissa, Annabelle, Sienna-Jade, Carmen,


Skylar

418 The Guidebook


House Hadad
Storm Leviathans

Creed: “The weaker shall bow to your desires.”

Storm Leviathans believe in the right of the strong


to satisfy their desires. A Hadad Court is the manifestation of the ruler’s
power, becoming a temple to their appetites and preferences.

Custom: The Show of Strength

Attuned Element: storm

Example Names:
Nasser, Keragon, Egrein, Varran, Bessame, Aharad, Terrax, Davessar

Ereigna, Messendra, Orsana, Visseria, Darrin, Izarre, Omarry, Aressane

419 The Guidebook


House Melqart
Earth Leviathans

Creed: “Your hoard shall inspire awe.”

The members of House Melqart are like the dragons


of legends, amassing impressive hoards of treasures. Some Earth
Leviathans surround themselves with yields of their element: gemstones or
jewelry made of precious metals. Others collect man-made items or even
gather interesting mortals.

Custom: The Dragon Hoard

Attuned Element: earth

Example Names:
Tanagherion, Omeradran, Velemarish, Adramane, Isheradon, Endaron,
Vaharany, Elevashir

Nemeviana, Anavisena, Eleasheria, Kerister, Nabridia, Isomistre, Vagrad,


Dethrigana

420 The Guidebook


House Shemesh
Fire Leviathans

Creed: “True rulers are forged in flames.”

The mightiest of the ancient beasts, the Fire Leviathans were destined
to end the world in their draconic flames. Members of House Shemesh
feel that all other Defiant owe them gratitude for rejecting their destiny
and granting the world a second chance. They are the most disdainful
and dogmatic among the Leviathans.

Custom: The Sacred Companions

Attuned Element: fire

Example Names:
Gharion, Ashan, Ughrox, Vereg, Sheram, Barreha, Gharde, Vasher

Eshera, Shanah, Laghra, Dagra, Tirasha, Shegran, Urashe, Orsha

421 The Guidebook


Marital Guide
During Character creation, each Character is assigned a Marital Card to flesh
out the Consort who rules by their side. There are nine Marital Themes in this
rulebook, but they only give you the basic outlines for the Character’s partner.
It is up to you to flesh them out in accordance with their Marital Theme.

422 The Guidebook


Best Friends
You were raised together and always knew you would
marry one day. Your spouse knows you like nobody else
and you get on very well, but they treat you more like a sibling than a lover.

Choose the gender, Origin, and the House of your spouse.

Write down what makes them a great friend.

Write down a negative thing about them that you grew to accept.

Write down an additional Holding Feature: where your spouse’s single


bedroom is located.

Spouse Archetype:
Exceptional

Court Affliction:
Competition (Minor)

Starting Standing: 3

423 The Guidebook


Navigating the Best Friends Marriage
Marrying your best friend is a rare treat among Defiant Royalty. Your spouse is
a great person, and you know each other very well. The problem is that you’ve
spent so much time learning, playing, and getting into trouble together that it’s
hard to change your relationship into a romantic one. Your spouse has a
separate bedroom, and they are very independent, even if they respect your
rules and wishes. They like to spend time with you, but as friends, nothing
more. You can try to change this relationship, of course, but it will take time,
and you risk ruining what you already have. Your Courtiers see your lack of
romantic interest as an opportunity, and they compete for your good graces.

424 The Guidebook


Eager Admirer
Your spouse never expected to become a Consort,
and they lack any training. They are, however,
very enthusiastic, and they absolutely admire and idolize you.

Choose the gender, Origin, and the House of your spouse.

Write down one thing your spouse is terrible at.

Write down two things they admire about you. As long as you act in line with
those traits, your spouse will be devoted and compliant.

Spouse Archetype:

Regular

Court Affliction:

Disorganized (Minor)

Starting Standing: 2

425 The Guidebook


Navigating the Eager Admirer Marriage
Royals from the Great Houses often invest a lot of time and effort in preparing
their children to become Consorts of influential Lords and Ladies. You,
however, married someone who lacks this training and is completely surprised
by this unexpected development in their life. It’s up to you whether it was your
choice or whether you’ve ended up with an inexperienced Consort by accident
or as the result of some intrigue. Whatever the reason, you have to figure out
how to run a Court with a person who doesn’t know what they’re doing. It’s not
for lack of trying, though.

Your Consort is eager to learn and will follow your lead in everything. They
hold you in the highest regard, but they will become disappointed and unruly if
don’t live up to their ideals. For example, if they consider you just and noble,
they will feel terrible if you mistreat a Courtier just for fun. If they admire you
for your playfulness and carefree attitude, they won’t appreciate you choosing
duty over a fun party.

426 The Guidebook


Influential Lover
Your spouse is closely associated with a powerful Defiant,
making them well connected and influential. However, there
is a price to pay for such an alliance.

Choose the gender, Origin, and the House of your spouse.

Write one positive thing about your spouse.

Choose one thing your spouse’s powerful lover demands of them: to spend a
lot of time with them, to adhere to their wishes and rules, to attend social
gatherings with them, or something else

Spouse Archetype:

Regular

Court Trait:

Well-informed (Minor)

Starting Standing: 5

427 The Guidebook


Navigating the Influential Lover Marriage
This marriage is really difficult to navigate. Your spouse fulfills their Consort
duties, aiding you in running the Court and whatever other tasks you charge
them with. Apart from that, they lend you their considerable influence and
intelligence. Thanks to them, you know who is who in the Defiant world and
how to achieve your goals better. But there’s a price you have to pay for that:
Your spouse has a powerful Defiant as a lover, and many Royals know about
it. Your partner depends on that person and gets information and influence
through them. You should come up with who that person is during Character
creation.

The lover will demand certain things from your spouse in return. You may
choose what kind of requests your Consort gets most often. They will do their
best to please their sponsor. It’s up to you whether your spouse cherishes this
relationship or despises it, but for some reason, they decide to maintain it.
Remember that you have the final say when it comes to what your spouse can
and cannot do. However, if you try to prevent them from meeting with their
lover or complying with their demands, you won’t be able to use the situation
to your advantage. Moreover, you will endanger your relationship and make a
powerful enemy.

428 The Guidebook


Newlywed
You’ve married only recently, and quite frankly, you know
very little about your spouse. They were chosen for you,
and you accepted your fate.

Choose the gender, Origin, and the House of your spouse.

Write down the one good thing you’ve learned about your spouse so far.

The GM will write down two bad things you do not know about them yet.

Spouse Archetype:

Regular

Court Trait:

High Hopes (Minor)

Starting Standing: 3

429 The Guidebook


Navigating the Newlywed Marriage
It’s not uncommon among Royalty to marry a person you barely know. The
leaders of your Houses came to an understanding, or your Princeps pressured
you into a union they found beneficial. Or maybe you just chose randomly.
Whatever the reason, you ended up in an arranged relationship, and you have
to figure out how to live and run a Holding with this new person. Your Court
sees your recent marriage as an opportunity, and they expect great things
from your spouse and your relationship in general, making it easier to govern
them. At the beginning of the game, there’s only one thing you know about
your Consort; the rest is up to the GM. They will come up with two problematic
statements, but don’t worry - you decide your spouse’s Archetype. They have a
Regular Archetype, meaning they are quite useful, but not without some vices.

430 The Guidebook


Perfect Companion?
Your spouse has been raised to be a perfect companion.
They are very competent and know how to manage
Court affairs. The problem is they are your exact opposite,
and it’s hard for you to get along.

Choose the gender, Origin, and the House of your spouse.

Write down one positive thing about your relationship.

Write down two things that you despise about your spouse.

Spouse Archetype:

Exceptional

Court Trait (Minor, choose one):

Obedient, Cooperative, Productive

Starting Standing: 1

431 The Guidebook


Navigating the Perfect Companion? Marriage
Many Royal families pride themselves on preparing some of their children to
become perfect Consorts. They receive a thorough education in line with the
Domain rules and bloodline values. Not only do they learn proper etiquette, but
also how to manage Court affairs, tend to their spouse’s needs, and represent
them outside the Court. This kind of Consort is held in high esteem, so you
may consider yourself lucky that you married such a person. Their skills and
usefulness are represented by their Exceptional Archetype. You may also
decide how they influence your Court by choosing a Court Trait. Everything
would be perfect, if not for the fact you can’t get yourself to love or even like
your spouse. By writing two things you despise about them, you decide what
the most important areas you can’t agree on are. They may be related to your
House values, your attitude towards Courtiers, how you treat each other or
your relationship, their personality or habits, or something else. These issues
will come up often, so pick engaging ones for you to play. And remember:
even though your Consort may disagree with you, they understand their place
and will follow your orders most of the time.

432 The Guidebook


Political Union
After careful consideration, you decided on a marriage
that will grant you the most prestige and political power.

Choose the gender, Origin, and the House of your spouse.

Write down three main problems in your relationship.

Add an additional Courtier to your Court (choose one): Spouse’s true love,
Spouse’s best friend, Spouse’s personal aide. Choose an Exceptional
Archetype for the Courtier.

Spouse Archetype:

Regular

Court Trait:

Prestigious Court (Exceptional)

Starting Standing: 4

433 The Guidebook


Navigating the Political Union Marriage
A political union is the most desired type of marriage in the eyes of each
House’s higher-ups. Arranging marriages that lead to powerful alliances is in
every Matriarch’s and Patriarch’s interest. Your Character married such a
prestigious spouse, either accepting someone chosen for them by
matchmakers or picking someone they found the most prominent. You get an
Exceptional Court Trait and high Starting Standing because of the benefits of
such marriage. You even get an additional Exceptional Courtier, but they are
closely associated with your Consort. Because of the arranged nature of your
matrimony, you have a lot of problems to work on in your relationship.

Moreover, your Consort comes from an influential family and expects to be


treated accordingly. If you fail to do that, their relatives will take offense, so
you need to tread carefully. Remember that you are in this together - your
spouse probably wants to make your relationship work as much as you do,
but they might have a different vision of a happy marriage.

434 The Guidebook


Power Struggle
Your spouse may be only a Consort, but they want
their share of power. They can be a great ally, a capable
guide, or a bitter opponent, depending on your attitude.

Choose the gender, Origin, and the House of your spouse.

Write down one thing they control about you or your Court.

Write down one thing you admire about them.

Decide on the boundary they would never cross in their struggle for
dominance.

Spouse Archetype:

Exceptional

Court Affliction:

Divided Loyalty (Minor)

Starting Standing: 3

435 The Guidebook


Navigating the Power Struggle Marriage
There is a power dynamic in every relationship, but in your case, it’s more than
that. Even though technically you are the ruler of the Court and your word is
the law, things are not so simple. For some reason, your Consort controls
some aspects of your life or your Court, and they have a lot of pull in your
relationship. It may be a matter of your personality, or they may have some
leverage over you, come from a much more prominent family, or gained an
advantage in some other way. Or maybe you just prefer someone else to do all
the hard work and leave managing the Court and other duties to your Consort.
Your spouse is a strong and skilled individual, and they get an Exceptional
Archetype to show for it. Having two masters is not easy for your people,
however, as they need to navigate between both of you. For that reason, you
get an additional Court Affliction. You need to set a boundary your Consort
would never cross during your power struggle. If you ever feel that boundary
has been crossed during the game, you can discuss this with the GM or use
the Line card.

436 The Guidebook


Shared Legacy
Your Consort comes from your bloodline and is considered
an exemplary member of the House.

Choose the gender of your spouse.

Write down one positive thing about them.

Write down the one House value they are zealous about.

Spouse Archetype:

Regular

Court Affliction:

Biased Rule (Minor)

Starting Standing: 3 (House)

437 The Guidebook


Navigating the Shared Legacy Marriage
Although many Royals find marriages between different Houses the most
beneficial, there are certain advantages of marrying someone from your own
House. You come from the same Origin, you’ve received a similar upbringing,
and you believe in the same core values. Your children will always come from
your bloodline. You can work together to uphold your House’s customs and
traditions. That way, there is potentially less conflict, and your relationship
may be more harmonious. But the rulers’ shared values are not good news for
your Courtiers. Anyone who is not from your House may have a hard time
adhering to a uniform code of conduct. You may decide, of course, that your
Character doesn’t represent the bloodline’s ideal and detests its values. That
may cause problems between you and your Consort, however. You should
choose one aspect of your House’s principles that are especially important to
them. The discord between your attitudes will show the most in this area.

438 The Guidebook


Voice of Heart
You went against your better judgment and the advice
of the House and got married to a person you really like
- a friend, or maybe even your one true love.

Choose the gender, Origin, and the House of your spouse.

Write down three things that are great about your relationship.

Spouse Archetype:

Regular

Court Affliction (Major, choose one):

Envious, Disappointed, Bad Chemistry

Starting standing: 0

439 The Guidebook


Navigating the Voice of Heart Marriage
Most Defiant Royals are expected to marry a proper candidate who is
approved by their bloodline and Princeps, and respected by public opinion. By
choosing Voice of Heart, you decide your Character ignored the advice of their
elders and married someone less than optimal. They may come from a lesser
House, from a humble or infamous family, or from a rival faction. However,
sometimes political connections and benefits are worth less than spending a
life with a person you genuinely like or even love. The perk you get from
following your heart is a great relationship with your spouse. The downsides
include low starting Standing and considerable tensions between you, your
Courtiers, and your spouse.

440 The Guidebook


Court Guide
Each Player Character governs their own Court as the absolute ruler of their
subjects. Below, you will find the descriptions of the Courts you can choose
from when creating the Character, along with some additional information on
how to use them.

441 The Guidebook


Absolute Devotion
Your Courtiers idolize you and would do anything for you,
but they are jealous and distrustful towards all Defiant
outside your Court.

Courtiers: 6

Court Trait: Love and Support

Court Affliction: Xenophobic (Minor)

What is your Court’s distinctive custom or tradition?

Who are your Courtiers most jealous of?

You have 6 Courtiers (choose 2 and create 4 Regular Courtiers):

Devoted Bodyguard, Attentive Servant, Charming Lover, Fearless Supporter

Name at least 2 Courtiers now. You can create 4 remaining Courtiers now or
later in the game.

Special Rule: They Don’t Know You Like We Do

Whenever someone visits your Court, choose one: you get +1 to social
interactions with your Courtiers but -1 to social interactions with your guest, or
the other way around.

442 The Guidebook


Governing the Absolute Devotion Court
Your Courtiers think you are the best ruler in the Province. In their eyes, you
are the strongest, the most beautiful, the wisest, and the most worthy of all.
They love and admire you, and they would never let anything bad happen to
you. They may prove useful in many endeavors, as they always strive to
please you. But your Courtiers realize you don’t always know what is good for
yourself, and it’s their duty to aid you, even if it’s against your orders. They are
prepared to suffer punishment from your hand, as long as they know they
made your life better.

The other problem you will have to deal with constantly is your Courtier’s
jealousy and distrust towards outsiders. They keep a close eye on everyone
who comes to your Holding and suspect bad intentions. If you act too friendly
towards your guests, your Courtiers could become envious or overly
protective. They expect you to pay more attention to your trusted subjects
than to some untrustworthy strangers.

443 The Guidebook


By Your Side
Your Court may be small, but your Courtiers are loyal
and capable. They’re actually more of a personal retinue,
always accompanying their ruler.

Courtiers: 4

Court Trait: Efficient

Which Courtier is your favorite?

What is the biggest problem when your Courtiers are away from you?

You have 4 Courtiers (choose four):

Overprotective Relative, Judgmental Advisor, Fun-Loving Pet, Silent Guardian,


Quirky Expert, Zealous Supporter, Adventurous Best Friend, Devoted Assistant

Name every member of the Court.

Special Rule: Lost without You

You can’t use your Courtiers’ Archetypes to get a bonus to a Challenge when
they act away from you.

444 The Guidebook


Governing the By Your Side Court
Playing this Court is pretty straightforward. You can count on your skilled and
devoted Courtiers and use them to achieve your goals, but only if they
accompany you. If you decide to send them on a mission independently, they
will try to do their best and might succeed, as long as it’s something relatively
simple. But then you can’t use the positive aspects of their Archetype in a
Challenge (like in an Endeavor or a Personal Challenge).

You should choose this Court if you don’t want to focus on your Court’s affairs
too much. Having four dutiful Courtiers leaves little room for internal conflicts
and intrigue. You will mostly have to deal with issues that arise when your
people are left on their own. They may get into trouble, misinterpret your
intentions, become overzealous, or lose focus. To make sure you get the most
of your Courtiers’ talents, you should always have them with you, which can
prove challenging in some situations and limit your options.

445 The Guidebook


Chain of Command
There’s a clear chain of command that your Courtiers strictly
follow. As long as you respect the hierarchy, the Court
is organized and causes little problems.

Courtiers: 12

Court Trait: Well Organized

Court Affliction: Resentful (Severe)

What does your chain of command look like (military ranks, court positions,
corporate titles, feudal structure, other)?

What are the punishments for disobedience?

There are 3 Supervisors (choose 3):

Cruel Buffoon, Cowardly Formalist, Lazy Despot, Incompetent Liar, Grumpy


Crybaby, Vain Degenerate

There are 9 other Courtiers (3 Exceptional Courtiers and 6 Regular Courtiers).

Name the Supervisors. You can create other Courtiers now or later in the
game.

Special Rule: Following the Chain of Command

If you want to use a lower-ranking Courtier in a Challenge, you need to talk to


their Supervisor first. If you reward a lower-ranking Courtier, you need to
reward their Supervisor as well. As long as you follow the chain of command,
you can use your Court Trait and your Court Affliction doesn’t count.

446 The Guidebook


Governing the Chain of Command Court
This Court is large and organized in a particular way. Three Courtiers serve as
Supervisors. Each Supervisor has three lower-ranking Courtiers under their
command. At the bottom of the ladder are the Lowborn. They are assigned to
lower-ranking Courtiers. Whenever you want to use a Courtier for a task, you
need to give the order to their overseer, and they will convey your wishes to
their subordinates. This isn’t necessary for trivial tasks, like serving you a drink
or spending some time with you, but if you want them to do something
outside the Holding like perform a particular role during a party or change their
everyday duties, you need to go through the chain of command. If you don’t
honor these rules, your Courtiers will become vexed and disordered (as you
can see from the way your Court Trait and Affliction work).

The Courtiers that will cause the most problems are the Supervisors. They
expect better treatment, feel privileged, and are not without vices. Some may
bully and mistreat their subordinates, while others may try to use them to
further their own goals. They feel comfortable with their elevated position and
will try to prevent any changes. That’s why, if you replace a current Supervisor
with some other Courtier or alter the hierarchy in any way, it will count as not
following the chain of command and result in a Severe Affliction. Removing a
Court Affliction requires an Endeavor.

447 The Guidebook


Civil War
While all your Courtiers follow your rule, they are divided into
two factions that absolutely hate one another. New conflicts
emerge every day.

Courtiers: 8

Court Trait: Competitive

Court Afflictions: Conflicted (Major)

What are the two factions? (choose 2):


Privileged Clique, Overzealous Loyalists, Covert Schemers, Impulsive
Delinquents, Perverse Playmates, Disciplined Brutes

What is the current issue your Courtiers fight over?

Faction leaders (choose two):

Charismatic Guru, Ruthless Mafioso, Ambitious Child, Uncompromising Rebel,


Strict Paladin, Fun-Loving Idol

You have 6 Regular Courtiers.

Name the faction leaders. Create the other six Courtiers now or later in the
game.

Special Rule: Divide and Conquer

At the beginning of the Episode, choose the faction that has recently gotten
the upper hand. Erase an Affliction from one Courtier in this faction. Give an
Affliction to one Courtier from the other faction.

448 The Guidebook


Governing the Civil War Court
The Civil War Court is not the easiest to govern. Your Courtiers are divided into
two factions that are at odds with one another. Each faction has its own
character and a capable leader it respects. You should choose this Court if
you want to have fun playing the factions against each other and dealing with
internal conflicts. The Court Trait lets you use the cliques’ competitiveness to
your advantage. They want to show they are better than the rival group, so
they put more effort into the tasks you assign to them. Moreover, the
Courtiers are loyal to you and want you on their side, so they follow orders and
do what you require of them. Apart from the animosity between the factions,
they cause few problems.

The main issues you will encounter concern the clashes between factions.
They will try to outshine, inform on, compete with, and undermine each other.
They cooperate well within their own group but are reluctant to work with the
others. While you can certainly benefit from the conflict, it will require much
effort and time on your part. The rivalry is also consuming and damaging for
your Courtiers, making them less useful as actual assets.

449 The Guidebook


Good Intentions
Your Court does its best to serve you in any way needed.
But some of your Courtiers are quite incompetent and run into
trouble all the time.

Courtiers: 9

Court Trait: Faithful (Exceptional)

How do you treat Adept and Inept Courtiers differently?

How do you handle Courtiers who failed a task or misbehaved?

Adept Courtiers (choose 3 and create one Exceptional Courtier):

Flamboyant Artisan, Witty Disciplinarian, Independent Agent, Resourceful


Assistant, Experienced Bodyguard, Obedient Servant, Charming Teacher

Inept Courtiers (choose 5):

Naive Ideologist, Aggressive Challenger, Pouty Narcissist, Overconfident


Warrior, Frivolous Apprentice, Impatient Youngster, Carefree Gambler, Delicate
Gossip, Brutal Bruiser, Amateurish Schemer

Name the Adept Courtiers and at least one Inept Courtier. You can create
other Courtiers now or later in the game.

Special Rule: Oops…

At the beginning of the Episode, give one Inept Courtier an Affliction.

450 The Guidebook


Governing the Good Intentions Court
Your wellbeing and wishes are the primary concern of your Courtiers. They do
their best to please you. However, it goes south more often than not. It’s not
for lack of trying; it’s because most of your subjects are not very skilled or their
personalities and vices get in the way. Thankfully, you have four Courtiers you
can rely on, and you can entrust them with important tasks.

You will never have to worry about your Court's loyalty and goodwill, but you
will need to deal with the issues caused by their incompetence. Your Inept
Courtiers have two negative Traits in their Archetypes. These Traits may be
related to their attitude, lack of skill, or weakness, and they will get them into
trouble. Look at the Archetypes when you give one Inept Courtier an Affliction
at the beginning of the Episode to figure out their predicament.

451 The Guidebook


Indirect Rule
Your Court is organized in a way that is simple, efficient, and just.
At least that’s what your trusted advisors tell you. And you rarely
talk to other Courtiers, so they must be right. Right?

Courtiers: 9

Court Affliction: Hidden Problems (Severe)

Which one of the Advisors do you trust the most?

Which one of your Advisors is conflicted with your spouse?

There are 3 Advisors (choose 3):

Dutiful Enforcer, Charismatic Steward, Confident Leader, Thoughtful Friend,


Noble Guardian, Eloquent Companion

You have 6 nameless Courtiers. You don’t know their Archetypes.

Name the Advisors. You will get to know the other Courtiers later in the game.

Special Rule: Your Wish Is Our Command

As long as you don’t know the Archetype of a nameless Courtier, you can’t use
them in Challenges. However, you can give an Affliction to a nameless
Courtier to remove an Affliction from an Advisor. That way, you can use the
Advisors more often. Whenever you get to know your Courtier, roll in a Courtier
Archetype Table to learn their Archetype.

452 The Guidebook


Governing the Indirect Rule Court
As a ruler of the Indirect Rule Court, you will govern nine Courtiers, but most of
the time, you will deal with only three of them: your Advisors. They are
competent, excellent at their jobs, and loyal. But at the same time, they shield
you from the rest of your people, serving as intermediaries. They use other
Courtiers and Lowborn as their assets while carrying out tasks for you (and
get all the credit). You don’t have to bother your head with the details.

If you insist on getting to know all the Courtiers and commanding them
directly, your Advisors will become less efficient, as you can see from your
Special Rule. You can roleplay simple interactions with your subjects, but if
you get to know them better, you will have to roll for their Archetypes (roll a d6:
1-2: Problematic; 3-5: Regular; 6: Exceptional Courtier). You may end up with
an Exceptional Courtier that will be very useful, but far more likely, they will
turn out to be a Regular or a Problematic Courtier. As long as you leave
managing your people to the Advisors, they will also deal with incompetent or
misbehaving Courtiers.

The main issue you will encounter while governing this Court, is the severe
problems concealed by your Advisors. They are the ones running the Court’s
affairs, and if anything goes wrong, they are the ones responsible. They’d
rather you find out about a mistake after they’ve already fixed it. This strategy
works most of the time, but once in a while, you will find yourself surprised by
a severe issue that needs your immediate attention.

453 The Guidebook


Newcomers
Your Court has only recently been formed, and your Courtiers
have just arrived. They don’t know each other well,
and they don’t feel at home yet.

Courtiers: 6

Court Trait: Playing It Safe

Court Affliction: Discordant (Minor)

Who is the one person that you know well?

What causes the most disagreements between your Courtiers?

You have 6 Courtiers (choose six):

Impertinent Servant, Bright Anarchist, Pessimistic Warrior, Skilled Thief,


Irritated Stylist, Cheerful Gossip, Bored Duelist, Insightful Idler, Pouty Valet,
Courageous Fool, Jealous Playmate, Scrupulous Bigot

Name 3 Couriers. Create the other 3 Courtiers now or later in the game.

Special Rule: Bringing Order to Chaos

When you introduce a new rule to your Court, gain +1 to the next Court
Challenge.

454 The Guidebook


Governing the Newcomers Court
When the rightful heir inherits the Holding after their parents, they usually take
over the Courtiers as well. They know their subjects and the subjects know
each other. But that is not always the case. If someone is awarded a newly
emerged Holding or a Holding that has, for some reason, been taken away
from its previous owner (usually as a punishment), they need to form a Court
from scratch. The Archon of Blessings, the head of their bloodline, the
Princeps of the Province, their neighbors, and friends provide the new Liege
with Courtiers. This results in a Court where Defiant don’t know each other,
and there are no established rules or structure.

The main issue you will be dealing with is establishing a new order. You will
have to introduce new rules and hierarchy (your Special Rule will be helpful
here), get to know your people, and figure out how to make the best use of
them. You will be learning the ropes as you go along, and so will they. In the
beginning, they will be testing the waters and trying to figure out what kind of
ruler you are. They have previously served on different Courts and have
various experiences, expectations, and habits. Developing procedures,
introducing new laws, and improving cooperation will take some time.

455 The Guidebook


Penitentiary
Your Court has a unique role: this is the place where Defiant
are sent when they cause problems.

Courtiers: 12

Court Affliction: Imprisoned (Major)

What type of Defiant gets sent to your Court (convicts, delinquents, traitors,
brats, others)?

What are the rules Prisoners have to follow?

You have 3 Wardens (choose 3):

Grumpy Guard, Resourceful Pushover, Overzealous Bruiser, Cute Sadist,


Judgmental Manager, Fearless Addict

You have 9 Prisoners (4 Exceptional Courtiers and 5 Problematic Courtiers).

Name 3 Wardens. Create the Prisoners now or later in the game.

Special Rule: Token of Appreciation

At the end of the Episode, gain additional 1 Standing with the Province.

456 The Guidebook


Governing the Penitentiary Court
Your Court serves as a correction facility for the Province, your bloodline, or
even the whole Domain. The authorities are grateful that you and your people
take care of the troublemakers. The majority of your Courtiers were sent to
you as a punishment, and it’s not a temporary sentence. From the moment
they step into your Holding, they become your subjects. You can treat them
whichever way you see fit. But other Defiant expect you to punish the convicts
to set an example and keep them in check. If you give your Prisoners too
much freedom and they cause problems, it’s on you.

When creating this Court, you need to decide how you operate. Who gets sent
to you, for what type of misbehavior? How do you deal with them? Which rules
do your Prisoners have to follow? What types of punishment do you use most
often?

You don’t have to deal with the Prisoners on your own. You can always count
on your Wardens, but they are not without vices themselves. The more power
they have, the better they are at subduing your Prisoners, but they may also
abuse their power. The Prisoners will cause problems (they are here because
someone wanted to get rid of them, after all), but some of them are also very
useful. You need to balance out the threats and benefits of your Court to make
it work.

457 The Guidebook


Regime Change
Your Court used to have a different ruler, and they still follow
some of the customs of their former master. Changing
this won’t be easy.

Courtiers: 9

Court Affliction: Problematic Law (Severe)

What are the old laws and customs your Courtiers still follow?

What part of the old laws do you want to change the most?

Key supporters of the law (choose 3):

Famous Courtesan, Experienced Steward, Veteran Bodyguard, Unorthodox


Negotiator, Savvy Diplomat, Caring Aide

6 other Courtiers follow the old law as well (create 1 Exceptional Courtier,
4 Regular Courtiers and 1 Problematic Courtier)

Name three key supporters of the old law. Create the remaining Courtiers now
or later in the game.

Special Rule: Tradition Is Sacred

As long as you respect the old law, the Problematic Law doesn’t count as an
Affliction.

458 The Guidebook


Governing the Regime Change Court
You’ve only recently inherited your Court from your parents or became a ruler
of an established household in some other way. For years, the former masters
instituted laws and customs for the Court. All of your Courtiers still strictly
follow this code of conduct, either by habit, through training, or because they
believe it is right.

There is one particular law that causes most of the problems, and you should
decide what that law is during Character creation. It can be something
tedious, like strict etiquette followed in every aspect of Court life, or something
requiring a lot of your attention, like your Courtiers believing firmly in public
and severe punishments for every mistake. If you don’t uphold the
Problematic Law daily, your Courtiers will become resentful, and you will need
to take your Severe Court Affliction into account (as per your Court’s Special
Rule).

Governing this Court requires some diplomacy. You need to operate in an


unfamiliar environment, on the terms of a former Liege. You can start
introducing new ideas, but you will face a lot of resistance. There are three
excellent Courtiers who are key supporters of the old order. As long as you
don’t force them to change their customs, they will be loyal and useful.
Otherwise, they may turn against you, and even if they don’t confront you
directly, they may act behind your back. The other Courtiers are also fond of
the former regime, but they’re more likely to accept new rules.

459 The Guidebook


Creating Courtiers
Some Court rules require you to create a certain number of subjects of
different kinds (either Exceptional, Regular, or Problematic Courtiers). To
create their Archetypes, you need to come up with two words, usually an
adjective and a noun, like “Fussy Princess,” “Caring Warrior,” or “Obnoxious
Playboy.”

Exceptional Courtiers
These are the most talented, competent, or the best-trained subjects one
might hope for. To create an Archetype for an Exceptional Courtier, use a
Useful (positive) adjective and a Useful noun.

Examples: Organized Designer, Attractive Overseer

Regular Courtiers
These subjects are useful, but they present some potential problems. Usually,
they make up most of the subjects. Their Archetypes consist of a Useful and a
Problematic part (either a Useful adjective and a Problematic noun, or vice
versa).

Examples: Organized Narcissist, Impatient Overseer

Problematic Courtiers
These are the subjects that the Characters are most likely to have problems
with. While still potentially handy in some situations, they tend to cause
trouble for their rulers. To create an Archetype for a Problematic Courtier, pair
a Problematic adjective with a Problematic noun.

Examples: Lazy Narcissist, Impatient Degenerate

460 The Guidebook


The Courtier Archetype Lists
If you have trouble coming up with your own adjectives and nouns for
Archetypes, you can choose them from the lists below.

Useful Trait List


Adjectives
Zealous, Devoted, Loyal, Obedient, Dutiful, Disciplined, Submissive,
Respectful, Faithful, Experienced, Skilled, Talented, Veteran, Trained,
Master, Proficient, Famous, Competent, Charismatic, Confident,
Seductive, Attractive, Charming, Eloquent, Cute, Patient, Calm,
Considerate, Gentle, Gracious, Caring, Cheerful, Fearless, Brave, Noble,
Passionate, Tenacious, Tactful, Diplomatic, Well-Behaved, Savvy, Subtle,
Discreet, Intelligent, Bright, Witty, Perceptive, Organized, Wise,
Scrupulous, Careful, Attentive, Thoughtful, Precise, Insightful

Nouns
Warrior, Fighter, Duelist, Bodyguard, Champion, Guardian, Defender,
Bruiser, Diplomat, Schemer, Plotter, Courtier, Negotiator, Agent,
Operative, Expert, Specialist, Artisan, Worker, Designer, Cook, Driver,
Stylist, Advisor, Tutor, Mentor, Teacher, Genius, Counselor, Aide, Guide,
Trainer, Mediator, Supporter, Friend, Assistant, Agent, Companion,
Servant, Slave, Playmate, Chaperone, Maid, Organizer, Manager,
Executive, Overseer, Leader, Disciplinarian, Enforcer, Steward, Valet,
Whip, Beauty, Courtesan, Lover, Eye Candy, Charmer, Seducer

461 The Guidebook


Problematic Trait List
Adjectives
Rebellious, Impulsive, Overzealous, Overprotective, Volatile, Reckless,
Arrogant, Angry, Ruthless, Uncompromising, Judgmental, Cruel, Cold,

Harsh, Sadistic, Nasty, Quirky, Adventurous, Unstable, Unpredictable,

Childish, Indulgent, Impertinent, Carefree, Frivolous, Delicate, Negligent,

Lazy, Squeamish, Cowardly, Shy, Skittish, Tired, Disheartened, Quiet,


Reluctant, Jealous, Resentful, Grumpy, Brooding, Bitter, Spiteful,
Impatient, Pessimistic, Pouty, Inexperienced, Naïve, Incompetent, Dull,

Young, Green, Clumsy, Crude, Awkward, Vain, Overconfident, Insolent,


Pushy, Disrespectful

Nouns
Gambler, Liar, Thief, Addict, Crook, Phony, Bigot, Poser, Punk, Show-Off,

Youngster, Apprentice, Child, Delinquent, Amateur, Novice, Rookie, Idler,

Narcissist, Egoist, Buffoon, Jerk, Degenerate, Malcontent, Despot,

Tyrant, Bully, Formalist, Sadist, Brute, Harpy, Maniac, Burnout,

Dogmatist, Antagonist, Rival, Villain, Rebel, Renegade, Inciter, Radical,

Instigator, Fool, Clown, Bore, Wimp, Coward, Crybaby, Pushover, Gossip

462 The Guidebook


chapter 8
Bridgewood Boulevard

In a Chronicle, all the Player Characters live in the same Defiant Province,
under the rule of one Princeps. Below, you will find information on a ready-to-
play setting, the Province of Bridgewood Boulevard. While nothing is stopping
you from creating your own Defiant region, we advise you to use the one
provided to you, as it will help you get a better grasp of the game. This is
especially true if it’s the first time you’re playing Defiant.

This whole section is meant for the Game Master. Players shouldn’t read it, as
it could spoil some of the fun during the game. We’ve created an additional
brochure for the Players, highlighting all the necessary information about the
Province that their Characters should be aware of. As the GM, you should
make sure they have the time and opportunity to read it before or during the
first meeting.

How to Use This Chapter


Throughout this chapter, you will find information on the power structure,
residents, and places of note that will help you bring the Boulevard to life. We
also provided you with two Story Arcs, which should make your game more
dynamic and engaging. You can choose one of them, use them both, or come
up with a Story Arc of your own.

463 Bridgewood Boulevard


Before the First Meeting
Read through the chapter to get the hang of the Province, so you will be able
to answers any questions the Players might have. You don’t have to pay
attention to the details right now - you can focus on them later, after the
Players create their Characters.

Ask the Players to read the “Bridgewood Boulevard Brochure.” You don’t need
to read it, unless you want to refresh your memory. The Province comes with
its own set of Holdings, so print out the Holding Cards that came in the bundle
with this book.

The Links are a great way to make the Pilot Episode more interesting. Pick a
Link from the list and be ready to use them during the short Scenes at the end
of the Character creation process.

After the First Meeting


Now that the Players have created their Characters, you can focus on
preparing the Province for the Season.

Basic Preparations
If you want to use the fastest and the easiest method of preparing the
Province, follow the steps below:

• Look through the NPCs description and choose one Archetype and one
Secret from each list.
• Read the Basic Story Arc. Focus on the “Whispers,” as this is what you will
need to implement first, during the upcoming Episodes.
• Read the information about the chosen Link again and note down some
ideas on how to use them in the Chronicle.

Now you can start getting ready for the game by using the standard rules from
the “Preparing for the Game” chapter.

464 Bridgewood Boulevard


Advanced Preparations
If you are willing to spend more time on preparations or want to customize the
Province to your liking, use the steps below instead:

• Read the Potential Archetypes of all the Province NPCs and either choose
one from each list or create your own, to better suit your ideas. Try to turn
as many of those NPCs as you can into Characters’ Mirrors.
• Either pick a Secret for every NPC, decide on using both Secrets, or design
Secrets of your own.
• Choose the Story Arc you want to go with. You may also want to create
your own plot, but we recommend you start with the one provided to you if
this is your first time running the game.
• Consider implementing additional Links in the game. You can stick with
the one you chose for the first meeting but might as well introduce
another one from the list, or design one yourself.

After you have completed the steps above, follow the rules from the
“Preparing for the Game” chapter.

465 Bridgewood Boulevard


The City of New Hethlon
With the help of the Sephirot and through many sacrifices, the Defiant
managed to claim some cities as their Domains - sacred grounds, protected
from most of the Apocalypse’s destructive influence. Located somewhere in
the northern part of the East Coast, New Hethlon is home to over a million
unsuspecting mortals and serves as a haven for a large Defiant society.

With over two hundred years of mortal history and clearly past its prime, New
Hethlon is now reinvigorated with the creative forces and passions of the
Defiant. The Royals take care of the Domain from the cabinets in their old
mansions; from atop the imposing, concrete skyscrapers; and from within the
bankrupt factories, now turned into flashy clubs.

For the last thirty years, the Defiant ruled the city, though their reign was far
from peaceful and harmonic. Rising tensions between factions resulted in
outright civil war, and after heavy fighting, peace was finally restored about
two years ago. The rebels managed to overthrow the old Hierophant, and the
Sephira has chosen his successor. Now, under new leadership, the Defiant
community is trying to make up for lost time, but old wounds heal slowly.

City Districts
New Hethlon consists of 9 districts, each with its different mortal history,
prestige, and style. While they’re all part of the same city, the differences
between districts are sometimes substantial. From the well-kept houses of
Pineview, through Denway’s closed factories, to corporate skyscrapers of East
Greendale, New Hethlon’s mortal landscape remains diverse and interesting.

While the economic status of a district might be of great importance to the


mortals, the Defiant look beyond the mundane prestige of their surroundings.
Supernatural Provinces are located within all nine districts, and one can easily

466 Bridgewood Boulevard


come upon a weak Province in the most luxurious part of town or a Province
of great esteem situated in a shady neighborhood.

The most prestigious districts from the mortal perspective are Bridgewood,
with the historic old town and numerous tourist attractions; West Greendale
with University and College campuses; and Fort Hill, where the wealthiest
citizens live in their luxurious mansions. Denway, Northbank, and Berton are
less prominent. Denway is a poor, post-industrial neighborhood, Northbank
has a still-functioning industry with factories and the river harbor, and Berton
is a large district built around Burton Refinery. East Greendale is the busy city
downtown, Pineview is known as a quiet residential area with single-family
houses, and Brook Park is a green district lying on the outskirts of Brook
National Park.

467 Bridgewood Boulevard


From the Defiant point of view, the most esteemed districts are Bridgewood,
where most Princepses supported the new Hierophant during the civil war;
Brook Park, which mostly belongs to the revered House Zeruel; and West
Greendale, which retained most of its privileges after the civil war was over.

The districts which suffered the most during regime change are East
Greendale, which stood on the wrong side of the barricade and where many
Lords still refuse to let go of the old ways; and Denway, which remains torn by
internal conflicts.

Other districts have their own flavors. Berton Provinces belong almost
exclusively to Leviathans, many from House Shemesh. Fort Hill Royalty focus
more on satisfying the Sephira's needs than on Defiant politics. Northbank
Provinces tend to have harsh rules and strict Princepses. Pineview is a
peaceful place but cautious towards outsiders. There’s also the Portsbee Isle,
where the Hierophantess and most of the retired Royals reside.

The Commandments
There are three Commandments that every Defiant in New Hethlon must
obey. The more they behave in line with the laws, the stronger the Sephira is.
There are three Defiant Executors, each tasked with enforcing one of the
Commandments. Their job is to monitor how Defiant adhere to the
Commandments and punish those who fail to do so.

This is not an easy task, and each Executor deals with their duties differently.
As the laws are vague and open to interpretation, it’s mostly up to them to
decide how to proceed in each individual case. The Domain is vast, and
naturally, the Executors are unable to take care of all problems. Each Province
within the Domain is governed by a Princeps, and they are also expected to
make sure local Royals adhere to the Commandments. A Province may be
visited by an Executor if the local Princeps asks them for help, or if word of
potential wrongdoings reaches them some other way.

468 Bridgewood Boulevard


Defiant Royals are passionate beings, full of desires and ambitions. Following
the Domain’s laws is not a high priority for most of them. They understand the
need to empower the Sephira, and they know their needs and emotions are
crucial for the Domain’s safety. But keeping track of all the duties and laws
can be exhausting. That’s why most Royals fully adhere to the rules that are
closest to their hearts (or easiest to follow) while treating the other laws with
far less devotion. Some seasoned Royals believe it's most important to adhere
to the laws either created or held dear by their Princepses. They privately
argue that it's more beneficial to focus on appeasing their senior rather than
an Executor.

The First Commandment:


“Make an example of those who stray from the path.”

This law was introduced after the civil war between the city’s Defiant. It is
interpreted mostly in two ways. First of all, no trespass can go unpunished.
Many blame the lack of proper oversight and lax attitude about penance for
the problems of the former regime. Second of all, House Kamael, deemed
most responsible for the wrongdoings that led to the civil war, should repent
for what they have done. The Angels of Grace have lost most of their titles and
privileges and are now treated harshly by other Defiant.

There are many different approaches to this vague Commandment. For many,
it merely means a perpetrator can never be pardoned without serving some
sort of punishment first. Some focus on the Kamaelites, keeping the Angels of
Grace as Courtiers and treating them poorly to show their disdain for traitors,
or even going out of their way to make Kamaelites’ lives miserable, punishing
and humiliating them publicly.

Generally, Royals and the Authority are expected to put forth some additional
effort when it comes to disciplining their subjects. Some Lords and Ladies
have grown to be quite competitive in this matter. The punishments they

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come up with are creative, shocking, or entertaining (for everyone except the
culprit). It’s not uncommon for Royals to go as far as introducing vague and
ambiguous rules to their Courts, so they have many potential occasions to
discipline their subjects and show off their devotion to the Commandment.

The Second Commandment:


“Those of pure intentions do not cower from view.”

Many in New Hethlon view secret relationships, hidden agendas, classified


information, covert actions, and conspiracies as the elements that led to
corruption and the ultimate downfall of the old regime. That’s why Defiant in
the Domain are supposed to treat secrets with the utmost suspicion. Why
conceal your actions if you are not doing anything wrong? If you keep mostly
to yourself, what is it you are trying to hide? Defiant know that it’s not enough
to simply refrain from keeping things clandestine. You have to prove your
innocence and loyalty by being transparent and keeping as much of your
affairs in the open as possible.

This is probably the most problematic Commandment to follow. It’s


impossible to be open about everything in your life, especially in the world of
the Defiant. Intrigues, secrets, and deception are an integral part of life in every
Province and Court. Defiant constantly play games with each other,
sometimes trivial and fun, sometimes dangerous and with extremely high
stakes. To avoid problems with the Princeps or the Executor, many Royals
maintain parts of their lives laid out for everyone to see. There are, however,
other activities and affairs that they share only with those they truly trust.

Secret societies and hidden clubs are recurring problems in New Hethlon.
These exclusive groups have played an important part in New Hethlon's
supernatural life before the civil war, and many have survived to this day.
However, because of the Second Commandment, taking any part in such
initiatives is now considered a serious offense. As a result, the secret societies

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turned even more secretive, which makes being a part of one all the more
exciting.

The Third Commandment:


“Revel in the Domain reclaimed.”

To give the Sephira enough power to protect the city and keep everyone safe,
Defiant need to forget about the troublesome past and enjoy their lives. The
Third Commandment seems to stress that further: there’s no time for
mourning or holding grudges; the Defiant should instead celebrate everything
that they’ve achieved through their sacrifice. They should forget about the
recent conflicts and animosities between Houses. It is time to party, have fun,
love, dance, drink, and play. Royals should enjoy life to the fullest, rather than
focusing on the problems of the past.

This Commandment has many devout followers among the Defiant, though
it’s not as easy to commit to it for others. After the successful uprising against
the old Hierophant, many Royals who supported the defeated regime lost
some of their power and influence. But just like all the rest, they are expected
to celebrate the “reclaimed Domain.” While this law does encourage throwing
parties and having fun, it also requires everyone to show their support for the
new regime and to be happy with the change. And while nowadays even most
of those who once supported the old Hierophant see the error of their ways,
they’re still having issues with expressing pure joy about the shift.

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The Authority
The Archoness of Peace, Seriana Zeruel is a noble, gracious Angel, who takes
her duties seriously. She formed the High Guard, composed of the best
warriors in the Domain. Her job is to thwart any threats to the peace and
security of the Domain. Uncovering a secret Apocalyptic cult, finding proof of
Horsemen activity, or discovering Defiant conspiring against the Authority
would all surely pique her interest.

The Archoness of Justice, Menethea Hariel, is a divisive persona. She treats


most Defiant justly but sometimes lets her desires influence her decisions.
Some say she is being controlled by her husband, with whom she enjoys a
powerplay relationship. As the Archoness of Justice, she passes judgments in
the cases too important to be left to the Princepses or revises their rulings
after being summoned by disgruntled Royals.

The Archon of Blessings, Ismil Sekh, carries out his duties from a magnificent
gladiator arena. His petitioners can count on favorable treatment, as long as
they acknowledge his great project. He assigns unclaimed Bloodborn to
Courts, has the final say on giving new Holdings to Royals, grants special
privileges, and oversees the handling and situation of members of the fallen
House Kamael.

The Executor of the First Commandment, Alexander Dawn, is a strict,


unforgiving Infernal who lost everyone he held dear during the civil war. He
believes in severe punishments for trespassers.

The Executor of the Second Commandment, Charissa Kyrios, is an


extravagant celebrity known in the whole Domain because of her presence in
a local reality TV show and her vibrant presence in social media.

The Executor of the Third Commandment, Aghara Melqart, doesn’t like to hear
about failures and problems. She wants everything to be perfect, the Defiant
to behave, and the celebrations to continue without end.

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Welcome to Bridgewood Boulevard
Bridgewood Boulevard lies in the Bridgewood district, in the most tourist-
oriented part of the city, with beautiful landmarks and Old Town buildings. The
main street, called the Boulevard, runs through the historic center of New
Hethlon, through pleasant plazas with lovely fountains and statues. There are
many restaurants, cafes, and shops along the Boulevard, as well as small but
elegant hotels. The Boulevard then leads to the riverbank and a beautiful
promenade decorated with flowers and trees.

The most prominent building - and the residence of Princepsa Amathea Zeruel
- is the city museum. During the day, parts of the museum are open for
mortals, but most of the building belongs to the Defiant.

The Reign of Amathea Zeruel


Amathea Zeruel has been the Princepsa of Bridgewood Boulevard for many
years, and the Province has thrived under her rule. Almost a year ago,
however, a great tragedy changed her situation dramatically. Princeps Consort
Roderick Dawn was found dead on the outskirts of the city. Nobody knew
what happened to him. His passing broke Amathea’s heart, as the two were
very close. She hasn’t recovered from these disastrous events, and the
Province’s wellbeing has suffered as a result.

As time passed, more candidates for Princepsa’s hand began to arrive in


Bridgewood Boulevard, trying to win Amathea’s heart. Still mourning the
passing of her husband, she hasn’t chosen a new spouse as of yet, giving
numerous Defiant from prominent families a reason to maintain their efforts.

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The Province Law
Shortly after the death of her beloved husband, Lady Amathea introduced a
new Province law: “Love brings nothing but despair.” Losing someone close
to her heart made the Princepsa realize that true love is not a source of joy,
but rather a cause for endless sorrow. In her mind, it would be best if Defiant
reveled in connections and shared passions with many different partners, not
attaching themselves to one person. She now believes this is the only way the
Third Commandment can be truly fulfilled.

The Province law requires that relationships between Defiant are kept casual
and non-exclusive. Many of the Bridgewood Boulevard Royals find this
problematic and almost impossible to follow. They murmur about the
Princepsa forbidding love after she lost the person she truly cared for. And
although they don’t dare to openly defy her, they are not happy with the new
state of things.

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Lords and Ladies of the Boulevard
Bridgewood Boulevard is home to Princepsa Amathea and a number of Royals
from different bloodlines and Origins. Some of the Lords and Ladies of the
Province have been described below, along with their spouses and notable
subjects.

There are less than a dozen Holdings in the Province, each governed by a Lord
or a Lady. Since up to three of them will be held by the Player Characters (it
depends on the number of Players in the group), you may create a few
additional Royals, along with their spouses, Courts, and residences, if you like.
There is no need for that, however. Even if you’re running a Chronicle with a
single Player, the Royals below should be more than enough to make the
Province feel alive and diverse.

Since you might want to use Bridgewood Boulevard in several Chronicles,


each NPC described below comes with two alternative Secrets and three
different Archetypes - use the ones that you find best suited for your current
Chronicle.

The Devastated Widow


Residing in the impressive halls of the New Hethlon Museum of Arts and
ruling over the whole Province, Princepsa Amathea Zeruel has yet to come to
terms with the loss of her beloved husband.

Princepsa Amathea Zeruel


The Princepsa used to be an outgoing, friendly person who ruled her Province
with confidence and authority. However, the death of her husband, Roderick
Dawn, took a hard toll on her. She doesn’t leave her Holding as often as she

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used to, and she rarely holds any large parties. It’s difficult to gain an audience
with her. She rules mostly through her trusted advisors and her oldest son.

Although the Princepsa doesn’t appreciate large parties, she likes smaller
gatherings, and she likes to listen to the problems and ideas her guests have.
If someone wants to present her with an issue, a private dinner or meeting is
the best way to go.

Amathea is a beautiful, dignified woman with sad, sapphire eyes, a pale


complexion, and long, curly chestnut hair. She wears black dresses and little
jewelry. She talks quietly and rarely smiles.

Distinctive Features
There’s a tremendous amount of sadness in the deep gaze of Princepsa’s
sapphire eyes.

Amathea speaks softly, and it’s easy to lose track of what she’s saying if you
don’t focus on her quiet voice.

Potential Archetypes
Dignified Widow, Sorrowful Ruler, Beautiful Introvert

Secrets
Intimate: A young Defiant has caught Princepsa’s fancy, but he’s from a minor
House and would be a terrible choice for a husband.

Dark: One of the Princepsa’s Zeurelite Wards took Roderick’s death almost as
hard as she did. Amathea suspects that perhaps her husband had an affair
with the girl and mistreats her, though she clearly did nothing wrong.

New Hethlon Museum of Art (Glorious Hall)


The Princepsa’s Holding is a monumental, 19th century building, with massive
stairs leading to an entrance flanked by tall Doric columns and bronze angelic

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figures. The interior is designed with panache and grandeur. One can easily
get lost in its numerous, high chambers, long corridors, and hallways filled
with unique works of art. The Holding is decorated with many depictions of
angels battling with the forces of the Apocalypse. The rooms are spacious,
with white walls, marble floors, tall windows, and antique furniture. The
audience hall is in the middle of the museum, and during official meetings, the
Princepsa sits on a grand, marble throne with a glorious angel figure behind
her back.

Holding Rule: Loud parties and acts of revelry are forbidden within the
confines of the Holding. All Courtiers and guests are expected to remain quiet
and respectful of the Princepsa’s mourning.

Veletron Zeruel
Veletron is Princepsa’s oldest son and heir. He admired his mother for many
years, seeing her as a true Zeruelite and great ruler. But he can’t stand what
happened to the Princepsa after her husband (and Veletron’s father) died.
Watching the once glorious Angel in pain and witnessing how she slowly
became an idle, disengaged ruler was too much for him. That’s why he
decided to push Amathea into retirement. He knows he will make a much
better Princeps and his Province will become the jewel of Bridgewood.
Although formally he serves Princepsa as her Champion, he currently runs
most of the day-to-day operations.

Veletron is a dashing, eloquent man with long golden hair and his mother’s
sapphire eyes. He wears elegant but convenient clothes.

Distinctive Features
Veletron’s sapphire eyes look exactly like his mother’s. They’re identical to a
point where it’s unnerving.

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Potential Archetypes
Disappointed Heir, Competent Manager, Self-Righteous Champion

Secrets
Surprising: Even though he is a Champion and a decent fighter, he actually
hates duels and most physical activities. He’s far more of a manager or a
schemer than a warrior at heart.

Dirty: Veletron knows that if he wants his mother to retire soon, he can’t let her
remarry. Her new wife or husband would be his rival and could very well usurp
Veletron’s place. That’s why he isolates the Princepsa from the most
promising candidates and removes any people who advise her to remarry.

Ireviel Zeruel
In most Zeruelite Courts, the First Ward holds an esteemed position by their
Lord’s or Lady’s side. Ireviel is the Princepsa’s First Ward, and she takes care
of the rest of the Zeruelite Wards in her stead. She has been with Amathea
since she inherited the title from her father, and the two of them are very
close. The recent changes in the Princepsa’s behavior worry Ireviel, as she
fears Amathea thinks about retiring. This would be a disaster for Ireviel, whose
fate would be decided by either her successor or the Zeruelite Patriarch, and
she could end up in some forsaken Court with no influence or prestige. That’s
why the First Ward decided she needs to find a proper match that will
reinvigorate her Lady. She intends to use all the means she currently
possesses to make that happen.

Ireviel has a fresh and innocent look, with long black hair and glowing, rosy
cheeks. She’s of Korean descent. She’s very perceptive and knows how to
listen. When dealing with other Wards, she is demanding, but always helpful.

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Distinctive Features
From her innocent looks, you would say she’s a young girl, but her insightful,
amber eyes belong to a mature woman.

Potential Archetypes
Experienced Overseer, Ambitious Assistant, Perceptive First Ward

Secrets
Dirty: In order to find her Lady a spouse, Ireviel pretends to be acting on the
Princepsa’s orders and contacts various Lords to negotiate a marriage deal.

Silly: Ireviel has but a single weakness: her love for chocolate. She’s somewhat
of an expert when it comes to pralines and chocolate bars, and simply can’t
help herself when presented with a possibility of tasting a new sweet delicacy.

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The Power Couple
Apart from being two of the most active Royals in Bridgewood Boulevard, Lord
Avetron and Lady Electra seem to have little in common. Even their Holding is
split into two separate parts to better suit their personal needs.

Lord Avatron Hariel


Lord Avatron is widely known for his extravagant style and for organizing
exceptional parties. He’s a social butterfly, knows all the important people,
attends trendy parties, is invited to the most exclusive events, and hosts all
kinds of gatherings. He’s also a trendsetter: whatever he and his Courtiers
wear or do quickly becomes the new fashion in the Province.

As the word goes, Avatron has not been the faithful type as of late. He’s
always seen with another lover, never attaching himself to one person. The
reason may be a recent falling out between him and his wife. The Princepsa
often mentions him as an example of following her new rules of celebrating
relationships with numerous people, forsaking the notion of one true love.

Lord Avatron is a stylish, good-looking man with a charming smile and a great
sense of humor. He’s got short black hair and dark brown skin with copper
undertones. He wears fashionable clothes and accessories, and a cutting-
edge haircut.

Distinctive Features
Lord Avatron is wearing stylish attire that is always likely to become the next
fashion trend in the Province.

He seems to greet every situation with a charming smile.

Potential Archetypes
Fashionable Social Butterfly, Unattached Lover, Influential Host

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Secrets
Dirty: In the Province where cherishing a close relationship and sharing
intimacy with your significant other is frowned upon, being deeply in love with
your wife must be kept secret. That’s why Avatron does his best to show off
his lovers and appear fickle in his affections. But he frequently meets with
Lady Consort Electra in secret, sharing everything with her and following her
advice.

Dark: As a true Harielite, Lord Avatron is always trying to find new ways to
ignite the flames of his passion. He recently discovered a new thrill: when
organizing parties, he purposely steers some of his guests towards the worst
possible pairings, awkward social situations, and embarrassing accidents.
He’s a skilled host, so no one suspects any wrongdoings yet - it’s merely that
some of his guests appear to have the worst time of their lives during the
parties, for no apparent reason.

Lady Consort Electra Kyrios


It’s no wonder the marriage of Lord Avatron and Lady Electra eventually
became distant, disengaged one. The two of them are very different. Lady
Electra has no interest in idle entertainment and fashion choices. She is, first
and foremost, a politician. That’s not to say she doesn’t have lovers. She just
doesn't display her conquests as ostentatiously as her husband.

The Princepsa values Electra ’s diplomatic skills and her understanding of the
Domain’s affairs. She often uses her as an envoy both within and outside the
Province. Electra can be persuasive and seeks common interests but can also
be ruthless and stand her ground if the need arises. She frequents official
banquets and hosts elegant balls, always knowing how to behave, who to
invite, and how to avoid or cause scandals.

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Lady Electra wears classy clothes, sleek buns, and extremely high stilettos.
Her Sacred Animal is a swallow, which shows up in a dramatic, winged
eyeliner. She moves with intent, she’s confident and polite, and seems very
trustworthy.

Distinctive Features
The energetic clicking of Electra’s remarkably high stilettos.

Electra wears a dramatic eyeliner, resembling a swallow’s tail, as swallow is


her Sacred Animal.

Potential Archetypes
Expert Politician, Ruthless Manipulator, Confident Party Hostess

Secrets
Surprising: Electra Kyrios is well aware that her political rivals would love to
learn her secret and use it against her. That’s why she makes sure no one
knows about her deep love for her husband. She tries to keep her work and her
relationship separate by sharing her feelings and passions with Avatron, not
the details of her political activities. In addition, she takes lovers to prove she’s
not committed to a single partner.

Dirty: While many believe Electra to be one of the most important assets in the
Princepsa’s arsenal, as she’s an excellent envoy and a proficient diplomat,
they all fail to see the real game the Lady Consort is playing. She’d love
nothing more than to be able to officially reunite with her husband and is
furious with the Princepsa’s anti-love law. That’s why she’s actually been
actively working against Amathea, rather than helping her cause. She’s subtle
in her approach, but so far she’s managed to steadily build an ever-growing
group of the Princepsa’s opponents and is ready to strike her when the time is
right.

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Club Vice (Extravagant Club)
The Holding comprises two red brick, 19th-century buildings situated around a
large, beautiful square with a fountain. One of the buildings is Lord Avatron’s
domain. He runs the stylish Club Vice on the ground and basement levels. Its
interior changes often, as the owner wants to keep things fresh and in line
with the latest trends. Avetron hosts parties almost every day with the help of
his Courtiers, with different rules and surprising attractions. Living quarters are
on the second floor, but visitors are rarely allowed there.

The second building belongs to Lady Consort Electra. It’s an elegant and
classic establishment, ideal for formal banquets and splendid balls. There are
also numerous private rooms and cabinets that allow more discreet or low-
key meetings.

While in the Holding, Avatron and Electra don’t show each other any affection,
fearing their Courtiers or Defiant visiting the club will learn their secret. They
mostly meet outside the Province in various secluded locations.

Holding Rule: Visiting Club Vice with your spouse is always an interesting
experience. Guests are supposed to exchange partners and show their lack of
commitment to their relationship, in line with the Province rule. At some
parties, it simply means you spend the evening accompanying some Lord or
Lady. Still, other times the guests’ jealousy and boundaries of their
relationships may be put to the test.

Oliver Joy
Oliver Joy serves as the manager of Club Vice, aiding Lord Avatron with
everyday operations. With his master’s permission, he also uses the club as a
place for young Infernals from House Joy to undergo their Chrysalis.
Mentoring a newly awoken Defiant is a challenging task, but Oliver likes seeing

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the transformation of scared, restrained Infernals who’ve just escaped Hell
into joyful, guilt-free Defiant. Thanks to his efforts, Oliver has strong ties with
many members of House Joy, as he’s been helping with the Chrysalis for
many years.

Oliver is a towering, huge man with a booming voice. He’s friendly and funny,
always telling jokes or offering a drink. He wears flashy, trendy clothes and
moves with surprising agility for his posture.

Distinctive Features
Oliver’s booming voice can be heard from a distance.

He loves to cracks jokes and is always ready to offer his guest a fancy drink.

Potential Archetypes
Friendly Mentor, Trendy Manager, Joyful Host

Secrets
Dark: Recently, Oliver has realized that his help with the Chrysalis has become
routine and less effective. He's looking for new and exciting ways to teach his
wards about being guilt-free, and sometimes he gets pretty extreme.

Intimate: After a hard day’s work, Oliver loves to unwind by ordering a large
pizza and binging a season of some mediocre sitcom while sitting on a couch
in one of the club’s backrooms.

Virsha Shemesh
Virsha Shemesh is the Champion of the Court, and she serves as a personal
bodyguard for Lady Consort Electra. She takes her duties seriously and
spends a lot of time training, and taking care of her sword. Virsha is a true
Shemesh. She knows all eyes in the Court are on her, and she intends to lead
by example. Whenever she feels like she failed some task or strayed from the

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path in any way, she takes it upon herself to punish her own weakness. She
often wears a spiked collar on her arm or hip, piercing her skin and causing
intense pain. It’s always on display, so others can see her penance.

Virsha is a serious, withdrawn Leviathan with small, coiled horns and a


muscular, tall body. She is proud and lacks a sense of humor. She wears
leather armor and a sword on her back.

Distinctive Features
Visha looks like a bronze figure of a proud warrior, when she stands perfectly
still by the door, guarding her Lady.

She can be seen wearing a spiked collar on her hip. It looks very painful.

Potential Archetypes
Proud Bodyguard, Self-Righteous Shemesh, Masochistic Warrior

Secrets
Intimate: Virsha doesn’t admit it to herself, but she’s taken a liking to self-
punishment and pain. She explores new-found masochistic desires more and
more. This, of course, requires doing things she needs to repent for.

Surprising: Although she rarely admits it, Virsha is a stern believer in using only
as much force as necessary. And while it’s easy to assume so because of her
imposing physique, she is no brute.

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The Hand of Justice
Few wander the halls of New Hethlon Opera House without even a shred of
fear. Although rarely seen nowadays, Lord Raghan Shemesh is known as a
powerful Defiant, and it is said that a terrible fate awaits those who dare cross
him.

Lord Raghan Shemesh


There was a time when Lord Raghan was the Champion of the Province and a
famous duelist. He gained glory and recognition for his exploits on the
battlefield during the war. But after the turmoil has ended, Lord Raghan
retreated to his Holding in the New Hethlon Opera and now he rarely leaves its
premises. Some say he’s seen too much violence and conflict between fellow
Defiant, some speculate his age caught up with him, and others blame his
pride and typical Shemesh chauvinism.

Lord Raghan is highly esteemed in his House, and many young Shemesh seek
his advice. Every now and then, he agrees to train a promising warrior. Of his
own volition, he meets with Leviathans only, leaving socializing with other
Defiant to his wife. For his personal entertainment, he keeps a sizable
entourage comprised of young and pure Defiant of all origins. They can do
whatever they want, partying in the Province and benefiting from their Lord’s
powerful protection, as long as they stick to the rules he’s established.

Lord Raghan is a sturdy, imposing man in his fifties. His dark, bushy eyebrows
make him look austere, but he has a warm smile for those who get to know
him better. He seems tired and disheartened at times, with his pale skin and
grey eyes, but if anything threatens his family or entourage, his anger is
genuinely frightening and fiery.

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Distinctive Features
Lord Raghan frowns with his imposing, bushy eyebrows.

When focusing, he tends to rub an old battle scar on his cheek.

Potential Archetypes
Disheartened Veteran, Threatening Protector, Esteemed Trainer

Secrets
Dark: Lord Raghan values strength and integrity in a ruler, and to his
disappointment, he sees neither qualities in his oldest son. He did his best
through the years to change his heir’s attitude, but he recently started to
realize he failed, and there’s nothing more he can do. That’s why Raghan
began spending more time with his younger daughter, a promising noble
warrior who shows all the qualities a good ruler should possess. But to make
her his heir, he will have to get rid of his oldest son in some way…

Silly: There’s a secret chamber deep within Lord Raghan’s Holding. Whenever
he enters it, he turns off his phone and asks not to be disturbed. Then, in
complete silence, he can focus on his true hobby: creating dioramas with
model trains. He may spend hours with a looking glass, repairing a broken
locomotive or coating the plastic bark of a miniature tree with new layers of
paint.

Lady Consort Khaemira Hadad


Lady Khaemira is not a person to be trifled with. When she parties, she parties
like there’s no tomorrow, and when she wants something, she’s willing to go
to a great length to get it. If you’re on her good side, she is generous and
favorable, but if you cross her, she becomes cruel and unforgiving. Many
believe Lady Kheamira serves as a discreet enforcer for the Princepsa, using
her brutal and well-trained henchmen to put the Princepsa’s enemies in their
place. She doesn’t hold any official position, though. Most of the time, she
serves as her husband’s envoy, taking care of his interests and keeping social

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ties in his stead. In her free time, Lady Khaemira seeks entertainment, partying
with her friends and subordinates all over the Province.

Lady Khaemira is a stunning woman of remarkable beauty, with black, wavy


hair, reddish-brown, glowing skin, and sharp features. Her horns are dark red
and her eyes are golden with reptilian pupils.

Distinctive Features
It’s hard to look Lady Khaemira in the eyes because of her disturbing, reptilian
pupils.

Her sharp facial features make her look threatening, regardless of her
intentions.

Potential Archetypes
Extreme Partygoer, Brutal Enforcer, Skillful Diplomat

Secrets
Intimate: Lady Khaemira loves animals and has a few pets she adores. It is not
common knowledge, however, as she prefers to keep her menacing reputation
intact.

Dark: During a recent masked party (with strong bondage themes), Lady
Khaemira spent some quality time with a beautiful, submissive woman.
Fascinated by her lover, she used her resources to track her, only to find out
that she is another Lady Consort from the Province - Vivianne Joy, the wife of
Lord Tenoch Achto. Ever since the meeting, Lady Khaemira has been having
someone follow the Infernal, hoping to learn more about her and potentially
start an affair.

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New Hethlon Opera House (Vintage Opera House)
Lord Raghan’s Holding is an impressive, 19th-century great opera house,
decorated with unique splendor and glamour. The main chamber is ideal for
all sorts of exhibitions and spectacles, even occasional duels or tournaments.
Other areas allow smaller, but still prestigious events. It's clear, however, that
the Holding is past its prime. Even though Lord Raghan spends most of his
time here, he likes things how they are. He is reluctant when it comes to
renovations or new ideas for the Holding.

Holding Rule: Lord Raghan doesn’t trust anyone who is not a Leviathan. He
requires that his guests always have a Leviathan with them during a visit. They
can bring a Leviathan companion with them, or they will be accompanied by
one of Lord Raghan’s Leviathan Courtiers.

Ashran Shemesh
Ashran is Lord Raghan’s heir. As the son of two people with very strong
personalities, he didn’t have much room for developing his own ideas and
attitude. His father always seems disappointed, no matter what Ashran does,
and his mother expects him to be tough and uncompromising. None of them
are interested in the things Ashran is actually good at. He’s an imaginative
artist, painting and creating metal sculptures. He’s good at reading people, not
in order to hurt or dominate them, but rather to find real connections or help
them with their problems. He wants to be a benevolent, wise ruler, not a
tyrant.

Ashran resembles his mother more than his father, with his reddish-brown
skin and wavy black hair. He wears ornate clothes and fascinating jewelry that
he made himself.

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Distinctive Features
Ashran’s dark eyes always seem to be full of compassion.

His crimson tunic looks heavy with all its golden ornaments.

Potential Archetypes
Empathetic Artist, Creative Weakling, Kind Leviathan

Secrets
Dark: Ashran often sneaks out of the Holding to hang out with like-minded
Defiant.

Silly: In his free time, Ashran is creating a comic book. It’s actually excellently
drawn, with a decent storyline and interesting characters. It focuses on the life
of a young elven prince, Asheal, who is brought up by a dark-elf father and an
orcish mother.

Namaviel Hariel
Namaviel is one of Lord Raghan’s Sacred Companions and his favorite. She
knows she is untouchable in Bridgewood Boulevard, for no one wants to cross
the powerful Shemesh Lord. She enjoys tempting and provoking people who
can’t do anything to her. Namaviel needs to follow several rules set by her
master. For example, she can be intimate with any Defiant she wants, as long
as her Lord approves, but she has to ask him each time.

Namaviel is a gorgeous, seductive princess, often bored and unpredictable.


She has fiery red hair and smooth skin. She wears tight-fitting, shiny clothes
and often shows off her purple wings.

Distinctive Features
It’s hard to take the eyes of Namaviel and her beautiful, purple wings.

She always moves gracefully, swinging her hips.

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Potential Archetypes
Capricious Partygoer, Bored Concubine, Seductive Princess

Secrets
Intimate: Namaviel doesn’t like Lady Consort Khaemira and does her best to
avoid her. Being the favorite of Khaemira’s husband puts Namaviel on her
radar, and it’s a potentially dangerous situation.

Surprising: In her free time, Nemaviel pursues her academic goals. She travels
to the Province of West Greendale University, where she poses a mortal
student trying to get a degree in history and social sciences.

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The Decadent Clan
Like an ancient dragon, Lady Vessariana Melqart seems to have lived in the
Province forever. Alliances shift, leaders rise and fall, new Royals come and
go, but she remains a constant, always looking for new ways to satisfy her
hunger.

Lady Vessariana Melqart


Lady Vessariana’s desires burn brightly, and she has a strong pull on everyone
around her. She never raises her voice, but she doesn’t need to. Her
dominating presence and the power that emanates from her entire demeanor
make her a true Leviathan ruler.

Everyone in the Province knows that Lady Vessariana indulges in her


appetites. Some think she does it out of boredom, after all the years she’s
been a Royal. Others presume she has ruled this long thanks to her insatiable
hunger for new experiences. She collects the most interesting substances as
well as the most intriguing or amusing Defiant to add to her Court. Courtiers
serve as her toys, always testing new drugs, elixirs, aphrodisiacs, and gadgets.
She has an impressive selection of such substances. Being invited to her
private parties is considered both exciting and dangerous - you never know
what will happen.

While Vessariana is amongst the longest-reigning Royals in the Province, it’s


hard to tell her age by looking at her. She has smooth, beige skin, and she
shows a lot of it in her revealing, sexy outfits. Her sleek bronze hair is inlaid
with precious gems, as well as her pearly, impressive horns.

Distinctive Features
Lady Vessariana's outfits are very bold and revealing.

She wears precious gems in her hair and on her Leviathan horns.

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Potential Archetypes
Domineering Collector, Experienced Lady, Experimenting Sybarite

Secrets
Dirty: Lady Vessariana experiments a lot, and a few years ago, one of her
Courtiers fell victim to such experiment. It was ruled an accident, and
Vessariana didn’t suffer any consequences. It was a defining experience for
her. Taking the life of a Defiant (even if it was not entirely intentional) was
exhilarating, and it satiated her Leviathan hunger for a long while. But every
other entertainment has paled in comparison since that day. She knows it’s
wrong, but she's planning to do it again.

Surprising: Although there are no reasons to believe her reign will end anytime
soon, Vesseriana is obsessed with her funeral. She is making all the
preparations and has two Lowborns secretly working on getting everything
ready for when the day comes. The project would have been finished a long
time ago if it wasn’t for Vesseriana changing her mind all the time about what
the celebration should look like.

Lord Consort Benedict Dawn


In any other Court, Lord Consort Benedict Dawn would be considered wild and
perverse, but in this particular household, he is seen as the reasonable, calm
one. He manages the everyday operations and looks over the couple’s
children. Lord Benedict controls his Infernal offspring, as is customary in
House Dawn. The same cannot be said about Melqart children, however. Lady
Vessariana’s Leviathan progeny are decadent, demoralized, and spoiled.
Ravessan, the firstborn, has lost hope of ever inheriting the Holding, as his
mother has been the ruler for ages, so he’s decided to just enjoy life along with
his siblings.

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Benedict is a handsome, composed man with impeccable manners and an
intense look in his eyes. He is usually busy, trying to keep up with his wife’s
needs while running the court.

Distinctive Features
Lord Consort Benedict seems to be always busy, either talking on the phone or
canceling it to be able to have a word with the Characters.

Whenever something important is said, he makes a quick note on his


smartphone.

Potential Archetypes
Tired Organizer, Repressed Partner, Handsome Keeper

Secrets
Surprising: Benedict has devoted his life to serving his wife’s needs, and he
spends little time entertaining his own desires. He is often frustrated and
stressed with all the duties and sacrifices he makes every day. To let off
steam, he sometimes ventures into the Under the Bridge Club, where he takes
part in illegal fights. He always wears a mask, however, to avoid being
recognized as one of the participants. He’s pretty good in the fights, too.

Dark: As the one taking care of the Holding, Lord Consort Benedict is aware of
a growing disparity between the amounts of money and resources being
spent by the Court and their income. His wife and her retinue are clearly
overspending, even by Defiant standards, and unless something is soon done
about it, they may actually go bankrupt.

Park Avenue (Decadent Mansion)


Located near the Princepsa’s residence, Vessariana’s mansion overlooks a
large city park. It’s an old, white mansion with a baroque front entrance and
Doric columns. From the outside, it seems nice and dignified. The interior is

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quite different. Although luxurious and stylish, the design is far from ordinary.
The artwork, decorations, and furniture are a testament to the owner’s ample
appetites. Suggestive sculptures, obscene paintings, and various appliances
serve but one purpose: to give the Lady a perfect setting for indulging her
passions.

Holding Rule: Lady Vessariana prides herself on being a great hostess and
having a unique understanding of earthly pleasures. She does her best to
entertain and please visiting guests, but in order to be able to do so, they have
to undergo certain preparations. Upon entering, all Defiant are required to
enjoy a mixture of substances, crafted differently each day to best suit the
current theme of the mansion. Since each concoction has different effects,
every visit to the Holding is a new experience for the guests.

Ravessan Melqart
Ravessan is Lady Vessariana’s heir, but he’s lost any hope of ever inheriting
the title. Even though his mother has been ruling for many years, she doesn’t
seem likely to retire any time soon, and she’s in perfect health. Ravessan is
angry and disappointed, and he takes it out on the world. He is a troublemaker,
always initiating fights, talking back to Defiant of higher stature, tormenting
Courtiers and Lowborns, and crashing parties. He drinks and uses drugs a lot,
ravaging his mother’s stash. He is the leader of the delinquents of the
Province.

Ravessan is arrogant, insolent, and reckless, and he doesn't care what anyone
thinks about him. He feels miserable and wants to make other people’s life
miserable, as well, while having fun. He is cute in a dark and dangerous way,
with sharp claws and brown hair that’s always covering his glowing, reptile
eyes.

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Distinctive Features
You can barely see his glowing eyes from under his dark hair.

A part of him seems to be always angry at something, though asking him


about it only makes him more irritated.

Potential Archetypes
Reckless Degenerate, Angry Troublemaker, Arrogant Firstborn

Secrets
Dark: He’s recently become addicted to a rare drug, which is expensive and
hard to acquire. He doesn’t want his mother to know about it, and he intends
to find a source on his own, even if the price is stiff.

Silly: Ravessan has a serious crush on Lady Consort Electra Kyrios. He


considers her husband a friend but is unaware of the true state of affairs
between the two. That is why he is constantly asking Avatron to help him woo
his wife (which seems appropriate, as the Province rule dictates there should
be no true love between spouses and they should search for other partners).
Lord Avatron does not want to show his true feelings towards his wife, so he
misleads Ravessan, crafting a number of “bulletproof plans” to help him start
a romance with Electra, though they always misfire terribly.

Isabella Dawn
Isabella is Lord Consort Benedict’s most trusted agent. Being his daughter
means he knows her true name, and she cannot refuse his commands. That’s
why Isabella spies on her friends and lovers, even though she doesn’t like it at
all. Benedict insists she participates in all the wild parties organized by the
decadent Defiant of the Province. She is supposed to gather information,
observe, and sometimes push certain people to do something they will regret

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later. Isabella feels like a traitor all the time, as she really likes her friends and
would prefer to just hang out with them. But she doesn’t have a choice.

Isabella is a tall, skinny girl with long, purple hair and a lot of piercings. She
wears stylish clothes in line with the latest Defiant fashion. She is confident
and has a great sense of humor.

Distinctive Features
She has several piercings, visible whenever she tucks her purple hair behind
her ear.

She is really slim to the point where she seems fragile.

Potential Archetypes
Reluctant Spy, Observant Partier, Funny Informer

Secrets
Dark: Isabella knows one of her friends is doing something they are not
supposed to, but she hasn’t told Benedict about it. He didn’t ask directly, so
she wasn’t disobeying a command. She cares for her friend and intends to
cover for them as long as she can.

Dirty: In a moment of weakness, Isabella approached Lord Menariel Aratron


and told him of her problems. The sympathetic Aratronite is now trying to help
her to come up with some sort of a solution, as he hates to see her torn apart
between loyalty to her friends and her father. Benedict would surely consider
her confession an act of betrayal.

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The Friendly Neighbors
If you wish to take a moment of rest from the cutthroat politics, dangerous
standoffs, and intense romances, you might want to visit the aptly named
Bridgewood Revelry Center. Just remember not to scratch the surface too
much, unless you are ready to see what lies beneath.

Lord Menariel Aratron


Everyone in Bridgewood Boulevard knows that if you’re in trouble or you need
advice, Lord Menariel is your go-to person. He is kind and wise; he listens and
tries to help. Following his guidance is not always easy, as he often requires
some kind of repentance or atonement, but such is the Aratronite way.

Because of his acumen and reputation, Lord Menariel serves as a confessor to


many influential Aratronites in the city. In the eyes of those who don’t seek his
guidance, Lord Menariel is most of all an influential manipulator who gathers
information from those in need and uses it to his own advantage.

Menariel is a tall, slender man with rich brown skin and wise eyes. He dresses
in light clothes and likes to talk while walking in his garden. His deep voice
evokes trust and hope.

Distinctive Features
When visited in his Holding, Lord Menariel loves to stroll through his garden
with his hands behind his back.

Whenever he speaks, his voice sounds like a deep, gentle rumble.

Potential Archetypes
Wise Confessor, Respected Guide, Well-Informed Confidant

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Secrets
Intimate: Not many people know this, but Lord Menariel is very fond of old
American movies. He collects original tapes, movie posters, and autographed
items.

Silly: Lord Menariel is also deeply passionate about the local baseball team,
the New Hethlon Falconers. While patient and collected most of the time, he
completely loses his composure when watching the game, especially if his
team is about to lose. Aware of how this might reflect on him, he prefers to
enjoy games alone, though.

Lady Consort Jessica Black


There’s hardly anyone in the Province who doesn’t like Lady Jessica. She is a
good, caring person, always looking after mortals, Lowborn and Courtiers. No
one ever gets turned down or leaves empty-handed; she always finds a way to
help those in need. Lady Jessica divides her time between managing the
Holding’s commercial center and hosting charity events for mortals and
Defiant alike. She constantly advocates decent conduct towards human
citizens of Bridgewood Boulevard and fair treatment of Lowborn Defiant.

Lady Jessica usually wears simple clothes like a white shirt and jeans or a
flowery dress. She ties her ash-blonde hair in a ponytail or French braid. During
her charity galas, she likes to wear elegant cocktail dresses and gowns. She
has a warm, charming smile and a candid attitude.

Distinctive Features
When Jessica smiles, the whole room becomes brighter, and it’s hard to not
smile back to her.

Her simple clothes contrast with fancy attires of other Defiant in the room.

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Potential Archetypes
Innocent Torturer, Cruel Benefactor, Charming Interrogator

Secrets
Dark: Jessica is an Infernal of House Black, and she knows all about pain. It’s a
well-guarded secret, but in her free time, she visits the basement of the
Holding, where she keeps prisoners and suspects. She is a cruel and effective
interrogator and proud of her skill. She used to work for the Princepsa’s late
husband, aiding him with investigations. They both decided her additional
vocation should be kept secret, and Jessica stuck to it, especially after his
mysterious death.

Surprising: As a member of House Black, Lady Consort Jessica is supposed to


be happy with living a down-to-earth, almost mundane kind of life. But
surprisingly, she never misses an opportunity to visit the neighboring Province
of Bridgewood East Point, where her behavior changes strikingly. As the local
law of East Point dictates, she does not hide her supernatural heritage from
the mundanes, and many might say she really embraces the role of a
goddess, walking among the mortals, showing off her superiority. This act
ends the moment she leaves East Point, however.

Bridgewood Revelry Center (Glamorous Commercial Center)


Lord Menariel’s Holding comprises several red-brick buildings surrounding a
large garden. There are several restaurants, boutiques, and an art gallery on
the ground floor of the buildings. The upper floors are connected and
accommodate the living quarters of the Court. Lady Jessica manages the
everyday operations of the commercial center. Both mortals and Defiant
frequent the location. It has mostly Lowborn staff, and offers different, more
prestigious, or magical goods to the Defiant customers.

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The garden is the domain of Lord Menariel. He tends to it himself and spends
a lot of time wandering the alleys or sitting in the quiet gazebos. He holds
most of his meetings there.

Holding Rule: Punishing Courtiers is an important duty of every Liege. Lord


Menariel sees visiting Defiant as a perfect opportunity to share experiences
and see how other Royals discipline their subjects. That’s why he expects his
guests to participate in any punishments carried out during their visit.

Marithea Aratron
Marithea is Lord Menariel’s assistant. She specializes in dealing pain and
humiliation to Defiant who need to repent before gaining forgiveness for their
trespasses. She is good at her work, and Lord Menariel is pleased with her.
But Marithea is not happy. She has the soul of a warrior. She would love to
take part in duels, tournaments, and battles with Apocalyptic forces. However,
her master doesn’t want to hear about sword fights or martial training; he
wants her to stick to what she was assigned to do.

Marithea is a petite, sweet girl with shoulder-long, straight white hair and
alabaster skin. She wears dramatic makeup with red lipstick and black
eyeliner, along with tight leather corsets, and high boots.

Distinctive Features
Judging by her appearance, Marithea is delicate and shy, but her outfit clearly
indicates she’s a dominatrix.

Her heavy makeup contrasts with her delicate, alabaster skin.

Potential Archetypes
Reluctant Dominatrix, Petite Warrior, Delicate Punisher

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Secrets
Surprising: Marithea wants to pursue her dreams, and therefore visits Under
the Bridge Pub in secret, where she trains and fights in disguise.

Silly: Whenever she feels she's alone with a slave who is blindfolded or
otherwise unable to see her, Marithea does all sorts of silly poses and faces to
vent her frustration with not being able to pursue her true passions.

Nicos Kyrios
Nicos is Lady Consort Jessica’s old friend and confidant. He knows about her
secret operations and covers for her whenever she needs to spend some time
in the dungeon. He can be very persuasive and witty if he wants to, but he likes
to play dumb. He’s found that Royals trust simple-minded Courtiers more and
are less inquisitive about his Lady if he just seems confused or bows a lot.
Nicos is a frequent customer of the Red Velvet Hotel and knows most of the
girls working there. He doesn’t like it when other customers mistreat them and
is known to intervene if the situation gets out of control (at least, in his
opinion).

Nicos is an older man with a furrowed but still handsome face, short grey hair,
and an impressive, long beard. He wears white or grey shirts with elegant
vests. His Sacred Animal is a ram, and he wears a silver pendant with a ram’s
head.

Distinctive Features
He has an impressive, nicely trimmed, grey beard.

He always wears a silver pendant with a symbol of a ram.

Potential Archetypes
Witty Confidant, Unobtrusive Servant, Veteran Assistant

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Secrets
Dirty: He’s in love with one of the Lowborn girls from the Red Velvet Hotel.
Nicos keeps this a secret. First of all, being in love is forbidden in the Province.
Second of all, he’s well aware Lady Jessica would be furious if she found out
and would undoubtedly order him to end the relationship.

Surprising: Most people view Nicos as a good-natured dimwit, but if someone


were to see him with his Lady during their private talks, they would be shocked
at how eloquent and intelligent he is. He keeps up his naive act as a useful
excuse for his faked incompetence whenever he covers for Lady Consort
Jessica.

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The Newlyweds
There’s something eerie about the Metropolitan Library and its hostess. Many
thought that Lady Menefer would be forever lost to her books and occult
scrolls, but her young wife seems to have made her enjoy life in all its aspects
once more.

Lady Menefer Sekh


Lady Menefer is a scholar and a great visionary. She’s devoted her life to
gathering the most unique collection of books in an attempt to create a new,
superb Great Library of Alexandria. She has ties with many Royals in the city,
exchanging knowledge and discussing the nature of the world, Apocalypse,
and Sephirot. Her many children live in Courts in different Provinces, helping
Menefer to keep an extensive network.

Some say such dedication to her work stemmed from the great loss she
suffered during the Defiant civil war when her beloved wife was killed. For over
two years, Lady Menefer was rarely seen at any parties or events. However,
the situation recently changed after she remarried. Her young Harielite wife
brought joy and hope to the murky Library, and Lady Menefer returned to her
former self.

Menefer has short hair, smooth mahogany skin, and long, golden fingernails.
Her Sacred Animal is scarab, and she has a golden scarab tattoo on her arm.
She also wears jewelry with a scarab motif.

Distinctive Features
The only sign of Lady Menefer’s agitation is when she clicks her long, golden
fingernails on a desk or table.

She often plays with her golden scarab necklace.

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Potential Archetypes
Influential Scholar, Well-Connected Collector, Occult Cosmopolitan

Secrets
Dirty: Lady Menefer has some dangerous Apocalyptic tomes in her secret
library and for the last two years, she’s delved deeper and deeper in the
forbidden knowledge. She convinced herself it’s for the greater good, but the
truth is she lost herself in the occult when her wife died. Because of her
newfound love for Lady Consort Sethenea, Menefer tries to bring herself to
destroy the dark knowledge, but it’s proven harder than she anticipated.

Intimate: Hardly anyone in the Province is aware of just how much Menefer
really adores her new wife. She knows that the young Harielite doesn’t share
her feelings, but that doesn’t change anything. She’d do anything to make her
spouse happy and would certainly destroy anyone who would dare to harm
Sethenea.

Lady Consort Sethenea Hariel


Sethenea Hariel is a young and curious Lady Consort, full of potential and
hungry for everything the world has to offer. She is completely spoiled by her
wife and can be capricious, but in return, she brings a lot to the table. She is
creative and fascinated by the Defiant world; she is also bold and likes to
experiment. Thanks to her influence, Lady Menefer found happiness again,
and now they explore their desires together.

Unfortunately, Sethenea is also naive and easily manipulated. She craves


compliments and tokens of affection, and she’s unable to keep a secret.

Lady Consort Sethenea is an enchanting, joyful young woman. She has curly
copper hair, fair skin, and alluring green eyes. She wears expensive clothes

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and jewelry, drives luxury cars, and maintains an ostentatiously expensive
lifestyle.

Distinctive Features
Sethenea always laughs cheerfully and has vibrant green eyes.

Her shoes, designer handbag, and jewelry must have cost a fortune.

Potential Archetypes
Spoiled Princess, Naive Beauty, Bold Explorer

Secrets
Dark: Sethenea never expected to become a Lady Consort; it just happened.
She is far from being a perfect spouse and she wasn’t groomed for her role.
She is young, full of life, and completely irresponsible. Recently, she took a
liking to gambling and now she’s in serious debt with dangerous people.

Surprising: If someone were to look into Sethena’s mortal past, they’d learn
that she used to be famous. She graduated university at the age of twenty,
and started her own successful technological company, only to leave it all
behind after her awakening. She still possesses advanced engineering
knowledge but does not find any use for it anymore.

New Hethlon Metropolitan Library (The Grand Library)


Situated near the riverbank and the Boulevard, the New Hethlon Metropolitan
Library is one of the oldest buildings in the Province. On the ground level, the
library has a large hall with high windows and two staircases leading to upper
floors. Other rooms are smaller, cozy, and decorated with stylish bookcases
and antique furniture. On the second floor, there’s a vast library and a reading
room for the Defiant. It contains the most extensive collection of books in the
entire city, from classical and modern literature, through ancient tomes and
manuscripts, to occult books and mystical scrolls. The most valuable books

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are kept in the underground level, and guests need special permission from
Lady Menefer to access it. Some claim there is an even deeper level with
secret chambers full of forbidden books and magical scrolls, but no one has
ever seen it.

Holding Rule: Lady Menefer is a scholar, and she values knowledge above all
else. That’s why she expects visiting Royals to share one thing she doesn’t
already know with her. It’s more of a custom than a real exchange of
information, but if someone wants to impress Lady Menefer, telling her an
interesting secret is a great way to do it.

Seshenarra Melqart
Seshenarra is as old as the library itself. She’s the keeper of the collection, and
some say she guards Lady Menefer’s books as if they were her own treasure.
Seshenarra treats every visitor with suspicion, keeping a close eye on them.
She is gruff and mean, but her knowledge is awe-inspiring. Some say she’s
memorized all the books from the library. The unquestionable fact is that she
knows where to find every volume and where to look for the information
someone is interested in.

Seshenarra is a mature, sour lady with a suspicious look in her golden eyes.
She has ivory horns, quite large for a Courtier. She wears vintage clothes with
tight corsets and lace cuffs. She styles her hair in large buns or updos.

Distinctive Features
She seems to look at everyone with suspicion, squinting her golden Leviatan
eyes.

She adjusts her lace cuffs all the time.

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Potential Archetypes
Old-Fashioned Librarian, Suspicious Occultist, Knowledgeable Guardian

Secrets
Dirty: Seshenarra is from House Melqart, and she needs to have her own
treasure. In secret, she has stolen some valuable books from the library and
hidden them in an underground chamber only she has access to. Her
appetites grow, and she needs more books in her hoard.

Silly: Seshenarra hates all technology, or rather the “vile instruments,” as she
calls it. The only semi-modern tool she knows how to operate is an old,
monochromatic mobile phone, and using it requires all the focus she can
muster.

Chimalli Achto
Chimalli is well aware his Lady is quite possessive of her young wife and
wouldn’t want her romancing someone else. But he just can’t help it -
Sethenea is the most beautiful and sexy woman he’s ever seen. He’s confident
she’s noticed him as well. Because of his warrior training, he managed to
become her bodyguard and rarely leaves her side. He’s waiting for an
opportunity to confess his affection to Sethenea, and in the meantime, he
does his best to protect her.

Chimalli is an attractive Latino man with short facial hair. He always wears an
earring with an owl - his Sacred Animal. He has a muscular body and moves
like a warrior, ever aware of his surroundings. He wears tight pants and tucked
in shirts.

Distinctive Features
He always wears the owl earring.

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He seems to be always focused on Lady Consort Sethenea and never lets her
out of his sight, even for a moment.

Potential Archetypes
Hopeful Lover, Alert Bodyguard, Attractive Warrior

Secrets
Dark: Chimalli is very competitive. He loves taking part in tournaments and
contests of any type, especially duels. He’s willing to do almost anything to
win, including weakening his opponent with a drug, tarnishing their reputation,
or bribing their staff.

Dirty: As Sethenea’s bodyguard, it is Chimalli's job to keep the Lady Consort


safe. He proves his usefulness time and time again, fighting on her behalf and
getting her out of tough situations. The truth is, however, most of the conflicts
could have been easily avoided if it wasn’t for Chimalli's actions. He wants to
prove his worth and discreetly escalates every potential problem so he can
fight for his Lady. If Lady Menefer were ever to find out about this, she would
punish him severely for endangering her beloved wife.

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The Rival Siblings
The rivalry between Vivianne and Lionel Joy is legendary among the residents
of Bridgewood Boulevard. To become a friend or an ally of one of the siblings
is to gain a powerful enemy in the form of the other. Many wonder what the
young Lord was thinking when he chose them both as his spouses.

Lord Tenoch Achto


Lord Tenoch has only recently inherited his Holding from his parents, who
retired to the Hierophant's island. He’s been groomed for this role for his
whole life, though. He’s a competent and polished young man who seems to
take his role seriously. The only problem is his friends - like Lord Raghan’s
entourage and Lady Vessariana’s children - who lure him out of the Holding to
party in dangerous places, experiment, and chase his wildest desires.

Many hoped that Tenoch would choose reasonable spouses, whose influence
would outweigh the peer pressure from his decadent friends. However, he
has recently married two siblings, Vivianne and Lionel from House Joy, and
ended these speculations.

Along with the Holding, Lord Tenoch inherited unimaginable wealth. He is the
richest Lord in the Province, and his Holding is the largest and most luxurious.
Tenoch is generous to his friends and Courtiers but expects respect and
reverence. He also has numerous mortal followers who worship him like a god
and donate money and expensive services to their deity.

Tenoch is a dashing young man who doesn’t spare expenses for his attire and
lifestyle. He wears tailored suits and diamond watches. The eagle is his
Sacred Animal, and it’s easily seen in his sharp features and golden-brown
eyes.

510 Bridgewood Boulevard


Distinctive Features
Lord Tenoch wears absurdly expensive watches and attire.

His sharp eyes and nose bring a proud eagle to mind.

Potential Archetypes
Filthy Rich Deity, Polished Magnate, Generous Young Buck

Secrets
Dark: If many Defiant think Lord Tenoch leads an extravagant life, they would
raise eyebrows knowing what he likes to do in secret. He is an adrenaline
junkie and constantly looks for more extreme and dangerous entertainment.
The secrecy is a part of the thrill for him.

Intimate: Although people assume Lord Tenoch chose the Joy siblings as
spouses to continue on his path of cheap thrills and simple pleasures, nothing
could be further from the truth. He knew them both and enjoyed their
company, but chose to marry them only after he learned that their Lady had
enough of their rivalry and decided to punish them severely. He gave up on his
plans, so he could help his friends out of a tight spot. The siblings have no
idea about the plot and the reasons behind the marriage.

Lady Consort Vivianne Joy


Lady Consort Vivianne Joy is a very competitive, ambitious woman. Most of
all, she is a renowned warrior and duelist. She believes in fair competition and
honorable fights and always strives to be the best. She doesn’t handle defeat
well, and when she loses, she parties and drinks hard.

Recently, her ambitions expanded beyond combat and tournaments. She and
her brother Lionel both married Lord Tenoch Achto and she was put in charge
of the Night Court. Lionel is her complete opposite, and she’s always detested
him. They have always been rivals, but in these new circumstances, they’ve

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become ruthless enemies. They compete for almost anything, from petty
issues, through Lord Tenoch graces, to their standing in the whole Province.
Viviane can’t stand Lionel’s success in any field and tries to estrange him from
the people she cares about.

Vivianne dyes her hair in pastel colors and styles it in a pixie cut. She is
athletic, moves gracefully, and with confidence. She wears close-fitting
clothes, sometimes shorts or leggings, sometimes skimpy cotton dresses or
skirts.

Distinctive Features
It’s clear from the way she moves that Viviane is a warrior.

While usually elegant, her clothing is always comfortable, giving her


unrestricted movement.

Potential Archetypes
Ambitious Warrior, Honorable Duelist, Ruthless Competitor

Secrets
Intimate: Constant competition and striving to be the best is exhausting, but
Viviane found a way to relieve the stress and find inner peace: She visits an
Aratronite who acts as her mistress. Serving her, relinquishing control,
accepting pain, and humiliation helps Vivianne relax. She keeps these
meetings a secret because she fears her brother could turn these moments of
weakness against her.

Dirty: Just before the marriage, she suffered a humiliating defeat in a fighting
tournament (it was actually due to her brother’s machinations). Unable to
cope with the situation, she partied really hard to numb the feeling and
actually can’t remember the details of the next few days. Recently, someone
has started sending her pictures clearly from that period. They show her

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taking part in something that resembles an apocalyptic ritual. So far, no
demands have come with the photos, but it’s probably just a matter of time.

Lord Consort Lionel Joy


Lord Consort Lionel Joy is a man of many skills. He’s a diplomat, a schemer, a
seducer, and considers himself an artist. For Lionel, people are open books,
and he can easily see what makes them tick. He uses this knowledge to his
advantage but also to play with people and see how far he can push them.
That’s not to say that he’s cruel; he’s just fascinated and has many urges.

Marriage to Lord Tenoch was the best thing that happened to Lionel. He
governs the Day Court and possesses power and resources to achieve his
many goals and sate his appetites and ambitions. There’s only one grain of
salt, and it’s his sister, Vivianne. Vivianne is savage, lacks a sense of humor,
and for some reason, decided to make his life miserable. Lionel decided to pay
her back with interest. He goes out of his way to thwart her plans, turn her
allies against her, and smear her reputation.

Lionel is a friendly, attractive man. He’s nimble and perceptive, with long,
beautiful auburn hair. He likes to wear unbuttoned shirts and vests, to show
off his muscular torso.

Distinctive Features
Lionel often places his hand on other people's shoulders in a friendly manner.

It’s hard to ignore his muscular torso, easily seen under the unbuttoned shirt.

Potential Archetypes
Curious Schemer, Diplomatic Manipulator, Vengeful Seducer

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Secrets
Dark: When romancing or scheming, Lionel sets the goals for himself, makes
careful plans, and carries them out perfectly, usually without any outside
witnesses to his craft. To document his numerous victories, Lionel likes to
acquire “souvenirs” from his lovers, rivals, and other persons of interest,
usually without their knowledge.

Silly: Lionel has always wanted to master the craft of card tricks. So far,
however, he’s failing miserably. He trains in his free time, but it seems like it’s
just something he will never be good at. The cards slip from his hands, he
constantly messes up the tricks and nothing seems to work. It’s not that he’s
clumsy, it’s just that apparently, cards are not his thing.

Portsbee Marina Hotel (Luxurious Hotel)


A three-story, white hotel building - and an adjoining marina - make for the
biggest Holding in the Province. It’s probably also the most luxurious one.
Apart from deluxe suites and stylish apartments, there are conference rooms,
ballrooms, a large restaurant, and several bars, an outdoor and indoor pool
area, and a spa. Residents and guests can also sunbathe at the lovely marina
and sailboats on the Canal.

Holding Rule: Lord Tenoch has a significant number of devoted mortal


followers, and he grants them prosperity and success. To further reward them
for faithful service, Lord Tenoch asks his Royal guests to bring gifts or other
boons for his followers.

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Phanes Sekh
Phanes is a slippery, smarmy Courtier who uses his silver tongue, slander,
gossip, and flat-out lies to get the upper hand. He’s been quite successful in
playing Viviane and Lionel against each other, fueling their conflict and
benefiting from it. He’s recently been promoted to Senechal of the Court - a
position that comes with many privileges and a lot more power.

Phanes thrives in chaos. He loves to spread misinformation, turn people


against each other, and destroy things others try to build. It goes against
everything the Sekh believe, and that’s why Phanes is not very respected in the
bloodline.

Phanes is a slender, wiry man with restless eyes and a charming smile. His
voice is alluring and he always finds the right words to appeal to the person he
wants something from. He wears proper suits and well-groomed facial hair.

Distinctive Features
His voice is soothing, and it’s easy to believe this man is on your side.

His facial hair is always perfectly groomed.

Potential Archetypes
Slippery Intriguer, Charming Deceiver, Vile Manipulator

Secrets
Dirty: He wanted to become a Senechal, but there was another very capable
Courtier vying for the position. Phanes fabricated evidence of their trespasses,
and as a result, the Courtier was severely punished and was demoted to the
position of the lowest servant.

Intimate: Phanes is still a Sekh, and if someone were to go through his things,
they’d find a lot of sketches of his dream project: a Defiant themed
amusement park, located by the river. Phanes is still not satisfied with his

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designs and makes alternative versions of the sketches, hoping to finally
come up with such a fantastic vision that he’ll be able to convince his Lord to
back the project.

Margaux Black
Following her House Creed, Margaux has a mundane job: she’s a
policewoman. She spends a few nights and days a week working in
Bridgewood Boulevard Precinct, patrolling the streets and making the
neighborhood a safer place. Lady Consort Viviane approves of this vocation,
and she expects Margaux to be the best cop in the District. Lord Consort
Lionel is less understanding, deeming a mortal job a waste of time. Just to
spite his sister, Lionel is bent on making Margaux the most provocative and
attractive Courtier, always using her to please his guests and parade in skimpy
clothes. Margaux feels like a toy the siblings fight over, and it can be
exhausting at times, but deep inside, she likes the attention, and being both a
cop and a courtesan is exciting for her.

Margaux is a curvy, feminine woman with a sweet, innocent face and full lips.
When serving the Day Court, she wears sexy clothes and heavy makeup.
During the night, she wears plain clothes that make her look like a regular
human. She’s fit and can be assertive when she works as a cop.

Distinctive Features
It’s easy to get distracted by her shiny, full lips.

Her feminine silhouette is clearly visible, regardless of what she’s wearing.

Potential Archetypes
Sexy Cop, Assertive Courtesan, Athletic Beauty

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Secrets
Intimate: She has a human lover - a fellow policeman. Intimate relationships
with mortals are frowned upon, even in House Black. However, Margaux is
mainly afraid of the Joy Consorts using her lover as leverage.

Dirty: Margaux is really devoted to her job and wants to make the
neighborhood safer for the mortals. Sometimes when following a lead, she
pretends to be working on behalf of her Lords and her Lady to get additional
information and resources that will help her in her mundane investigation.

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Places of Note
While Defiant do spend a lot of time in the Holdings, there are plenty of other
places popular among the residents of the Province. Some are run by
Lowborn, while others are owned by Royalty or even mortals.

Under the Bridge Pub and Fight Club


Under the Bridge is a traditional old pub with red brick walls, wooden bar and
tables, worn-out leather seats, and dim lights. It smells of cigarettes and beer.
There is a jukebox in the corner, a pool table, and vintage postcards on the
walls.

The main attraction, however, is in the basement, but only those who know a
secret password can enter. It’s an underground fighting arena, with a cage and
a ring. Many Defiant come here to test themselves in combat and compete
against likeminded people. Because the place is kept secret, taking part in the
events is against the Second Commandment. That’s why both the
competitors and the spectators take precautions to avoid being seen in Under
the Bridge.

The owner of the pub and organizer of the illegal fights is an Infernal Lowborn
called Allister. He dresses in flamboyant clothes and serves as a ring
announcer during matches. He thinks about himself as an entertainer and
entrepreneur. In his opinion, Under the Bridge is a necessary safety valve for
the Defiant. Those of lower stature need a place to vent, express themselves,
and win valuable prizes. For the occasional Royal, it’s a relatively harmless
thrill and a chance to step outside their comfort zone.

The Red Velvet Hotel


The Red Velvet Hotel is located in a less popular part of Bridgewood
Boulevard, and tourists rarely venture here. From the outside, it looks like a
cheap, cozy hotel, but that’s only a camouflage. The interior leaves no doubts:

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it’s an exclusive (if a little cliche) house of pleasure dedicated to serving the
Defiant. The rooms are decorated with red curtains, mahogany furniture,
golden adornments, and velvet fabrics. But the hotel is famous for the
beautiful, passionate personnel who are dressed in sexy lingerie, and always
eager to please. Clients can choose from different genders and body types,
and there are both Defiant and mortal courtesans there.

Some Bloodborn work in the hotel as a side hustle, while some are there on
their masters’ wishes. There are rumors of Lords and Ladies serving as
courtesans, wearing masks so no one can recognize them. Defiant Courtiers
come to the Red Velvet because they want to explore their own desires and
have fun on their own terms, away from their superiors. Royals frequent the
place to satiate the appetites they would rather keep secret from their
spouses and Courtiers or simply to relax from the pressure of life in the
spotlight.

Miss Neaira has been running the Red Velvet Hotel for many years, and she
prides herself on how popular and established her place is. She guarantees
not only a pleasurable time for people of all desires and appetites but also
complete discretion. Many suspect she has an understanding with the
Executor Charissa Kyrios, who turns a blind eye to the level of secrecy the Red
Velvet provides. Miss Neaira is a seductive, confident Lowborn Leviathan in
her forties. She wears sexy clothes and has a deep, sensual voice.

The Kushari Restaurant


Located near the New Hethlon Metropolitan Library, the Kushari Restaurant is
a unique place. It serves traditional Egyptian cuisine and some of the recipes
date back to ancient times. The chefs use only original ingredients and spices,
along with the dishware and preparation methods. The interior is heavily
inspired by ancient Egypt. Black-and-golden furniture, hieroglyphs, and sacred

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symbols on the walls and columns, along with the scent of incense and spice,
create a unique ambiance.

The Kushari Restaurant is considered neutral ground and serves as a meeting


place for warring factions and rival Defiant. It’s under Lady Menefer Sekh’s
protection, and her followers make the most of the staff here. Using her occult
knowledge, Menefer made sure mystical powers don’t work on the premises.
The place is run by two Daeva Lowborn siblings, Asim and Kissa. Asim is
hospitable, outgoing, and curious, always eavesdropping on the conversations
of the customers. Kissa, on the other hand, never speaks and rarely looks
visitors in the eyes, but she is in tune with Kushari’s mystical sigils.

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Neighboring Provinces
Bridgewood Boulevard is surrounded by other Provinces, each governed by a
different Princeps or Princepsa. Since Defiant are free to travel across the city,
they may visit any districts they like, but the three Provinces listed below are
the closest ones and will probably play a more important part in the Chronicle.
Most Provinces have their own laws that visitors are expected to adhere to, as
long as they remain in the vicinity, just as the guests to Bridgewood Boulevard
are required to refrain from acts of true affection.

Bridgewood East Point


The Province of Bridgewood East Point borders the Northbank district. It’s
mostly a residential area with a few concrete skyscrapers, large hotels, and
malls. Life of the humans in the Province looks different than in other parts of
the city. Princeps Akhraten Sekh established a law that states: “We don't hide
our true selves from mortals.” Because of that, regular residents of
Bridgewood East Point are aware of Defiant’s existence, and they worship
them as saviors from the Apocalypse. In return for devotion and obedience,
Princepsa Consort Sharama Melqart ensures their prosperity and well-being.
Royals of the Province enjoy quite a lot of independence. The Princeps
expects grandeur and splendor in their behavior so that mortals admire them
and understand their place. The same is also required of Defiant visitors.

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West Greendale University
Most of the Province lies in the vicinity of New Hethlon University and College.
Princepsa Temethea Aratron rules with a firm hand, knowing her Lords and
Ladies miss the old regime and resent the new order. To keep an eye on them,
she installed her courtiers as representatives, one in each Holding. Visitors are
also assigned a Princepsa’s agent to help them navigate the Province. Many
Defiant from other parts of the city attend various tournaments and contests,
organized by young Princeps Consort Ghemiel Zeruel, who is considered very
competitive and craving glory.

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Northbank Mill
The Province lies in the western, partially revitalized part of Northbank, with
cheap office buildings, closed factories, and blocks of flats. Princeps Roland
Dawn rules over Northbank Mill with an iron hand. He was an infamous,
ruthless leader during the successful uprising against the old
Hierophant. After becoming a Princeps, he turned the Province into a semi-
independent state. The Authority rarely bothers him or his subjects, as long as
no alarming news gets outside Northbank Mill. Roland secured the support of
local Royalty by instating a generous law: “No sacrifice is too great to assist
the rulers in their revelries.” The Courtiers of Northbank Mill are treated as
lowly servants at best, while many are openly considered slaves, and work
tirelessly for their Lords’ and Ladies’ amusement. Princeps Consort Agras
Hadad is known for his resentment towards Kamaelites. There are rumors
about a recent fallout between him and the Princeps.

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The Links
The four NPCs listed below are designed to work as Links in your Chronicle.
You can use a single Link or decide to include more of them, depending on
your needs and game style. Link NPCs can easily be connected to all of the
Player Characters, making them a recurring theme of the game, and giving the
Players potential common problems, a reason for a conflict, and generally
making the game more engaging. You can read more about using the Links in
the previous chapters of this book (namely “The First Meeting and “Running
the Game”).

Each of the NPCs below has a list of six potential issues that could link them
with Characters possessing certain Personal Themes and six ideas on how to
link them with members of different Defiant Houses. Of course, since Players
can choose different mixes of Themes and bloodlines, some Links might work
better than others in your Chronicle, so choose the ones you consider most
promising.

Denethea Zeruel
Denethea is the daughter of Princepsa Amathea and is definitely her most
troublesome Ward. She awakened shortly after Roderick’s death, and her
mother didn’t have the time nor the heart to take care of her young child.
Denethea spent her first few months as an Angel partying with various self-
indulgent groups, trying new drugs and different forms of entertainment, and
going through a number of extreme sexual adventures. And while all this did
not have to lead to trouble, during the whole time, there was no one there to
guide or teach her about her duties and the values of her bloodline.

Amathea started feeling guilty about leaving her daughter on her own, so she
thwarted all attempts to straighten the young Angel made by others, as she

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didn’t want to punish Denethea for her mother’s mistakes. So it’s no wonder
she keeps getting into trouble. Nowadays, the Princepsa tries to teach her the
Zeruelite ways, but Denethea simply doesn’t want to be an obedient little
Courtier anymore. She wants to have fun and do whatever she likes.

Denethea wears skimpy, glittery dresses, smoky makeup, and sexy lingerie.
She is capricious and brazen, but also generous and friendly.

Distinctive Features
Unless she’s standing completely still, Denethea’s stockings tend to always
show from beneath her short dresses.

Whenever she’s looking for something in her small purse, she nervously
throws all of its random contents on a table.

Potential Archetypes
Sexy Brat, Cheeky Partier, Capricious Companion

Secrets
Intimate: Denethea has nightmares where she has visions of her father’s
death but doesn’t remember any details after she wakes up. They don’t reveal
much about what happened to Roderick but always leave her shaken and sad.

Silly: About once a week, Denethea visits a group of mortals for a secret
meeting. Even her friends don’t know the exact details, but it is said to be
something extremely perverse that even she wants to keep from others. She
actually meets up with her old group from her mortal life for a weekly D&D
game (she currently plays a 7th level Half-Orc Paladin named “Karla”).

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Denethea as the Link
Under her mother’s protection, Denetha enjoys almost complete freedom and
can easily appear anywhere in the Province, so it’s easy for her to meet the
Characters.

The Aegis Theme


While carefree and exuberant most of the time, Denethea has her
moments of weakness. A part of her knows she’s just a forsaken child,
fighting desperately to keep afloat in a dangerous, albeit interesting,
world. She might come to the Aegis for protection, either asking them
to help with one of her pressing problems or just looking for a safe
place to crash from time to time, far from her friends and her mother.

The Ars Amandi Theme


Denethea does enjoy sex in all forms, and if she were to hear about a
skilled lover in the Province, she would be more than interested in
meeting them. Depending on the situation, she could be keen on either
having a casual affair or becoming a student of a more experienced
Defiant. Denethea has few inhibitions, even by Defiant standards, and
this might be the one area where she’s actually eager to learn.

The Guide Theme


Princepsa Amathea is aware of her failures both as a mother and a
teacher to Denethea. And while she’s not willing to send her to another
Court, perhaps employing the services of a skilled tutor could help her
daughter reach her full potential. It’s not the exact area that the Guide
specializes in that’s the most important - Amathea hopes that as a
student, Denethea can learn a thing or two about discipline and
commitment. Needless to say, she’d make for an extremely
problematic student.

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The Power Play Theme
Young Zeruelites are usually heavily controlled by their Protectors. And
while Denetha enjoys an entirely different lifestyle, a part of her seems
to yearn for a relationship based on control and domination. Becoming
the slave of a dominating Liege would be an exhilarating experience for
her, and she’d surely approach the potential Dominant about it, but her
expectations may change daily and vary between purely casual and
surprisingly extreme.

The Socialite Theme


The most important thing Denethea is looking for in her life is
acceptance. She feels abandoned by her mother and frowned upon by
her House. The Socialite Character is someone who could potentially
“get her,” and that’s what makes them attractive. She’d probably look
up to a known socialite and seek their approval - while enjoying
partying with them, of course. As a role-model, the Character could
possibly have quite an impact on her.

The Wealth Theme


One of the ways the Princepsa is trying to regain at least a shred of
control over her daughter is by limiting her funds. With some effort, the
young Angel could probably get ahold of large sums of money by using
her powers on mortals, but that’s beneath her. If a really wealthy
Character lives in the Province, Denetha will surely approach them for
additional funds. Finding herself a potential sugar daddy or sugar
mommy would additionally irritate the Princepsa, and Denethea
considers that a bonus.

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House Dawn
Denetha is impressed with the shameless attitude of House Dawn. She
might not entirely understand it, but the idea of rejecting others’
judgment and living a shame-free life sounds like an ideology for her.
She’d love to learn more about the Infernals of House Dawn, but she
may find their ideas on raising children and their servitude to their
parents a bit off-putting.

House Hariel
There are things that Denethea wants, and she’s in a unique situation,
making her able to pursue almost any goal she’d like. Yet she still
cannot find what she’s looking for. She does feel a yearning deep
inside her but cannot discover what it is she truly desires. Perhaps an
Angel of Passion could help her find her way?

House Joy
If you asked Denetha, she’d be quick to tell you that House Joy is by far
her favorite Defiant bloodline. She’s known to have stated that she
wished she was born a Joy many times in the past. And while she
claims it’s the idea of living a carefree life of fun and earthly pleasures
that’s she’s after, she also secretly yearns for a mentor-figure to guide
her, the same way young members of House Joy are taken care of
during their Chrysalis.

House Sekh
Denethea’s got oh so many great ideas, but no way of making them
come true. She’d love to approach a Sekh and share her visions in
hopes of doing something together. An extreme club, a new dangerous
game set in the province, an idea for a kinky tournament - she’s
actually quite creative and would love to partner with a Sekh in creating
a new wonder in Bridgewood.

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House Shemesh
Sometimes (actually, more often than not), new dangerous ideas pop
into Denethea’s head. There’s a piece of her that would love to become
the perfect young lady her mother and her House want her to be, but
she’s also bent on doing whatever she can to spite them. But there’s a
way to do both: she might approach a Shemesh Royal and ask to
become their Companion. It’s next to impossible since the Princepsa
would need to sign off on it, but then again, Denetha would make for a
very prestigious part of a Shemesh entourage.

House Zeruel
Ireviel serves as the First Ward of the Princepsa, which means it’s her
duty to care for all of Amathea’s Zeruelite Courtiers. Since her Lady
refuses to allow her to straighten Denethea up, she is looking for other
ways to take care of her before something terrible happens.
Transferring the young Angel to a different Zeruelite Court could work,
and Ireviel is willing to secretly help a Zeruelite Character to manipulate
the Princepsa into granting them control of her daughter.

Sheggrih
The world of Defiant is not fair. Some supernaturals awaken as members of
the Great Houses, while many others are bound to be Lowborns, living in the
shadow of their powerful kin. Most accept their status, as there’s literally
nothing that can be done to change the order of things. But there are those
few, optimistic to the point of being delusional, who believe they can make
their own destiny. And that brings us to Sheggrih.

Sheggrih is a Leviathan Lowborn who knows deep in his heart that he’s too
good for the role of a mere subject. Through dubious means and with endless
amounts of enthusiasm, he tries implementing different schemes to finally be

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recognized as one of the top players in New Hethlon and be able to live the life
of prestige and luxury he has always dreamed of. All of his enterprises fail
miserably, but it seems to have little effect on him. Even before the dust of his
last disastrous venture clears, he’s already back with a completely new idea,
absolutely sure that this time, he will hit the jackpot.

While he never succeeds, Sheggrih is also impossible to beat or get rid of. It
seems like the mixture of overconfidence, extreme optimism, and pure luck
has made him invulnerable to any real danger. He continues with his shady
operations, always ready to come up with a new plan, con, or venture.

Sheggrih is a man in his early thirties, always clearly overdressed for the
occasion. He’s of Slavic descent, with carefully groomed, dark blonde hair and
a clean-shaven face. If one were to look past his irritating mannerisms,
Shaggrih could actually be considered quite handsome.

Distinctive Features
Shaggrih seems to be irrationally proud of his cheap suits and fake jewelry.

He tends to overdramatically check the time on his fake Rolex, making sure
everyone notices the watch.

Potential Archetypes
Shady Entrepreneur, Overconfident Schemer, Lucky Wannabe

Secrets
Surprising: Sheggrih might be a sleazy con man and a shady businessman,
but he’s no cutthroat. He actually likes to help those in need, especially the
Lowborn or even mortals in tight spots. Sure, he’s focused on his own gains,
but if someone else might benefit from his endeavors, that’s all the better.

Intimate: It is something Sheggrih is not willing to share with anyone, apart


from his closest friends, but he doesn’t really remember his Beacon. He has a
faint memory of a beautiful, angelic voice singing lullabies to him, but that’s

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about it - after he awakened, he couldn’t find his mother. The first time he
heard Princepsa Amathea, her voice felt weirdly familiar. Suddenly everything
started to make sense! Surely, he’s a bastard child of Princepsa Amathea, who
cannot claim him due to some political implications and whatnot! While he
has absolutely no proof for his bold theory, Sheggrih is sure that he’s the
offspring of Amathea Zeruel. And while he’d normally boast about such a
thing, this feels too personal.

Sheggrih as the Link


With a plethora of creative, bulletproof ideas for new ventures, exceptional
amounts of stubbornness, and way over his head in problems, the Characters
will have a hard time getting rid of Sheggrih once he deems them worthy of
becoming his potential business partners.

The Aegis Theme


Is there anyone brave enough to help Sheggrih? The poor Lowborn is
being chased by bloodthirsty ruffians who decided to hurt him for no
apparent reason! Surely, the Aegis will protect an innocent victim? Ok,
so there might be a bit more to the situation, and the aggressors might
have been misled to believe there was no chance they could lose any
money through the “bulletproof” investment Sheggrih offered them.
Also, they might have gotten angry after they learned that the
investment never even came to fruition, but sadly their money has
already been spent on “other operational needs.”

The Goliath Theme


A strong, imposing Character would work perfectly as Sheggrih’s
enforcer. Of course, since the Lowborn does not expect the Goliath to
be enthusiastic about his plans, he’ll try to lure him into a situation
where the Character will have a chance to show off their force, and
Sheggrih can claim that the Goliath works as his muscle.

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The Prodigy Theme
Sheggrih could approach the Character asking for a chance to either
pass something along to a powerful ally or to join the Prodigy in a
meeting with their mentor. The Prodigy could also learn about a
Lowborn claiming to be a close personal friend of their mentor,
boasting about his connections or trying to gain something by faking
being an associate of the mentor.

The Shadow Theme


Sheggrih has many plans, all of which are supposed to work out
marvelously, but none actually do. One of the schemes may require
him to gain some sort of hard-to-obtain information (such as a file
from the private computer of a Royal, the password used by a secret
society, and so on). He will gladly include the Shadow in his plans,
ready to share the immense profits that they are surely to gain through
this new venture. He might also claim that this, in fact, is a secret
mission he is organizing on behalf of the Princepsa, who naturally will
deny any involvement (especially since she has no clue about the
mission, as it’s all a ruse to get the Character involved).

The Warrior Theme


This story hook will work best if the Characters already had a chance
to meet Sheggrih and know a bit more about him. To apologize for
previous mishaps, the Lowborn invites them for a friendly gathering in
the Under the Bridge Pub. It is only after the Characters arrive that the
Warrior learns he has been booked in a prizefight, with Sheggrih as his
manager. And, erm… Would it be too much to ask for him to throw the
fight, cause there is some serious money involved?

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The Wealth Theme
The Wealth Character will have their hands full with Sheggrih. With all
the business possibilities and insider information, they could do
wonders together! Not an Episode should go by without the Lowborn
presenting a new venture that’s simply too good to pass on. Naturally,
all of the opportunities should turn out completely different than
expected.

House Black
So… money’s a bit tight right now, and Sheggrih is actually looking for a
mundane job, so he can pay off his debts. And since he considers the
Character his personal friend (no matter how the Character perceives
their relationship), naturally he comes to him for help. Since all
members of House Black are supposed to have some sort of a
mundane occupation, surely the Character can help him get a position
wherever they’re working, right? Needless to say, Sheggrih will not turn
out to be employee-of-the-month material.

House Kyrios
The sibling wars of House Kyrios pose a perfect opportunity for
potential gains, and Sheggrih is always ready to present a Daeva
Character with new scoops and information on who’s fighting who and
how the Royal could interfere. While at least half of his “exclusive
information” is completely useless, sometimes Sheggrih actually does
stumble on important secrets that may allow the Character to meddle
in their House’s affairs. Of course, as it’s always the case with
Sheggrih: the Lowborn has his own agenda and goals and tries to steer
the Character towards helping him achieve them.

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House Melqart
Whatever the Melqart Character is collecting as their Hoard, Sheggrih
will come to them, offering a unique chance to add an exceptional new
item to their trove. Of course, the item in question will either turn out to
be a fake, stolen from a powerful Defiant, or acquiring it will prove far
more complicated than the Lowborn promised it would be.

House Sekh
Sheggrih knows the Sekh are always focusing on their great projects
and believes he might use that to his advantage. He will approach the
Character about some evil Defiant who poses a threat to the
completion of the Royal’s project, whatever it may be. He plans to get
rid of his competition that way. Of course, to make it more believable,
he will plant some evidence or manipulate the alleged aggressors into
acting as if they really were the enemies of the Sekh Character.

House Shemesh
It’s not that Sheggrih likes to complain, but wherever there’s injustice
happening in the fine Province of Bridgewood Boulevard, he feels it’s
his duty to do something about it. And, naturally, he is the one to fall
victim to that injustice. Since the Shemesh are the mightiest, most
noble and most ferocious of all Leviathans - and all beings in general -
this poor Leviathan humbly asks to help him in his misfortune and
support him in whatever doomed venture he’s currently pursuing.

House Zeruel
Sheggrih is fascinated by the Angels of Glory, as he believes himself to
be the lost son of Princepsa Amathea. He’ll find all sorts of excuses to
hang out with a Zeruelite Character, who may quickly find the Lowborn
trying to copy his style and manners with mixed success. To better
embrace the angelic persona, Sheggrih might occasionally borrow an
item from the Zeruelite Court, with every intention of giving it back at a
later date (unless it gets lost, stolen, or taken from him, of course).

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Lord Vincent Joy
It is not uncommon for Royals to spend some time among friends and
relatives in other Provinces. While all Lords and Ladies of the Domain reside
within the same city, every now and then they can enjoy the hospitality of
other Defiant and become their guests for a few days. In the case of Lord
Vincent Joy, however, some believe he has already overstayed his welcome in
Bridgewood Boulevard, and many begin to wonder about the real reasons
behind his frequent visits.

Vincent Joy is an Infernal Lord from the neighboring Bridgewood East Point
Province. About two years ago, he married Tayanna Achto. He barely knew the
woman and decided on the marriage due to her parents’ extensive political
connections. While there is technically nothing wrong with their relationship,
Lady Consort Tayanna has turned out to embrace the rules of her new
Province beyond her husband's wildest expectations. As the law of
Bridgewood East Point decrees, Royals are to make themselves known to the
mortals and revel in their adoration. Lady Tayanna proved to be a natural at
showing off her divine heritage and soon became famous among the
Province’s Royalty.

At first, Lord Vincent was happy to see his wife flourish, especially since this
also meant being in the good graces of the Princeps. Nowadays, however,
Vincent Joy feels less and less at home in the Province, as his wife seems to
have become the more important of the pair. Rather than confronting the
powerful Daeva, he decided to spend some quality time in the neighboring
Province of Bridgewood Boulevard. And each brief visit back home convinces
him that there’s nothing wrong with exploring the Boulevard some more.

Lord Vincent Joy is a handsome man in his late thirties. He dresses in stylish
suits and keeps his long black dreadlocks neatly tied back. It’s hard not to
notice Vincent’s broad shoulders and lean yet muscular physique. Vincent also

535 Bridgewood Boulevard


has a charming personality, and whatever happens, he always appears to be
in a good mood. Whenever things go awry or the situation turns dangerous, he
seems compelled to sum the situation up with a witty comment.

Distinctive Features
Through careful grooming, Lord Vincent manages to make his dreadlocks
appear like an elegant, formal hairdo.

You can always count on him to make a witty remark, even in most dire
situations.

Potential Archetypes
Elegant Guest, Irresponsible Explorer, Reluctant Husband

Secrets
Intimate: The most important secret of Lord Vincent Joy is the reason behind
his frequent visits: he really feels his wife has grown in power to a point where
there isn’t really much for him to do back at home. Living alongside a true
goddess was never his idea of fun. He’s also looking for ways to address the
situation, but so far hasn’t been able to find the courage to have a frank talk
with his spouse and tell her about his doubts.

Dark: There’s actually more to Vincent’s marital problems than his wife being
too pushy. She has embraced the role of a dark goddess, demanding sacrifice
and punishing mortals for her pleasure. Many Defiant would not have any
problems with that, but Lord Vincent Joy is one of those unlucky Infernals who
remembers some things about his tenure in Hell. There’s a part of him that
still hungers for bringing pain and punishment to others, a dark side he wants
to keep at bay. After reawakening here, Vincent decided to enjoy life rather
than reveling in other people’s anguish. He fears that being close to his wife
would bring the old Vincent back.

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Lord Vincent as the Link
The visiting Royal is here to have fun. His presence might get a bit tiring from
time to time, but he’s also full of new ideas for exciting activities and does
spend quality time with the local Royals. Once he gets to meet the Characters,
he might actually become friends with them.

The Ars Amandi Theme


It’s not that Lord Vincent wants to play a matchmaker, but since the
rules of the Province forbid true love and commitment, finding new
lovers seems like a great idea. It just so happens that Vincent met this
interesting Defiant the other night, who told him they’d love to meet the
Character, as they are curious about the famous lover. And Lord
Vincent is more than happy to introduce both parties to each other.
The Gem Theme
Vincent may fall for the enthralling Character himself or insist on going
to parties together so the Gem can help him meet new people, as his
wingman (or wingwoman) of sorts. Either way, the Infernal simply
must attend a few events with the Gem at his side.
The Guide Theme
Now, erm… Lord Vincent has a friend. A friend - yes. And this, uhm,
friend, may have a problem with his wife spinning out of control. Just
out of curiosity, if the Guide were to give a piece of advice on how to
proceed in such a situation, and how to handle a reawakened evil
goddess, what would the main pointers be? The, uhm, friend, seems to
be in a really tight spot, and could surely use some help.
The Power Play Theme
Vincent knows all about subduing someone to hurt them. But doing so
to give them pleasure and satisfaction - that sounds really interesting!
If he were to master this craft, perhaps he could find a new way to use
his Infernal skills in a far more benign manner. Regardless of the
Character’s preferences, Lord Vincent has so many questions and
shows a genuine eagerness to learn.

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The Socialite Theme
Lord Vincent Joy has come to Bridgewood Boulevard to party. And the
Socialite seems like the best person to party with. Accompanying the
Character will surely end up with some amazing adventures worthy of
a member of House Joy.

The Weaver Theme


If Vincent were to discover the skills of the Weaver Character, he could
hatch a new plan. His life is going nowhere, and he is getting
desperate. Perhaps the skilled schemer could help him out? It’s not
that his wife has done something inherently wrong, but maybe a
divorce would be the right course of action? It’s not easy to divorce
someone in the world of Defiant, however, especially if they are well
connected. Could the Weaver help the poor Infernal out?

House Achto
Vincent never really had a chance to get to know his wife before she
quickly embraced her role as a true goddess. Perhaps if he could
spend some time with another member of House Achto, he could learn
more about her bloodline and figure out how to arrange their
relationship better? He has many questions but doesn’t want to explain
the actual nature of his interest.

House Aratron
Although he tried many times, Lord Vincent cannot put his dark past
behind him. Perhaps an Angel of Mercy could help him reach the
absolution he so desperately needs and free him of his old self.
Vincent is not really ready for true sacrifices and real commitment,
however, at least not at first. With some guidance, he might be
convinced to really work on his unresolved issues and find true mercy.

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House Dawn
There’s something fascinating about embracing who you are,
especially if this means accepting your time in Hell and all the things
you did there. Lord Vincent is drawn towards members of House Dawn
and enjoys spending time with them, especially in public situations
where their lack of shame can truly show. He’ll find different excuses
to either invite a Dawn Character to an event or accompany them.

House Hadad
He may be troubled by his past and perplexed by his marriage, but
Vincent is also here to learn new exciting things and party, carefree.
For Vincent, every Hadad Court is a chance to be introduced to new
hungers and desires, since the Storm Leviathans tend to take pride in
their cravings and show them off to visitors. As a curious individual,
Vincent will probably have many questions or may decide to further
explore the topics on his own.

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House Hariel
Harielites seem like the perfect partying companions. Lord Vincent will
come up with many ideas for exciting events they might enjoy
together. What he’s really interested in, however, is attending a party
hosted by the Angels of Passion, or perhaps being able to participate in
one of their famous “Dances of Hariel.” Actually, his curiosity might
even get the better of him, and he might end up secretly following the
Hariel Character, hoping to discover an interesting party location.

House Joy
It’s only natural that during his visits to the Boulevard, Lord Vincent will
want to spend some time with his cousins from House Joy. Being his
kin, they should feel obliged to help him out, even a little bit. On the
other hand, he is more than happy to support their causes, give them
some advice (solicited or not), and of course, help out during events
and parties. Actually, he believes it’s an excellent idea to hold a party at
their place! He also might have already sent out the invitations, as he
was sure the Joy Royal won’t mind...

Halica Kyrios
While Halica Kyrios does not hold a royal title, her unique position makes her
one of the most influential Defiant in New Hethlon. She serves directly under
Lord Ismil Sekh, the Archon of Blessings, as his trusted Seneschal and right-
hand woman. Tasked with many duties all over the city, the Archon has little
time for his true passion: managing his Great Arena and organizing
tournaments. Halica Kyrios is tasked with finding new talent, devising new
stipulations, and creating spectacles for the amusement of her master
and the crowds gathering at the events. She’s an expert in modern-day
gladiator shows, a versed master of the duel etiquette, and a former
champion of the Arena.

540 Bridgewood Boulevard


Since the Princepsa of Bridgewood Boulevard seems to have gone passive
and complacent after her husband’s untimely death, Archon Ismil decided to
help the Province in the best way possible: he has sent Halica to the Boulevard
to find new promising fighters and organize an epic tournament that will
reinvigorate the local Royals. This is no easy task, but Halica Kyrios will not let
her master down.

Halica is a beautifully built woman, well in her forties. She’s in great shape,
with the physique worthy of a former Arena champion. Her curly blond hair,
and sharp, blue eyes, may not give away her Kyrios heritage, but she makes up
for it with intricate Hellenic symbols tattooed all over her body. As a Seneschal
to a member of the Authority, she dresses appropriately, choosing formal
costumes and evening dresses.

Distinctive Features
Halica has truly got the body of a warrior, but she clearly knows how to wear
her formal clothing.

Her Hellenic tattoos cover most of her body, spreading over her neck, jawline,
and temples.

Potential Archetypes
Classy Gladiatrix, Proud Veteran, Talented Recruiter

Secrets
Intimate: To better hone her craft as the manager of the Arena, Halica
watches all popular professional wrestling promotions along with shows from
the indie scene. She’s a true expert on all things wrestling-related, has her
favorites, and often makes notes during watching, to later use similar angles
during Defiant tournaments and exhibitions.

Surprising: Before joining the ranks of the Defiant, Halica was a mortal model.
She still takes an interest in fashion and would love to work on her own

541 Bridgewood Boulevard


clothing line one day. She also believes that her master’s Arena could be used
for Defiant beauty pageants. However, she’d like to turn them into
tournaments of sorts, with different challenges, potential storylines, and so on.
So far, she hasn’t talked about it with the Archon, though.

Halica as the Link


Under the orders of the Archon of Blessings, Halica roams the Province,
searching for suitable competitors and potential inspirations for tournaments.
Since she’s in the Boulevard on behalf of Archon Ismil, she’s treated with
respect and easily gains access to all local events.

The Gem Theme


A Gem Character would clearly make for an excellent addition to the
tournament. Depending on the situation, Halica might try to convince
the Royal to start training as a gladiator or take them to different
shows and ask them to help out as co-host (and train in that role
before the grand event).

The Goliath Theme


Clearly, any tournament would benefit greatly if the Goliath were to
take part. Halica will do anything in her power to make the Goliath
Character interested in joining. She’d probably like to build their fame
before the actual event by either placing them in a couple of lower-
profile matches or staging a situation where the Goliath can
“accidentally” show off their power.

The Prodigy Theme


The Character’s mentor might have either a conflict or an issue they’d
like to discuss with the Archon of Blessings and may ask the Character
to get to know Halica better, to gain some additional knowledge on the
Archon’s plans. Alternatively, it’s Halica who could be interested in
meeting with the Prodigy’s mentor or influencing them through the
Character.

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The Shadow Theme
As an emissary of the Archon, Halica can easily get herself invited to all
formal events taking place in the Boulevard but is far less likely to gain
access to the more private gatherings. If there’s any personal
information she might need to acquire, her co-conspirator would surely
be rewarded by the Archon (but it would probably be done in secret).

The Warrior Theme


Apart from organizing the tournament, Halica also serves as a scout
for her Lord, searching for skilled fighters to frequent the events in the
Great Arena. If she finds someone of talent, she is willing to use all
possible tricks to make them join the ranks of the Archon’s chosen
duelists. This might include offering hefty payments, using seduction,
or trying to intimidate the candidate into accepting the offer.

The Weaver Theme


In order to succeed, Halica needs allies in the Province. Not all Royals
are enthusiastic about the idea of the tournament, and she must come
up with different ways to get them engaged in the project. If she were
to find out about a skilled schemer, she would probably try to gain their
favor and offer generous rewards for the discreet support of her
efforts.

House Black
An event of the scale of the Grand Tournament requires a lot of
mundane workforces, and who better to ask for help in that matter
than a member of House Black? Additionally, Halica could use
someone’s help to convince Lady Consort Jessica Black to allow the
use of the Revelry Center for some minor tournaments.

543 Bridgewood Boulevard


House Achto
While Lord Tenoch Achto is not actively fighting against the project, the
idea of a tournament doesn’t really pique his interest. It simply doesn’t
sound like enough of a thrill for him. Unfortunately, Halica could really
use Tenoch’s immense wealth to be able to create a truly marvelous
spectacle. She will try to acquire the help of the Achto Character to
sway the rich Lord into committing more to the cause.

House Aratron
Lord Menariel Aratron is the key opponent of the grand tournament. He
prefers peace and quiet over flashy rivalries and believes that pitting
Royals against each other will do more harm than good to the
Province. As he is widely respected, Halica is desperate to find a way
to make him support the project, and she could use the help of another
Aratronite. She hopes that with the help of an Angel of Mercy, she’ll be
able to find new arguments to make Lord Menariel see things her way.

House Hadad
Every Hadad Royal is supposed to show off their passions, tastes, and
desires through their Court and Holding. Halica believes that whatever
the Hadad Character is keen on seems like a perfect addition to the
event. She will approach the Character to learn more about their views
and cravings and will propose working together to somehow
implement them in the tournament.

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House Kyrios
Being a Kyrios herself, Halica will try to secure the support of her
relative and will hope to make them the main ally in her quest. If you
want to make it even more personal, you could introduce Halica as the
Player Character’s sister, who failed to secure the Royal title for herself
and now serves under the Archon. This could potentially lead to
reigniting old rivalries from the time when they were both fighting for
the throne.

House Melqart
To gain the support of the Melqart Character, Halica may propose
including their Hoard as part of the event. Perhaps all participants
could wear the priceless jewelry the Melqart is collecting? Or maybe an
exhibition of their art collection would be a great addition to the
tournament? Halica is willing to help the Melqart procure additional
items for her trove, if that will make them more likely to help with the
preparations.

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The Story Arcs
Bridgewood Boulevard comes with two ready-to-use Story Arcs for you to
choose from. The first one (“The Blessing of Plenty”) was made using the
Basic creation rules, while the other (“The Perfect Match”) follows the
Advanced version of the guidelines. You can choose either of them for the first
Season of your Chronicle, or come up with a Story Arc of your own, using the
rules in the “Preparing the game” Chapter, and treating the two storylines
below as examples.

Story Arc: The Blessing of Plenty


The Province of Bridgewood Boulevard has enjoyed a long period of steady
growth. All good things come at a price, however, and the time to pay is
drawing near.

The Background
Princepsa Amathea is not the only Royal to lose a loved one in the Province,
and both deaths are somewhat intertwined. During the war to dethrone the old
Hierophant, Lady Menefer has lost her beloved wife. This took her down a
dark, destructive path. She isolated herself in her vast library, mourning her
loss, accompanied only by the dangerous whispers of the forbidden tomes
from her extensive collection.

Back then, Princepsa Amathea considered Lady Menefer a good friend and
tried to help her by giving her a new duty to focus on. As a Daeva, Lady
Menefer was to care for the welfare of the mortals in Bridgewood Boulevard.
Unbeknownst to the Princepsa, the plan has backfired. Lady Menefer saw the
new duties as an unwelcome burden and decided to turn to the dark arts to rid
herself of the problem and be able to mourn in peace.

Using the forbidden rituals from her books, she has summoned an apocalyptic
being - an old god of plenty named Ceroklis - and bound him to her will. The

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powerful being was to cater to the needs of the mundanes, allowing Lady
Menefer to be left alone to her dark thoughts. The summoned diety made
good on its part: the mortals in the Province quickly grew rich, new businesses
opened, and the neighborhood flourished.

Ceroklis needed to be bound in place by performing rituals and granting it


offerings of different kinds. As Lady Menefer was not able to fulfill all of the
being’s demands on her own, she came up with an idea for a secret party
game that quickly caught on in the Province. To this day, Royals and Courtiers
alike participate in different challenges assigned to them by the mysterious
“Dealer,” unaware of the game’s true purpose.

Most of the tasks are quite innocent, at least from the Defiant perspective. For
example, two participants are supposed to have sex with each other, someone
needs to fulfill another player’s wish, they have to destroy a valuable item by
throwing it into the river, and so on. While many of the game tasks exist purely
to make it attractive to the easily bored Defiant partygoers, some are designed
to cater to the apocalyptic deity’s needs.

The game became quite popular, and for some time, everything appeared to
work out just fine for Lady Menefer. Her life had taken a decisive turn for the
better when she met a beautiful Angel from House Hariel: Sethenea. The
young Defiant caught the Lady’s eye, as she did exceptionally well in the game.
The initial interest quickly evolved into fascination and finally resulted in a
marriage. After years of solitude and mourning, Lady Menefer was finally
ready to be happy once more.

This blissful time could have lasted a lot longer if it wasn’t for the curiosity of
the Princeps Consort. Amathea’s husband, Roderick Dawn, grew suspicious of
how Lady Menefer managed to bring prosperity to the mundanes in the
Province. Knowing that his wife was very fond of the Lady, he conducted a

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secret investigation, waiting to share his doubts until he found proof of any
wrongdoings.

He got close to uncovering the truth, but in the end, failed to draw the right
conclusions. He did discover a connection between some elements of the
secret party game and apocalyptic rituals, but that made him focus his
attention on the key player: Lady Consort Sethenea Hariel. He was also
careless enough for Lady Menefer to catch wind of his investigation. Terrified
of something happening to her young spouse, Lady asked the apocalyptic
entity for help.

With the deity’s guidance, she laid out a trap for Princeps Consort, and the
apocalyptic god devoured his soul, leaving his dead body behind.
Unfortunately, this enabled Ceroklis to grow in power, to a point where it is
almost ready to break free from its chains and wreak havoc on the Province.
Once it tasted the blood of Defiant Royalty, it thirsted for more and demanded
that Lady Menefer bring it more Royals to devour. This is probably the only
thing that could satiate it and prolong its servitude.

Until now, Lady Menefer has managed to keep Ceroklis under control with all
manner of different rituals and offerings. She is devastated by what she has
done, especially since she made the Princepsa suffer the same terrible fate
she once had to endure. Menefer is not ready to take another life for the
apocalyptic deity, but she is also bent on doing whatever is needed to keep her
wife safe. She is torn, with no good options left. And the deity is getting closer
and closer to breaking free.

The Dark Fate


Lady Menefer Sekh will not succumb, and there will be no more Defiant
sacrifices for the apocalyptic god. She despises herself for what she’s done,
but is too afraid for the fate of her wife to come clean - after all, whatever
punishment Menefer would receive for her grave sins, it would surely reflect

548 Bridgewood Boulevard


on her Consort’s situation. Unable to end this hopeless situation, she will focus
on alternative methods to control the deity and on covering her tracks – all in
the futile attempt to keep everything as it once was.

Ceroklis will break free from the Lady’s spell and bring chaos and destruction
to the Province. Many Defiant and mortal lives will be lost. The beast may
eventually be brought down, but Bridgewood Boulevard will change forever,
becoming the symbol of a fallen dominion. All this will happen if the Players
fail to interfere in the last acts of this drama.

The Whispers
When it comes to Story Arc, rather than pushing the underlying plot forward,
use the first couple of Sessions (up to two Episodes) to familiarize the
Characters with the overall situation. You should also hint some potentially
important facts that will make more sense later in the Season.

Below, you will find a list of “whispers”: snippets of information or short scenes
that you can introduce during the game. Do not put too much emphasis on
them. They are supposed to pass almost unnoticed by the Characters. They
are things the group might hear during a meeting, a short description you can
give them while they are traveling to an event, and so on. Use those that you
find interesting or fitting; you do not have to introduce all whispers into your
Chronicle.

Remembering Roderick Dawn


Many Defiant in the Province knew the Princeps Consort, and Characters may
hear different rumors about him at pretty much any event they attend. Since
the Authorities failed to uncover the secret of his death, people speculate
about it all the time.

A Defiant critical of the current leadership might scoff and say that it is no
wonder the investigation has brought no answers, as Roderick was probably
the only capable investigator in the Province.

549 Bridgewood Boulevard


Two Royals may discuss the circumstances of Roderick’s death. One might
say that it must be connected to some sort of supernatural, apocalyptic
activity. The other could disagree and blame an unspecified neighboring
Province that’s jealous of Bridgewood Boulevard’s high esteem.

Someone might recall Roderick asking a lot of strange questions just before
his demise. The questions revolved around a mundane investment and clearly
point nowhere. However, some believe that Princeps Consort “was onto
something,” and that’s why he was killed.

If the Characters were around before Roderick’s death, the Players might ask
you about him and his demise. Keep it vague - he did not approach them
during his investigation, and his death was a big deal.

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Back in the Old Days
Before the machinations of Lady Menefer, the mortals in the Province weren’t
really doing that well. It is only after the apocalyptic deity started to serve her
that the neighborhood gentrified and mundanes became wealthy.

Some Defiant may recall “the old days” before Bridgewood Boulevard became
a tourist attraction. They might reminisce about the times when the streets
were dangerous at night, when many old buildings were not yet revitalized and
turned into either lofts or tourist traps, and so on. Using these whispers will
help the Players remember the Province’s past and it’s recent growth.

How to Cope with the Loss


Someone critical of the Princepsa might point out that her mourning is
damaging to the Province. They might point to Lady Menefer as an example of
a Royal who knew how to cope with loss. Although she was obviously in great
distress after losing her loved one, she excelled at her duties of helping the
mundanes. And, after some time passed, she managed to find a new partner
and happiness. If only the Princepsa could learn from her...

By inserting these opinions into your Episode, you will quickly establish a few
important facts about Lady Menefer while focusing the Characters’ attention
on the “incompetent Princepsa,” rather than the culprit.

The Lovely Couple


Since Lady Menefer’s love for her wife is one of the main drives behind her
recent actions, it would be good to establish their relationship and feelings
toward one another. Have the couple attend an event together, and emphasize
the Lady’s obvious affection towards her young spouse.

As for her wife, Sethenea Hariel, she does seem to be fond of Lady Menefer,
but she is clearly not as invested in the marriage. As a young Defiant who
suddenly rose in power and earned privileges, she’s far more interested in the
newfound possibilities. And her wife is more than happy to spoil her in every

551 Bridgewood Boulevard


possible way. The relationship seems to be working: Sethena does not seem
to cynically use her wife’s affection, while Menefer is aware that her spouse
does not share her feelings, at least not to the same extent.

The New Waterfront


You can show how well the mortals are doing through local news outlets. The
Characters may read, hear, or watch a piece about a new big investment being
finished. A large part of the waterfront has been refurbished and changed into
a luxurious recreational area along with a park, marina, and shopping center.

The experts are in agreement that this is yet more proof of the neighborhood's
rise in prestige, with local land value reaching new record heights.

Invite a Friend
The game designed by Lady Menefer plays an integral part in her scheme and
can be potentially crucial during the showdown stage of the Story Arc. That’s
why you need to make sure the Players and their Characters are aware of this
semi-secret, decadent activity. Defiant of different ranks (Royals and Courtiers
alike) are given secret tasks in red envelopes.

552 Bridgewood Boulevard


The game is designed in such a way that apart from planning, no additional
interference from Lady Menefer is needed. A few participants may be asked to
steal a specific necklace from a Lady and bring it to a particular person, while
the person in question receives an assignment to fulfill a single wish made by
the Defiant, who brings her said necklace. Some tasks reap rewards while
others do not, but Lady Menefer manages to keep the participants interested.

The Characters may already be aware of the game or even actively taking part.
They may also be introduced to it by a friend (who might have received a task
of finding more participants) or come across it by chance. If they decide to
participate, you may use the game as a means to make events more exciting.
Adding additional tasks may spice up even the most boring meeting.

The Characters do not have to participate, however. It’s enough if they are
aware of the game’s existence. Of course, no one knows who runs the game,
and everything is planned in advance. Lady Menefer knows how to cover her
tracks. If somehow the Characters do manage to discover that she is the one
behind it, it won’t matter that much, as she can say she created the game in
secret, as a gift for her wife. Since Sethenea is an avid player, this explanation
makes sense.

The Side-Events
Typically, a Basic Story Arc requires only a single side-event be prepared.
Since you may want to run the game with different groups, you will find three
different side-events to choose from. It’s enough if you introduce a single one,
but if you want to, you can decide to include two or even all three of them in a
Season.

Remember, however, that the more side-events you include, the more pressing
the matter will become for the Characters. And the Story Arc is supposed to
be an element of the background, not the main focus of each Episode.

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By default, you should decide on a single side-event and include it as a part of
one of the Threads in the third Episode of your Chronicle. The whispers helped
to lay out the general setup of the situation. The side-event will add some
dynamics to the Story Arc. Something’s wrong, and this is the first time the
Characters have a chance to get wind of it.

The Mundane Crusade


This event can be added to almost any kind of Thread, as long as it takes
place in Bridgewood Boulevard.

The event the Characters are attending is interrupted by strange reports from
around the Province. It appears that hundreds of mortals from all over New
Hethlon are arriving at Bridgewood, clearly under some sort of spell. When
confronted, they mumble half-coherent words about a bound god that they
came to liberate. As they possess no supernatural powers, they do not pose a
severe threat. Nevertheless, something must be done about them, and all
Royals are expected to help.

Since this event is meant only as a distraction for the Characters and an
indicator that something is wrong in the Province, dealing with the mortals
should be rather simple, even with minimal force. Some mundanes will
abandon their crusade after a bit of convincing, while others will run scared at
the first sign of violence or supernatural abilities. After some time is spent on
restoring order, the Characters can go back to their original activities.

If they decide to investigate the matter, they can learn the name of the “bound
god” from the mortals. The crusaders (people of all ages and social groups)
know they have arrived at Bridgewood Boulevard to liberate Ceroklis, but that’s
about it - they’re not even sure where to find him or how to set him free.
Following them or observing the crowds will prove that the masses were
moving towards the Metropolitan Library, home of Lady Menefer.

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Remember that there’s no need for the Characters to investigate the matter. If
they do, that’s fine; they will learn a few things that will become apparent
anyway, during the next step of the Story Arc. If they only do what is required
of them and quickly go back to the original event, the whole crusade will serve
as little more than an interlude and a new interesting topic to talk about.

The Shady Dealings


You can insert this event into a Thread taking place outside Bridgewood
Boulevard, especially somewhere where meeting another Royal from the
Characters’ Province seems unlikely.

While participating in an event or fulfilling a mission away from Bridgewood


Boulevard, the Characters stumble upon Lady Menefer, clearly involved in
some clandestine scheme. She acts suspiciously and meets with an infamous
trader who’d said to deal in all sorts of illegal contraband.

If the Characters decide to follow the Lady, they will find out that she
purchases a large vial of crimson liquid. It’s actually Royal, Defiant blood. Lady
Menefer is trying to find a different way to appease the apocalyptic god. She
hopes that perhaps offering him blood rather than a living Defiant will prove
good enough to buy her some time. This plan will fail: there is only one type of
offering that Ceroklis is interested in anymore.

During the trade, an unsuspecting Defiant walks in on Menefer. Depending on


where you want to place the Thread, this could be a Courtier from the local
Holding or someone’s subject on a mission for their ruler. Lady Menefer asks
the shady dealer to take care of the witness, who is quickly subdued. She
clearly states that she does not want them dead, and while the trader agrees,
the Characters shouldn't be too sure about the fate of the captured Courtier.

If they interfere, Lady Menefer will deny any wrongdoing and will storm off to
her Holding with the vial, giving a clearly false explanation for her actions. She
will, however, ask for the Courtier to be released. Since she’s aware of many

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witnesses now, there’s no point in silencing the first one. And despite all her
sins, she is still trying to avoid any unnecessary casualties.

The Break-in
If you want to use this side-event, you have to create a Thread happening in
the Bridgewood Revelry Center, home of Lord Menariel Aratron and Lady
Consort Jessica Black.

While at a party or a meeting in Lord Menariel’s Holding, the Characters are


having a private conversation in a secluded room when they become alarmed
by a commotion. It seems to be coming from the other side of one of the
walls. Within seconds, Lady Consort Jessica Black barges into the room with
a handful of guards. Clearly agitated by the Characters’ presence, she tries to
act as if nothing is happening, but more noises are heard from the other side
of the wall.

What’s really happening is that a group of Lowborn thugs working for Lady
Menefer have entered the secret basement of the Holding, where Lady
Consort Jessica holds illegal prisoners. The captives were brought to her by
the late Princeps Consort, and she was supposed to extract information from
them. While Roderick had the wrong idea - most of them are friends of Lady
Consort Sethenea and have no clue about any wrongdoings in the Province -
one of them, a Lowborn, has been actually assigned to Senethea by her wife
as a silent guardian.

Since he knows a bit about Menefer’s dealings (he used to help her before
with getting different kinds of offerings), Lady Menefer has organized a
mission to break him out before he compromises her. Roderick worked in
secret, since his investigation was not sanctioned by his wife, and after his
death, Lady Jessica has stopped her interrogations. She is trying to reject her
old Infernal ways, after all. Yet she didn’t release the prisoners, afraid she
would have to face the consequences of her actions.

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This situation can go in many different ways, depending on the Characters.
Lady Jessica needs to enter the secret chambers, as it’s clear something bad
is happening there (the thugs ran into one of the guards). She does not want
the Characters to learn her secret, but the situation is desperate. The thugs
know they are working for Lady Menefer, but they are just muscle: they are not
aware of her nefarious plans. They have worked for her before, however, and
know about quite a few extortions, burglaries, and briberies they executed on
her behalf.

The Main Event


It is now time to introduce a Thread that fully revolves around the Story Arc.
This may happen anytime after the Characters have played the side-event. If
you’re in a hurry, you can run the main event as the next Thread after that, but
you might as well wait a bit longer. As the Story Arc moves forward
independently of the Characters, this Thread will happen regardless of how
many (or which) side-events they have been through.

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Synopsis
News of Menefer’s suspicious behavior has reached Princepsa Amathea. She
is concerned with the information brought to her (perhaps by the Characters),
especially since some of it suggests that the Royal might be responsible for
her husband’s death. Princepsa organizes a small team of Royals to arrest
Menefer and bring her to justice. The Characters are part of the group.

The Characters’ actions and decisions during the side-events may have
impacted their situation and attitude towards Lady Menefer, but ultimately,
they end up in the same spot. If they haven’t pursued any leads or haven’t
shared their information with anyone, the news reached the Princepsa
differently. Perhaps her own investigation led her to suspect Menefer, or
another Royal shared their doubts with her.

Location
The Thread takes place in Lady Menefer’s Holding, the New Hethlon
Metropolitan Library. You can read more about the venue in the previous part
of the chapter.

Mission
The Characters are a part of a larger group sent to arrest Menefer Sekh. As
her guilt has not been proven yet, she is to be handled with dignity - she
remains a Lady of Bridgewood Boulevard.

As for Lady Menefer, she either purposely avoids any contact with the
Princepsa or is otherwise occupied. There is no way to reach her via phone or
any other means of communication. She was last seen entering her Holding
last evening, but the whole Court has gone silent since then.

Privileges and Limitations


All members of the group are free to enter Menefer’s Holding without her
consent. The Princepsa fails to give clear guidelines as to the amount of force
Characters can use to fulfill their mission. Since it is clear that this is an arrest

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attempt, not a punishment, they should follow all the normal Defiant laws to
the fullest extent possible.

The mission is supposed to be swift and discrete. The Princepsa doesn’t want
to make a big fuss about one of her Royals possibly being involved in a
nefarious scheme. She’d like to keep this quiet and resolve it without
interference from the Authority. After all, she doesn’t know the full extent of
Menefer’s trespasses. If she knew about the bound apocalyptic entity, she
would probably decide to include the Archoness of Justice or the Archoness
of Peace in this matter.

Setbacks
While some of Menefer’s Courtiers will oblige, if told about the nature of the
mission, others will not. The most loyal will be ready to defend their ruler, no
matter what, while most will want to confirm the Princepsa’s orders or inform
Menefer’s allies of her problems. While this could be eventually sorted out
using official channels, time is of the essence: Menefer will use the time she
gains to escape the arrest. So the Courtiers must be either overpowered or
convinced to comply.

One of the members of the arresting group will turn out to be a sworn enemy
of Lady Menefer and will use this opportunity to inflict as much damage on
their enemy as possible. You could go with either Lady Consort Khaemira
Hadad or Lord Menariel Aratron for this role, as they are both likely to be a part
of the group and could potentially hate Menefer. Whoever you choose, they
should clearly abuse the power granted to them by the Princepsa.

On their way to the library, the Characters come across a precarious scene. A
luxurious car stands on the sidewalk, with its front smashed in, clearly after
hitting a lamp post. Menefer’s wife, Lady Sethenea, is standing next to the
vehicle, and after spotting the Characters, tries to hail them. She was having
some fun with less privileged friends. They might have tried all sorts of

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different substances, after which they might have decided to check out the
latest gift from Sethenea’s wife and take it for a test drive. After they hit the
post, the friends scattered, afraid they might get in trouble, while Sethenea
stayed behind.

She’s tried calling Menefer but cannot reach her. Without her wife’s help, she’s
clearly lost. She feels taking a cab is beneath her and doesn’t know what to do.
Sethenea is clearly spoiled, irresponsible, and fully dependent on others, but
she also seems to be innocent in her own way. She also has no clue about any
of Menefer’s wrongdoings. She’s really fond of her wife, and while the never-
ending stream of gifts might be a factor in this, she’s also grown to genuinely
like Lady Menefer.

Now, still under the influence of drugs and only half-aware, she asks the
Characters to help her get to the Library. If they agree, she spends the whole
ride half-asleep, mumbling about what a great wife Menefer is. If the
Characters’ intentions become apparent, she will make a scene and possibly
even attack them (even though she’s in no condition to fight) and will do
whatever she can to help her wife. In her current state, she’s not a real threat
but can be a nuisance. Furthermore, while she’s an irresponsible, spoiled
Angel, she isn’t guilty of any serious crimes. She has nothing to do with
Menefer’s plan, and if anything, she is actually the major reason why Lady
Sekh is trying to right her wrongs. She serves as a reminder that with the fall
of Lady Menefer, innocent Defiant will suffer as well.

Conflicting Agendas
Since this is a regular Thread, each Character should enter it with two
conflicting agendas, as per Thread creation rules. You will have to design
those yourself, since they’re not universal and depend on the Characters. The
agendas may come from Courtiers the Characters have taken with them,
members of the Princepsa’s Court who are aware of the mission, other Royals
in the group, spouses and loved ones, and so on. They may have to do with

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the treatment of some of Menefer’s subjects, taking something from the
Holding, acting in a specific way during the arrest, or similar things.

High Point
After talking or fighting their way through the Courtiers, the Characters
manage to find Lady Menefer’s study. They enter the chamber without any
other Royals present, giving her a chance to talk to them privately. She is not
hostile and shows no means to defend herself. She only asks that the
Characters let her explain the situation.

She confesses to all her wrongdoings, especially to summoning an


apocalyptic being, which is a terrible crime in itself. With a heavy heart, she
tells them about the death of Roderick Dawn. She does not ask for
forgiveness; she knows her sins are too great for that. She believes, however,
she might be the only person who can stop Ceroklis and send him away
before he breaks free. To do that, she’d need to flee the scene.

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The ritual requires two elements. A certain set of actions must be performed
by Defiant all over the Province. Clearly, most would not agree to partake in
this. This is not a problem, however, as long as the Characters are willing to
help. There’s a big party coming up the next evening, and they could easily
attend it. Lady Menefer tells them about the true nature of the party game she
invented and how they can use it to make the guests perform all the actions
needed, without ever knowing what they are really doing.

The second element of the ritual is more problematic. Ceroklis will not leave
until he has a chance to devour another Royal soul. Lady Menefer knows this
and is ready to sacrifice herself to pay for what she has done. All she needs
from the Characters is to let her escape the Holding and to promise her they
will look after Sethenea. After her death, her wife will lose her status,
becoming a regular Courtier once more. Without the Characters’ help, who
knows where she will end up?

If the Characters agree to Menefer’s proposal, she will flee the scene to later
send them a list of activities that must be performed during the party. They
might not accept the Lady’s offer, of course. She is clearly beyond redemption,
had some dealings with the dark arts, and either murdered or contributed to
the murder of another Defiant. If they try to arrest her, she will not fight back,
afraid of how it could impact her wife’s fate.

The Showdown
The final Episode of the Season revolves almost entirely around the Story Arc.
The first Thread is the final act of the storyline. Since the Characters were left
with a choice in the previous stage (to either help Lady Menefer or to arrest
her), you will find two different ideas for the showdowns, depending on what
the group has decided on.

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Remember that the showdown is a Thread - you need to design it in
accordance with standard rules, additionally using the guidelines and
implementing the elements described below.

The High Stakes Game


If the Characters decided to go ahead with Lady Menefer’s plan and let her
escape, they now have a key role to play. As she works on her part of the ritual
- which will end with her sacrificing her life to rid the Domain of Ceroklis - the
Characters need to orchestrate events at a party to make sure all other ritual
conditions are met.

The event Lady Menefer wants the Characters to attend takes place in the
Fountain of Youth club, a luxurious venue near the river, with impressive
waterworks. Lady Menefer bought the club some time ago and was planning
on giving it to her wife at their wedding anniversary. Since it belongs to her,
she has time and means to prepare it for the ritual. The club is located close to
the Portsbee Marina Hotel, the Holding of Lord Tenoch Achto.

It’s actually the Lord’s birthday, and his spouses rented the place to throw him
a large celebration that starts early in the evening and is planned to go well
into the night. This means that the first part of the event is planned by Lord
Lionel Joy, as he holds the title of the Lord of the Day, and after the sundown,
his sister, Vivianne - the Lady of the Night - takes over as the host. Since all
Royals from the Province are invited, the Characters can easily attend the
party, but they should bring gifts for Lord Tenoch.

As the game designed by Lady Menefer is quite popular, the event will be full
of avid players, all more than willing to participate and follow the instructions
delivered discreetly in the crimson envelopes. The Characters have all the
tools and materials to produce as many letters as they need. They can also
create additional letters with instructions during the party.

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Lady Menefer sends the Characters a list of things that have to happen during
the party for the ritual to succeed. Depending on the style of the Chronicle,
your “crossing the line” list, and preferences, choose or modify a few from the
examples below:

• A moment of true passion between longtime lovers


• Someone experiencing a new type of pleasure
• Someone being engulfed with jealousy
• A powerful man becoming powerless for everyone to see
• The hidden truth about a Royal made public
• A relationship ending in a fight
• An act of intimacy between four people of all Origins
• Someone of low status being granted a generous gift
• A fit of true rage demonstrated by a Defiant
• A tear shed by a Defiant Royal

Using the letters with instructions, the Characters need to make sure a
number of those requirements are met, fueling the ritual and enabling Lady
Menefer to expel Ceroklis. Unfortunately, she sacrifices her own life in the
process. If the Characters manage to achieve their goals, a strange surge of
energy is felt throughout the Province sometime later that night. The ritual has
ended, and the apocalyptic being is gone.

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The Unbound God
If the Characters did not choose to help Lady Menefer and arrested her, within
a day, Ceroklis manages to break free of the binding spell. As part of the
Apocalypse, he despises Defiant as a whole but is especially keen on exacting
revenge on the one who managed to bind him. Unfortunately, after her arrest,
Lady Menefer is held in the Princepsa’s Holding.

Normally, such a powerful being would not be able to enter the Domain, but
since it was summoned by an extremely knowledgeable occultist, it bypassed
the Sephira’s defenses. Ceroklis’ power is far from his full potential due to
remaining binding spells and the protective aura of the Sephira, but he is a
dangerous Idol and a formidable enemy.

He emerges in physical form near the river, and the whole Province
immediately falls under his spell. Mighty oaks sprout from the concrete
cracks, and within minutes, the entire neighborhood starts resembling an
ancient forest. Mortals quickly fall under the influence of the Idol, shredding
their clothes, lighting makeshift torches, and celebrating their new deity. A
rain of sweet mead starts pouring down on the streets, and all the mundanes
who drink it gain additional powers and a clear purpose: to clear the path for
their god, so he can destroy Lady Menefer and all that is dear to her.

As for Ceroklis himself, he takes a form of giant boar and rushes toward the
Princepsa’s Holding with a handful of enchanted mortals by his side. Since
you want the Characters to take an active part in the fight, they should be
around the area where Ceroklis emerges. Perhaps they were going to an
event, conducting an investigation to locate him, or doing something else in
the vicinity. Other Defiant will eventually arrive on the scene, but it might be too
late, as each minute the Idol grows in power.

Besting Ceroklis is no easy feat. The apocalyptic ancient forest counts as a


Trait against the Characters (lowering their Potentials by 1). The Idol

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possesses a “Mighty Boar God” Archetype, additionally reducing his enemies’
Potentials by 2, and is surrounded by a group of “Bloodthirsty Woads”, who
fight by his side. Additionally, there are hundreds of his new followers ready to
sacrifice themselves and be devoured by their deity to heal him. If nothing is
done about them, they will run towards him after every Challenge made by the
Characters and get devoured, lowering his Affliction by one level.

Since, at this point, Ceroklis is bent on destruction and getting to Lady


Menefer, every time the Characters should gain an Affliction as a result of a
Challenge, destroy something in the Province instead and additionally
describe the Idol getting closer to the Princepsa’s Holding. Mad with rage,
Ceroklis does not try to dispose of the Characters.

Besting the Boar God requires giving him a Severe Affliction. However, as long
as the mortals are sacrificing themselves for him, you have to decrease the
severity of the Affliction he is about to receive. So, in the beginning, a
Character would need four Successes in their first Challenge to defeat him,
and all the Challenges ending with a single Success end up with no effect at
all (as the Idol is immediately healed of the Affliction they just suffered). Of
course, the Characters may try to do something about the mortals, or to take
care of the Woads, to increase their chances (they work like any other
supernatural NPCs and require a total of two Successes to be defeated).

Other Bridgewood Boulevard Royals are occupied with minor apocalyptic


forces emerging in different areas of the Province. Still, they could eventually
come to the Characters’ aid, if you feel they need such help. When Ceroklis is
finally defeated, his body will disperse along with the ancient forest, and the
mortals will suddenly awaken, unaware of everything that has transpired. The
damage done to the neighborhood will remain, however.

For the best effect, whenever you need to destroy something as a result of the
Challenge, choose places that the Characters know from previous Episodes. It

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could be their favorite restaurant, a front of their friend’s Holding, a spot where
they took part in an event recently, and so on. Refrain from targeting their
Holdings, though.

The Aftermath
The exact nature of the aftermath depends on the path the Characters have
chosen. If they decided to go forth with Lady Menefer’s plan and helped to
subdue Ceroklis without him materializing in the physical world, many within
the Province are not aware of what has transpired. Before her death, Menefer
sent a letter to the Princepsa, explaining what happened and asking for her
forgiveness. She also explained the role the Characters played in her plan, so
they will be surely brought in for questioning

Princepsa Amathea understands that if the whole thing gets out, the Province
will face dire consequences from the authorities. She will probably have a
stern talk with the Characters but will not enact any obvious form of
punishment on them, as she wants to keep things quiet. The exact nature of
the meeting should depend on the outcomes of the potential Challenges
during the scene.

Seeing how the love for her young wife has changed Lady Menefer’s ways,
Amathea will decide on changing the Province Laws. Love will no longer be
forbidden, but since the Princepsa is prone to deal in absolutes, she will now
try to enforce affection for young lovers on her subjects. The new law will
require all Royals (both the Lord and Ladies, and the Consorts) to have young
partners accompanying them everywhere. Since the Characters will be the
first to hear the idea, they may try to influence it, but it’s really hard to change
the Princepsa’s mind, and only small modifications are possible.

If Lady Menefer was arrested and Ceroklis awoke in the Province, the
aftermath takes place after the Idol has been defeated. It is impossible to keep
the events secret, and the whole Domain is talking about Bridgewood

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Boulevard. The Archoness of Justice arrives in the Province to decide on the
fate of Lady Menefer and everyone involved. Since the Characters were the
ones to arrest the culprit, they will not suffer any direct punishments. The
Archoness will interview them, however, and their answers may weigh heavily
on the fate of the Princepsa and those close to Lady Menefer.

Menefer will be stripped of her titles and sentenced to live the life of a Scorned
- a pariah in Defiant society with almost no rights. Unless the Characters
influence the Archoness to act differently, she will decide that the Princepsa is
not to blame for what has transpired and should retain her position. With a bit
of persuasion, however, she could force the Princepsa to either retire or
abdicate, which would result in her son taking over the Province.

Regardless of whether the Characters helped Menefer or arrested her, a few


things will happen the same way. First of all, without the powers of the Idol
(and potentially with additional damages from the fight), the neighborhood will
likely lose its status. The local economy will partially collapse, the district
budget will decrease, and Bridgewood Boulevard will no longer be considered
one of the most prestigious districts in the city from the mortal standpoint.

With Lady Menefer either dead or sentenced, there remains a question of the
fate of her wife. Unfortunately, in Defiant society, a Consort cannot inherit a
Court and is demoted to the status of a regular Courtier. Before her death or
during her trial, Lady Menefer will ask the Princepsa to have her wife join the
Court of the Character who made the best impression on her during the recent
events. This way, one Character will be granted a new Courtier - the former
Lady Consort Sethenea Hariel.

The Princepsa (or her successor) will also ask one of the Characters to serve
as a new marshal in the Province, granting them special privileges. Depending
on the outcome of the Story Arc, they are either to make sure the new

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Province Law is carried out or that there are no more apocalyptic plots among
the Royals.

To make sure all the Royals that either arrested Lady Menefer or defeated the
apocalyptic Idol have been rewarded for their service, the Princepsa will grant
the Fountain of Youth Club to one of the Characters. After all, someone needs
to take care of the venue and make sure it is cleared of Menefer’s occult
contraptions. The future of the club is in the hands of the Character.

This way, in case of a full, three-person group, all Characters will walk away
with some sort of a bonus: either a new Courtier, a privilege and a function, or
ownership of a venue. If there are fewer Players in your group, you can either
give away fewer rewards or hand them out differently (for instance, in a two-
Player group, you could give the Courtier to one Character, the club to the
other, and make them both marshals).

The Next Season


After the final Episode, the Season ends. The Characters can make their
Seasonal Advancements, and you need to come up with a new Story Arc for
the next Season. You could build upon the previous Story Arc or design
something completely new. Regardless, the Characters should feel that some
things have changed in the Province. It is not as lively and wealthy as it used
to be. The whole situation has also clearly influenced the Princepsa.

If Princepsa Amathea stayed in power after the Final Episode, you could also
use the other Story Arc (“The Perfect Match”) as the plotline for the next
Season. It may require some tinkering, depending on the exact outcome of
this plotline, though.

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Story Arc: The Perfect Match
As two ambitious Courtiers wage war on each other, the whole Province
becomes their battleground.

The Background
Losing her husband might have been a great personal tragedy for Princepsa
Amathea Zeruel, but for most of the other Defiant, it’s mainly a great political
opportunity. Every House would love to see one of their own at Amathea’s
side, co-governing as the new Consort. Apart from the Great Houses pushing
their designated candidates, a number of Defiant try their luck, by either
wooing, negotiating with, or trying to manipulate the Princepsa. After all, even
a lowly Courtier can become her spouse, suddenly gaining unimaginable
power and prestige.

So far, Amathea has turned down all potential candidates, regardless of their
bloodline, gender, or personal agenda. Although some time has passed since
the death of her husband, she remains in mourning and can’t get herself to
start thinking about remarrying. Her sorrow is overwhelming, making her
almost unable to fulfill her duties as a Princepsa. Over time, she found it easier
and easier to pass a growing number of obligations onto her son, Veletron
Zeruel, the heir of Bridgewood Boulevard.

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The young Zeruelite proved to be a talented politician and a charismatic
leader, but most are unaware of his current role in the Province. He chooses to
remain in the shadows and keep his position a secret. Veletron has never had
a good relationship with his mother, who failed to see his potential and has
come to rely on him only recently. The most prominent example of the
Princepsa’s lack of faith in her son is not making him the First Ward.

Every Zeruelite Royal serves as a Protector to younger Angels of their House,


called Wards. Wards are to obey their Protector in all manners possible and
learn from them. The Protector chooses one of the Wards to serve as a
manager or an overseer for the rest. They are known as First Wards, and
among House Zeruel, becoming one is the most prestigious and sought after
distinction, short of gaining the rank of a Royal.

Years ago, soon after becoming the Princepsa, Amathea chose her promising
young Courtier, Ireviel Zeruel, as her First Ward. Since Ireviel proved a capable
caretaker, she has also been granted the title of Seneschal, becoming
Amathea’s second-in-command. After her first child, Veletron awoke, many
thought she would eventually make him the First Ward, but that never
happened. Eventually, Amathea granted her son the title of Champion, but for
an aspiring leader, this was far below his ambitions. Recently, he’s taken over
most of the day-to-day operations, though technically he still answers to Ireviel
Zeruel.

His hurt pride and the realization of his mother’s state has led Veletron to
believe Princepsa Amathea is no longer fit to rule the Province. For months
now, he has been actively working to deny any candidates to his mother’s
hand and push her into early retirement. This way, he will inherit Bridgewood
Boulevard and can start ruling officially as the new Princeps. As the de facto
governor, he can clearly see that his mother’s anguish is slowly weakening the
Province, and something has to be done about it.

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But Veletron is not the only one aware of the Princepsa’s state. Her First Ward,
Ireviel, fully understands the gravity of the situation. She can also see through
the intrigues of the Princepsa’s son. Should Veletron succeed and become the
new Princeps, life of Ireviel will take a turn for the worse. She knows there’s no
way that the young Zeruelite will keep her as his First Ward. So in her best
interest, she tries to find a suitable husband for her Lady, hoping that a new
marriage will invigorate her and help her become her former self: a successful
Princepsa who Ireviel has grown to respect and cherish.

Although most potential candidates quickly give up (especially with Veletron


actively working against them), Ireviel may have found a perfect match for her
Lady. Raymond Dawn is the second son of the infamous Princeps Roland
Dawn from the neighboring Province of Northbank Mill. As per agreement with
his father, Raymond served Roland tirelessly for years as a merciless enforcer
to be able to choose his own fate as a reward. Raymond is an ambitious
Infernal, and becoming a Princeps Consort would suit him just fine. He is a
resourceful, if a bit ruthless, candidate, backed by a powerful parent.

Pursuing the hand of Princepsa Amathea was his own idea, but Ireviel was
quick to contact him before Princepsa’s son could hinder his chances. Now,
Raymond Dawn works together with Ireviel to win the heart of the Princepsa
and secure the position of her husband - the new Princeps Consort of
Bridgewood Boulevard. Veletron, on the other hand, is getting ready to
succeed his mother and become the ruler of the Province himself. Only one of
those plans can come to fruition, and as the story progresses, the Player
Characters will be the ones to make the choice.

The Factions
Since the plotline revolves around the conflict between Veletron and Ireviel,
they should be considered the two opposing factions of the Story Arc. Below,
you will find a more detailed description of both factions, along with their

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potential light and dark paths (as required by the Advanced Story Arc creation
rules).

Veletron Zeruel, The Son of the Princepsa


The heir to the throne of Bridgewood Boulevard and the Champion of his
mother’s Court, Veletron is a skilled member of the House Zeruel.
Disappointed by the Princepsa’s conduct and eager to hold a position of true
power, he is willing to take matters into his hands and further weaken her will
until she decides to resign from her station.

The Light Path


While bent on becoming the new Princeps as fast as possible, Veletron does
only what he deems necessary. He does not want to hurt his mother and truly
believes it is time for her to either resign or retire. To further his agenda, he
uses his position to rile the local Royals against the Princepsa by issuing
problematic orders and blaming them on her. He also works against any
candidates for his mother’s hand whenever they appear.

The Dark Path


In the face of defeat, Veletron will no longer hold back and will do whatever it
takes to get what he wants. After everything else fails, he will be willing to
murder his own mother and cover it up by making it look like a suicide.

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Ireviel Zeruel and Raymond Dawn
After holding the prestigious and privileged position of the First Ward, Ireviel is
not ready to be demoted to the role of an ordinary Courtier. Furthermore, she
does want her Lady to find happiness in life and become the Princepsa she
once admired. She believes that the right spouse will rejuvenate Amathea and
end her sorrows.

The Light Path


Ireviel believes she found the perfect candidate. Raymond Dawn comes from
the same House as the Princepsa’s previous husband, is an intelligent and
strong Defiant in his own right, and with the backing of his powerful father, is
not likely to be staved off by Veletron’s machinations. That is why she allied
herself with the Infernal, sharing all her knowledge and connections to ensure
his success.

The Dark Path


Should Ireviel lose any hope of achieving her goals through semi-honorable
means, she will be ready to cross all boundaries to retain her position. She will
stage a coup in the Province, and then she’ll call the Princeps of Northbank
Mill for help, so he can “establish peace and safety in the Province,” effectively
holding the Princepsa captive until she agrees to marry Raymond.

Introduction Seeds
You should use introduction seeds to show the Characters both sides of the
conflict and the underlying situation. You will find six different introduction
seeds below. Each faction has three seeds to either give the Characters
neutral information or show the faction in a positive or in a negative light. You
can design more seeds if you want to, but remember to keep it balanced. For
each positive information about one faction, you should also introduce a seed
with positive piece of information about the other one, and so on.

Depending on how you want to use them, the introduction seeds can serve as
ideas for simple Scenes, side-events during a Thread, or you could develop

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them into Threads of their own. You should keep introducing new seeds for at
least the first three Episodes before moving on to the next phase of the Story
Arc. You can introduce them in any order you like.

The Busy Champion


Veletron may be driven by ambitions and impatience, but he is also a skilled
manager, effectively governing the Province for some time now. Since he is a
Champion and not the Seneschal of the Princepsa, technically speaking, he
has no business attending any events without his mother, who he should
protect. If anyone questions his attendance, he always claims he’s waiting for
the Princepsa to show up, as she appears to be late. Hardly anyone does that,
however, since most Royals are well aware of Veletron’s actual position.

The Player Characters should have a chance to meet Veletron to get a better
idea of what he’s like and what role he plays in the Province. He’s a well-
mannered Angel, but it’s hard to have a conversation with him, as his phone
never seems to stop ringing. When talking with the Characters, he will cancel a
few calls, always checking the identity of the caller, until excusing himself, as
he “really needs to take this.” The Characters should overhear him talking
about important matters of the Province, making decisions himself or trying to
convince his mother to take care of an issue she needs to tend to personally.

He’s clearly tired and frustrated with the situation, but does his best to keep up
appearances. Some Royals might dislike him, as they find the idea of a
Courtier meddling in their affairs infuriating, but others will be quick to praise
the Zeruelite for his efforts to keep the Princepsa’s matters in order. Since
Veletron has already put his plans into motion, some Lords and Ladies are fed
up with Amathea’s never-ending mourning. They may actually privately
suggest that perhaps it is time for a regime change. Sure, the Princepsa’s heir
is not without flaws, but at least he’s doing something.

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A Visit to the Northbank Mill
Raymond Dawn comes from an infamous Province. The Characters should
have a chance to visit Northbank Mill and see it for themselves. This could be
a brief trip or a longer stay, perhaps in the role of envoys or casual partygoers.
You can read more about the Province in the “Neighboring Provinces” section
in this Chapter.

The Lords and Ladies of Northbank Mill are cruel masters, treating their
Courtiers like personal slaves while insisting on proper attire and conduct.
When envisioning the Province, think of it as an archetypical evil kingdom from
a fantasy setting. Local Royals adhere to the Domain laws but have that
certain dark, cruel flair about them. Their subjects live in fear of new
punishments and sinister games forced on them, either for discipline or on a
whim.

Of course, as Royals, the Characters will be treated with the utmost respect in
the Province, but the same cannot be said for their entourages - if they want to
see any respect shown to their Courtiers, they will have to stand up for them.
Since this may be different for different groups, you are not provided with an
exact description of life in Northbank Mill. The Characters should feel uneasy
with what they see, but don’t push the Players too hard, and remember the
safety rules.

There is no specific plot needed; go with whatever you find interesting, as long
as it takes place in the Province of Northbank Mill.

The Forbidden Love


After her husband’s death, the Princepsa changed the Province Law to protect
her Lords and Ladies from the pain of loss, effectively forbidding any shows of
affection and making it illegal to be happy together. It’s clearly an absurd rule,
but the Royals must adhere to it nonetheless. As some time has passed since
the death of Princeps Consort, perhaps Amathea could be swayed to change

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the law. Unfortunately, her son uses his influence to prevent that from
happening. The problematic law drives a wedge between the Princepsa and
the Royals, and he wants his mother to feel alone and isolated.

This introduction seed will work best during either a party or a formal event
taking place in one of the Holdings in the Province that the Characters were
invited to, along with their spouses. Most of the Lords and Ladies of
Bridgewood Boulevard should be present, along with their Consorts. As for the
event itself, go with whatever you fancy; it’s not important from the Story Arc’s
perspective. The Princepsa should not be in attendance, however.

During the event, the Characters can see Veletron making a phone call and
convincing someone to go along with his idea. Soon after, he approaches the
host of the party and makes an official announcement: he has just learned
that his mother has decided to modify the rules of the Province. This
information is met with some interests, since many Royals have been waiting
for the Princepsa to come to her senses and revoke the absurd law.

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The initial interest quickly changes into disbelief, and even outrage, as
Veletron announces that from now on, spouses cannot be seen talking or
otherwise interacting publicly with each other. Not only is the original law still
in effect, but now a Royal cannot speak to their spouse outside their Holding!
This includes the Player Characters, of course. Their spouses are present at
the event, but from now on, they cannot talk with them. A few Royals may
either excuse themselves or storm out of the party; others try to get in contact
with the Princepsa or ask Veletron to call his mother and get her to change her
mind.

The Characters may try to contact the Princepsa themselves. If they manage
to do that, she will stand by her decision, but it should be clear that she’s not
really interested in the situation. She’ll explain that this is in line with how she
feels the Province should be run and that Veletron knows what she wants, and
she trusts him. If the Characters push back, they may actually convince her to
cancel the new law. Veletron won’t fight this, as he already gotten what he
wanted: he drove another wedge between the Royals and his mother.

It should be pretty clear to the Characters that it was Veletron who proposed
the change and convinced the Princepsa to enforce it. If they do not come to
this conclusion by themselves, one of their friends or spouses may point it
out.

The First Ward


Characters need to be made aware of the existence of Ireviel Zeruel and her
role on Princepsa’s Court. While it’s the Princepsa’s son who carries out most
of her governing duties, it is partially because Ireviel has her hands full with
taking care of her Lady’s extensive group of Wards.

Serving as a Ward on the Princepsa’s Court is considered a great way to learn


about leadership and duty. It’s no wonder many Zeruelite parents are sending
their offspring to live under the guidance of Amathea. The thing is, the

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Princepsa has no desire to teach them but does not send them awayeither.
This leaves the task of managing the large group of Zeruelites on Ireviel’s
shoulders.

Characters may meet Ireviel at an event held anywhere in the Province. She is
always surrounded by a large group of young Angels from her bloodline. As
the First Ward to an absent Lady, she’s partially a mother figure for the other
Wards; partially a tutor, helping them navigate the political landscape of the
Province; and partly a supervisor, ready to step in whenever her entourage
acts out of line.

It’s important the Characters are made aware that Ireviel is a responsible
Courtier, doing her best to keep her ever-absent Lady’s Court from imploding.
Just like Veletron, she is flooded with work and tries to step up and cover for
the Princepsa, since Amathea is still clearly in no shape to perform her duties
to the full extent.

If you are using the daughter of the Princepsa - young Denethea Zeruel - as a
Link in your Chronicle, Ireviel might also contact the Characters about her.
While she cannot be as stern with her as she is with other Wards, she does
want to help straighten the young Angel up, or at least to make sure Denethea
stays out of major trouble.

A Candidate Denied
Although many have failed, new candidates still emerge to fight for the hand
of the Princepsa. Amathea is clearly not interested in suitors, however. While
Veletron works tirelessly to hinder the chances of all new candidates, his
mother would turn down most of them without a second thought anyway. If
the suitor is the child of someone important or has gained the support of one
of the powerful Defiant, the Princepsa does not turn them down right away but
pretends she is considering the offer before declining. If the candidate comes

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from a less influential family, she doesn’t even pretend to be interested and
usually refuses to even meet with the guest.

If you’d like, you can introduce many different candidates throughout the
Season. Some should be denied right away. Others may come to the
Characters for advice, try to buy the Royalty’s support with gifts, mingle with
local Defiant to get a better feel of the Province, etc. The Characters’
bloodlines may also ask them for help if they are interested in presenting their
candidates. This may become a recurring side-event in the game: a new suitor
comes and stirs the situation up a bit, only to be denied, just like all the others.

Even if you’re not interested in marital topics, introduce at least a single


candidate. Aenas Kyrios is a dashing young man with a god-like body and an
irresistible smile. He comes from a wealthy family and is not used to taking no
for an answer. He is very confident, if not outright cocky. Aenas arrives in the
Province with a small entourage and can be met at numerous parties, where
he is more than happy to explain how the Princepsa’s heart will melt at first
sight of him.

He’s a pompous young Daeva who really believes that it's only a matter of
time until he becomes Amathea's new Consort. Upon meeting the Characters,
he might promise them a number of different things that he will grant them
the moment he becomes their new co-governor. He’s young and
inexperienced but loud, outspoken (if not obnoxious), and more than happy to
share his insights and give advice on things he has no clue about.

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After the Characters have had a chance to meet Aenas, wait till the next
Episode and introduce him again. This time, however, he already had an
opportunity to meet the Princepsa and was denied on the spot. He is drunk
and brooding, clearly failing to grasp what has happened. Irritated and
unstable, he might get into a fight, provoke someone by talking improperly
about the Princepsa, or just sit in the corner, complaining about his situation.

The Furious Husband


Lord Erdeshar Hadad of Northbank Mill is a hot-blooded Leviathan who’s
extremely jealous of his beautiful wife, Lady Consort Liliana Joy. While there
are no Defiant laws that forbid adultery, Lord Erdeshar has always been very
clear about this matter: he expects his wife to be faithful, no matter what.
Liliana pretends to follow her husband’s rules, but in reality, she enjoys an
occasional affair. She has recently started a romance with Lord Avatron Hariel
of Bridgewood Boulevard, one of the Characters’ neighbors.

Unfortunately for the lovers, word of their affair has reached Lord Erdeshar,
who’s decided to take the matter into his own hands and rushed to Avatron’s
Holding with a group of Courtiers and a handful of friends. Filled with rage, he
is ready to storm Club Vice, where the couple is currently meeting. As
Avatron’s men refuse to let Erdeshar in, the situation is getting tense, and
unless something is done quickly, bloodshed is inevitable.

The Characters might arrive at the Scene, asked to intervene by the Princepsa
as her official envoys. They might also be present at the club by accident,
perhaps as guests of Lady Consort Elektra Kyrios, throwing a low-key party in
a different part of the Holding. Whatever the reason, the Characters should be
present at the scene before things get out of hand.

Naturally, the situation is delicate. Lord Erdeshar has no legal right to demand
anything of Lord Avatron, as no laws have been broken. On the other hand, he
does hold power over his Consort and may summon her from the club - a

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request she is not willing to comply with, as she is afraid of her husband’s
rage.

If the Characters decide to intervene, they may convince the Royals


accompanying the angry husband to forfeit this mission and go back to
Northbank Mill. Lord Erdeshar, however, is not willing to give up and grows
impatient. If the Characters contact his Princeps, he will send his son,
Raymond Dawn, to deal with the situation. The same will happen if the
Characters run out of ideas or decide not to intervene. If the Characters have
good relations with Ireviel Zeruel, she may also offer to help them by calling
Raymond Dawn, who should be able to take care of this problem.

This is a chance to introduce the son of the Princeps - and the potential
candidate to Amathea’s hand - to the Players. Raymond is respected and
feared in Northbank Mill after years of serving his father as an enforcer. Even
the angry Hadad will stand down when faced with the dreaded Infernal. He will
agree to leave on the condition that something will be done about all this,
leaving the Characters to figure out a satisfactory solution.

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The Choice Before the Characters
After you’ve played out all the introduction seeds, the Characters should be
fairly aware of the situation in the Province. It is now time to present them
with a choice so they will have to pick a side in the conflict.

The Scene
During a Thread of any type, the Characters are approached by an emissary of
Princeps Roland Dawn from Northbank Mill. He asks them to deliver
something to their Princepsa: a gift and a hand-written letter. If the Characters
took an active part in the conflict between the jealous Lord Hadad and Avatron
Hariel, the emissary will tell them they have been chosen due to their
commitment to improving relations between the Provinces.

There is no ulterior motive here. The gift consists of an intricate necklace


made by the same craftsman that created Princepsa’s Amathea wedding
jewelry years ago, along with a letter asking her not to forsake her past, but to
honor it by considering another member of House Dawn as her new spouse.
Princeps Roland assures her that should she decide to marry his son,
Raymond, the Province of Northbank Mill will consider her their closest and
most treasured ally.

The letter is well written, with input from Ireviel so that it will perfectly play on
her Lady’s emotions, fears, and dreams. It was also Ireviel’s idea that the gift
should be brought to Amathea by a group of Royals from her own Province.
The emissary is aware of the contents of the gift as well as of the intentions of
Princeps Roland. He will share his knowledge, if the Characters request it. He
does not know about Ireviel’s involvement, though. The Characters shouldn’t
really have a problem with agreeing to deliver the gift. Accepting a present on
behalf of their Princeps or Princepsa is well within Defiant diplomatic protocol.

Before they manage to deliver the gift, however, the Characters are
approached by Veletron Zeruel. He was made aware of the situation and fears

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that if played out the right way, Ireviel’s plot might actually work, ruining his
plans. He may either meet the Players during the same event or intercept
them in the Princepsa’s Holding, right before they deliver the necklace.

Veletron decides to be frank with the Characters. He asks them to let him
deliver the gift, so he can spin this situation in his favor. He will make sure that
the Princepsa does receive the necklace, but he will probably omit the letter.
He will wait for the right time and create the right circumstances so that the
gift backfires, reopening his mother’s wounds and reminding her of her loss.

Remember that Veletron truly believes that he does what’s best for the
Province. His mother is no longer fit to rule, she has distanced herself from the
matters of the Domain, and her desires and passions no longer fuel the
Sephira. The Province is slowly succumbing to stagnation, and a new leader is
desperately needed. Raymond Dawn would serve as his father’s proxy,
effectively relinquishing the control of Bridgewood Boulevard to the Princeps
of Northbank Mill. Veletron is really close to convincing his mother to resign,
and this gift could thwart his efforts, creating chaos in the process.

He does not try to manipulate the Characters, and he does not give them false
information. He asks them to do the right thing and is also ready to take most
of the blame on himself. It’s not really a crime to hand the gift to Princepsa’s
Champion, who promises to deliver it to her personally.

The Characters need to choose to either give the necklace to Veletron or not. It
doesn’t matter why they make their choice. If they believe in Veletron’s cause
but feel obliged to deliver the gift anyway, as this is the honorable thing to do,
he will still see it as choosing the other side of the conflict. If they give him the
gift with the intention of secretly informing the Princepsa afterward, he will still
think of them as his allies. This is important because of the next phase of the
Story Arc.

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The Plea
After the Characters either handed the gift to Veletron or delivered it to
Princepsa Amathea, the stage is almost set for the showdown. The side the
Characters did not choose will make a final attempt to sway them, though.
This lets you make sure that they did not pick a side by accident. This time,
they will have to commit to one side or the other. Of course, by default, they
are now treated as supporting Veletron, if they gave him the necklace, or
siding with Ireviel, if they delivered the gift to Amathea.

Ireviel’s Plea
If the Characters decided to listen to Veletron and left the gift with him, they
will be contacted by Ireviel shortly after. This could take place during the next
Episode or even during the next Thread of the same Episode.

Ireviel will portray the Princepsa’s son as a power-hungry maniac (as she
believes him to be just that). She will ask them to give Amathea a chance.
Sure, this process is painful, but Ireviel is sure that Raymond Dawn will help
the Princepsa to finally awaken from her slumber and start living once more.
Sure, she has her own hesitation about allying with the Princeps of Nortbank
Mill, but this is the only option. Amathea used to be a strong ruler. Surely she
will regain her strength after remarrying. Even Veletron seems to be aware of
that, since he is opposing the marriage so strongly.

And as for the heir to the throne, Ireviel knows him all too well. She is the First
Ward of her Lady and used to tutor the young Zeruelite before he started
answering directly to his mother. He might be an excellent governor, but he’s
not Princeps material, at least for now. He needs to grow and learn before
eventually taking over the Province, after Amathea decides to retire on her
own, rather than being tricked into resigning.

Ireviel asks the Characters to reconsider their stand and tell Princepsa about
what has transpired. Amathea needs to be made aware of the actions of her

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son, who is actively pushing her into despair, hoping she will retire and leave
him with the throne. This revelation alone, brought to her by Royals who
actually witnessed his schemes, should be enough to push her into action.
Ireviel will take care of the rest, and her whole plan could still go ahead.

Veletron’s Plea
If the Characters did not accept Veletron’s proposal and delivered the gift, he
will meet with them again in a few days. He will use this time to gather
evidence of Ireviel’s contacts with Raymond Dawn and his father. During the
meeting, he will present the Characters with photos and short videos of Ireviel
meeting with Raymond in different places, sharing a laugh with him; being
approached by Princeps Roland’s men, who hand her something; and so on.

He’ll explain that he’s doing this to make sure the Characters know who are
they actually serving in this conflict. They may think they are on the side of
their Princepsa, doing what is right, when in reality, they fell victim to the
ambitions of Ireviel - Amathea’s First Ward, who’s desperate to retain her
position. Are they really willing to leave the Province at the mercy of Princeps
Roland, just so that Ireviel can continue living a life of privilege?

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Veletron is the rightful heir to the throne - a throne he believes to be already
empty, since his mother has no intention of performing her duties. But now,
because of Ireviel’s schemes, his whole plan may be ruined. His mother is led
by her First Ward like a mindless sheep, to fall into the clutches of Princeps
Roland Dawn and his son. Veletron can no longer stop this on his own. He
needs the Characters’ help.

He needs them to meet with the Princepsa and show her the proof of Ireviel’s
shady dealings. After the Characters delivered the gift, the First Ward gained
control of his mother, and he has fallen out of her graces. But she will believe
the Characters, as they are not part of this conflict. They can convince her to
make the right choice and distance herself from Ireviel.

The Potential Showdowns


There are two potential showdowns, depending on the final choice made by
the Characters. If they decided to side with Veletron, Ireviel will follow her dark
path and organize a coup in the Province. If the Characters took the side of the
First Ward, Veletron will spiral down his dark path and will try to murder his
mother to claim the throne.

The two scenarios below are drafts that you should expand into full-fledged
Threads. You may add as many additional NPCs, side events, or different
agendas as you see fit. All you need to remember is that the final Thread
should revolve around one of those two events, depending on the choices the
Characters made previously.

Roland’s Invasion (Ireviel’s Dark Path)


When faced with defeat, Ireviel will do anything in her power to enforce her
plan. Her situation depends on the choices the Characters made earlier. If they
initially helped her, but then switched sides and brought the proof of Ireviel’s
dealing to the Princepsa, Amathea has stripped her of the rank, making her
son the new First Ward. Veletron was going to arrest his rival, but she

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managed to escape the Holding and fled to Nortbank Mill. Now, she uses
Roland’s Holding as her new base of operations.

If the Characters decided not to help Ireviel in the first place and declined her
plea later, the First Ward still holds her position. Amathea, however, will be
clearly falling under the influence of her son, succumbing to despair to a point
where she’s almost ready to forfeit her station.

Regardless of the exact situation, Ireviel will use her influence in the Province
to stage a coup. She will use Veletron’s weapons against him by pushing the
disgruntled Lord Raghan Shemesh to arrive at the Princepsa’s Court with his
people, requesting she immediately resign and hand over the title of the
Princeps to her son. The Leviathan is convinced that he is actually taking part
in a plot created by Veletron, who, in turn, is completely caught off guard by
what is happening.

For Ireviel, however, this is only the first phase of the plan. While the Princepsa
and most of the Royals are either caught in the standoff or trying to figure out
what to do, the Lords of Northbank Hill arrive in full force, led by Princeps
Roland Dawn and his son, to force Amathea to marry Raymond.

Showdown
When the forces of Northbank Mill arrive in the Province, the Characters may
either be present at the Princepsa’s Court, or Veletron may call them for help.
The situation is complicated, to say the least. Lord Raghan Shemesh is
already in the Holding, along with his personal retinue, which is ready to fight
for him, even against the odds. The local Courtiers have already been subdued
by the Leviathan, who requests that the Princepsa show herself and step
down as the leader of the Province.

The recent attackers, while still controlling the situation inside the Holding, find
themselves besieged by an outnumbering group of Defiant from Northbank
Mill. The latter are getting ready to storm the building unless Lord Raghan

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surrenders. Lord Raghan claims to be here on behalf of Veletron Zeruel, who
has no idea what is happening. Princepsa Amathea has fled to her private
quarters and refuses to do anything until everyone leaves her Holding.

Princeps Roland Dawn is commanding the forces outside (a couple of SUVs


packed with combat-ready Defiant, along with a group of mercenary Lowborn,
waiting near their vans). Meanwhile, his son, Raymond, along with Ireviel, is
leading a small group of his father's personal retinue through a secret
passage known to the First Ward, straight into the Princepsa’s private
chambers. They intend to kidnap her and “keep her out of harm's way” until
she agrees to marry Raymond.

Depending on how the Characters act, you can focus on the problems with
handling the Shemesh Lord, either helping or defending against the assault on
the Holding, or trying to save the Princepsa from her captors. Since Veletron
has done all that he could to dishearten his mother, she is now almost entirely
passive and does not fight for her freedom.

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Aftermath
There is a wide range of different outcomes of the showdown, depending not
only on whether the Characters succeed in rescuing the Princepsa but also on
which course of action they decide to take. They could call for outside help,
rally other Bridgewood Boulevard Lords and Ladies behind them, ally
themselves with Lord Raghan, negotiate a deal with Princeps Roland, or do
something different altogether.

Generally speaking, if the Princepsa is saved from the attackers, she will
quickly abdicate and leave the throne to her son. She feels that much of what
has happened is her fault, and she quite frankly doesn’t really care about the
Province any more. She will retire to serve as an advisor to the Hierophant. As
for the new Princeps, he will surely have a lot of ideas on how to improve the
Province. Since the Story Arc should always end in at least a partially
problematic situation, you can come up with new laws and other changes that
the young Princeps is quick to enforce.

Should the attackers succeed and force Princepsa to marry Raymond, the
Infernal will become the new de facto ruler of the Province. Ireviel will help him
navigate through the local politics, while Amathea will serve as a strictly figural
leader, hardly ever being seen in public. The Province will also tighten its
relations with Northbank Mill, possibly copying some of their neighbor's laws
and beliefs. To ensure order, Raymond will start his reign as a harsh overlord
and will try to break the will of the local Royals and force them into accepting
the new regime. You could expand this into an entire new Story Arc for the
next Season, if you find it intriguing.

The Assassination Attempt (Veletron’s Dark Path)


With his mother slowly reaching the decision to remarry, Veletron decides to
take matters into his own hands. He has waited too long for this and put forth
far too much effort to postpone his plans. He needs to become the new

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Princeps right now. And since all other options seem possible, he is willing to
murder his own mother to get what he wants.

Depending on the Characters’ actions, at this point Veletron might have been
accused of misconduct and found guilty of actively hindering the Princepsa’s
chances to remarry. If this has happened, he is now relieved of his duties as
Amathea’s Champion, and she no longer trusts him with governing the
Province in her stead. Since the Characters had a role in bringing the
information about Veletron to light, they might be asked to help with day-to-
day operations, which could potentially lead to a few exciting Threads.

As for Veletron, even if he was found guilty, his mother refrained from any
harsh forms of punishment. He still remains her heir and is still present at the
Court, but his influence has been greatly diminished. Ireviel’s plan is starting to
work, and it turns out that after her initial reluctance, the Princepsa is growing
fond of Raymond Dawn and the idea of remarrying one day.

Yet her son is not willing to give up. He uses his knowledge of his parents’
past to anonymously contact Amathea as a “concerned Defiant”, who knows
the details of her late husband's demise and wishes to share it, for a price. He
claims to require a payment for his services to hide his true intentions.

With a mix of his knowledge, conclusions from a secret investigation into his
father’s death, and a set of the old Princeps Consort’s private belongings that
he kept hidden, Veletron manages to convince the Princepsa that she is really
being contacted by someone who could share some valuable information with
her, as long as she keeps it a secret.

What Veletron is really planning to do is to lure Amathea to a secluded


location and give her a dose of a potent poison. He is going to make it look like
a suicide. The Princepsa will be found dead after drinking the poison,
surrounded by pictures and items that once belonged to her husband. Her
grief was clearly greater than anyone could know...

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Showdown
At the very last second, Ireviel learns about Veletron’s plan. She tries to warn
the Princepsa, but it’s too late - Amathea has already turned off her phone and
has gone to the meeting with the mysterious informant. During the meeting,
the masked host will instruct her to drink a mystical potion to enhance her
senses, so she can see beyond the veil and understand what happened to her
late husband. The potion is actually a potent poison, and if Amathea drinks it,
she will die within minutes.

Ireviel begs the Characters to go after the Princepsa. For a better dramatic
effect, you can contact the Characters during another Thread. They could be
in the middle of a party when Ireviel contacts them. Time is of the essence,
and Amathea’s life is in danger. The meeting takes place in an old, abandoned
science lab in the Province of West Greendale University. Both Veletron and
Amathea traveled discreetly, and the local Defiant are not aware of anything
going on.

592 Bridgewood Boulevard


Since at this point every second counts, the Characters need to storm right
into the Province. This means they will probably be met by some of the local
security forces, since the Province Law dictates that no Defiant can enter
West Greendale University without a guardian provided by the local Princepsa.
The Player Characters need to somehow take care of this problem - they really
don’t have the time for negotiations right now.

When they arrive on the Scene, Veletron will be waiting outside. Since he tries
to stage the whole thing as a suicide, he doesn’t want to be close to Amathea
when she drinks the poison. He told her all the instructions on the phone. She
is supposed to place her most treasured reminders of her husband (photos,
personal items, etc.) on the floor, sit down, and drink the potion. Veletron has
also asked her to bring a suitcase full of money and a few valuable objects as
payment. He doesn’t really need them, but they made the Princepsa less
suspicious of the situation - it’s hard to believe someone would try to help her
out of the goodness of their heart, but it’s easy to understand that they’re
doing it for a price.

Upon spotting the Characters, Velotron will improvise. He will try to convince
them that his mother has asked him to meet him here and guard the entrance
to the lab. He has no idea as to what she might be doing inside, but she looked
distressed. As a good son and her Courier, such matters are beyond him,
however. All he knows is that he needs to respect the wishes of his Lady and
cannot allow anyone in. If the Characters try to enter by force, he will fight
them.

Depending on how you want to play this out, how many Challenges it takes to
get to the Princepsa, and how determined the Characters are, they may either
get to Amathea before she drinks the poison, right after she drank it (meaning
they need to get help before she collapses), or be too late.

593 Bridgewood Boulevard


Aftermath
The most important thing to consider is who managed to come out of the
Thread alive. If the Characters managed to save Amathea, she will marry
Raymond Dawn. The whole situation serves as a wake-up call for her, and she
may once more become the Princepsa she used to be. Of course, this means
implementing new laws and shaking things up in the Province.

If both Amathea and Veletron are alive, he needs to answer for his crimes. A
formal investigation will be held by the Archoness of Justice, and the
Characters will probably play an important part in the proceedings. The
situation gets much more complicated if the Princepsa is dead. As her oldest
child, Veletron inherits the Province, becoming the new Princeps. If he
managed to flee the Scene, the Characters are now left with a powerful
enemy. He can easily lock away Ireviel, as she is now his Coutier, which leaves
the Characters as the only ones who can testify to what he has done.

If the Princepsa and her son are both dead, the Province will go to her other
child, the young Denethea. Her problematic daughter is clearly not yet fit to
rule (nor does she want to), but such is the law of the Defiant. The Characters
find themselves leaving the Province in the hands of a barely adult Angel, who
is both scared and enthralled by the new possibilities.

594 Bridgewood Boulevard


Holding Guide
While all other Character Creation Cards are universal and can be used in any
Defiant Chronicle, each Province comes with its own set of Holdings. Below,
you will find the list of Bridgewood Boulevard Holdings available for the
Characters, along with some additional information. You should use them
during the first meeting, along with all the other Character Creation Cards.

Every Holding comes with a short description, two questions the Player needs
to answer, information on the local Lowborn, and a list of Holding-specific
rooms or areas. By adding an adjective to them, the Player creates the four
starting Holding Facilities (i.e., “Romantic Alleyway,” “Luxurious Carts,” etc.).

595 Bridgewood Boulevard


Eaglewood Park
Eaglewood Municipal Park is located on the outskirts
of the district. With vibrant plant life and its famous
oak trees, it is the largest parkland in Bridgewood.

What's the park's reputation?

Which building stands in the middle?

A group of Lowborn serves as the caretakers.

Building, gazebo, monument, alleyway

Residing in Eaglewood Park


Since the park is a Holding, you can decide if it is either open or closed to
visitors, depending on what you like. You can change the “building” into any
other suitable word when creating the Facility. The structure could be a
“residence,” “church,” “restaurant,” “museum,” or whatever other building suits
your vision of Eaglewood Park.

596 Bridgewood Boulevard


Bridgewood Central
The train station was built in the late 19th century.
Designed by a famous architect, it quickly became
the pride of Bridgewood.

What's the station's current function?

What does the station look like?

A group of Lowborn takes care of the maintenance.

Carts, waiting room, platform, hall

Residing in Bridgewood Central


Bridgewood Central doesn’t have to be used as a train station anymore.
It could now serve as a museum, a luxurious residence, or might lie
in ruin, with only a part of it serving as a loft for your Court.

597 Bridgewood Boulevard


Odyssey Club
Located just off the Boulevard, in a less crowded alley,
the Club has changed owners and style numerous
times for the past fifty years.

What type of club is it?

Who can enter the club?

A group of Lowborn works at the Club.

VIP lounge, bar, backroom, stage

Residing in the Odyssey Club


While Odyssey is clearly a club, meaning it’s a place where people come to
meet (and probably have fun), you are free to decide on its exact nature. A
snobbish country club, an extreme BDSM club, an impressive music club - go
with whatever you fancy.

598 Bridgewood Boulevard


Glenpark Avenue
Several vintage tenement buildings are located on a lovely
cobbled street and connected inside, forming one large
manor. There used to be a secret club in the basement
during Prohibition.

What does the interior look like?

What is this place known for?

A group of Lowborn takes care of building maintenance.

Attic, basement, private quarters, lounge

Residing in Glenpark Avenue


Remember, there is no set style of the building’s interior. You may go for
luxurious antiques, an industrial loft, a flashy club, a ruined drug house, or
whatever else you may think of.

599 Bridgewood Boulevard


Providence Hotel
A boutique hotel in a characterful historic building,
it’s located in the most prominent part of Bridgewood
Boulevard, with a magnificent view of the river.

What does the hotel look like?

What do mortals think about this place?

A group of Lowborn serves as hotel personnel.

Lounge bar, internal patio, spa, suite

Residing in the Providence Hotel


The hotel might be either closed to visitors, only serve Defiant, or be opened to
all, including mortals. Either way, a part of it is closed off for you and your
Court.

600 Bridgewood Boulevard


Stone Front Wine Cellars
The Holding is located in old, spacious wine cellars,
running under a large part of Bridgewood Boulevard.
High-arched brick and stone ceilings make
for interesting architecture.

What small facility lies on top of the entrance to the Holding?

How is the interior arranged?

A group of Lowborn guards the place.

Chamber, storage room, street-level building, dungeon

Residing in the Stone Front Wine Cellars


The Cellars might have been renovated to look however you want them to, but
do remember, most of the Holding is located underground, so take that into
consideration when describing the place.

601 Bridgewood Boulevard


chapter 9
Flairs and Achievements

All rules presented in this Chapter are optional: the game will work just fine
without them. Flairs and Achievements are two game mechanics designed
with more experienced Defiant Players in mind. Do not burden yourself with
them unless you feel you got a good grasp of the game and want to add new
elements and make your Characters more unique and tailored to your needs.
To make things easier, you can use only one of the rules rather than both: your
Chronicle may include Flairs without Achievements (or Achievements without
Flairs). You'll find a basic list of Flairs and Achievements in this Chapter. More
can be found in current and future game supplements.

Flairs and Achievements vs Player Characters

Some Flairs and Achievements include rules you can use against other
Characters. They are all meant to be used against NPCs and not Player
Characters. When used against a PC, they simply do not work.

For instance, there's nothing wrong with a rivalry between two Player
Characters, but if you want to pick the "Feud" Flair for your Royal, you have to
choose an NPC as your rival.

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Flairs
The idea behind Flairs is to enable Players to further customize their
Characters by giving them additional advantages, unique items, or distinct
relationships. Although each Flair provides a bonus, they all come with their
downsides. All in all, it's usually better to have a Flair than not, but game-wise
they are not that powerful.

Each Flair comes with a Special Rule used the same way as Special Rules
from Personal Themes. Some may require a Character to spend a Shard to
use them, some only work after a successful Challenge, while others don't
need any actions to activate them.

Obtaining Flairs
By default, Characters start the game without any Flairs, but they can acquire
them through different means during the Chronicle. A Character can have a
maximum of three Flairs, so if they already have three Flairs and want to get
another one, they must discard one of their current Flairs first. Furthermore, a
Player Character cannot acquire more than one Flair during a single Episode.

Flairs are not exclusive, so more than one PC can have the same Flair (if
everyone at the table is okay with it). However, most of the Flairs leave room
for additional customization and interpretation. This means that a Flair shared
by two Player Characters can be significantly different when it comes to
details.

There are three different ways in which a Player Character can obtain Flairs.

603 Flairs and Achievements


During Character Creation
The group may agree to include Flairs in the Character creation process. If
they do, each Player can pick one Flair after the Pilot Episode (before the next
meeting when the group plays the first regular Episode). This means Players
can read through the Flair Guide at home, and choosing Flairs will not impact
the length of the first meeting.

Although the whole group needs to agree to include Flairs at the beginning of
the game, not everyone needs to pick a Flair when creating their Character.
Instead, they can gain 3 points distributed however they like between the
Province and the House Standing.

As a Consequence of a Scene
Sometimes a Scene or an event during an Episode may lead to a situation
when gaining a Flair seems natural.

For instance, after one of the Characters saves the life of another Royal, the
grateful Defiant presents them with a highly sought-after piece of art: a
painting known to instill new desires in all who marvel at its beauty. Many
Royals and Courtiers alike will surely want to see the famous art piece.

The Player or the GM might think of giving the PC a "Renowned Property" or a


"Captivating Exhibitions" Flair to emphasize that they came into possession of
something truly unique and fascinating. If the whole group agrees, the PC
should receive the Flair without any additional actions needed.

Through an Endeavor
Player Characters may also acquire Flairs by completing appropriate
Endeavors. It is up to a GM and a Player to work out all the details, but they
should use the standard Endeavor rules from the Playing the Game Chapter.

604 Flairs and Achievements


Discarding Flairs
A Player may want to discard one of their Character's Flairs. This usually
happens either because they no longer feel it suits the Character or when the
Character already has three Flairs and needs to discard one (to be able to take
a new one in its place).

Whenever a Character discards a Flair, they need to make a Challenge to see if


there were any negative consequences of their actions. Perhaps their former
Companion is now angry at them, or it takes a lot of effort to make amends
with their Feud rival, and so on.

Taking Flairs Away From the Character


By default, a GM should never take Flairs away from a Character unless the
Player agrees. Bad things should not suddenly happen, like a Princeps or an
Archon deciding to refute the Character's Exemption or their Caretaker
disappearing without a trace.

A Flair may be lost due to a failed Challenge (when 0 Successes are rolled) or
through Character's actions (such as antagonizing their Caretaker), but only if
the Player agrees to it. Otherwise, the Flair remains. However, if the Player
does agree to lose a Flair, standard rules apply, meaning the Character needs
to take a Challenge to see if the situation had any negative consequences.

End of the Season


At the end of the Chronicle's Season, Players can discard any number of their
Characters’ Flairs without any repercussions. In addition, if they discarded
three Flairs, they can take one new Flair; If they discarded two Flairs, they can
take one new Flair; If they discarded a single Flair, they cannot take any new
ones.

605 Flairs and Achievements


Flair Guide
Below you'll find a list of nine Flairs available in this rulebook. Defiant
supplements introduce new Flairs, but they are all subject to the rules
explained above.

Captivating Exhibitions
Either through unique items, exceptional scenery, skilled Courtiers, or a knack
for showmanship, you can hold amazing shows in your Holding. No one is
immune to the exhibition they are witnessing.

Special Rule
You can use your exhibition to influence your guests. Spend a Shard to give an
appropriate Affliction of your choice to all the guests in your Holding. Then
give the same Affliction to one of your Courtiers, who fell under the exhibition’s
influence, or give a different Affliction to a Courtier who helped with the show.

Using the Captivating Exhibitions Flair


You need to decide on the general type of exhibitions the Character holds. It
can be an art performance, an unsettling torture show, a collection of
paintings focused on a specific topic, luxurious aphrodisiacs filling the air, and
so on. The Affliction given to the guests has to be in line with the general type
of shows, though it doesn't need to be the same exact Affliction each time.

You can choose your spouse or even yourself instead of your Courtier when
choosing the additional person to receive an Affliction.

606 Flairs and Achievements


Caretaker
There's a person who nurtures and takes care of you. Perhaps they give you
comfort, professional help, a distraction, or whatever else you need to get
better. Under their care, you quickly heal your physical and emotional wounds.

Special Rule
Whenever the Caretaker is present while you remove Afflictions, you can
remove one more Minor Affliction or one level higher Affliction than the
standard rules dictate. Because of their influence on you, you get -2 to all
Challenges against the Caretaker.

Using the Caretaker Flair


It's up to you to explain why the Caretaker helps your Character get better.
They can be whatever suits your Character best: their personal physician, an
exceptional playmate, a friend who knows them like no one else, or a BDSM
mistress who puts them back on the right track.

Pretty much any NPC can be the Caretaker: someone from the Character's
Court, their spouse, another Royal, or even a Lowborn or mortal. However, the
Character always gets a -2 Potential in Challenges against them, regardless of
their social standing (that means modifiers from social status don’t apply).

Unless there's no way the Caretaker could be present, the Player can simply
state that the Caretaker is there when the Character recuperates. This also
includes the time between Episodes, allowing the Character to remove one
additional level of Affliction after the end of an Episode.

607 Flairs and Achievements


Feud
You are a sworn enemy or a fierce rival of another Royal. The conflict has
been spanning for some time, but no clear winner has emerged yet. The
original reasons for the feud may still play an important part in your clash or
might have been completely forgotten.

Special Rule
To regenerate a Shard, ask "What advantage over me does my rival hold
here?" Spend a Shard to ask "How does my rival help me with the situation
while showing their superiority?" Because this feud fuels your passions in a
significant way, during Shard regeneration, lower your Potential by 1 if you
haven't met your rival since the previous Shard regeneration.

Using the Feud Flair


Apart from your spouse, you can choose any Royal as your rival. They may be
a member of your Province or live somewhere else in the Domain.

The second question works precisely the same as Theme Questions. The first
question is similar, but it allows you to regenerate a Shard by asking it. You
cannot ask the question again if the previous answer still influences the
Scene.

The rival's advantage over the Character due to the first question can take
many different forms. The GM can introduce things like: the rival turning out to
be a close friend of a powerful Defiant, them showing up to a standoff with
overwhelming force, or simply outshining the Character's entrance during an
event.

When the rival "helps with the situation," depending on the nature of the rivalry,
they might do so because they really want to aid the Character (while also
proving their superiority), or they could provide the support inadvertently.

608 Flairs and Achievements


Influential Guests
Your Holding is frequented by Defiant of great power and status. Some of the
Executors, Princepses, or Archons like to spend time here, along with their
friends. While sometimes problematic, this situation has its benefits.

Special Rule
Since your Holding is popular among the influential members of the Domain,
you get an additional Province Standing Point at the end of each Episode.
"Influential Guests" is also a Court Affliction, as frequent visits make managing
your subjects more demanding.

Using the Influential Guests Flair


You do not have to specify which Defiant frequent your Holding. What's
important is that influential people like spending time in your Holding. This
might be a single person of power with their retinue or a group of high-profile
Royals, and it can change over time.

Prominent Defiant may choose your Holding for many potential reasons: it’s a
great place to party, a quiet retreat where they can gather their thoughts, or
maybe they hold you or your family in great esteem.

Since "Influential Guests" is also a Court Affliction, you have to lower the
Potential of Court Challenges by 1 because of the problems that come with
such visitors.

609 Flairs and Achievements


Known Exemption
Your Holding is famous for being exempted from one of the Province or
Domain laws. This law does not apply to anyone currently staying in your
Holding, including you, your Courtiers, and guests.

Special Rule
Choose one of the Domain or Province laws that your Holding is exempted
from. As long as a Defiant is in the Holding, they do not have to follow that
law. You gain a new Theme Question: "Who approaches me seeking
temporary retreat in my Holding?" that you can use the same way as all other
Theme Questions.

Since the exemption makes it slightly more challenging for you to connect
with the Sephira, you lower your Potential by 1 when regaining Shards.

Using the Known Exemption Flair


While it is possible to be exempted from the law by simply completing an
appropriate Endeavor, having this Flair means that your Character's Holding is
widely known for its exemption. Many Defiant may want to visit and spend
some time without the need to comply with the said rule.

The question your Character gets through this Flair works the same as Theme
Questions, meaning you need to spend a Shard to use it.

610 Flairs and Achievements


Link
There's another Royal who sparks your passions, strengthening your
connection to the Sephira. You can share a hobby or have an affair; they can
be your closest ally or a sworn enemy; either way, your relationship infuses
you with true passion.

Special Rule
If you spent quality time with your Link before regenerating Shards, you get +1
Potential to a Shard Regeneration Challenge. If your Link was absent from
your life since the last Shard Regeneration, you get -1 Potential instead.

Using the Link Flair


The "Quality time" you need to spend with the Link means your Character
needs to have some meaningful interactions with them. Simply meeting them
during a party won't cut it. Explain what it is that sparks your Character's
passions when they're with the Link. This is the thing that needs to happen.

The interaction may take place anytime between Regenerating Shards - it


doesn't have to be right before the Challenge. To put it simply, any time your
Character is regenerating Shards, answer the question: "Did they spend some
quality time with the Link since the last Shard regeneration?" If they did, add 1
to the Challenge. Otherwise, subtract 1.

Your Link has to be a Royal. This means you can choose your spouse, another
Liege, a Consort, a Princeps, an Archon, or an Executor.

611 Flairs and Achievements


Personal Companion
You're almost inseparable from one of your Courtiers. They can be your
personal aide, a bodyguard, a lover, or someone else close to you. You work
great together, and you know you can always count on them.

Special Rule
Choose one of your Courtiers to be your Personal Companion. You can always
use their Archetype without afflicting them, but you get -1 Potential when
they're not around.

Using the Personal Companion Flair


Usually, after you use one of your Courtiers' Traits in a Challenge, you need to
mark an Affliction next to their name and cannot use their Trait again until the
Affliction is removed. Since you do not afflict your Companion by using this
Flair, you can use their Trait anytime as if it was your own.

Your Personal Companion can still get afflicted due to an action or a


Challenge (for instance, getting wounded), but you can still use their Trait
regardless unless they are taken out of action.

Since your Character is used to relying on their Personal Companion, they


work less effectively without them around (hence the -1 Potential when the
Companion is absent). They do not have to be next to your Character all the
time: the bodyguard being barely in sight, silently observing the Character
from the nearby rooftop, will suffice. Since your Character knows the
Companion is close by, watching over them, that's good enough to make them
feel safe.

612 Flairs and Achievements


Renowned Property
Your Holding is famous among Defiant. You may be the owner of a most
sought-after club, a dreaded prison, or maybe run the most exciting casino
around. Whatever it is, it makes you stand out among other Royals.

Special Rule
Add a new Facility to your Holding. You can use it to improve your Potential in
Challenges outside of the Holding, as long as you mention it or it comes up in
a conversation in any way.

At the end of an Episode, answer an additional question: "Has my property


been used to either help my House, my Province, or the Sephira?" If not,
remove one Standing.

Using the Renowned Property Flair


There are no rules as to what type of Facility you can add through this Flair,
but it has to be something other Defiant could have heard about.

It doesn't necessarily work the same way when used in a conversation outside
the Holding as while actually utilizing it. For example, a Character could use
"Rigid Training Rooms" in a conversation to improve their Potential while
talking about things like their self-discipline, mastery of swordsmanship, or the
professionalism of their subjects.

Others expect the Character to use their famous property to help the Sephira
or their House, at least to some extent. That is why if they didn't help the
Defiant cause in any way, they lose one Standing Point. It can be either the
Province or the House Standing - it's up to the Player.

613 Flairs and Achievements


Servitude
You are bound to a powerful Royal or a member of the Authority. You are
either exerting their will, working on their behalf, or serving their whims. Your
position is well known, granting you some benefits.

Special Rule
Choose a Royal to be your suzerain and explain the nature of your relationship.
You can use your suzerain’s Archetype in Challenges as long as you
acknowledge your relationship.

At any time during the game, you can decide you received instructions from
your suzerain. Add 1 Standing of your choice and take a Challenge with a fixed
Potential of 3 to establish how demanding your orders are. Then work out the
nature of the instructions with the GM.

At the end of the Episode, if you failed to carry out an order, went against it, or
ignored your Servitude Flair by not taking even a single Challenge connected
to it, lower your Standing (of any kind) by 3.

Using the Servitude Flair


This Flair can be used to portray a wide range of relationships, as long as they
remain public and well-known. The Character can be in service of a Princeps
or an Executor, serve another Royal as a form of punishment or honorable
duty, or take part in a well-known BDSM relationship with a mighty Lord or
Lady.

Acknowledging the Character's relationship could mean dressing or acting in a


certain way, name-dropping them, and so on.

The Character cannot receive new instructions until they carry out the last
order or the beginning of the next Episode. They can also take no more than
one Servitude Challenge per Scene.

614 Flairs and Achievements


Achievements
While Flairs are small bonuses granted to a Character upon obtaining them,
Achievements are more like special quests that grant new advantages upon
their completion. After a Player picks an Achievement, their Character will
have to undergo a series of Endeavors and meet certain conditions to unlock
the bonus it provides.

Achievements usually offer more significant advantages than Flairs. More


importantly, they come with no drawbacks. Once a Character finishes all the
tasks and completes an Achievement, they start benefiting from its bonuses
without any new problems to worry about.

Picking Achievements
No conditions have to be met to start completing an Achievement, and a
Player can simply pick one at any time and declare the Character starts their
way towards completing it.

This can be done as something that a Character does unwillingly, or it may


come as an effect of the Character's actions. For instance, a Character may
decide to improve their relationship with their spouse. The Player picks a
"United" Achievement to reflect this.

The only restriction to obtaining new Achievements is that a Character can


only be working towards one Achievement at a time. If they are already trying
to complete an Achievement and decide to pick a new one, the old one gets
discarded with no additional effects.

If a Character has managed to finish any Endeavors related to the previous


Achievement, the effects of the venture remain in the game world, of course. If
they wish to get back to completing the discarded Achievement in the future,
however, they need to start from scratch with new Endeavors.

615 Flairs and Achievements


Completing Achievements
To complete an Achievement, a Character needs to finish three Endeavors
from the ones listed on the chosen Achievement card and meet the
Achievement's condition. Once all three Endeavors are finished, and the
Achievement's condition is met, the Character starts benefiting from the
Achievement's bonus.

As long as it makes sense, a Character can finish the same Endeavor a couple
of times, rather than picking three different ones to complete the
Achievement. They need to finish a total number of three Endeavors, but those
could be the same Endeavor done three times. To complete the "United"
Achievement, a Character can complete three different Endeavors; focus on
finding three different perfect gifts for their spouse, or do one of the
Endeavors two times and add a different Endeavor as the third one.

A Player can come up with an Endeavor from outside the Achievement list. If
the whole group agrees that it makes sense, they can go ahead and use it to
complete the Achievement.

616 Flairs and Achievements


To finish Endeavors from the Achievement’s list, follow the standard Endeavor
rules. First, a Player and a GM work out the details of an Endeavor and a
length of the Progress Track, then the Character takes an Opening Challenge
to figure out the severity of the Achievement's condition, and so on. Note that
the Achievement's condition is separate from the conditions of each of the
Endeavors. It needs to be met regardless of them to complete the
Achievement.

A Character may undertake all the Endeavors at once or do them one by one -
it's up to the Player. There's no time limit when it comes to the completion of
an Achievement. If for whatever reason, a Character fails one of the
Endeavors, they can undertake it again (if it makes sense), take the same
Endeavor but pick a different approach, or choose a different Endeavor from
the list.

Multiple Achievements
There's no limit to the number of completed Achievements that a Character
can benefit from. Once they complete an Achievement, they can instantly pick
a new one and start working toward its completion.

Losing Achievements
In rare cases, the group might feel that the Character's actions should lead to
an Achievement being taken away. In such situations, the Players and the GM
need to talk about this and decide whether the Character needs to change
their behavior to still benefit from the Achievement. A general rule is that it
should be really hard to lose an Achievement, and it can only happen if a
Player agrees to do so.

For instance, if the Character completed a "United" Achievement, they


managed to greatly improve the relationship with their spouse. When said
Character decides to go against their Consort politically, take on a new lover,
or potentially antagonize their spouse in any other way, this should not

617 Flairs and Achievements


influence their bonus. Perhaps the spouse doesn't mind a political rivalry or is
ok with a lover.

If a Player agrees that losing an Achievement is the only viable option, they
should follow the rules on discarding Achievements.

Discarding Achievements
To discard an already completed Achievement, a Player needs to explain what
their Character does or what happened that led to the Achievement no longer
being available. Then the Character needs to take a Challenge to see how well
have they managed to steer through this change.

Unfinished Achievements
Discarding Unfinished Achievements does not require any Challenges, and a
Player simply needs to state that their Character is no longer pursuing an
Achievement. However, the Endeavors they are currently working on are not
automatically dismissed. The Character may still finish them as per standard
Endeavor rules if they choose to.

End of the Season


At the end of the Season, a Player can discard any number of their Character's
completed Achievements without negative consequences. For each
Achievement discarded that way, they may pick one Flair of any kind for their
Character.

Achievement Guide
This is a basic list that you can expand on by including new Achievements
from Defiant supplements. Every Achievement on the list has its own Special
Rules that the Character can use once they complete the Achievement and a
Condition that must be met. There's also a list of Endeavors that a Character
can choose from while completing the Achievement (see the rules above for
details).

618 Flairs and Achievements


Acquainted
While they are similar in many ways, there are significant differences between
Defiant Origins. It takes quite an effort to learn what makes each Origin tick,
but you get a unique insight into other Royals once you do.

Special Rules
Spend some time observing a Defiant and take a Challenge to learn about your
target's Origin-specific details, such as their House, Dark Calling, preferred
type of Nourishment, Scars, Draconic features, or their last communion with
the Sephira. Each Success scored allows you to ask one question on the topic.

Spend a Shard to give all the members of one Origin in your vicinity the same
Affliction (of your choice). Explain what you did to achieve the desired effect.

Condition
Get to know a member of each Origin in an extreme situation (positive or
negative).

Endeavor list
Organize a party with different activities tailored to each Origin; Maintain a
passionate relationship with Royals of at least three Origins simultaneously;
Help a group of Defiant of all Origins achieve their goal; Face-off with
members of all Origins during a tournament, fight, or a different type of event;
Become a Beacon for an offspring of different Origin than yours;

Completing the Acquainted Achievement


When making a Challenge to gain information about an Infernal, you cannot
learn their True Name that way. You can, however, learn who knows their True
Name, when was the last time they called on them, or even what they
expected the Infernal to do.

Since you are observing your target to learn more about them, they might
become aware of your attention (depending on the situation). There's no way

619 Flairs and Achievements


for them to know precisely what you're doing, but they might get suspicious:
after all, you're clearly focused on them. In rare cases when secrecy is an
issue, you can take another Challenge to do this discreetly if you like.

Spending a Shard to afflict all members of a single Origins means you know
something that will have an impact on them. A high-pitched sound that's really
annoying for Leviathans while virtually unnoticeable for everyone else; a
specific scent that makes Angels aroused; a way of tilting your head that really
speaks to the Daeva's animalistic side; and markings that resemble something
from Hell and makes Infernals uneasy are great examples, but feel free to
come up with your own ideas.

Allied
Defiant Houses take great pride in their own customs and traditions and rarely
invite Royals from other bloodlines into their fold. Sometimes, however, a Lord
or a Lady may become recognized as the true ally and kin of the House.

Special Rules
Pick one Defiant House as your ally. The allied House considers you one of
their own, and you are subject to all their traditions. You can also join all of
their House-exclusive events and spend House Standing on the members of
the allied House in the same manner as on yours.

Once per Scene, when you need help with something, you can call on your
allied House. They will fulfill your request, but you have to take a Challenge
with a fixed Potential of 3 to see how well they fared and what new problems
arose from their actions.

Condition
Until you complete the Achievement, you have to be on the side of the allied
House in all conflicts with members of other Houses. If they're conflicted with
the member of your own House, you can remain neutral.

620 Flairs and Achievements


Endeavor list
Elevate a Royal from the allied House to a prominent position or secure a
privilege for them; Organize a party in line with all customs of the allied House;
Gain trust and gratitude of the House's Elder; Maintain an intimate relationship
with the renowned member of the House; Train a member of the allied House
to their full potential;

Completing the Allied Achievement


After completing this Achievement, the allied House treats you as one of their
own. This means that if you’re considered an ally of House Shemesh, you can
proclaim some of your Courtiers as Sacred Concubines and take a Shemesh
Consort even if you're not a Leviathan. If you are recognized by members of
House Zeruel, they will be ok with you having Courtiers from their House; if
you’ve earned Harielites’ trust, you will be invited to Dances of Hariel, and so
on.

Generally, you get all the benefits without additional duties. For example,
House Aratron will allow you to become a Confessor, but they won’t require
you to confess to anyone (however, they'll probably encourage you to).

Scoring less than 3 Successes when calling on the allied House for help could
mean they did not have enough resources at their hand to get you exactly
what you needed, that they went too far, or interpreted your wish differently,
and so on.

621 Flairs and Achievements


Exhilarated
All Defiant Royals share a connection with the Sephira. Still, by experiencing
the most intense emotions and participating in the most extreme activities,
some among the Lords and Ladies ascend to the next level of this sacred
union.

Special Rules
Add 1 Success to all your Shard Regeneration Challenges. Scoring a total of 4
Successes during these Challenges means that rather than needing to prove
yourself or face obstacles, you gain an advantage or a bonus from the
Sephira.

Spend a Shard to focus the Sephira's attention on a place, an event, a Defiant,


or a group of Defiant. Tell your GM how you think they could be more in line
with Domain's laws and the Sephira's needs. Then take a Challenge with a
fixed Potential of 3 to see how the Sephira influences your target.

Condition
Maintain a strong connection with the Sephira by never spending the last two
Shards you have while completing this Achievement.

622 Flairs and Achievements


Endeavor list
Successfully lobby a new Province law in line with one of the Commandments;
Organize an excessively dangerous, kinky, or lavish event; Maintain an extreme
relationship with another Defiant Royal; Establish a new social club or
recurring event that will strengthen one of the Commandments; Go on a quest
to find your ultimate thrill;

Completing the Exhilarated Achievement


After completing this Achievement, you still roll the standard set of dice when
Regenerating Shards (usually 3d8). But after you count the Successes from
the roll, ad +1 to them.

Gaining 4 Successes can mean different things depending on your Origin. The
Sephira might demand that an Angel does something nice for themself or
compel another Angel to do something for them instead. The Followers might
change their behavior in line with Daeva's ideas without hesitation and throw a
party for them. A person could come to serve the Infernal rather than demand
anything. The Sephira could grant the Leviathan precisely the thing they crave
as an unexpected gift. As always, if you're not sure how to go about this,
consult the group and work it out together.

When spending a Shard to focus the Sephira's attention on something,


assume it always works. The number of Successes rolled informs you about
the exact way the Sephira influenced a Scene. It may be more than you
bargained for, the direction of the changes might be different than you wanted,
and so on. The Sephira can heavily influence how the mortals, Lowborn, and
Courtiers act, instill new deep craving in the Royals, or partially control the
animal and plant life in the area.

To meet the Condition of this Achievement, you cannot spend the last two
Shards on the Character Sheet, meaning you effectively have two fewer
Shards than others. This also means you need to communicate with the
Sephira more often to refresh your Shard pool.

623 Flairs and Achievements


Grandmaster
It is one thing to be good at something or even to master a craft, but there are
few exceptional individuals who manage to hone their skills to truly
unimaginable levels. Only these handful few know how much time and effort
they had to put in to accomplish their goals.

Special Rules
Choose a general activity and a specific version of this activity. When taking a
Challenge concerning the chosen activity, add +1 Success to the outcome (to
a maximum of 4 Successes). You can also add +1 Potential to Opening
Challenges while undertaking Endeavors related to the chosen activity.

Spend a Shard to automatically triumph in the specific version of the activity.


You score 4 Successes in all situations except when you go against a Royal or
a Horseman whose Archetype works against you in the Challenge. In that
case, you score 3 Successes.

Condition
Emerge victorious from a confrontation and do not back down from any
challenges concerning your chosen skill or activity until you complete this
Achievement.

Endeavor list
Prove your skills to a renowned Defiant; Win a tournament related to your skill
or activity; Complete training with a mentor or a champion; Organize an
establishment focused around the skill or activity; Learn a secret to a
recognized champion's success;

Completing the Grandmaster Achievement


There are no clear definitions for "general activity" and its "specific version".
For example, dueling can be considered a general activity, while "sword duels"
its specific version. You can choose activities from many different areas:

624 Flairs and Achievements


"street racing," "poker games," "painting," and "seduction" will all do. When in
doubt, consult your ideas with the group.

If your chosen activity has to do with any kind of competition, you need to best
an opponent to meet the requirement. Otherwise, finishing a project or
something similar will suffice for "emerging victorious."

If you spend a Shard while confronting someone other than Defiant Royals or
Horsemen, you do not have to consider their Archetypes. This means you
always score 4 Successes against Courtiers that way.

625 Flairs and Achievements


Vigilant
Some Royals are reckless while others try to stay alert and be prepared for
whatever comes their way. Then there are those few who hone their vigilance
through experience and training, learning to always be one step ahead of
anyone else.

Special Rules
Whenever your Trouble activates, explain how you were prepared for this.
Then mark an Affliction one level lower than per standard rules (either no
Affliction, Minor Affliction, or a Major Affliction, depending on the Trouble
Track).

You get three new Questions that you can use in the same manner as the
Theme Questions:

What sort of trouble is about to hit them?


How would they respond if…?
What's the one detail that everyone seems to miss?
Condition
Do not activate your Trouble yourself until you complete the Achievement (it
may activate after reaching four on Trouble Track, however).

Endeavor list
Learn and foil someone's masterplan; Protect someone marked for terrible
fate; Discover an identity of someone wishing to remain hidden; Learn all
secrets of a Royal; Trap a powerful Defiant, nullifying all their assets;

Completing the Vigilant Achievement


After completing this Achievement, you can trigger your Trouble when there's
only one Trouble Track marked and get no Affliction as a result. This still
means you need to set up a Scene (as per standard Trouble rules), but
apparently, the Character was prepared for what came their way and is not
hindered in any way.

626 Flairs and Achievements


You can use three new Questions in the same way as Theme Questions,
meaning you need to spend Shards to ask them.

To complete the Achievement, you cannot trigger your Trouble yourself until
the whole Trouble Track is marked. The Trouble activates automatically at this
point, the GM sets up a Scene, and you get a Severe Affliction in the process. If
you manage to complete the Achievement before your Trouble track is full,
you can activate it at any time and lower the Affliction by one level, as per your
new Special Rules.

United
While many Royal marriages manage to work out some degree of friendship,
trust, cooperation, or even love in their relationships, only a handful of Defiant
can count on their Consorts to truly help and support them no matter what.

Special Rules
You can use your spouse's Archetype in Challenges without marking an
Affliction, and you get +1 Potential to all Challenges against them.

Spend a Shard to make your spouse appear in the current Scene, ready for the
occasion.

Condition
Invite your spouse to participate in all your important activities until
completing this Achievement.

Endeavor list
Present your spouse with a perfect gift; Hold a celebration for your spouse;
Conquer your spouse's rival; Fulfill your spouse's dream; Acquire a privilege or
an exemption for your spouse;

627 Flairs and Achievements


Completing the United Achievement
While completing this Achievement, you need to invite your spouse to all
events you're participating in, unless it would go against the event's rules. Your
spouse doesn’t need to go with you but needs to be invited.

If you spend a Shard, your spouse appears "ready for the occasion," meaning
they are dressed appropriately, have the tools required for the job, or
something else useful in the current situation (as long as it's something they'd
be capable of organizing on short notice).

You do not have to call them or ask them to come; they just appear in the
Scene. It's either because they know you well enough to know you'll need their
help, they keep an eye on you, or you have some system in place to be able to
help each other.

628 Flairs and Achievements


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629 Flairs and Achievements

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