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Wyrd

The Darkness

Your Elder is dead.


Taken by the Wyrdsong.
You have been abandoned to the World.
A World succumbing to Darkness.
The Horrors remain.
And you are alone now.
But you are not Wyrd yet.

E.J. Taylor
2021 . 2.15
Wyrd: The Descent

Contents

You Will Need 2

A Grim Trail 3

Ashes 4

Camp 5

Travelling 6

Plight 7

Possession 8

The Possession of Ban 9

Glossary 10

WyrdLaw 15

FAQ 18

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Wyrd: The Darkness

You Will Need


Wyrd: The Descent 1.2+
1D100 (B) to accumulate Bones.
1D20 (F) showing your Faith.
1D12 (E) to determine Encounters.
1D8 (A) for your Assays.
1D4 (R) a Runestone.
1D6 (M) to track your Magik.
A Pen
Paper

Your Elder departed the physical World long before departing for the Darkness.
A Darkness that you must now face on your own.
It threatens closer around the World of the Living. Their cries of despair echo greater
now more than ever. The death of your Elder was but a drop in the ripples of misery
that claw at your soul.
They need your help.
But they must wait.
Magik liberated you from the numbing monotony of helpless fear that is civilisation.
A lifetime of learning at the hands of the one who raised you with this gift.
You cannot abandon your Elder’s mortal remains to the unspeakable Horrors of the
Hollows.
You owe your Elder that much at least.

Follow the Cycle of Despair through Hollows & Horrors, Scavenge & Press on.
Discover what has become of your Elder.

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Wyrd: The Darkness

A Grim Trail

The footsteps of your Elder are not difficult to follow. A blasted wake of Possessed
destruction, bloated with the corpses of the damned and the pitiful scavengers that
pick through the decay, leads of course, to the blackest of Hollows. It is to these Bleak
Hollows you must venture to find your peace.

Follow a Cycle of Wyrd: The Descent and once you have expired, leave those dreaded Hollows intact.
Now, take your Acolyte through those Hollows to recover your body.
Leave your accumulated Bones (B) and your Runestone (R) where you died.
Begin again with your Acolyte at the entrance to the Hollows.
Your Acolyte does not possess a Runestone (R) and your Faith (F) begins at 10.
Proceed to the corpse.
Treat all Hollows as having previously been cleared, including Lairs and the Hollow you died in, according
to The Descent.

3
Wyrd: The Darkness

Ashes

The body of your venerable Elder lays slumped against the debris, the carnage of
Horrors that were destroyed in one last, desperate stand.
Your Elder was overwhelmed at last it would seem.
You pluck a purse, filled to burst with Bones from the grisly remains.
As you withdraw that cold metal, your eyes linger on the Runestone, gleaning
sombrely with a sickly sheen from the pale fingers of your Elder.
It is yours now, as is the legacy of the Wyrd.

Take the Bones your Elder died with and add them to any Bones (B) you have found on the way.
Take your Elder’s Runestone (R) at whatever total they died with it on. It is yours now and you may use it
according to the Laws of The Descent.

After taking what is no longer needed, it is time to deliver your Elder back to the Old
Gods.
Whether the words ever existed, or have been forgotten in long exile, it is a quiet
ritual, and can barely be called ceremony.
The fire is warm and keeps the Horrors at bay a little longer.
The smoke rises and takes with it a little of the oppression of these dark Hollows.
The spirit of your Elder will finally be at peace.
But your struggle is only now beginning.

You may Pray after the Sacrifice of your Elder, according to the
Laws of The Descent regardless of whether you are in a
Forgotten Shrine or not.
When you are ready, leave the Hollows by
passing back through where you
began.

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Wyrd: The Darkness

Camp

You return from the Hollows beaten and weary.


The gravity of your deeds this day weigh heavily upon your soul.
But your purpose is renewed.
All that remains is to nourish the tattered body that carries you through this
Darkness.
Find warmth and food, for deeds and spirit alone will not sustain you.

Roll (E). This is the amount of Firewood you have collected.


Roll (A). This is the amount of Food you have gathered.
For any food you wish to consume, reduce your Firewood (E) by 2.
Firewood (E) can equal 0 but never less than 0.
Reduce your Food (A) by 1. Food (A) can equal 0 but never less than 0.
If reducing Firewood (E) by 2 would take the total to less than 0, you cannot consume any Food.
Each Food consumed restores 1 Magik (M) up to 6.
You may re-roll (A) and or (E) at any time including after having used as much Firewood or Food as you
can. For each re-roll reduce your Magik (M) by 1 to find more.

The life of a wanderer is wrought with uncertainty. But uncertainty is also freedom.
In which direction shall you now turn? The land is surrounded by Horrors, and rife
with despair, all shall be grateful for the aid of Magik.

Once you are satisfied, discard any Food or Firewood remaining and return to the World of the Living.
There is plenty of work still left to do.

5
Wyrd: The Darkness

Travelling

This land was once united by mighty roads, a symbol of Imperial dominance over
both the land and its inhabitants.
The Empire is long gone, regardless of what the Legion may otherwise claim.
Now their roads are unkempt and dangerous. In places, road is a generous name for
the rotten marks that lie hidden below the overgrowth.
Whichever direction you travel, there will be difficulties.

Having left the Wilds, you must travel far to reach even the edges of civilisation.
You must choose one of the following adversities to overcome before proceeding.

Unforeseen Difficulties The weather is horrific. The terrain, unfathomable. The land itself does not
want you to pass. Return to Camp.

Panicked Traveller They’ve heard stories of Wyrd and they will make sure their people are ready
for your Wytchcraft. You do not gain Faith (F) from clearing Hollows or
destroying Horrors on your next Plight.

Possessions Lost* You stumble and fall, or maybe your pockets have grown holes. Lose any
Things that you are carrying.

Ambush Bastard Bandits everywhere.


Roll (E). This is how many Bandits you have encountered. Deal with them
as you would Horrors in The Descent. They may be Scavenged after they have
been destroyed. If you Flee, return to Camp after reducing your Magik (M) 1.

Unforgiving Terrain* The land itself seeks to do mischief on you. Lose 1 Magika (M).

Tempestuous Weather* No God would wish this upon sinners, let alone the faithful. Lose 1 Faith (F).

“Toll”* A group of men claiming to be Legionaries are stopping all on the road for
‘Tithes’. Damned if you know what one was supposed to look like these days.
Lose (A) Bones (B).

* This Travelling Event may not be chosen if it would reduce the relevant attribute lower than 1 or if you
have no Things in your Possession to lose.

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Wyrd: The Darkness

Plight

Another nameless settlement.


Another flock of dirty and hateful people that stare with suspicion and expectancy.
People cannot abide Magik in this Dark Age. But they cannot endure the Horrors
that encroach upon their tired lives without your aid.
It is a living. Keeping them from being consumed keeps the Horrors further from you.
Keeping the Horrors from consuming them keep the torches and stakes at bay.

Delve once more into the Hollows that threaten to surround this gloomy village.
Begin a new Cycle of The Descent with whatever you have left after Travelling.
When entering the Hollows on the Plight of a people in need, you may leave at any time by passing back
through the way you entered. You will need to carry as much as you need to bring back what little hope you
can give the people, ignore any limits on how many Things you can carry in The Descent.
When you return from the Hollows, deliver the good news to these desperate souls. If you return empty-
handed however, it would be best not to go back at all. Return straight to Camp.

You must increase your Faith (F) by 1 for each Deed you have performed:
20 Horrors destroyed.
10 Hollows cleared.

You may also offer them a Boon to increase your Faith (F) by 1:
Give up 5 Bones
Deliver 3 Medicinal Herbs
Offer up 2 Map Fragments
Bestow upon them 1 Bloodstone

Once you are done, take your leave, your welcome will not last long.
Take whatever you did not give up straight back to Camp with you.

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Wyrd: The Darkness

Possession

A whispering menace. A clawing at the mind.


The knocks and cracking in the Dark when you’re alone.
Chaos and the Demons that lurk there are nothing new to you.
You see them every night in your terror.
You must fight them always.
All they must do is wait.

Possession is the curse of Magik. The Wyrdsong Raise your Magik (M) to 6 and your Faith (F) to
will find all eventually. Magik attracts the 20.
unwanted attentions of Chaos. Demons who long
You must not leave the Hollows.
to tear their way into Reality will use your mind
to do this. You must die. For you are Wyrd now.
If your Faith (F) ever reaches 20 whilst you are If however, you find yourself amongst the Living
Descending through the Hollows, you must and your Faith (F) reaches 20, you will fire alarm,
immediately attempt to resist the Demons that fear and hatred in the hearts and minds of those
will use your connection to Chaos to Possess you. primitive brutes. They will try to destroy you.
Assay (A) your Magik (M) against your Faith (F). Assay (A) your Magik (M) against your Faith (F)
and the Encounter (E) die to see how many
Roll (A) & (F).
villagers take up arms against you in your pain.
If the total of (A) and your current Magik (M) is
Roll (A) against the total of (F) & (E).
greater than the roll of (F), you have staved off the
advances of the Darkness for now. If (A) and your Magik (M) is greater than (F) &
(E), continue on with (F) as your new Faith (F).
Continue from where you were with your current
Magik (M) and the roll of (F) as your new Faith (F). If (A) & (M) is equal to or less than the total of (F)
& (E), reduce your Magik (M) by 1 and re-roll (A).
If (A) & (M) is equal to or less than the roll of (F),
reduce your Magik (M) by 1. If your Magik (M) drops to 0, you have become
Possessed. Raise your Magik (M) to 6 and your
Re-attempt your Assay (A), rolling only (A) until
Faith (F) to 20.
either you have defeated the Possession attempt or
your Magik (M) is reduced to 0. There is no way to The last number on your Encounter (E) roll is
modify your Assay (A), your Faith (F) has turned how many villagers you will have to destroy as
against you. you would Horrors before you proceed immediately
to the Hollows.
Sometimes a Demon may just be too strong.
If your Magik (M) is reduced to 0, you have become
Possessed.

8
Wyrd: The Darkness

The Possession of Ban


Many nights, reckless and dementing, had The (A) comes out on 6. The (F) on 9.
brought Brocwald to this Forgotten Shrine.
A close fail.
The decaying stone was pocked and pitted from
creeping vines constricting and penetrating its Brocwald reduces his Magik (M) to 2 and re-rolls
age-worn markings. Any semblance of (A). An 8.
Humanity it may have once possessed was long
Brocwald has only just survived this Possession
gone, it now only held the vaguest of shapes of a
attempt, though it has taken its toll.
head atop a body, swathed in mosses and
decorated with blooming and sickly dew-stricken He is weary and his Faith (F) is ruined as he must
ferns. continue with only 9 Faith (F).
But that didn’t matter.
But it is a stark reminder of the dangers of
The blood weeping from Brocwald’s body stuck to brushing with Possession. His Elder was not so
his tattered and fraying robes, pulling at his fortunate.
sweaty wounds that throbbed in anticipation.
There was power here still.
Brocwald was young then. They had spent days
He lay the wrecked claws of the Horror that had
clearing the Hollows. No rest until his Elder was
almost finished him upon the damp stone ledge.
satisfied that the people could sleep at ease.
With his bleeding hand he smeared his fragile
But the celebration quickly soured.
soul onto that decaying flesh and it burst
instantly into violent and crackling flames, Something was happening to his Elder. With
spitting and hissing as the overgrowth receded every clamouring and grubby palm that pawed at
and the smoke billowed upwards into the her, the light in her eyes glowed brighter, she
unfathomed canopy of darkness. seemed to grow taller, the air around her began to
hum and could be tasted, a bitter tang on a
The Old Gods answered.
clammy tongue. And then she changed.
Brocwald was stricken, his arms strung
outwards, his head ripped back, his eyes glazing
over with blood. Brocwald and his Elder had cleared too many
Hollows, and resolving their Plight brought her
In the sweet melody of Magik that flooded his
Faith (F) to 20.
bones there was a ripping, tearing pain and a
sound that bore such unnatural dis-symphony it She had 6 Magik (M) and rolled 8 on her Assay (A).
burned his mind.
But they were amongst the fickle Living.
And the faces. Those nightmare visages.
Her Faith (F) rolled 12, and the Encounter (E) 3.
There was no way to win this fight.
Brocwald’s Faith (F) rose to 20 after Praying at a
Brocwald never saw Ban again.
Forgotten Shrine.
Demons have come for him.
His Magik (M) is a low 3 and he rolls (A) & (F).

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Wyrd: The Darkness

Glossary
Acolyte Boon D12
One who is under A gift to the World of The A die or dice with 12 total
instruction in Magik Living, though you know it for sides. Used to determine the
from an Elder. A title of what it is, the prolonging of number of Horrors you
deference and the inevitable. Gain 1 Faith (F) encounter (E), or the type of
acknowledgement of for every 5 Bones, 3 Medicinal Hollow entered (E).
inferiority. Herbs, 2 Map Fragments or 1
D20
Bloodstone you bestow upon
Assay (A)
‘Civilisation’. A die or dice with 20 total
A test. Roll (A), a D8. sides. Used to track your Faith
Camp
(F).
Bandits
Any shelter will do when faced
D100
Not your common petty thief with the unforgiving elements.
or stricken peasant. The roads A die or dice with 100 total
Chaos
belong to these thugs now. sides. Used to track your Bones
When Ambushed whilst The unknowable beyond. A (B).
Travelling, roll (E) to shifting immaterium and
Deeds
determine how much scum source of Magik.
you must deal with. Treat Whilst they may appear
Cycle/Descent
them as fighting Horrors selfless, every Hollow you clear
according to The Descent. The Cycle progressed through to and every Horrors you destroy
achieve release from your are not entirely altruistic, They
Bloodstone
Possession. Hollows, Horrors, keep the Horrors further from
An ancient Sage artefact. Scavenge and Press on. Repeat you and ‘Civilisation’ from
When in possession of a Map until dead. remembering to burn you. You
Fragment, a Bloodstone may garner 1 Faith (F) for every 20
D4
be unearthed in a clear Vault. Horrors destroyed and every 10
When consumed, restores A die or dice with 4 total Hollows cleared.
Magik (M) to 6, this may be sides. Used as your Runestone
Demons
during an Encounter with (R).
Horrors. Unnatural monsters born of
D6
Chaos. They ever seek to claw
Bones (B)
A die or dice with 6 total sides. into the Physical World.
Currency used amongst the Used to track your Magik (M).
Encounter (E)
Living. Track your
D8
accumulation during A confrontation with Horrors.
Scavenges with (B), a D100. A die or dice with 8 total sides. Roll a D12 (E) and use this die
Used for Assays (A). to keep track of how many
remain. (E), the D12 is also
used to determine Hollows.

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Wyrd: The Darkness

Elder Hollows
A title of respect amongst the Dark places of the world beyond
Wyrd. Usually reserved for one the abode of the Living. Here be
Map Fragment
who has taken an Acolyte. Horrors. Determine where you
stand with (E) & the Exits Although the language of the
Exit
with (A). Sage is long lost, their
A misnomer. There is no escape drawings of where they
Horrors
from the Hollows. But you can hoarded their treasures are
delve deeper through here. Fit Monsters. It is these you must readable to even the most
to your Map. entrust your salvation to. illiterate. This will lead you to
Determine how many with a single Bloodstone in a single
Faith (F)
(E). Vault.
Belief in the Old Gods. Keep
Lair of Horrors Medicinal Herbs
track with a D20 (F) and use
this to augment your A Hollow that Horrors have The most called upon task for
Encounter Assays (A). Can be called home. Here you must an exiled Wyrd is healing. You
replenished at Shrines. destroy two waves of Horrors, may only carry one at a time,
but you may gain twice as but they can be left in a
Firewood
many rewards. Hollow to come back to. Roll
Gathering fuel to burn is no (A) when the Hollow is clear.
Legion
luxury in the wilds. The total If you intend to emerge from
you have collected is The last remnants of the The Hollows in The Darkness,
determined with (E). Use two Empire that once had you may carry with you as
Firewood to consume 1 Food. ambitions of unifying all many as you find.
peoples and bringing light to
Flee Plight
this Dark Age. A shadow of its
Sometimes alive is better. former self that leeches life The Darkness of the Horror-
Reduce (M) 1 and go back to the from the World of the Living infested Hollows ever
Hollow you came from. You in the name of ‘Peace’. threatens to overwhelm the
cannot Flee back into the World of The Living. This is
Magik (M)
Hollow you have just fled from. the Plight of Civilisation and
An elemental force that can it will be overrun without
Food
manipulate the Physical you. Gain Faith (F) from the
Magik alone will not sustain World. Exert it too much and people for every Deed you have
you. If only Food could be you will die. Keep track of this done in the Hollows and for
conjured. Roll (A) to gather with a D6 (M). each Boon you bestow upon
Food. Use two Firewood to them.
Map
consume 1 Food to restore 1
Magik (M). It would be wise to plot your
progress through the Hollows
so you do not get lost. This can
be done with pen and paper.
Adapt the Hollows so that the
exits match.

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Wyrd: The Darkness

Possession Runestone Travelling


A consequence of A secret and rare type of stone You make your shelter far from
drawing too much presenting properties which hungry stomachs and prying
attention from soak up Magik from its eyes. It takes time to cross the
Chaos. A common side environment. land to reach the World of The
effect of using Magik. Once Living and you must overcome
Sage
a Demon has taken hold of adversity even in this simple
your mind, the only release is The Ancestors of the Wyrd and task. Choose a difficulty to
death. The Demon will not legendary Magik users. tackle.
like this. When your Faith
Scavenge Vault
reaches 20, you must battle
the Demons who seek to claw The act of taking that which is A Hollow that was once used
their way into Reality no longer being used. Much is to store the treasures of the
through you. If you are lost in the Hollows and much Sage. A single Bloodstone can
amongst the Living whilst can still be useful. Bones, be uncovered here, consuming a
this occurs, you will have to Medicinal Herbs and Map Map Fragment.
fight off those who will call Fragments you should covet the
Wyrd
for your blood. most.
The reviled descendants of the
Prayers Forgotten Shrine
Sage. An insult, it is correctly
A supplication to an Old A Hollow once dedicated to an reserved for those who have
God. Usually made with Old God. A little Sacrifice and become Possessed by Demons.
blood to ensure attention. Prayer should get their
Can be conducted at a Shrine attention again.
after destroying Horrors there
to restore Faith (F).

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Wyrd: The Darkness

Bones: Medicinal Herbs: Map Fragments: Bloodstones:


Wyrd: The Darkness

WyrdLaw

Dice
Bones Faith Encounter Assay Magik Runestone
(B) (F) (E) (A) (M) (R)
D100 D20 D12 D8 D6 D4

Cycle
1: Hollows 2: Horrors
Roll (E).
(E) Hollow Exits1 (A)
If (E) > Hollow limit, Press on
1-2 Gloomy Passage Always 1 Assay (A) against (M)
1-4: 0 Exits If (A) =/< (M), -1 (E)
3-4 Claustrophobic
5-8: 1 Exits If (A) > (M), -1 (M)
1-4: 1 Exit
-(F) to –(A)
5-7 Vulnerable 5-6: 2 Exits
(F) cannot be 0
7-8: 3 Exits
1-4: 0 Exits If (A) = 8, -1 (M)
8-9 Forgotten Shrine
5-8: 1 Exits To Flee -1 (M)
10 Ancient Vault Always 0 If (A) < (M), (R) may +1
If (R) = 4, Roll (R)
1-4: 1 Exit
Reduce (E) by (R)
11-12 Lair of Horrors 5-6: 2 Exits
7-8: 3 Exits When (E) = 0, Scavenge
If (M) = 0, You have died

3: Scavenge 4: Press on
(A) Thing
Pass through an exit to discover a new
1 Nothing
Hollow (1)
2-4 Bones (B) + (A)
Pass through an exit to a previously
5-7 Medicinal Herbs
explored Hollow: Assay (A) against (M).
8 Map Fragment If (A) > (M) Horrors attack (2)
Wyrd: The Darkness

Things
Bones (B) Medicinal Herbs Map Fragment Bloodstone
A form of currency in Restores Magik (M) Use to find a Bloodstone in When (M) = 0,
this Dark Age. (A) +(M) a clear Vault. Useless instantly consuming a
1-2 1 afterwards. Bloodstone restores (M)
3-4 2 to 6.
5-6 3
7-8 4

Prayers
(A) 1 2-3 4-5 6-7 8
Roll (E) for
Response: + 1 (F) + 2 (F) + 3 (F) Silence
Horrors

Camp Possession
Firewood (E) Food (A) If Faith (F) = 20 Roll (A) & (F) / & (E)
-2 Firewood -1 Food If (A) & (M) < (F) / & (E)
+1 Magik (M) -1 Magik (M)
Re-roll (A) until (A) & (M) > (F) / & (E)
-1 Magik (M) = Re-roll (E) or (A)
or (M) = 0

Travelling
Unforeseen Panicked Possessions Ambush Unforgiving Tempestuous “Toll”
Difficulties Traveller Lost Terrain Weather
Return to Horrors Lose Things Roll (E) -1 Magik (M) -1 Faith (F) Bones
Camp Hollows Bandits (B) – (A)

Plight
20 10 5 3 2 1
Horrors Hollows Bones Medicinal Herbs Map Fragments Bloodstone
+1 Faith (F) for each Deed +1 Faith (F) for each Boon granted
Wyrd: The Darkness

Bones: Medicinal Herbs: Map Fragments: Bloodstones:


Wyrd: The Darkness

FAQ
Whilst an Acolyte is Can I carry more than 1 If I am resolving a
searching for their Medicinal Herbs to bring Plight, and I have to
departed Elder, can they back from the Hollows? fight a Possession
collect their own Bones attempt, do I re-roll (E)
- Yes. Although the Laws
and add this to those too?
of The Descent demand
found on the body?
only 1 Thing is to be - No. Only re-roll (A) in
- Yes, gather as many as carried at a time, it is any Possession attempt.
possible. You may yet find prudent that you pillage Sometimes you cannot
use for them. as much as you can during win, there are Demons
The Darkness. out there stronger than
any of us. Being
Upon discovering the surrounded as you fight
remains of your Elder, do Do you lose everything them only makes things
you need to take them to a during Travelling if you more difficult.
Forgotten Shrine to Pray choose Possessions Lost,
over their sacrifice? or can you store some
Things back at Camp? How much Faith do I have
- No. You may offer up
to modify my Assay (A)
your Elder to the Old - You lose every Thing,
against Possession?
Gods wherever they have even your Bones. Do not
fallen. A Wyrd corpse is leave your Things - None. The Old Gods
pleasing to the primal unattended, they will have abandoned you to the
powers. surely disappear in your torment of the denizens of
absence. Chaos. Your Faith is the
strength of a Demon now.
Do you venture into new
Hollows with the Bones, When you are making
Faith and Runestone you your way out of the How much Faith do I have
have remaining after Hollows, can you Flee the if I fight off a Possession
Camp and Travelling? Vulnerable Hollow you attempt?
entered and leave the
- Yes. Delve into - The total Faith (F)
Hollows?
unexplored Hollows with rolled that you defeated is
anything left to you each - No. You may only Flee your new Faith (F).
time you begin a Plight, back to the Hollow you
even if you abandoned were previously in.
your last empty-handed.

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