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Play to find out.


A couple of hours per session. ◆
Don’t hoard the cards, or else... ◆
D6 D4 - Rise up from failure. ◆
acting as game moderator (GM).
2 to 5 friends, with one of them ◆
Find creative solutions. ◆
and one map sheet.
Always seek advantage. Always. ◆
Printed copies of this pamphlet ◆
Embrace risks. ◆
ARMOR Engage with the fiction. ◆
A full set of polyhedral dice. ◆
NOTES back when the deck is empty.
/ Share the spotlight. ◆ deck, discard it. Shuffle the cards
Align on things as a group. ◆ When you reveal a card from the
RESILIENCE Narrate your actions. ◆ A standard deck of playing cards. ◆
Listen and pay attention. ◆
To play you will need:
EXPERIENCE HRT DEX PLAYER GUIDELINES PREPARING THE GAME
Improvise rules if needed. ◆
out in songs and sagas.
WIL STR Split problems in multiple rolls. ◆
of our destinies fulfilled as they ring
Ask questions, use the answers. ◆ And one day, all shall hear the echoes
Provide problems, not solutions. ◆
ATTRIBUTES Trust the fiction. ◆
ancestors and deities.
the way, we pay our respects to
Be a fan of the characters. ◆
VANORI: land. To cleanse the shadows. Along
Pause or rewind if needed. ◆
venture beyond the mist. To chart the
PRONOUNS: Check-in with the players. ◆ conviction. Alone, we are called to
Show the world as it is. ◆ gods and spirits, we stand firm in our
NAME: Telegraph danger. ◆ our names from memory. Guided by
Guide the story. ◆ We were cast out. Our brethren struck
INVENTORY DETAILS GM GUIDELINES THE BITTER NORTH
YOUR CHARACTER 2. your guardian spirit 4. ELK: Increase your heart by 2 EXPERIENCE
To create a character, go through You are guarded by a Vanori, a and your strength by 1. Your max When a trial roll results in a
the following steps. spirit of the wild and messenger of resilience is d10+3. When you SETBACK, you get to mark XP, in
the gods. The Vanori you choose burn a card to aid an ally, you give a which case you fill in one box on
1. your attributes increases certain attributes, sets +3 to their score instead of the your XP track.
Your attributes are the main way your initial max resilience, and normal +2.
you interact with the world. Your gives you a special ability. When your XP track is filled, you
character has 4 attributes. 5. OX: Increase your strength by 2 receive a blessing from your
Additionally, you may take the and your willpower by 1. Your max Vanori: clear your XP track and do
With your strength, you may physical appearance of your Vanori resilience is d12+3. You may burn the following.
crush, lift, strike and grapple. With for a short while, gaining new a card during a short rest to get the
your dexterity, you may dash, aim, liberties in the fiction. benefits of a long rest. change your attributes
sneak and handle. With your For each attribute, reveal a card.
willpower, you may perceive, solve, Burn a card from your hand to 6. OWL: Increase your willpower by
analyze and focus. With your heart, transform into your Vanori. 2 and your heart by 1. Your max SUITE MODIFIER
you may persuade, command, Leverage your new form to seek resilience is d8+2. Once per ♥ Increase the attribute by 2.
charm and honor. advantages. session, you may burn a card to
♦ Increase the attribute by 1.
mark XP twice.
To determine your starting Choose, roll or invent a Vanori. ♣ The attribute stays the same.
modifiers, reveal a card for each 1. BEAR: Increase your strength by You may reroll your max resilience
♠ You see a bad omen.
attribute. 2 and your heart by 1. Your max to try get a better result, but must
SUITE ATTRIBUTE MODIFIER resilience is d10+3. You may burn accept the new result. change your resilience
a card to roll an extra d4 on top of To get your new max resilience,
♥ Set your attribute to +2. your armor to resist incoming
3. your armor and weapon reveal a card.
Your armor allows you to resist
♦ Set your attribute to +1. damage. SUITE MODIFIER
damage during combat.
♣ Set your attribute to 0. 2. WOLF: Increase your dexterity by
You start with a d4 armor set. Fill ♥ Increase max resilience by 2.
♠ Set your attribute to -1. 2 and your willpower by 1. Your
the d4 armor dot on your character ♦ Increase max resilience by 1.
max resilience is d8+3. You may
Write down the results on your sheet.
burn a card as a combat action to ♣ Your resilience stays the same.
character sheet. force an enemy to check their Your weapons provide convenient ♠ Your Vanori shows you a vision.
morale. ways to perform attacks on
If you are unsatisfied with your
enemies. Songs and Sagas is a product of Fari RPGs (farirpgs.com)
attributes, you may try to get a 3. RAVEN: Increase your willpower This product is licensed under the ORC License available
better result by revealing another by 2 and your dexterity by 1. Your You start with a d6 weapon of your online at various locations including www.azoralaw.com/
orclicense.
card, but must accept the new max resilience is d8+2. You may choice in your inventory (a sword, All warranties are disclaimed as set forth therein.
result. This can only be done twice. burn a card to force an enemy to an axe, a bow, a spear, a pair of
step down their attack die. knives, a staff, etc.).
THE GAME TRIAL ROLL RATING DESCRIPTOR BURNING CARDS
In this game, you perform trial and When taking a risky action, make a Burn a card from your hand to:
6 Almost certain
fate rolls when there is uncertainty trial roll.
9 Easy CALL THE GODS: +2 to your score.
in the fiction. You add cards to your
1. Pick the attribute that best AID AN ALLY: +2 to an ally’s score.
hand when your trial rolls succeed, 12 Normal
matches your action.
burn them to gain momentum, 15 Challenging
TURN THE TABLE: Turn a SETBACK
and, most importantly, continually 2. The GM discusses with the group into a SUCCESS, but as a result the
try to collaborate in moving the and sets a difficulty rating, 18 Almost impossible GM introduces a new consequence
story in interesting directions. usually a 12. in the scene.
3. The GM reveals a number of FATE ROLL COME PREPARED: Add an item to
cards matching the current When taking an action with an
CREATE YOUR CHARACTER region’s risk rating. For each uncertain outcome but no your inventory as if it had always
Flip this pamphlet to reveal its been there. This may allow for an
black card, the difficulty rating consequential risks, make a fate
cover and follow the steps to create advantage in certain situations,
is increased by 2. roll: perform a trial roll, but skip
your own fierce northerner. but the GM has the final say.
4. Roll a d20 + the attribute step 3. You also do not add cards to
modifier to get your score. your hand on a SUCCESS or mark
CHART THE MAP XP on a SETBACK. RESILIENCE & CONDITIONS
Drop a d20 on the map sheet’s hex If your score is greater than the Your resilience represents your
grid, this is the region you are difficulty rating, it’s a SUCCESS. physical and mental well-being. If
located in. Use the rolling tables
ADVANTAGES reduced to 0, make a trial roll.
Otherwise you suffer a SETBACK. If the fiction helps or hinders a fate
available on the back of the map
or a trial roll, the GM may grant
sheet to help define the terrain, SUCCESS: Gain control of a SUCCESS: you are not ready to fall,
advantage or disadvantage. With
threats, non-player characters, moment in the scene and narrate set your resilience at 1.
advantage, roll 2d20 and keep the
treasures, and risk rating of the what happens next. Add one of the
highest die. With disadvantage, SETBACK: you are incapacitated
region. revealed cards to your hand if no
roll 2d20 and keep the lowest die. and close to death. If your wounds
cards were burned for the roll. You
The risk rating reflects the level of are tended, set your resilience at 1
must pick a red card over a black
unknown and danger in the region. INVENTORY but work with the GM to gain a new
card.
It typically ranges from 1 to 3, but When you come into possession of condition.
may step up or down at the GM’s SETBACK: Mark XP, but relinquish an item or weapon, write it down
discretion depending on your control of the narrative to the GM. in an inventory slot. Conditions are negative aspects
actions in the fiction. Each hex is 6 They describe what happens and attached to your character. Each
Weapons are assigned a die rating condition takes one inventory slot.
miles (or ~10 kilometers) face to may inject more tension in the
(d4 - d12) used during an attack. To clear a condition, you need a full
face. A person can walk a hex in a scene by introducing a new
Weapons may become damaged at rest or wait until it becomes
day, a horse can cross two, a consequence (narrative mishap,
the GM’s discretion. When irrelevant. Once per session, the
longship can row three but sail four loss of resilience, damaged armor
damaged, the weapon die is GM can use a condition to make
with favorable winds. or weapon, a new condition, etc).
stepped down. you roll with disadvantage.

ARMOR REACTION during your turn during an enemy’s turn


Your armor allows you to resist When an NPC’s reaction to you is During a combat turn, choose one: Enemies attack and prompt you to
incoming damage and is defined by not obvious, reveal a card. defend with a trial roll (including
◆ Make a trial roll to attempt to
a die rating (d4 - d6). During an card to hand or XP).
SUITE REACTION gain advantage, to damage your
enemy attack, roll your armor die target’s armor/weapon, or to SUCCESS: you avoid the attack,
and substract the result from the ♥ They seem helpful. otherwise alter the fiction. and gain advantage if you rolled a
incoming damage. Armor may be ♦ They seem curious. ◆ Perform an attack. 20.
ignored or damaged at the GM’s
♣ They seem wary.
discretion. When damaged, the attack SETBACK: you get hit, the GM uses
armor die is stepped down. ♠ They seem hostile. WEAPON: When attacking with a the enemy's damage die, stepped up
weapon, the weapon’s die rating if you rolled a 1.
REST COMBAT will serve as damage die.
To recover, you can: INITIATIVE: To decide who goes The GM rolls the damage die and
first in combat, reveal a card. FEAT: When trying to harm an deals that much damage to your
SHORT: Take half an hour to catch enemy through other means, the resilience, minus your armor die
your breath. Reveal a card to SUITE INITIATIVE GM assigns a damage die to your roll.
recover resilience. ♥♦ Your group goes first.
action (d4 - d12).
In both cases, make a trial roll If your trial roll results in a
SUITE RESILIENCE ♣♠ The enemy group goes first.
(including card to hand or XP). SETBACK, the GM may inflict a
♥ Recover 5. The group order stays the same consequence in addition to or in
♦ Recover 3. until the combat is over. SUCCESS: use the damage die as place of the damage dealt to you.
is, or step it up if you rolled a 20. E.g. your armor becomes damaged
♣ Recover 2, trouble is ahead... The individual order is not tracked; or you gain a new condition.
♠ Recover 1, trouble is here... go with what makes the most sense SETBACK: step down the damage
or who’s most excited to play next. die once, or twice if you rolled a 1. Mobs of enemies may be grouped
LONG: Spend a couple of hours together as a single entity.
sleeping or lying low. Reveal a card The combat ends when all player Roll the damage die and deal that
and interpret the result as above, characters or enemies run out of much damage to your target’s enemy morale
but double the recovery. You may resilience, or if one side decides to resilience, minus their armor die When enemies feel outnumbered
spend this time fixing a damaged withdraw (see Enemy Morale). roll. A damage die always ranges or see their leader fall, reveal a card.
weapon or armor, but then only get from a d4 to a d12.
SUITE MORALE
the benefits of a short rest. enemies
Enemies are made of resilience, If your trial roll results in a ♥ They panic and try to flee.
FULL: Spend a week out of action or armor and weapons, which work SETBACK, the GM may inflict a
♦ They surrender or negotiate.
in calm transit to restore all exactly like yours. You can build consequence in addition to or in
resilience and, if it makes sense in your own enemies or convert some place of the stepped down damage ♣ They stay in the fight.
the fiction, clear one condition. from existing OSR bestiaries. die. E.g. damaged weapon. ♠ They double down on the fight.

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