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Tabletop RPG of Magic and High Fantasy

Twitter: @RitualRPG
Website: www.ritual-rpg.com
Download Link: thebigtabletop.itch.io/ritual-rpg

(Alpha Playtest Document - v1.0)

Designed by the Team of:


Joel Salda & Abbey Rideout
1
Magic Thrives in All People and Creatures
Across the Great World of Avosthal...
Unknown and mysterious, magic flows through and gives life to everything in Avosthal. All
beings, creatures, objects, and places are thought to carry the spark of magic. For this reason, all
things hold worth and are to be respected. Old tales say that the entire world is made from
intricate rites cast long ago by powerful adventurers. Though each being accesses magic in a
different fashion, magic is the one element that unites all.

Magic is utilized in every culture through rituals that make traversing Avosthal easier. Regions
developed magic to assist with their ways of life, traditions, and their environments. Eight
cultures arose from specific environments and gave way to eight Schools of Magic.

While each School of Magic was developed in response to specific environmental pressures of a
region, practitioners from every school can be found across the world. Students may have a
teacher, be self taught, or have a natural affinity towards a concentration of magic. Magic is
accessible by all and learned in a myriad of ways. Adventurers might travel a great distance from
their home to learn from a great master of magic.

Environmental regions make up the landscape of Avosthal. Sprawling plains of brush and grass
stretch far and wide. Frozen tundras bracket the north with sub zero temperatures. Deep forests
hide ancient magics amongst their dense groves. Because magic comes from Avosthal itself, the
beings of the world have always felt bound to the land and environments they call home. These
wondrous regions are home to a myriad of people and creatures.
Out of each of these regions, groups of people have formed cultures that have developed Schools
of Magic to help them live in these extreme places. People are shaped by the lessons of their
culture and the ways of life there. A culture is often made up of many different lineages. Coming
in a wide array of shapes, sizes, and colors, a person’s lineage affects how they interact with the
world at large but is not as important as the culture they came from. While there are some
lineages that are considered local to a region, it is not uncommon to see a community of them
elsewhere. These cultures have developed entire societies and civilizations in places where they
have to share space and resources with the creatures who live there.

Alongside these cities and societies, the creatures of Avosthal use its magic to adapt, disguise, and
thrive. Having a completely different hierarchical structure to the people’s societies and an
otherworldly relation to magic, the creatures of these regions possess powers and dominion over
the whole region. Most creatures here are as adept at magic as their neighbors and are revered
and respected.

2
The Goals of these
Two Worlds
Do Not Always Align...
Times are changing in Avosthal as magic supports progress and industry. Settlements have grown
into civilizations. Crossing the great seas has become possible with the development of
navigation and shipcraft. Trade and travel have encouraged many young people to depart their
familial lineages and regional cultures in hopes of adventure and riches. As their influence grows
and spreads, life for creatures and beings on the periphery have changed as well.

When the land is cared for, resources and space are abundant; but this is not always the case. A
disruption in the food chain will have the creatures looking to a farmer’s harvest to sate their
hunger. The destruction of a habitat leads to migration to lands that may be difficult, if not
deadly, for those forced from their homelands. Incursions into the land of the creatures means
that they will fight to protect their way of life. The death of creatures can lead to dire
consequences to their lands as their connection to magic is severed. The effects can be as small as
the withering of a grove of trees to as large as earthquakes. The lives of all things are to be
respected and protected.

3
A class of individuals rises to intervene. Adventurers are individuals who have the training and
spells to affect real change in this world. Their abilities and connection to magic are greater than
most. They understand that power must be wielded wisely and with care. Violence is rarely the
answer for a permanent solution.

As an adventurer in this world, you have left your familial lineage and regional culture behind in
search of more. You have, possibly unknowingly, been drawn into the growing discord between
the old ways and the new development. Your regional culture has taught you skills to aid you,
and your lineage has shaped your values as you embark on this new journey. You begin with a
basic knowledge of magic, and as you learn and explore the world, your skills and abilities will
grow. Just like the magic of Avosthal, your potential is unlimited if you learn to harness it.

The right path forward is not always clear. Creatures and people will seek out your assistance.
You must determine how to resolve disputes across the land. What you make of this world, what
ties bind you, and what bonds you forge are up to you. Maintaining the delicate balance and
finding your place in this world is your greatest quest.

What Truths and Lies


Will Your Rituals Uncover
on the Path to Peace?
4
All that You Are
Adventurers in Avosthal are as varied as stars
in the sky but all start somewhere. Your help
may be needed more quickly and time may
not be on your side. Never fear, your voyage
will be true and swift if you follow this path.

1. Write down your name. It can be


anything you want.

2. Write down what region you came


from. How do you relate to this place?

3. Write down your lineage. All lineages


can exist in any region. Why does yours
come from the region you did?

4. Write down your appearance. How do


others see you?

5. Write down a lesson from your region.


What small bit of magic do you rely on?
6. Write down and choose your 1st and
2nd best approaches. Approaches that
get d6 and d4 respectively. Why is your
adventurer better at these?

7. Write down your training which can


add d6 once a day to an action where
your training applies. How did you gain
this training?

8. Your Shroud of Protection has 3 / 3


uses. You start with 3 / 3 Health. Write
these down.

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this training?

8. Your Shroud of Protection has 3 / 3


uses. You start with 3 / 3 Health. Write
these down.

9. Your Health and Spirit Dice begin at


d10. For each 1 Health you lose, your
Health Die drops one level. For each 1
curse you receive, your Spirit Die drops
1 level.

10. Write down in your inventory that you


have a pack of 5 / 5 items. The pack is
your first item. The pack’s 5 charges can
be spent to gain mundane but useful
items.

11. Write down 3 truths about your


adventurer. These will shape how you
act and what motivates you. These are
also useful for the Lore Weaver to see
what narratives you are interested in
pursuing.

12. Write down and choose your


concentrations within the eight Schools
of Magic. Your Schools of Magic do not
have to be related to your region or
your lineage. How did you learn magic?
What does your magic look like?

13. Choose 2 Rites from any School of


Magic. Write them down. Why do you
know these rites?

14. For the level of your concentrations you


have in a School of Magic, assign your
Die Level. 1st level concentrations give
you a d4 in that school. 2nd level
concentrations give you a d6.

An adventurer can now begin their journey.


If someone needs further explanation, read
on. The Lore Weaver will help adventurers to
understand the details of this world and how
one fits into the grand design.
6
You have Arrived to Help
Adventurers come from all walks of life. A wanderer arriving from a foreign land. A hunter
hearing the whispers of growing discontent. A shopkeeper taking matters into their own hands.
All of these individuals have heard the call of adventure and chose to pursue it. Their Name is
learned, their Appearance is seen, but most importantly, they chose to act.

-Write down your Name and Appearance-

7
Your Culture Shaped You
The land is the single, most important influence that shapes a young person into the individual
they become. No matter what a person’s lineage is, their environment and the lessons taught
there are the things they all share. There are eight known regions that correspond to each of the
eight schools of magic:

Abjuration

Transmutation Conjuration
Venteren

Shele Marain

Necromancy Türven Koparen Divination

Golhen Apagol
Ohain

Illusion Enchantment

Evocation

Each environment has a unique way of life and lessons that help their people survive. The people
of these lands have a variety of lineages that are of equal potential. In this adventure, you will
encounter the people of the Shele and Koparen.

Begin to explore these regions and the lineages that come from them in the next section.
8
Your Lineage
The beings and beasts of Avosthal are as unique as grains of sand. Magic and environment have
crafted a variety of different beings that have risen to prominence. Because all beings are
connected to magic, all possess an equal potential. No one lineage is superior to another. The
potential lineages that exist across Avosthal are innumerable and endless.

Adventurers are responsible for educating others about their lineages if they wish to do so. Your
line of Elves does not have to appear like others that you may be familiar with. They might not
follow a strict adherence to the laws of nature. You might have been born and hail from deep
within the volcanic mountains. Just because a lineage is said to be from one region does not
mean that they only exist there. The lineage of your people is yours to shape and tell. Don’t
worry, the Lore Weaver will help you too.
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Lessons from Your Region
There are small bits of magic that everyone from a region can reliably use. These lessons have
been developed to help the people of a region survive and thrive in harsh environments. Once
per day, everyone can use their special lesson.

10
Explore the Regions and
the People who Live there
As you begin to explore Avosthal, you will notice how the people there are forged by it. The first
and most important aspect is the culture a person comes from and the magic they rely on. Next
is the lineage of an individual. Finally is the lesson that they always carry with them.

-In the next section, pick your Culture, Lineage, and Lesson in that order-
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A Note on the Following Sections:
This is Preview of a Much Larger Game
The world of Avosthal has much more content than what is offered in this sample. We wanted to
get the players into this world as soon as possible to show the lore and setting that Ritual has to
offer. In this playtest document you will gain access to:

8 Regions
8 Schools of Magic
16 Lineages of people from our world - Avosthal
16 Lessons that are infallible magic
16 Trainings that are professions
80 Rites and Spell Effects from the Schools of Magic
Basic Rules of Play and the Mechanics

In the full book we plan on crowdfunding, we will add full color artwork and layout to produce
a gorgeous and complete game. In addition to this, we have written a bulk of the content
that is the full game:

Expanded Regional Descriptions


64 Lineages
40 Lessons
32 Trainings
360 Rites and Spell Effects from the Schools of Magic
Additional Content for Leveling
A Ton of Creatures
And Entire Module Adventures

We’re determined to make Ritual an amazing game. Follow our twitters to see our development.
We’re glad you can see it’s humble beginnings. Thank you for coming along on what we’re sure
is going to be a wild ride.

- Joel and Abbey -

12
Venteren

The high reaches of these stone mountains hide a myriad of secrets. The Venterens stand tall over
Avosthal. Rare fauna, gemstone, and metal can be found in abundance for those willing to travel
the distance. Due to the dangerous and shifting environmental conditions, the people of the
Venteren developed the School of Abjuration. This magic protects adventurers from the creatures
that stalk the land and soar through the air.

Creatures form protective dens and areas of control that can be difficult to traverse. These areas
warded against simple passage. Sigils alert the creatures to an outsider’s presence. The terrain and
weather are often shaped and controlled to create perfect conditions for those who live there. In
an instant, the weather can shift from a sunny day to a harsh snowstorm. There is an
understanding between the creatures and the people who live in the Venteren. Both will do what
is needed for survival. No matter the cost.

The treacherous journey is worth the reward. The rarest flora with great alchemical properties
grow in these high reaches. Untapped mines of expensive metals and minerals exist farther into
the domain of creatures. Ruins of ancient cities hold lost magical artifacts. Those brave enough to
traverse the dangerous elements can find treasures beyond imagination.

Beneath the mountain surface, carved caverns hold entire underground civilizations. Grand cities
run deep into the mountain and are monuments to architecture and protection. Some of these
cities stretch below the base of the mountain. However, the entrances are always several miles
above the foot of the mountain. These fortresses are home to a wide variety of people. Craftsmen
are known for their use of metal and gemstone to produce mastercraft works. Foragers are the
brave few who trek the land in search of rare materials. These individuals always have a stream of
new customers as the Venteren is vibrant vacation destination.

Cutting across the landscape, these mountains divide land but offer a place for all to come and
visit. Every year, many tourists and visitors come to the Venteren to experience sky gliders,
hiking, and skiing. The elevation provides exquisite vistas. The people who live here year round
see it as their duty to protect all who stay above and below the mountain.

The School of Abjuration protects all under the mountain from that which lives above. Wards,
alarms, and shields maintain life in this dangerous region. Risk has obvious rewards.

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Lineages Lessons
Azorii - Most people would not assume that Awareness - (Once per Day): You can notice
two Azorii are indeed the same lineage the signs of danger of any targets within
unless one is familiar with their shared traits. 120ft and become aware of the threat.
Horns of all shapes and numbers grow from
their skull. Their eyes often glow or have a Traceless - (Once per Day): You can make
metallic sheen if their horns do not cover your tracks vanish for up to 1 minute.
them. Some have tails of varying width with
barbs at the end or ridges down the spine.
Their skin comes in all colors but tends to be Training
monochromatic. The mysterious appearance
of the Azorii is only compounded by their
origin. They are the descendants of an Gatherers - Rare materials are a common
ancient civilization. However, no written or export in the Venteren. During the off
verbal records remain to tell what might season for tourists, these locals have to step
have happened. Most of these ruins remain in to gather the materials. They also assist
unfound and unexplored to this day, hidden visitors find and harvest these goods. Their
under Venteren snow and stone. knowledge of plants and minerals is
unparalleled. They know what plants are
Kryst - One can only imagine what the first poisonous and what gemstones are not
miner must have thought of the gemstone worth the trouble. Finding rare materials is a
face hidden under rock. The Kryst are people breeze for these individuals.
made of regenerating gemstone, born within
the earth. Their last name comes from the Miners - Armed with a pickaxe, miners help
individual who discovered them. A Kryst build out the city caverns and dig sites for
will take one to five years learning from the mines. Being underground is second nature
person who pulled them from the earth and for these individuals. Their patience and
assisting them with daily life. After which, careful reading of stone prevent cave-ins and
they will undergo a ceremony of passage earthquakes. Most people who live in the
known as the Carving. During the ceremony, Venteren have helped with mining before.
the Kryst will take chisels, hammers, and However, these are the people who have
picks to their form to refine their physical found a calling in building the extensive
appearance. Every stroke of a tool reflects tunnels that create the cities.
who they have become. Armed with a new
countenance, they set forth to discover who
this person is apart from where they came.
Kryst are often a reflection of the one who
help raise them and often driven by the
purpose of self discovery.

14
Marain

A careful balance maintains the strange, lush, and vibrant rainforest of the Marain. Massive,
ancient trees stretch from the ground to the sky. Enormous roots shape the streams, rivers, and
valleys below. Daily rains bring humidity that gives life and fuels a continuous spring in the
forest. All the trees here are offshoots of one interconnected tree. Apparent abundance masks a
delicate system. The Marain is known for its incredible flora, much of which has magical or
healing properties. The people here have to be mindful of what they take from the region. Even
light harvesting of flowers can lead to devastating effects. Harming a single tree could lead to an
entire ecological collapse. Thankfully, getting to these resources proves difficult to most.

The temperate jungles are ruled by the creatures that roam the land. Tall trees, thick
undergrowth, humid mists, and grand rivers make the Marain much more hospitable to the
creatures who call it home. While there are perennial residents, a majority of the creatures visit
the Marain as a seasonal migration locale. The dense forest is crucial for the seclusion and
protection of visiting creatures. Given a tenuous treaty between creatures and people, a majority
of their activities are still a mystery.
The creatures and the people have a loose agreement that ensures continued existence. The
people will stay in their settlements and on their paths. The creatures will rule the forests.
Settlements are allowed to develop, but the process must be slow and careful. Unsanctioned paths
are often destroyed by the creatures. Those that are foolish or brazen enough to enter the jungle
are lucky if they live to regret it.

The peoples of the Marain use Conjuration magic to supplement the limited resources. Most
settlements are built using stone and concrete from other regions. The people attempt to build
their settlements around the existing nature in respect. Canopy nets and enclosed public spaces
are a necessary defense against wandering creatures. Settlements are more often resemble
fortresses than towns. The exterior structures of these settlements are supposed to inspire a bit of
fear and strength. In reality, they are often built to help support the natural plant life.
The people here live a complicated existence. Permanent residents strive to live in this region to
help preserve its natural treasures. Visitors can often spell trouble. Some people venture into the
woods for a chance to glimpse rare creatures. Smugglers use hidden fortresses as points to
transfer goods. Most across Avosthal desire that the Marain remains in the hands of the creatures
and fear what might happen if people intrude too far.
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Lineages Lessons
Incurid - Chitinous exoskeletons, six to eight Camouflage - (Once per Day): You can
limbs, and variety of shapes and colors. disappear into your nearby surroundings
An alien race such as the Incurid could have for 1 minute.
only evolved in of the Marain. While some
of their insectoid qualities have transferred Path - (Once per Day): You can determine
over, most have lost the ability to fly or the safest path when faced with a decision
extraordinary physical prowess. Having their in two physical directions.
people in the Marain is a boon to those who
live there. They are expert watchmen and
defenders of their cities. Incurids view Training
themselves as part of a hive, above their
sense of self. They often do what is best for
the group because it is best for the hive. Importer - With the need to procure many
Incurids are incredibly insular with their of the common goods from other regions,
formed groups and prefer to act as a unit. importers are necessary. A majority of them
The Incurid are selfless to their hive, hard use magic to pull goods to the Marain
working, and team players. across great distances. However, it is rarely
as simple as that. Deals must be struck and
Shapeshifter - For a lineage of people who agreements made. Exact coordinates must
can change their appearance form, the be known or the goods might not arrive.
Shapeshifters are anything but subtle. They Importers are just one part of a massive
love to display their patterns with pride and network to ensure that the Marain has
will often choose clothing that highlights it. the goods it needs to survive.
Their ability to change form is hindered by
their noticeable pattern as well as an animal Pathfinder - With the tenuous as the
marker. This marker can take thousands of agreement between the creatures and people
forms - antlers, a tail, large ears, big eyes, etc. of the Marain, the role of a pathfinder
A shapeshifter’s marker and patterned skin is crucial. While their primary duty is
will always morph with them no matter what to maintain the paths between villages,
they shift into. With all the variation across they are also responsible for attempting
the lineage, it can be hard to point out to carve out new paths or widen them.
Shapeshifters on looks alone. Their The ecosystem of the Marain is delicate and
personalities are often very loud. They love therefore this process must happen slowly
to be the center of attention. Because of this and over a great deal of time. They must
desire to be noticed, they will strive to also take care to create paths that are efficient
become individuals who are sought after. and work with the landscape. In times of
Shapeshifters are extravagant entertainers emergency, they are also responsible
with a desire to be adored. for opening evacuation routes.

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Koparen

Ancient and expansive, these tall trees hold the secrets of the past and future of Avosthal.
Seasons bring the beautiful sight of the changing leaves to the forest and with them, portents
of what is to come. The School of Divination was started in the forest and claims to be the
oldest magic in the world. The trees, bushes, and groves provide shelter and resources to
those who live under their branches.

With many deep areas of old magic, the Koparen is home to the creatures that live in the forest.
The creatures there are ancient and rumored to have existed before magic awoke on Avosthal.
These creatures are cunning and use their intelligence to avoid or circumvent the people’s
divination. They are known to create new paths in the forest to lead travellers astray. The
strongest of them can control the growth of plants, change the path of rivers, and even avoid
undesirable futures by controlling time. For these reasons, people here do not live on the ground.

Even from great distances, travellers can spot high libraries and astronomy towers jutting from
the treetops. Though once in the forest, you might not notice the hidden tree forts of
the people who live there. Above is a world of interconnected, and numbered tree forts that
compose the legendary research library, Bhamara. The numerous tree forts are connected
by a series of walkways, rope bridges, and ziplines depending on the distance. Here scholars
and scribes study the forest to learn the secrets of divination magic.

The people who call the Koparen home are as much researchers as they are custodians. Few
amongst their numbers are solely researchers. Their lives are a mixture of studying magic and
maintaining the forest in which they live. They are no strangers to the hard work of clearing
forest paths after a storm or cultivating wild gardens. It is not uncommon to have your fortune
told from your tea leaves that an individual grew themselves.

Divination is at the heart of life in the Koparen. Hunters use the magic to predict patterns in the
wildlife. Skyseers watch the clouds to prepare for inclement weather. Astronomers search the
stars for larger truths about how Avosthal came to be.
Sometimes one amongst them receives a vision or prophecy outside the Koparen. Before action is
taken, their elders often deliberate how best to act. Knowing the future and preventing it are two
very different things. In smaller cases, they use a series of communication lines to get the
message to where it needs to go. For more serious issues, they attend to the matter personally.
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Lineages Lessons
Dryad - The forest knows how to protect Augury - (Once per Day): You notice a sign
itself. The dryads emerged out of this basic of what is to come in regards to a specific
need. These people made of wood, living person, creature, place, or thing given how
plants, and flowers are the defenders of events are transpiring.
nature. Their people represent the feelings of
the forest during the age in which they were Tracker - (Once per Day): You can find and
grown. Their ancestral weapon is the Plantar track the footsteps or tracks of a person or
Shear. These ornate metal planters grow a creature for 1 hour. The target must have
sharp sword blade from the base when a come through the area in the last 24 hours.
dryad sticks their hand within the planter’s
soil. Since the Plantar Shear are hidden away
when they are not needed, few have ever Training
seen one. The dryads are loyal defenders,
faithful servants, and deadly extensions of
the forest. Lumbermen - Using their advanced
knowledge of the forest, they find suitable
Starling - Coming from beyond our world, harvesting trees and process them. Knowing
meteorites fall to Avosthal but only those which tree to cut is just as important as
that land in the Koparen produce Starlings. knowing how to cut it. The forest is quick to
Emerging from the smoldering crater, a react to lumbermen who get greedy. Because
being, that can only be described as alien, the peoples of the Koparen prefer to build
emerges. No two Starlings are alike. Some their homes above ground, lumber is a
have glowing white skin while others appear lucrative and ever-present trade.
metallic. The otherworldly visitors are not
invaders but wanderers looking to connect Scouts - These individuals know the Koparen
with like minded people. The Starlings seem better than anyone. Their seemingly infinite
to have a strong connection to divination understanding of the forest is often
magic through the stars that they came from. requested, and sometimes required, for those
As curious travellers, they seek to wander looking to cross the region safely. When
Avosthal to find a new home under the stars. scouts aren’t aiding travelers in the region,
they work with hunters, sky watchers, and
others to continue building a greater
understanding of their woodland home.

18
Apagol

An entire secret world hides behind this decaying landscape of the Apagol. Behind vines and
magic warped foliage, these waters are host to many looking to stay lost or remain unknown.
These waterscapes can be swamps or large reservoirs lakes. Trees and other vegetative matter
deteriorate or petrify in these waters. The few land masses are small but precious resources. The
people here developed the School of Enchantment to enhance their surroundings.

Because these wetlands are largely inhospitable to people, specialized creatures thrive here. The
creatures here are able to use the waterways as their own private system of travel. Using
enchantments, entire areas become all but impenetrable. Algae, insects, and decaying plants
provide food sources unwanted by people. In rare instances, the creatures have even subjugated
entire communities to do their bidding through the use of charms and glamors. Certain groups
of people have reported mass emotional manipulation, suspected to be the work of creatures.
Through these means, creatures are able to hide and, when they want to, take control.

The people here have developed unique ways to combat and use their surroundings.
Combinations of floating platforms, bridges, and houseboats create mobile and ever-changing
towns. No permanent villages exist, although there are some that attempt to remain in an area.
The most important pieces of equipment that a person owns are their houseboats and other
floating craft used to move about the water.

The people here practice Enchantment magic to develop their surroundings. The common folk
live with the land and the few benefits that it does provide. Fungal farmers and guides are
necessary professions. Most houseboats function as dwelling and place of business. They will
often travel to the place that needs their services. Enchanters are on the move to provide magical
assistance.

Geniuses and mad mages use enchantments to do grand experiments in the ultimate seclusion of
the marshlands, swamps, and basins. However, these individuals have been criticized for not
properly caring for the land. Some have even been accused of producing abominations that have
since aligned with the creatures. Many are unaware of these experiements or turn a blind eye.

The rule to keep in mind when in the Apagol is, “Beware where you step into because you might
not be welcome.” Neither people nor creatures particularly welcome outsiders. However, those
who can prove their worth and word could gain greater trust.
19
Lineages Lessons
Argicus - Decay brings new life. This is the Cover - (Once per Day): You can conceal
law of the Argicus. Coming in a variety of your presence for 10 minutes from any who
shapes, sizes and color, these fungi grow would see or sense you.
from the magic rich soil of the Apagol. Not
every mushroom becomes an Argicus and Puddlehopper - (Once per Day): You can
little is known as to which mushrooms will walk across water for 1 hour.
take. The Argicus have little issue with
individuals eating regular mushrooms. They
grow with the coming rains and shrink in Training
heat. While some choose to live amongst the
creatures of the wetlands, others enter
civilization to find a place there. They seek Courier - With floating cities that are
out simple lives where they can be constantly changing population and location,
surrounded by and work with soil. They couriers are a part of everyday life. These
prefer dark, wet homes where they can grow. individuals must remember the location of
Few learn what they truly desire. They are of many different individuals and boats. They
few words, oddly shaped, and mysterious. also pass along messages and packages
between two parties. In a place that is always
Morphe - The Morphe have adapted to changing, it is important to have a group of
become one of the iconic people of the couriers whose only job is to ensure that
Apagol. Their bodies are composed entirely communication does not break down.
of gelatinous slime. Their gelatinous skin
ranges from smooth jelly to constantly Lab Assistant - The great scientists and
producing droplets of ooze. They have no tinkerers do not do their jobs alone.
rigid form and use wooden armatures to Assistants help the scientists with everything
maintain a humanoid shape. Some float from experiments to routine chores. This
objects in their form to highlight their slime does not undercut the intellect they
like metal coins while others prefer to mimic displayed that earned them the job. Most lab
other peoples by having glass eyes. Their assistants are able to pick up some
personalities are fluid as well. Depending on knowledge from the head scientist. All have
the type of person they are trying to be that a deeper passion and course of study they
day, they might act completely different. wish to pursue.
Those who know a particular Morphe well
would know that their shifting personalities
are similar to an actor playing multiple roles
with commonalities can be found across the
characters. The Morphe are complex,
variable, and worth taking the time to
understand.

20
Ohain

Sprawling vistas of grass stretch as far as the eye can see. The elements are in full control out in
the Ohain. Lightning strikes can spark wildfires. High winds assist the fire’s spread. The fire
season is incredibly dangerous. The School of Evocation was developed as a way to control and
combat the extremes of the elements. The people of the Ohain are protectors of the land.

The topography of an Ohain can change drastically depending on the region it is next to and the
amount of water present but all share a few defining characteristics. Streams and seasonal rains
maintain the flora and fauna year round. Few trees block the rambling expanse of dense
wildflowers, sage, tall grasses, shrubbery, and brush. The rarer patches of bare rock or small
mounds are essential for building defensive shelters, constructed out of imported stone.

The creatures who live here are in conflict with each other and are divided into two factions-the
elementals and the corporeals. Elementals are beings made of a basic element and often care little
for the physical preservation of an Ohain. While most are the creation of a strike of thunder or
an unattended fire, some are the result of a botched ritual. Most elementals will return to
nothingness when there is nothing left to fuel them. Stronger ones can linger.

Corporeal creatures share many concerns with the people who live here. They will, at times, work
together to solve environmental issues that affect them both. These agreements are tenuous at
best, but are in the best interest of both parties. Assisting with controlled seasonal burns is one
such compromise. The tall grasses are their home and crucial to their survival. The corporeal
creatures have a vested interest in making sure their home is not destroyed.

The people of the Ohain live a nomadic lifestyle. Given that stone and wood are not readily
available, they build structures that could be replaced or tents that can quickly be moved. Public
art is a rarity that only exists in cities that have lasted multiple seasons. The people here are
always on guard to react to an emergency. Preventative, controlled burns are practiced seasonally
in an attempt to curtail the spread of wildfires. These burns renew and enrich the soil with ash.
This process allows the grass to grow taller and protects resources.

The people here do have a rich life apart from the threat of danger. Farmers have endless
amounts of land to grow crops. The wide plains and rivers provide ample room for sports. Due
to all of the grass and natural dyes, they are able to make most of their own goods. Traders are
even able to bridge the divide between the people and creatures by exchanging objects, food, and
services. Those who are from an Ohain herald its beauty even in the face of potential destruction.
Adventurers from an Ohain are valued for their understanding of the elements.
21
Lineages Lessons
Elementari - There are those whose spirit Sprint - (Once per Day): You can double
resonates with a certain element from birth. your movement for one turn.
People with such affinity are the Elementari.
For the most part, they are humans, elves, Tranquility - (Once per Day): You can ease a
orcs, dwarves, and gnomes with a special fraction of tensions with your speech.
exception. The element they are in harmony
with influences their personality and
physical appearance. Furthermore, they feel Training
a greater kinship to other Elementari than
those who are not. This might include their
own parents. They often leave their families Firechaser - Those who rush to the scene of
to seek out others like them at a young age. a wildfire are known as the firechasers. Their
An elder Elementari is bound to take in a duty is to put out and redirect the yearly
child. Nomadic tribes of Elementari roam blazes that spring up across the Ohain.
the Ohain seeking a closer connection with While fires are a part of life and necessary
nature and the elements. The Elementari are for the growth of certain plants, the blaze
outsiders, strong of personality, and in tune poses a threat to life and safety for the
with the elements. unprepared. Some firechasers move with the
fires, shaping them with their elemental
Orcs - Once these proud warriors ended up prowess. While others act as guardians by
on the wrong side of history. Towering putting out accidental fires overnight and
people with immense strength. Their deep patrolling the plains close to settlements for
colored skin can range from green to purple. threats.
Tusks can protrude from their teeth. Their
appearance combined with their past can Grassweaver - With little material to use for
give people pause. Though it has been one their structures, grassweavers create
hundred years since the war between the temporary homes for those on the Ohain.
humans and the orcs and much of the They often begin by culling an area flat and
damage has been repaired, Orcs still face using the perimeter grasses and their roots
prejudice in some places. However, since the as the base of the homes. Each grassweaver
end of the war, their people have sought to has their own technique for building a
to change how the world percieves them. structure, so each building in a village might
Their people returned en masse to the have a unique stamp that signifies its builder.
Ohains to fight wildfires. Their blacksmiths The love put into these homes ensures that
worked hard to remove many vile weapons they will stand against the elements and
from the world to make sure that iron was shelter those inside. Even though the
only found in the hands of those who are grassweavers understand that their creations
worthy. Any who have met an Orc know are often the victims of wildfire, they seek to
they are a proud people seeking atonement to build homes for all who need shelter.
and few are as honorable as them.
22
Golhen

Sprawling sand and oppressive heat deter many but the Golhen is a wellspring of life for those
who know where to look. Massive, awe-inspiring dunes roll into open plains with rocky hills.
Dotted over these hills, cacti and pitcher plants collect precious water in the otherwise dry
landscape. Mountains in the far distance stand guard in shades of deep blues and purples,
framing this the barren beauty. Sunsets here are said to be more vibrant and beautiful than
anywhere else in Avosthal. The brilliant reds and oranges of sunset transform the dunes to waves
of sculpted glass. Strange creatures highly adapted to this difficult environment are rarely seen
outside this harsh region.

For all its mysterious beauty, life here is difficult and treacherous. Water is a precious commodity.
Farming is near impossible without the invention of greenhouse cultivation. Instead the people
of the Golhen rely on foraging and are expertly skilled in making the best of what they have.

Their lives and what little they have are enhanced by Illusion magic. Nutrious but dried shrub
grass tastes like delicious loaves of bread. Thick cactus leaves become opulent meat steaks.
Modest homes appear as grand, lavish palaces. These illusions are all of the mind, of course, but
for those sharing meals or homes, it's just as good as the real thing.

There is little need for currency here because every luxury imagined can be created through this
method. Master illusionists are the celebrities of this land. They become prolific artisans and
entertainers and offer exceptional escapes to the people of the Golhen. However, there are those
with actual gifts that use magic to enhance their natural talents.

The people of the Golhen do not believe illusion to be trickery or deception but rather
enrichment of their lives. It allows them to be prudent with their spartan materials so as to not
take more than is needed while also not subjecting themselves to lives of poverty or frugality.
This notion may confuse visitors, but it is deeply woven into the lives of the people here. Few
ever question the reality their illusions have been built into, and most do wish not leave.
Still, there are adventurers who wish to see the world – to escape the illusion and experience real
spaces and things that inspired the fabrications of their home. While the adventurers must be
careful to remember that most things out in the rest of Avosthal are not illusions, they are always
the first to imagine what could be.

23
Lineages Lessons
Jann - Diverse and ancient, the Jann are Entertain - (Once per Day): You can use a
a proud people who have called the Golhen talent to draw attention or a crowd.
their home since the beginning of known
time. They are highly attuned to the sun Shelter - (Once per Day): You can build a
and its cycles. Their translucent skin can stationary structure that will protect your
absorb light and comes in many shades. party from the elements for 1 hour or just
When the sun is at its height, this absorbed yourself for 8 hours.
light becomes almost blinding. To allow
other beings to look upon them, they dress
themselves in an opulent assortment of Training
layered robes during daytime hours. Many
prefer to be active during the night when
their radiance isn't so intense. Their noctural Entertainer - The arts are incredibly
lifestyle allows their beautiful jewel-toned important to the people of the Golhen.
skin and hair to be seen. Their knack for Dancers, singers, and visual storytellers all
aesthetics and striking appearance makes use illusion magic to emphasize and
them popular entertainers. accentuate their artistry. Artisans from all
over Avosthal travel to the Golhen to learn
Taksim - With broad shoulders and from masters and hone their craft. This
muscled arms, Taksim are strong survivors culture of learning leads many entertainers
of the harsh desert. Standing tall over to become teachers of young artists.
a crowd, these intimidating people are hard
to miss. A bristly mane of quills extends Bud Tender - Because farming is difficult in
from the crown of their head and tapers to the Golhen, maintenance of edible cacti,
their lower back. Taksim take great pride in roots, and water-collecting pitcher plants is a
maintaining and decorating their manes. full time job. Bud tenders attend to natural
Most wear complex masks with special patches of these plants and foster new
mouthpieces to keep out dust and sand and growth by cutting buds from older plants to
protect their weak eyes from the harsh transplant elsewhere. Bringing water back to
sunlight. Those who have seen beneath a villages is a daily task. They have immense
Taksim’s mask will note their strong, knowledge of wildlife and ecosystems and
protruding jaw with tusks and fangs. Despite know how to work in tough conditions.
this intimidating appearance, they are strict
vegetarians who prefer the roots of cacti and
brush plants. They travel on skiffs made for
sand and resourcefully build and fix them
with whatever is on hand. The Taksim are an
enigma under their masks giving them a
mismatched appearance under any illusions
they cast.
24
Türven

Frigid and frozen seas are trapped in turbulent crags as an icy wind blows across the plains of the
Türven. Foliage is sparse save for summer months. Snow and ice cover the ground most of the
year, and in the most northern reaches never thawing at all. Many regions in Avosthol claim to
be inhospitable, but few can compare to the Türven. For ages, the people of the Türven have
made their home here relying on their resourcefulness and resilience to survive.

Living on the ice is hazardous, and death is a close neighbor. Thin ice, rough seas, snow
blindness, and native creatures also trying to survive are constant threats to life. This proximity
to death has given the people of the Türven a special relationship with it: a creature’s death must
be weighed as equal to a person’s life. Care must be taken with every death to both honor the
deceased and prevent death’s quick return.

Life and death exist in a constant cycle here. Death is not inherently evil, but it can be corrupted
to create some great horrors. Though plant life is scarce, several species of lichen and moss with
potent healing properties grow here. Long used for making medicine and healing wounds, these
lichens have the uncanny ability to resuscitate the dead to a half-life. Creatures can be revived
this way and pose an equal threat as they did in life.

Settlements and cities in the Türven are long standing monuments against the wilderness. Several
villages that did not survive the harsh winter or a horde of vile undead lay in ruin. But the cities
that lasted long enough to develop wards and defenses have an entire culture within. The people
here take care of each other. Supplies are shared and parts useless to one person are given to
another who needs them. The people here are inventive with the few resources they have and use
the harshness of the land to their advantage.

Despite the hardships and dangers of the Türven, it has become widely revered for its medicines
and healing arts. Healers travel from far and wide to learn from the Türven’s masters. There are,
of course, those who seek to use the mystical offerings of the Türven for darker intent. The
struggle of good and evil is never more prevalent than in these icy wastes.

25
Lineages Lessons
Revenant - Caught between the realms of the Jawbone - (Once per Day): You may ask one
living and the dead, the Revenant is a natural question of a dead being or creature’s skull.
consequence of the Türven’s deep ties to They must be truthful. Jawbone may only be
necrotic magic. Traditions around caring for used on a skull once.
the dead are deeply valued here. Improperly
prepared dead may rise with ill intent. Resourceful - (Once per Day): You find a
However, not all dead are evil. Lichens and random object that may be useful to your
heathers often used in healing magic can current situation.
revive a deceased. Once revived, the
Revenant feels compelled to resume their
life. They return to their favorite places, jobs, Training
or families. Fully cognizant and aware, a
Revenant is not a monster, but a soul caught
between. Time and places become jumbled, Seastalker - Fish and sea life make up a large
but otherwise it isn’t unheard of to find a portion of the Türven diet. Retrieving fish
one working as an innkeeper or living in the from the depths is a critical job. The seas
village they inhabited in life. Revenants are that border the Türven are cold and
enduring, forgetful, and creatures of habit. turbulent, full of ice floes and icebergs.
Fishing in this environment is risky business.
Yeti - Until quite recently, the Yeti were Seastalkers earn their income from free
considered creatures of the land. One day, diving for giant crabs and shellfish. Ships
every Yeti across Avosthal walked into their with large crews stay at sea for months at a
nearest town. Their leaders expressed an time. It takes a lot of grit to be a seastalker,
interest in joining the people of the land. but those who do this deadly work take great
Much is still unknown about their separation pride in it.
from the creatures. However, they felt a
kinship and common ground with the Stoneletter - Few are as revered in the
people of the Türven. One fact known is that Türven as the stoneletter or lichen forager.
the Yetis’ relation to magic had changed. Those who take on this work travel the
Over a short period of time, their people plains for the mystical lichens and mosses
were able to integrate into the icy cities and that give the region its reputation for
become treasured members of their necromancy. This sometimes requires
communities. Some people might still carry digging in snow drifts or climbing
resentment towards them for when they mountains in search of the valuable plants.
stood with the creatures. While the Yeti They are typically also skilled healers and
bring odd customs with them, they are fierce apothecaries, knowing how to turn their
warriors, decisive in action, and fearless in foraged findings into medicine and potions.
the face of danger.

26
Shele

Change is as constant as the tides. Watching the shifting sands of the beaches, it is no surprise
that the School of Transmutation started here. Material is ever being reformed, broken down,
and shaped anew. From simple building blocks, entire cities, economies, and societies formed.
Change and exchange are at the heart of their culture.

Industrial port cities are built on river inlets and bays. Goods, people, and ideas flow freely as
many use these hubs as transportation and trading posts. Trade is just another form of exchange.
Visitors can find the widest variety of goods in the Shele but should expect to pay the market
price. Due to the ever changing needs of the population, their people use transmutation magic to
adapt to meet needs.

Port Shadanaile is the most notable port in the Shele with smaller hamlets and docks up and
down the coastline. Focused on change, industrialization and modernity are at the heart of these
cities and settlements. Transmutation magic is still used to process and refine materials. Forward
progress is the central tenant that drives their entire culture.
The people who call these ports home are experts of transmutation and often use their gifts for
fun. Having to adapt to the new cultures and new customs of their visitors, they use their spells
to create subtle shifts in their appearance. Swimmers enjoy transforming into forms more suited
for exploring the ocean and scouts take to the skies as birds to cover great distances. People enjoy
the beaches outside the city as a spot for relaxation but also a playground to let their
transmutation magic run wild.

The creatures who live here have learned to adapt to city life. Certain creatures have formed a
symbiotic relationship with the people who live there and preform essential public functions.
Some come into the cities only when necessary to air their grievances. Others deeply oppose the
desire for expansion and will do anything to stop so called progress.

Each year, these cities expand with the ebb and flow of the tides, washing further inland and
along the coast line. Progress for some often means loss for others. Industry cares little for the
needs of the creatures who live there. Through expansion, the people of Avosthal can enter a
new age of prosperity.

27
Lineages Lessons
Huskar - Adaptation is a constant game for Float - (Once per Day): You can float
the Huskar. Their gelatinous muscles have without expending any energy. In water, you
little protection or form of their own. To can float for 10 minutes. In midair, you can
compensate for this, they gather up large float for 1 minute.
shells from the seafloor to form armored
skin. There have been those who attempted Morph - (Once per Day): You can change a
to use other objects as their armor but minor aspect of your appearance such as
claimed they did not feel the same your ears, nose, eyes, or hair. Casting morph
connection. They are able to transmute their again causes the previous morph to change.
muscles into a more personable form and
wear a shelled helmet. They carefully select
shells to make imitations of forms like Training
intricate hair. They do this to fit into their
surroundings and are often well liked for
their integration. At night, they shed their Wayfinders - These sailors use the stars and
shells and sleep within the biggest one with wind to find their way across the open
the greatest protection – if possible, under ocean. Nearly every seafaring vessel will have
the watch of a trusted ally. They are loyal, one in its employ. Their sole job is to make
protective, and stalwart. sure that everyone arrives at the destination
intact. Good wayfinders can navigate by the
Merfellows - These aquatic people are the stars. Truly skilled wayfinders can predict
very embodiment of transmutation magic. coming storms and change course to avoid
They often begin their lives as regular sea the worst of them.
creatures until they gain enough magical
power. Though the process is a carefully Free Fishers - These inventive fishers use a
guarded secret, they have learned how to variety of methods to harvest the wildlife
change part or most of their body to become that dwells beneath the waters surface. Some
more humanoid. They are very conscious of free fishers use hooks and spears. Others rely
their newfound forms and prefer to remain solely on their ability to dive deep for long
as humanoid as possible. On the whole, they periods of time to bring fish or mollusks
are very smart with great intellect and wit. back to the surface. Though people of the
They prefer to entertain and facilitate social Shele make natural free fishers, people from
engagements between different peoples. all places learn and practice the trade.
Asking a Merfellow about the world below
will provide no answers. Little is known of
their undersea world or what lurks deep in
the ocean. Some have spectated that they are
fleeing from something. They are charming,
entertaining, and witty.

28
Your Best Approach Die Level Chart
While some people might be stronger or Die levels are simply an ordering of your
faster than another, this world judges how a dice from the smallest faced dice to the
person approaches a problem. Adventurers largest. Generally, an adventurer’s level in an
have four Approaches: approach or School of Magic will indicate
what die level your adventurer is at. Below is
Clever - Using known or discovered a list of the die levels:
knowledge to solve a problem.

Intuitive - Using instinct or gut feelings 1st Level


to solve a problem.

Strong - Using your strength, fortitude, 2nd Level


or endurance to solve a problem.

Agile - Using your stealth, misdirection, 3rd Level


or speed to solve a problem.

The descriptions of these Approaches are not 4th Level


all encompassing. For example, an
adventurer could use Strong to intimidate a
guard. Or Agile to dodge a blow. Or Clever 5th Level
to quickly come up with a solution.
Adventurers are encouraged to be creative
with their Approaches, but some adventurers
are better at certain approaches than others.

-Choose your 1st and 2nd best approaches.


They get d6 and d4 respectively.-

29
Your Training Shrouds of Protection
and Health
Everyone has a skill or profession that they
are trying to be exceptional at. Remember Life is the most important thing in this
how you learned your skills and the people world, and it must be preserved. All people
who taught you them or maybe you were self have learned a technique to protect
taught. Success may be measured in gold or themselves from those which would harm
accolades, but that is not as important as the them. A Shroud of Protection is a gathering
joy you receive from doing what you love. of the innate energy of this world to protect
This skill may be one you began to cultivate oneself. Consider what yours looks like.
in your childhood or you may be a new
apprentice in these ways. The important A person’s Shroud takes different forms
thing is that you have a level of competency depending on the individual. For one it
in your training. could be a floating shield. For another it
could be illusory duplicates. For some it
-If you have not, choose a training. might be branches of nearby trees that snag
With the permission of your Lore Weaver, projectiles. For others it could be physical
it can be anything that would make sense armor. But all people start with 3/3 uses of
for your adventurer.- your Shroud of Protection.

Life is the physical well being of a person


and is represented as Health. Health is an
indicator of how physically and mentally
well a person is. You start with a 3/3 Health.
Your Health Die starts at a d10 and remains
there as long as you have full Health.

Spirit
Spirit is the mental well being of a person.
Your Spirit Die starts at d10 and remains
there as long as you have no Curses or
Hexes. Adventures get curses by killing
creatures. Hexes are more extreme versions
of these death wishes. If you gain a curse or
a hex, you will have to find out how to what
it is and how to cure it.

30
General Equipment
There are limits to a person’s abilities. People
have developed tools and gear to help them
overcome obstacles they would not be able to
otherwise. These items provide no bonus but
provide access that you might not have
otherwise. Three Truths
Every adventurer starts with a pack that has
5/5 uses. Each use can make an item. These Every person and creature in Avosthal has
items are basic things such as ropes, tents, truths that they will not sway from and drive
torches, knives, etc. As an adventurer, you their behavior. Adventures should start with
are used to preparing for your expeditions. three. Some example truths might be:
The 5 items do not have to be listed at the
start of your journey. What drives them toward success?
What must they overcome?
When you want to use an item, declare your What must they discover?
intent. As long as the item is regularly Where must they go?
available and able to fit in your pack, you Why can’t they go home?
should have it. The Lore Weaver makes all What deal must be upheld?
final decisions on whether or not you would Who is counting on them?
have that item. Once you have used that
item, it is permanently available in your Write down three Truths to discover
pack. during the course of your story.
31
Weapons &
Who is Worthy to Wield
Harming another and the taking of life are
the two worst crimes in Avosthal. Because of
this, the possession of weapons is heavily
regulated. The main judges and enforcers of
Rare & Magical Objects who can and cannot wield a weapon are the
Weapon Masters.
Some items have been imbued with magic to Weapon Masters are experts in their chosen
fulfill a greater purpose. For temporary weapon. Often they are blacksmiths or other
benefits, individuals turn to potions and artisans that provide other goods and
scrolls. While these are easier to make and services to their communities. Most in
find, they tend to be lesser in their effects. Avosthal would not know if they had met a
For more permanent effects, adventurers will Weapon Master or not.
have to find enchanted items. These items are
created by grand mages who pour their A Weapon Master might take on a pupil
entire lives into making objects that can through tales or personal witnesses of valor,
enhance spells; Tinkerers who have stumbled glory, or honor. The rumor is that one must
onto new technologies; Long forgotten be invited and tested by such a master.
civilizations that left behind artifacts of Adventurers have a better chance of proving
power. Any who are lucky enough to find or their worth than most. Know, they are
procure one of these rare items is blessed watching.
indeed.
32
Growing in Power The Concentration of
Your Magics
As your adventurer goes through their
travels, they will discover abilities and It is hard to pin point where this occurred in
powerful spells beyond their initial your study or practice of magic, but you
capabilities. While these key moments often were drawn to specific Schools of Magic. As
center on large scale events or ones achieved you delved deeper into developing your
over a period of time, many small victories rituals, you discovered connections with
can add up to a large one. There are many particular concentrations of the schools.
scenarios and paths that might lead Passion or desire may have driven you. A
to more power: longing to know more and uncover secrets
may have been your motivating factor.
Resolving a great dispute. Maybe you just had a knack. Whatever the
Stopping a grand and terrible plan. reason, you have become known for how you
Discovering ancient or hidden knowledge. use your magic which stems from your
Assisting with a difficult or complex task. concentrations.
Uncovering precious treasure or resources.
Achieving peace in a region. Adventurers have six points to pick their
concentrations. When you pick a
Ultimately, the decision to grant more power concentration, you have access to all the rites
is the Lore Weaver’s alone. They can see the and spells up to and including that level. If
scale of the world and understand your place you want to double or triple focus into a
and standing within it. With patience and concentration, now will be one of the rare
luck, power will come to those willing to times you can do so. An adventurer can
walk the right path. spend their points in the following ways:
When an adventurer levels up, they can 1 Point = One concentration up to 1st Level
upgrade the Dice Level of one of their 2 Points = One concentration up to 2nd Level
Schools of Magic or Approaches as long as
the Lore Weaver agrees. Beyond the first 2 Points = Two concentrations in
level, an adventurer should not upgrade a a single school up to 1st Level
School of Magic or Approach they have not 4 Points = Two concentrations in
been using. Upgrading a School of Magic a single school up to 2nd Level
gives access to better spells. Upgrading an
Approach gives access to a wider assortment 5 Points = Three concentrations in
of more generalized skills. A Dice Level can a single school up to 1st Level
never be higher than a d12. Choose wisely
because knowledge learned cannot be All of your concentrations in a School of
reversed. Magic are the same level. Now that you have
selected your concentrations, you can assign
your Die Level in that School of Magic.

33
The Schools of Magic and Die Levels
Each of the eight Schools of Magic has three concentrations. Each concentration has a rite and
spell levels ranging from 1st to 5th. Your Die Level in a School of Magic will correspond to your
concentrations level within that school. Your 1st Level concentrations will set your School of
Magic Die Level at d4 and your 2nd Level concentrations will set your School of Magic Die Level
at d6. As your adventurer grows in power, your aptitude for a School of Magic increases by one
Die Level. Below are the eight Schools of Magic, what they focus on, and their concentrations:

Abjuration: Conjuration:
The Study of Protection and Wards The Study of Summoning and Sending
Ground - Protect - Ward Conjure - Grow - Summon

Divination: Enchantment:
The Study of Patterns and Predictions The Study of Imbuing and Charms
Knowledge - Prophesy - Time Enchant - Engineer - Influence

Evocation: Illusion:
The Study of Elemental Control The Study of Illusion and Light
Ignite - Wellspring - Wind Aura - Illusion - Sensation

Necromancy: Transmutation:
The Study of Life and Death The Study of Changes and Exchange
Decay - Frost - Life Alchemy - Exchange - Physics

34
Anatomy of a Spell
Rites and spells are complex bits of magic
that can be combined with other spells or
approaches to create powerful effects. Spells
have multiple parts to help the caster
understand how they work. Take a look at
the 1st Level Ignite spell from the
School of Evocation:

1st Level
• Produce a small flame that can Burn*
• Throw a fireball up to 30ft
• Increase or decrease a flame source by
one size
• * Burn: cause 1 additional harm next
round if the next fire spell hits

The first listed thing is the concentration


level. Even if your Die Level increases, you
will still have access to this level.

The next bullets indicate confirmed spell


effects that can be cast at that level. These are
spells that have been discovered and most
adventurers learn as the root of that level of
a concentration’s magic.

What is important to understand is that


these three spell effects are not the only
spells that can be cast. An adventure can
attempt to cast a spell that is not one of the
listed effects. If the desired spell is too far
outside of the levels intended effect, the Lore
Weaver may declare that the spell is a
modification beyond. Going beyond what
level of skill you are at will make the spell
less likely to succeed.

35
Magical Equipment
The right tool can make a job easier.
Similarly, the right magical equipment can
help expand a spell’s effects. These powerful
objects enhance a certain spell to have an
additional effect beyond its normal use.

Magical equipment falls into two categories -


consumable and attunable. Potions, salves,
and spell scrolls are all consumable with a
limited number of uses. Weapons, armor,
and jewelry are rarer, more powerful, and
harder to break.

As powerful as these objects are, beware.


Some magical objects hold curses and hexes
that can be hard to cure yourself of. Know
what you wield.

Constant Rites
Without any training, everyone knows two
rites from any of the eight schools. Rites are
basic spells that anyone could figure out with
enough of a feeling for the magic. An
adventurer’s rites never change.

In addition, the rites are a bit of wild magic.


Their ability to work is a gamble but a fair
one. When an adventurer wishes to cast a
rite, they flip a coin and call the result in
midair. If they get the called result, then the
rite works. Else, it fails.

A d2 works for this as well.

36
How Rituals are Performed Putting it all Together
Magic is summoned by action and intent. To perform a ritual, declare what you hope
The common folk call the action of casting a to accomplish or how you are approaching a
spell a ritual. Part of what makes spells challenge.
difficult to teach is due to the fact that a
ritual can take thousands of forms Most often you will roll 2d10 - one for spirit
depending on the adventurer. and the other for health and add the Intent
Die for the School of Magic / Approach.
Strumming an instrument and bursting into Remember that if you have lost health or
song. Drawing lines in the dirt with the tip have a curse, those factors will decrease your
of your sword. Using a diamond to refract d10s. If an adventurer wants to roll for an
light. Casting dice. Two rituals for a similar Approach they do not have a Die Level in,
spell can be completely different, and there they will just roll 2d10. The total is your
are thousands of different effects. Ritual Result.

Difficult and powerful spells often have more The Lore Weaver will set the Complexity.
complex rituals. Failed or incomplete rituals Generally, this will be set at 15 if the
can have terrible effects. The risk is worth intended spell effect is within your difficulty.
the reward. Adventurers working in tandem The LW might increase or decrease the
can combine their rituals to achieve powerful Complexity (by -5 to +5) depending on
magics. other factors but will let you know what you
need to roll before your roll.

What You Bring A ritual can resolve in the following ways.


Success comes to those whose Ritual Result
to the Ritual is greater than or equal to the Complexity. If
the ritual needs to do harm, it can do harm
A ritual is a combination of three equal to the spell level.
components all brought by the caster:
If the Ritual Result is 5 or less from the
• Their Health - This is a d10 unless their Complexity, the result is a bargain. On a
Health has been harmed. bargain, your action succeeds but comes at a
• Their Spirit - This is a d10 unless they cost. What is your personal victory worth?
have curses or hexes. Harm to your allies? The loss of equipment?
• Their Intent - This is the wild card that Exposing yourself to danger? Only time will
can make or break a spell. This is always tell.
the Die Level of the approach or the
School of Magic being used. If the Ritual Result is 6 or greater from the
Complexity, the ritual is a failure. If you are
acting against an individual or creature, they
will get a chance to move against you.
37
The Known Spells
of Avosthal
Below are a few rituals that have been uncovered across Avosthal…

Choose two rites from any of the eight Schools of Magic. Adventurers have six points to pick
their concentrations. An adventurer can spend their points in the following ways:

1 Point = One concentration up to 1st Level


2 Points = One concentration up to 2nd Level
2 Points = Two concentrations in a single school up to 1st Level
4 Points = Two concentrations in a single school up to 2nd Level
5 Points = Three concentrations in a single school up to 1st Level

What Rituals Will You Cast?


38
Abjuration

Ground
Rite
• Launch a tiny, harmless pebble up to 60ft away
1st Level
• Move a 1ft cube of earth 5ft
• When you are affected by a curse or status ailment, share that effect with the target
• Diffuse strong emotions towards a more neutral interaction
2nd Level
• Form a 5ft earthen pillar up to 15ft away
• Determine the composition of stone and metals that make up a 5ft cube or earth or an
object you can touch for 1 minute
• Cause a 5ft fault in a stone you can touch, weakening its composition

39
Protect
Rite
• Create a single unseen barrier up to 30ft diameter that alerts you when it is crossed
1st Level
• Bolster your next defensive roll by +1 until your next turn
• Remove a status effect from a target
• Create a brittle 5ft square wall out of a static material you touch
2nd Level
• Two targets you can touch gain +15ft of movement to flee against a violent or dangerous
source
• Assist a target you can touch to heal physical wounds or recover mental loss
• Produce a shield that boosts the next defensive roll by +2 of a target up to 30ft away

Ward
Rite
• Prepare an invisible ward in a 5ft cube that holds a target in place for 6 seconds
1st Level
• Disrupt a magical effect that you can touch as long as you can touch it
• Prepare a visible ward that reflects 1 harm back at the attacking target when they deal you
harm for 1 minute
• Dissuade a target from approaching you
2nd Level
• Lock a window or door you can touch
• Nullify a target up to 5ft awavy from casting rituals as long as they are next to you
• Prepare an invisible ward that Dazes* a medium or smaller attacking target that lasts for 1
minute
• *Daze: Those defending against a dazed target receive +2 to their defensive rolls

40
Conjuration

Call
Rite
• Conjure a tiny, worthless object made from wood, cloth, or metal into your hand
1st Level
• Produce a small amount of weak acid that can melt through objects given enough time
• Produce a 30ft rope with a hook on the end to your hand
• Teleport to a spot you can see up to 60ft away
2nd Level
• Summons a magical weapon to your hand no larger or complex than a dagger for 1 minute
• Produce a tent that is a 10ft on the inside for 8 hours
• Conjure a 5ft cube wooden cart

41
Growth
Rite
• Grow a seed to a tiny plant or grow an existing plant larger
1st Level
• Beckon a vine 30ft to you
• Enrich the growth of a 10ft plot of land one month forward
• Grow roots from the ground up to 30ft away and root* a target
• *Root: A rooted target has 0 movement until they pull themselves free

2nd Level
• Grow an existing plant to 10ft tall
• Be able to hear the abstract thoughts and emotions of plants
• Identify the properties of a plant and some potential uses

Summon
Rite
• Summon a tiny, helpful Insect Friend*
• *Insect Friend: The insect can understand simple concepts. The insect has 1 health and dispels when
defeated.

1st Level
• Summon a spectral glove that is an extension of your touch, can travel 30ft away, and can
lift tiny objects
• Produce the call of a creature you are familiar with
• Identify what creature left marks or tracks
2nd Level
• Learn a useful fact about a creature that can help you in a non-harmful interaction
• Call forth an emotion that is distant from you
• Summon a small, helpful Animal Friend*
• *Animal Friend: The animal can understand concepts and respond within their knowledge and
capability. The animal will attempt to assist you. The animal cannot fly or swim. The animal has 2 health
and dispels when defeated.

42
Divination

Knowledge
Rite
• Learn a seemingly useless fact about something you can observe
1st Level
• Learn one useful thing about a target you can touch
• Know the exact time and your location based on the sun, moon, and stars
• Discover a tiny clue towards an end
2nd Level
• Form a link with a friendly animal to feel their senses and communicate basic concepts
• Observe a village, comprehend the local traditions, and understand how to fit in
• Assess a threat and determine how it might be a danger

43
Prophesy
Rite
• Receive an general impression about the present in regards to a question you ask
1st Level
• Receive a sign or clue about the direction of an object you know about
• See a vision about the present in regards to a question you ask
• Foresee a Omen* of what is to come
• *Omen: Using a tool of prophecy such as a tarot deck, tea leaves, animal bones, etc., the Lore Weaver
will give you an omen. The omen will relate to something or someone that is coming towards you.

2nd Level
• Receive a sign or clue about the direction of a target you know about
• See a vision of the past related to a specific place or object you can touch after 1 minute
• See the aspirations of a target you can touch for 1 minute

Time
Rite
• Temporarily pause a tiny object up to 30ft away for 6 seconds
1st Level
• Create an invisible trap glyph in a 5ft square that triggers a simple trap
• Increase the control order of a target by 1
• Delay* the casting of one of your rituals by 1 minute
• *Delay: Once the time is up, make a ritual roll for that ritual

2nd Level
• Repeat the casting of a non-harmful spell for 10 minutes at an interval of your choice
• Delay* the casting of a ritual until a certain event or trigger occurs
• Take advantage and create an opportunity for someone else to act

44
Enchantment

Engineer
Rite
• Charge a small machine with static shocks or magical item with magic
1st Level
• Channel energy around yourself to empower your next strike to do +1 harm
• Repair small tears and breaks
• Make a small clockwork trinket that does a single, simple action
2nd Level
• Gain an understanding of how a machine works
• Re-arm a small trap
• Stun* a medium or smaller target with an electric shock
• *Stun: The target loses their action on their turn but still has all their reactions

45
Imbue
Rite
• Imbue a small object with a rite that can be cast once
1st Level
• Cause an object to emit a glow that lights up a 10ft sphere
• Inscribe a spell you know into a castable ritual scroll for another adventurer
• Blind a target for 6 seconds
2nd Level
• Enchant a medium or smaller object with a ritual up to the 2nd level that can be cast once
as a free action
• Permanently upgrade an object to a higher quality - only once per object
• Make a target repeat their previous action

Influence
Rite
• Promise a target that you will complete a goal or task and receive a +1 bonus to a single
ritual roll towards your end
1st Level
• Choose a target up to 30ft from you and draw their attention to another target or object for
a moment
• Force a target to follow a single word command until they have achieved it
• Slightly ease tensions between you and a target
2nd Level
• Influence a trade or deal to be more in your favor
• Tell a harmless, white lie that is believed
• Create unease in a target you are speaking with for 1 minute

46
Evocation

Ignite
Rite
• Start a tiny fire that can burn no more than a 6in cube and lasts no longer than 6 seconds
1st Level
• Produce a small flame that can Burn*
• Throw a fireball up to 30ft
• Increase or decrease a flame source by one size
• * Burn: cause 1 additional harm next round if the next fire spell hits

2nd Level
• Use your flames to propel yourself 30ft
• Create a cone of fire that hits 2 adjoined spaces next to you for 1 harm
• Provide enough heat to keep you warm for 1 hour

47
Wellspring
Rite
• Fill a container or water skin with water no more than a 1ft cube
1st Level
• Shoot a jet of water 10ft from a water source up to 30ft away
• Hasten your control order by 1
• Move 10ft more on your movement
2nd Level
• Locate the any water sources within 1 mile
• Breathe underwater for 10 minutes
• Swim at your normal movement for 1 hour

Wind
Rite
• Conjure a small gust of wind that can knock over small objects, open doors, or snuff tiny
fires
1st Level
• Float a small object up to 30ft and control the object’s trajectory for 1 minutes
• Increase or decrease the speed of wind in a 5ft cube for 6 seconds up to 60ft
• Generate a gust to knock someone prone* within 10ft
• *Prone: Target loses half of their movement next turn by standing up

2nd Level
• Block a small, physical ranged attack
• Concentrate a 10ft cube of air into a focused beam
• Glide* for 1 minute
• *Glide: Float 5ft downward per round for the duration

48
Illusion

Aura
Rite
• Cause a sudden but minor environmental effect for 6 seconds
1st Level
• Summon an orb of light that illuminates a 5ft cube that can travel up to 30ft away
• Create a illusory environmental set piece no bigger than a 5ft space and 10ft tall
• Gain the attention of a crowd with a performance
2nd Level
• Decorate a room up to a 20ft cube with an illusory appearance
• Create a 15ft space where allies add +2 to defensive rolls
• Lower the level of interest in your actions and presence

49
Mirage
Rite
• Create a tiny image in your hand no larger than a 6in cube for 1 minute
1st Level
• Change minor aspects of your appearance for 10 minutes
• Manipulate the shape and color of an elemental effect
• Create an image no larger than a 5ft cube up to 30ft away
2nd Level
• Animate an illusion but cannot move beyond it’s casting spot
• Change your entire appearance for 1 hour but your clothes stay the same
• Hide an illusory glyph that will appear to those you choose

Sensation
Rite
• Send a message to a individual within your sight
1st Level
• Mimic the dialect of a voice you are very familiar with
• Slightly change a physical sensation to make it better or worse but the does not actually
change the sensation’s severity
• Generate a simple sound up to 60ft away
2nd Level
• Send and receive a message to a target within 1 mile
• Send a physical sensation to a target up to 60ft away
• Negate a sensory effect for 1 minute but the effect is still real

50
Necromancy

Decay
Rite
• Ward a single undead target up to 30ft away 30ft from you
1st Level
• Speak with a dead target
• Cleave an undead target for 2 harm
• Instill a negative emotion in a target you can touch
2nd Level
• Cause target that is no larger than medium to flee in fear
• Make a promise to an dead target you have spoken with and gain +2 on an attempt to
resolve your promise
• Control a skeletal target to make a Lesser Thrall* for 1 hour
• *Lesser Thrall: This mindless creature has 1 health, can cause 1 harm, and obeys your orders as long as
they are in 60ft of you

51
Frost
Rite
• Generate a snowball that you can throw up to 30ft
1st Level
• Cool the emotions of a target you can touch
• Create a 5ft square of ice on a space you can touch
• Slow a target’s movement by -10ft on their next turn
2nd Level
• Cause frost to gather on a target that drops their Control by 2
• Slow your bodily functions down to their minimum for 1 minute
• Wish Lesser Karma* on a target you can touch that triggers within 1 hour
• *Lesser Karma: When a target is acting in ways that run opposite to your ideals and goals, something
happens that complicates their actions. These complications may dissuade a target from acting further.

Life
Rite
• Stabilize a dying target you can touch
1st Level
• Heal a target you can touch 1 Shroud
• Gain the attention of a target you can see
• Purify food or drink
2nd Level
• Heal a target you can touch 1 Health
• Provide 1 shroud to a target up to 30ft away that lasts for 1 minute
• Create balm to stave off the effects of a poison

52
Transmutation

Alchemy
Rite
• Mold a tiny single material or object into another crude form over 1 minute
1st Level
• Clean or dirty your clothing or an object
• Bolster an approach of a target you touch by +1 for their next attempt
• Shape a tiny object no larger than a 1ft cube into another basic form
2nd Level
• Shift an elemental effect within a 5ft cube to another state of being
• Enhance a ritual roll for a target by +2 or -2 on their next ritual roll
• Turn a 1ft cube of raw material into a 6in cube of a more refined state

53
Exchange
Rite
• Change into a Plant Form* for 1 minute
• *Plant Form: You are a plant with 1 health and no movement. You have access to your memories and
thoughts but cannot speak. This rite will fade if you cast another ritual or 1 minute passes.

1st Level
• Change a 5ft cube of a non-living material that you can touch into a different state
• Give a target up to 30ft away +1 on their next ritual roll if you do not move this turn
• Transform a part of your body to that of a Lesser Creature* for 1 minute
• *Lesser Creature: Any beastial form but no gills or wings.

2nd Level
• Give a target +2 to their next ritual roll for -2 on your next ritual roll
• Warp a 10ft cube of a inorganic material within 30ft into a different crude shape
• Change into a lesser animalform* for 10 minutes
• *Lesser Animalform: You must transform into an animal you are familiar with. You become an animal
with 1 health and have movement (no swimming or flying). You have access to your memories and
thoughts but cannot speak the common tongue. You gain an approach that makes sense for your animal
that rolls at d6. This ritual will fade if you cast another ritual, drop to 0 health, or 10 minutes pass.

Physics
Rite
• Cause a small object you touch to float 1ft above a surface or the ground for 1 minute
1st Level
• Change the weight of an object or target you can touch by one size difference
• Launch a small object 30ft
• Rotate a small object around a fixed point up to 10ft away
2nd Level
• Choose a fixed point within 30ft and swing 30ft around it
• Pull a target up to 15ft away in a non-lethal direction 15ft
• Anchor a small object to a surface for 1 minute

54
How the Tale is Told

The Adventurers’ Rituals The Result in the World


Adventurers are responsible for pushing Once a ritual has been performed, the world
forward their own personal narratives. Any and those who live in it are changed. The LW
time an adventurer wishes to do something describes how the ritual affects the present
difficult or challenging, they must declare and environment. Depending on the Ritual
their intent. To accomplish this intent, they Roll, the actions and rituals may not have the
will describe the actions they will take to intended effect. On a failure, the people,
fulfill it. These actions will often take the creatures, or even the environment may act
form of a combination of approaches, spells, against the adventures. These reactions may
and rites - more commonly known, as a lead to the adventurers needing to make
ritual. actions to avoid or counter them. But on a
success, the adventurer’s intent may shine
The adventurer describes their intent and through and influence the world around
what actions they are going to take to them.
achieve them.
The LW describes the result of the ritual or
action. They might describe the ways that the
The Lore Weaver’s Response other people, creatures, or environment
react. The actions of the other characters in
the scene or the environment should always
The Lore Weaver will examine the spur the adventurers forward to provide
adventurers’ intent, action, and ritual in them with an obstacle.
relation to the rest of the scene. After all, the
LW is responsible for the other people,
creatures, and the world at large. They alone The Flow of Action
have insight into what their desires are and
information that the adventurers may not
know. When adventurers arrive to a location or at
an encounter, the Lore Weaver will describe
If the adventurer needs to make a Ritual the initial narrative and surroundings. In
Roll, the LW will ask for one. The ritual will response, up to two adventurers can act by
resolve, and the adventurer will tell the LW using an approach, talking, or using a ritual.
their Ritual Roll. After which, the LW will The adventurers will then roll and the Lore
narrate the result. Weaver will update the adventurers on the
current state of the situation.

55
Encounters

Control Order Ritual Results


Encounters are situations where multiple Depending on the Ritual Result, an
people are acting in the same moment or are adventurer will receive different results. Most
in opposition of each other. In these actions require a Ritual Roll of 15 to meet
instances, the LW will ask for all adventurers the Complexity. On a success, the action
to roll 1d10 for Control Order. All creatures succeeds without any complication. The
and opposing people have a set control and control passes to the next being in the
do not need to roll. Record the Control Control Order.
Order. Highest number begins with the
opposition winning ties. On a bargain (-1 to -5 below the
Complexity), the action succeeds at a cost. If
Opposing forces and the adventurers might you are facing off against someone who is
be put into the same number. The side that trying to oppose your efforts, you might
ended the last group, begins the next one. need to use your spells or approaches to
Individuals on the same side of an encounter react to their actions. You opponent might
with the same number on the Control Order cast a spell or swing a weapon at you or
can change their order within that turn from attempt to grapple you. No matter the result
round to round. of the adventurer’s reaction to the
opposition, the action always passes to the
When a person or creature has control, they next being in the Control Order afterwards.
act. When it is your turn to act, you may
move and perform an action. All characters On a failure, (-6 or greater than the
can move up to 30ft on their turn. An action Complexity) the opposition gets to act and
is often to cast a single rite or spell, but you automatically succeeds. Your actions left you
can do other things with the LW’s approval. open to their egress. This is an unfortunate
result but one that can occur when two goals
do not align.

Most encounters, even combative ones, end


by achieving an objective. Few people in
Avosthal wish to end the life of another. In
fact, almost all conflicts are the result of a
need or want being denied. Adventurers are
lauded for their ability to discern truth and
find the best solution.

56
For the Lore Weaver Alone

The One Who How Rituals are Performed


Tells Your Tale
Magic is summoned by action and intent.
The common folk call the action of casting a
The Lore Weaver (referred to as LW) is spell a ritual. Part of what makes spells
responsible for how the story is told. The difficult to teach is due to the fact that a
motivations and dreams of inhabitants of the ritual can take thousands of forms
world are known to them. Beasts and ancient depending on the adventurer.
beings are under their protection and are
allowed to thrive. Evil whispers their plans as Strumming an instrument and bursting into
they set them in motion. Weather and wilds song. Drawing lines in the dirt with the tip
shift at their suggestion. The LW also of your sword. Using a diamond to refract
narrates the results of the adventures actions light. Casting dice. Two rituals for a similar
and rituals as they travel across the land. spell can be completely different and there
They are not omniscient but a reflection of are thousands of different effects.
the adventurers’ tale being told in taverns
over a round of drinks or whispered over a Difficult and powerful spells often have more
campfire. complex rituals. Failed or incomplete rituals
can have terrible effects. The risk is worth
the reward. Working in tandem to combine
Weaving the Lore rituals can achieve powerful magics.

While the Lore Weaver is responsible for


connecting the narrative, the adventurers are
The Adventurers’ Rituals
responsible for pushing the story forward.
The adventurers should use their Truths to A ritual is a combination of three
determine the direction and actions that they components all brought by the caster:
will take. The LW should provide interesting
and engaging people and creatures to • Their Health - This is a d10 unless their
challenge and further the adventurers’ Health has been harmed.
narratives. The narrative is the shared • Their Spirit - This is a d10 unless they
responsibility of both the LW and the have curses or hexes.
adventurers. • Their Intent - This is the wild card that
can make or break a spell. This is always
the Die Level of the approach or the
School of Magic being used.
57
The Adventurer’s Efforts Ritual Results
To perform a ritual, the caster declares what A ritual can resolve in the following ways.
they hope to accomplish or how they are Success comes to those whose Ritual Result
approaching a challenge. They will roll 2d10 is greater than or equal to the Complexity.. If
- one for each hand - and add the Intent Die the ritual needs to do harm, it can do harm
for the School of Magic / Approach being equal to the spell level.
used. The total is the adventurer’s Ritual
Result. If the Ritual Result is 5 or less from the
Complexity, the result is a bargain. On a
bargain, your action succeeds but comes at a
Complexity cost. What is your personal victory worth?
Harm to your allies? The loss of equipment?
Exposing yourself to danger? Only time will
Complexity is a rating of how difficult the tell.
ritual or action the adventurer is taking
relative to their skills and experience. In If the Ritual Result is 6 or greater from the
most cases, the complexity should be set at Complexity, the ritual is a failure. If you are
15. The Complexity can be increased or acting against a individual or creature, they
decreased depending on how they will get a chance to move against you.
adventurer tackles the problem..

For Rites, the complexity is always a coin flip Discovering Knowledge


- or fifty / fifty chance. For spells, the
complexity is always known and is listed on
the spell. Spell complexity is as constant as There are many things that are mysterious
the magic in Avosthal. and unknown in Avosthal. Adventurers will
most likely attempt to understand the
An adventurer who attempts to cast a spell people, creatures, and environments around
related but outside of the spell’s effects or them. When an adventurer wants to learn
using an unconventional approach may face about something outside of themselves, the
Modifications. Modifications are always a set Lore Weaver can make the adventurer roll
by the Lore Weaver and will add +1 to +5 to for their Intent roll.
the Complexity. The Modification can be
added multiple times. Complexity is always An adventurer might want to know about a
known before the roll. creature from the Marain. The pollen from a
plant from the region. Or about the culture
Approaches should generally have some of a village. In this cases, the Lore Weaver
modification on them. Rituals are a more will have the adventurer roll Health + Spirit
defined action. Whereas, an approach can + the adventurer’s Conjuration die for their
differ wildly depending on environmental or Intent. The Lore Weaver can use Clever or
personal factors. Intuit but has this tool to direct adventurers
toward more specific knowledge.
58
Harm Curses and Hexes
Harm is the physical manifestation of an Curses and hexes can come from a myriad of
attack on a person or a creature. Whenever a places. Some items and weapons will curse
person takes harm, they lose points from an adventurer in exchange for power.
their Protective Shroud first. The person Certain creatures can place hexes on
should describe how their Shroud protected adventurers. Even potions can be dangerous
them. in this way.

However if a person’s Shroud is gone, that These banes often carry an effect with them.
person will start to lose Health. A person They limit or instruct a way that a person
loses one Die Level for their Health Die d10 must act. Often against the will of the cursed
for each Health they lose. If an adventurer or or hexed.
person ever loses enough Health to drop to
0, they fall unconscious. Most creatures will For each curse or hex an adventurer receives,
not kill a person but some do not hold the their spirit d10 drops a Die Level. If an
same reverence for life. adventurer or person ever receives their fifth
curse, they will perish within the hour.
Most creatures do not have Shrouds so
immediately begin losing Health. But Curses and hexes often have a specific
creatures also never roll and do not tire until remedy to cure the target of the malady.
they are dead. Magic assists them in other Some are as easy as crossing a river to break.
ways. Others require a great deal of emotional
investment or sacrifice. Beware, curses and
hexes can be more dangerous than taking
harm.

59
Rest and Recovery Death
and What Comes After
A safe night of rest can recharge adventurers
for the next day. The location they choose Death comes for all. Beings and creatures
and how safe it is determines how well they alike have been touched by the magic of
recover. Whenever adventurers rest for at Avosthal, and so too will they both
least 8 hours in an unsafe location, they experience death at some point. It must be
choose to do 1 of the following benefits: said though, that magic has graced the
beings and creatures differently and this is
Regain 2 uses of their Shroud most apparent in death.
Recover 1 Health
When a creature reaches 0 Health, magic
If the adventurers are in a safe location for at often reacts strongly to their death. Most
least 8 hours, they choose to do 2 of the creatures have a Death Reaction. This can be
above benefits. as small as the wind grows slightly colder for
an hour around those who killed it. Or as
large as the eruption of a dormant volcano.
Killing a creature should be avoided unless
you are ready to deal with the consequences.

When a person falls unconscious and they


are not helped within a certain amount of
time, they can pass from this world. When
an adventurer falls unconscious, they roll a
d10. They will perish from this world in that
many d10 hours.

Nothing lasts forever. Most people in this


world will pass from it. Some powerful
creatures or cruel people will attempt to end
your life. Death comes for everyone
eventually.

The realm of the dead is something that few


have seen and return from. All accounts of it
are vastly different and awe inspiring. The
few who have returned state that they have
been granted reprieve by an essence of a
region’s magic. Though there is no proof,
there are those who place faith in such
beliefs.

60
RI I ITUAL
I I II
I
Character Sheet
Shroud Health

Name: ___________________
Region: __________________ (Your Shroud absorbs damage (For each 1 Health lost,
Lineage: _________________ before harming your Health.) your Health Die drops by 1 Die Level.
Your Home: ______________ At 0 Health, you fall unconscious.)
How does your Should present itself?
Appearance: ______________
_________________________ Curses Spirit
_________________________ _________________________

Three Truths: _____________


_________________________
_________________________
_________________________
_________________________
5
(For each Curse you have, you lose 1 Spirit
_________________________ _________________________ and your Spirit Die drops by 1 Die Level.
At 0 Spirit, you fall unconscious.)
_________________________

Lesson: __________________ Schools of Magic


_________________________ Abjuration Conjuration
(Once per day, always works) Ground Call
Protect Grow
Ward Summon
Your Training: ____________ Divination Enchantment
_________________________ Knowledge Engineer
(Once per day, add 1d6 Prophesy Imbue
if your Training applies)
Time Influence
Your Quest: ______________ Evocation Illusion
Ignite Aura
_________________________ Wellspring Mirage
_________________________ Wind Sensation
Necromancy Transmutation
Inventory: ________________ Decay Alchemy
_________________________ Frost Exchange
_________________________ Life Physics
_________________________
_________________________ Approaches
_________________________ Clever Intuitive Strong Agile
_________________________
_________________________
Favorite Rituals
_________________________ _________________________ _________________________
_________________________ _________________________ _________________________
_________________________ _________________________ _________________________
_________________________ _________________________ _________________________
_________________________ _________________________ _________________________
61
RI I ITUAL
I I III
Spell Sheet
Rite

_________________________
_________________________
_________________________
Rite

_________________________
_________________________
_________________________
Name: ___________________ _________________________ _________________________
Page: _________ / _________ _________________________ _________________________

___
Level
________
Concentration
________
School of Magic
___
Level
________
Concentration
________
School of Magic
___
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Fact or Fiction

Visions of Destruction
After receiving a vision of the town of Rykkle, the diviners of the Koparen knew they had to act.
They foresaw the village being destroyed by a stampede of beasts. Attempting to prevent this
disaster, the adventurers are called into action.

Arriving in Rykkle - a fortified village in a Marain - and proving that mean no ill will, they are
allowed into the village. They see villagers using conjuration magic to send and receive goods.
Scouts patrol the brutalist architecture, keeping watch on the jungle for creatures. A customs
master - a mantis Incurid named Keopae - approaches the group to talk with them.

Keopae and the inhabitants don’t believe there is a threat coming. The villagers have largely
stayed in within the walls. The creatures in the Marain only attack when people go too far
outside the roads and villages. Keopae gestures to the ramparts and indicates that even in the
event of an attack, the village would be safe.

The adventurers don’t have many clues to start on. Poking around the village will turn up that
pathfinders have been attacked on the path they are building going north. But they will need to
talk to the villagers and make a few tests to find the right individuals.

On a test of 20, they might find that an older Zoal - a humanoid lineage with pipette antenne,
four eyes, wide mouths, with no nose who are alien but curious - who tells them about the
dangers of walking into the forest. He reveals a curse that has affected some of those in the
village - bark that has begun to spread across his skin. He believes this could be the result of the
Lonlacul - the sentient, roving trees of the Marain that curse those who have strayed too far from
their village - or the Scarmancha - an enormous serpent that is part of the ground. The Zoal will
tell the adventurers where the Lonlacul should be but tells them to avoid the Scarmancha.

63
Venturing Into the Marain
The rainforest is beautiful and strange. Flowers of odd patterns, shapes, and colors grow all over.
Fog seems to roll off the damp leaves and out of the hollows of trees. Vines run along the ground
as these are paths that have not been cleared. Small creatures that have taken notice of their
presence, keep a safe distance. The groans and cries of the animals echo across this humid
landscape. Sunlight stretches through the insanely high treetop to shed a little light on what goes
on below its branches.

64
Up and Away!
As the adventurers make their way through the forest, they may not notice the Ascension Vines.
Whoever is leading will need to roll a Conjuration test of 15 to notice or immediately be pulled
60ft into the air. If the leader succeeds, the other adventurers will need to roll against the vines.

After a moment or two, a Monké appears and steals an important object. If someone is hanging
upside down, they will target those adventurers. The Monké will wait for the traveller to awaken
in hopes that they will make a trade for the object. Otherwise they will run.

Monké
Silky fur, glowing purple third eye, long tail, curious, sentient but non-verbal

Health: 2/2 Armor: 1 Control: 7

Initial Disposition: Patient, waiting, desires a better item than what they got

Reactions:
• Teleports away if threatened [Increases distance each time 10ft, 15ft, 20ft, ...]
• Pulls self out of harms way [+2 to next attack Complexity against the Monké]
• Will trade stolen object for something better [Complexity 13]

Morale: Will run if threatened. If not dealt with in 3 rounds, leads the adventurers
to the Lonlacul.
Curse: The Monkey’s Paw: If you take your item back after killing a Monké, the
item gains a curse. Whenever a 13 is rolled for any Spell or Approach, loud Monké
howling fills the area. The only way to get rid of this curse is to make a trade or
deal where you do not come out on top.
65
You Arrive in a Grove
One way or another, they arrive at the Lonlacul. The roots of the Lonlacul flow like a dress and
slither as it moves forward. The Lonlacul’s upper bough stretches down through the tree line to
reveal a crude face of a panther made from leaves. It threatens to curse the adventurers for
leaving waste in the rainforest and stepping away from the village. The adventurers will need to
de-escalate the situation. Lonlacul appreciate displays of gratitude towards nature and peaceful
natures.

Lonlacul
Angered by the adventurers, long roots that ripple, cracked bark, sentient, verbal

Health: 7/7 Armor: 0 Control: 4 & 1

Initial Disposition: Enraged, determined doesn’t want to fight

Reactions:
• Willing to listen [Complexity Tests of 13, 15, 17… Need 3 successes
to de-escalate]
• Kicks with long roots [Harm 1 and flings 15ft]

Morale: Will not run or stand down but looking not to fight

Curse: Barkkin: Whoever kills a Lonlacul, is afflicted with Barkkin. Bark grows in
random patches on the target’s skin. The only cure is to plant a tree [Complexity
Conjuration 20 to know cure].

Abandoned Goods
After the adventurers deal with the Lonlacul, they can inspect the waste. They reveal a symbol of
a wolf’s head surrounded by a fireball. A successful Evocation Test of 15 will reveal that this is
the work of the Roving Flame - a band of Ohain nomads who travel to wherever they can get the
most profit. Else, they are only able to deduce that there are pirates in the area.

Finding the path, points them back towards the village but a bit off. This confirms that it is not
the village. The adventurer’s spells and approaches should allow them to find the pirate camp.
They will need 3 successful and relevant rituals or approach rolls [increasing Complexities of
13, 15, 17].
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A Hidden Operation
Turns out the Roving Flame set up their operation only a mile off from Rykkle. Due to the
nature of people not going too far from their villages in the Marain, the villagers never would
have found the Roving Flame’s operation. The adventurers are able to deduce that the Roving
Flame was attempting to pass off a lot of the hardship onto Rykkle with incurring nature’s wrath.

The Roving Flame’s camp is disguised well enough that if the adventurers were not able to track
it, they would have missed it. Veiled by illusions and natural cover, the simple camp is made up
of a few tents and a teleportation circle made from black powder. The pirates are moving a group
of sealed crates onto the sigil.

A fire elementari in a fancy, brocade jacket with epaulets strides forward and draw a cutlass.
Flame flows along his blade as he mutters a few words under his breath. Touching the flame to
the teleportation circle, the powder flares up and the crates are gone. The elementari tells the
men to load the next set of goods and reset the circle as he retires to the biggest of the tents.

The adventurers see the next shipment - a cage of baby Monkés. Gems set into their cage seem to
prevent them from teleporting away. The pirates immediately reset the outer ring of the
teleportation circle and begin to draw the interior. In this moment, they know they must act.
Allow the adventurers to come up with a plan but know that the pirates are jumpy. The pirates
will go about their business for five minutes before moving the Monkés. When the adventurers’
are seen, the pirates will initiate an encounter. The captain will only join in the second round of
the encounter.

Roving Flame Pirates


Criminals of all lineages, dressed in simple clothes, brawny

Health: 4/4 Armor: 0 Control: 4

Initial Disposition: Surprised, defensive, protective of their captain and goods

Reactions:
• Summons a spectral dagger to hand [1 Harm]
• Create a wind gust to knock a target Prone [Prone targets lose ½ movement]
• Dodge an attack and tumble 15ft

Morale: Will run at 1 Health or if the captain falls.


67
Captain Jacquard Thane
Fire elementari dressed in a fine jacket, flaming hair, cruel smile, handsome, cutlass

Health: 6/6 Armor: 1 Control: 7

Initial Disposition: Itching for action, wants to make adventurers pay for disrupting
business, charming but evil

Reactions:
• Applies Burn [Targets with Burn take +1 Harm on next attack with Fire]
• Slashes with Flaming Cutlass [1 Fire Harm]
• Ignites the teleportation circle [1 Fire Harm to any within]
• Grows flaming teleportation circle 15ft high [once, lasts 2 rounds]
• Delivers a cutting quip or jibe [-1 to an adventurer’s next roll]

Morale: Will only run if the rest of the pirates have run or are down.

Scarmancha
The encounter will end one of two ways - the captain or the pirates will run. In either case, the
illusion of the camp shatters. Allow the adventurer closest to the baby Monkés to free them. As
the Monkés flee into the treetop, the forest floor rises and falls. The head of a gargantuan, eyeless
snake swallows the remaining pirates. The body of the massive serpent known as the Scarmancha
slithers through the trees and surrounds the adventurers’ from escaping.

Evocation roll of 15 will reveal the adventurers need to fall, bow, and close their eyes to be saved.
If the adventurer found the Zoal in Rykkle, lower the test to 13. If the adventurers do bow, the
Scarmancha slithers on by with a massive gust of wind. When the adventurers open their eyes,
the Scarmancha is gone. Returning to Rykkle, the adventurers’ feats are celebrated.

Otherwise, the adventurers are swallowed by the Scarmancha. If this is the end of this adventure,
allow them to discover the internal world of the Scarmancha - a swampy interior space that
holds only conjured creatures that maintain it. Allow them to re-encounter the pirates or the
captain in the belly of the beast as an unlikely ally.

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This is but a small glimpse of an entire world…

Welcome to the playtest document for Ritual. We hope that you and your fellow adventurers
enjoy the narrative and character driven stories that you will create. A lot of energy and love has
gone into this game and we hope it shows.

Just a reminder, this is an alpha playtest document. We ask that you not share this with anyone
beyond your group. We are working to get this into the hands of as many people as possible but
are not there yet.

Also, we’d love to hear your thoughts after you play. Please reach out to Abbey or Joel and we’d
love to discuss how your group enjoyed their session or anything that could have been better. It
takes quite a bit of time and work to develop a game of this magnitude and we appreciate your
interest and assistance. To follow our game’s progress, please follow us on:

Twitter: @RitualRPG
Website: thebigtabletop.itch.io

We hope you have enjoyed your time in Avosthal and we look forward to hearing your stories.

Best,
—Joel & Abbey of The Big Tabletop—

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