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What was so golden about the Golden Age? Why do you hunt monsters?

Dreaming Gods: with the What among those things was already retrieved by Dream Alchemists?
First, each player—including the Keeper—chooses two of the follow-
Monsters of ancient myth roam the countryside and
even city streets. You are among the few people ready
Prologue Questions ing boons as things associated with the Ancient Ones. Then make
another round in which each player chooses one thing that was already
and willing to take those beasts on and protect ordinary
people from them. Why?
The world has exited a long period of retrieved. “Retrieved” can but needn’t mean “widely used”—it only Choose one of the following options—one for the
fear and misery so abhorrent that right means the secret of repeating this feat is known to some people, maybe entire party or one for each of the hunters. Some choices
after it ended, it was immediately called only Dream Alchemists so far. The Keeper decides how widespread fit some playbooks better than others but none of them
the Fallen Age. a given boon already is but they can consult other players about it. forces a player to take a particular playbook. You are:
b The Queen’s Musketeers: Loyal and bound by oaths
Why was this Age

retrieved
of chivalry, brave, well-trained, often tasked with
so terrible?

ancient
surveillance and protection of the Queen’s subjects.
Each player—including the Keeper—
b Dream Alchemists: Well-educated, respected but
chooses one of the following problems:
feared, with great access to magic and gadgets, their
b Mass hunger. 2Arches and other architectural lore needed to create great leaders want to contain and understand the monster
b Tyrannical religious leaders. buildings. plague.
b Tyrannical secular leaders. 2 Great poetry and dramas about fate, passion, and ambition, b The Lone Wolves: Exceptional individuals from
b Incurable diseases. able to move any heart. outside the two preceding organisations who decided
b Lots of bloody wars. 2 Blood-based medicines that make terrible wounds heal in a to take on the monsters themselves.
b Extreme cruelty between people. few hours. b The Condottieri: An elite group of mercenaries hired
b Superstitions and fear of the 2 Herb-based medicines that purge the body of illness and disease. by those who aren’t protected from monsters by either
unknown. 2Alchemical processes that make solid substances lighter than air. the Queen or the Dream Alchemists.
b Lost contact between cities and 2 Herbs allowing human minds to touch dreams of the Ancient
countries. Ones without the great preparations the Dream Alchemists Depending on mysteries prepared by the Keeper, you
usually undergo. might decide how long after the appearance of monsters
The Fallen Age ended when the Dream
2 Extremely volatile mixtures burning great spreads of land in do you start, or the Keeper might choose for themselves.
Alchemists found out a way to dive into
a moment. Options include:
the Ancient Ones’ dreams and extract
2 Insidious mixtures that make solid substances frail and breakable. bYou hear rumours and are sent to investigate them.
precious knowledge from them. The
2A powder that makes water breathable—a small dose is enough bYou became monster hunters years after the monster
Ancient Ones were people from before
to transmute an entire lake. attacks began.
the Fallen Age, from the time known as
2Ways to reforge iron so that it becomes hard as diamonds. bYou have already been hunting monsters for some
the Golden Age.
2A language that allows one to command animals and maybe time. The beginning of the campaign is simply the
understand them. moment you stumble upon some bigger story.
2 True Astrology: An ability to divine the future from the
movements of stars.
2Worldflow: Meditation techniques allowing one to slightly alter
the physical world around them.
2 Dreamdance: A ritual that grants its participants the power of
lucid dreaming.
Return From a Dream
Dreaming Gods: with the Diving into dreams has its dangers, repre-
sented by a Depth roll. When you return
Weird Basic Moves
Depending on the boons you choose in the Prologue (page 221), there might be

Moves Reference from a dream, roll –Depth of your dive:


On a 10+, you return without trouble.
various magical traditions and possibilities in Helos. However, no matter what
you choose, every hunter is entitled to a Weird basic move.
On a 7–9, you encounter a brief obstacle If you play by the base rules and use magic is the only Weird basic move in your
Diving into Dreams that might take some action against you, but game, using it can represent any of the following actions. If you use alternative
The only sure way to dive into dreams you return no matter how this encounter Weird moves from Tome of Mysteries or the hardcover edition of Monster of the
is to inhale the holy mist coming from resolves. Week you can choose one of the following actions as the weird stuff your hunter
a shaft on the isle of Icareum, the On a miss, you encounter an obstacle that does and treat it as the Weird move given in brackets:
main stronghold of Dream Alchemists. imprisons you in dreams until you over- • Manifesting a strange, innate connection to dreams and their power to shape
Depending on the boons you chose, it come it. the world (empath or sensitive or telekinesis)
might be possible to dive into them from For the purpose of overcoming those • Using magical formulas researched by Dream Alchemists or discovered
other places as well. Additionally, the obstacles, you have the same stats in dreams independently by yourself (basic use magic)
hunters can always dive into dreams as when awake and your dream form has all • Quickly creating an appropriate alchemical concoction (weird science)
with an appropriate big magic ritual. If a your gear on them. • Commuting with your past selves or great ancestors in dreams (past lives)
hunter dives into dreams using alchem- • Being a witty and alert swashbuckling hero who always knows best (trust
ical vapours, they enter a trance—their Golden Age Answers your gut)
body relaxes and their eyes seem to be Having a question about the Golden Age • Using Worldflow, if you chose this boon as retrieved (basic use magic)
looking at invisible vistas, but you can answered can have various benefits depend-
see glimpses of what they see in dreams ing on what the question was about:
in their eyes if you look close enough. • +2 forward to a move dealing with a
specific Ancient Ones-related challenge.
dive into dreams • +1 ongoing to moves dealing with a
When you dive into dreams, first specific field of Ancient Ones-related
specify the Depth of your dive: shallow challenges.
(0), medium (1), or deep (2). Then roll • Ability to create new sorts of gear, on a
+Weird and add Depth to the result. similar power level to sample starting
On a 7–9, you find the answer to a gear, in a workshop designed for work
single question about the Golden Age. with Ancient Ones’ designs (like those
On a 10+, you find the answer and in Dream Alchemists’ enclaves).
additionally, the Keeper gives you a valu- • +2 forward to use the hunter’s basic
able glimpse of another secret related to Weird move.
the Ancient Ones. • Other effects agreed upon by the hunter
On a miss, you get overwhelmed by and the Keeper.
the dreams and are unable to see the
waking world clearly—once you return, A valuable glimpse into the Golden Age has
you get –2 forward to your next read a the same possible benefits but in this case
bad situation or act under pressure the Keeper chooses. They have to choose
roll. something useful in the current situation
or in line with the hunter’s long-term goals,
plans, or abilities.

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