Professional Documents
Culture Documents
BASIC RULES
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BASIC RULES
2
Length of a Dungeon Turn 82 Fighting Against a Soul or as a Soul 120
Movement Speeds and Movement in the Dungeon 83 Attributes & Skills of a Soul 120
Actions83 Loss and Recovery of Soul HP 121
Hazards and Opportunities 84 Death and the Aftermath 121
Preparing the Dungeon, for the Game Master 85 Sorcery123
Dungeon Inhabitants aka Monsters 86 Game Mechanics of Magic 123
Secrets 91 Madnesses125
3
Other Incomes and Expenditures 180
Corruption, Prosperity, Discontent, and Time of Troubles181
Domain’s Otherworld and Nature Gods 183
Micro-Domains aka Noble Estates 184
Playing the Domain Game 186
Corruption, Prosperity, Discontent, and Time of Troubles186
Random Tables 187
Domain Actions 203
Establishments207
Network-Type Establishments 207
Buildings and Establishments 209
Espionage226
4
INTRODUCTION AND CORE PRINCIPLES
SAKE is a modular d20 point-buy TTRPG that blends strategy • To prepare a dungeon or hex crawl, the GM fills out a
game elements and gives you the opportunity to embody dungeon or region sheet. These sheets have several
powerful rulers, savvy merchants, fearless adventurers, mad parts that are already pre-filled with general ideas of
sorcerers, or priests with pacts with strange gods. All at the what may happen during the adventure, which speeds
same time! up and simplifies the GM’s work.
SAKE is perfect for those who love to build and create, as • Combat is divided into 10-second rounds, during which
you can transform your dungeon loot into grand castles and each character has one Action and one Reaction. The
establish your own domains, fleets, or armies alongside your order of Actions is determined at the beginning of
unique characters. combat.
SAKE includes: • Actions can be used during a character’s turn for
• A robust system for managing domains and generating movement, casting spells, attacking, etc.
adventures around them. • Reactions can only be used during an opponent’s
• A system for engaging in trade and shipping, complete Action to disrupt them (for example shooting when an
with all the associated intrigues and risks. opponent moves).
• A system for large-scale battles, complete with troops, • Attack and Parrying are determined by opposing rolls.
sieges and more. • Armour provides Damage Reduction, which is
• An abundance of random tables for generating events, subtracted from Damage.
dungeons and adventures, ensuring that each game • When fleeing from combat, a separate system is used
session is unique. in which distance is not measured in meters or time
• and of course, magic, exciting early modern equipment in 10-second rounds. The fleeing character must
(katanas, muskets, plate armour, and grenades, all in accumulate 5 Escape Points. During the escape, it is
the same battle), undead, insane gods, and all the other possible to attack with ranged weapons or to completely
elements one would expect from an adventure. avoid being hit by sacrificing Escape Points.
5
As SAKE is modular, it is easy to utilize only the necessary Merchant campaign
modules, preventing the game from overwhelming players.
In this campaign, the PCs are merchants and/or pirates
If you prefer classical dungeon crawling, you don’t need to
who operate from a base such as a ship or a trading post in
worry about world economics or domain ruling. Conversely,
a large city. They are driven by the desire to increase their
you can play SAKE as a domain strategy game, utilizing the
personal wealth and influence and may undertake a variety
random events system in the King module to create content
of adventures that take them across the world’s oceans. This
and playing by Domain Turns, never engaging in hand-to-
campaign can involve a hex-crawl structure, but it is not
hand combat and only fighting as an army when launching
required.
campaigns against neighbouring kingdoms.
Possible adventure scenarios:
Campaign types well-suited for SAKE
Campaign in which the PCs are rulers or chancellors • Engaging in piracy
In this campaign, the PCs are part of a clan, dynasty, group • Exploring and charting new territories
of samurai bureaucrats, leading priests of a temple, or similar • Negotiating trade agreements
organization with a shared goal and a domain over which
they have authority. They must work to protect and improve • Competing and battling with other merchants in cities
their domain, collecting taxes from the people living there to and on the seas
fund these efforts. • Surviving a shipwreck and discovering a mysterious
At the start of the game, the PCs are already in positions of island
power and, while their adventures may take them anywhere • Dealing with intrigues and conflicts in major trade
and involve any type of challenge, their overarching goal is centres
to safeguard and expand their domain.
• Clearing trade routes of pirates.
Possible adventure scenarios:
Rags to riches campaign
• Conflict with a neighbouring kingdom
The PCs start as ordinary adventurers, and everything else
• A nature deity that is hostile towards humans and their follows.
domains
• Intrigue and drama within the court
• Vassals who are rebellious or a lord who is hostile
towards the PCs
• Magic-related issues
• Plague and drought causing problems
• War breaking out
• Hired adventurers making a situation worse instead of
better.
6
GENERAL RULES AND CHARACTER CREATION
CHARACTER CREATION OVERVIEW
Each player creates a Player Character (PC) to start a game, Furthermore, it is possible to leave out elements from the
whose life they will take on within the game. base game. A player can create their PC only using Attributes
and Skills if they feel that Distinctive Personality Traits and
SAKE’s characters have many components, therefore you
Game Events system (part 2 on the Character Sheet) seem
should allow yourself plenty of time to create one. Creating
too difficult or tedious to deal with. Game Events are marked
a PC can take upwards of several hours. You can pick a ready-
down to develop a character after each game session as
made archetypical PC as an alternative faster option to start
it awards the player with EXP. If you choose to not use the
the game.
Game Events system you can have the GM award any EXP
Note: Archetypical PCs are built with 8 attribute points, 100 EXP needed to develop PCs during the game as the GM sees fit.
and 100 GD (gold denari) for equipment. You can also postpone anything relevant to governance and
economy until PC’s acquire villages or businesses.
Character creation starts with assigning PC’s Attributes,
designating Skills Ranks and choosing Abilities. Finally, Character Sheet
coming up with your PC’s distinctive Personality Traits. Character sheet is divided into 3 parts. One can play SAKE by
Write it all down on the Character Sheet. only filling out the first part found on the first three pages.
Players and Game Master (GM) should work together in The first page focuses on PC’s Attributes and Skills,
creating PCs, taking into account the genre of the upcoming The second page of the Character Sheet focuses on
adventure. This ensures each player character has useful personality traits, role-playing in the Asteanic world and
skills in the game. Discuss areas such as how much fighting special abilities. These fields give depth to a PC otherwise
will take place because one can easily create a PC that is composed of positive and negative numbers. It helps the
either great or useless in combat using the same amount of player relate to their PC and the world that surrounds their
Experience Points (EXP). PC.
If first-time player finds creating their own PC too difficult,
they can use an archetype. Archetypes are balanced. Each
has their own skill sets specific to their archetype and every
one of them can contribute to both combats as well as social
situations.
8
Assigning Attributes You can start with more or less than 100 EXP depending
SAKE’s PCs have six attributes that define their physical and on the nature of the adventure. For example, in true rags to
mental abilities. Body, Speed and Precision are physical riches story, PCs can start only with 40 points or even less.
attributes that define a PC’s body and movement. Soul, Each extra skill rank costs the equivalent in EXP, so rank 2
Intellect and Instinct define a PC’s mental abilities. Physical in Athletics costs 2 EXP and so forth until rank 5 after which,
and mental parts of humans are separate in SAKE and the each extra rank will continue to cost 5 EXP. For example, +6
death of the body does not necessarily mean the death of a in Athletics costs 1+2+3+4+5+5=20 EXP. Skill ranks can rise
PC’s soul. eternally with each extra rank after +5 costing 5 EXP.
Attributes are written in numbers starting from -10 and can Once you’ve allocated your skill ranks it’s time to add Attribute
go up to eternity. PCs that are undistinguishable in a field points to them as well. If your Precision is +2 you should add
should write down 0 as their attribute. GM should keep 2 points to each Skill under the Precision attribute. If your
this in mind when creating random NPCs. Someone whose attribute points are in the negative range you should extract
attribute is +6 is almost inhumanely capable in the field. An them from your skills.
expert in some field of science could have +6 in Intellect, and
an Olympian sportsman could have +6 in Body and Speed. Skills determine how good a PC is in a given field. If a player
-6 in Intellect would on the other hand mean that a person wishes to create a scholar that has knowledge in many
would even have difficulty expressing themselves in their academic Skills it is smart to assign more Attribute points
native language. to Intellect from the get-go in order to not spend extra EXP
later on individual Skills.
The amount of points used in creating PCs is to be decided
by players and the GM. These starting points do not cost Before spending all your EXP points on skills one should take
any EXP. If a player wishes to add more Attribute points a look at other fields within the character sheet to figure out
than agreed upon at the start of the game they can do so what else they need. You can also buy extra Attribute points
by spending 30 EXP for each additional point. Each player for 30 EXP.
should get either 6, 8 or 10 points. They should also decide PCs and NPCs can speak their native tongue without buying
on attribute point limits in the negatives and positives when the skill; however, PCs and NPCs can not automatically read
starting out. This will decide PC’s capability (or incapability) or write in any language. Buying a reading and writing ability
at the start of the game. It is recommended to not go over once applies to a PC’s native tongue as well as any additional
+6 and under -2 in any field when creating PCs at the start languages that have been bought. If you want your PC to be
of the game. able to communicate in for example Tauric which isn’t the
All attributes are at 0 by default when creating a new PC. If a character’s native tongue you will need to buy that ability
player decides to lower an attribute into the negatives they with 5 EXP.
can use the equivalent as positive points in another field. A player uses d12 for skill check when they haven’t bought
Archetypical PCs are built with 8 attribute points, which any skill ranks because they know nothing of the field. If a
is standard practice in SAKE. The majority of NPCs are player has at least 1 skill rank they can use d20. 1 rank equals
also built using 8 attribute points. NPCs living tough lives, very basic knowledge in SAKE’s system. All additional ranks
random bandits and other insignificant NPCs are built using show a higher skill level and knowledge base. Because of
6 attribute points. Only significant NPCs that play key roles in this, it might be useful to allocate 1 rank to all basic skills like
the game are built using 10 points and more. Social Skills, Athletics, Perception and Riding even when a
player does not intend to develop these further in the game.
Assigning Skill points
Note that Reflexes, Parrying, Willpower, Health Points (HP) and
(Skill descriptions in a respective chapter)
other similar Abilities on the character sheet are not Skills but
Once you’ve assigned your attribute points in Body, Speed, Abilities. Their costs are written under the Abilities chapter.
Precision, Soul, Intellect and Instinct you can start adding
Choosing Abilities
skill ranks to skills. Bear in mind that you should leave some
EXP for other fields on your character sheet on pages 1-2. (Descriptions in the Abilities chapter)
Attributes describe a PC’s natural prerequisite capability. It Abilities define all types of tricks a PC can do. Abilities
is Skills that determine the probability of success of a PC’s include spells mages and priests can cast. They’re found in
activities in game. the Sorcery module.
Players and GM must decide on how many EXP each PC starts You will find prices for Reflexes, HP etc. in the Abilities
out with at the start of a game. Archetypical PCs are built chapter.
using 100 EXP, which makes them rather powerful within
SAKE’s system. They will more or less manage in any situation
within the game.
10
Finishing the Character Creation Damage Reduction is derived directly from armour, as
Once a player has assigned Attributes, Skills, Abilities and well as Magical Damage Reduction. It should be noted that
Personality Traits they should add a few finishing touches, regular armour does not have Magical Damage Reduction.
buy equipment, and start the game. Surplus points
The Game Master decides the amount of money the PCs Write down any EXP points you didn’t use if there’s a surplus.
begin with for their equipment. Pre-made archetypes come You can use them between game sessions or during the
equipped with 100 GD (gold denari) worth of gear. game as agreed upon by players and GM.
Reflexes Final thoughts for GM to determine EXP for character
Used in combat when parrying is not possible or against creation
explosions and similar hazards. Archetypical PCs are built with 8 attribute points, 100 EXP
and 100 GD (gold denari) for equipment.
Speed + purchased Reflexes (5 EXP for 1 Reflex point) -
Armour penalty = Reflexes Here are some examples to illustrate how capable a certain
amount of EXP and attribute points make a PC or NPC:
Armour penalty for each type of armour can be found in the
Equipment chapter. 20 EXP, 4 attribute points: a very young person with little to
no education. Example a young farmer. They would have a
Parrying
Skill Level of +3 or +4 in Athletics, Agriculture and Wilderness
Used in combat against attack rolls. skills and +1 or +2 in other fields relating to their profession
such as Woodwork and Riding.
Reflexes + purchased Parrying + Shield = Parrying.
40 EXP, 6 attribute points: ashigaru, a marine or an apprentice
Later when a player changes their armour or gains additional
to an expert blacksmith. They’d have a Skill Level of +4 or
Speed or Reflexes they should also recalculate Parrying.
+5 in their chosen craft or weapon and +2 or +3 in other
Movement Speed general skills such as Social Skills or Perception. A marine or
Go to the Attributes chapter to find out how many metres per ashigaru would have fewer skill ranks in general skills but
round a PC moves. This is affected by Armour. Light armour extra Parrying and Health Points (HP).
does not affect Movement Speed, medium armour deducts 60 EXP, 8 attribute points: most village samurai and
4m from Movement Speed and heavy armour deducts 8m. craftsmen. A skilled craftsman would have a Skill Level of
Willpower and Spell Resistance +10 in their field of expertise and the rest is divided between
other relevant skills. A samurai has a bigger array of different
Willpower is rarely rolled, but the Spellpoint count begins skills than a craftsman, their highest Skill Level would be +6
with Willpower. Spell Resistance is rolled against an in one weapon skill. Samurai would also have purchased
adversary’s spell checks. some HP, Parrying and Abilities.
Soul + purchased Willpower (5 EXP for 1 Willpower) = 80-120 EXP, 8 attribute points: All types of elite soldiers,
Willpower master crafters, licensed merchants and domain chancellors
Willpower + purchased Spell Resistance (3 EXP for 1 Spell would have +10 Skill Level or more in their respective skills
Resistance) + Amulet) = Spell Resistance of expertise. An Elite soldier would have fewer ranks in Skills
but fighting abilities such as Dual Wielding or Mounted
Amulets can be bought. Their prices and descriptions can be Archery etc.
found in the Equipment chapter.
About 200 EXP, 8 attribute points: Specialty NPCs such as
Spellpoints wyvern knights, azure warriors, samurai-priests etc.
Casting spells costs Spellpoints, with most spells requiring 1 300 and more EXP, 10 attribute points: Distinguished
Spellpoint per casting. speciality NPCs such as extremely powerful azure warriors
Willpower + Spellpoints from purchased Spells = Spellpoints (having almost all spells in Astral Projection spell school),
archpriests who know powerful curses or blessings, wizards
Info and prices of spells at the Sorcery module. who can bring people back from the dead, warriors who
Weapons and other equipment remain untouchable for regular folk and so forth.
The Weapon Attack consists of a weapon skill and bonuses BBEG for your whole campaign could be built with around
from the weapon when it is masterwork or magical. 800 or more EXP and 12 attribute points.
12
Beastmaster Archetype
Beastmastery is not typical magical skill, as it falls under Beastmastery is quite common in the Asteanic world,
the Instinct attribute rather than being part of the usual as it offers practical utility in everyday life. This skill
magical talents governed by the Soul attribute. The has enabled several cultures to integrate unusual
foundational skill of Beastmastery is the language of and dangerous animals into their daily activities. For
animals, which a sorcerer learns just like ordinary people instance, some Tauric knights ride wyverns, Gurge tribes
learn languages of different cultures. At the start of coexist with massive and aggressive Single-humped
the game, a character of this archetype knows only the Steppe Unihorns, and Kali sea tribes employ Colossal Sea
language of jaguars, but as the game progresses, they Turtles in naval battles.
can learn other animal languages if someone teaches
them. Any animal whose language the beastmaster
knows can be brought under their control.
However, conversing with animals is not quite the same
as speaking with humans. Many concepts familiar to
the human world are alien or completely different to
animals. For example, wolves lack the concept of nations
or races, but the idea of home or den, as well as territorial
boundaries, is not foreign to them, since wolves are
territorial creatures who know that each pack has its own
defined territory – and thus, humans too. Challenges may
arise with enumeration. Most animals can manage with
numbers like 1, 2, 3, but beyond that come various terms
for higher numbers, which even a person fluent in animal
language might find rather challenging to understand.
Archetypical Characters 13
Samurai Bureaucrat Archetype
Samurai are semi-feudal bureaucrat-warriors in the Asteanic Although most samurai families live in the countryside, some
world. The roots of samurai culture and caste lie in North have found themselves in the numerous and large Asteanic
Thefna, from where it spread across the Asteanic world. cities. These city samurai are called street samurai because
Historically, samurai were heavily armed horse archers who they usually have responsibility for one city street. Although
swore loyalty to their lord. life in the city is more prestigious and refined than among
illiterate tenants in the countryside, many street samurai
Although the samurai army is no longer the most effective
feel inferior. Village samurai are the great leaders, teachers,
type of military force today, it is still the main component
and judges of their village. City samurai, whose rights over
of most Asteanic rulers’ armies, due to the structure of
the free city dwellers are significantly smaller, are often
Asteanic society. In every Asteanic village, there is at least
the poorest residents of their street, who must constantly
one samurai who fulfils the roles of the village head, tax
argue and share land with wealthy and organized syndicate
collector, police officer, judge, writer, and sometimes teacher
masters.
and priest. Therefore, samurai have very broad knowledge
and education. The art of war is often secondary; mainly they The top of the samurai caste is represented by daimyos,
manage their lords’ lands as the lowest-level bureaucrats, and feudal vice-regents, and military leaders in the service of their
the villages feed and arm the samurai. It is precisely because lord. Through the daimyos and the general militarization of
of their bureaucratic skills that lords depend on samurai. the Asteanic world, samurai culture has also spread to the
Village samurai are trained in classical martial arts together aristocratic castes. There are many nobles who dress and
with serf ashigaru, but on the battlefield, they are often behave like samurai but belong to a significantly higher
inferior to professional ronin or musket and pike units. The caste. Many of these nobles use their connections to create
advantage of samurai units is their strong loyalty (Morale) to pacts with the gods and thereby become more powerful
their lord and non-existent maintenance costs – the land on warriors than any village samurai.
which they serve as bureaucrats feeds them.
14
Shinobi Archetype
Shinobis are a class of covert agents, spies, and assassins
operating in the Asteanic world. Despite most rulers having
shinobis in their service, they tend to avoid openly revealing
their identities. Due to their nature, shinobis strive to blend in
and not draw attention to themselves. Nonetheless, certain
characteristics are typical of the archetype. They possess a
wide-ranging education, including non-classical areas of
study. Shinobis are skilled in disguising themselves, moving
silently, picking locks, have knowledge of medicine, and can
handle various weapons. They excel in using both ranged
weapons and swords. Additionally, they carry a vast array of
equipment to aid them in any situation, making them one of
the most well-equipped archetypes. In close combat, they
employ dual-wielding techniques, allowing for two attacks
in a single Action.
Archetypical Characters 15
CHARACTER PROGRESSION
PCs earn Experience Points (EXP) throughout the game, Examples of situations that are not encounters:
which they can use to improve their skills, attributes, abilities,
• Planning a course of actions and other discussions
and more.
between PCs
It is optimal if the characters receive 10 to 30 Experience
• Buying equipment, property etc.
Points for the game session, depending on the length and
intensity of the game. Below is SAKE’s unique method for • Domain actions such as rolling percentages, building
gaining experience points. infrastructure, creating military companies.
If the method seems too complicated at first or does not work • Travelling without coming across anything noteworthy.
for the gaming group for some other reason, an alternative
Then each player individually evaluates each encounter,
method can be used, in which the characters receive 2 or 3
whether it was dangerous for the character, whether
Experience Points for each game hour or some other agreed-
the character had to use cunning, whether there was an
upon method.
unpredictable turn, whether the encounter challenged
Obtaining EXP the character, meaning whether the failure was likely
The entire game session is divided into events (also and whether the encounter led the character to discover
called encounters), between which PC discussions take something important about the world or about themselves.
place, purchases are made, activities related to domain The character earns one Experience Point for each category.
management (percentile rolls and leader actions) occur, Each encounter can yield a total of 0 to 5 experience points
travelling from one point to another takes place, etc. in this way.
16
ATTRIBUTES, SKILLS AND ABILITIES
Attributes Body
Light Carrying Max Carrying
Capacity, kg. Capacity, kg.
All humans have 6 Attributes. 3 are physical – Body, Speed
and Precision. Soul, Intellect and Instinct are mental 0 24 48
Attributes. PCs in SAKE have 2 halves, physical and mental +1 26 52
which means these 2 can be split. Physical Attributes make
+2 28 56
up a PC’s physical body and Mental Attributes make up their
soul. A PC’s soul is capable of leaving the physical body and +3 30 60
can even take over another. A small possibility exists for the +4 32 64
soul to live on after the death of the body which dies if the +5 34 68
Body attribute drops below -10. More on this subject in the
Sorcery module. +6 36 72
+7 38 76
Body +8 42 84
+9 46 92
A PC’s endurance and physical strength depends on their
Body. Body dictates how much equipment they can carry, +10 50 100
how well they endure poison etc. If a PC is poisoned they … +1 +5kg +10kg
must roll Body check and it is very difficult to raise resistance
to poison in any other way than raising the Body attribute.
When fighting with melee weapons you add Body to Body dictates how many rounds a PC survives without
Damage. breathing.
Body is an important Attribute to characters who wish to
Body Amount of rounds w/o breathing
wear heavy armour and mainly fight using Melee weapons
to increase their damage. … -1 -1 per each point
Health Points (HP) -5 5
-4 6
A PC has 10 + Body = HP when starting the game. Maximum
HP is 20 + Body x 5. Having Body of 0 or less caps maximum -3 7
HP at 20. 1 HP costs 2 EXP. -2 8
Carrying Capacity -1 9
Light Carrying Capacity won’t enforce any Penalty for the 0 10
PC. Maximum Capacity weighs down the PC so much that +1 12
a penalty of -4 is enforced on Reflexes, Parrying, Attack, +2 14
and Athletics, the PC’s Movement Speed is halved and the
distance travelled per day is reduced by 20 km. It is not +3 16
possible to go over Maximum Carrying Capacity. +4 18
+5 20
Light Carrying Max Carrying
Body … +1 +2 per each point
Capacity, kg. Capacity, kg.
-10 0 0 If the number of possible rounds a PC can survive without
breathing is exceeded they will start losing Body at a rate of
-9 2 4 1 attribute point per round until they die.
-8 6 12
-7 10 20
-6 12 24
-5 14 28
-4 16 32
-3 18 36
-2 20 40
-1 22 44
Speed
Movement
Speed
Km per day Intellect
All sciences can be found under Intellect. All Skills relating to
-2 from each
military commanding, ruling over a domain and commerce
... -1 point that is less 30
can also be found under Intellect. This makes it an important
than -5
Attribute when a player wishes to play the domain game,
-5 20 30 oversee trade or lead an army.
-4 22 40
-3 24 40 Instinct
-2 26 50 Instinct precepts a character’s sense of the world. Instinct
-1 28 50 combines all senses from seeing and hearing to smell as well
0 30 50 as social perception.
+1 32 50 Under Instinct, there are all hard-to-define mental skills such
+2 34 50 as communication, art and performance.
+3 36 60 One can buy the Channelling skill under Instinct which is the
+4 38 60 most important skill for those wishing to play as a priest.
+5 40 60
+2 for each
... +1 60
additional point
Precision
Ranged Weapon’s Skills, crafting skills, Riding, Stealth Skills
and Mechanics are under Precision Attribute. Precision is an
important attribute to those wishing to play as an archer,
thief, spy or something of the sort.
18
Skills and Their Uses Countered Skill checks are Skill checks against another’s
Skill check to decide the successful party. If someone’s trying
Skills show the knowledge and ability of a character in SAKE. to hide and another trying to find them, the party wishing
In order to know anything about a topic one must buy at to find them should check Perception and the one hiding
least 1 rank. If a character has no rank they know nothing of should check Stealth Skills. The party rolling a higher score
the topic, for example having no rank in Mathematics means is successful.
they can only add and subtract using integer numbers and a A skill is neither fixed nor countered by default. Stealth Skill
person having no rank in History would confuse events from can be rolled against a Difficulty Level when climbing a
recent history and ancient times. fence, but when hiding from a stalker, it is rolled against the
1 rank in Geography, History, Mathematics, Athletics, Arts stalker’s Perception.
and Music symbolises the basic education that samurai A PC that has specialised in a field is likely to have a Skill Level
and many children belonging to the middle castes receive of around +8 in that skill at the game start. That makes their
in village schools (samurai school or temple school) or median roll 18,5 and that should be considered by the GM
elementary schools in the city where they study for up to 4 when deciding on fixed Difficulty Levels. Skill Levels for skills
years. More ranks than 1 means they’ve specialised further that haven’t been specialised in are in the +3 to +4 range and
than that in the subject. the median Skill check is about 14.
Attribute points are added to the Skill Ranks when rolling Here is a chart of examples for the GM. It contains
the skill checks. These added points symbolise natural talent recommended numbers for fixed throws. Specific examples
or in the case of sciences their ability to analyse or make can be found in the Skills chapter and in the Adventure
conclusions. module.
Most dice rolls in the game are skill checks. Weapon
skills determine Attack. On occasion Skill Level can mean DL Difficulty of a task with an example
something without throwing anything. Example – craft skill Easy task that requires no Skill to complete. Only
level decides the monthly income for craftsmen. rolled when time is of the essence, for example,
5
Skill Checks against Difficulty Level and Countered Skill when someone is bashing in a rotten door during
Checks a battle.
Skills are checked to achieve something. To pick a lock you A task that requires some experience like picking a
10
roll Mechanics and to hide oneself you roll Stealth Skills. simple lock.
Skills are rolled with d20 to which Skill Level is added. If a PC Moderately complex. For example, climbing a
has no rank in a Skill, they use d12. This represents complete 15 2 story building. Jumping over a gap that’s 5m.
ignorance. Someone who has no rank in riding could easily Searching for most traps by throwing Perception.
fall off their horse.
Complex. Getting up a wall that’s hard to climb.
A bonus or penalty is added to skill checks in some instances. 20 Herbalism checks to make the most difficult
For example, masterwork tools can give a bonus (usually poisons.
+2) to Skill check. Absolute darkness adds a -6 penalty to Difficult. Convincing a person who’s scared of
skill checks that need light. Being lightly injured gives -2 to 25 death to move forward. Climbing a 90° natural
physical activities and -4 when heavily injured. Heavy and surface.
medium armour adds a penalty to Stealth Skills. Armour
penalties can be found in the Equipment chapter. Other Unbelievably difficult. Picking the most difficult
30
penalties and bonuses should be discussed and agreed and expensive locks that are used by regular folk.
upon between players and GM. Higher than 30 should only be used by the GM in
etc special cases. The GM can also decide that some
A player should only throw dice when deciding if their PC
things are impossible in any case.
can handle a situation or not. A PC who has rank 1 in riding
does not need to throw dice to find out if they can ride a
horse because rank 1 already determines they can. They
should however throw dice if they wish to use a difficult
escape manoeuvre.
Skill checks are divided into two: static and countered checks.
Static Skill checks are checks against a Difficulty Level (DL)
which is a specific number. For example, to pick a locked
door you will have to check Mechanics against 15, 25 or
some other DL decided by the GM.
If a player throws d12 because they have no Skill ranks they Sneak Attacks are only possible with short swords.
should still use previous charts for natural 1 and natural 12.
Throwing a natural 12 is more likely than throwing a natural
20. Perhaps some silly god watches over those that are
unskilled.
20
Precision Skills Riding check DL Height of obstacle
5 or automatic 0,5m or less
Stealth Skills 10 0,5m - 1m
Stealth skills combine hiding, sneaking, jumping, climbing, 15 1m - 1,2m
crawling through tight spaces, acrobatics and sleight of
18 1,2m - 1,5m
hand (card tricks and picking pockets).
20 1,5m - 1,8m
A player can either roll Athletics or Stealth skills when
climbing and jumping. 25 1,8m - 2m
2m and more. (World record in show
To hide, PC rolls Stealth skills against the seekers Perception. 30 and more
jumping is around 2,5 metres)
When they’re hiding from someone who is not actively
seeking them, then passive Perception is used, which is 10 + When a PC is charging on a horse and their charge is broken
Perception skill level. then they’ll have to roll Riding against Full Damage or they’ll
fall off their horse.
A PC can only move at half Movement Speed when sneaking.
When riding a horse the player rolls Parrying for the horse.
Attacking when hidden reveals the PC and if they wish to
For that, they’ll roll Riding -4.
hide again they’ll have to do it on their next Action by rolling
Stealth Skills with a penalty of -10. A PC with a Riding skill level of at least +4 can ride flying
animals. If their Riding skill is less than 4, they must make
Stealth skills roll can be used to halve falling damage. PC rolls
a Riding check against LD 10 to avoid falling off or losing
Stealth skills against 15 + metres fallen. The PC only receives
control of the animal when using weapons while in flight or
half the damage and breaks fewer bones if successful. More
making quick ascents/descents.
on falls in the Adventure module.
Falling 2m or less does not cause damage to the PC. For every Bows
additional 2m, the damage increases by 1d6. For example,
falling 4m results in 1d6 Damage, falling 8m results in 3d6 Firearms and crossbows threaten to take over the battlefield
Damage, and falling 12m results in 5d6 Damage. previously belonging to bows. Still, a trained archer is a much
more powerful enemy than a simple gunner. That is due to
If a PC wishes to use Stealth skills to steal something from
the many Abilities that improve their attack speed, range
another, add poison to a drink or something similar that
and Damage. Archers also have the benefit of being able to
needs sleight of hand they’ll have to throw Stealth skills
purchase arrows in parts of the world where gunpowder is
against the victim’s Perception check.
unknown.
When dungeon crawling, the group’s highest Stealth skill
The Bow skill can be found under the Precision attribute, but
level is subtracted from the percentage of Hazards and
a PC who wishes to be an effective archer should also invest
added to the percentage of Opportunities.
in the Body attribute.
Civilian weapons encompass all types of thrown weapons Yori the blacksmith has a Skill level of +10 in metalwork, he gets
from other groups such as throwing axes and throwing an additional +2 from his workshop and he has 1 journeyman
spears. Unique weapons in this group are blowguns, darts and 2 apprentices working from him. He makes 16 GD (or 240
and grenades. SD - silver denari) worth of metal objects each week which costs
him 8 GD (or 120 SD). Yori earns 32 GD (or 480 SD) per month,
The Civilian weapons skill encompasses the ability to throw he pays his journeyman 60 SD and 2 apprentices 40 SD. He pays
all objects, including hooks to scale an opponent’s ship in the lord of the land 50 SD and keeps 330 SD or 22 GD. Further
sea battles. details on the tax system can be found in the King module.
Civilian weapons don’t include any particularly effective Being able to make masterwork items depends on the
weapons. Still, weapons from this group are widely used artisan’s Skill level. The artisan needs at least a Skill level
due to their versatility. A PC who does not wish to focus on of +10 to make +1 masterwork items (and all masterwork
combat should assign some points to this category. Having tools), a Skill level of +20 to make +2 masterwork and +30 to
points in Civilian weapons gives a PC access to a wide range make +3 masterwork items.
of weapons from different weapons categories. More on the
different weapons in the Equipment chapter. It is more useful for the craftsman to focus on making
masterworks because making at least +2 masterworks
Many castes in the Asteanic world are limited to only using multiplies his earnings by 2.
Civilian weapons.
If he makes +3 masterworks his earnings are multiplied by 3.
Making regular items or masterwork +1 earns him 1 GD per
Mechanics Skill level
Building mechanisms and breaking them down as well as This means that a smith who’s got a Skill level of +30 makes
setting traps and disarming them, making locks and picking 30 GD making regular items or masterwork +1 items. They’d
them open. make 60 GD making +2 masterworks or 90 GD making +3
The GM decides the lock-picking Difficulty Level, which masterworks.
ranges from 10 to 30, or in special cases, higher. It is more profitable to make masterworks but it’s also harder
Picking a lock takes 1 round. to find buyers and half of the profits get subtracted for
materials the same as regular items, however in the case of
A player character can attempt to pick a lock again if they fail masterworks, the majority of the material cost is taken up by
on their first try, but each subsequent attempt increases the research time not the cost of the raw material going up.
Difficulty Level by 5, making the task more challenging.
For example - a smith who’s got a +30 Skill level in metalwork
If a PC constructs a lock, its picking difficulty level (DL) will be and the same kind of workshop as Yori in the first example
10, 15, 20, 25, 30, 35, or 40, depending on the Mechanics roll makes 36 GD worth of regular or masterwork +1 items. They
result when constructing it (rounded down). make 66 GD (30x2 +6 from workers and workshop) making
Rolling Mechanics 20 messes with a cannon to the extent +2 masterwork items or 96 GD making +3 masterwork items.
that fixing it takes up a whole day. Making a katana +3 (1280 GD) would take him about 13
weeks (item’s cost / Skill level = time spent making item).
Having a Skill level of +6 in Mechanics reduces the Hazard If the smith found a buyer they’d make a lot of money.
percentage by -5% when dungeon-crawling. However, such items can only be sold in the largest cities and
even there the pool of buyers may be quite limited.
Metal, Stone and Woodwork
Having a Skill level of +6 in Metal, stone and woodwork,
A artisan produces 1 gold denar (GD) worth of standard adds +5% to the Opportunities percentage when dungeon-
equipment for every Skill level point they possess. crawling.
Additionally, they receive a bonus of 2 gold denari worth
of equipment from their well-equipped workshop, plus an
extra 1 GD for each apprentice and 2 GD for each journeyman
who works in their workshop. Unless there is a special
circumstance, half of the artisan’s total earnings are used to
acquire raw materials and cover other workshop expenses.
Therefore, a PC with a Skill level of +10 and a workshop, but
without any workers, would produce 12 gold denari worth
of equipment per week, which could be equivalent to two
longbows. The cost of materials would be 6 GD.
22
Textile and Leatherwork Having a Skill level of +6 in Herbalism, adds +5% to the
Opportunities percentage when dungeon-crawling or
Textile and Leatherwork includes making textile armour, adventuring in wilds.
harnesses, clothes and other such items.
It works the same way as Metal, Stone and Woodwork skill. Agriculture
Leatherworking skill is necessary for skinning animals. Agriculture Skill determines crop yield. A farmer can cultivate
To successfully skin most animals, a roll of 10 or higher is as many hectares of land as their Skill level in Agriculture.
needed. A successful roll means the skin is removed cleanly Farmers roll a Soil Fertility Dice, which depends on the region
and can fetch a fair price in the market. Rolls of 8 or 9 result in and can range from d6 to d12. The Agriculture skill level is
damaged skin and only half the price can be obtained. A roll added to the result and shows how many quintals of crops a
lower than 8 means the skinning attempt fails completely. hectare will yield (1 quintal = 100kg).
The skinning of some animals with particularly thick or thin The Soil Fertility Dice represents the climate and fertility
hides may prove to be more challenging - the required rolls of the soil. In temperate climates and subtropics, the Soil
are listed with the respective creatures. Fertility Dice ranges from d6 to d12. Dry and hardscrabble
land in Mediterranean climates uses d6, while a favourable
Intellect Skills growing climate with very fertile land, such as the Nile Valley
on Earth, uses d12.
Medicine (Anatomy+Herbalism)/2 The Fertility Dice comes into play when a player character
wishes to own a manor, as most players are unlikely to create
The Medicine Skill level is determined by a combination a farmer as their PC. To calculate the tax owed by a village,
of points in Anatomy and Herbalism. It is not possible to it is assumed that farmers in the village have at least +5 in
purchase ranks in Medicine directly, but instead is calculated Agriculture and roll a median result on the Fertility Dice.
by taking the sum of the PC’s points in Anatomy and
Herbalism and dividing it by 2 Agriculture also allows a player character to train, breed, and
raise livestock.
Medicine Skill allows a PC to heal wounds, save others from
certain death in case of heavy injuries and give back a couple Additionally, Agriculture Skill is a component of survival skills.
of HP by wound dressing using first aid kit. When in the wilderness, a player can roll Agriculture Skill
to gather plant-based food to feed themselves and others.
Medicine skill is also a more effective way to fight diseases Further details can be found in the Adventure module.
than magical Restoration. A doctor can take care of as many
patients as their Medicine Skill level. All patients under the History and Linguistics
care of a doctor will receive additional Body check against
death if the first one fails. Having at least a couple points under History means that
a character has basic knowledge of local and overall world
Anatomy history. Knowing historical figures, places and specific
knowledge demands roll against 10 to 30.
Anatomy is knowing the make of humans as well as other
living beings and finding their weak points if necessary. A historian can always ask for rolls when examining ruins or
necropolises to gain additional knowledge on the people
Autopsy, which is used to find the reason for death, requires who inhabited the place or their culture. For example,
an Anatomy check with a DL of 15 + 1 for each day since the a culture was known for necromancy which means the
death, with a cap of 30. If the game master determines that expedition group can expect the dead to rise.
the death was caused by a complicated situation, such as
poisoning, the difficulty level of the check may be increased. History and linguistics skill is used to create and decipher
secret languages. Rolls to create and decipher secret
Sneak Attack is an Ability that adds Anatomy points to languages oppose one another. Creating a cryptolect adds
Damage. +10 points because creating one is easier than deciphering
one.
Herbalism Linguistics allows a player to compare handwriting. The
Combining poisons and finding their antidotes. More on difficulty of the linguistics roll depends on the similarity
poison in the Equipment chapter. between the compared and original text, which is usually
between 10 to 25. The roll is against a fabrication roll if the
In addition, Herbalism is a component of survival skills. When document is a forgery.
traveling in the wilderness, a player can make a Herbalism
check to gather plant-based food to fill their own and others’ Having a Skill level of +6 in History and Linguistics adds +5%
stomachs. For more information, see the Adventure module. to the Opportunities percentage when dungeon-crawling or
adventuring in wilds.
24
Tactics PCs can use funeral rituals to ensure that their deceased
enemies, who are Asteanic, remain dead and their spirits
Tactics is a Skill for warfare. It allows a PC to lead large disappear. For Tauric and other ancestor worshippers, they
amounts of troops from companies upwards. More on the can increase the chances that their spirits will remain in
subject in Kings module Otherwold and can be summoned or even brought back
to life as an undead. However, this is not so simple, as most
Theology spirits are stored as Spectators (with a Willpower roll of 20-
29), who are entities without a personal memory and cannot
Theology involves everything to do with religion. Having communicate. Spectators can be used by Necromancers to
one point in Theology means a PC knows holiday dates, gods create Dead Walkers.
and the nature of these gods in their own religion.
Having a Skill level of +6 in Theology adds +5% to the
Entities from the Otherworld that are tied to a religion can Opportunities percentage when dungeon-crawling or
be distinguished using Theology as well as Metaphysics. adventuring in the wilds.
Theologians can receive this info from the GM through their
own religion’s filter.
Soul Skills
Theology also relates to Astrology, having at least 3 or 4
points in Theology allows a PC to understand the movement Soul Skills have to be bought separately. More on Soul skills
of stars. They can roll against 15 to determine the current in the Sorcery module.
date.
Theology can be used instead of Social Skills when talking Instinct Skills
about religious subjects, this however is something to
agree on with the GM. It could apply to convince someone Perception
to change their mind on religious questions, theological
debates or when doing mission work. Perception combines all senses; sight, hearing, sense of smell
and any or all other senses exotic beings might have.
Theology is rolled for some rituals found in the Sorcery
module. Perception is rolled in two instances – to spot something or
when searching for something.
A burial can be conducted by anyone however Theology skill
is needed to carry out correct burial rituals and ensure the Searching for something is an activity that takes time. PCs
deceased benefits on their Willpower roll. can choose to search for traps in a room, which increases
the likelihood of finding them compared to simply relying
There are two outcomes when a person dies in SAKE. A on chance. The Difficulty Level of spotting a trap by accident
person’s soul can either get stuck in the Otherworld as versus finding it while searching differs by 10 points. This
some type of spirit or move on in 2 weeks time through the means that when finding a trap while searching requires a
Otherworld into the beyond, never to be reached again. roll of 15, then spotting it accidentally requires a roll of 25. It
Religions that venerate their ancestors believe that those takes one action (10 seconds) to search an area of 2x2 meters
Otherworld’s spirits are positive and wish their dead to live for traps, secret doors, etc.
on in the Otherworld. This is true for example the Tauric Spotting something is automatic and random. To notice a
people. Asteanic religion on the other hand believes that life movement or a sound while engaged in an activity a player
after death is a punishment as they hope to be born again needs to throw Perception.
as sea elves.
Rolling Perception can be swapped for Passive Perception
The deceased person’s Soul receives a positive or negative which is Perception +10. Knowing the group’s highest
bonus on their Willpower roll when their funeral ritual is Passive Perception allows the GM to quickly decide whether
conducted by someone with points in Theology. The bonuses the group notices something or not.
or penalties are equal to the number of points the individual
has in Theology. The ritual must match the deceased person’s When dungeon crawling, the group’s highest Perception
own religion but the Theologian who conducts the ritual level is subtracted from the percentage of Hazards and
does not need to believe in the same thing, for example, an added to the percentage of Opportunities.
Asteanic priest is unlikely to believe that their Tauric friend When adventuring in the wilderness, the group scouts’
could be reborn as an elf but they’d still carry out the proper Perception skill level is subtracted from the percentage of
burial out of respect for their Tauric friend. Tauris need an in- Hazards and added to the percentage of Opportunities.
ground burial, Asteanic people a water burial and Gurges a
sky burial. The Willpower roll decides what happens to the
Soul of the dead. More on life after death and Willpower roll
upon death in Sorcery module
26
Wilderness roll 10 to 30 allows the PC to find out knowledge
about animals and their habits, nesting places, dangerousness
etc. This also applies for creatures we might call monsters. All
creatures who are not human, front the Otherworldlings or
ghosts are animals.
Having a Skill level of +6 in Wilderness skills, subtracts -5%
from Hazard percentage when dungeon-crawling.
When adventuring in the wilderness, the group naturalists’
Wilderness skills skill level is subtracted from the percentage
of Hazards and added to the percentage of Opportunities.
Art
Art is necessary to put on magical body paint. More on the
subject in a Sorcery module.
Art also includes Art history and making deductions from
ancient pieces of art. Art can be rolled to understand why an
altar is decorated in a specific way and what is it for. It is also
used to understand what activity is depicted on artefacts
belonging to a specific culture.
Same logic that is used for calculating craftsmen’s income is
used when calculating an artist’s income.
Having a Skill Level of +6 in Art adds +5% to the Opportunities
percentage when dungeon-crawling or adventuring in the
wilds.
Music
Music is used to conduct vagrant songs, but more information
about this can be found in the Sorcery module.
If a character wishes to use music to seduce someone they
can roll Music instead of Social
Channelling
Priest types can purchase the Channelling skill under the
Instinct attribute. More information about this can be found
in a Sorcery module.
30
Restless Sleep Combat Abilities (general)
Price: 5 EXP
Description: Character is a light sleeper, which means that in Weapon Group Specialization
case of any movement near them while they’re asleep, they Price: 15 EXP
are able to roll Perception against DL 10 to awake instantly. Prerequisite: +10 skill level in chosen weapon’s group.
The character does not suffer a penalty to Perception rolls Description: +2 Damage for all weapons in the chosen
while sleeping. group.
32
If someone tries to provoke or offend the character with the Devastating Shot
goal of making them rage, they must roll Social Skills against
Price: 15 EXP
the character’s Willpower check. If the Social Skill roll is
higher, the character will rage. Prerequisite: Body +2
Description: Body points (capped at +4) are added to
An enraged PC can turn against their allies when all Damage on all shots taken with a bow.
opponents are either dead or lying on the ground.
After defeating all foes, the enraged PC must check their Long-Range Shooting
Willpower against a DL of 10 to calm down. If successful, Price: 10 EXP
calming down takes one round. If unsuccessful, the PC will Prerequisite: -
turn against their allies, targeting one per round. To avoid Description: The range for bows and thrown weapons is
attacking an ally, the PC must check their Willpower against multiplied by x1,5.
a DL of 5. This goes on until the PC calms down naturally
(which takes Body x 5 rounds) or succeeds in a Willpower DL Rapid Shots
10 test.
Price: 20 EXP
Controlled Rage Prerequisite: Precision +2, Bows +8
Price: 10 points Description: Character can shoot off 3 arrows with a bow
per Full Attack instead of the usual 1. Penalty of 0 Attack on
Prerequisite: Soul +1, Uncontrollable Rage
first arrow, -2 Attack on second arrow and -4 Attack on third.
Description: A warrior has better control over when they Character has the option to shoot 2 arrows with no penalty.
become enraged and when they calm down. All Willpower
checks to control rage are 5 points easier. Rage can still Improved Rapid Shots
break out spontaneously, but it is much easier to control.
If someone tries to provoke the character into a rage, the Price: 10 EXP
character gets a +5 bonus to their Willpower check against Prerequisite: Precision +4, Rapid Shots, Bows +12
the provocateur’s Social Skills check. Description: Character can shoot 4 arrows per Full Attack.
A penalty of Attack -2 on third arrow, a penalty of Attack -4
Tireless Rage on fourth arrow. The PC has an option to only shoot 3 arrows
Price: 10 points with no penalty.
Prerequisite: Body +2, Uncontrollable Rage
Rapid Reload
Description: PC can get enraged as many times during a day
as they have positive Body points without having to rest in Price: 15 EXP
between. The -4 penalty for being tired only applies after the Prerequisite: Precision +2, Crossbows and Firearms +12
last enragement. Description: The character is able to reload a crossbow or
firearm that normally takes a full Action to reload in the same
Developing Rage Action when shooting. This rapid reload does not cause a
Price: 20 points Reaction.
Prerequisite: Uncontrollable Rage This ability only works for one firearm at a time. If the
Description: If a warrior kills during their rage (they don’t character is making multiple attacks with multiple different
technically have to kill, the opponent just needs to lie guns, they can only reload one gun in the same Action when
motionless on the ground), inspires the warrior to get more shooting.
enraged. If the character decides not to attack during the Action, they
Each kill adds one point to Body and one to Speed. Points can reload two guns, which causes a Reaction as usual.
accumulate until the character reaches a maximum of +6 to
Body and +6 to Speed from the rage ability. Rider
Shooter Improved Charge
Price: 10 EXP
Point-Blank Shot Prerequisite: Riding +4
Price: 10 EXP Description: The character’s mounted combat manoeuvre
Prerequisite: - charge is more effective. With weapons suitable for charging,
Description: With a bow, +2 to Attack and Damage if the the weapon’s damage is x3 instead of the usual x2.
target is within 20 meters. With a crossbow or firearm, +4 to
Attack (there is no bonus to Damage).
If the character has multiple attacks, they can add extra Only one Sneak attack can be made per round. If the
damage to all of those attacks. However, since the character character has multiple Attacks per Full Attack, the remaining
only gets the extra damage if their horse is moving, they Attacks have to be made as normal Attacks. If the character
may not be able to make multiple attacks against the same uses the Sneak Attack during the Reaction, it cannot be used
opponent. They must divide their attacks among different again during the same rounds Action.
opponents on the battlefield. PCs can choose to add Anatomy skill level or one d6 per
3 points of Anatomy skill level to their Sneak attack. For
Mounted Archery example, having Anatomy +9 means they can choose
Price: 10 EXP between +9 Damage or +3d6 Damage.
Prerequisite: Precision +2, Riding +6
Description: The character can shoot more accurately while Improved Sneak Attack
riding a horse, and won’t incur penalties for shooting from Price: 10 EXP
the back of a moving horse. Typically, there is a penalty of Prerequisite: Speed or Precision +4, Sneak Attack, Stealth
-4 for shooting while on horseback. Additionally, the penalty skills +10
for shooting behind oneself, which is also -4, is eliminated. Description: Unlimited amount of Sneak Attacks per round.
PC can use a Sneak Attack during the same turn as both an
Sneaky Fighter Action as well as a Reaction. If a PC’s Full Attack is multiple
Attacks, they can all be performed as Sneak Attacks.
Sneak Attack Other requirements to perform a Sneak Attack remain the
Price: 15 EXP same.
Prerequisite: Speed or Precision +2, Anatomy and Stealth
skills +4 The Fatal Blow
Description: Character can make 1 Sneak Attack per round. Price: 20 EXP
Sneak attack adds Character’s Anatomy skill level to Damage. Prerequisite: Speed and Precision +4, Sneak Attack,
Sneak Attack can only be made with short swords. Anatomy +12
Sneak Attack can be used against enemies who are Description: If a character observes their opponent carefully
required to use Reflexes, rather than Parrying, when for at least one Action without doing anything else, and
defending themselves. If an opponent chooses to use successfully performs a Sneak Attack on the following Action
Reflexes themselves, for example, when using a specific or Reaction (which causes damage), then the opponent
manoeuvre that requires it, then Sneak Attack cannot be must roll Body against Attacker’s Anatomy skill level or die
used against them. The most common instance where Sneak automatically (their Body is considered -11).
Attack can be used is when the attacker is hidden, and the If the victim succeeds in the roll, they must roll again, or
victim cannot use Parrying because they cannot see the become paralyzed for a number of rounds equal to the
attacker, and must roll Reflexes instead. attacker’s Anatomy skill level.
Characters who are unarmed in hand-to-hand combat, If the character manages to avoid death and paralysis, they
meaning they don’t carry a shield or any melee weapon, simply take Damage as if they had been hit by a regular
cannot use Parrying. Instead, they use Reflexes. Additionally, Sneak Attack.
opponents using close combat weapons next to them get
Attack of opportunity with a melee weapon as a Reaction This ability only works on large, medium, small, and smaller
for their unarmed activities. This attack opportunity can also size categories.
be used to perform a Sneak Attack.
In the middle of an ongoing battle, it’s quite difficult to
achieve a situation where characters are completely hidden
from each other. Sneak Attack could still be used from
behind if the opponent is already engaged in combat with
34
Baffle Abilities Related to Combat
Price: 10 EXP
Prerequisite: Speed and Precision +2, Stealth Skills or Social
Manoeuvres
Skills +6, having an ability that allows for multiple Attacks
per Full Attack.
Attack Between Movement
Description: Character can use one of their Attacks to Price: 20 EXP
disturb the enemy’s defence. The character can use their Prerequisite: Movement Speed 40 or higher
Stealth or Social skills against the opponent’s Reflex roll Description: PC can use their Action to move, attack and
instead of making a Weapon Attack. If the roll is successful, move again. PC can make 1 Attack not a Full Attack meaning
the opponent becomes confused and until their next Action, a PC whose Full Attack is 3 Attacks can only attack once
they can only use Reflexes and not Parrying, thus allowing between movements.
the character (and others) to use Sneak Attacks against them.
If an attack occurs between two movements, then the victim
If the attacker can make three attacks in one Full Attack, has cannot make an Attack of opportunity with a melee weapon
the Improved Sneak Attack ability, and successfully confuses against the attacker, even though the victim is approaching
the opponent, they can make two Sneak Attacks against the or moving away. Usually, moving away would provide an
confused opponent in the same Action. Attack of Opportunity with a Melee Weapon. However,
individuals with ranged weapons still get an Attack of
Sniper Opportunity with a Ranged Weapon.
Price: 10 EXP If the attacker starts a manoeuvre while standing next
Prerequisite: Precision +4, Sneak Attack, Weapon group to a victim, attacks and then moves, then the victim gets
specialization (Bows or Crossbows and Firearms) an Attack of Opportunity with a Melee Weapon because
Description: A character can use the Sneak Attack ability technically the attacker is fleeing.
with a ranged weapon they have specialized in. However, The movement part of the manoeuvre can not be used to go
this is only possible at the base shooting range. into hiding.
36
Abilities for Rulers and Chancellors the establishment of roughly twice as many units at once.
This ability does not affect the cost of the units.
These abilities only benefit Domain rulers and Domain
chancellors in activities associated with ruling.
Heavy-Handed Ruler
None of the randomly hired starting domain chancellors have This ability is meant for the ruler and if owned by a domain
these abilities. However, these abilities can be purchased chancellor does not affect the domain.
for NPCs with points earned through domain events if the
requirements are met. In this case, one ability costs 2 EXP Price: 10 EXP
(not the same type of EXP PCs use). Prerequisite: The ruler has a personality trait that indicates
their brutality or strictness.
PCs can purchase these abilities as they wish.
Description: Inhabitants of the ruler’s domain are frightened
Accountant by the ruler with a good reason. The ruler exudes rigour and
is good at quelling unrest. Nobody dares say anything to the
Can be used by both Domain rulers as well as Domain ruler but much is said behind their back.
chancellors.
Domain Discontent decreases by -10%, but Corruption
Price: 10 EXP increases by +5%.
Prerequisite: Mathematics and Economy +14
Description: The domain ruler/chancellor has developed Magistrate Ruler
a strong accounting sense; they know how to get things This ability is meant for the ruler and if owned by a domain
cheaper and optimize costs. chancellor does not affect the domain.
All establishments and developments that the domain ruler/ Price: 10 EXP
chancellor constructs using their Domain Action cost 10%
Prerequisite: Law & Society +14, can’t be bought when the
less.
character has Business Savvy Ruler
This ability does not affect developments initiated by other Description: The domain ruler has extensive experience as a
domain chancellors. magistrate and is well-versed in laws, making it easy for them
to detect any deviations. As a result, it is significantly more
Architect difficult for domain officials to engage in corrupt activities.
Can be used by both Domain rulers as well as Domain Unfortunately, it turns out that several business deals that
chancellors. were beneficial for the domain, in the long run, involved
some degree of corruption.
Price: 10 EXP
Prerequisite: Art or Physics and Ballistics +14 Domain Corruption decreases by -10%, but Prosperity also
decreases by -5%.
Description: Ruler/chancellor is an experienced architect
who can plan their own fortresses and fortifications.
Business Savvy Ruler
Any fortifications (such as fortresses, bastions, walls etc.)
This ability is meant for the ruler and if owned by a domain
constructed using the rulers/chancellors’ Domain Action and
chancellor does not affect the domain.
planned by them for at least one month receive 20% more
Building HP than other fortifications of the same kind. Price: 10 EXP
This ability does not apply to fortifications started by other Prerequisite: Mathematics and Economy +14, can’t be
rulers or chancellors’ in their Domain Actions. bought when the character has Magistrate Ruler
Description: The domain ruler regards the domain
Recruiter as a business project. Therefore, the domain attracts
entrepreneurs, adventurers, and new settlers who wish to
Suitable ability to domain ruler or domain strategist. live in a place where their rights are less restricted, and free
Price: 10 EXP enterprise is encouraged. Unfortunately, the free enterprise
Prerequisite: Social skills +14 often means turning a blind eye to the laws.
Description: The domain strategist or ruler is particularly Domain Prosperity increases by +10%, but Corruption also
skilled at enticing people to join professional standing army increases by +5%.
companies. A strategist or ruler can create twice as many
standing army companies during a Domain Action.
Usually, by using one Action, a strategist or ruler can initiate
the establishment of 1 standing army company per domain
size in a Tactic roll/10. However, a recruiter divides their
Tactic roll by 5 instead of 10, which means they can initiate
38
Metals
Metals and jewellery can always be sold at their full price.
1 kg of iron – starting from 2 SD (price in Orenic and Kali
states starts from 8 SD)
1 kg of bronze – 6 SD (price in Orenic and Kali states starts
from 12 SD)
1 kg of copper – 4 SD
1 kg of tin – 20 SD (price in Orenic and Kali states starts from
4 GD)
1 kg of silver – 400 SD = 26.6 GD
1 kg of gold – 400 GD
There are three types of masterwork weapons and armours: Hand-and-a-half weapons are weapons that can be used with
masterwork +1, which can be found in all cities where either one hand or two hands. When using such a weapon
the corresponding type of weapons or armours are sold, with two hands, the benefits of two-handed weapons can
masterwork +2, which can only be found in major cities, and be taken advantage of, such as specializing in two-handed
masterwork +3, which is a very rare occurrence. fighting. When using the weapon with one hand, a shield or
another weapon can be held in the other hand.
In order to create a masterwork +1 weapon or armour, the
blacksmith must have at least a +10 skill level in the relevant Double-Sided Two-Handed Weapon
skill; for masterwork +2, +20 skill level; and for masterwork With a double-sided two-handed weapon, multiple attacks
+3, +30 skill level. can be made by someone with the ability to fight with two
Masterwork weapons and armours are expensive: weapons. With regular two-handed weapons, only those
with the ability to perform Rapid Attack can make multiple
+1 has a price that is four times the base price; attacks.
+2, 16 times the base price (e.g. masterwork katana +2 would Charge Weapon
be 20 x 4 x 4 = 320);
These weapons are suitable for executing charges and
and +3, 64 times (x4 x4 x4) the base price (+3 masterwork receiving charges.
items are very difficult to find and are considered artefacts).
Reach Weapon
For weapons and armour that cost less than 2 GD, the base
price for calculating the masterwork price is considered to A reach weapon allows an attack on hexagons that are
be 2 GD. further away, but not on hexagons that are next to the
wielder. With a reach weapon, an attack can be made as
one moves through hexagons next to the target and their
Silver Weapons neighbouring hexagons, for a total of 4 meters in radius from
Characters can find silver weapons in cities where Soulsmiths the hexagon in which the wielder is located.
live. Silver weapons are able to damage Otherwordlings, The person wielding a reach weapon gets an Attack of
ghosts and other supernatural beings that are otherwise Opportunity with a Melee Weapon even against opponents
highly resistant to conventional weapons (10 or 20 Damage who are moving to reach them, even if the total movement
Reduction). Only Soulsmiths (sorcerers practising Soul is less than 5 meters. People armed with any other melee
Crafting school of magic) can make silver weapons, which weapons do not have this opportunity.
means that in order for such weapons to be available in a
city, one such character must live there or some merchant Reach weapons are considered inappropriate for hand-to-
must bring them there. All silver weapons add 50 GD to hand combat, meaning that all enemies in adjacent hexagons
the base price of the weapon. Silver weapons can also be get an Attack of Opportunity with a Melee Weapon against
masterworks, in which case this 50 GD is added after the the user of such a weapon. Note: At the start of a Full Attack,
masterwork price is calculated. one can switch weapons and thus avoid this situation.
The rest of the magical items (including Soulbleed weapons All reach weapons are suitable for Breaking Charges, even if
and Astral Armours), their prices, and their creation are under they are not suitable for executing charges.
Magic Items.
40
Piercing Weapon
Piercing weapons can penetrate the enemy’s Armour. Firstly,
the Piercing value is subtracted from the opponent’s Damage
Reduction, and then the DR is subtracted from Damage.
For example, an Attack with a war hammer results in a
Damage of 6, a war hammer has a Piercing value of 4, and
the opponent’s DR is 7. Without a Piercing weapon, the
opponent would not receive any Damage at all. In the case
of the war hammer, Piercing value 4 is subtracted from DR
7, leaving a DR of 3. DR (3) is subtracted from the Damage,
resulting in 3 Damage to the opponent.
Armour-Bypassing Weapon
Armour-bypassing weapons are weapons that can
perform Armour-bypassing attack manoeuvres. Many of
these weapons have bonuses (but not all) to perform this
manoeuvre, which reduces the attack penalty.
Note that these weapons do not automatically bypass armour,
they simply allow you to perform the relevant manoeuvre, as
other weapons cannot perform this manoeuvre.
Sneak Attack Weapon
Sneak Attack weapons are the only weapons that can be
used to perform Sneak Attacks if the character has the Sneak
Attack ability.
Other Special Properties
Some weapons have unique special properties that are
specific to that weapon and are therefore only written in the
weapon’s description and are generally not categorised.
42
Short Swords
All short swords have Piercing and Range 0, except the Throwing knife. The Hardness of all short swords is 15, with an additional
+3 from each masterwork bonus.
Heavy Axes
Light Axes
All light axes have a Piercing of 0.
Throwing weapons only have two ranges: the standard range indicated here and a maximum range with an Attack penalty of
-6, which is twice the indicated throwing range.
Blunt Weapons
All blunt weapons have a range of 0.
44
Spears
All spears have a Piercing of 0.
All spears have a Hardness of 6, which is increased by +2 for each Masterwork bonus. If the weapon handle is also made
entirely of metal, the weapon weighs three times more and costs three times more. In this case, the weapon’s Hardness is 15,
which is increased by +5 for each Masterwork bonus.
Spears only have two throwing ranges: the standard range indicated here and a maximum range with an Attack penalty of -6,
which is twice the indicated throwing range.
Lances
Throwing Lance (Hand-and-a-Half weapon, Reach weapon, Charge weapon,
Armour-bypassing weapon) 1d6+1 15 1,5 1 GD
Breaks on charge when damage exceeds 20.
Lance (Hand-and-a-Half weapon, Reach weapon, Charge weapon, Armour-
bypassing weapon) 1d10 0 2,5 2 GD
Breaks on charge when damage exceeds 30.
Infantry Pike (Two-Handed weapon, Reach weapon, Armour-bypassing
weapon)
1d12 0 5 20 SD
Only used in battle formations. Breaks upon breaking cavalry charge when
damage exceeds 30.
Spears
Yari (Two-Handed weapon, Reach weapon, Charge weapon, Armour-bypassing
weapon)
A weapon used by Asteanic ashigaru’ and samurai’ in warfare, featuring a long, 1d10 - 2,5 4 GD
straight blade in place of a spear point that’s in a scabbard during times of peace.
Breaks on charge when damage exceeds 30.
Spear (Hand-and-a-Half weapon, Reach weapon, Charge weapon, Armour-
bypassing weapon) 1d8 15 2 1 GD
Breaks on charge when damage exceeds 20.
Hunting Spear (Hand-and-a-Half weapon, Armour-bypassing weapon) 1d6 20 1 10 SD
Military Fork (Hand-and-a-Half weapon, Other Special Properties)
A two-pronged weapon with two sword blades, about 1.5 m long, +2 to Disarm
2d4 10 3 4 GD
manoeuvres. Additionally, Disarm manoeuvres performed with this weapon cause
damage. Usually, Disarm manoeuvres do not cause damage
Trident (Hand-and-a-Half weapon, Other Special Properties)
1d8 10 3 4 GD
A three-pronged weapon, about 1,5 m long, +4 to Disarm manoeuvres.
Harpoon (Other Special Properties)
Pulling out deals 1d4 Damage, Medicine or Anatomy roll against DL 20 to avoid it. 1d6+1 20 0,5 1 GD
If used with rope then the throwing distance is reduced by 5 m.
Javelin
Unsuitable for hand-to-hand combat, only fighting with a javelin allows the 1d6 30 0,5 5 SD
opponent an Attack of opportunity with a Melee Weapon.
Atlatl (Other Special Properties)
A javelin thrower is found only in a few regions (Gurgeland, Kaliland). Adds +2
Damage to the javelin and allows it to be thrown twice as far. +2 x2 0,5 -
Crossbows
46
Weapon (Special Properties) Range Weight
Damage Piercing Price
Short Description (m) (kg)
Repeating Crossbow (Two-Handed weapon, Piercing weapon, Other
Special Properties)
The primary ranged weapon of Asteanic marines, capable of firing 2
bolts in a Full Attack (making two Attacks). The user of a repeating
crossbow does not need to have any abilities to make two attacks. The
ability Rapid Attack does not change the number of attacks in a Full 40
Attack. 1d10 2 (0) 45 4
GD
Repeating crossbow has an easily replaceable magazine, allowing for
shooting from horseback. Magazines hold 10 bolts. Replacing a magazine
takes one Action, while reloading a magazine takes 2 Actions (rounds)
during which Reactions can not be used. Price includes 2 additional
magazines
Repeating Dart Launcher (Piercing weapon, Other Special
Properties)
A small crossbow-like weapon, capable of firing 3 bolts in a Full Attack
(making three Attacks). The user of a dart launcher does not need to
have any abilities to make three attacks. The ability of Rapid Attack
does not change the number of attacks in a Full Attack. 40
1d6 2 (0) 25 2
GD
Dart launchers have an easily replaceable magazine, allowing for
shooting on horseback. Magazines hold 15 bolts. Replacing a magazine
takes one Action, while reloading a magazine takes 2 Actions during
which Reactions can not be used. The price includes 2 additional
magazines.
10 bolts or darts 0,5 5 SD
10 silver bolts or darts 0,5 8 GD
Poison fillable bolt or dart, one 0,1 5 SD
Firearms
Simple Firearms
Prevalent in areas with lower industrialization.
Arquebus (Two-Handed weapon, Piercing weapon)
Loading takes one Action. Arquebus cannot be used on horseback 1d12 4 (0) 45 4 10 GD
as it is impossible to load while riding.
Hand Cannon (Two-Handed weapon, Piercing weapon)
Typically placed on support legs for firing. Loading takes 2 Actions
during which Reactions can not be used.
2d10 4 (0) 45 20 20 GD
For attacking with a hand cannon Ballistics skill is used instead of
Firearms skill.
Cannot be used on horseback.
Common firearms
Common in Asteanic states and provinces.
Flintlock Pistol (Piercing weapon)
1d10 6 (0) 30 1 10 GD
Loading takes one Action. Can be used on horseback.
Flintlock Musketoon (Two-Handed weapon, Piercing weapon)
Carbine musket. Loading takes one Action. Can be used on 2d6 6 (0) 45 3 15 GD
horseback.
Flintlock Musket (Two-Handed weapon, Piercing weapon)
2d8 6 (0) 60 4 20 GD
Loading takes one Action. Cannot be used on horseback.
Blunderbuss Pistol (Other Special Properties)
Loading takes one Action. Can be used on horseback.
10x5
The attack with the weapon cannot be countered with Parrying, as 1d4+1 0 1,5 8 GD
cone
the whole area is attacked. All those within range must roll Reflexes
against the Attack. No other ranges than optimal range.
Blunderbuss (Two-Handed weapon, Other Special Properties)
Loading takes one Action. Can be used on horseback.
20x10
The attack with the weapon cannot be countered with Parrying, as 2d4+1 0 5 16 GD
cone
the whole area is attacked. All those within range must roll Reflexes
against the Attack. No other ranges than optimal range.
Advanced firearms
Used only in the few most technologically advanced regions of Farwest.
100
Flintlock Carbine Rifle (Two-Handed weapon, Piercing weapon) GD (20
2d6 6 (0) 60 3
Loading takes one Action. Can be used on horseback. GD in
Farwest)
150
Flintlock Rifle (Two-Handed weapon, Piercing weapon) GD (30
2d8 6 (0) 100 4
Loading takes one Action. Cannot be used on horseback. GD in
Farwest)
Ammunition (bullet, gunpowder, plug)
10 rounds for Guns 0,5 10 SD
10 Silver Bullet rounds 0,5 6 GD
10 rounds for Blunderbuss 1 20 SD
10 Hand Cannon rounds 2 20 SD
1 kg of Gunpowder 1 20 SD
48
Civilian Weapons
The civilian weapons category encompasses weapons from all other categories and includes any throwing weapons, such
as grenades and darts, that do not fit into other categories. Civilian Weapons skill also covers throwing items that are not
weapons.
Body attribute is added to the Damage of most civilian weapons, except grenades.
Throwing weapons only have two ranges: the standard range indicated here and the maximum range with an Attack penalty
of -6, which is twice the indicated throwing range.
Since most weapons belonging to the civilian weapons group are also in some other group, they have very different Hardness.
Weight (kg)
Range (m)
Radius of
Weapon (Special Properties)
Damage
Piercing
Effect
Short Description
Price
Grenade (Piercing weapon, Other Special Properties)
A throwing weapon with a ceramic casing that contains gunpowder and
expels steel spikes. Spikes fly in all directions after the explosion. The
damage is caused by both explosion and flying spikes. 3d6 15 +
5m 2 4 6 GD
+3 Body
Before throwing the grenade a fuse must be lit, which does not take 1
Action if there is an open flame. Due to this additional move, the grenade
cannot be thrown as a Reaction to someone else’s Action.
Getetic Fire (Piercing weapon, Other Special Properties)
A bottle of easily ignitable and hard-to-extinguish liquid that when used
as an incendiary bomb causes 1d6 Damage in a 2m radius, characters in
that radius catch fire and receive 1d6 Damage for 1d4 rounds thereafter.
When leaving a burning area, extinguishing oneself takes one round if an
Athletics roll against DL 15 succeeds. Armour
8 GD
A pool of Getetic Fire on the ground continues to burn for 2d6 rounds if it doesn't
(30
doesn’t ignite anything else. Standing in a burning pool of fire causes 1d6 offer 15 +
2m 1d6 1 SD in
Damage per round. The Damage from burning and standing in a burning any DR Body
Getetic
pool is not cumulative, only one 1d6 is rolled in round. against
lands)
fire.
A successful Reflexes roll against DL 20 means that the character is not hit
by the flaming substance. However, it is still advisable for them to leave
the area or they still receive Damage for standing in the burning pool.
Before throwing the Getetic fire bottle, light the fuse, which does not take
a full action if there is an open flame. Due to this additional move, the
Getetic fire cannot be thrown as Reaction to someone else’s Action.
Giant Ant’s Acid (Piercing weapon, Other Special Properties) Armour
A litre bottle of Giant Ant’s Acid causes 2d6 Damage to all standing within 10 GD
doesn't
a 2m radius. Armour provides no protection against the corrosive acid, as (40
offer 15 +
it easily flows through all openings. 2m 2d6 1 SD in
any DR Body
Orenic
Being hit by the acid bottle causes damage once. Being in an acid bath against
lands)
causes 2d6 Damage per round and ends with the body dissolving. acid.
50
Weapons under Body Attribute
Martial Arts Weapons
Martial arts and all types of fistfighting are under Athletics skill. When using Athletics in hand-to-hand combat against an
armed opponent, they will get an Attack of Opportunity with a Melee Weapon as their Reaction as you are unarmed.
All martial art weapons have Piercing and a Range of 0. Add Body attribute to Damage.
Light Armour
Armour Weight
Armour DR Price
Penalty (kg)
Light Leather Armour
As well as reinforced leather coats, leather jackets, large amounts of animal skin 1 0 2 10 SD
etc.
Leather Armour 2 0 4 2 GD
Gambeson 3 -1 6 4 GD
Light Armour from other regions of the world
Wyvernskin Armour
50 GD
Dark green armour made in Tauric region. Its high price is mostly due to the
(30 GD
exotic nature of the material, as wyvern skin is difficult to come by. Extremely 3 0 4
in Tauric
expensive masterwork versions can usually be found because there’s no reason
region)
to waste expensive material on making regular armour.
Spider Chitin Armour
A highly exotic armour made from the shells of giant spiders. Typically only
4 -1 6 -
found in regions outside of Asteanic lands.
(Found only in regions where giant spiders live, where it costs around 30 GD)
Medium Armour
Armour Weight
Armour DR Price
Penalty (kg)
Light Lamellar Armour
4 -2 10 8 GD
Ashigaru armour.
Lamellar Armour 5 -3 14 12 GD
Heavy Lamellar Armour
The armour of the Asteanic samurai is adorned with coloured lacquer. The
helmets feature intricate designs with horns or other embellishments that 6 -3 16 40 GD
symbolise the samurai clan or personal achievements. Furthermore, the helmet
features a war mask reminiscent of a mythical creature.
Chainmail 5 -2 12 18 GD
52
Armour Weight
Armour DR Price
Penalty (kg)
Heavy Armour
Armour Weight
Armour DR Price
Penalty (kg)
North-Asteanic Plate Armour
Like lamellar armour, the North-Asteanic plate armour
is covered in lacquer, making it rustproof and adding to
its appearance. The helmet is decorated with miniature 8 -4 20 120 GD
sculptures, horns, or other symbols, and the face is
protected by a war mask that resembles a mythical creature
or deity.
Mirror Armour
An Asteanic nobles ceremonial armour, properly made 6 (2
mirror plate armour offers some protection against the Magical -3 18 200 GD
Azure Warrior’s Soulbleed weapons like Astral Armour. DR)
The mirror armour is made of mirror-polished steel.
Heavy Armour from other regions of the world
Light Plate Armour 200 GD (75 GD in
7 -3 18
Farwestern armour. Farwest)
Plate Armour 400 GD (150 GD in
9 -4 22
Farwestern armour. Farwest)
Ghotian Plate Armour 520 GD (200 GD in
10 -5 24
Farwestern armour. Farwest)
Depends 16 GD (DR 7)
Locking Gauntlet
on the 32 GD (DR 9)
A farwestern invention, +8 to Parrying when defending
type of - - 44 GD (DR 10)
against Disarm manoeuvre. Weapon switching or removal
plate (Two times cheaper in
takes full Action.
armour. the Farwest)
Parrying Weight
Shield Price
Bonus (kg)
Wooden Round Shield +2 2 10 SD
Wooden Long-shield
Protects the horse as well, the rider can add a bonus from the shield to the steeds Parrying +2 3 1 GD
roll.
Bronze Round Shield +3 2 3 GD
Steel Round Shield +3 2 2 GD
Steel Long-shield
Protects the horse also, the rider can add a bonus from the shield to the steeds Parrying +3 4 2 GD
roll.
Pavise
Also called tower shield. A static wooden shield with a support leg, archers can hide
behind it in battle but not suitable for hand-to-hand combat. Is not considered Hand-to- +4 10 2 GD
hand weapon because it’s not worn, which means it doesn’t protect against Attack of
Opportunity with a Melee Weapon when engaging in melee without a proper weapon.
Arm Shields
Arm guards of the Asteanic warriors, typically bearing the emblem of their clan, daimyo
or house. Allows for the use of two weapons, a two-handed weapon or a ranged weapon
+1 1 6 GD
but not any additional shields. These are not considered Hand-to-hand weapons, which
means they don’t protect against Attack of Opportunity with a Melee Weapon when
engaging in melee without a proper weapon.
54
Equipment for Adventurers Description
Weight
Price
(kg)
Basic Travelling Equipment First aid kit 4 GD,
Grants +2 bonus to Medicine refilling
checks, has 20 uses, and instantly 2 costs 2
Weight
Description Price heals 1 HP if Medicine check is at SD per
(kg)
least 15. one use
Trail rations
1 25 c Good first aid kit 6 GD,
Dried meat, nuts, dates, raisins etc. refilling
Grants +2 bonus to Medicine
Backpack 0,5 2 SD check, has 20 uses, and instantly 2 costs 3
Tent, for two people 2 8 SD heals 2 HP if Medicine check is at SD per
least 15. one use
Sleeping bag 1 2 SD
2, Professional first aid kit 8 GD,
Waterskin, 2 litres when 1 SD Grants +4 bonus to Medicine refilling
full checks, has 20 uses, and instantly 2 costs 4
heals 2 HP if Medicine check is at SD per
Flint and steel - 2 SD least 15. one use
Oil lamp 0,25 3 SD 8 GD,
Theatrical makeup and
Lantern 0,5 8 SD refilling
accessories
Matches, 10 pieces 0 2 SD 1 costs 4
Grants +2 bonus to Social skills
SD per
Hemp rope, 20 m 1 1 SD checks for disguising, 20 uses
one use
Giant spider silk rope, 20 m
0,2 4 GD Theatrical makeup with phoenix 50 GD,
Equal durability to steel cable
ash and accessories refilling
Paper, 1 A3 sheet - 3c Grants +6 bonus to Social skills 1 costs 2,5
Notebook, 100 pages 0,1 6 SD checks for disguising, 20 uses. GD per
Parchment, 1 A3 sheet - 1 SD Includes 100g of phoenix ash. one use
56
Specially bred horses have higher than average traits. These
Price in the
“masterwork” horses can be purchased for additional cost.
Description Gilden Sea
Each increase in Movement Speed by 5 points, Body by
region
1 point or HP by 2 costs 20 GD. A single trait can only be
Strong carriage horse increased up to three times. Hence, the most expensive and
Body +4, Movement Speed 65, HP 22. powerful Asteanic warhorse would cost 220 GD and would
Check Riding against DL 10 each turn to have Body +5, Full Speed 85, and 30 HP.
10 GD
prevent the horse from panicking during
chaotic combat. Carries all armour. Carries Riding Equipment
160 kg of baggage plus a rider.
Riding horse Weight
Body +2, Movement Speed 80, HP 20. Description Price
(kg)
Check Riding against DL 10 each turn to
20 GD Saddle and harness
prevent the horse from panicking during 4 2 GD
chaotic combat. Cannot carry armour. Can For use with riding horses only.
carry 100 kg of baggage plus a rider. Saddle and harness, masterwork
Asteanic warhorse +2 to Riding. For use with riding 4 10 GD
Body +2, Movement Speed 70, HP 24, horses only.
deals 2d6 Damage while charging. Can 40 GD War saddle and harness
6 4 GD
carry light and medium armour. Can carry Usable with riding & war horses.
140 kg of baggage plus a rider.
War saddle and harness,
Purebred zuharic warhorse masterwork
28 GD 6 20 GD
Body +2, Movement Speed 80, HP 24, +2 to Riding. Usable with riding &
(20 GD in
deals 2d6 Damage while charging. Can war horses.
Zuhaari
carry light armour. Can carry 140 kg of
lands) Protective gear for horses
baggage plus a rider.
Purebred Tserkeššic warhorse Horse Leather Armour, DR 2 (Light) 8 4 GD
Body +4, Movement Speed 70, HP 28, 60 GD Horse Lamellar Armor, DR 5
32 30 GD
deals 2d6 Damage while charging. Can (30 GD in (Medium)
carry light and medium armour. Can carry Tserkeššia) Horse Plate Armor, DR 7 (Heavy) 40 100 GD
160 kg of baggage plus a rider.
Destrier (large and angry warhorse
from Farwest)
Body +6, Movement Speed 65, HP 32,
deals 2d6 Damage while charging and 300 GD
can Attack independently while standing (120 GD in
still attempting to bite and trample. Farwest)
Attack +2, damage 1d6+6. Can carry all
armour. Can carry 180 kg of baggage plus
a rider.
Great Taurian ibex
Body +2, Movement Speed 50, HP 24.
Able to maintain full speed while carrying
a rider, even over hilly or mountainous
10 GD
terrain. Inflicts 1d6+2 Damage while
charging by using its horns. Can carry
light armour. Can carry 80 kg of baggage
plus a rider.
Two-humped camel
35 GD
Body +6, Movement Speed 65, HP 32,
(25 GD in
deals 2d6 damage while charging. Can
Zuhaari
carry all armour. Can carry 350 kg of
lands)
baggage plus a rider.
58
While arrows or other ammunition can be made into is 1400 GD.
Soulbleed weapons, they are rarely found as making a
As an example, the Asteanic plate armour with a masterwork
single-use Soulbleed item is as complex and as expensive as
level of +2 and a Magical Damage Reduction of 6 costs 2920
creating a whole and durable weapon.
GD (120x4x4 + 1000). Its normal DR is 10 and its Magical
The Soulbleed weapon is required to be a masterwork Damage Reduction against electric attacks and ethereal
weapon with the same bonus, but the masterwork bonus is beings is 6.
not included in the Attack and Damage calculations.
While a Soulbleed weapon can be made of silver, it doesn’t Astral Shield
provide any extra benefits and will result in a cost increase Astral shields work similarly to Soulbleed weapons and Astral
of 50 GD. armour, being composed of both physical and spiritual parts.
The cost of a Soulbleed weapon is a combination of the base An Azure warrior can carry the Astral shield when they leave
cost of the weapon (including masterwork multipliers) and their body.
the cost of the Soulbleed bonus:
The physical form of the Astral shield is equal to a standard
+1 bonus adds 500 GD, masterwork shield.
+2 adds 800 GD, The masterwork bonus of the Astral shield must align with
and +3 adds 1300 GD. the bonus of the shield, but the masterwork bonus is not
applied a second time to the Parrying stat.
For example, a +1 Soulblade katana would cost 580 GD (20 x
4 + 500). The weapon would have a +1 Attack and 1d10 + 1 Incorporating an Astral component increases the cost of the
Damage. shield by 500 GD for +1, 800 GD for +2, and 1300 GD for +3.
The price of the Astral shield is calculated as the base price of
Astral Armour the shield (multipliers from masterwork) plus the cost from
the plus of the Astral shield.
Astral armours are comparable to Soulbleed weapons as
they contain a piece of the blacksmith’s soul who made them
and can be worn by the wearer when leaving their body Amulet of Spell Resistance
as an astral traveller (also called an Azure warrior or Azure An Amulet of Spell Resistance protects the wearer from
assassin). harmful spells and provides bonuses to Spell Resistance rolls.
Astral armours provide protection against Attacks from The amulet can be a pendant, ring, wristband, or any other
Soulbleed weapons used by Azure warriors and ethereal type of jewellery.
beings. Only one Amulet of Spell Resistance can affect an individual
The Astral armour has a Magical Damage Reduction attribute at once.
that reduces magical damage by 3, 6, or 9. When the wearer
is attacked with regular weapons or physical Soulbleed Bonus to Spell Resistance checks Price
weapons, this attribute is not used and the armour provides
its normal Damage Reduction. +2 250 GD
+4 500 GD
However, if the wearer is targeted by an Azure warrior or
ethereal being, whose attack cannot be defended by normal +6 750 GD
armour, then the Astral Armour’s Magical Damage Reduction +8 1000 GD
of 3, 6, or 9 is applied. When the wearer leaves the body with +10 1250 GD
the Astral Armour, their soul will also have that same level of
Magical Damage Reduction. The Amulet of Spell Resistance can also be Soul-infused,
which means it will accompany the wearer when they depart
Additionally, the Astral Armour protects against electric
from their physical form, then an additional 500 GD will be
attacks by subtracting the Magical Damage Reduction from
added to the price.
the damage of the electric attack.
While the armour provides a Magical DR of 3 to 9, its physical
protection against physical attacks may vary depending on
the physical armour it is made from.
The price of the Astral armour is determined by adding the
cost of the Magical DR to the base price of the armour, which
is multiplied by the masterwork factor. The price for the
Magical Damage Reduction of 3 (masterwork +1) is 750 GD,
for 6 (masterwork +2) is 1000 GD, and for 9 (masterwork +3)
60
or claws cannot be forged into a new form. The size and
shape of the piece determine what can be made from the
material.
True Otherworld weapons don’t have to be masterwork, but
they can be. Producing a masterwork True Otherworld item
only requires the right crafting skill level and not necessarily
the Soulcrafting skill.
The type of True Otherworld items that can be created from
a particular Otherworldling is described for each of them.
The typical material used is bone, which comes with its own
set of restrictions. For instance, bones can be used to make
arrowheads, arrow tips, and knives, but not swords as they
are too brittle to hold up.
A True Otherworld armour provides the same level of
protection against physical and spiritual attacks
Armour made from bone fragments is classified as Light
lamellar armour, which provides consistent protection
against both physical and spirit attacks, usually 4.
62
Skyblue
Meditation Bonus: +8 to +16.
By its nature, Skyblue is a dangerous poison, which is why it
is used together with an antidote. When smoking Skyblue,
the mage falls into a coma-like sleep. From the moment of
smoking, the mage has 12 hours till death. If the mage does
not receive the antidote within 12 hours, they must make a
Body check against Skyblue’s Meditation Bonus or die.
To make the antidote, a Herbalism check against 10 +1 for
each point of Skyblue’s meditation bonus is required.
Skyblue is one of the most common mixtures used by
Asteanic mages. It was invented by Astean mage Akkon la
Meilea in the year 849 (around 650 years ago). The mixture
became the basis of Asteanic magic due to its power.
Skyblue is the preferred narcotic of the Azure Warriors and
Azure Assassins and is produced by the Temple of Divine
Ocean, keeping the preparation recipe a closely guarded
secret. It is known that one of the ingredients in the poison is
the juice of the Otherworld eucalyptus growing in the Marall
sea region.
Skyblue does not cause addiction.
Price per dose, upon showing mage documents at the
local Temple of Divine Ocean: +8 costs 2 GD, +9 costs 4 GD,
+10 costs 6 GD, +11 costs 8 GD, +12 costs 10 GD, +13 costs 12
GD, +14 costs 14 GD, +15 costs 18 GD, +16 costs 20 GD. The
antidote is included in the price!
Orenic Lull
Meditation Bonus: +10.
Orenic Lull is also used as a poison to quickly put enemies
to sleep, and due to its toxicity, an antidote is always carried
with Orenic Lull.
Orenic Lull induces a sleep that is similar to a coma. The
dreams during this sleep are extremely realistic. To avoid
falling asleep, the character must roll a Body check against
DL 15. It is very difficult to wake up from this sleep. Natural
awakening takes a few days, so a user of Orenic Lull requires
assistance from someone who can give them the antidote.
The antidote neutralizes the effect of Orenic Lull, preventing
any after-effects such as loss of Instinct. The user can also
self-administer the antidote by manipulating physical
objects when outside of their body.
If the Orenic Lull user does not receive the antidote within 24
hours or if the Orenic Lull is used to force someone to sleep,
the character must roll a Body check against DL 15 or lose
3d6 points of Instinct. If the loss of Instinct points brings the
character’s Instinct score below -10, they will permanently
lose 1 point of Instinct.
Dose price: A dose of Orenic Lull costs 5 GD in Oreenia, and
30 GD elsewhere.
Cost of Additional
purchasing cost per Weight
Equipment type and description basic month per
expedition of the month
equipment expedition
Campers equipment
Tent for two people, sleeping bag, waterskin, flint and steel, hemp rope (20m), 70 SD 1 GD (food) 30 kg
mule or donkey (able to carry one person’s 3-month supply of food).
Proper expedition equipment
Tent for two people, sleeping bag, waterskin, flint and steel, hemp rope (100m), 20 SD (food
lantern, ink for 100 sheets, dip pen, 100 sheets of A3 paper, sewing needles, knife, 30 GD and lamp 30 kg
handaxe, cauldron and pan, climbing equipment, first aid kit and three draft oil)
horses.
Ready-for-anything adventurer’s equipment 2 GD (food,
Tent for two people, sleeping bag, waterskin, flint and steel, hemp rope (100m), lamp oil,
lantern, ink for 100 sheets, dip pen, 100 sheets of A3 paper, sewing needles, and a few
50 GD 35 kg
knife, handaxe, cauldron and pan, climbing equipment, good first aid kit, bottles of
leatherworker’s tools, blacksmith’s tools, lockpicks, compass, handcuffs and three rum and
draft horses. tobacco)
Experienced adventurer’s equipment
4 GD (food,
Tent for two people, sleeping bag and fine warm blankets, waterskin, flint and
lamp oil, a
steel, hemp rope (100m), spider silk rope (50m), lantern, ink for 200 sheets, dip
few bottles
pen, 200 sheets of A3 paper, sewing needles, knife, handaxe, cauldron and pan,
of rum, 4
climbing equipment, professional first aid kit, leatherworker’s tools, blacksmith’s
190 GD candles, 40 kg
tools, masterwork lockpicks, navigator’s tools, compass, spyglass, handcuffs,
coffee,
antidotes for the most common poisons in the area (antidotes for Scopolamine,
sugar,
Hydrogen cyanide, Snake venom and wyvern venom). One dose for all or four
pepper, and
doses of one. Three draft horses and a riding horse with masterwork saddle and
tobacco)
harness.
64
Wages
Generally, the hiring of people is carried out along with the establishment of a specific institution, such as the purchase of
a ship or the establishment of a military unit. In this case, all salary costs are already included as part of the maintenance
expenses of the institution, which can be seen in the King and Economy modules.
However, the PC may sometimes have an interest in hiring a specific NPC, such as a guide in a foreign land, a security guard,
or an assistant in some other scenario. Such hired NPCs typically do not participate in battles (Morale: Craven) and only fulfils
specific tasks assigned to them. The exception to this is ronin, who are mainly hired for combat purposes (Morale: Regular).
If the job requires 24/7 presence or travel with the PC, additional food or living expenses will be added to the salary.
66
THE ADVENTURERS MODULE
EXPEDITION RULES
The Expedition Rules are designed for playing out a land or
sea journey that takes the PCs through uninhabited and/
Expedition Preparation and
or unknown lands and seas, where various unforeseen
dangers may threaten them. The Expedition Rules may also
Expedition Sheet
be suitable if the journey takes place through an enemy PCs going on an expedition use an expedition sheet, which
domain, unpopulated areas in one’s own domain, or areas is like a Character Sheet but for the entire party and simpler.
occupied by the enemy in one’s own domain. The Expedition The GM has their own adventure/expedition sheet.
Rules are also suitable for hex-crawling.
If the journey takes place in a populated area in one’s own Expedition leaders
domain or in a human-inhabited area in a neutral state, then
The PCs on the expedition choose three expedition leaders
the Expedition Rules will not be used.
from themselves or the accompanying NPCs, whose skills will
The Expedition Rules divide the journey into turns determine how well the expedition party can avoid Hazards
corresponding to a day, week, or some other unit of time. and find useful Opportunities. The expedition leaders and
Each turn involves PCs facing Hazards and Opportunities, their main skills are:
and they can engage in activities related to the expedition
Navigator – Geography
during each turn.
Scout – Perception
Naturalist – Wilderness skills
One PC or NPC may take on multiple leadership roles if they
have the highest relevant skills. Leaving any role unfilled is
not advisable.
The skill levels of the Navigator’s Geography, Scout’s
Perception, and Naturalist’s Wilderness skills are added
together and subtracted from the Hazard’s base percentage
of 50% and added to the base Opportunity percentage of
0%.
For example, Amara’s Wilderness skills are +8 and her
Perception is +10, so she takes on both Naturalist and Scout
roles. Yasumi’s Geography is +9 and he takes on the Navigator
role. Therefore, the percentage of Hazards for travellers is 23%
and the percentage of Opportunities is 27%.
The Expedition Scout rolls Perception to spot randomly
encountered creatures first. The Expedition Navigator rolls
Geography if getting lost is a concern.
Expedition Rules 67
Temporary bonuses or penalties to Hazards Expedition’s Movement Speed
percentage
(Distance travelled per day)
+5% Per every expedition leader who is exhausted.
Expedition’s movement speed is the speed of the slowest
Per every expedition leader who is injured or member in the group. If the expedition is travelling by horses,
+5%
severely injured. Great Taurian ibexes, elephants, ships, or any other means of
If the expedition is moving at Forced March transportation, the speed of that creature or vehicle is the
+10%
speed. expedition’s movement speed.
If the expedition members are enemies of the On average, a person can travel 50 km per day, which is
+20%
nature deity who rules over the area. influenced by the amount of baggage, terrain, and worn
If the expedition members are friends of the armour.
-20% nature deity who rules over the area (e.g. A Speed attribute of -2 to +2 means a person can travel 50
someone is a priest of the nature deity). km per day, while a Speed of -3 or -4 means they can travel 40
Extreme temperatures. Cold below -10°C or hot km, and a Speed below that means a character can only walk
+10%
above 30°C. 30 km per day. A Speed of +3 or higher means a character
Thick layer of snow. It's difficult to see the can walk 60 km per day.
+5%
ground under it. If a character carries more than their Light Carrying Capacity,
+10% Strong storm or hurricane. 20 km is subtracted from the daily km count. If the character
The expedition has the blessing of a priest wears medium or heavy armour that reduces their combat
-10% Movement Speed by -4 or -8, 10 km is subtracted from the
(Ritual: Blessing, lasts for one day.).
daily km count.
The expedition has the blessing of an Ancestral
-5% For example, Uno Yuki’s Speed is +4 (base distance travelled
spirit (Hunter's Blessing).
per day is 60 km). Since Uno is wearing heavy lamellar armour,
When expedition members have a Skill Level of at least +6 which is medium armour, the daily km count is reduced by 10.
in Herbalism, History, Metaphysics, Theology, or Art, 5% Uno can travel 50 km per day.
is added to the Opportunities percentage. The maximum
increase in the leadership score is 25%, even if multiple Horses and other animals can move as many kilometres per
members have the same qualifying skill. For instance, if two day as their combat Movement Speed. However, to ride a
PCs have Theology at level +6 or higher, only 5% is added, horse, the terrain must be suitable. In mountains, swamps,
not 10%. These additional percentages reflect the ability of and dense forests, riders must move alongside their horses if
educated characters to recognize various interesting plants, there are no roads. In steppes, deserts, and grasslands, riders
and locate signs of ancient ruins, magic, and deities. can always ride, and travellers move faster through these
biomes as a result.
Additional temporary bonuses or penalties can be added to
the base percentage: Some animals have exceptions. For example, it is possible to
ride Great Taurian ibexes in the mountains, and these large
Temporary bonuses or penalties to Opportunities mountain goats also move at their regular speed of 50 km
percentage per day in the mountains. Wyverns can fly and can always
travel 120 km per day. When travelling by ship, you can use
If the characters are moving at the exploration the general average movement speed of ships, which is 1000
+10%
speed. km per week (6 km/h, about 140 km per 24 hours), or a more
If the expedition members are friends of the precise movement speed based on the type of ship.
+20% nature god ruling over the area (e.g. someone is
In addition, the terrain through which one travels also affects
a priest of the corresponding nature god).
the movement speed.
The expedition has the blessing of a priest
+10%
(Ritual: Blessing, lasts one day). Movement
Adventurers have the blessing of Ancestral Terrain type speed
+5%
spirit (Farmer's Blessing) modifier
A road, a path, sparse forest, grassland,
-
steppe or just easily traversable flat land.
Thick forest and/or hills. -10 km
Jungle, mountains or swamps. -20 km
For example, the previously mentioned Uno Yuki would travel 40
km per day in a dense forest and 30 km in a jungle. He wouldn’t
be able to travel on horseback in either place.
68
Playing the Expedition Exploration
The expedition is played through days or weeks based on If the characters want to explore the area they are passing
the Game Master’s decision. One day or week corresponds through more thoroughly, they can choose to move at half
to one Expedition Turn. The time unit for an Expedition Turn their normal speed.
depends on the nature and length of the expedition. Moving at a peaceful pace during exploration adds a 10%
In the case of hexcrawling, where the adventure format bonus to the chance of finding Opportunities.
is exploring an unknown area, it would be reasonable to
choose the one-day/one-turn format, even if the area to be Moving stealthily
explored is very large.
Characters try to move as unnoticed as possible to avoid
For other formats, where travelling is only a part of the whole drawing unwanted attention to themselves.
campaign, the decision should be based on the potential
They move at half their normal speed, but their chance of
length of the journey and how much game time is desired to
encountering Hazards is reduced by 10%.
be directed towards the journey. If the journey lasts a month,
detailed gameplay for each day may be too much, whereas
a seven-day journey resolved with only two percentage rolls
can leave an unfinished impression.
The basis of the expedition is some schematic map on which
PCs wander. A hex map can be used to simplify the counting
of kilometres travelled but is not necessary.
On every Expedition Turn:
1. PCs check their expedition sheet to see if anything
affects their percentages of Hazards and Opportunities
or movement speed.
2. PCs jointly decide on the movement speed.
3. PCs individually decide on activities they do in addition
to travelling.
4. PCs roll for Hazards and Opportunities.
5. Encounters arising from PC activities and Hazard and
Opportunity rolls are played out.
Movement Speeds
Normal movement speed
Characters move as fast as the slowest member of the group.
Forced march
Characters can push themselves at the cost of their safety
and health. They move 1,5 times longer and farther than
they would otherwise be able to on that terrain. For example,
instead of 30 km, they can travel 45 km.
During a forced march, no one can do other activities like
hunting, gathering food, or mapping.
At the end of the forced march, all characters are exhausted,
which means that all their rolls are at a -4 penalty until they
have rested. Therefore, it should be carefully considered
before deciding in favour of a forced march.
In addition, a forced march distracts expedition leaders’
attention and increases the chance of encountering a
dangerous situation. The Hazards percentage increases by
10% during a forced march.
Expedition Rules 69
Individual Activities Roll greater than required DL Result
1 small animal (rabbit, fox, mink, etc.) for a total of
Collecting plant-based food 0
1-4 (1d4) kg of food.
By rolling Herbalism or Agriculture, one can gather plant- 2-8 small animals (rabbit, fox, mink, etc.) or 1 larger
based food for themselves and their companions. Plant- 5 animal (goat, deer, wild boar, etc.) for a total of
based food can be collected throughout the day by moving 4-32 kg (4d8) of food.
at a regular pace, exploring, moving stealthily or remaining 1-2 larger animals (goat, deer, wild boar, etc.) for a
stationary. 10
total of 26-45 kg (d20+25) of food.
The Difficulty Level is determined by the game master based 3-4 larger animals (goat, deer, wild boar, etc.) for a
15
on natural conditions and season, and can be either 0, 10, total of 75-100 kg of food.
15 or 20. 1 very large animal (bear, bison, etc.) for a total of
A Difficulty Level of 0 essentially refers to a paradise, while 20 100-200 kg of food.
refers to a semi-desert, tundra or deep winter. 20 This encounter can also be played out to see how
For every 5 points above the required roll, the character it goes and whether the large animal is really
collects enough food to meet the daily nutritional needs of defeated.
an additional companion besides themselves. For example,
If a larger animal is caught and one wishes to preserve all the
if the required roll is 10, but the character scores 23, they will
caught meat, a camp must be set up for a few days to smoke
collect enough food for themselves and two companions.
or salt the meat.
The daily food ration for one person weighs 1kg.
Mapping
Hunting (Simplified hunting rules) A character with at least 1 point in Geography and necessary
The group must move at a regular pace, exploring speed or equipment (paper and pencils, and a means to determine
remain stationary to hunt. cardinal directions: compass or navigator’s tools) can draw a
detailed map of the area throughout the journey. This map
First, the group chooses a hunt leader from among themselves
ensures that if the group returns along the same route, they
who has the best Wilderness skills and some ranged weapon
will not get lost. Additionally, if they do get lost or deviate
skills. The leader uses their Wilderness skills to track the prey.
from their course, they will have an easier time noticing it.
In addition to the leader, any group member with a ranged
weapon or spear can participate in the hunt, as well as any Furthermore, they now have a map of a potentially otherwise
dogs or other hunting animals that accompany the group. unknown area.
The hunt leader’s Wilderness skills throw is increased by +1
for each companion up to a maximum of +10. Hazards and Opportunities
The hunt leader makes one Wilderness skills check per day
Hazards and Opportunities percentages are rolled with a
against the game master’s specified Difficulty Level, which
percentile die (d100). When it comes to Hazards, the PCs’ goal
can be 15, 20, 25 or 30 depending on the natural conditions.
is to roll a number that is as high as possible, so it does not fall
DL of 15 refers to an area largely untouched by human hands, within the percentage of their Hazards. For Opportunities,
with many animals that are not afraid of humans. the PCs’ goal is to roll a number that is as high as possible,
but still falls within the percentage of their Opportunities, i.e.,
20 refers to a typical tropical or temperate forest, grassland
not so high that it exceeds it. A Hazard or Opportunity occurs
or steppe with all kinds of animal herds.
when the roll falls within the corresponding percentage for
25 describes a dry, cold or otherwise unsuitable area for the PCs.
most herbivores, where finding animals is very difficult, such
For example, if the travellers’ Hazards percentage is
as a snow-covered steppe in winter when most animals have
30%, rolling 40% would not lead to anything dangerous
migrated south.
happening during the Expedition Turn, but rolling Hazards
30 refers to a (rocky) desert, ice or some other area where 28% would result in what the Hazards table shows for 28%.
generally no one lives. Similarly, with Opportunities, if the PCs’ Opportunities
If the group throws at least the required score, they can catch percentage is 20%, only rolling up to 20% will provide them
at least one small animal. The more they throw, the more with some Opportunities. Better Opportunities and harder
game they will catch. Hazards are found at higher percentages.
70
Situations During the Adventure For every 5 points of damage the character takes, one bone
fracture occurs. Which bones are fractured must be rolled
separately for every five points of damage taken. Bone
Climbing fractures usually heal in two months, but magical healing
For climbing, the player must roll Athletics or Stealth Skills. can speed up the process.
Climbing one specific surface is resolved with one roll. One With a Stealth Skills check, the damage caused by falling can
surface can be a building, a cliff edge, etc. A whole mountain be reduced by half. The Stealth skills check must be equal
or fortress complex consists of several surfaces. to or greater than 15 plus the number of meters fallen. If
If climbing occurs in a battle situation, the character moves successful, the character takes only half of the damage and
at half their Movement Speed per round when climbing. fractures fewer bones.
Climbing equipment gives a +4 bonus to climbing rolls, and Roll a d6 to determine bone fractures
climbing claws a +2 bonus.
Arm bones fracture – the arm is unusable until it
1-2
DL Examples heals.
Leg bones fracture – the leg is unusable until it
Roll only in a battle situation or when fleeing,
heals. When fighting with a broken leg, all Attacks
when it is in question whether the move
with melee weapons, Parrying, and Reflexes rolls
5 succeeds.
are made at -4 penalty, because the character is
3-5
Climbing up a 45° angle on loose rock, sand, or unable to move quickly enough and must rely on
otherwise difficult terrain. support or sit down, etc. Assuming that crutches
Climbing to a single-story house roof, climbing or other aids are used, the character can move at
10 half the normal speed.
to a second-story window, climbing up a tree.
Climbing up a 60° angle natural surface. Skull fracture – roll a Body check against the
15 damage received from the fall or fall unconscious
Climbing to a two-story house roof. for 2d10 rounds. If the damage is 20 or more, roll
Climbing up a 75° angle natural surface. Body check against the damage received from the
fall or fall unconscious for 2d10 hours.
20 Climbing to a three or four-story house roof.
If the damage was more than 20 and medical
Climbing up a fortress wall at a 60° angle.
assistance (a Medicine check or a Restoration
Climbing up a 90° angle natural surface. 6
check against DL 20) is not received during
25
Climbing up a fortress wall at a 75-degree angle. unconsciousness, the character dies. If the
character survives, a Willpower check against DL
30 Climbing up a fortress wall at a 90° angle.
15 must be made to avoid losing one point of
If the climbing roll fails, the character cannot climb up from Intellect permanently.
the surface. Climbing can be tried again, but the Difficulty If the damage is 30 or more, automatic death
Level of the new roll higher by 5 points. occurs.
A roll of 0 or less means that the character succeeds in
climbing to a certain point, but falls from there. The height
of the fall is decided by the GM or chance (rolling some die).
Expedition Rules 71
Swimming and Crossing Bodies of However, a drowning character can try to get back to the
surface every round, but the Difficulty Level is 5 points
Water higher for each new roll.
With Woodwork, you can build a temporary raft (DL 10). For example, if a character fails to roll a swimming roll of 15
All characters who have at least 1 rank in Athletics are able during a strong storm and starts drowning, their Body is +1,
to swim. Usually, nothing needs to be rolled for swimming. and they will drown in 12 rounds (fall unconscious). They have
12 rolls against 20, 25, 30, etc, to save themselves.
If swimming occurs during combat, the character moves at
half speed. If one of these succeeds, it means that the character is able to
cross the river or stabilize themselves in stormy waters.
For swimming rolls, the Armour Penalty is doubled. For
example, heavy lamellar armour’s Armour Penalty is -3, but
when swimming, it counts as -6.
Exhaustion and Resting
There are two situations where a swimming roll is required. If characters don’t rest at night, have been moving at forced
The first is when competing against someone else’s march movement speed, are hungry or thirsty, then they
swimming or another skill roll, such as when trying to escape become exhausted. Exhaustion imposes a -4 penalty to all
from someone. rolls.
The second is when water conditions are difficult: the current To overcome exhaustion, one needs to sleep for about 8
is strong, the waves are high, or there is a storm at sea. In hours. Sleeping imposes a -10 penalty to all Perception rolls,
this case, a static Difficulty Level (DL) is used for the roll, and and Passive Perception is reduced by 10 as well.
failure can have dire consequences. All Spell Points are restored during sleep, 1+Body Health
In these situations, the character makes a swimming roll Points are restored (minimum 1), 1+Soul Soul Health Points
once to get out of the water if possible or just to stay afloat. are restored (minimum 1).
Attribute points take 4 days to recover, minus the initial
DL Swimming Situation Body or Soul (for Intellect, Instinct, and Soul attributes). All
10 Weak storm attribute points are recovered simultaneously. Attribute
points can recover a maximum of 1 point during rest.
15 Strong storm, Crossing a mountain river
Health Points and attribute points recover simultaneously.
Hurricane and severe hurricane, Super-fast and
20
dangerous mountain rivers If characters sleep in medium or heavy armour, they don’t
rest properly, meaning the exhaustion penalty persists, and
If the roll fails, the character begins to drown. Each combat
Spell Points, Health Points, and attribute points don’t recover.
round (10 seconds) spent in the water and drowning is
considered to be holding one’s breath.
Hunger and Thirst
Body Amount of rounds w/o breathing If it has been two days since the PCs’ last meal, they become
… -1 -1 per each point exhausted (-4 to all rolls).
-5 5 As long as the PCs have access to water, they are not yet in
-4 6 danger of starvation. A person can survive a surprisingly
long time without food. Only after two weeks of starvation,
-3 7
the characters’ Body starts to decrease by 1 point every two
-2 8 days until death by starvation. With access to drinking water,
-1 9 a character with Body +4 can survive without food for almost
0 10 a two months, but in the last month, they feel weaker every
day (Body decreases every two days).
+1 12
If it has been two days since the PCs’ last drink, they are also
+2 14
considered exhausted. After that, one Body point decreases
+3 16 every day until death by thirst.
+4 18 If critical hunger and thirst coincide, the decreasing points
+5 20 are added together.
… +1 +2 per each point A person dies when their Body drops below -10.
If the number of rounds one can hold one’s breath is A physically active person (travelling PC or NPC) typically
exceeded, the character loses consciousness and loses one needs at least 2 litres of fluid and about 1kg of different
point of Body each round until death. foods per day. However, it is possible to survive on
significantly less. When hunger and thirst threaten, PCs can
72
divide their remaining food and water into smaller portions, Joint Actions
which ensures longer survival (Body points do not start to
decrease). However, since they cannot get enough nutrients If the PCs decide to do something collectively that has not
from these quantities, they are still considered exhausted. been mentioned before and the GM thinks that a skill check
is required for it to succeed, then generally only one PC in the
If hunger and/or thirst have not yet caused the characters’ group will roll the skill check.
Body to decrease, a proper meal and 8 hours of sleep are
needed for recovery from exhaustion. Examples of such situations might include:
However, if hunger and thirst have already affected the Body, • The entire group tries to quietly and stealthily pass by a
recovery takes much longer. One Body point recovery takes guard tower from a distance (any close approach requires
4 days minus the initial Body, but at least one day. individual rolls). The character with the highest Stealth
skill in the group rolls against the passive Perception of
Weather Forecasting the guards in the tower, as they are leading the group
• The group builds an alternative bridge-like structure to
There may be a need to know the weather for the following
cross a canyon. Someone rolls Physics or Woodworking
days in order to make decisions related to travelling. To
against a Difficulty Level determined by the GM.
predict the weather, the PCs must roll Wilderness Skills,
Geography, or Theology against a DL of 15.
A successful roll means that the characters can estimate the
weather for the next day fairly accurately. A roll of 20 means
that they can also predict the weather for the day after
tomorrow, 25 for the day after that, and so on.
Determining the weather is at the discretion of the Game
Master, who may also roll a percentage die, with 100%
indicating a massive storm and 1% indicating perfect sunny
weather.
If the adventure takes place at sea, weather and storms are
even more important, as explained in the Economics module.
Expedition Rules 73
Hazards and Opportunities for Perception. Only the scout rolls for the PCs. Whoever notices
the other first can plan accordingly: set up an ambush, sneak
the Game Master closer, or retreat and take a detour to avoid the creature.
A dangerous creature may not always want to kill the PCs.
The general categories in the Hazards and Opportunities
Many creatures in the Otherworld have peculiar motives,
tables lead to the following tables, which provide specific
and even bandits would rather just take travellers’ money
examples of events. The categories are divided into three
than fight them.
difficulty levels: easy (green),
(green) medium (yellow),
(yellow) and hard/
very good (red) cases. If a dangerous creature is rolled from the Opportunities
table, it is possible to approach it stealthily or at least for the
General Hazards and Opportunities tables can be used in
PCs to notice it before it notices them.
any terrain or climate zone. Likewise, the following specific
examples of events – you can break your leg in the mountains When does the encounter happen?
or at sea, and you can find trade goods anywhere. The GM
The GM decides when the event occurs. If the GM wants a
explains what happens based on the region. For example, a
chance to play a bigger role, or if the question is about the
storm in the desert is a sandstorm, and goods found at sea are
long-term effects of magic spells, then roll a d12. The first
floating barrels from a shipwreck, and so on.
ten represent ten hours of travel by the characters, and 11
and 12 represent the evening and night when the characters
make camp and rest. The same time system can be used to
determine the time of other events during the day.
Getting Lost
Click to download GM’s Expedition Sheet
An accident can happen (as a result of a Hazard roll) and
the characters may get lost or deviate from their intended
The GM selects or randomly chooses the specific Hazard or course. Getting lost is generally only possible in places
Opportunity taking into account the difficulty level. When where the sun cannot be seen, but the characters can also
choosing from unusual events, the GM may take into account easily deviate from their course on open ground or at sea.
whether the players rolled a positive or negative event from Poor weather conditions can also contribute to getting lost.
the tables. If the characters have gotten lost or deviated from their
The GM may add to the specific event tables taking into course, at the beginning of each new day of travel, the Game
account the region and nature of the adventure. There are no Master secretly rolls party navigators’ Geography against
specific monsters given in the Dangerous Creatures table, as DL 10 to 30 to determine if the characters realize they have
one cannot say that any creature lives everywhere. The GM gotten lost. If the characters realize they are lost, they can
must choose dangerous creatures for each difficulty level. correct their direction of movement. If the characters do not
realize they are lost, the Game Master decides in what wrong
To determine who notices the other first, whether it is direction they are going or how far they have deviated from
a dangerous creature or the PCs, both parties roll for their course.
74
The Difficulty Level of the Geography check depends on how The Game Master makes the check about 5 points harder for
well the characters are informed about their surroundings each difficulty that could hinder the characters’ navigation.
and where they are going. This includes how well they can
For example, if the characters do not have any higher places to
see the terrain, the sun, the moon and the stars at night, and
view their surroundings (1),
whether they have any aids such as a simple map.
the weather is cloudy or foggy (2),
If the characters have consistently mapped the area, their
Geography check DL is easier by 5 points. they do not have any maps to rely on (3),
For example, if the characters have a clear target, they have or compasses or other navigation tools (4), the check DL is 30.
seen it from a higher place, they can see their surroundings
The characters are essentially moving around blindly.
clearly, they can see the sky clearly and they have a simple map,
the Geography check is against DL 10. The characters know
very well where they are and where they are going.
HAZARDS OPPORTUNITIES
% Hazard % Oppurtunitie
1 Strange Occurrence 1 Strange Occurrence
2-5 Pleasant event + Dangerous creature 2-5 Resources + Issues with NPCs and equipment
6-9 Natural obstacle 6-9 Useful NPC
10-13 Accident 10-13 Pleasant event
14-17 Issues with NPCs and equipment 14-17 Opportunity against a dangerous creature
18-21 Dangerous creature 18-21 Resources
22-25 Natural obstacle + Issues with NPCs and equipment Resources + Opportunity against a dangerous
22-25
26-29 Natural obstacle + Accident creature
30-33 Natural obstacle + Accident + Dangerous creature 26-29 Pleasant event + Useful NPC
34-37 Natural obstacle Useful NPC + Resources + Opportunity against a
30-33
38-41 Accident dangerous creature
42-45 Issues with NPCs and equipment 34-37 Useful NPC
46-49 Dangerous creature 38-41 Pleasant event
50-53 Natural obstacle + Issues with NPCs and equipment 42-45 Opportunity against a dangerous creature
54-57 Accident + Dangerous creature 46-49 Resources
50-53 Pleasant event + Resources
58-61 Natural obstacle + Accident
Resources + Opportunity against a dangerous
54-57
62-65 Natural obstacle + Accident + Dangerous creature creature
58-61 Pleasant event + Useful NPC
66-69 Natural obstacle
Useful NPC + Resources + Opportunity against a
70-73 Accident 62-65
dangerous creature
74-77 Issues with NPCs and equipment 66-69 Useful NPC
78-81 Dangerous creature 70-73 Pleasant event
74-77 Opportunity against a dangerous creature
82-85 Natural obstacle + Issues with NPCs and equipment
78-81 Resources
86-89 Accident + Dangerous creature 82-85 Pleasant event + Resources
Resources + Opportunity against a dangerous
90-93 Natural obstacle + Accident 86-89
creature
94-97 Natural obstacle + Accident + Dangerous creature 90-93 Pleasant event + Useful NPC
Useful NPC + Resources + Opportunity against a
Dangerous creature + other Dangerous creature 94-97
98-99 dangerous creature
attacks when PC are dealing with the firs one. 98-99 Useful NPC + Resources + Pleasant event
100 Strange Occurrence 100 Strange Occurrence
Expedition Rules 75
Hazards
NATURAL OBSTACLE (E.G., NATURAL PHENOMENA)
During the night, a storm arrived or there were a number of other disturbances, so nobody could sleep properly.
As a result, Spellpoints wasn't restored, and when the characters were tired, the -4 penalty to all rolls due to fatigue
Easy didn't disappear.
If the journey takes place in winter and in northern regions, a thick layer of snow falls, which now lasts until the end
of winter. Continuing the journey until the end of winter grants a +5% penalty to Hazard rolls.
On the path, there is a river, a rocky fissure, a cliff, a canyon, a coral reef, or some other obstacle. The obstacle is
Easy lengthy, so to bypass it, one must embark on a multi-day journey. However, there might be a way to overcome it
somehow.
A strong storm breaks out, lasting 1d4-1 days, at a minimum until the end of the current day's journey. It would be
wise to stay put.
Medium When travelling during a storm, there is a +10% penalty for Hazard rolls, and the Movement Speed is halved.
If the journey takes place in winter and in northern regions, a thick layer of snow falls, which now lasts until the end
of winter. Continuing the journey until the end of winter grants a +5% penalty to Hazard rolls.
The weather becomes extremely hot or cold (cold below -10°C or hot above 30°C). The situation lasts for 2d6 days.
Medium
When travelling in extreme temperatures, there is a +10% penalty to Hazard rolls.
A highly dangerous natural phenomenon that requires fleeing or taking cover: mudslide, avalanche, tornado, forest
Very fire, lava flows from a volcanic eruption, etc.
Hard The problem is approaching the PCs directly. To escape, use the escape rules; it's up to the GM to decide if there's
any other way to avoid the event.
DANGEROUS CREATURE
Very Ambush by individuals with malicious intent or predators (Passive Perception against ambushers' Stealth Skills check
Hard to avoid being surprised).
Very
Group of Otherworldlings, undead, or ghosts.
Hard
The PCs encounter four NPC adventurers (archetypal group of adventurers). The adventurers are well-armed and
well-equipped, but they know very little about the region they are in, even less than the PCs. The adventurers are
accompanied by two guides/servants and have with them 2 sets of Ready-for-anything adventurer's equipment (a
total of 6 draft horses or other regional pack animals).
Very The adventurers are just that – adventurers – so they are extremely dangerous, especially in uninhabited areas
Hard where nobody would know about their deeds. They behave provocatively and arrogantly, may try to negotiate for
items from the PCs, purchase information about some non-existent treasure or a ruin, or behave in some other
intrusive and annoying manner.
There's a 50% chance that one of the adventurers' – shinobi will try to steal something from someone or one of the
pack animals (Perception rolls against the shinobi's Stealth Skills roll to notice).
76
ISSUES WITH NPCS, EQUIPMENT, AND THE CARAVAN
Easy One of the pack animals breaks a leg.
Someone has lost a portion of the equipment during the day. Something has either fallen from the horses or dropped
Easy from the backpacks. What and from who is determined by random draw.
The lost item might be possible to recover if searched for the next day.
The accompanying NPCs are in a bad mood for some reason. If this isn't resolved, and a battle occurs on the
same day, the NPCs' Morale category is considered one step worse. For example, Brave becomes Regular, Regular
Easy becomes Craven.
However, the PCs can try to somehow improve the NPCs' mood to avoid this.
One of the NPCs who was with the characters has secretly left during the night. If it fits the NPC's personality,
Medium something might also be missing from someone's inventory.
If departure is not possible (e.g., a ship in the middle of the ocean), then theft or a similar incident has occurred.
Medium 1/3 of the carried food has been damaged and spoiled. The food needs to be discarded.
If the PCs have hired a group of NPCs, they are no longer satisfied with the PCs' leadership and start planning some
form of resistance.
Very
NPC soldiers refuse to fight, and if this is impossible, their Morale is considered two Morale categories lower,
Hard
meaning even the Brave ones become Craven.
This problem won't go away on its own.
Very
All the food has spoiled.
Hard
Expedition Rules 77
Opportunities
USEFUL NPC OR INFORMATION
The PCs find information about dangerous creatures in the region through tracks. If possible, the GM could select
a creature that the PCs haven't encountered yet, so the information would be valuable. The tracks were made on
Good
the same day, and following them leads to the lair, camp, or home of a dangerous creature. To track them, make a
Wilderness Skills check against DL 15.
On the journey, the PCs meet other travellers who are generally favourably disposed towards them. They can trade
Good and exchange information about what lies ahead. These travellers might be pilgrims on their way to a holy place,
scholars with escorts, small-scale merchants, hunters, etc.
From a distance, the PCs spot a regional dangerous creature that doesn't notice them. Therefore, it's easy to avoid
Medium the creature. If possible, the GM could show the PCs a creature they don't yet know exists in the region, making the
information more valuable.
The characters come across a lost or otherwise distressed traveller who would be willing to follow them in exchange
for food and help. The distressed traveller may not be a great warrior, but they have two of the following skills at +10:
Medium
Herbalism, History, Metaphysics, Theology, and Art. These skills add +5% to the Base Opportunities, thus increasing
the Opportunities percentage by a total of 10% if the characters didn't already have these skills at a high level.
The characters encounter locals in mostly uninhabited area, who are on a hunting trip, gathering food, herding
animals, etc. The group is initially suspicious of the PCs. If they are persuaded (one roll against DL 15) or given gifts,
they become more receptive. If the PCs speak the local language, they can obtain information about the region from
them.
Additionally, they can trade with them, but only through barter, as the tiny (2,5g) Asteanic gold and silver coins hold
Medium very little value for peoples outside of the Asteanic world's financial system – the price of simple items could be
unreasonably high for the PCs.
They may also guide the PCs to their village if they are settled.
If there are no local residents in the region, it's a fragment of some nomadic people who are moving, for example,
from their summer areas to winter areas, seeking new hunting grounds, etc.
The GM selects some natural resource, interesting location, or treasure. The PCs find information about its location,
which is a 1d4-day journey away. The information can reach the PCs in various ways, such as spotting it from a hilltop,
Very
finding an ancient signpost or a message in a bottle, or a natural marker indicating its presence (e.g., a stream in the
Good
desert indicating the presence of an oasis), or an NPC who is either travelling with the PCs or whom they encounter
on the road tells them about it.
The characters encounter a large trade caravan or cargo ship. The merchants have a substantial variety of both local
and foreign goods. Essentially, you can buy anything from them (including cheaper magical items and silver weapons)
Very and sell anything. They purchase items at half price, up to a maximum of 1000 GD, as that's the amount of gold and
Good silver they have in cash. The caravan/cargo ship is guarded by at least thirty mercenaries.
If the PCs stumble upon the caravan in a highly unlikely location, the merchants are in distress and lost. They would
generously reward the PCs for their assistance.
78
PLEASANT EVENT OR DISCOVERY
Today's journey goes exceptionally smoothly. The terrain is easier than usual, fatigue doesn't set in, and PCs can cover
Good
more distance than usual. During the day, PCs travel 1,5 times the usual distance.
The PCs come across a pack animal commonly found in the region – a horse, camel, mule, etc. The animal is carrying
Good 30 days' worth of food. It's evident that the owner of the animal has lost it or met an unfortunate fate, as there are
no signs of people around. At sea, this could be a drifting sailboat.
The travellers stumble upon an exceptionally beautiful spot, such as a waterfall, a serene pond, a field adorned with
beautiful flowers, hot springs, a giant tree, an intriguing colossal stone, etc. In addition to its other beauty, the local
Good flora here is more lush than in the surrounding areas.
Aside from its beauty, this region makes it easier to find plant-based food when staying put. Rolls to find plant-based
food are 5 points easier than usual.
The travellers discover an abandoned house, cave, or some other secure place where they can rest and that can be
Good easily defended. It contains resources necessary for the PCs, such as arrows, silver bullets, etc., depending on what
seems to be lacking.
The travellers' mood is jubilant – they are in high spirits, and their relationships with each other are better than usual.
On this particular day, the PCs are immune to all fear auras and other similar fear-inducing spells.
Medium
If there are some NPCs accompanying them who serve as warriors, their Morale permanently improves. Crawen
become Regular, Regular become Brave, and Brave become Fearless.
Human settlement in an unexpected location. Far from the rest of civilization or simply hidden away, a group of
people resides there. They may be either hostile or friendly towards the PCs. There's a clear reason why they keep
Medium
their distance from the rest of humanity – they could be fugitives, religious zealots, rebels, etc.You can use the outlaw
generator and adjust as needed.
Unbeknownst to the characters, they have somehow pleased a local nature deity during their journey, or it's simply
a very good day.
Very A powerful priestly blessing affects all characters:
Good
Luck
The blessed individual gains a +2 bonus on all rolls, and they don't have to roll percentages on a roll of natural 1.
The blessing lasts the entire day.
The PCs stumble upon the habitat of a local nature deity or a sacred place. Although they may not directly see the
nature deity, its presence is somehow perceptible; for example, the nature is more lush and colourful, there is a
strange aura in the area (hair stands on end), nature sounds are different or absent altogether, or there's simply an
erected altar with offerings left to the deity (food, jewellery, blood sacrifices, etc.).
Very Depending on how the PCs behave in the sacred place, they may earn the favour or enmity of the nature deity (-20%
Good or +20% to the Hazards for the entire journey and +20% to Opportunities when friendly). Or nothing may happen
at all.
If there is no longer a nature deity in the region, the PCs find the ruins of an ancient altar or temple of the nature
deity, which may provide information about what kind of nature deity once existed in the region. In this case, there
could be a small treasure hidden there (green).
Very The characters discover some untouched burial chambers, necropolis, abandoned fortress ruins, temple, etc. Since
Good no one has previously looted the location, they may find treasures left behind by the original inhabitants of the place.
Expedition Rules 79
RESOURCES OR TREASURE OPPORTUNITY AGAINST A DANGEROUS
A couple of the region's most renowned game CREATURE
animals have somehow fallen into a trap. In this PCs come across some local apex predator cubs.
Good
situation, it would be easy to kill them and secure Their mother is dead or has abandoned them, and
Good
a source of food for an extended period. they could be relatively easily domesticated or
Some type of oasis, island, or just an exceptionally simply taken along.
fertile area in the forest where fresh water is PCs stumble upon a nest of a local apex predator
Good available, and rolls for hunting and gathering plant- (possibly with cubs) or a camp of hostile locals.
based food are 10 points easier than in the rest of Medium
PCs notice the nest or camp in such a way that
the region.
they remain hidden from its inhabitants.
Far away from human settlements, the PCs
Two groups of dangerous regional creatures are
notice a large rock, stump, or some other natural
locked in combat, and they don't have time to
landmark that has been scratched with an X or
Very notice the travellers. The GM narrates the fight
marked in some other way.
Good and its resolution, and the PCs can choose to
If the PCs are near a human settlement (a day or attack the injured for personal gain or simply
two's travel from any inhabited point), they notice avoid the situation altogether.
Good a spot where the ground has clearly been recently
dug.
STRANGE OCCURRENCES
In both cases, there is a buried treasure or money
pot. Local nature deity makes an appearance. Depending on the
PCs' previous interactions with them, they may be friendly,
The money pot is a large bronze cooking pot hostile, or neutral.
containing 4d8x100 GD worth of silver.
Gateway to the Otherworld.
The characters spot an animal known for its
valuable fur, horns, or potent venom. The animal is The characters find a location where they can physically
Medium enter the Otherworld. However, this doesn't mean they
wounded and exhausted (-75% HP, -8 to all rolls in
total), making it easy to kill. understand it or that they can return from it. Read more
about it in the Sorcery module.
The PCs come across a herd of animals. They are
species often domesticated or semi-domesticated Accidentally entering the Otherworld.
in the region, such as giant mountain goats, wild The characters end up in the Otherworld in such a way that
horses, wild cattle, reindeer, etc. The herd pays they don't even realize it. Read more about it in the Sorcery
Medium
little attention to humans, and if desired, the PCs module.
could successfully tame the herd and take it with
Strange natural phenomena. Suddenly, it becomes pitch dark
them with a successful Agriculture roll against DL
at noon, a dense and opaque fog descends, the wind shifts
15 or 20. There are 4d8 animals in the herd.
and blows so strongly against the PCs that moving forward
Medium 1d4 Trade Tonnes of local regional goods. becomes impossible, and so on.
The natural phenomenon can have a natural origin (like a
The travellers find the recent or long-dead
solar eclipse) or a more magical one. For example, it could
body or skeleton of a fellow traveller. Near the
be caused by a local nature deity or a powerful priest with
deceased, they find a silver weapon (masterwork
motives that may or may not involve the PCs.
+1), an Amulet of Spell Protection +2, or some
other low-powered magical item. Additionally, Encounter with an otherwise uncommon supernatural being
there are 4d8 GD or valuables of a similar value. in the region, who has come here for some clandestine
The rest of the traveller's equipment is ruined or purposes. For example, a blue oni searching for forgotten
Medium deteriorated over time. magic teachings or a Herald of the Two Plagues seeking
"volunteers" to infect with Ghoul Fever, and so on.
If the corpse has recently died and there's no sign
of its killer, an autopsy may provide clues about
the dangerous creatures in the region (Anatomy
roll against DL 15+ days since death to determine
what killed the traveller; understanding a death
caused by a human may be easier to discern).
Very 1d4 Trade Tones of goods from some distant
Good region.
The characters randomly stumble upon a precious
Very
metal ore deposit, a place where valuable timber
Good
grows abundantly, or something similar.
80
DUNGEON CRAWLING RULES
Dungeon crawling rules are used when PCs enter a complex
of giant tunnels or rooms, where detailed mapping of each
Dungeon Sheet for PCs
room would be too laborious and impractical for the Game
Master. These rules are suitable for use in ancient mines, Hazards and Opportunities on
necropolises, and Otherworld pockets, as well as in dense
jungle thickets, dangerous urban quarters, or large palace Dungeon Sheet
complexes. The dungeon crawling rules are somewhat Hazards and Opportunities are rolled with a d100 dice. The
similar to expedition rules – dungeon is divided into sectors aim when rolling for Hazards is to roll over the percentage
and time for its traversal is called a Dungeon Turn. Each range or get the lowest number possible when roll falls within
Dungeon Turn, the PCs face Hazards and Opportunities the Hazard percentage range, while for Opportunities, the
and can perform additional activities such as searching for goal is to roll the highest number possible that falls within
secrets or mapping. their percentage range without going over it. A Hazard or
In addition, this tool is helpful for game masters in planning Opportunity happens if the roll falls within its corresponding
such a dungeon. Like an expedition, both the players’ and percentage range.
the game master’s sheets are used, with a number of Hazards Although percentages are used and calculated similarly
and Opportunities pre-filled in. to expedition Hazards and Opportunities, they consist of
different skills, and the base percentages are also different.
In dungeons, the adventurers’ base Hazard percentage
is 100%.
Subtract from this:
1. The highest Stealth skill in the party
2. The highest Physics skill in the party
3. The highest Perception skill in the party
4. In addition, subtract 5% for each of the following:
a. If a PC has a Mechanics skill of 6 or higher
b. If a PC has a Geography skill of 6 or higher
c. If a PC has Metaphysics skill of 6 or higher
d. If a PC has Wilderness skills of 6 or higher
5. Subtract 10% if a PC has the ability: Experienced Guide
In addition, there may be temporary modifiers to the
Hazard percentage.
82
Movement Speeds and Movement The PCs may find the dungeon particularly dangerous,
and therefore, they decide move stealthily. When moving
in the Dungeon stealthily, PCs focus more on avoiding dangers and less on
discovering secrets. They dim their light sources (or allow
There are four possible movement speeds in the
themselves to be guided by someone with some form of
dungeon:
night vision) and thoroughly check all potential dangers,
1. Normal aka cautious movement: 1 sector in Dungeon leaving little energy to explore curiously.
Turn.
While moving stealthily, other actions can be taken, and
2. Fast movement: 2 sectors in Dungeon Turn. No actions the movement speed remains normal. The percentage
can be taken, but the characters can flee using Chase of Hazards decreases by 20% during this time, but the
rules. +20% Hazards, -20% Opportunities. Moving percentage of Opportunities also drops by 20%.
quickly without a consistent map of the dungeon can
lead to getting lost. Therefore, a Geography check
must be rolled against the Difficulty Level of dungeon
Actions
mapping to avoid becoming lost. In each Dungeon Turn, every PC has one Action. Each PC
chooses what they want to do.
3. Stealthy movement: 1 sector within the Dungeon Turn.
-20% Hazards, -20% Opportunities.
Dungeon Mapping
4. Exiting the dungeon: up to 3 sectors within the
Dungeon Turn. Hazards and Opportunities are not If the dungeon is not just one long cave, one can get lost
rolled! No additional actions can be taken, but the inside. If someone is mapping the dungeon, they have to
characters can flee using Chase rules. This is only do it continuously in every Dungeon Turn when moving
possible if the characters have a consistent dungeon forward. Fragmented map has no use.
map and use it to exit the dungeon. For every turn that a character maps the dungeon, they have
When the PCs are fleeing from a monster, they move at to roll a Geography check against the dungeon mapping DL.
either the fast movement speed or the exiting the dungeon The GM decides the Difficulty Level based on the complexity
movement speed. This depends on whether the PCs have a of the dungeon, but it should not be too high since creating
consistent dungeon map or not. a simple dungeon map is not particularly difficult, but it does
require persistence and accuracy. A Difficulty Level of 5 is
Here, the Chase rules and Dungeon crawl rules intersect. suitable for most dungeons.
When the PCs use the Chase rules and move quickly, Dangers
and Opportunities are rolled on each Chase turn (+20% and From a properly mapped dungeon, one can escape at three
-20% respectively, because they are moving quickly). The times the movement speed without rolling for Hazards.
results of these rolls can determine the obstacles that the
escapees and pursuers encounter, as well as what actions Searching for Traps
and rolls are needed to successfully evade them.
Searching for traps means that a PC can attempt to find
If the PCs don’t have a dungeon map, there is a chance a trap if it is rolled from Hazards (or Opportunities), or if it
they will get lost on each Chase turn-dungeon sector. To is already predetermined. They need to roll a Perception
avoid getting lost, Geography checks are made against (searching) check against the traps searching Difficulty Level
the Difficulty Level of dungeon mapping. PCs who get lost (DL) to locate it.
don’t need to make Geography checks during the escape as
there is no time to puzzle out the correct way when fleeing. If traps are not actively searched for, all random trap
Throughout the escape, characters can either circle around detection Perception check DLs are increased by 10 points.
the dungeon or reach the exit, or move further into the In the event that a trap is encountered, the GM will ask for a
dungeon – this is up to the GM to decide. Perception check from all PCs. Those who fail the check will
trigger the trap and suffer its effects.
When the Chase episode finally ends, the GM places the
characters in a sector of the dungeon of their choice. It’s Additionally, actively searching for traps reduces the chance
possible that the PCs have accidentally gone deeper into the of Hazards by 10%. This effect only applies once, so if multiple
dungeon. PCs are searching for traps, the effect remains at -10%.
84
Preparing the Dungeon, for
the Game Master
For preparing a dungeon use the GM’s Dungeon Sheet.
Some questions to ask yourself before putting anything Examples of dungeon themes:
down on paper:
• Castle
• What is it? Is it a mine, necropolis, natural cave, winding
• Dangerous city district
maze in the Otherworld, a king’s palace, slums, or
something else? • Thick forest
• Why are the PCs even going into the dungeon? Do they • Necropolis
stumble upon it by accident or do they have a mission?
Dungeon preparation sequence:
• Is it possible to “complete” the dungeon, find a door at
1. Inhabitants, i.e. monsters
the other end, or a final boss?
2. Dungeon type (linear, pointcrawl, or quantumcrawl)
• Who else lives in the dungeon and what dangers exist
there? 3. Events (scripted encounters)
• What might interest the PCs in the cave? 4. Hazards in more detail
• What useful things might the PCs find in the cave? 5. Secrets
Treasure? Useful resources (monster parts, metal ore,
poisonous plants/creatures)? Or is killing the cave’s
inhabitants simply good for their reputation and
personal glory?
• Is it a big deal if the PCs don’t go into the cave?
Monsters The sectors of the dungeon are all in a sequence, and the requirements
of Secrets and Scripted encounters depend only on which sector the
The dungeon has a certain number of PCs have reached.
inhabitants, which depending on the theme Scripted Scripted
can be monsters (Otherworldlings, animals, encounter 1 encounter 2
undead, souls) and/or humans.
sector 2
sector 4
after
after
The GM can, but does not have to, divide the
dungeon inhabitants into three groups based
on how difficult they are to fight or sneak past: Sector 1 Sector 2 Sector 3 Sector 4 Sector 5 Sector 6
Easy encounter
sector 6
after
Medium encounter
Hard encounter Scripted
encounter 3
The GM notes how many of each monster are
Scripted
in the dungeon, which means that eventually Positive – The PCs experience almost
encounter 1
Scripted
all of the prepared
encounter 2
material.
the monsters will run out and no new ones
Negative – In a large dungeon, it may begin to seem unrealistic.
will appear when rolling for encounters. The Scripted
sector 4
only here after
after
encounter 1
dungeon will be “cleared”. Suitable for: Shorter dungeons, physically linear dungeons, or
conceptually linear dungeons (thereSectoris a monster
4a at the end of the
In addition, the GM can group the monsters by Sector 1 Sector 2 Sector 3 Sector 4 Sector 5 Sector 6
dungeon that needs to be killed, and allDescription
paths lead to it). Dungeons
Scripted that
dungeon areas. For example, the first 4 sectors of
sectorsector
Description
Sector 2a Sector 3a Sector 5a
after after
of
sectors have a different type of monster. Pointcrawl branching
6
The sectors of the dungeon are divided into branches, andScripted at some
6
Dungeon Type point,Sector
the PCs
Description
1 makeof
branching
a choice of whichSector
branch 4b to Sector
Description
take. 5b requirements
The Sector
encounter63
after sector 5c
only here
only here
after sector 2a
quantumcrawl. Sector 4a
only here
Description
The GM’s dungeon map looks like the following of
branching
Scripted
encounter 4
diagrams. The sectors symbolise one Sector 2a Sector 3a
Scripted
Description
encounter 2
Scripted
Sector 5a3
encounter
of
Dungeon Turn, during which PCs move, take
sector 6
branching
after
Actions, and roll for Hazards and Opportunities.
Description
Scripted Encounters are important rooms, Sector 1 of Sector 4b Sector 5b Sector 6
branching
characters, and events that happen after a Description
of
certain amount of time or in a specific location. branching
Description Description
Sector 2b Sector 3b of of
branching branching
Sector 5cAll encounters are scripted
with separate system.
after sector 3b
after sector 5c
Scripted
only here
only here
Sector 4a encounter 1
Description
Scripted
of
branching encounter 2
Description Scripted
Sector 2a Sector 3a ofScripted Sector 5a
Scripted encounter 3
encounter 2
branching encounter 3 Scripted
encounter 4
Positive – TheDescription
PCs can choose from several paths, which can be very
Sector 1 Sector 4b Sector 5b Sector 6
different frombranching
each
of
other. Description
of
Negative – Part of the material prepared by the Game Master may be
branching
after sector 3b
after sector 5c
only here
only here
Quantumcrawl
Scripted Scripted
Scripted Encounters
Structured like a pointcrawl, meaning
encounter 2 that encounter
at some 3 point, PCs can
Scripted Encounters are what ultimately define
choose different paths and thus avoid certain dungeon locations.
the dungeon for PCs. Scripted Encounters
However, the requirements of Secrets and Scripted encounters do not
can be literal encounters – meeting someone
depend on where the PCs have gone specifically, but on something
or something happening. Or they can be
else, such as the time spent in the dungeon, the number of dungeon
reaching certain important rooms that the GM
sectors travelled, or some third factor.
has carefully thought out and possibly even
All encounters are scripted mapped out if a battle is planned there.
with separate system.
88
Obstacles Thick forest or jungle
Depending on the dungeon theme, obstacles can be very • There is a river, lake, cliff, or some other natural obstacle
different and PCs need to do very different things to solve in the way that PCs must find a solution to overcome.
them. • Getting lost in the woods.
Similarly to monsters, GM may or may not group obstacles • Also, see the expedition rules for ideas.
by difficulty, which depends on how dangerous the obstacle
Necropolis
is for the PCs.
• Getting lost in a cave system.
Additionally, there exists a specific number of obstacles in
the dungeon. The GM indicates the quantity of each obstacle • Various traps, both natural and man-made.
– while some unique obstacles may only have one, there can
be numerous simple traps or locked doors. Eventually, even Human-Made Traps
physical obstacles within the dungeon will be exhausted.
If traps are not actively searched for, then the Difficulty Levels
Obstacles can also be grouped based on dungeon regions: for noticing them by chance are increased by 10 points. In
the first four sectors have one type of obstacle and the this case, the game master asks for a Perception roll from all
second four have another type of obstacle. PCs and whoever fails to make it will fall into the trap.
Here are some obstacle ideas for GM based on dungeon If the trap is detected, then most of them can be easily
themes: avoided by stepping aside from the trap’s trajectory or not
Castle stepping into a hole, etc. If that’s not possible, then it will be
indicated in the trap’s description.
• There is a guard in front of the door. You have to either
sneak past them or persuade them to let you through. The Creaking Floor Trap
Rolls against passive Perception or Persuasion rolls
against GM’s assigned reasons. When walking on the floor, it starts creaking very loudly; DL
25 Stealth Skills check to avoid the creaking noise completely.
• The castle staff or guards have started to suspect the DL 20 Perception (search) check to detect the creaking floor.
PCs wandering around and someone comes to ask The creaking noise cannot be turned off.
something. You have to lie or somehow get out of the
situation. The Arrow Trap
• All the doors ahead are locked. You have to pick a lock, Mechanical; automatically resetting (it contains 1d20+10
find a key, or just go back. arrows); an arrow shoots out of the wall, dealing 1d10
• Traps (see below). damage (2 Piercing). DL 20 Reflexes check to avoid getting
hit.
• Also, see the King module for palace defence systems!
DL 18 Perception check to notice when searching for traps;
Dangerous district DL 22 Mechanics check to disarm.
• Something has happened on the street that has closed The trap can consist of 1 to 4 crossbows, and separate
it off, such as a fire, a collapsed bridge, a flood, or some Reflexes checks must be made for each arrow.
kind of sports competition, walking through which can
bring the locals’ anger upon the PCs. The Swinging Sword Trap
• The street is barricaded or a checkpoint has been set Mechanical; automatically resetting; the sword deals 2d6
up. It works well with some monsters who are local damage. DL 15 Reflexes check to avoid getting hit.
strongmen (such as city samurai or a local gang of
DL 15 Perception check to notice when searching for traps;
thugs).
DL 20 Mechanics check to disarm.
• There are some riots going on in the area. The PCs must
make a Reflex roll to avoid getting hit by stray bullets The Simple Pit Trap
or explosions. Other problems may also arise, such as DL 20 Reflexes check to avoid falling into the pit; DL 15
someone thinking the PCs are on the wrong side or Perception check to notice when searching for traps; cannot
other misunderstandings. be disarmed.
A 5x5x5-metre pit, fall damage is 3d6 (DL 16 Stealth skills
check to avoid taking damage).
90
Record secrets using this formula:
Secrets
Most of the loot and treasure that PCs might find in the Secrets type/name
dungeon should be written as Secrets, as most creatures Description of the Secret
don’t carry anything else of value besides their potentially (Number of Secrets in the dungeon)
valuable skin, blood, and bones. PCs can use their Actions
during each Dungeon Turn to search for Secrets. Depending Difficulty Level and required skills, and
Requirements Perception DL.
on the theme of the dungeon and the description of what for finding
the PCs are doing to search for Secrets, they can use a wide In which sector it can be found.
variety of skills. For example, in mines, they might use Nature of the
Physics or Stonework to notice cracks with valuable metal Detailed description, weight, and value
Secret and if it has a measurable monetary worth.
veins, in the Otherworld, they might use Metaphysics to how to obtain
understand if something is real (i.e., not just imagined into it Other benefits or uses of the Secret.
reality by some Otherworldling) and valuable, in the jungle,
they might use Wilderness skills to find valuable poisonous
plants, and so on. The player suggests a skill and the GM Examples of Secrets Based on the
determines whether it is suitable for searching for Secrets in Dungeon Theme
the specific dungeon. If the player cannot come up with a
skill, the GM can provide hints. Castle
Perception can always be used to find Secrets, but its
Difficulty Level is always 5 or 10 points more difficult Magical Item
compared to more specific skills. As with the previous cases, PC notices that a seemingly ordinary item such as a
there is a certain amount of Secrets in the dungeon. The GM mirror, weapon, beautiful cloak, or jewellery, which is
notes how many times each Secret appears. Unique items located on a wall or cabinet, is not only beautiful but also
are only found once, while generic items can be found magical.
multiple times. Secrets can also run out if the PCs thoroughly (2)
search the dungeon.
Metaphysics check against DL 20 to
In addition, finding Secrets may require reaching a certain recognize magical objects.
sector of the dungeon. For example, there may be no Secrets
in the first sector, while there are some in the second to Perception check against DL 30 to
fourth sectors, and different Secrets in the fifth to eighth notice something interesting.
Requirements
sectors, and a separate Secret in the final boss room. for finding If some spell has been activated that
A Secret could also be something that the GM did not allows seeing invisible things, then
prepare beforehand, something that was not thought of, the magical item can be immediately
but something that the PC suggests. For example, the PC recognized with a Perception check
announces that they are searching for poisonous frogs or against DL 10.
spiders using their Wilderness Skills in the jungle. In this Nature of the
case, decide if any such animals live in the jungle, and if so, Secret and Choose the magical item from the
what is the Difficulty Level of finding them. Note this on your how to obtain Equipment chapter.
Dungeon Sheet and don’t forget to add how many times this it
PC-suggested Secret appears in your dungeon.
Finding a Secret does not mean that the PCs automatically Compromising Material
get it. They may simply find a secret door, but now they have PC notices something completely unremarkable at first
to pick the lock or break it down. Or they may see a nest with glance that could be used to blackmail one of the palace
giant bird eggs high up in a tree, but they still have to climb residents.
the tree, and the giant bird may be nearby.
(1)
When coming up with treasures, it is worth browsing the Law and Society or History or
Equipment chapter for inspiration (and determining the something similar, depending on the
price of items). Requirements
nature of the compromising material,
for finding
check against DL of 20 or Perception
check against DL 30.
Compromising material could be some
Nature of the
documents, an item that the person
Secret and
should not have, like banned books
how to obtain
on magic, a large amount of poison
it
(why?), etc.
92
Selecting a Secrets
All PCs can decide in the same Dungeon Turn to
search for Secrets and suggest different skills
they would like to use. GM tells them which
skills are suitable and which are not. If a PC
doesn’t have a suitable skill for a specific Secret
in the dungeon, they just make a Perception
check.
All searchers roll to search for Secrets. The GM
determines if the roll is enough to find any
Secrets. If the roll is enough to find multiple
Secrets, and the difficulty of finding one Secret
is higher than the other, the lower-difficulty
Secret is found first. The higher-difficulty Secret
is found only after the lower-difficulty Secrets
have been found.
If there are many similar lower-difficulty
Secrets, it is wise to let PCs find higher-difficulty
Secrets in between, even if all lower-difficulty
Secrets have not been found yet.
The GM marks off the found Secrets. When
all the secrets have been found, the players
generally realise this – their high rolls no longer
bring results.
94
Movement Speed Parrying and Reflexes
Movement Speed is the number of metres a character can In order to parry an opponent’s attacks, a character must
move during their Action. have a shield or a hand-to-hand combat weapon. If the
Movement Speed = base movement speed (under Speed) character cannot parry, they will make a Reflexes roll instead.
+ purchased Movement Speed points -4 m (for medium If the character is not aware of the attack against them, they
armour) or -8 m (for heavy armour). will make a Reflexes roll instead of a Parrying roll. Sneak
Attacks can only be made against opponents who cannot
Start of Combat parry.
Combat 95
If a character’s Body drops to 0 or negative, they lose Recovering of HP, Body, and other Attributes
consciousness, and their Body continues to deteriorate. HP recovers by 1+Body per day, as long as the wounded
Every round, their Body loses 1 point, and a Body roll of 15 person rests properly at night. If the Body attribute is 0 or
is required to stop it for an hour (using the initial Body roll, less, then HP recovers by 1 point per day.
not the accumulated negative). If a character’s Body is, for
example, -2, they normally lose consciousness when their Attributes recover slowly and take four days minus the
Health Points drop to 0. initial Body (at least one day) to recover one point. HP and
Attributes recover simultaneously.
Companions of an unconscious character can use a first aid
kit to stop the Body’s points from decreasing. To do this, they Bone fractures and other injuries generally heal at an even
need to make a Medicine roll of 15. Additionally, a successful slower pace. Bones usually take two months to heal, but this
Medicine check with a first aid kit can heal at least one HP process can be accelerated with the use of healing magic.
and restore consciousness.
If injuries are patched up without using a first aid kit, a
Action and Reaction
Medicine roll of 15 is still required to stop the Body from The combat round consists of two parts: an Action and
deteriorating. However, the character remains unconscious. a Reaction. Each character has one Action and one
Successful magical healing also stops the Body from Reaction during the round.
deteriorating and restores consciousness by restoring at Action is the main part of the round. The order of the fighters’
least one HP. This is also true for Blood of Oni. Actions is determined by a Reflexes roll, which is a d20 roll
If a character’s Body drops below -10, they are dead. plus Reflexes points. During their turn, each character has
only one Action, even if it’s used to perform a task that would
Death normally take a very short amount of time.
The Reaction is a character’s ability to respond to someone
If characters are interested in what happens to their soul
else’s Action. There is no order to Reactions. Characters
after death, or are capable of communicating with souls, or
can use their Reaction at any time if someone else does
if it’s relevant for some other reason, they can roll Willpower
something during the fight that allows for a Reaction.
(or Astral Projection if they are familiar with that school of
magic) to determine if their soul can be retrieved later on. Some Actions, such as changing a weapon for another one
on the character’s belt or communicating with companions,
If the roll is less than 20, then the soul passes through
don’t take any time in the game mechanics. The character
the Otherworld, and after about a week or two, it becomes
does them during their Action. For example, they might
technically unattainable in the game. This process can only
change their weapon at the beginning of a Full Attack. But a
be reversed with Necromancy. A soul that moves on from
character who is already carrying a different weapon cannot
the Otherworld is not visible or perceptible in any way.
change it during their Reaction.
Depending on one’s religion, it’s believed that the soul
becomes a part of the Collective Spirit, is reborn, goes to a The game master can keep track of all PC’s and NPCs’ Actions
special pocket of the Otherworld, etc. and Reactions on a small table, where a box indicates the
turn’s Action and an x in it shows the Reaction used during
However, if a character rolls 20 or higher, their soul
that turn.
remains trapped in known worlds, mostly in the Otherworld,
sometimes in the human world, where they slowly forget Since Reactions can only be used during someone else’s
everything they experienced in life. These beings, called Action, this requires constant attention during combat.
Spectators, are invisible to normal sight, and only mages Players who are new to the system may forget that they can
who possess certain magical abilities can contact them. use their Reaction almost at any time. It’s good for the GM to
remind them until they get used to it.
For more information on what happens to the soul consult
the appropriate section in the Sorcery module. Using a Reaction is not mandatory. Both PCs and GM-
controlled NPCs can choose not to use their Reaction if they
wish.
96
The GM should distribute the enemies’ Reactions equally Remember that reloading a gun or crossbow takes full Action,
between all or most of the PCs’ Actions, rather than using all even if the weapon was used for an opportunity attack.
of them to react to just one PC’s Action.
Each character has only one Reaction durning combat round,
which allows them to perform some kind of counteraction
to someone else’s Action. If the counteraction is an Attack,
then the Reaction allows them to attack only once, even if
the character’s Full Attack consists of multiple Attacks.
There are generally three types of Reactions:
1. Opportunity attacks (Attack of Opportunity with a Melee
Weapon, Attack of Opportunity with a Ranged Weapon,
and Breaking the Charge).
2. Avoiding an attack (Avoiding a Ranged Weapon Attack
and Avoiding a Melee Weapon Attack)
3. Jumping in Front of an Attack to save somebody else.
The Reaction can only be used against the character
whose turn it is!
Combat 97
In which case does an Action trigger which type of
Action (1 in a round)
Reaction (1 in a round)
98
In which case does an Action trigger which type of
Action (1 in a round)
Reaction (1 in a round)
Engaging in hand-to-hand combat without a weapon If a person is unarmed or using inappropriate weapons
or attacking with weapons that are unsuitable for for hand-to-hand combat, all nearby opponents can make
close combat during your Action Attacks of Opportunity with Melee Weapons against
Unsuitable weapons for hand-to-hand combat include them. Additionally, the person cannot use Parrying and must
all ranged weapons (bows, firearms, crossbows), but rely on Reflexes to avoid attacks, making them vulnerable to
not all throwing weapons. Spears and throwing axes Sneak Attacks.
are suitable weapons for hand-to-hand combat, while Weapons with reach, like spears, that cannot be used to
grenades and blowguns are not. attack adjacent hexes are also unsuitable for hand-to-hand
If a character has a full shield (arm shields do not count) combat. In this case, all opponents in adjacent hexes can
and is carrying a ranged weapon or is unarmed, they are make Attacks of Opportunity with Melee Weapons against
not considered unarmed because they can use the shield the user of the reach weapon. Note that you can avoid this
for parrying against attacks. For example, a large shield situation by changing your weapon at the beginning of your
and a pistol are a working combination. Full Attack.
During combat, characters may need to perform actions
other than attacking or moving. If a character is engaged in
hand-to-hand combat, all opponents can make an Attack of
Opportunity with Melee Weapons against them. However,
if the character is not engaged in hand-to-hand combat,
opponents with ranged weapons who are not themselves in
hand-to-hand combat can make an Attack of Opportunity
with Ranged Weapons against them.
Other activities during combat
A successful attack can cause the failure of the other
During combat, characters may need to use their Action activities. All activities that require throwing something must
for something other than attacking or moving. be reattempted with a penalty of -10 if an opportunity
Some examples of activities that require one Action attack causes damage. However, actions that do not require
include: throwing succeed regardless of whether the character is hit
or not.
• Using a spell (Note that some spells may be part of
a Full Attack, such as a priest’s Divine Strikes and a Actions that require throwing and must be reattempted with
soul crafter’s electric attacks. Additionally, rituals a penalty of -10 include:
take longer than one Action). • Casting a spell (if the new throw fails, Spellpoints are
• Drinking a healing potion (like Blood of Oni) or wasted)
any other type of potion, or applying poison to • Picking a lock
a weapon. By drinking quickly, it’s possible to
consume half a litre of liquid (for example, 2 potions • Giving first aid
of Oni’s Blood). Actions that succeed automatically even if an opportunity
• Loading a crossbow or firearm. attack hits and causes damage include:
• Moving to pick up a weapon that was lost due to a • Drinking a healing potion or applying poison to a
disarm manoeuvre. weapon.
• Using a first aid kit (requires a Medicine skill check of • Generally, picking up a weapon succeeds even when an
at least 15 to prevent an unconscious person’s Body opportunity attack is successful, except if the attack was
points from falling. This also heals at least 1 HP and made in such a way that it prevents it.
brings the injured person back to consciousness). • Etc.
An exception to this rule are the spells from the Psychic
school. Opponents do not get an Attack of Opportunity
against the caster when they cast these spells because
casting them does not involve any visibly observable
action or utterance. Casting Psychic spells appears as if the
caster skips their turn in the combat, which does not give
opponents a Reaction.
Combat 99
Types of Reactions If avoiding the attack fails, then the character must make a
Parrying roll for each attack as usual. Essentially, using this
Attack of Opportunity with Melee Weapon opportunity provides an additional defensive roll to avoid
If there is a Reaction-providing Action within the range of being hit by an attack.
the character’s melee weapon, they can make one melee Avoiding melee attacks should be more of an exception than
weapon Attack against the performer of that Action. a rule.
The opponent must be in the same hexagon or adjacent
hexagon, or for reach weapons, in the hexagon adjacent to Jumping in front of the Attack
the adjacent hexagon. This opportunity can be used to save someone else. If a
The attack is made normally depending on other rules: character is within 5m of the person being attacked and is
Attack vs. Parrying or Attack vs. Reflexes roll if the opponent not already engaged in hand-to-hand combat, they can use
cannot parry for some reason. their opportunity to jump in front of the attack. Now the
attack is directed towards them.
Attack of Opportunity with Ranged Weapon
The attack is carried out normally depending on other
If there is a Reaction-providing Action within the range of rules: Attack vs. Parrying or Attack vs. Reflexes if the person
the character’s ranged weapon, they can make one ranged jumping in front is unable to parry for some reason.
Attack against the performer of that Action.
Breaking the Charge
To use the Attack of Opportunity, the trajectory between
the attacker and the target must be clear. The Attack of Breaking the Charge is a melee attack that requires a spear
Opportunity cannot be used if there is an object or person or a weapon with reach. It can only be used against a
on the trajectory that would require even a little movement mounted opponent who is performing a charge manoeuvre.
to avoid. If a character has a spear or a similar weapon and an enemy
charges at them or their ally in an adjacent hexagon, they
You cannot make a ranged attack of opportunity if you are can use their Reaction to attempt to break the charge.
engaged in melee combat.
To successfully break the charge, the character must wait
The attack is made normally depending on other rules: for the attacker to approach and then make an Attack roll
Attack vs. Parry or Attack vs. Reflexes roll if the opponent at the same time as the attacker. If the break is successful,
cannot parry for some reason. the attacker takes double Weapon Damage from the spear,
Reaction to Avoid a Ranged Weapon Attack plus the character’s Body bonus (but not double). However,
just like with a charge, there is a chance that the spear or
A character being attacked with a ranged weapon, who is weapon may break if the damage exceeds a certain amount,
not engaged in melee combat, can try to avoid the ranged usually around 20-30 (depending on the weapon, which can
attack. The character can try to jump behind something or be found in the equipment chapter).
someone, drop to the ground quickly, etc.
If the break is successful, the rider must then make a Riding
The character rolls a Reflexes against the Attack roll, and if roll against the Total Damage (i.e., the total damage before
successful, the attacker cannot attack them and the attack is any DR is deducted). If they fail the roll, they will fall off their
wasted. If the attacker has more attacks, they can use them horse.
against other characters. If avoiding the attack fails, then
the character must make a Parrying roll for each shot as
usual. Essentially, using this Reaction provides an additional
defensive roll to avoid being hit by a ranged attack.
However, if the character is engaged in melee combat, they
cannot use this Reaction to avoid a ranged attack coming
from elsewhere.
Reaction to Avoid a Melee Weapon Attack
The opportunity to avoid melee attacks can only be used
when the attack is somehow especially predictable, and the
character is not engaged in melee combat. For example,
if someone is hanging above you on a chandelier and
planning to jump on your back, if you are aware of this and
are not engaged in melee combat, you can make a Reflexes
roll against the attack to avoid it.
100
Critical Hits and Misses
Critical rolls (a natural 1 or 20 on a d20 die) work in combat
similarly to skill checks. If a character rolls a natural 1 or 20
on a Reflexes, Parrying, Spell Resistance, or Willpower check,
they roll a percentile and receive pluses or minuses to the roll,
just like with skill checks. However, the pluses and minuses
do not necessarily mean automatic failure or success.
However, there are differences between Attack rolls
compared to other rolls. After rolling a natural 1 on the
Attack roll, the percentile is rolled. If the percentile roll result
causes the Attack roll to fall to 0 or less, an accident occurs,
and the character must roll on the Critical Misses table. If a
character has a very poor Attack bonus, such as -3, and they
roll 0 or less without rolling a natural 1 beforehand, then they
do not need to roll for a Critical Miss.
If the Attack roll is a natural 20, the character does not roll
on the percentile table but instead rolls directly on the
Critical Hits table.
If a character does not have a combat skill and rolls a d12 for
their Attack, they are not capable of making Critical Hits.
They are still capable of Critical Misses.
When rolling a natural 20 on a Parrying, Reflexes, Spell
Resistance, or Willpower check (but not Attack), roll the
percentile and add the result to the roll.
Combat 101
Critical Hits (Attack Roll Natural 20) * – If the character’s attack was aimed at a specific body part
and as a result of a critical hit, they hit a different body part,
then they can choose which body part they want to hit in
% Result the end.
1-15% Nothing happens. ** – If the character performs a 180° Attack manoeuvre
16-25% +5 to Attack roll. and rolls a natural 20, then the attacker rolls a separate
26-35% +10 to Attack roll. percentage for each potential target.
102
Combat Manoeuvres Note that certain manoeuvres may come with penalties to
Attack rolls.
Characters can attempt specific combat manoeuvres or There are different terms in use when calculating damage in
attacks against their opponent. These can be combined to combat manoeuvres:
create more complex manoeuvres, such as striking the throat
while bypassing an opponent’s light armour. Some weapons Damage Taken – The damage is multiplied after the
are better suited for certain manoeuvres and receive opponent’s Damage Reduction is taken into account.
bonuses, such as daggers which have a +4 bonus to all Total Damage – The damage is multiplied before DR is
Armour-bypassing attack manoeuvres. See the equipment subtracted.
subsection for more details on weapon properties.
Weapon Damage – Only the weapon’s damage is multiplied,
No specific Abilities are required to perform manoeuvres, and any additional bonuses are added to the result.
but some Abilities can make them more effective.
Combat 103
Attack
Manoeuvre Description
Penalty
The character performs an Attack that can hit multiple opponents in a 180° radius around them,
i.e. on three hexagons surrounding the attacker. The attacker makes one Attack, against which
all potential victims (usually up to three individuals) parry separately. The first hit inflicts full
180° Strike -4 Damage, and subsequent hits have a -4 penalty for Damage, as the force of the strike diminishes
after hitting the first target.
This attack can only be performed with weapons with very long blades, such as nodachi or
two-handed swords. The manoeuvre is part of a Full Attack and replaces one regular Attack.
If the Damage Taken is 10 or more, the bone is fractured and the arm becomes unusable. If the
Called Shot
-2 Damage Taken is 15 or more, the limb is severed. The manoeuvre is part of a Full Attack and
to the Arm
replaces one regular Attack.
Damage Taken x0,5 (the Damage Taken is divided by two). The victim is automatically
Called
disarmed and loses one finger for every two Damage points. If the Damage Taken equals 10 or
Shot to the -4
more, the entire hand is severed. If the strike severs three or more fingers, the hand becomes
Hand
unusable for fighting. The manoeuvre is part of a Full Attack and replaces one regular Attack.
If the Damage Taken is 10 or more, the bone is fractured and the leg becomes unusable. If the
Damage Taken is 15 or more, the limb is severed. When fighting with a broken leg, all Attack,
Called Shot
-2 Parrying, and Reflexes rolls have a -4 penalty because the character is unable to move and must
to the Leg
rely on support or remain seated, etc. The manoeuvre is part of a Full Attack and replaces one
regular Attack.
Called If the Damage Taken is 5 or more, a tendon is cut, and the limb becomes unusable. If the
Shot to the Damage Taken is 15 or more, the limb is severed. When fighting with a broken leg, all Attack,
Tendon in -6 Parrying, and Reflexes rolls have a -4 penalty because the character is unable to move and
the Arm or must rely on support or remain seated, etc. An unusable hand cannot be used for fighting. The
Leg manoeuvre is part of a Full Attack and replaces one regular Attack.
Damage Taken x2. If the Damage Taken is 10 or more, the skull is fractured, and the victim
must roll Body against the Damage Taken or becomes unconscious for 2d10 rounds. If the
Damage Taken equals or exceeds 20, the victim must roll Body against Damage Taken or
Called Shot becomes unconscious for 2d10 hours, and if no medical assistance (Restoration or Medicine roll
-6
to the Head against DL 20) is received during this time, the victim dies. If the victim survives, they must make
a Willpower roll against DL 15 to avoid losing one point of Intellect permanently. If the Damage
Taken equals or exceeds 30, the victim dies automatically. The manoeuvre is part of a Full Attack
and replaces one regular Attack.
Called Shot Damage Taken x3, the victim must roll Body against Damage Taken, or loses one HP every
to a Vital -8 round until death. A Restoration or Medicine roll against DL 15 saves the victim. The manoeuvre
Organ is part of a Full Attack and replaces one regular Attack.
Damage Taken x3. If the Damage Taken is 10 or more, the vocal cords are cut (only Restoration
check against DL 25 allows for the character to ever make a gentle sound). If the Damage Taken
is 15 or more, the larynx is cut and causes the character to lose 1d4+1 HP per round until death
Called
(Restoration or Medicine check against DL 30 can save the character). If the Damage Taken is
Shot to the -10
20 or more, the neck is practically cut through and causes the character to lose 1d6+1 HP per
Throat.
round (only Restoration check against DL 35 can save the character). If the Damage Taken is 25
or more, the head is chopped off (depending on the weapon). The manoeuvre is part of a Full
Attack and replaces one regular Attack.
Damage Taken x4. If the Damage Taken is 5 or more, the eyeball is injured and starts to flow
out (Restoration or Medicine check against DL 30 is required to stop this), which results in the
Called Shot complete loss of the eyeball within a day. If the Damage Taken is 10 or more, the eyeball is
-12
to the Eye automatically crushed. If the Damage Taken is 20 or more, the blow also smashes through the
eye socket into the brain, causing automatic death. The manoeuvre is part of a Full Attack and
replaces one regular Attack.
104
Attack
Manoeuvre Description
Penalty
Light/
Medium/ -6/ The character identifies a weak spot in the opponent’s armour and strikes there, bypassing
Heavy their Damage Reduction. Only spears and short swords are suitable for Armour-Bypassing
-8/
Armour- Attacks. Other weapons cannot be used to make Armour-Bypassing Attacks. The manoeuvre is
Bypassing -10 part of a Full Attack and replaces one regular Attack.
Attack
The Attack inflicts regular Damage on the opponent if it hits, and the opponent's armour's DR
Armour becomes 1 point worse (even if the Damage would not otherwise penetrate the armour).
Breaking -4 Axes and maces are suitable for breaking armour, while other weapons cannot be used to
Attack make armour-breaking attacks. The manoeuvre is part of a Full Attack and replaces one regular
Attack.
If the strike is successful, the attacker rolls Damage against the Hardness of the weapon or
shield, which determines whether the strike breaks the weapon or not. Not all weapons are
Weapon- suitable for this manoeuvre, so both players and the game master must evaluate the situation
Breaking -4 with a clear head. See below for more details. The manoeuvre is part of a Full Attack and
Strike replaces one regular Attack.
The hit does not cause Damage.
Weapon Damage x2. Only possible with lances, spears, and similar weapons. In addition,
there is a possibility to ride over opponents with a horse (see below for more details). The
Charge 0
manoeuvre takes up the entire Action, including both movement and one Attack, see more
details under Mounted Combat.
Breaking Weapon Damage x2. Possible only with spears or pikes. See more details under Mounted
0
the Charge Combat. The manoeuvre uses up the Reaction.
Combat 105
More about Weapon-Breaking Strikes
To break a weapon using the Weapon-Breaking Strike
manoeuvre, the attacker must roll Damage that exceeds
the weapon’s Hardness. Weapons do not have HP, so the
weapon’s Hardness must be exceeded in a single strike.
If the Hardness is exceeded, then weapon is broken and
unusable.
If a weapon takes Damage equal to or greater than half its
Hardness, its damage is reduced by one die size. For example,
a weapon with a normal damage of 1d12 now deals 1d10
damage, a weapon with a normal damage of 1d10 now
deals 1d8 damage, a weapon with a normal damage of 2d4
now deals 1d6+1 damage, a weapon with a normal damage
of 1d6+1 now deals 1d6 damage, a weapon with a normal
damage of 2d8 now deals 2d6 damage, and so on. This
change does not negate any magical bonuses the weapon
may have. For example, a +1 katana that normally deals
1d10+1 damage now deals 1d8+1 damage.
A weapon can be repaired at a cost of 1/4 of its purchase
price.
Plus to Hardness
Weapon group Hardness from every
Masterwork plus
Short swords 15 +3
Long swords 15 +5
Axes and Maces 8 +2
Spears 6 +2
Bows 2 +1
Crossbows and
8 +2
Firearms
Wooden shields 10 +3
Metal shields 15 +5
* – When it comes to axes, maces, and spears, it is considered
that some parts of the weapon are made of wood, bone,
or some other easily breakable material. However, if the
weapon is entirely made of metal, then the Hardness of
these weapons is 15, which is further increased by +5 for
each subsequent masterwork plus.
106
Different Combat Situations If a successful charge is made, there is a chance that the spear
will break, as there is when Breaking a Charge. Weapons
break if the damage caused by them is greater than 20 or 30,
Fighting on Horseback see the Equipment chapter for more details.
While a character can only move or attack during their A Charge always consists of only one Attack, even if the
Actions, being on horseback during battle allows for both. character would have had multiple attacks otherwise.
A mounted fighter can move at the full Movement Speed of Breaking a Charge is a Reaction that allows the character
their steed and make a Full Attack against anyone who gets to use their Action for something else. If the rider’s charge
in their way. is successfully intercepted, they must make a Ride check
All individuals who possess a ranged weapon or anyone against the Total Damage (i.e. before subtracting any DR) or
who a rider passes by have the opportunity to use their fall off their horse.
Reaction to attack the rider or their steed. If the character being charged does not have a pike or other
If the rider uses their Reaction to avoid an Attack, they reach weapon to Break the Charge, they have two options:
instead of Reflexes make a Riding check. 1. Use their Reaction to Avoid a Melee Weapon Attack (if
they are not otherwise engaged in melee combat)
Horse Parrying
2. Accept the Attack against them.
When an Attack targets the rider’s mount, they must make
a Ride check with a -4 penalty to avoid it. The horse does Individuals standing next to the target who are not involved
not have an individual Parrying ability, as its movement in hand-to-hand combat can use their Reactions to Jump in
is controlled by the rider. If the rider has a long shield, its front of the Attack if they so choose.
Parrying bonus is added to the horse’s parrying roll (Ride If the charging horse runs over someone (i.e. the person is in
check). the path of the moving horse), it deals 2d6 Damage. To avoid
this, the person in the horse’s path can use their Reaction to
Charge and Breaking the Charge Avoid a Melee Weapon Attack by jumping out of the way.
They must make a Reflexes or Stealth Skills check against
Charge is a manoeuvre of horseback attack that takes a full
the rider’s Ride check. If the person has already used their
round and has two benefits:
Reaction, they automatically take the Damage. However, the
1. When charging, the Weapon Damage caused by the charger cannot abuse this ability to trample over as many
spear or other suitable weapon is doubled. people as possible by charging in a zigzag pattern across the
battlefield.
2. When charging, the rider can force the mount to ride
over people who get in their way, causing them Damage Anyone standing beside the charger’s path can use an Attack
as well. of Opportunity with a Melee Weapon against them.
When a character uses their Action to Charge, it takes a full Anyone who is not engaged in melee combat and has a
round and they cannot use their Reaction during that ranged weapon can use an Attack of Opportunity with a
round unless they have already used it. Ranged Weapon against the charger.
The charger’s horse moves quickly and nearly straight
across the battlefield, and the charger can attempt to jump
Mounted Archery
over obstacles such as rocks and fences with a Ride check. Shooting from horseback with any ranged weapon is always
If the horse cannot jump over an obstacle, it will stop and done with a penalty unless the Mounted Archery ability has
the charge will fail. Refer to the Skills chapter for more been taken.
information on Riding. Only warhorses trained to not fear
the enemy can perform a Charge, but a beastmaster who There is no penalty for shooting from a standing horse.
speaks the language of horses can make a riding horse or When shooting from a horse that is moving, there is a penalty
other suitable riding animal Charge. To make a Charge, there of -4 to the Attack rolls.
must be enough room to gather speed, and the horse must
If the rider tries to shoot behind them while also moving, an
move at least half of its Movement Speed before the final
additional penalty of -4 is added to the Attack rolls.
Attack.
If a character charges an opponent on horseback using
a spear or spear-like weapon, the Weapon Damage is
doubled. Bonuses added from Body are added only once.
The same doubling rule applies to Breaking a Charge, which
is a Reaction that can only be done with a spear or spear-like
weapon. Weapon Damage from this Attack is also doubled.
Combat 107
Fighting in the Darkness Fighting with Throwing and
When fighting in complete darkness, all rolls for Reflexes, Ranged Weapons
Parrying, and Attack have a penalty of -6. In dim light (such
as a night in the forest), the penalty is -4. Ranged attacks are Cover
particularly difficult in darkness – in complete darkness, they
have a penalty of -18 (only a stroke of luck can help), and in Walls, trenches, fortress walls, and anything similar provide
dim light, the penalty is -12. cover to their users. The cover is added to the Parrying roll
of those behind it if they are actively engaged in Attacking
A person with the ability Blind Fighting benefits greatly from from behind the cover, peeking out, or doing something
such a situation, as the penalties are halved for them. similar that makes them part of the battle. If a person is on a
A person who is blind in one eye or wearing sunglasses has ship, deep in their cabin, and the windows are closed, they
a penalty of -2 on Perception rolls and on Attack rolls with cannot be shot at.
bows, crossbows, and thrown weapons. All buildings provide as much Parrying bonus as they provide
Wearing sunglasses in dim light is considered complete to companies’ Defence rolls in large battles.
darkness, so the penalties are greater.
Type of building Cover
After Tripping Palisade, bastions, ordinary
wooden and stone houses, +5
If a fighter falls prone, all their Parrying, Reflexes, and trenches, ships
Attack rolls against standing opponents have a penalty of
Small tower, fortified
-4. Getting up safely takes a whole Action, and getting up
house, stone walls, +10
quickly preserves the character’s Action, but gives their
merchant houses, palazzos
surrounding opponents an Attack of Opportunity with a
Melee Weapon. Tower, large fortified
house, North-Thefnan +15
If both sides in the fight are lying down or somehow on top tower castle, gate tower
of each other, it is pointless to calculate penalties because
both are in an equal position. Cannon tower, bastion
+20
with tunnels
Jumping behind a tree or rock does not offer cover, but it can
make the Attack impossible. See this under Reactions.
Shooting Ranges
Bows, crossbows, and firearms have three shooting ranges:
1. The weapon’s optimal range, marked in the weapon’s
characteristics as Range.
2. The weapon’s medium range (Optimal range x2), within
which an Attack roll is made at -6 penalty.
3. The weapon’s maximum range (Optimal range x3),
within which an Attack roll is made at -12 penalty.
Throwing weapons have two throwing distances:
1. The weapon’s optimal throwing distance, marked in the
weapon’s characteristics as Range.
2. The weapon’s maximum throwing distance (Optimal
distance x2), within which an Attack roll is made at -6
penalty.
For example, a bow with an optimal range of 45 meters is
capable of shooting up to 135 meters. After 45 meters, the
attack roll is with -6 penalty, and after 90 meters, the Attack
roll is with -12 penalty.
Remember that after the optimal shooting range,
firearms and crossbows lose their Piercing property.
108
Morale Fearless
Some creatures from the Otherworld are fearless, as well
Most people and other living beings do not want to die. some undead. NPCs with fearless Morale never check for
Many do not even want to be injured and would actually Morale.
prefer to avoid any kind of fighting. Fighting to the last drop
of blood is not usually characteristic of humans or animals. Morale
Reason for Morale check (who rolls)
When playing out fights, the GM should take into account check DL
that most living creatures will try to escape the fight or The creature is being attacked
surrender when the scales start tipping against them. The 10
goal of predators is to get food, not to die, while the goal of (Craven)
bandits is to get loot, etc. NPC has lost half of their hit points
10
If the GM wants to leave this decision to chance, they can use (Craven, Regular)
Morale rules. Morale rules only apply to NPCs. PCs only roll for The leader of the NPC group has been killed,
Morale when their Soul HP and Soul attribute reach zero, or captured etc.
when some creature’s magical ability causes a Morale check. 10
Otherwise, players never roll for their character’s morale and (Craven, Regular)
decide for themselves when it makes sense to flee or not. Even before the battle, it is clear that the
However, NPCs fighting on the same side as the players, roll opposing side is significantly stronger. For
for Morale on the same basis as other NPCs. example, there are several times more of 15
Morale check is a Willpower roll against a specific Difficulty them.
Level, which depends on the situation. Animals, who do not (Craven, Regular)
have a Soul attribute, simply roll a d20 for Morale.
The odds are against the NPCs. Half of the
An NPC’s morale and when they need to roll for morale is NPCs are severely wounded (unconscious),
characterized by one of four words. dead, or have fled. 15
Combat 109
CHASE RULES
During a conflict, characters may need to chase someone,
be chased, or flee from battle, and in such cases, different
Collecting and Losing Escape
rules apply than in regular combat. The chase rules assume
that the chase takes place in an environment that offers
Points
various escape possibilities, such as city streets, forests, or The first Escape Points are earned at the beginning of the
mountains, rather than a smooth and clear football field. chase, where escapees compare their Movement Speed
to that of the pursuers. If their speed is higher, they earn
The person being chased during a chase needs to collect five
an Escape Point. However, if speeds are equal or lower, no
otherwise meaningless Escape Points to escape. The chase
points are lost. It’s important to note that escapees cannot
ends when the person being chased collects the necessary
lose points, as this would make escape impossible. In group
5 points, the pursuer gives up the chase, or the Chase Points
settings, the Movement Speeds of the weakest links are
reach negative values, indicating that the person being
taken into account.
chased is caught, and hand-to-hand combat begins.
The second Escape Point can be obtained if the Game Master
deems the escapees to be far enough away from the pursuers
The Start and Participants of at the beginning of the chase. For example, if the escapees are
the Chase on a rooftop tens of meters away, while the pursuers are still on
the street.
The chase begins when one party decides to flee the conflict, No further points can be earned before the chase begins.
and someone decides to start chasing them. If the escape
begins from close combat, the pursuers may be able to During the episode, escapees can perform various
attack the escapees at the beginning of the chase according manoeuvres, such as using Stealth Skills or Athletics to
to the rules of combat, including the possibility of an Attack navigate through the forest, or Riding to escape on horses.
of Opportunity against a fleeing person. Once the chase The effectiveness of these manoeuvres is measured by a skill
rules take effect, the turn order is reset. check, which the pursuers counter with their own opposed
skill throws. If the escapees score higher, they earn an Escape
During the chase episode, the escapees always start the Point. Conversely, if the pursuers score higher, the escapees
turn and the pursuers react to the escapees’ decisions. If the lose one point. If the scores are equal, the escapees earn one
pursuers decide to shoot the escapees, the escapees may point.
reconsider their previous decision.
There are no restrictions on how the escapees decide to
The chase can take place individually or in a group, depending escape; it is a role-playing decision that depends on the
on the decision made at the beginning of the chase. If the atmosphere. Each manoeuvre can be different. Most likely,
chase takes place in a group, the group functions as one however, the majority of escape checks are either Athletics,
organism, and if individually, each person being chased must Riding or Stealth Skills checks, countered by Athletics,
also have an individual pursuer. During the chase, characters Perception or Wilderness Skills checks. Escapees can use
may also separate from the group, but if no one is chasing their creativity to think of different ways to use other skills to
a separated character separately, they automatically collect evade their pursuers.
Escape Points until they get five points.
During the chase, both sides have the option to make ranged
During the chase, various skill checks are made, and only attacks. However, the Game Master may impose penalties or
one group member throws the skill check. Depending on restrictions on attacking if one side is hidden or too far away
the situation, this can be the character with the best or worst from the usual range.
Skill Level in the group. For example, the person with the worst
Athletics Skill Level throws if they try to climb onto the roof of
a building, while the person with the highest Riding skill level
throws if a carriage is used for escape.
If the skill check fails, the rest of the group may decide to
separate from the weakest link and leave them behind. In
that case, their skill check is thrown again, assuming they are
still being chased.
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If the escapees choose to attack their pursuers with ranged
weapons, there are three possible outcomes:
1. If the pursuers opt to defend themselves conventionally,
they roll for Parrying, and a normal Attack occurs without
any change to the escape point score.
2. On the other hand, if the pursuers recklessly move closer
to the escapees without trying to defend themselves,
they make a Reflex check, making them easier to hit, but
the escapees lose one Escape Point.
3. Finally, if the pursuers decide to hide behind something
to avoid the Attack, no Attack rolls are made (but
bullets or arrows are used and lost), and the escapees
get one Escape Point, allowing them to move forward
undisturbed.
If the pursuers want to attack the escapees with ranged
weapons, the pursued can reconsider their earlier decision.
There are three possibilities:
1. The escapees decide to defend themselves by making
Parrying rolls. A normal Attack occurs, and the score of
the Escape Points does not change.
2. The escapees decide not to defend themselves but
instead use Reflexes to move actively away from the
pursuers. They are easier to hit, but they automatically
gain one Escape Point.
3. The escapees decide to hide behind something to avoid
the Attack. Although the pursuers shoot at them, no
Attack rolls are made (but bullets or arrows are used and
lost). This allows the pursuers to catch up to the escapees
undisturbed, and the escapees lose one Escape Point.
If the Escape Points reach five, it means the escapees have
successfully escaped and are out of sight or perception
range of the pursuers. The pursuers can still continue to
pursue them, track them, etc., but this is a separate episode.
If the escape points fall into the negatives, the escapees are
caught, and hand-to-hand combat begins.
112
Example The final PC decides to take a different approach. They inquire
about who the NPCs are. The GM says they are merchants.
The PCs know that rumours about Mist druids are circulating
The PC decides to steer the conversation towards trade, price
in the city; some believe they are poisoning people’s drinks
fluctuations, and pirates. Although trust issues are usually
(maybe even the entire city’s water supply), conducting pirate
resolved with Social Skill rolls, allowing an Mathematics and
operations from the city, and they are suspected of being
Economy roll in this situation seems logical to the GM. The PC
involved in anything bad happening in the city.
must roll Economics against 25.
The PCs overhear a conversation about Mist druid agents in a
If the roll is successful, the NPCs believe in the connection
hotel lobby and decide to turn the situation to their advantage.
between the patrician clan and the Mist druids and may
They want people to start suspecting their rival patrician clan’s
spread the rumour further. If not, the PCs can try to persuade
involvement with the Mist druids.
the merchants further, but the next roll would be against a
The PCs inform the GM of their plan and join the conversation. Difficulty Level of 30, making it quite difficult.
The GM analyses the situation but doesn’t know exactly what
the PCs might say. However, the GM perceives the danger that
success might pose to the clan and believes that creating a
new rumour is not as easy as refuting accusations against
themselves. Therefore, the GM says that the PCs need to make
three rolls against a Difficulty Level of 20.
The first PC decides to lie about the patrician clan’s history,
claiming that the clan leader’s grandfather was known to be a
Mist druid. The GM decides it’s a moderately plausible lie and
doesn’t raise or lower the Difficulty Level. The PC could roll
Social Skills against 20, but since they have a higher History skill
and the lie involves history, they decide to roll History. The roll is
successful, and the GM informs the PCs that the group falls into
thoughtful silence, deeply pondering the information shared.
The second PC decides to tell a true story about how the clan
used Mist to their advantage in battles against the PCs. Since the
PC witnessed it firsthand, the GM lowers the Difficulty Level to
15. Since fog manipulation in battle is clearly related to tactics,
the PC could roll their Tactics skill, but since their Social Skills are
higher, they decide to roll those. The roll is successful, and the
GM says that the NPCs are almost convinced. However, the GM
also thinks that the PCs look suspicious and behave somewhat
strangely. The GM tells them that the last roll against a Difficulty
Level of 20 is related to the NPCs not fully trusting them.
The PC should no longer bother with devising clan history,
financial status, or any other related reasons or falsehoods.
Instead, the focus should be on gaining the trust of the listeners.
The third PC decides to resolve the situation with a bribe and
offers all listeners small amounts of silver coins as a gift. The
GM finds the size of the gift reasonable but not enough to
automatically remove the question of trust. The PC must roll
Social Skills against 20. The roll fails, and the GM says that the
listeners feel offended and start to doubt the PCs’ words. The
situation can still be salvaged, but the next roll would be against
a Difficulty Level of 25, making it more challenging.
Sorcery module includes everything related to sorcery, Separate from the schools of magic, there is a skill called
Otherworld and gods. Channelling, which allows channelling the abilities of
deities with whom a pact has been made. Since deities are
Sorcery is subtle in SAKE and does not affect the physical
significantly more powerful than humans and can influence
world visibly. Sorcery makes it possible to communicate
the physical world to some extent, those who have made a
with animals, heal, bring others back from the dead, leave
pact with them can purchase spells that, to a limited extent,
one’s body as a soul, travel to the Otherworld, create magical
grant them control over the physical world in a manner
objects and subjugate the will. These are powerful abilities
similar to the deity. For instance, a person who has made
yet not visible to the naked eye when travelling around the
a pact with a wind deity can acquire a spell that grants
world of SAKE. GM can make the world appear relatively
them control over the direction and strength of the wind,
magic-free if they wish even if it isn’t actually so. SAKE can
or someone who has formed a pact with an oni deity can
also be enjoyed when leaving sorcery out of the game
obtain an ability that accelerates their healing, much like an
entirely.
oni’s own rapid recovery.
Sorcery can however be found everywhere in SAKE if the
To buy spells from any school of magic requires the PC to
players wish to dive into it:
learn them from a teacher or a book. To acquire a godly
• The most feared assassins in Asteanic society are the spell requires the PC to enter into a pact with a god that
azure assassins – sorcerers who depart from their bodies offers knowledge on said spell. Both instances may require
in soul form to kill their victim’s soul. Such mages can be additional knowledge in another spell or a high enough Skill
found in the service of most Asteanic rulers. Level.
• Psychics who can subjugate the will of others by looking
into their eyes have heavily popularised the use of
sunglasses in higher castes.
• Nature gods have a direct effect on a domain’s everyday
life which creates a dilemma for chancellors and leaders,
they can either try and earn the favour of these gods or
try and get rid of them in some way. Pissing off a nature
god can evoke a ravaging plague or a destructive natural
catastrophe.
• The world of SAKE is full of different Otherworlds whose
odd entities and rules affect the cultures and religions of
the human world.
From a game-play perspective, sorcery is divided into
schools of magic, which are skills that players must purchase
separately. Until they are purchased, these skills are not even
listed on the Character Sheet. Therefore, for a person who
has not learned them, magic remains entirely inaccessible.
Owning a magical skill does not do anything on it’s own,
meaning a player can’t just roll Restoration, they have to use
a spell and spend Spellpoints (equivalent to Willpower +
any Spellpoints received when learning new spells) as well
as roll against marked Difficulty Level which is spell specific.
Spells are functionally similar to abilities, as they have
certain requirements and enable specific magical actions.
With available free Spellpoints, spells can always be used.
114
When players or the Game Master feel the desire to create 6. Beastmastery and Channeling does not manipulate
new spells or branches of magic, or when the question Soul energy and does not come with dangers
arises about what is possible in the human world or the associated with manipulating soul energy.
Otherworld, all magic and the Otherworld adhere to eight Channeling and Beastmastery do not cause madnesses
fundamental principles: but rolling 0 or less while channeling a gods energy
can still cause disastrous consequences. Rolling
1. The world is made up of two sides of
Beastmastery 0 does not do any harm.
a coin: the human world and the Otherworld.
The Otherworld, in turn, can be multi-layered. The 7. Human world is not physically affected
human world is always single-layered, meaning there is by magic in most instances.
no parallel dimension of the human world. It is possible Magic is hard to notice with naked eye although
to travel between realms as a spirit departing from the healing spells can be used to affect the physical world
body or, by finding a gateway, in physical form. such as making a would heal faster. Magical objects
look like regular items and most sorcery is invisible.
2. All beings have a Body and/or
Only some priests who have entered
a Soul (or Presence instead of both).
pacts with nature gods can make it rain
Animals only have a Body, and they lack the attributes
but it’s difficult to associate it with magic.
of Soul and Intellect. Otherworldlings only have a Soul
It’s hard to associate a drought with a gods wrath and
or Presence, but they lack the attribute of Body.
pinpoint where a god’s intervention begins or ends
Humans are unique in that they possess both a Body
even though nature gods can have a direct impact on
and a Soul. Most magic requires Soul attribute, meaning
physical world (Refer to Domain rules).
that most magic can only be practiced by humans or
Otherworldlings. Beastmastery and Channeling are 8. Otherworld is home to all sorts of Otherworldlings
classified under Instinct and thus can also be bought and souls of deceased. Some of whom can alter the
and performed by animals. However, this doesn’t mean Otherworld to their liking through their will.
that foxes and bears roaming the forests are skilled These creatures can come up with new types of nature,
priests. Animals also include cultured creatures like items, animals etc. Most do not know they have the power
Frostmen and Frogfolk, beings with a culture governed to create such change and do it subconsciously. Most
by instincts, which may involve controlling other animals Souls tend to keep on existing in a way typical to their
or worshipping certain deities. archetype when they were alive. Farmers till the field,
hunters hunt. The fields and animals which they interact
3. A humans Soul makes up their personality,
with are created by themselves. These subconsciously
knowledge and skills, most Sorcery is tied
created animals are entirely real in the Otherworld, so a
to controlling the Soul of oneself or another.
tiger imagined by a ancestor spirit may attack and harm
Souls carry energy that is used to perform spells. Giving
a PC who has travelled there. However, the ancestor
a piece of a Soul to an object makes it magical. A Soul
doesn’t control the tiger; in fact, they can’t even decide
can leave a persons Body and travel into the Otherworld
whether they want the tiger to hinder their hunting or
or attack another’s Soul leaving their Body untouched.
not. Such subconsciously created entities arise from
A Psychic can establish a connection between their soul
the experiences of the soul during their lifetime.
and another person’s soul, thus influencing the other
The Otherworld is thus constantly in a state of
person’s will.
evolution and change as new people die and
4. Soul also expresses itself as physical energy. create an atmosphere and surroundings which
This makes it possible for healers to restore their own as they are familiar with. These changes are also
well as other’s HP. A Soulcrafter can use this principle to made by other creatures of the Otherworld.
make their soul power into actual electricity. Some powerful creatures of the Otherworld such as
gods can consciously manipulate the Otherworld. These
5. Manipulating soul energy is dangerous
types of beings are practically invincible in their part of
because soul carries a person’s personality.
the Otherworld.
This could cause madness and change in personality.
A failed attempt at manipulation of magical energy
(rolling 0 or less) could cause loss of Soul Health Points
(Soul HP) or worse.
115
THE OTHERWORLD & SOUL
Description & Geography The Passage of Time
The Otherworld is made up of different pockets. This means Time in the Otherworld operates differently from time in
that the Otherworld isn’t just a single otherworldly realm the human world, just as space in the Otherworld doesn’t
that directly parallels the human world, but it consists of correspond to space in the human world. Time can move at
countless pockets that run parallel to the human world. a slower pace in the Otherworld, but it doesn’t always have
These pockets can be tiny such as a valley between two to. For instance, a year spent in the Otherworld might equate
mountains or a singular cave. They can also be infinite like an to only a week in the human world. It’s not advisable to
infinite desert or ocean. All Otherworld pockets have or have accelerate time in the Otherworld beyond that of the human
had a high ruler. These rulers have created and modified world, as this could inadvertently lead to years or even
the area to fit their personal needs. These rulers and gods centuries passing in the human world during gameplay.
are allknowing in their pockets of Otherworld and almost Dividing the day into morning, noon, and night is impractical
invincible as they are able to change the geography within in the Otherworld. Some parts of the Otherworld might
their pocket of the Otherworld. follow this division, while other areas could exist in a
Several pockets within the Otherworld can also exist in perpetual state of night or morning. There might also be
parallel to each other. This complexity adds a significant regions where these time periods shift unusually quickly or
challenge to deliberately entering the Otherworld, especially slowly. GM can dictate that killing a leader of a specific area
when the aim is to reach a specific pocket within it. Typically, in the Otherworld makes the sun set for ever or vice versa,
there is a specific geographical point in the physical world there are no rules for this.
associated with each pocket, which serves as an entryway
to that particular pocket in the Otherworld. These locations The Otherworld as the Realm of
are often regarded as sacred sites, especially if a deity locally
revered resides on the other side. the Deceased
Exiting the Otherworld at a random location is inherently When a person dies, there are two possibilities: their soul
even more perilous. This is because the distance covered either enters the Otherworld and continues to wander and
in the Otherworld may not necessarily equate to the same live there, or it moves on to the true land of the deceased
distance in the human world. In other words, traversing 1 km – the unknown. The majority of souls simply pass through
in the Otherworld may, or may not, correspond to 100 km the Otherworld, moving into the unknown, and very few
in the human world. Similarly, returning to the Otherworld become trapped there. Over millennia, however, these
at the same spot doesn’t guarantee re-entering the same few have accumulated in the Otherworld, resulting in a
pocket of the Otherworld from which one initially exited. substantial number.
GMs can use the Otherworld as a supernatural labyrinth The reasons why some souls move on while others remain
to take adventurers to faraway lands or wherever the GM trapped in the Otherworld are subjects of theological
wishes. GMs should be careful with this logic as creating an debates.
easy & quick route from A to B in the human world through
In general, the pockets of the Otherworld inhabited by
the Otherworld poses a question of why the human world’s
human souls are peaceful places. Ancestral spirits exist in
merchants or other travellers do not use the much more
a routine, engaged in an activity they were most involved
simple route.
with during life. For example, ancestors who were farmers
There are certain points between the human world and the tend to till fields and care for animals. These pockets of the
Otherworld where one can physically enter the Otherworld. Otherworld can closely resemble the real world. Players
These are called Gates of the Otherworld and they are highly may spend a considerable amount of time there before
significant locations. These points may exist consistently or realizing they are not in the real world. The initial hint often
might activate only during specific times, such as during a comes from the historic appearance of their surroundings.
full moon or once a year on the anniversary of a particular The architecture is ancient, firearms and iron might not be
event. present, and clothing and tools are antiquated.
When interacting with these routine-bound ancestral spirits,
it becomes evident that they embody specific archetypes. All
tenant farmers of Asteanic culture are somewhat similar in
demeanour and speech. This observation applies to Asteanic
samurai and others as well. Ancestors lack personal traits;
they only express certain archetypes.
116
However, where do all the houses, animals, and fields come
from? Ancestors subconsciously influence the atmosphere
within their pockets of the Otherworld. Everything around
them is a product of their imagination. When a new ancestor
emerges, they instantly conjure a house and domesticated
animals. Importantly, ancestors do this subconsciously and
lack conscious control over the Otherworld’s elements.
Furthermore, there are wanderers in the Otherworld known
as “spectators.” These spectating souls are anonymous,
ageless, and genderless. They cannot be interacted with.
They roam the pockets of the Otherworld aimlessly and
generally do not react to anything. Ancestral spirits do
not acknowledge their existence, almost as if they cannot
see each other. However, spectators do notice those who
traverse the Otherworld and gaze at them when they catch
their eye.
Both ancestral spirits and spectators are usually harmless
to visitors of the Otherworld. They only become hostile if
aggressed against or if their routines are disrupted in some
way.
118
Adventures in the Otherworld
Adventurers can find themselves in the Otherworld as part
of another ongoing adventure or they can embark on quests
specifically set within the Otherworld, dealing with various
issues unique to that realm. You could even play as different
types of spirits who must defend their realm against local
deities.
The Otherworld can be a destination based on tasks assigned
by gods or the need to establish contact with hidden
Otherworldlings or ancestral spirits.
Alternatively, adventurers might uncover the existence
of a powerful magical artefact hidden deep within the
Otherworld or set out in search of vast treasures, like the
legendary Menes’ treasury, which countless adventurers
have sought in vain.
Chasing after someone could lead adventurers into the
Otherworld. Malevolent entities from the Otherworld
may escape there. There might also be a scenario where a
powerful and malevolent sorcerer has been slain, prompting
the party to venture into the afterlife to eliminate their soul
as well.
Intervention might be necessary when a god is plotting
malevolence within their pocket of the Otherworld.
Another possible adventure could revolve around solving an
Otherworldly mystery, like the enigma of the Mist.
Adventurers could accidentally find themselves in the
Otherworld in physical form, either due to being in the
wrong place at the wrong time or passing through a gateway
accidentally. In such cases, their priority would be to find a
way back to the human world before they succumb to thirst
and hunger. It’s even possible for an entire ship and its crew
to end up in the Otherworld purely by chance.
120
Loss and Recovery of Soul HP Death and the Aftermath
Losing and regaining Soul HP (SHP) are similar to losing and When playing SAKE, death can encompass three distinct
regaining regular HP but with some key differences. possibilities. The gravest is the demise of the soul, signifying
its obliteration with no chance of return.
Losing SHP is represented in a decline in mental health – PC
becomes more stressed, grows anxious and feels pressured. In the event of bodily death, the soul departs the body, and
there are several potential outcomes. To determine what
When a character’s Soul HP reach 0, further damage affects
follows, the character must roll their Willpower.
their Soul Attribute (similar to regular HP and Body Attribute).
Upon death (if the deceased possesses Astral Projection skill,
If the Soul Attribute reaches 0 or below, a Willpower
they can attempt that), roll Willpower against a DL of 20.
(Morale) check against DL 15 is required.
Rolling below 20 enables the soul to traverse The Otherworld
Failure of the Willpower check indicates the character can no and move onwards. This process takes around a week or
longer endure the stressful situation and will do whatever it two, after which the soul becomes unattainable within the
takes to escape their current situation. game’s mechanics.
A successful check exempts the character from rolling The process can only be halted by resurrection sorcery if a
Willpower (Morale) for an hour. If, within this time, a way to week hasn’t yet elapsed. A soul progressing through The
restore Soul HP isn’t found and the character encounters Otherworld toward the beyond is invisible, untouchable and
another stressful situation, a new Willpower check occurs. uncontactable. Depending on one’s beliefs, the soul might
join a collective spirit, undergo reincarnation, enter paradise
When astral traveller’s Soul Attribute reaches 0 or below and
or something else. This roll can be influenced by correctly
they don’t succeed in their Willpower check, they rapidly
conducted burial rituals. However, in many cultures, proper
move towards their body.
burials make the Willpower roll even more challenging,
If a character’s Soul drops below -10, the Soul is deceased. as staying in The Otherworld as a spirit is undesirable. The
The Soul vanishes completely from the fabric of the world, Willpower roll receives as many bonuses or penalties as the
as if it never existed. A dead Soul cannot be summoned, burial officiator’s Theology Skill Level.
recalled, or interacted with – it ceases to exist.
Rolling Willpower 20 or more means their soul moves into
However, the death of the Soul does not mean the death The Otherworld and becomes a spectator, ancestral spirit
of the body. The body remains motionless, its heart beats, or individual soul. This may mean that the character’s death
but it’s in a coma. While such a body can be kept alive, it is isn’t the end of the character’s journey, but instead the start
essentially pointless as its soul will never return. A vacant of a new adventure – one that revolves around bringing
body might attract interest from a possessor spirit. them back to life, maybe an undead creature.
When a perilous situation that damages the Soul concludes,
the character slowly begins to recover. Soul points and SHP Spectator
recover in the same way as Body points and HP. A person becomes a spectator if they roll a Willpower check of
The recovery of 1 Soul Attribute point takes 4 days minus the 20-29. Spectators are genderless, ageless beings who remain
initial Soul Attribute (definitely at least one day). Soul HP also silent. They roam The Otherworld aimlessly, occasionally
regenerates during this time. straying into the realm of humans. In the human world,
spectators are always invisible, while in The Otherworld, they
Soul HP regenerates 1 + initial Soul Attribute points per appear visible like everything else.
day when resting in Body or as an astral traveller within The
Otherworld. If the Soul attribute is lower than 1, then Soul HP Once turned into a spectator, the soul quickly forgets its past.
recovers by 1 point per day. Those versed in The Otherworld suggest that the process
of forgetting varies from a week to a year. Confirmation is
Both the Soul Attribute points as well as Soul HP are difficult, though, as spectators don’t communicate. Some
regenerated while inhabiting their body or as an astral believe that spectators lack surface-level thoughts and
traveller within The Otherworld. Only Dead Souls (ghosts, follow instincts much like animals.
ancestors, necromantic creations etc) Soul points and
SHP regenerate out of their body in the human world. Spectators who wander purposelessly generally pay no
heed to each other or anyone else; it’s as if they don’t
notice anyone. However, they do sense when they’re being
observed and will fixate their gaze on individuals capable of
seeing them. It’s believed that spectators envy the living.
Summoning spectators is easy for a necromancer, as they are
plentiful everywhere.
Ancestral spirits exist mainly in The Otherworld, occasionally Shamans: While shamans, priests, and sorcerers haven’t
crossing over into the human realm, usually on special been numerous in history, this group typically possesses the
occasions like full moon nights or significant anniversaries. highest Soul Attribute. This means that there are nearly as
many shamanic ancestors in The Otherworld as other types.
When ancestral spirits enter the human world, they are
limited to a few kilometres from their burial place or Naturally, not everyone fits neatly into these groups;
summoning location. However, they can be summoned from craftsmen, sailors, and others don’t directly align. In these
The Otherworld to any location the summoner desires. cases, the deceased’s spirit joins the group that most
closely resonates with their archetype. For example, a sailor
A necromancer can summon an ancestral spirit by calling for becomes a hunter-gatherer, while merchants and craftsmen
a representative of an archetype or an ancestor belonging to transform into farmers.
a specific village or clan.
Summoned ancestral spirits usually hold a friendly attitude Individual Souls
towards the necromancer who called them, especially if the Rolling Willpower of 40 or higher transforms a person into
necromancer is connected to or associated with the group an individual soul. These individual souls retain varying
the spirits belong to. If the necromancer has no connection degrees of their past memories and possess a considerable
to the spirits, they might turn hostile and punish the degree of freedom in their actions. Some individual souls
necromancer for disrupting their routine. coexist with ancestral spirits and share many similarities,
Ancestors can share knowledge of the history of their but they respond to their own names when summoned and
people, listen to the summoner’s troubles and give advice. can converse about their personal history. Those residing
GM should note that ancestors have no knowledge of alongside ancestral spirits may respond to a call for the
current events so their advice stems from folk wisdom. ancestors as well.
Some ancestral spirits are created as malevolent spirits – While the memories of individual souls also fade with time,
shadows, often due to violent events tied to the archetype the most significant ones remain eternally preserved.
they represent. Occasionally, ancestral spirits can transform Despite the freedom of movement granted to all individual
into shadows. While the reasons behind this transformation souls, they often linger around places that hold personal
can be speculated upon (such as the destruction of the group significance to them.
they belong to), empirical conclusions are hard to reach.
Some individual spirits evolve into other types of apparitions,
All ancestral spirits can be categorised into four archetype such as energy vampires or possessors. Occasionally, an
groups, regardless of their origin. These archetypes reflect individual soul can become a vengeful spirit.
the predominant ways of life across thousands of years.
As these archetypes have evolved over the entire span of Summoning an individual soul requires knowing their name.
122
SORCERY
Sorcery is linked to Soul Attribute and the energy carried abilities does not consume Spellpoints and acquiring them
within this attribute. Sorcery enables interaction with the doesn’t increase the mage’s total Spellpoints.
afterlife – The Otherworld, creation of soul-infused objects,
Using a spell consumes Spellpoints according to the amount
healing, communication with the deceased, resurrection,
specified for that spell. Most spells cost 1 Spellpoint. This
and control over others’ psyche.
point is expended regardless of whether the spell’s use
However sorcery does not allow direct manipulation of succeeds or fails, signifying the mage’s expended energy. All
the physical world. The ability to conjure something out of expended Spellpoints are replenished when the mage gets 8
nothing, move objects through time or space, and similar hours of sleep (unless they possess abilities that shorten the
feats are beyond the scope of SAKE’s sorcery. In this regard, required rest time).
the power of SAKE’s sorcery is limited. The game can be
Although a mage gains Spellpoints when acquiring specific
played with players unaware of the existence of sorcery
spells, these points are not specifically tied to those spells. A
and The Otherworld, even though they are present. Sorcery
mage can utilize Spellpoints at their discretion.
remains invisible and primarily affects the soul.
Spells are divided into regular spells and rituals. Casting
Playing as a mage in SAKE carries a certain level of danger.
regular spells typically takes one combat round. On the other
Learning and practising spells may lead to madness, and
hand, performing rituals requires a longer period, usually
several spells require the use of narcotic substances, which
around 10 minutes. The duration for performing rituals is
can potentially lead to addiction.
usually specified in the ritual’s description.
Sorcery is divided into schools of magic. Some of the better-
known ones are Restoration, Necromancy, Beastmastery,
Astral Projection, Soulcraft, and Psychics, all of which are
Learning Sorcery
covered within this book. To learn sorcery, an oral or written source explaining the
specific spell or ritual’s functioning is necessary.
In the Asteanic world, practitioners of magic are referred to in
various ways: generally as sorcerers, witches, mages, wizards, If a mage has oral or written sources for learning a new
etc.; specific to their branch as healers, necromancers, etc.; branch or spell, they don’t need to roll anything. Meeting
and culturally as bird whisperers, azure warriors or assassins, the requirements of a spell means the mage is capable of
and so on. These terms don’t have a mechanical significance mastering it.
in the game. A person with the abilities of astral projection
Usually, a mage has a teacher to assist them in this process.
and necromancy might be called a necromancer, mage, azure
In major cities of the Asteanic world, there are high-tuition
assassin, shaman, etc. The way they are referred to depends
magic universities.
more on culture, lifestyle, profession, and the attitude of the
one addressing them. When learning abilities from the schools of Astral Projection,
Restoration, Necromancy, Soulcraft, or Psychics, a mage
might acquire a madness, as the abilities of these schools
Game Mechanics of Magic manipulate the soul and can potentially harm the mage’s
Initially, no character possesses any sorcery skills. To add personality.
these skills to the Character Sheet and acquire the first skill With each new ability learned (purchased), the mage must
ranks, the initial spell must be purchased. The prerequisites roll their Willpower against the highest skill requirement of
for obtaining the first spells are detailed under each school that spell. For instance, the Invisibility spell requires an Astral
of magic. Projection skill level of at least +12. This means the mage must
Using sorcery abilities, also known as spells, consumes roll 12 or higher on their Willpower to ensure the well-being of
Spellpoints. The total pool of a sorcerer’s Spellpoints their soul. If the roll fails, the mage acquires a madness. The
depends on their Willpower and the number of spells they specific madness is determined collaboratively by the player
are proficient in. and the GM.
Sorcery 123
% Result
Spellbooks can sometimes be found in black markets. The
cost of such books must be calculated individually. To do so Mage fails manipulating soul energy resulting
1-30%
add up the requirements of magic skill of each spell and then in a loss of 2d6 Soul HP.
multiply them by 5 to 30. This amounts to the price in GD. Mage fails manipulating soul energy resulting
31-40% in physical exhaustion. Mage is now tired and
Requirements Price -4 penalty applies to all rolls until they rest.
School of Magic
Multiplier Mage fails manipulating soul energy resulting
41-50%
Beastmastery 5 in a loss of 3d6 Soul HP.
Restoration 5 Mage accidentally summons a dead soul. Roll
Soulcrafting 10 d100% to determine who appears:
1-25% aggravated spectator
Astral Projection 20
26-50% aggravated ancestral spirit
Necromancy 20 51-60%
51-75% evil shadow who will attack the mage
Psychics 30 instantaneously
Example: The spellbook contains the rituals: Crafting a Soul- 76-100% aggrevated energy vampire,
infused item (requires Soulcraft +6) and Crafting an Amulet possessor or Rusalka.
(requires Soulcrft +8). The total Soulcraft requirement for these Mage loses all Spellpoints. To get them back,
61-65%
is 14. For Soulcraft spells, the cost is multiplied by 10, so the price they must rest.
of the book would be 140 GD. Mage fails manipulating soul energy resulting
66-70%
in 2d4 damage to Soul Attribute.
Problems Associated with Mage fails manipulating soul energy resulting
71-75% in change of personality. Roll Willpower
Using Sorcery against 15 or receive a new madness.
Mage fails manipulating soul energy resulting
Failing to Cast a Spell in a temporary gateway to The Otherworld. It
76-80% can be used to go through in physical form.
There can be serious consequences when a spellcasting Nothing guarantees a possibility of coming
fails. The risks of failed casting check applies to all schools back the same way.
of magic and Channelling as well. Only the Beastmastery
Mage’s soul gets pulled out of their body into
school is an exception to this risk.
The Otherworld. They can find their way back
More severe consequences due to a failed spell only become if the mage knows Astral Projection. They’re
81-85%
possible if a mage manages to roll a total of 0 or less during the in trouble if they don’t. (A necromancer
casting skill check. This can only happen when the character may be able to help the mage stuck in The
rolls a natural 1 during the casting attempt, following which Otherworld).
they roll the percentage dice to further subtract from their Mage’s activity grabs the attention of an
total roll: Otherworldling. The Otherworldling may opt
to disturb the mage in some other way than
% Result attacking, example:
1-50% Nothing happens Goblin or Boy of Menes may appear while
50-75% -2 86-95% invisible to steal something from the mage.
76-85% -5 Phoenix appears and starts a fire, then
disappears.
86-95% -10
A succubus chooses the mage as their rival
96% -15 and starts turning the mage’s students and
97% -20 companions against the mage.
98% -25 The mage’s actions draw the attention of
some rather unpleasant Otherworldling, who
99% -30
is interested in devouring the mage's soul
100% Instant failure or -40 96-99% or simply killing the mage. 1d4 rounds later,
The result could be that the casting roll ends up in negative a Mardus, Voole, Spectral Assassin, or some
numbers. If this occurs, the character must roll the percentage other unpleasant otherwordling arrives and
dice again to determine the exact outcome: attacks the mage.
Mage fails manipulating soul energy resulting
in permanent damage to their soul. Roll
100%
Willpower against 15 to not lose 1 Soul
attribute point permanently.
124
Madnesses Choosing Madness
Studying sorcery can quite literally drive a sorcerer to Madness can be chosen in cooperation between GM and
madness. When learning (buying) each new spell, the player or drawn by rolling d12.
mage must roll Willpower against the highest required
Skill Level. If the roll fails, the mage acquires a madness. Roll Madness
The specific madness is determined through collaboration 1 Blessing of Ezron
between the player and the GM.
2 Blessing of Diogenes
If a player purchases spells during character creation, they do 3 Detranic Wisdom
not need to roll for acquiring madnesses. This enables them
to start the game mentally sound and gradually descend 4 Heroin’s Despair
into madness through the study of magic. 5 Curse of Morpheus
Madnesses are recorded on the Character Sheet under 6 Ashlaruh’s Calling
personality traits. There’s a risk that madnesses can 7 Curse of Kamos
eventually fill up all available slots, as there are only ten. If all 8 Touch of Maat
slots are full, the mage must replace one of their personality
traits with a madness. This leads to a change in the mage’s 9 Geuladic Glow
personality. 10 Enigma of Mirage
If the mage also has pacts with lesser gods that require 11 Lugh’s Calling aka the Curse of Mist
adhering to taboos (also recorded under personality traits), 12 Drug Addiction
new madnesses will displace these taboos when there are
no more empty slots available. This could lead to the mage Blessing of Ezron
losing their Channelling abilities eventually.
Ezron, one of the Nightgods, embodies adventure, cunning,
Once all personality trait slots are filled with madnesses, music, Azure Warriors, revenge, and misfortune. He is one of
learning new spells becomes impossible. At this point, it’s the Five Godkings from the time when all Asteanic people
worth considering whether playing as a completely insane were sea elves.
character is feasible – the character has become utterly mad
Ezron is depicted as an Asteanic human, often with the
due to meddling with the Otherworld and soul energy.
attributes of an Azure Warrior (opium pipe, Soulbleed
One potential solution could involve seeking out a powerful weapon, astral projection).
psychic, the only one capable of curing madness. However,
Ezron is one of the most popular deities in the Asteanic
this cure comes at the cost of a permanent loss of Soul HP.
pantheon, surrounded by numerous myths that generally
Since madnesses are considered personality traits, paint him in a positive light. He is a clever adventurer
they also grant experience points (EXP) just like regular who resolves problems using cunning and deceit, avoids
personality traits or principles. If a madness becomes excessive bloodshed, and usually works for the well-
relevant during an event, the player notes it alongside the being of the Asteanic people and other gods close to him.
event description and gains 1 EXP. However, in some myths, Ezron’s efforts either fall short or
In the Asteanic world, most of madnesses are named after unintentionally go awry, thatswhy in Nightgods cult he is
the major deities of Asteanic nation, as each major deity is also portrayed as the father of vampires and a harbinger
associated with certain extreme personality traits. Therefore, of the end of the world. Even in the creation myth of the
reading about the madnesses helps both players and GM Asteanic people, he is portrayed more as a catalyst for the
understand how Asteanic culture perceives their major conclusion of the idyllic era in Divine Ocean rather than an
deities. The major deities themselves are inaccessible, impediment. These failures often lead Ezron to seek personal
lacking a physical avatar like the lesser gods. revenge, which also tends to end in failure in many myths.
The root cause of his misfortunes is often unrealistic goals
rather than outright foolishness.
A person blessed by Ezron is afflicted with an unrealistic
obsession that is generally unattainable. The blessing of
Ezron is relatively mild compared to other madnesses.
Drawback: The blessing of Ezron is written as a character’s
goal on the Character Sheet. The character must adopt an
unrealistic objective, such as becoming a god, becoming
the Emperor of the entire Ocean, proposing to Mirage (the
goddess), and so on.
Benefit: -
Sorcery 125
Blessing of Diogenes finds it extremely difficult to take any interest in others,
making it challenging to understand them. Social Skills -2.
Diogenes, the silent god of the Asteanic pantheon, belongs
Additionally, it’s very hard for them to divert their attention
to the second generation of gods. In various myths, he has
from their interests; their thoughts are always centered
different parents.
around their studies. Perception -2.
Diogenes is revered as the so-called god of technology.
Benefit: Detranic Wisdom adds a +2 bonus to one Intellect
Diogenes is credited with teaching shipbuilding, engineering,
skill.
and various other arts and crafts to humanity.
Detranic Wisdom can be taken twice, in which case the
Diogenes is depicted as a handsome man usually engaged in
penalties to Social Skills and Perception becomes -4, and the
work. According to the myth, after his romantic adventures
bonus to the Intellect skill becomes +4.
concluded (the most famous comedy in the Asteanic world
is: “Diogenes’s 12 courtships”), and Eudora transformed back This madness thus provides the opportunity to place
into the marble statue, he never left his workshop. Diogenes two failed madness check results in the same personality
is a god with whom no pact can be made; he exists only in trait box.
stories and is therefore even more unreal than other major
deities. Heroin’s Despair
Mage blessed by Diogenes seeks technological perfection in Heroin is a deity of healing, magic, medical science, chemistry,
everything, especially in arts and crafts. Such an individual and herbalism, but also of madness, revelry, alcohol, humour,
often withdraws into their workshop both physically and and narcotics. He is one of the Five Godkings from the time
mentally, which affects their social skills. when all Asteanic people were sea elves.
Drawback: -2 to Social Skills, as the blessed one finds it According to myth, Detraanos and Heroin discovered magic
difficult to focus in social situations. Their thoughts tend to hand in hand, but while Detraanos became a wise god,
gravitate towards their work. Heroin lost his mind from this discovery. In another myth,
Heroin went mad when Xergeros locked him in a chamber
Benefit: +1 to Metal, Stone and Woodwork, Textile and
filled with poisonous gases during the Asteanic creation
Leatherwork, Mechanics or Art.
myth.
Diogenes’ blessing can be taken twice, in which case the
Heroin is a recurring character in Asteanic myths. Often,
penalty to Social Skills becomes -4 and the corresponding
however, he is not directly linked to the main storyline or
craft or art bonus becomes +2.
myth but rather an addition, seemingly inserted for comedic
This blessing thus provides the opportunity to place two effect, whose actions do not bring the story closer to a
failed madness checks in the same character personality resolution but offer a humorous sidetrack.
box.
Though amusing and generally good-natured in character,
Heroin is predominantly associated with negative aspects in
Detranic Wisdom Asteanic society: drugs, dependencies, madness.
Detraanos is the deity of sorcery, considered the wisest of
Heroin’s Despair manifests as irrational paranoia. The mage
the gods. He is one of the Five Godkings from the time
believes that somebody reads their thoughts, spies are
when all Asteanic people were sea elves.
tracking them everywhere, or similar. Paranoia is always
According to the myth, Detraanos discovered witchcraft, connected to other people, and someone afflicted by
but it was his son Nygmata who shared it with humans. Heroin’s Despair suspects those around them.
Detraanos would have kept his wisdom to himself.
Drawback: The mage chooses the cause of their paranoia
Detraanos is, on one hand, the deity of all mages, and on and writes it in parentheses next to Heroin’s Despair.
the other hand, due to his secretive nature, his name is
Since someone suffering from Heroin’s Despair suspects
associated with the Detranic Police, an organization in the
everyone of being part of a conspiracy against them, they
empires that restricts and controls the use of magic.
find it extremely challenging to communicate normally with
Detraanos is considered a perfectionist who lives in them and understand their true motives, -4 to Social Skills.
solitude within a divine mage tower, where he writes, reads,
Benefit: Because an individual under the grip of Heroin’s
researches, experiments, and creates perfect magical items.
Despair is in a constant state of anxiety, anticipating an
An individual who has gained a portion of Detraanos’ wisdom attack against themselves, they are somewhat more vigilant
is focused on a specific field of knowledge that they now than others, +2 to Perception.
study. This focus is so intense that they might forget about
eating and sleeping. Human relationships hold no interest
for them; they prefer to think and act alone.
Drawback: The person enlightened by Detranic Wisdom
126
Curse of Morpheus Curse of Kamos
Morpheus is the son of the Nightgods Ezron and Mirage, but Kamos is one of the ancient Azzurian gods, worshipped
he does not belong to the main Asteanic pantheon, as he in the Asteanic motherland of Thefna before the Asteanic
lacks a necessary function for humanity. arrival. At present, it’s rare to find followers of Kamos from
Thefna.
Morpheus is the god of nightmares and the first vampire
(Child of the Night), thus more of a negative character. He It’s known that Kamos was the god of death and embalming
doesn’t have grand public temples dedicated to him, and he for the Azzurians, responsible for aiding souls on their
lacks a significant following; praying to Morpheus appears journey to the afterlife.
more as a curiosity than a serious endeavour.
The curse of Kamos is a severe madness, where a person
Someone who has lost the ability to sleep normally is believes themselves to be already dead. As a result, they
considered cursed by Morpheus. may cease all self-care activities such as eating, drinking, and
bathing. They become apathetic, and others must care for
Drawback: The cursed cannot sleep or rest properly, hence
their survival.
they are constantly fatigued: -4 to all rolls, Spellpoints don’t
recover, etc. To force themselves to sleep, they must roll Drawback: Ceasing all self-care activities has devastating
a Willpower check against DL 15 or use some potent (and effects on the physical body, even if friends and servants do
expensive) sleeping draught. Only by these means can their their best to help the afflicted person. -2 to Body Attribute.
Spellpoints recover and they can avoid the constant fatigue
Benefit: There are some positive aspects of being “dead”. The
penalty.
afflicted person’s strong belief in their dead status makes
Benefit: - them physically more resistant to harm.
When the character is wounded and has lost 50% of their
Ashlaruh’s Calling HP, they won’t suffer penalties to rolls (normally, there’s a -2
Ashlaruh is one of the ancient Azzurian gods – nature forces penalty to all physically demanding rolls). If 75% of their HP
worshipped in the Asteanic motherland, Thefna, before their are gone, the penalty is reduced to -2 instead of the usual -4,
arrival. Ashlaruh is a god of war, chaos, forests, and hunting, and if HP is 0, the penalty is -5 instead of the usual -10.
depicted as a human with a wolf’s head.
In today’s conventional religion, Ashlaruh has been cast Touch of Maat
aside; the bloodthirsty god of chaos lacks public temples or Maat is one of the main gods of the ancient Azzurians and
followers. modern Tauric people. Maat is the only god that still has
an active temple and a following today. In the northernmost
A sorcerer plagued by Ashlaruh’s Calling has an unnatural
city of the Asteanic empire, Ehnaiton, there is a large Maat
fascination with blood, entrails and causing physical harm
temple complex with a complex model of the Maat (a
to other living beings. A sorcerer afflicted with this madness
moving model of the solar system).
takes pleasure in inflicting physical pain on other people and
creatures, and concealing this urge may prove very difficult. Maat is a contradictory god. On one hand, they are a neutral
They may not perceive other people as spiritual beings but ruler of the afterlife (except for Divine Ocean), and on the
rather focus on their physicality. other hand, they are one of the Tauric end-of-the-world or
Mist gods. Maat’s domain includes deserts and wastelands,
Drawback: Under the calling of Ashlaruh, a sorcerer’s eyes
but also mathematics and other sciences. According to the
burn within their sockets, their gaze resembling that of a
ancient Azzurians, Maat was the god of the second sun (the
predator. In social situations, it becomes challenging for
Maat’s model of the solar system has two suns). However, the
them to comprehend people and communicate their desires
second sun cannot be seen in the sky.
to others without inducing fear or creating aversion. -4 to
Social Skills. The Touch of Maat affects all people who are resurrected as
the undead, but their soul retains living qualities (ageing and
Benefit: The sorcerer’s unnatural interest in Anatomy
requiring rest).
eventually leads to an increase in conventional anatomical
knowledge, +2 to Anatomy. Dying, moving to the afterlife, and being brought back as
the undead alters a person’s personality. The undead must
witness their own body decaying/drying, and they can never
again experience physical pleasures like good food, drink, or
touch. They may imagine the smell of their own decay or the
sound of maggots in their body. Over time, this experience
fills the undead or the sorcerer who takes on this madness
with envy and hatred toward all living things. They cannot
watch people enjoying life without wishing them death and/
or a similar fate. Those touched by Maat become merciless
and bloodthirsty towards all living beings, especially humans.
Sorcery 127
Drawback: The Touch of Maat is expressed as a character Enigma of Mirage
trait, which should be noted on the character sheet: Touch of
The Night Goddess Mirage is the deity of passionate love,
Maat (merciless towards the living).
eroticism, art, music, darkness, and secrets for the Asteanic
Additionally, due to their antipathy towards the living, those people. The masked goddess belongs to the first generation
touched by Maat find it more difficult in all social situations, of the Asteanic pantheon, being one of the Five Godkings,
-2 to Social Skills. and is both the sister and lover of Ezron in myths.
Benefit: - Mirage is a contradictory character in myths, at times willing
to sacrifice herself for the good of the Asteanic people and at
Cultural commentary: The Touch of Maat characterizes all
other times willing to sacrifice the entire Asteanic nation for
undead with a living soul within them. This is an additional
her own benefit.
reason to perceive necromancy as evil. A person who has
willingly returned to their own body and thus harmed no A sorcerer afflicted by the Enigma of Mirage lacks any
one else still becomes bloodthirsty and a danger to society. conscience and empathy. They tend to prioritize personal
desires and perceive world events as a struggle between
Geuladic Glow good and evil. As the end justifies the means, other people
Geulades stands as the first Asteanic war deity, being one of are merely tools for achieving goals.
the Five Godkings during the era when the Asteanic people Drawback: All Intellect skills -1, practical knowledge is only
were still water elves. important for manipulating people for a sorcerer with the
Geulades is portrayed as an arrogant and self-centred war Enigma of Mirage
god, holding himself in higher regard than others in terms of Benefit: Individuals with the Enigma of Mirage are skilled
wisdom, beauty, and prowess. In art, Geulades is consistently manipulators of people, Social Skills +3.
depicted as a man embodying the beauty ideals of the time.
Myths often paint Geulades as excessively self-assured, Lugh’s Calling aka the Curse of Mist
dismissing the counsel of the wiser, a trait that ultimately
Lugh is one of the Tauric Mist Gods. Lugh is the spinner of
leads to his downfall.
fate and the god of divination, and thus both feared and
An individual afflicted by Geuladic Glow similarly holds an highly respected.
exaggerated view of their own superiority. They perceive all
Tauric culture depicts Lugh as an old blind woman who spins
others as flawed sheep, driven solely by herd instincts and
the thread of destiny.
easily manipulated.
A person suffering from Lugh’s Calling cannot think of
As a person affected by Geuladic Glow, their self-perception
anything other than the Mist to the east of Tauria. They want
as the epitome of human perfection is unwavering, and they
to see it, feel it, and enter into it. It is difficult for them to
consider themselves the wisest of all. However, they may feel
concentrate and think clearly.
uneasy about certain physical imperfections and therefore
strive to enhance their appearance through increased Drawback: Person Cursed by Mist must make it their goal
training, enhanced makeup application, or honing their to go to the Mist – and write it at their Character Sheet. This
vocal or musical skills. doesn’t mean the player needs to immediately send their PC
to their doom, reasons can always be found for why it’s not
Drawback: Those with Geuladic Glow struggle in real-
the time yet. But the ultimate goal for the PC is now to go to
world social situations due to their distorted sense of
the Mist, where they will likely meet their end or transform
superiority. Convincing others and grasping reality becomes
into something else.
exceptionally challenging. This results in a -6 penalty to
Social Skills. In persuasion scenarios, this -6 penalty applies Additionally, the one afflicted by the Mist Curse has a -2
to all persuasion attempts, regardless of the skill used. penalty to Intellect Attribute.
Benefit: Individuals afflicted by Geuladic Glow may devote Benefit: The close connection to the Mist of the Otherworld
a significant portion of their daily routine to refining skills gives the character’s Soul Attribute +1.
associated with beauty. They gain a +3 bonus to Athletics,
Cultural commentary: In Tauria and Tserkeššia, a white-
Music or Art.
headed flower with transparent petals grows – the Astral Lily.
Cultural commentary: The Bodies of Geulades is a religious It’s possible to extract an essence from these flowers, known
warrior order dedicated to Geulades, striving for physical as Extract of Astral Lily, which can also cause the Curse of
beauty and perfect, aesthetically pleasing combat skills. Mist
These warriors often serve various Asteanic rulers as
mercenaries, proving to be formidable opponents on the
battlefield.
128
Drug Addiction
The constant use of drugs to enhance one’s magical abilities
has ultimately led to a simple addiction to them.
The player can decide whether their PC is addicted to a
specific drug or if any sufficiently potent drug will suffice for
their needs.
Drawback: As long as the mage can use their favorite drugs
daily, there is no direct negative impact from the addiction.
The problems arise from withdrawal symptoms, which occur
as soon as the addict goes one day without using drugs.
Mild addiction withdrawal symptoms impose a -2 penalty
to Precision and Intellect until the next dose is obtained.
Moderate addiction withdrawal symptoms impose a -2
penalty to Body, Speed, Precision, and Intellect until the next
dose is obtained.
Severe addiction withdrawal symptoms impose a -4 penalty
to Body, Speed, Precision, and Intellect until the next dose is
obtained.
Benefit: Addiction can be taken three times, in which
case the next level of addiction replaces the previous one.
This allows the addiction to accommodate three failed
madness check rolls in the same character trait box.
Additionally, it is possible to overcome addiction, but it’s very
difficult. To break free from addiction, the mage must make
4 Body rolls. The rolls are made over the course of a month.
For a mild addiction, four rolls need to be made against a
DL 10. For a moderate addiction, four rolls need to be made
against DL 15. For a severe addiction, four rolls need to be
made against DL 20.
If the mage successfully breaks free from addiction, their
character sheet will have the trait “former addict” along
with the level of addiction in parentheses. They will no
longer experience withdrawal symptoms. However, as soon
as they use drugs again, they will revert to being a regular
addict at the same level they were before.
Cultural commentary: Drug addiction is a sad fate for many
Azure Warriors who are completely dependent on drugs for
their craft. The sight of a powerful mage injecting themselves
with a dose of Glass, while lying amidst their own urine and
excrement, is a common reality in the Asteanic world.
Sorcery 129
Magic in the Asteanic World Even in the central areas of the empires, however, Detranic
control over magic usage has its limits. In Asteanic empires,
Magic is primarily the domain of the wealthier classes in the psychic powers and necromancy are prohibited branches
Asteanic world, as learning magic is expensive. Additionally, of magic and are not taught in major magic academies.
practising magic may require costly tools such as Soulbleed However, powerful rulers or nobles might show interest
weapons or Mirrors to the Otherworld. in these branches and secretly employ psychics and
necromancers. These individuals then train others in secret,
As a result, magical services are expensive and only the
forcing Detranic Police to constantly pursue unlicensed
wealthiest members of society can afford them. Magic
mages practicing forbidden magic.
cannot make crops grow faster, work be completed quicker,
resources transported more rapidly, or similar tasks. Instead,
Mages in Asteanic Society
magic allows for activities like travelling to the Otherworld,
reading thoughts, or rapidly healing battle wounds. Thus, Rulers are not only interested in prohibited magic. Most
in the agrarian Asteanic society where most people are mages in noble service are either Beastmasters or Astral
engaged in food or resource production, magic offers limited projectors. Beastmasters, often called Bird-Whisperers,
daily benefits to the general populace. ensure swift communication between rulers and their allies.
Astral projectors protect rulers from supernatural threats,
Due to the costliness of magic and its limited utility in
primarily from the Azure Assassins, who are assassins
everyday survival, there are very few mages in Asteanic
working in spirit form. Of course, healers are also highly
society (fewer than 1 per 500 persons). Most mages are either
valued. In any town resembling a city, there usually resides a
nobles or in the service of nobles, as the political castes gain
soulsmith capable of creating at least silver weapons.
the most benefit from the aforementioned magical abilities.
The rulers of the Asteanic empires employ the Imperial
Magic holds a similar role in most other societies across the
Mindpolice, an organization responsible for spying on both
Asteanic world, though there are some notable exceptions.
internal and external enemies, uncovering plots against
For instance, within the Gurge Windriders tribe, Soulcraft and
rulers, etc. This organization consists of psychics.
Beastmastery magic schools are so widespread that about 25%
of the adult population possesses at least some skills from one Originating from the South Thefna Marall sea region, the
of these magic schools. This prevalence is due to the lifestyle of notorious semi-official organization of the Azure Assassins,
the Windriders, whose survival relies on taming Single-humped known as the Azure Watch, has spread throughout the
Steppe Unihorn herds through magic, as these creatures are Asteanic world. The Azure Watch is no longer a single
inherently hostile. Additionally, the Windriders are in open organization but a collection of groups and syndicates
war with the local nature goddess known as the Northwind, operating under the same name, each in their own way.
resulting in them having access to materials for creating True Centuries ago, the Watch played a cruel yet crucial role in the
Otherworld Items and a need to protect themselves from the inter-house politics of the empire. As a neutral entity at the
electric attacks of Northwind’s daughters – the thunderbirds. time, it offered its services to all houses, preventing numerous
civil wars through secret assassinations. Back then, acquiring
Regulation of Magic Usage the services of the Azure Watch required a Writ of Silence,
justifying the need for secret assassinations and approved by
Powerful sorcerers can invisibly kill a person’s soul, causing
either the Temple of Divine Ocean, the Asteanic Imperial
a natural-looking death, alter and implant memories, and
Bank, Detranic Police, or the emperor themself. Today’s
bring the dead back to life.
Azure Watch groups accept a Writ of Silence confirmed only
The deeper a mage delves into their studies, the more likely by money. These organizations are no longer legal, even
their personality will change. The madnesses arising from though their presence might be overlooked in some places.
manipulating soul energy make the mage dangerous to
society. A powerful mage can eventually lose their empathy
and almost their entire humanity over time, believing
themselves to be superior to others. These mages can be
driven by obscure and potentially dangerous interests or
goals that might require breaking all societal norms and
rules to achieve. Such a powerful, deranged mage poses an
extreme danger to society.
As a result, central regions and large cities of the Asteanic
empires have the Detranic Police to issue licenses to mages,
keep track of them, and address issues arising from rogue
wizards. Establishing and maintaining such an organization
is extremely costly, so smaller nations, rulers of imperial
outskirts, and most other societies have to manage their
rogue wizards on their own.
130
Beastmastery Animal Language and Persuasion
Price: 15 EXP for the first time, 10 EXP for each subsequent
Beastmastery is the only school of sorcery placed under animal language
Instinct instead of Soul. Prerequisite: Instinct +2
Beastmastery deals with communicating with animals and Beastmastery check DL: To influence an animal, roll a
bringing them under one’s control. The fundamental skill of Beastmastery check against the animal’s Instinct check.
Beastmastery is understanding animal languages; only by Spellpoint cost: To influence an animal, 1 Spellpoint is
mastering the language of a specific animal can one attempt used. Gaining a new animal language grants an additional
to bring it under their control. Spellpoint.
Description: Grants the skill: Beastmastery (Instinct).
Beastmastery is quite common in the Asteanic world, as it
offers practical utility in everyday life. This skill has enabled Sorcerer learns the language of one type of animal. The
several cultures to integrate unusual and dangerous ability must be acquired again for each different type of
animals into their daily activities. For instance, some Tauric animal.
knights ride wyverns, Gurge tribes coexist with massive and
With the chosen type of animal, the sorcerer can communicate
aggressive Single-humped Steppe Unihorns, and Kali sea
without needing to roll dice. The sorcerer has also learned to
tribes employ Colossal Sea Turtles in naval battles.
influence this type of animal.
* – The benefits of psychotropic substances do not extend to
When communicating with animals, it’s important to note
the Beastmastery school of magic, except for the Concealment
that animal languages are very different from human
from Animals ritual, in which case they do apply.
languages, and exchanging complex information is nearly
** – In the context of Beastmastery, animals encompass all impossible. Animal languages are more primitive, and the
beings lacking attributes of Intellect and Soul, meaning that sorcerer must adapt when communicating. Additionally,
many fantasy creatures are also classified as animals. different animal languages vary. While terms like “nest”
are easily recognized as a home for many bird species, the
*** – Beastmasters do not manipulate soul energy, so they don’t
same concept might not be familiar to aquatic or nomadic
risk madness when acquiring new spells.
creatures. Animals also have a limited understanding of
Amount of Controlled Animals numbers, measuring quantities as: one, a few, many, and
Every Beastmaster can bend under their control as many very many. The Game Master will certainly have fun playing
animals as their Beastmastery skill level. All animals have the whales, ants and rats.
same coefficient, whether it’s an ant or a whale. This quantity To influence an animal, the sorcerer must roll a Beastmastery
can be increased by acquiring the Beastlord ability. check against the animal’s Instinct check. A successful roll
Beastmastery spells: ensures that the animal considers the sorcerer’s suggestion
Animal Language and Persuasion 15/10 EXP and carries out the sorcerer’s request. However, the sorcerer
can give only one command, and it shouldn’t involve a long
Beastmastery 10 EXP duration of action. For instance, commanding an animal to
Ritual: Concealment from Animals 10 EXP rear up and unseat a rider is appropriate, but commanding it
to travel 10 kilometres to a specific place and do something
Affinity to an Animal 5 EXP there, is not.
Language of the Family 20 EXP Animal persuasion works even when the animal is controlled
Affinity to the Family 10 EXP by another beastmaster. However, influencing the animal to
attack its controller or cause harm to them in any way isn’t
Ritual: Companion Breeding 10 EXP possible. If the original controller is present, they can verbally
Pass without Trace 10 EXP cancel any command given. Thus, influencing an animal in
such a scenario might not be very useful.
Ritual: Animal Enspiritment 10 EXP
Animals whose language the sorcerer knows are always
Beastlord 10 EXP friendly towards the sorcerer; they perceive the sorcerer as
one of their own.
The Game Master can set restrictions on how high the Instinct
must be to learn the language of a specific animal, especially
if it involves an unusual communication method, such as with
giant ants (a language with chemical components). There
should be no restrictions for animals that communicate
through gestures and simple sounds.
Sorcery 131
Beastmastery Language of the Family
Price: 10 EXP (Felines, canines, but also birds, marine mammals, reptiles, etc.
Prerequisite: Beastmastery +6 The concept of “family” is sometimes broader in SAKE than in
Beastmastery check DL: Against the animal’s Instinct check. traditional zoology. The GM can decide this, based on how
Spellpoint cost: 1 for each Beastmastery check. beneficial it is to specialize in a group of animals within the
game. For example, whether specializing separately in Laridae
Description: A sorcerer possesses the ability to exert their
(seagulls) and Columbidae (pigeons) is valuable enough to
will over animals whose languages they understand, and to
warrant them belonging to distinct groups.)
turn them into loyal companions.
Price: 20 EXP
To gain control over an animal, the sorcerer needs to either Prerequisite: Instinct +4, Beastmastery +12
show care towards the creature or find a way to subdue it. Description: The sorcerer gains the ability to communicate
The methods for taming an animal can vary based on the with all animals belonging to the chosen animal family as if
specific creature. Activities such as creating a nest for a they have learned the languages of each species.
bird, winning a confrontation, or providing food can aid in
the taming process. From a technical standpoint, taming This ability can be acquired multiple times for different
an animal involves two Beastmastery checks against the animal families.
animal’s Instinct check. The initial check is for persuading
the creature to cooperate with the beastmaster and grasp Affinity to the Family
their intentions. The second check is for taming the animal Price: 10 EXP
and establishing the pact between the beastmaster and the Prerequisite: Instinct +4, Language of the Family,
creature. Beastmastery +14
Beastmaster can also attempt to gain control over an Description: Beastmaster gains a special connection with
animal already controlled by another master. In this case, animals belonging to a chosen family, enabling them to
the original master’s Beastmastery skill level is added to the communicate and influence these animals with ease. All rolls
animal’s Instinct check. related to interacting with animals from this chosen family
receive a +5 bonus when made by the sorcerer.
A sorcerer can have as many animals under their will as their
Beastmastery skill level. This ability can be acquired multiple times for different
animal families.
Commands to animals are given verbally in the specific
language of each controlled animal.
Ritual: Companion Breeding
Ritual: Concealment from Animals Price: 10 EXP
Price: 10 EXP Prerequisite: Affinity to an Animal or Affinity to the Family,
Beastmastery +8
Prerequisite: Beastmastery +4
Description: Beastmaster gains the ability to breed
Beastmastery check DL: 20, or 15 if the animals the sorcerer
exceptionally powerful animal companions. A beastmaster
wishes to hide from are familiar to them, meaning they
who raises their animal companion from infancy gains 4
understand their language.
points to distribute among the creature’s Attributes and
Spellpoint cost: 1
60 EXP to allocate among skills and other parameters (HP,
Description: A Beastmaster can supernaturally conceal Reflexes etc) upon the creature reaching adulthood. These
themselves from animals. Creatures are unable to detect points are added to the species’ standard attributes.
the sorcerer’s scents or realize their proximity, even if the
sorcerer stands beside them. Technically, the sorcerer The beastmaster can only breed animals they have an affinity
becomes invisible to the animals. However, if the sorcerer with.
were to attack an animal or cause harm, the animals can The beastmaster can breed as many animals at once as they
make a Perception check against the sorcerer’s Beastmastery are able to control.
check to uncover their presence.
Technical commentary: To make this ability practically
This ability lasts for Beastmastery skill level x 10 minutes and useful in the game for the player portraying a beastmaster, it
requires a few minutes of preparation. is advisable to raise a young animal approaching adulthood.
Depending on the species, and with the GM’s agreement, the
Affinity to an Animal breeding process could take a few months to half a year.
Price: 5 EXP
Prerequisite: Beastmastery +6
Description: A sorcerer gains the ability to communicate
with and influence a particular type of animal with
exceptional ease. All checks involving interactions with this
animal species are made with a +5 bonus.
132
Pass without Trace with an Intellect attribute of -7 or higher might be capable
of learning and understanding human language, although
Price: 10 EXP
speaking it is highly unlikely for them.
Prerequisite: Beastmastery +4, Wilderness skills +4, Stealth
skills +4 Enspirited animal does not fear ghosts or otherworldlings
Beastmastery check DL: like ordinary animals do.
• Automatic within the home region (e.g., home forest).
• 10 in a similar environment to the home region.
Beastlord
• 15 in a different environment within the same climate Price: 10 EXP
zone as the home region. Prerequisite: Instinct +4, Beastmastery +12
• 15 in a similar environment in a different climate zone. Description: The Beastmaster can extend their control over
• 20 in a different climate zone and environment. a greater number of animals. With Beastlord Ability, the
Spellpoint cost: 1 for days travel beastmaster is capable of controlling twice as many animals
as their Beastmastery skill level.
Description: Beastmaster moves through nature without
leaving tracks, making tracing them in any way impossible. This ability can be taken multiple times, increasing the
Outside their home region, the sorcerer rolls their number of animals under the beastmasters’ control. For
Beastmastery skill to avoid leaving tracks. instance, a beastmaster who has acquired Beastlord two
times and has a Beastmastery skill level of +13 can control
Ritual: Animal Enspiritment 39 animals.
Price: 10 EXP
Prerequisite: Soul +4, Companion Breeding, Ritual: Transfer
of Soul Essence, Beastmastery +10, Restoration +12,
Metaphysics and Otherworld +6
Beastmastery check DL: To see and hear through the
animal’s eyes and ears, roll against 30 minus the number of
Soul HP within the animal.
No roll is needed during the breeding process for animal
enspiritment; the sorcerer presumably has enough time to
perform this ritual properly..
Spellpoint cost: 1 when utilizing the animal’s senses.
Description: Beastmaster creates a permanent spiritual
bond with the animal they have bred using the Companion
Breeding ability, enspiriting them by transferring some of
their Soul HP during the process. As a result, a fragment of
the sorcerer’s soul becomes intertwined with the animal.
The sorcerer can attempt to perceive the world through
the animal’s eyes and ears, while also having the ability to
telepathically command them without limitations.
The Beastmaster must allocate at least 2 Soul HP to the
animal; these Soul HP are only replenished if the animal dies
or if someone kills their Soul.
In the event of the sorcerer’s death, the enspirited animal is
set free and undergoes a transformation into an “Aalu,” an
animal possessing a Soul.
Attributes of the enspirited animal:
An enspirited animal gains the Attributes of Soul and
Intellect, which they previously lacked. The values of these
Attributes depend on the transferred Soul HP. Two Soul HP
correspond to one Attribute point for both Soul and Intellect.
Points are counted starting from -10. For example, if the
sorcerer sacrifices 16 Soul HP for the enspiriting, the animal’s
Soul and Intellect Attributes would be -3. These attributes
can be compared to those of a human. An enspirited animal
is significantly more intelligent, and one with a high Intellect
Attribute can perform intricate tasks. For instance, an animal
Sorcery 133
Astral Projection Spells of Astral Projection
Sixth Sense 10 EXP
Astral Projection is a magical school that enables the
soul to depart from the physical body. Permanent Sixth Sense 20 EXP
Astral Projection might not be the most widely recognized Ritual: Astral Projection 10 EXP
branch of sorcery; however, PCs should find it relatively Entering the Otherworld 10 EXP
easy to locate practitioners skilled in this art when they
Auxiliary Ability: Darkvision 10 EXP
take the time to search. Although some cultures within
the game world might remain unfamiliar with this Auxiliary Abilitie: Astral Projection with Soul-infused
branch, the majority of its inhabitants are acquainted item 10 EXP
with the concept. Many cultures that regulate sorcery
Manipulation of Physical Objects 10 EXP
through laws keep a vigilant eye on those who engage in
Astral Projection, as these individuals have the potential Flying 10 EXP
to become a significant threat to public safety.
Fast Flying 10 EXP
In practice, for a sorcerer to leave their physical body,
Invisibility 15 EXP
they must succeed in an Astral Projection skill check.
The level of difficulty for this check depends on the Animal Form 10 EXP
chosen method—whether it’s through meditation or
during sleep—with a baseline DL of either 30 or 20.
However, if the sorcerer aims to undertake the journey
with additional abilities, the check becomes more
challenging. For example, if they plan to exit their body
while carrying an extra Ability, such as Astral Projection
with a Soul-infused item enabling them to take a
Soulbleed weapon with, the required roll must overcome
a formidable DL of 38.
Naturally, a roll of 38 is challenging, even for a
powerful sorcerer. As a result, astral travellers
make use of aids to facilitate their endeavours.
The number of supplementary abilities they
intend to bring along determines the strength
of these aids. Two primary types of aids exist:
Mirrors to the Otherworld – crafted by skilled
soulsmiths, this magical mirrors serve as a
conduit between the Otherworld and the
material world. Depending on its potency, such
mirrors can augment the Astral Projection roll
by +2 to +6.
Narcotics – these substances are the primary
tools for enhancing the meditative state.
Weaker narcotic compounds, such as cannabis
or magic mushrooms, are relatively benign
for sorcerers to use. However, the benefits
they confer to the Astral Projection roll (+1
to +6) may fall short for a sorserer aspiring to
carry numerous Auxiliary Abilities. This is why
Azure Warriors (individuals who traverse the
Otherworld to eliminate targets and require
multiple supplementary abilities for success)
rely on considerably more potent concoctions.
One significant drawback of potent narcotics
is their potential for addiction. After all,
sorcerers are ordinary humans susceptible to
physical dependency, just like anyone else.
Notable examples of potent narcotics include
opium, Glass, and Skyblue.
134
Sixth Sense Ritual: Astral Projection
Price: 10 EXP Price: 10 EXP
Prerequisite: Soul +2 Prerequisite: Astral Projection +6
Astral projection or Necromancy check DL: 20 Astral projection check DL: 30 or 20 without any Auxiliary
Spellpoint cost: 1 Abilities. If you bring along any Auxiliary Abilities, the DL
Description: The sorcerer gains the skill of Astral increases.
Projection (Soul). Spellpoint cost: 1 plus the Spellpoint requirement of any
Auxiliary Abilities the sorcerer takes when exiting the body.
The spell itself grants the power to see and hear
Description: The sorcerer, as a soul, can leave the body but
ghosts and other otherwise invisible beings, such
cannot enter the Otherworld.
as invisible otherworldlings or Azure Assassins. The
sorcerer can also automatically discern whether This is the fundamental ritual for astral travellers, to which
something is a magical item or not. various Auxiliary Abilities can be added. To exit the body as
a soul, make a roll against DL 30. The sorcerer can use the
The ability lasts for ten minutes multiplied by the
Mirror to the Otherworld and psychotropic substances to
Astral Projection skill level. The roll is affected by
enhance their roll.
psychotropic substances but not by the Mirrors to
the Otherworld. The sorcerer can also exit the body during sleep; for this, they
must roll against DL 20. Prior to this, the sorcerer must fall
If this spell is used by a person who is otherwise
asleep and gain control over their dreams. To achieve control,
permanently blind, they can also see the souls of
they must roll Willpower against DL 20. If the sorcerer fails to
people (a sight denied to a regularly sighted person
gain control of their dreams or cannot exit the body, they will
even when closing their eyes). This unique feature
simply sleep peacefully until morning.
can provide blind individuals with significant
information about people that would otherwise be If the sorcerer returns to their sleeping body and wishes to
inaccessible. A person’s soul generally looks the way wake up, they must roll Willpower against DL 10, or they will
they envision themselves in their mind, including simply continue sleeping after returning. Exiting their body
aspects of their self-esteem and mental state. For through sleep cannot be influenced by the Mirror to the
example, a person with high self-esteem may appear Otherworld, but the benefits of psychotropic substances still
more beautiful, stronger, or larger than they actually apply.
are. In contrast, the soul of someone suffering from
SORCERER’S STATS IN ASTRAL FORM
depression may resemble that of a deceased person.
HP: Soul Health Points (SHP)
Permanent Sixth Sense Reflexes: Soul + purchased Reflexes
Price: 20 EXP Parrying: Reflexes + Astral shield + purchased
Parrying points
Prerequisite: Sixth Sense, Astral Projection or
Necromancy +10, Metaphysics and Otherworld Movement Calculate using Soul instead of Speed
+12 Speed Attribute and add Purchased Movement
Description: This makes the base spell Sixth Sense Speed
permanent. Attack: Weapon’s skill (Speed or Precision
replaced by Soul + abilities)
Azure Assassins, or Azure Warriors, are
Damage: Body replaced by Soul + Abilities +
warrior-sorcerers in Asteanic culture who
Soulbleed weapon plusses.
have weaponized the use of Astral Projection
magic. With the help of powerful substances Astral traveller does damage to a person’s Soul HP, not
regular HP. Regular armour has no Damage Reduction
like Skyblue, these warriors leave their bodies against this damage.
behind and fight as souls – wielding Soulbleed
weapons and utilising abilities only available to An unarmed astral traveller can strangle their opponent if
they have the Manipulation of Physical Objects spell.
ghosts, such as flying and becoming invisible.
A mage without that spell who has no Soulbleed weapon
As the cost of studying magic and acquiring can do no damage as a Soul.
the specialised equipment needed to become
Damage 20 or Astral Projection skill level (if it’s
an Azure Warrior is high, most of them belong
Reduction greater) against regular weapons.
to wealthy noble castes. However, they are
(DR):
seldom rulers themselves, as using the most
potent narcotic substances required for their Magical 0 against Soulbleed or silver weapons
powerful abilities can make them susceptible to Damage unless wearing astral armour which adds
addiction and madness. Many Azure Assassins Reduction 3, 6 or 9 points of MDR.
serve powerful rulers or offer their skills as (MDR):
assassins, albeit on the other side of the law. If the sorcerer is outside their body and resting in the human
world, their Spellpoints and Soul HP do not regenerate.
Sorcery 135
Entering the Otherworld Manipulation of Physical Objects
Price: 10 EXP Price: 10 EXP
Prerequisite: Ritual: Astral Projection, Astral Projection +8 Prerequisite: Willpower +4, Ritual: Astral Projection, Astral
Astral projection check DL: average 30, depending on the Projection +10
location the sorcerer wants to move between realms. Astral projection check DL: 20
Spellpoint cost: 1 for entering, 1 for exiting. Upon acquiring Spellpoint cost: 1 point for every 10 minutes multiplied by
this spell, the sorcerer gains one Spellpoint. the Astral Projection skill level. Activating the spell takes one
Description: The astral traveller, having exited their body, round, and the spell can be automatically extended without
can enter the Otherworld. wasting a round or requiring a roll. Extending the spell costs
one Spellpoint.
The roll is not affected by psychotropic substances but can
Description: The astral traveller’s soul is capable of
be influenced by the Mirror to the Otherworld.
manipulating physical objects in the human realm.
Note, that returning from the Otherworld to the human
This ability is particularly useful for sorcerers planning
realm also costs one Spellpoint, and the DL for the return
to become an Azure Warrior. Without this spell, an astral
roll is also an average of 30, meaning that returning may
traveller cannot manipulate any physical objects, meaning
not automatically succeed. In case of failed rolls, the astral
they cannot open doors or perform similar tasks. To go
traveller may become trapped in the Otherworld for an
through a door, they must move through the Otherworld.
extended period.
However, for a would-be assassin like the Azure Warrior,
Fortunately, Spellpoints and Soul HP regenerate in the such detours can result in the target’s escape or wandering
Otherworld the same way as in the human world: by resting aimlessly in the Otherworld.
for 8 hours.
This ability allows sorcerers to move objects, with the strength
of their soul determining their effectiveness. However, it
Auxiliary Ability: Darkvision
does not enable them to hold objects for an extended period
Price: 10 EXP since a sorcerer’s soul lacks physical attributes. Manipulation
Prerequisite: Ritual: Astral Projection consists of short-lived pushes, squeezes, or gusts of wind, in
Astral projection check DL: Adds 6 to the Astral Projection a sense.
check DL. The sorcerer’s soul still cannot use physical clothing, shields,
Spellpoint cost: Adds 1 Spellpoint to Ritual: Astral Projection armour, or weapons. Still, this ability grants them one
Spellpoint cost. physical attack – now they can physically strangle a victim.
Description: The astral traveller is capable of seeing in the
dark, albeit in black and white, but effectively as well as The roll is not influenced by psychotropic substances or the
during the day. Mirror to the Otherworld.
136
Fast Flying Animal Form
Price: 10 EXP Price: 10 EXP
Prerequisite: Willpower +8, Flying, Astral Projection +14 Prerequisite: Soul +4, Affinity to an Animal or Affinity to the
Astral projection check DL: 30 Family, Manipulation of Physical Objects, Astral Projection
Spellpoint cost: 2 points per Astral Projection skill level +12, Beastmastery +12
combat rounds. Activating the spell takes one round, and Astral projection check DL: 20 to undergo the
the spell can be extended automatically without wasting transformation.
a round or needing a roll. Extending the ability costs two Spellpoint cost: 1
Spellpoints. Description: When the sorcerer has left their body, they
Description: Similar to flying, but the astral traveller’s can assume the form of an animal they have specialized in.
Movement Speed is twice as fast as usual. They appear as a real animal, but in reality, they become a
Quasicorporeal Soul based on their Soul (Presence). While in
The astral traveller gains a +4 bonus to Reflex rolls during the
animal form, all of the sorcerer’s attributes, including attacks,
spell’s use, which also enhances the astral traveller’s Parrying.
movement speed, and so on, adopt the characteristics of
The roll is not affected by psychotropic substances or the the chosen animal. Additionally, the sorcerer’s Soul attribute
Mirror to the Otherworld. enhances a regular animal’s Body, Speed, and Precision. This
transformation makes the sorcerer far more powerful than
Invisibility an ordinary animal.
Price: 15 EXP The spell can be acquired multiple times to transform into
Prerequisite: Willpower +6, Ritual: Astral Projection, Astral different animals.
Projection +12
A sorcerer who has assumed the form of an animal possesses
Astral projection check DL: 24 the Presence attribute, which reduces their DR against
Spellpoint cost: 1 point per Astral Projection skill level regular weapons to 10, down from 20.
combat rounds. Activating the spell takes one round, and
the spell can be extended automatically without wasting When transforming into an animal and simultaneously
a round or needing a roll. Extending the spell costs one carrying a soul-infused item, the soul-infused item integrates
Spellpoint. into the animal. Although it cannot be used in animal form,
Description: In the human realm, the astral traveller’s soul is the soul-infused item remains present. As an exception, the
invisible, with the only sign of its presence being a shimmer protective bonuses of the Astral Armour are added, as if the
in the air. However, in the Otherworld, the soul remains animal is wearing armour.
visible as usual. Fortunately, in the Otherworld, all other When a sorcerer in animal form attacks, their attacks inflict
entities that can become invisible in the human realm also damage on the physical body. However, their attacks are
remain visible. considered silver weapons, enabling the sorcerer to harm
Thanks to invisibility, it becomes significantly more spirits as well.
challenging for attackers to strike the astral traveller
with weapons. Attacks with melee weapons against an
invisible opponent incur a -6 penalty (similar to fighting in
total darkness), while ranged weapon attacks against an
invisible foe incur a -18 penalty (hitting is only possible with
extremely good luck). If the attacker possesses the ability to
see the invisible in some way, this spell does not impose any
penalties. Most Otherworldly entities and all dead souls can
perceive the invisible.
An invisible character can engage in combat without
becoming visible.
The roll is not influenced by psychotropic substances or the
Mirror to the Otherworld.
Sorcery 137
Restoration
Restoration magic is based on energy transfer similarly to
Soulcraft. Restoration is expressed through techniques
such as acupuncture, massage, meditation, or similar
practices. When healing wounds, it often involves
stitching or bandaging the wound. Most healing rituals
take at least ten minutes to several hours. During the
healing process, the patient must relax and avoid
thinking too much. Meditation is also beneficial. A
sorcerer can even heal themselves by directing their
energy to the right place.
Restoration is the most well-known branch of witchcraft,
found among all cultures that have some knowledge of
magic. Generally, society views healers positively.
* – The benefits of psychotropic substances only add half
of their effects to Restoration, as the main component
of Restoration is giving away one’s own energy, and
psychotropic substances make energy transfer easier
but do not generate more energy.
** – The Mirror to the Otherworld has no use in
Restoration magic.
*** – Restoration can sometimes be utilized without
casting a specific spell, particularly when healing injuries
described in combat maneuvers. In these instances, it
consumes only 1 Spellpoint.
Restoration spells
Ritual: Healing 10 EXP
Ritual: Bone Mending 10 EXP
Ritual: Limb Transplantation 10 EXP
Fast Healing 10 EXP
Ritual: Transfer of Soul Essence 10 EXP
Ritual: Soul Bond 10 EXP
Ritual: Restoration of Soul Essence 10 EXP
Witch Doctor 15 EXP
Acupuncture 5 EXP
Ritual: Creation of Polong 15 EXP
Ritual: Creation of Ilomba 15 EXP
138
Ritual: Healing Ritual: Bone Mending
Price: 10 EXP Price: 10 EXP
Prerequisite: Soul +2 Prerequisite: Restoration +4
Restoration check DL: (see below) Restoration check DL: (see below)
Spellpoint cost: 1 Spellpoint cost: 1
Description: The sorcerer gains the skill: Restoration Description: The healer is able to speed up the healing of
(Soul) and becomes capable of healing physical injuries bone fractures and grow severed limbs back to the body.
and ailments. The healing ritual takes approximately 10 Bones usually heal in two months.
minutes, during which the sorcerer performs a chosen
action, such as acupuncture, laying hands, reciting Roll Result
calming verses, meditation, or similar practices.
Spellpoint is lost, but the patient doesn't
1-9
benefit from it.
Roll Result
The bone fracture will heal in one and a half
Spellpoint is lost, but the patient doesn't 10-14 months. During the next rest, one additional
1-9
benefit from it. HP is restored.
Healing cures level 1 Plagues. Through the The bone fracture will heal in one month.
healing ritual, 4 HP are restored. During Through the healing ritual, 4 HP are restored.
10-14 15-19
the following night, an additional 2 HP are During the next rest, two additional HP are
restored. restored.
Healing cures level 2 Plagues. Through the The bone fracture will heal in two weeks.
healing ritual, 8 HP are restored. During Through the healing ritual, 6 HP are restored.
15-19
the following night, an additional 4 HP are During the next rest, four additional HP are
restored. 20-24
restored. The reattached limb stays attached
Healing cures level 3 Plagues. Through the to the body (50% chance of not working or
healing ritual, 12 HP are restored. During functioning incorrectly).
20-24
the following night, an additional 6 HP are The bone fracture will heal in one week.
restored. Through the healing ritual, 8 HP are restored.
Healing cures level 4 Plagues. Through the During the next rest, six additional HP are
25-29
healing ritual, 16 HP are restored. During restored. The reattached limb stays attached
25-29
the following night, an additional 8 HP are to the body (25% chance of not working or
restored. functioning incorrectly).
Healing cures level 5 Plagues. Through the The bone fracture will heal in five days.
30 and healing ritual, 20 HP are restored. During Through the healing ritual, 10 HP are restored.
higher the following night, an additional 10 HP are During the next rest, eight additional HP are
30-34
restored. restored. The reattached limb stays attached
to the body (10% chance of not working or
functioning incorrectly).
The bone fracture will heal in three days.
Through the healing ritual, 12 HP are restored.
During the next rest, ten additional HP are
35-39
restored. The reattached limb stays attached
to the body (5% chance of not working or
functioning incorrectly).
The bone fracture will heal during the
next rest. Through the healing ritual, 14 HP
40 and are restored. During the next rest, twelve
higher additional HP are restored. The reattached
limb stays attached to the body and functions
perfectly.
Sorcery 139
Ritual: Limb Transplantation Roll Result
Price: 10 EXP
Spellpoint is lost, but the patient doesn't
Prerequisite: Ritual: Bone Mending, Restoration +14, 1-9
benefit from it.
Anatomy +6
10-14 Heals 2 HP
Restoration check DL: (see below)
Spellpoint cost: 1 15-19 Heals 4 HP
Description: The healer is capable of attaching a donor limb 20-24 Heals 6 HP
to the body. 25-29 Heals 8 HP
To replace a limb, the limb donor and the patient must have 30-34 Heals 12 HP
the same blood type. Determining the blood type requires 35-39 Heals 16 HP
a doctor’s laboratory and an Anatomy check with a DL of
20. The chance of two random individuals having the same 40 and
Heals 20 HP
blood type is 5%. higher
The limb donor must not have been dead for more than a Ritual: Transfer of Soul Essence
day, or their body must be frozen or preserved in some other
way. Price: 10 EXP
Prerequisite: Soul +4, Restoration +12
Roll Result Restoration check DL: (see below)
Spellpoint cost: 1
Spellpoint is lost, but the patient doesn't
1-29 Description: The sorcerer is capable of healing another
benefit from it.
person’s Soul HP through the transfer of their own Soul HP.
The limb is successfully connected to the
30-34 body. (50% chance of it not working or To transfer Soul HP, the healer and the recipient must be in
functioning improperly) physical contact, such as holding hands. The soul essence
transfer is a ritual that takes at least a couple of minutes. The
The limb is successfully connected to the
healer can transfer as many Soul HP as they wish, limited
35-39 body. (25% chance of it not working or
only by the number of Soul HP they possess.
functioning improperly)
The limb is successfully connected to the This ritual is also a foundational ability for many other spells
40-44 body. (10% chance of it not working or that require the sorcerer to transfer their soul essence to
functioning improperly) someone or something else.
The limb is successfully connected to the Additionally, the sorcerer can create Soul Essence potions,
45-49 body. (5% chance of it not working or which are healing elixirs that restore Soul HP. The sorcerer
functioning improperly) directs their Soul HP into a small bottle, where it appears as
50 and The limb is securely attached to the body and a mist. When people or otherworldly beings drink from this
higher functions perfectly. bottle, they restore their Soul HP.
Creating Soul Essence potions consumes the sorcerer’s
Fast Healing Soul HP, and there is a small chance that some of them will
Price: 10 EXP never be restored. Creating a Soul Essence potion costs 1
Spellpoint.
Prerequisite: Restoration +8
Restoration check DL: (see below) To create Soul Essence potions, the sorcerer rolls Restoration
Spellpoint cost: 1 to determine the potency of the Soul Essence they are
Description: The healer is capable of performing a small capable of creating. The sorcerer can choose to create a
energy transfer at a very high speed. To do this, the healer weaker Soul Essence potion.
must touch the person they wish to heal.
Fast Healing replaces one Attack in a Full Attack Action,
meaning that if a Full Attack Action does not provoke an
Attack of Opportunity, neither does this spell. Additionally,
this means that if the healer’s Full Attack consists of multiple
Attacks, they can use the Fast Healing ability multiple times
or use combination of healing and attacking within one Full
Attack Action.
This type of healing does not affect a person’s natural healing
rate or the rate at which wounds close. It is a simple energy
transfer that is suitable for use in combat situations.
140
Amount of Soul
Ritual: Restoration of Soul Essence
Roll HP the essence Cost in Soul HP Price: 10 EXP
restores Prerequisite: Willpower +6, Restoration +10
Creating the Soul Essence potion fails; the Restoration check DL: (see below)
1-19 sorcerer temporarily loses 2d4 Soul HP and Spellpoint cost: 1
wastes 1 Spellpoint. Description: The sorcerer is capable of replenishing their
12 Soul HP, Willpower Soul HP through meditation. Meditating for 10 minutes costs
check DL 6, or 1 Soul one Spellpoint and restores Soul HP according to the result
20-24 1d6+6 of the Restoration roll.
HP doesn't restore
permanently. Restoration is rolled separately for each 10 minutes of
16 Soul HP, Willpower meditation.
check DL 8, or 1 Soul
25-29 1d8+8 Roll Result
HP doesn't restore
permanently. 1-9 Spellpoint is wasted, Soul HP aren't restored.
20 Soul HP, Willpower 10-14 Restores 1 Soul HP
30 and check DL 10, or 1 Soul
1d10+10 15-19 Restores 2 Soul HP
higher HP doesn't restore
permanently. 20-24 Restores 3 Soul HP
25-29 Restores 4 Soul HP
Ritual: Soul Bond 30-34 Restores 5 Soul HP
Price: 10 EXP 35-39 Restores 6 Soul HP
Prerequisite: Ritual: Transfer of Soul Essence
40-44 Restores 7 Soul HP
Restoration check DL: To create the soul bond, the sorcerer
must roll Restoration against a DL of 20. If the other party 45 and
Restores 8 Soul HP
involved in the bond does not want to form the bond, they more
can roll Spell Resistance against the sorcerer’s Restoration The ability works only while in a physical body or as a
check. soul in the Otherworld!
Spellpoint cost: 1
Description: The sorcerer is capable of creating a bond Witch Doctor
between themselves and another person, meaning that all Price: 15 EXP
damage to Soul HP that one party of the bond receives is
Prerequisite: Ritual: Bone Mending or Fast Healing,
divided in half and shared with the other party. If the divided
Restoration +14
damage results in a fraction, it is rounded down, and the
Description: The character is exceptionally skilled in healing
fraction of damage transferred is lost.
arts. All their healing spells restore two more HP than
To create the bond, the parties involved must be in usual (unless the healing wouldn’t restore any HP at all).
physical contact for at least a few minutes. The soul bond is Additionally, bones and wounds heal twice as fast as they
permanent until either party decides to end it. The sorcerer would normally.
can end the bond instantly whenever they wish. The other
party can end it using the Priest ritual: Blessing. The priest Acupuncture
must roll Channelling against the sorcerer’s Restoration
Price: 5 EXP
check to end the bond. If the other party involved in the
Prerequisite: Medicine or Restoration +4
bond also possesses the Soul Bond ability, they can end the
bond instantly as well. Description: Using acupuncture needles in medicine or
healing adds +2 to Medicine and Restoration rolls. These
The soul bond has several uses. The sorcerer can use it to aid needles are inserted into nerve points, helping natural
a friendly azure warrior or, conversely, create a bond with a healing and aiding energy flow for healers.
foe and then harm themselves to inflict pain to them.
The Acupuncture bonus is not applied when binding a
wound, casting a Fast Healing spell, or using spells to heal
the soul.
Acupuncture needles are typically made of metal or bone
and are 6 cm long.
Sorcery 141
Ritual: Creation of Polong Ritual: Creation of Ilomba
Price: 15 EXP Price: 15 EXP
Prerequisite: Ritual: Transfer of Soul Essence, Restoration Prerequisite: Ritual: Creation of Polong
+20, Metaphysics and Otherworld +12 Spellpoint cost: 1 (This is a lengthy ritual, and each
Spellpoint cost: 1 (This is a lengthy ritual, and each bloodletting costs one Spellpoint.)
bloodletting costs one Spellpoint.) Description: The process of creating an Ilomba is exactly the
Description: A powerful sorcerer who possesses profound same as that of creating a Polong. The only difference is that
knowledge of the Otherworld and mastery over the art of the crafted Ilomba requires 8 sorcerers Soul HP instead of 4.
energy manipulation can bring forth a “life” of its own — the
The created Ilomba shares similar characteristics with
polong.
the Polong but is significantly smarter. The most notable
To create a polong, the sorcerer must sacrifice people with difference is that the Ilomba appears identical to its creator,
the intention of bringing it into existence. The sacrificed unlike the Polong.
individuals’ blood is collected in a barrel. Approximately 50
Ilomba is capable of speech and, as it understands the
liters of blood are needed for the ritual. Each time blood
sorcerer’s commands precisely as intended, this skill almost
is collected, the sorcerer must succeed in a Restoration
gives the sorceer the ability to be in two places at once.
check against DL 20 to ensure the blood absorbs the
When the Ilomba must make decisions on its own, it will
necessary energy. If any attempt fails, the energy is wasted,
likely make the same choices as its creator would have made.
as the enriched blood becomes mixed with regular blood,
rendering the entire concoction useless, requiring the If the sorcerer has the ability to telepathically command
process to begin anew. Finally, the sorcerer must imbue the zombies and wraiths, they can also telepathically control
blood in the barrel with 4 of their own Soul HP, which will their Ilomba and use this ability to see through the Ilomba’s
eventually give rise to the polong. These 4 Soul HP are not eyes.
restored until after the Polong’s death.
However, the sorcerer who creates an Ilomba faces a
If all goes as planned, the sorcerer must seal the barrel airtight significant danger. Similar to the Polong, the Ilomba desires
and wait. It will take seven months to a year before sounds of to taste its master’s fresh blood every month. If it doesn’t
movement emanate from the barrel, signifying the birth of get this, it will break free from its master’s control. The freed
the newborn polong. Within the next week, the barrel must Ilomba’s goal becomes to kill its creator and take over their
be opened, and the sorcerer must expose a vein, allowing place in the world.
the polong to suck their blood, inflicting 2d4 Damage. Only
Cultural commentary: This ritual is widely condemned in
through this act can the sorcerer acquire the polong as a
most cultures because of the killing of innocent people.
servant. Failure to do so will result in the ravenous polong
breaking free from the barrel, seeking sustenance and
wreaking havoc.
Once fed, the polong will calm down until it becomes hungry
again in another week. The polong must be nourished with
the sorcerer’s blood for three to six months until it reaches
maturity. At this stage, the polong will not speak but will
unquestioningly obey its master’s commands to the best of
its understanding. Now, the adult polong can feed on the
blood of others up to three times a month. However, once
a month, it must receive its master’s blood; otherwise, it will
become independent and escape.
The Polong’s Soul HP replenishes when it feeds on blood.
Cultural commentary: This ritual is widely condemned in
most cultures because of the killing of innocent people.
142
Soulcraft *** – The soulsmith is also a smith. To calculate the time needed
to craft a magical item, refer to the crafting skill described in the
Soulcraft is a moderately well-known branch of sorcery, and Skills and Abilities section. Based on these limits, we know that
it shouldn’t be very difficult to find such a sorcerer in most +1 magical item requires a skill level of +10 in metalworking, +2
realms. requires a skill level of +20, and +3 requires a skill level of +30.
Adding the magical aspect does not extend the time required
Soulcraft has two aspects: firstly, it allows the sorcerer to
for completion.
directly convert their soul’s energy into electricity, making it
the only branch of sorcery capable of inflicting direct harm If the item does not have a masterwork weapon or armour
in battle. Secondly, soul manipulation enables the creation base, crafting it takes approximately a week.
of various magical items like Soulbleed weapons. Soulcraft spells
Thanks to its practical and economically beneficial nature, Ritual: Soul binding 10 EXP
those skilled in this school of magic are usually respected
individuals in society. However, they are also feared, for they Ritual: Binding Soul as Electricity 15 EXP
possess the knowledge to create weapons that not only kill Infusing Pre-made Object with a Soul’s Electricity 10 EXP
bodies but also kill the soul.
Channeling Soul as Electricity 10 EXP
It should be noted that many cultures are unaware of the
Channeling Soul as Electricity II 15 EXP
existence of several items crafted by soulcrafters.
Shield of Electricity 15 EXP
Soulsmiths are sorcerers who infuse a portion of their soul
into the item and create magic items through this unique Ritual: Crafting a Soul-infused item 15 EXP
process. There are two ways to archive this.
Ritual: Using another’s Soul 10 EXP
The first and simpler method, which produces more potent
Ritual: Crafting an Amulet 10 EXP
results, involves storing the soul during the item’s crafting. It
is a ritualistic and meditative practice that may require some
aid from hallucinogens, though nothing too strong; even
simple mushrooms can suffice, as the sorcerer must retain
the ability to craft the item. This is the process used to create
Soulbleed weapons.
The second method involves taking a finished item and,
through meditation, forcing part of one’s soulenergy into it.
Here, a stronger hallucinogen may be used.
During the work, the soulsmith forms a spiritual bond with
the item, which feels like an extension of their own limb
during the process. This bond typically ends when the work
is completed.
Technically, the soulsmith spends a portion of their Soul
Health Points for each creation. Depending on the complexity
of the item, these points may or may not regenerate.
Generally, the loss of Soul HP is permanent. In a literal sense,
the soulsmith forges their soul into currency.
* – The soulsmith cannot create an item more potent than their
available Soul HP. They must always keep at least 1 Soul HP. For
example, if a sorcerer has 24 Soul HP and attempts to create a
magical item worth 27 Soul HP, they cannot do so. They can
create an item worth 23 Soul HP or less.
** – The soulsmith can add the benefits of psychotropic
substances to their Soulcraft rolls. However, this is subject to
limitations, as they must remain capable of performing real
smithing work during the process and not merely slip into a
stupor.
Sorcery 143
Ritual: Soul binding Ritual: Binding Soul as Electricity
Price: 10 EXP Price: 15 EXP
Prerequisite: Soul +1, Willpower +2, some crafting or Art Prerequisite: Ritual: Soul binding, Soulcraft +4
skill at least +10 points (preferably blacksmithing if you want Soulcraft check DL: (see below)
to craft weapons), Metaphysics and Otherworld +4. Spellpoint cost: 1
Soulcraft check DL: - Description: The sorcerer is capable of creating weapons
Spellpoint cost: 1 and arrows that deal electrical damage (but not bullets for
Description: Grants the skill: Soulcraft (Soul). firearms). The sorcerer can create both permanent Lightning
blades and temporary electrical weapons with only one
The sorcerer is capable of forging Mirrorplate armours and
charge - the weapon or arrow inflicts electrical damage
various silver weapons. The sorcerer must craft the item
for one Attack. Usually, melee weapons are permanent
themselves; apprentices can only assist in menial tasks.
Lightning blades, while bolts and arrows are temporary
Other types of plate armour can be made into mirrorplate ones, as they are prone to disappear or break during use.
armour, not just the classic Asteanic Mirror armour (which
Electric weapons contain a small amount of copper or
has DR 6 and Magical DR 2). In such cases, an additional cost
silver (metals with excellent electrical conductivity). Electric
of 150 gold pieces is added to the armour’s price, and its
weapons can also be silver weapons, in which case an
Magical DR is always 2. The time to craft the plate armour is
additional cost of 50 gold denari is added, and a separate roll
extended by 150 gold pieces (see formula under craft skill
for Soul HP loss is performed for creating the silver weapon.
descriptions).
Electrical weapons must be on a metal weapons.
Half of the weight of a silver weapon consists of silver. The
Lightning blades do not have to be masterpieces, but
cost of a regular weapon is increased by 50 gold pieces.
they can be. In such cases, the additional damage from
Silver bullets are entirely made of silver. One silver bullet the masterpiece is added to the Lightning blades damage,
weighs 10g, equivalent to 4 silver coins. In other words, a creating a very powerful weapon.
soulsmith can cast 10 silver bullets from forty silver coins. 10
Lightning blad cannot be a Soulbleed weapon at the same
bullets typically cost 6 gold pieces.
time.
Silver arrows contain the same amount of silver as silver
There are five levels of permanent Lightning blades, which
bullets, but the arrowheads contain steel, making their
add 1d4, 1d6, 1d8, 2d6, or 2d8 Damage to the weapon.
crafting more complicated than casting bullets. 10 arrows
Temporary lightning weapons have three levels, adding 1d4,
typically cost 8 gold pieces.
1d6, or 1d8 Damage to ammunition.
To craft a Mirror armour, silver weapon, 10 silver bullets, or
Normal armour does not provide any Damage Reduction
silver arrows, the soulsmith temporarily spends 10 Soul HP.
against the damage from an electrical weapon, which is
The soulsmith must roll Willpower against DL 5, or 1 Soul HP
delivered as an electric shock. Only astral armour offers
will be lost permanently.
protection, to the extent that its Magical Damage Reduction.
The number of times the ability can be used is limited by the Mirror armour offers Magical DR 2.
crafting time and the expenditure of Soul HP. Silver weapons
Electricity damages Quasicorporeal and Corporeal
and Mirrorplate armours can be but do not have to be
otherworldlings and souls (unless they are specifically
masterpieces.
immune to it), but not Ethereal otherworldlings or ghosts.
The sorcerer first makes a Soulcraft roll, and then the power
level of the Lightning blades the sorcerer is capable of
creating is determined. The sorcerer can always decide to
create a less powerful Lightning blades than the roll would
allow.
In the table below, the needed Soulcraft roll, the type of
the resulting Lightning blade, temporary Soul HP loss, and
the roll not to lose any Soul HP permanently are presented.
When creating Lightning blades, there is a chance that the
soulsmith does not permanently lose any Soul HP, even for
the most powerful weapons.
144
use more potent psychotropic mixtures since their hands
Types of electric
Roll Price of Soul HP need not be steady for crafting.
weapons
While the sorcerer cannot forge a weapon that is both a
4 Soul HP. Willpower
Temporary Soulbleed weapon and a Lightning blade simultaneously,
19 and check against DL 4 or 1
electrical this ability allows them to add temporary electric damage
less Soul HP will not recover
weapon +1d4 to a Soulbleed weapon, which only works as long as the
permanently.
Soulbleed weapon remains in its physical state.
6 Soul HP. Willpower
Temporary Table: Soulcraft check, type of Lightning blade created,
check against DL 6 or 1
20 electrical temporary loss of Soul HP, and the check to avoid
Soul HP will not recover
weapon +1d6 permanently losing Soul HP.
permanently.
Temporary Types of electric
electrical 10 Soul HP. Willpower Roll Price of Soul HP
weapons
weapon +1d8 check against DL 8 or 1
25 19 and
or permanent Soul HP will not recover Energy transfer fails.
Lightning blade permanently. less
+1d4 4 Soul HP. Willpower
Temporary
12 Soul HP. Willpower check against DL 4 or 1
Permanent 20 electrical
check against DL 8 or 2 Soul HP will not recover
30 Lightning blade weapon +1d4
Soul HP will not recover permanently.
+1d6
permanently. 6 Soul HP. Willpower
Temporary
14 Soul HP. Willpower check against DL 6 or 1
Permanent 30 electrical
check against DL 8 or 3 Soul HP will not recover
35 Lightning blade weapon +1d6
Soul HP will not recover permanently.
+1d8
permanently. 10 Soul HP. Willpower
Temporary
16 Soul HP. Willpower 40 and check against DL 8 or 1
Permanent electrical
check against DL 10 or 4 higher Soul HP will not recover
40 Lightning blade weapon +1d8
Soul HP will not recover permanently.
+2d6
permanently. Quickly crafted temporary lightning blades cost the same
20 Soul HP. Willpower as self-forged temporary lightning blades. The price of
Permanent
50 and check against DL 12 or 5 items is not so much determined by the work time as by the
Lightning blade
higher Soul HP will not recover danger involved in the crafting process (the possibility of
+2d8
permanently. permanently losing Soul HP).
The Lightning blade inflicts damage only upon hitting the
target. Additionally, by discussing with the GM, you may use
Channeling Soul as Electricity
this ability to create various traps, such as a metal plate that Price: 10 EXP
delivers an electric shock when stepped on. Prerequisite: Soulcraft +2
The cost and further description of magical items can be Soulcraft check DL: 12
found in the Equipment chapter. Spellpoint cost: 1 point per Attack. If the sorcerer has
multiple Attacks in Action, they can use this spell multiple
Infusing Pre-made Object with a Soul’s times. This Attack is part of a Full Attack Action.
Electricity Description: The sorcerer is capable of channelling spiritual
energy into their hands and transmitting it as an electric
Price: 10 EXP shock upon touch. Such an electric shock deals 1d4 +
Prerequisite: Willpower +6, Ritual: Binding Soul as Electricity, (Soulcraft skill level/2) Damage. The sorcerer can also deliver
+10 the shock through a sword or any other all-metal weapon
Soulcraft check DL: (see below) strike. If the Soulcraft check is lower than 12 or the Attack roll
Spellpoint cost: 1 fails, then the energy is simply wasted.
Description: The soulsmith is capable of rapidly creating Conventional armour does not protect against electrical
temporary lightning blades. In a single Action, the sorcerer damage. Only Astral armour provides as much protection as
channels their energy into a weapon or object, transforming it has Magical DR.
it into a temporary lightning blade.
Electricity damages Quasicorporeal and Corporeal
The sorcerer first makes a Soulcraft check to determine otherworldlings and souls (unless they are specifically
the strength of the lightning blade they can create. When immune to it), but not Ethereal otherworldlings or ghosts.
transferring energy into pre-made objects, the sorcerer can
Sorcery 145
Channeling Soul as Electricity II Ritual: Crafting a Soul-infused item
Price: 15 EXP Price: 15 EXP
Prerequisite: Channeling Soul as Electricity, Soulcraft +8 Prerequisite: Soul +2, Willpower +4, Soulcraft +6
Soulcraft check DL: 18 or higher, opposed by the opponent’s Soulcraft check DL: (see below)
Reflexes roll. Spellpoint cost: 1
Spellpoint cost: 2 points per Attack. If the sorcerer has Description: The sorcerer possesses the ability to create
multiple Attacks in an Action, they can use this spell multiple soul-infused items, which contain fragments of the sorcerer’s
times. This Attack is part of a Full Attack Action, replacing own soul. Astral travellers can extract these soul fragments
one Attack. from the items and venture into the spirit world with them.
Description: The sorcerer is capable of channelling spiritual
The process begins with the sorcerer making a Soulcraft roll
energy into their hands and transmitting it as an electrifying
to determine the potency of the soul-infused item they can
shock similar to lightning. This electric shock deals 1d8
create. The sorcerer has the option to create a less potent
+ Soulcraft skill level Damage. The shock can reach up to
item to preserve more Soul HP. For Soulbleed weapons and
a distance of 30 meters. To successfully land the Attack,
Astral armours, the sorcerer’s blacksmithing skill sets a limit –
the sorcerer must make a Soulcraft check opposed by the
Soulbleed weapons and Astral armours cannot have a higher
opponent’s Reflexes check. If the roll is less than 18 or the
bonus than the masterwork it is based on.
Attack roll fails, the energy is simply wasted.
Conventional armour does not protect against electrical Temporary loss of Soul
Soulcraft Types of soul-
damage. Only Astral armour provides as much protection as HP, and permanent loss
check infused items
it has Magical DR. of soul HP
Electricity damages Quasicorporeal and Corporeal Temporarily, the
otherworldlings and souls (unless they are specifically Mirror to the sorcerer loses 10 Soul
Up to 24
immune to it), but not Ethereal otherworldlings or ghosts. Otherworld +2 HP and an additional 1
permanently.
Shield of Electricity Soulbleed
Price: 15 EXP weapon or
Temporarily, the
Prerequisite: Channeling Soul as Electricity, Soulcraft +12 Astral shield +1,
sorcerer loses 12 Soul
Soulcraft check DL: 20 25 Mirror to the
HP and an additional 2
Otherworld +4,
Spellpoint cost: 2 permanently.
Soul-infused
Description: The sorcerer unleashes the energy within tools.
themselves, causing electricity to crackle on their skin.
Anyone who touches the sorcerer will receive an electric Mirror to the
Temporarily, the
shock. Touching or attacking the sorcerer with a metal Otherworld +6,
sorcerer loses 14Soul
weapon inflicts 1d4 + (Soulcraft skill level/4) Damage. 30 Soulshackles +2,
HP and an additional 3
Astral armour
Spell lasts for as many rounds as the sorcerer’s Soulcraft skill permanently.
(Magical DR 3).
level. Activating the ability takes whole Action.
Temporarily, the
Soulbleed
Additionally, the sorcerer becomes immune to all electrical sorcerer loses 16 Soul
35 weapon or Astral
attacks. On the contrary, electrical attacks against the HP and an additional 3
shield +2.
sorcerer have the opposite effect, extending the duration permanently.
of the energy shield. Each electrical attack that reaches the Temporarily, the
sorcerer extends the energy shield’s duration by 10 rounds. Soulshackles +4,
sorcerer loses 18 Soul
40 Astral armour
Normal armours do not provide any protection against HP and an additional 4
(Magical DR 6).
electrical damage. Only Astral armours offer as much permanently.
protection as their Magical DR. Temporarily, the
Soulbleed
Electricity damages Quasicorporeal and Corporeal sorcerer loses 20 Soul
45 weapon or Astral
otherworldlings and souls (unless they are specifically HP and an additional 5
shield +3.
immune to it), but not Ethereal otherworldlings or ghosts. permanently.
Temporarily, the
Astral armour
sorcerer loses 22 Soul
50 (Magical DR 9),
HP and an additional 5
Soulshackles +6.
permanently.
The cost and further description of magical items can be
found in the Equipment chapter.
146
* – The sorcerer has the chance to regain permanently lost Soul magical items, up to the number of their Soul attribute
HP if the soul-infused item is destroyed. To achieve this, the points, which will affect them simultaneously. If their Soul
sorcerer must roll Willpower against a DL of 10 + the number attribute points are less than 0, then only one item can be
of lost Soul HP. worn.
** – Soulbleed weapon’s physical masterwork bonus must After the sorcerer performs a Soulcraft check, the level of
match the magical Soulbleed bonus, i.e., a Soulbleed weapon potency for the magical item they can create is determined.
+2 must also be a regular masterwork weapon +2. Same with The sorcerer has the option to craft a less powerful item to
shields. prevent excessive loss of Soul HP.
Sorcery 147
GODS, RELIGIONS, AND CHANNELING
In the Asteanic world, there are many gods and various Lesser Deities
religions. Most of the world’s religions are polytheistic. There
are also monotheistic religions, but even they acknowledge Lesser deities are actual beings in the game to whom the
the existence of powerful Otherworldly beings. Arguing with Game Master can assign Health Points, Skills, and Abilities.
reality is just pointless. All lesser deities belong to a certain deity class or portfolio,
Most cultures consider all Otherworldlings as gods or which determines the spells that can be acquired by a priest
some aspects of their gods. This means that characters may who enters into a pact with them. The classes of lesser deities
sometimes enter a temple where an Otherworldly being is are wind deities, water deities, forest and earth deities,
worshipped and/or kept forcefully. mountain deities and ancestors.
Most cultures, despite worshipping different gods, do not Every lesser deity possesses a unique physical form, often
engage in religious conflicts with other cultures. Conflicts based on an Otherworldling. Since lesser deities exist in
primarily arise within cultures, such as disputes within the the realm of reality, their influence on people and the
Asteanic religion over concepts of Collective Spirit and surrounding world is generally more noticeable compared
Reincarnation. to major deities. However, this influence is limited to the
regions where they reside or rule as nature deities.
Gods are divided into two types: major deities and lesser
deities. Establishing a pact with lesser deities necessitates initial
contact with them, which can be achieved through a
Major deities are associated with larger, overarching Theology Ritual: Prayer (only effective when the character is
concepts, such as the god of death, the god of trade, the in the same region as the deity) or physically seeking out the
god of the sea, or the god of war. Lesser deities, on the other deity.
hand, are either nature gods linked to specific locations,
like the god of that lake, forest or swamp, or ancestor-gods To formalize a pact, a priest must fulfil the task assigned
associated with specific human groups, such as our tribe’s by the lesser deity and adhere to the lesser deity’s taboo
ancestor god or the ancient god-king of this city, and so on. or principle which has to be written on the character
sheet. Tasks set by lesser deities are typically less complex
Major Deities than those imposed by major deities.
Priests have the capacity to enter into pacts with up to ten
Major deities are characterized by their elusive nature to
lesser deities, as each new contract requires the adoption of
humans. There is no specific place where they reside, no
one of the deity’s principles or taboos, and characters can
clear understanding of their appearance, and no direct way
possess a maximum of ten principles and other personality
to communicate with them. Therefore, their nature is largely
traits.
the domain of theological debates.
Each contract includes a selection of spells specified in the
Major deities have avatars in the human world or Otherworld,
descriptions of the lesser deity portfolios that the priest can
otherworldly totemic beings through whom priests can
purchase after formalizing the pact.
make pacts with them by fulfilling their tasks.
Suggestions for lesser deity taboos are provided, although
One can make pacts with as many major deities as they
the Game Master and player can collaboratively devise any
wish, as pacts with major deities do not come with any
taboos they prefer.
taboos that need to be written on the character sheet. To
make a pact, one must summon the major deity’s totemic Should a priest breach a lesser deity’s taboo, there is a
being or visit a sacred place where a major deity’s totemic 50% likelihood that they will forfeit the spells bestowed
being resides. The totemic being assigns a task to the priest. by that deity and must seek reconciliation.
These tasks are complex, and completing one task can be a
Keep in mind that if a character really wishes to establish
whole adventure. Some examples are listed with each major
pacts with ten deities, they won’t have the capacity to
deity, but it’s better for the game master to come up with
accommodate any extra personality traits, principles, or
tasks depending on the course of the game. Completing a
goals, as the total count of these elements cannot exceed
task allows the priest to purchase spells offered by the major
ten.
deity, listed in the major deities’ descriptions. Completing a
task does not grant any spells for free.
Since direct communication with major deities is impossible,
questioning religious dogmas from them is also impossible.
Therefore, a priest can relate to their religion’s major deities
quite freely without losing their spells.
148
Playing a Priest The third group of spells comes from contracts with major
deities, which can be made by receiving tasks from and
To use priest spells, a PC must purchase the skill: Channelling, fulfilling them for the major deity’s totemic creature. Spells
which is not initially present on the Character Sheet. received from major deities are powerful, and acquiring
Channelling is an Instinct skill. them requires significant effort to please the deity. Once a
contract with a major deity is established, it never breaks.
However, characters can forge contracts with gods without
possessing this skill. For instance, if they plan to become a Additionally, there are theology rituals that do not require
priest later or wish to earn favour with a local nature deity the Channelling skill at all.
through a contract.
There are two ways to acquire the Channelling skill:
1. Purchasing Theology Ritual: Prayer
2. Purchasing Self-Powered Spell: Divine Aid
Technically, Channelling works the same way as other magic:
the priest selects a spell to cast, makes a Channelling check
as indicated in the spell description, and the spell consumes
Spellpoints.
Both Channelling spells and mage’s spells share the same
pool of Spellpoints. If a character purchases both Channelling
spells and spells from magic schools, the Spellpoints from
both sources are combined. Spellpoints regenerate every
morning after 8 hours of rest.
Just like with other types of magic, a priest faces consequences
if their Channelling check results in a roll of 0 or less.
Channelling Spells
Channelling spells, like other forms of magic, are divided
into spells that can be cast as one Action or are part of a Full
Attack, and rituals that take approximately ten minutes to
perform.
In addition, priest spells are categorized into three groups, all
utilizing the Channelling skill:
The first group consists of Self-Powered spells. These
abilities are not specifically linked to any particular deity,
meaning they can be acquired even without forming a pact
with a god. Characters can attribute increased strength or
a more potent strike to a deity, but in reality, it’s their own
faith and soul’s energy at work. These spells only affect the
priest and do not influence anyone else without additional
abilities.
The second group of spells originates from contracts with
lesser deities. These spells can influence the external world
more realistically than other magic. These contracts are tied
to a lesser deity, and the priest channels the world-altering
energy of that deity. A priest can form contracts with up to
ten lesser deities, but in return, they must perform deeds for
the deities and embrace the taboos or principles of those
deities. Breaking a lesser deity’s taboo may result in the
contract breaking (50% chance). Additionally, it is possible
to kill lesser deities, in which case priests lose their spells.
Asteanic Waterburial
150
But in general, their religion is quite tolerant of other faiths. The view on ancestor spirits also varies. While they may not
They recognize other nations’ gods as local deities, and when have succeeded in uniting with the Collective Spirit, they are
they settle in foreign lands, they also worship them. Only the believed to remain in the Otherworld to support and guide
monotheistic beliefs are foreign and incomprehensible to future generations.
them. In most Asteanic nations, the Concept of Collective Spirit
While Asteans generally offer animals or material goods as is prohibited, and its practitioners are actively pursued by
sacrifices, it’s not unheard of for a human to be offered as temples and theologians. However, it is relatively easy to
a sacrifice before significant military campaigns or other conceal this belief since it is not directly observable, except
extraordinary events. However, this tradition has almost died for the burial traditions.
out, as many Astean people no longer tolerate this brutal
tradition.
Asteanic polytheism and the priesthood of the Temple of the
Divine Ocean support a complex, multi-caste social hierarchy
through traditions and myths.
However, a deep rift exists in Asteanic culture when it comes
to beliefs about the Concept of Collective Spirit and the
Concept of Reincarnation. Both concepts acknowledge
the same gods, but the central dispute revolves around
what happens to the soul after death, leading to significant
differences in their approach to traditions and the world.
Most Asteans believe in the reincarnation as water elves,
a cornerstone of the Asteanic religion since its inception.
Believers of the Concept of Reincarnation view themselves as
superior to other nations, as only an Asteanic person can be
reborn as a water elf when a proper waterburial is performed.
As you can imagine, this raises the question of what happens
if one parent is not Asteanic? This has led to complex debates
among believers in reincarnation on whether the soul comes
from the mother, the father, or both. Among the common
people, there is a belief that one Asteanic parent is sufficient.
Additionally, believers in reincarnation regard ancestor
spirits in the Otherworld as beings who failed on their life
journey, not achieving rebirth, and becoming trapped in
the spirit realm. Hence, the veneration of ancestors is not
prevalent among them. Why worship a failed ancestor?
Supporters of the Collective Spirit Concept believe that
after death, the souls of all the world’s people unite into one
great Collective Spirit, from which all the world’s souls were
originally drawn. This belief has led them to feel more equal
to other nations, and they do not see intermarriage with
foreigners as taboo.
There is also a significant difference in burial customs.
Collective Spirit believers advocate cremation because they
believe it helps the soul move on more effectively. The ashes
are either interred in a necropolis with an urn or scattered.
On the other hand, those who believe in the Reincarnation
concept favour waterburials, where the deceased’s body,
encased in concrete shoes, is submerged in the sea or
another body of water to expedite rebirth as a water elf.
152
To regain these abilities, the priest must either contact the
lesser deity, who will convey a new request (one request is
sufficient to restore all spells), or choose a new deity of a
similar type to establish a new contract if the lesser deity is
unforgiving.
154
Portfolio of lesser god Examples of taboos or convictions
Examples of base creatures to build required from priests Spells available for priests who have
gods around. Typically dislikes following entered into a pact with the god
establishments within the domain
Theology Rituals
Ritual: Prayer 10 EXP
Ritual Mastery 20 EXP
Self-Powered Spells
Divine Aid 10 EXP
Divine Strength 10 EXP
Divine Protection 10 EXP
Divine Strike 10 EXP
Greater Divine Aid 10 EXP
Greater Divine Strength 10 EXP
Greater Divine Protection 10 EXP
Greater Divine Strike 10 EXP
156
Theology Rituals Bonus to Channelling
Result of Theology check
Theology rituals can be considered the foundation of the ritual check
entire priestly magic system, providing a means to connect Less than 10 0
with the deities. While these rituals may appear similar to 10-14 +1
other Channelling abilities, they require rolling Theology
rather than Channelling for their execution. 15-19 +2
20-24 +4
Ritual: Prayer 25-29 +6
Price: 10 EXP 30-34 +8
Prerequisite: Theology +2 35-39 +10
Spellpoint cost: 1
40 or more +12
Theology check DL: 15
Description: The character gains the skill: Channelling
(Instinct). Extra bonus to
Special Criteria
Channelling ritual check
This ritual allows the character to make themselves heard
Ceremonial play lasts over
by the gods. When praying in regions where minor deities +1
an hour
operate or in places consecrated to them, which are close
to the deity’s dwelling, the priest can ask one question of a The ceremony is
minor deity. The minor deity may choose to answer or not. If celebrated with festivities +1
the priest has formed a pact with the minor deity, it is more pleasing to the deity
likely that the god will respond. The ceremony is
When answering, the game master should consider performed on a traditional +1
that minor deities are local otherworldly beings whose altar of sacrifice
knowledge of the human world is often surprisingly limited. The ceremony is
+1
Their understanding of humans may not encompass conducted in a temple
understanding the natural needs and desires of humans. The ceremony is attended
Ancestral-type deities understand humans a little better, by an Otherworldling +4
but they live in the past in their minds. Also, the deity is not associated with the deity
obligated to speak the truth.
The offering is a voluntary
The character can establish contact with new deities by +8
human sacrifice
praying in the right places, in order to propose forming a In addition to the priest,
pact. another priest with
If the religion allows for future predictions, the responses Channelling skill takes
to prayers can also manifest as symbolic omens, such as part in the ceremony +1 per priest, up to +10
an eagle flying while carrying a snake, etc. Interpreting (all priests participating
these omens is purely a role-playing matter and subject to in the ceremony lose 2
theological debates. Spellpoints)
This ability enables the game master to provide hints, more Gameplay commentary: The most powerful priest rituals
or less helpful, to players in need through the deity. require surpassing extremely high Difficulty Levels (e.g., 50,
60, or even 90). The PC’s goal is to min-max their Channelling
Ritual Mastery ritual bonuses to unrealistically high levels.
Price: 20 EXP This is intended to mechanically demonstrate the necessity
Prerequisite: Channelling +6, Theology +8 of various rituals and sacrifices to persuade the gods to allow
Spellpoint cost: Adds 2 Spellpoints to the Spellpoint cost humans to channel their power for something crucial to
of the ritual. No additional Spellpoints are gained when them but unimportant to gods, such as altering the wind
purchasing the ability. during a sea battle.
Theology check DL: See below
Description: The priest believes that precise adherence to
religious practices enhances the potency of their Channelling
Rituals - and it’s true. By rolling the Theology check, the priest
can determine the bonus they can add to their Channelling
roll during the Ritual. Additionally, extra bonus can be added
to the roll by meeting specific criteria.
158
Greater Divine Strength
Price: 10 EXP
Prerequisite: Instinct +2, Divine Strength, Channelling +10,
Channelling check DL: 18
Spellpoint cost: 2
Description: The priest gains 4 points added to a physical
attribute of their choice.
If points are added to the Body, the character temporarily
gains 4 HP and their (melee) attack Damage increases by
4 points. Additionally, they gain a +4 bonus to Attack in
unarmed combat (using Athletics skill).
If points are added to Speed, the character’s Movement
Speed increases by 8 meters. Attacks with weapons under
the Speed attribute have a +4 bonus, and their Reflexes and
Parrying increase by four.
If points are added to Precision, the character’s Attacks with
weapons under the Precision attribute increase by +4.
The added points last for Channelling skill level times ten
minutes.
Activating this spell takes one full Action, and extending it
does not take time nor a new roll, but also costs 2 Spellpoints.
162
Weather Conditions Over the DL of Channelling Spells from Pacts with Asteanic Lesser
Target check Gods
Thunderstorm or a Thunderbird
20 Reflexes of Tengu
within sight
Rain, snowfall, or heavy cloud cover 25 Price: 20 EXP
Thin cloud cover or scattered Prerequisite: Channelling +14
30 Channelling check DL: 20
clouds
Clear skies 40 Spellpoint cost: 2
Description: Tengu priests can add half of their Channelling
The priest can call lightning within their entire line of sight, skill level to their Reflexes.
theoretically reaching targets several kilometres away.
However, the farther the priest calls the lightning, the more The added points last for as many rounds as the priest’s
challenging it is to direct it accurately. To guide the lightning Channelling skill level.
to the target, the priest must make a Geography or Physics Activating this spell takes one full Action, and extending it
roll. The difficulty level depends on the distance to the target does not take time nor a new roll, but also costs 2 Spellpoints.
and operates similarly to a situation where one wishes to fire
a cannon at a specific individual. If the roll fails, the lightning Boiling Blood of Oni
strikes far off course.
Price: 10 EXP
Distance to the Target from the DL of Geography Prerequisite: Channelling +10
Priest or Physics check Channelling check DL: 16
Spellpoint cost: 1
Target is the priest themself 1
Description: Oni priests can accelerate their physical HP
Target very close (up to 30m radius recovery. Activating this spell takes one full Action, after
10
from the priest) which the priest regains one HP per round for as many
Target up to 50m away 12 rounds as the priest’s Channelling skill level.
For each additional 50m, add +2 to the Difficulty Level The priest can extend the duration of this spell without
(e.g., a target 300m away would have a DL of 22) wasting an Action or needing a new roll, but it also costs 1
If the lightning bolt hits the target, all individuals within a Spellpoint.
5m radius of the target suffer 4d8 Damage to their physical
HP. This electrical damage is not mitigated by regular
armour, and there is no way to dodge it to take half damage
(unlike cannons and grenades). Only Astral armour provides
protection based on its relevant bonuses.
Electricity damage affects Otherworldly beings with a
Presence attribute (unless they are specifically immune to it)
but not those with a Soul attribute or ghosts.
Casting the spell takes one Action.
When targeting a building or a dry patch of forest, the
lightning may cause a fire, but the chance of this happening
is generally low (determined by the Game Master, but it
should not exceed 20% under ideal conditions).
164
Geography of the Asteanic World Zuhari
Ocean takes the centre stage, featuring coastal regions The Zuhari live north of the Asteanic World and are
of civilization, while uncharted inland territories house mostly connected to Asteans as trade partners. The
ancient civilizations, unknown cultures, Otherworldlings, Zuharic steppes and rocklands encompass a significant
and potential opportunities for adventurers to establish part of the north and have never been part of the historic
their own domains. Asteanic empire. Only in modern times has La Scarta’n
Asteanic Empire ventured north and conquered the most
The heart of Asteanic civilization lies in the Thefna southern part of those steppes, creating a vassal military
archipelago, its southern part almost entirely covered state – the Atanate of Amatrat in the most fertile area of
by human settlements. However, the northern forests the steppes.
and mountains still conceal Otherworldlings and long-
forgotten secrets. Asteans value Zuharic horses for their speed, making
them one of the most sought-after luxury goods among
Venturing into the inland regions of other areas reveals young Asteanic nobles. Apart from that, Zuharic lands
territories untouched by Asteans. Such exploration are not well known to Asteani. It’s known that three
may unveil ancient civilizations, absent from historical undying sorcerer-kings rule parts of the steppe from their
records, or lead to encounters with entities from the forbidden and strange stone cities. Apart from them and
Otherworld. As characters journey farther from human the Confederation of Twelve Desert Khaganates, there
civilization, the presence of otherworldly beings are no more real states as Asteans understand it.
increases, heightening the hazards of these expeditions.
These unknown lands may harbour the ruins of
Tauri
prehistoric cultures, tempting adventurers with hidden
secrets and magical treasures. Establishing a domain in a The Tauric people inhabit the shores of the Gilden Sea,
such place can become a central theme of the game. comprising two distinct groups: the mountain tauri
and the plains tauri. Mountain tauri, untouched by the
People of the Asteanic World Asteanic empire, reside in mountain forests practising
permaculture and hunting. In contrast, plains tauri were
Asteans under Asteanic rule for centuries until recently gaining
freedom with the use of a natural air force – wyvern
Numerous Asteanic states still surround the Ocean, with knights. They have adopted the Asteanic alphabet for
the three largest being the empires contesting the claim their written language.
to be the true Asteanic Empire. They remain in an almost
Taurics are renowned for their martial prowess, excellent
permanent state of war with each other.
metalworking, bravery, and the melancholy captured in
Other significant successor states include the Republic of epic poems by their bards. Tauric people lacked the strict
Five Houses, which has a long history in the slave trade, social hierarchy present in Asteanic society. All Taurics
and its neighbour, the Kingdom of Three Rivers, often had the right to bear arms, own land, and move freely.
bullied by the former, and rich Asteanic states in the However, this is changing in the wyvern kingdoms, as
Orenic archipelago. these crucial military animals, an assurance against a
The Asteanic motherland, Thefna archipelago, is one of more powerful Asteanic empire, require an ungodly
the most populous areas in the whole world, boasting amount of food.
about 30 million inhabitants. Asteans and Taurs share parts of their polytheistic
Grand cities like Oocnea and Nileen have around 300 000 religion, albeit with some differences in understanding
inhabitants, but the most populous city in the world is their pantheons. The Taurics hold a great fear of the
the capital of a new, most aggressive Asteanic empire – world’s end, prophesied to come from the east in the
Scarta, with a million people living in it. form of a massive fog inhabited by terrifying creatures,
including Mist dragons. This ominous fog is foreseen
As characters traverse the Asteanic world, the Asteanic to consume Tauria and the entire world, signifying
language acts as a bridge among most people around humanity’s end.
the Ocean.
In the present day, mountain Tauric people are organized
into small mountain kingdoms, with numerous mountain
kings due to their size. Many Taurics still live under the La
Mepho-Delagrua’n Asteanic Empire, while those freed by
the Wyvernmother reside in one of the seven kingdoms
ruled by her sons.
168
However, the onset of ocean-crossing ships marked the
beginning of the empire’s decline, as Asteanic merchants
could now bypass the Itza archipelagos.
This decline resulted in conflicts with the continental
vassal state of Zipopan, eventually leading to the
empire’s collapse around a decade ago.
At the beginning of the 16th century, Kaliland comprises
numerous small kingdoms.
In comparison to many other regions in the Asteanic
World, Kaliland still hosts numerous lesser gods. The
intricate and maze-like nature of Kaliland’s Otherworld
has made it challenging for human heroes to seek out
and eliminate these Otherworldlings.
Orenics
The Orenic archipelago holds immense value for the
Asteanic people, standing out as virtually the sole region,
excluding the Medera island partially controlled by La
Scarta, where luxury goods like coffee, cocoa, pepper,
sugar, and others commonly found in the contemporary
Asteanic world can be cultivated. The Orenic archipelago,
with its climate, essentially served as the catalyst for the
entire Asteanic colonisation surrounding the Ocean.
Upon the initial arrival of Asteans in Orenia seven
centuries ago, they were met with a diverse array of
states of varying sizes. Through a combination of wars
and marital alliances, the subjugation of Orenic states
by Asteans unfolded over several hundred years.
Orenics were never entirely subdued; to this day, there
exist countries and islands in the archipelago that have
never been part of the Asteanic Empire, despite being
surrounded on all sides by it.
The lengthy coexistence and intermingling of cultures
in Orenia have given rise to a unique blend of Asteanic-
Oreenic religion – the Cult of the 18 Gods. This
amalgamation intertwines the nature and world gods
of Orenia with the national gods of the Asteanic people.
Orenia also sparks a significant religious conflict among
Nene – a Kali warrior the Asteanic population. Orenics uphold a belief in souls
Kali union with the Collective Spirit after the body’s death,
while Asteanics traditionally adhere to the notion of
Kaliland has never been a part of the Asteanic Empire, rebirth as an aquatic elf. Many Orenian Asteans adopt
but the Kalis have played a significant role as partners to Oreenic beliefs, introducing them to the broader Asteanic
the Asteani throughout history. world and giving rise to the Concept of Collective Spirit
Seven centuries ago, when Asteanic merchants first in Asteanic religion.
arrived in Kaliland, a local Itza clan sought assistance In addition to venerating the main gods, which now
from them during a war with neighbouring groups. With include some Asteanic deities, Orenics pay homage
the introduction of Asteanic iron and tin, which were to various minor gods and unique Meditating gods.
valuable resources in Kaliland, the Itza clan successfully Meditating gods are golden people (as their blood is
conquered the surrounding islands, establishing a boiling gold) levitating in one place, around whom
powerful empire. They monopolised trade in Kaliland Orenics have constructed impressive temples. According
and designated the grand city of Irongate as their capital. to Orenic belief, these gods engage in meditation to
This saved Kali from Asteanic conquests and turned them harness their telekinetic power, preventing the asteroid
into partners in the Asteanic conquest and colonization that tore the world of the humans and Otherworld apart
of the Orenic archipelago. from descending onto the human world and destroying
it.
170
Positions and Leadership Skills of Domain The positions of domain chancellors and their governing
Chancellors skills are as follows:
• Ruler (Law and Society, Mathematics and Economy,
In every domain, there is a ruler and seven chancellors
Tactics, Theology, and Social Skills)
who fulfil various roles. It’s not mandatory for all positions
of domain chancellors to be filled, and in smaller domains, • Strategist (Tactics, Social Skills)
one individual may assume multiple roles, or the ruler may
• High Magistrate (Law and Society, Mathematics and
personally undertake the responsibilities of vacant positions.
Economy, Social Skills)
The domain’s gameplay doesn’t introduce new skills;
• Land Magistrate (Agriculture, Mathematics and
however, certain skills become crucial for domain chancellors
Economy, Social Skills)
– skills that might take a back seat for adventurers. These skills
are called leadership (or governing) skills and are directly • Sea Magistrate (Law and Society, Mathematics and
related to the activities of a domain chancellor, influencing Economy)
the functioning of the domain.
• Court Wizard (Astral Projection, Metaphysics, and
Otherworld, and other magical skills)
• Chief Shinobi (Stealth Skills, Mechanics, Perception,
Social Skills)
• Archpriest (Theology, Channelling, Social Skills)
Both characters (PCs) and paid NPCs can serve as domain
chancellors.
Domain Turn
In the domain game, time is divided into three-month turns,
corresponding to the quarters of the year. Each Domain Turn
aligns with a quarter, so the first Domain Turn of each year
begins on January 1st, the second on April 1st, and so on.
All tax collections, expenditures, and activities take place
once during a Domain Turn.
Land
Everything starts with the land, the actual terrain on which
the domain is located.
The land beneath the domain must be in more or less
the same region; the pieces of the domain cannot be
scattered worldwide. They must be close enough for daily
management to seem realistic. However, this doesn’t mean
that the domain cannot be enormous or consist of islands.
But a ruler who owns lands in distant overseas regions must
delegate their governance to a deputy, creating a separate
domain that simply pays a predetermined tax to the ruler.
Two things are crucial for the land: first, what type of land it
is, and second, how it was acquired or to whom it belongs.
172
Terrain Type and Fertility Dice Fertility
Region Description
Two things influence what characters can do with their land: Dice
terrain type and Fertility Dice. - Desert, ice, rock.
Regarding terrain type, it’s clear that, understandably, fields Semi-arid, high-erosion mountain sides, and
cannot be established on swamps or mountainsides using D4
other rocky areas.
conventional methods. Forests need to be cleared before Tropical and equatorial red soils and sandy
engaging in agriculture, and so on. D6 and clay-rich soils or semi-arid areas with
Fertility Dice, however, is a more complex concept. The irrigation channels.
fertility of land depends on many factors, with the most Temperate brown soils or red soils with an
crucial being soil type, climate, and access to mineral-rich D8
irrigation channel system.
freshwater. The Fertility Dice characterizes all these properties
Most fertile black soils or brown soils with an
together. The highest fertility dice is d12, representing ideal D10
irrigation channel system.
soils, a perfect climate, and an excellent irrigation system. On
the other end, the lowest, d4, indicates semi-arid land where D12 Black soils with an irrigation channel system.
settlements cannot be established until irrigated. Additionally, the Fertility Dice provides guidance to the
How Fertility Dice affects individual farmers can be found in GM constructing the world or region on how many non-
the Skills chapter. In the king’s module, we look at the macro agricultural people can live there, indicating the potential
level; hence, we only need to know the Fertility Dice. No one size of cities.
will actually roll it; it simply characterizes the land. The number on the fertility dice signifies how many families
The larger the domain and the more diverse its topography of non-agricultural people can live in the region per village
and terrain types, the different Fertility Dice can be for and/or agricultural manor. For instance, a d6 fertility dice
various regions of the domain. means that, in addition to one village, six families in the
region can live without engaging in food production.
Taking into account terrain types, climate, soil types, and
proximity to freshwater, Fertility Dice must be determined However, as there are typically agricultural estates between
for each region. villages, this number is usually higher, even for d6 land
fertility.
Common terrain types and what they allow:
Forest – needs to be cleared for agriculture; turns into Mineral Resources
grassland.
There may be a question about whether the domain contains
Swamp and bog – needs drainage for agriculture; turns into any mineral resources. If the domain is uninhabited, there is
grassland. likely nothing known about them yet, and their existence
Grassland – ideal for agriculture. may become apparent after the domain is settled. In a
domain where people have lived for a long time, there is a
Hills – suitable for agriculture, but additional irrigation high probability that the presence of mineral resources has
systems cannot be established. already been discovered.
Mountain sides, cliffs, and other rocky terrain – impossible The Game Master can indicate whether there are any
or significantly hindered agriculture due to erosion. significant mineral resources in the domain, none at all, or
Irrigation and drainage channels – human-created if it is still unknown. Alternatively, the Game Master can roll
systems that raise the region’s fertility dice by 1. They can be a percentage and let chance determine whether and what
built from a river or any other freshwater source within a 2 kind of mineral resources are present in the domain. A
km radius. formula like this can be used: a 10% chance per 10,000 km²
that there are some mineral resources in the domain. What
kind?
Roll d100%: 1-50% for iron, 51-80% for copper, 81-90% for
tin, 91-97% for silver, 98-99% for gold, 100% roll twice again.
If it is clear that there is some mineral resource in the domain,
roll 2d10 to find out how many mining shafts can be built for
that deposit. Additionally, there is a 1% chance that a giant
deposit has been found, where 100 to 1000 mining shafts
can be established.
174
Syndicates are against the establishment of manufactures
and wage-labor-based industrial production, as it would
lead to the marginalization of craft syndicates and a decline
in the living standards of their members. Syndicates are
associations of craftsmen and small traders aiming to
ensure work and livelihood for their small-business-owning
members (syndicate masters), rather than efficient and
cheap production.
This brings us to cities. The question of whether there are
cities in the domain and how large they are can be answered
based on the following principles:
1. Approximately 25% of society belongs to the Free Castes
(80 people per village). Those who do not live in cities
reside in rural areas, mainly engaged in agriculture,
forming a wealthy class of free farmers.
2. As a general guideline, about half of the free families
living in the domain reside in cities (40 people per
village).
3. The average population of cities is 5000 people. The
smallest cities have at least 1000 inhabitants, and the
largest have several hundred thousand. Generally, cities
with more than 10 000 inhabitants only emerge in very
important locations. If the number of free people in the
domain allows a city larger than 10 000 inhabitants,
but the domain does not intersect any significant trade
routes, several cities with 5000 inhabitants each will
emerge.
Free Castes 4. Large cities are likely separate domains, paying a specific
In the Asteanic world, approximately 25% of the population tax to the regional ruler. This means that the lord cannot
belongs to the freemen castes. In the domain rules, we collect 10 GD per family on each Domain Turn from the
consider individuals belonging to the free castes in groups inhabitants of these cities.
of 10-member families. Such extended families consist not For example, if there are 50 villages in the domain, it means
only of parents and children but also include grandparents, there are 400 families of free people (totalling 4000 people). Of
siblings, as well as various craftsmen apprentices, and these, 200 families live in villages and individual farms in rural
servants. areas near between villages, and the remaining 200 families
1. For every average village, there are 8 such families in the form a city with 2000 inhabitants.
domain. Although counting cities separately may not seem crucial at
2. Each of these families pays approximately 10 GD in taxes first, it becomes significant when the domain grows large,
for every Domain Turn. and its cities become rich and populous. As mentioned, free
people are not happy to pay taxes to rulers to fund their
As evident, collecting taxes from free individuals is a highly military campaigns, and/or adventures. Several cities with
profitable activity for the lord. Unfortunately, the free people five or ten thousand inhabitants each, collectively become
are not keen on paying taxes, and unlike tenants, they may wealthy enough for even powerful rulers to fear them.
have the capability to resist the lord.
When a city emerges in the domain, a group of individuals
Most free people are free landowners, craftsmen, or belonging to the small people caste gather there, seeking
merchants. As long as they do not form larger urban employment and livelihood. In addition to the city’s free
communities, collecting money from them is straightforward. population, they constitute approximately 20% to 50%,
Some free individuals live near villages and are wealthy depending on the number of manufactures, mines, and
farmers, craftsmen, innkeepers, and local merchants, while other industries in the domain. Small people do not pay
others form cities. taxes and generally have no contact with the domain ruler.
However, in challenging times, small people may rebel or
Free individuals form local syndicates (known in our world’s turn to criminal activities.
European cultural context as guilds and trade unions).
Syndicates manage urban life, set prices for handicraft
products, and decide who can sell what and who cannot.
176
Domain Size
Once the population of a domain is clear, the next step is
to determine the size of the domain. The Domain Size is a
value derived from the population, influencing the cost of
certain buildings and infrastructure in the domain, as well as
the activities of domain rulers and much more.
Domain Size is assessed with whole numbers from one to
five. A size of 1 signifies a small domain with a population
of 10 000 to 50 000 inhabitants, 2 indicates a domain with
a population of 50 000 to 250 000, 3 for a domain with
250 000 to 1 000 000 inhabitants, 4 for a domain with
1 000 000 to 5 000 000 inhabitants, and 5 for a domain
larger than that.
Firstly, in many cases, a certain value is multiplied by the
Domain Size.
Secondly, the Domain Size determines how many different
Domain Actions the domain ruler and chancellors can
perform during a Domain Turn. In small domains, rulers and
leaders have only 1 Action per turn, while in larger domains,
where there is a broader bureaucracy under the leaders, they
have more Actions.
Thirdly, the Domain Size affects the costs of many
establishments and activities. As the Domain Size increases,
the costs of network-type establishments and some activities
grow exponentially.
Fourthly, the Domain Size sets the base percentages for
Example Corruption, Prosperity, Discontent, and the Time of Troubles.
What these mean and what else affects them will be
Continuing the example of a domain with 200 villages: explained later.
The domain’s samurai force, gathered from 120 villages owned
by the ruler, consists of 360 soldiers, equivalent to 3 companies. Domain Size 1 2 3 4 5
If all these villages were military villages, the domain’s samurai
Number of Domain
force would be 960 soldiers, or 8 companies. In a realistic
Actions chancellors
domain, the number of soldiers falls somewhere in between. 1 2 2 3 3
and ruler have in
Theoretically, as a levied militia, 1600 people from freeman one Domain Turn
castes could be summoned, constituting slightly more than 13
Price multiplier
levied militia companies.
for network-type
By calling on nobles for assistance, an additional 324 samurai establishments
X1 X5 X20 X50 X100
soldiers could be added, equivalent to 2 companies and one and some activities
half-company. (Domain's Price
In total, the maximum military capability of such a domain Multiplier)
would be 2884 soldiers, the majority of whom would be Base Percentage of
50% 60% 70% 80% 90%
untrained and low-morale levied militia. This represents about Corruption
4,3% of the domain’s population.
Base Percentage of
0% 0% 0% 0% 0%
Prosperity
Base Percentage of
50% 60% 70% 80% 90%
Discontent
Base Percentage of
30% 35% 40% 45% 50%
Time of Troubles
Capital City
Every domain has a capital city where the domain ruler
resides, where their treasury is located, and from where the
domain is governed. All significant institutions are built in
the capital city.
The first developing city in the domain is likely the ruler’s
capital city and should be marked on the map.
The description of the capital city includes all the facilities Now is the time to decide on the types of villages in the
built there and their benefits and drawbacks for the domain. domain: production villages, agrarian tenant villages, or
military villages, and determine their quantity. When making
this decision, consider that only tenant villages can be
Palace utilized for corvée – the unpaid forced labour that the
The palace is the heart of the capital city. The palace could Asteanic tenant-farmers caste is obligated to provide to their
be a tower castle, a palazzo, or something else. In a small landowning lord. Military villages are exempt from paying
domain, the palace could simply be a larger house. taxes altogether, and although production villages may
yield higher revenue, they do not involve corvée since their
When describing the palace, note the characteristics of the occupants are regarded as fully free tenants and not serfs.
building serving as the palace (HP, defence systems, and
garrison). As the residence of the ruler, it is the place where Also, mark down villages that belong to some of the nobles.
they stay if someone attempts to harm their life. Ruler can not gather taxes from there but they are in the
domain and increase its population.
The palace is likely the meeting place for the council.
178
In addition, attention should be paid to the project table. Chancellors:
The Asteanic society largely relies on serfs called tenant
• The strategist’s Tactics Skill Level is subtracted from
farmers, who work in the ruler’s estates and build castles,
the Discontent percentage.
roads, and other things as commanded by the ruler.
• The high magistrate’s Law and Society Skill Level is
For smaller constructions, there is no need to mark anything
subtracted from the Corruption percentage.
separately; one villa is built for as many villages as it is later
associated with the maintenance of the villa. However, for • The land magistrate’s Mathematics and Economy
larger projects such as castles and road networks, many Skill Level is added to the Prosperity percentage.
villages are involved, which, after the completion of the
• The archpriest’s Theology Skill Level is subtracted from
project, are released from this duty and can move on to
the Time of Troubles percentage.
some other task.
In addition, the domain council includes a sea magistrate,
court wizard, and chief shinobi, but their skills do not affect
the aforementioned percentages.
Each chancellor is accompanied by a corresponding office
and bureaucracy:
• Strategist: Military Command
• High Magistrate: Magistrates and Supreme Court
• Land Magistrate: State Treasury and Manor
Managers
• Sea Magistrate: Customs Office and Border Posts
• Court Wizard: Wizards Laboratory
• Chief Shinobi: Secret Contacts
• Archpriest: Council of Temples
180
outlined in the Economics module. Small cities usually have
no hinterland, and for very small cities, there is usually no
overseas trade at all. Trade is local, and no customs duties
are charged.
Since customs duties are collected only on the import of
goods and only from merchants who are not citizens of a
specific empire, the amount collected on 100 Trade Tonnes
of goods can vary greatly. In Asteanic empires, the average
customs duty is 450 GD per 100 Trade Tonnes. This is because
empires are large, and a large portion of trade is domestic
and not subject to customs duties. Moreover, foreign goods
are often brought by local merchants who do not pay
customs duties.
However, if it is a state outside of one of the Asteanic Empires
where there are no local merchants, it is possible to collect a
whopping 3000 GD in customs duties for 100 Trade Tonnes.
182
Domain’s Otherworld and Nature
Gods
Once everything happening in the human world is clear,
the question of the domain’s Otherworld and the lesser
gods living in the domain remains to be resolved. While in
the more populated areas of the world, there is a very small
chance that some nature god is still alive to have control over
the domain, some form of Otherworld or even Otherworlds
are always there for each domain.
The guide to creating the domain’s Otherworld or any
Otherworld pocket can be found in the Sorcery module, in
the Otherworld chapter.
It must be decided whether there is a god living in the
domain who can influence its nature to some extent. In
areas where people have lived for a long time, such gods
are usually killed because it is quite difficult to live alongside
strange and capricious beings whose whims can bring
drought, plague, or flood. The earliest period of Asteanic
history is the Age of Heroes, which mainly consists of myths
about how Asteanic heroes fought with the nature gods and
monsters and eventually made their archipelago habitable.
In areas with low population density, where there are no
large cities or which include mountains, thick forests, or
large swamps, powerful spirits or otherworldlings can still
be found, who hold the role of a local nature god.
Nature gods always belong to the group of lesser gods,
meaning that priests can make contracts with them and
must adopt some of their taboos or principles. Lesser gods
always have some physical manifestation that is theoretically
possible to kill and thus end the influence of the nature god
over the domain.
Although all domain nature gods are lesser gods, the
opposite may not be true. Some gods, such as many ancestor
gods, are in the status of lesser gods, and priests can make
contracts with them to learn spells, but they have no power
over the region’s nature or Otherworld. This may be due to
some more powerful lesser god who already plays the role
of the local nature god.
If a nature god lives in the domain, the type of deity must be
determined. This can be based on the domain’s geography
– mountain gods live in mountainous domains, swamp
gods in swampy ones, and so on. Although all gods can be
categorized by appearance or portfolio, in the end, they are
individual in nature, different from each other in desires and
behaviour, eccentric, and capricious.
In a domain where a nature god lives, similar types of regular
otherworldlings may appear. For example, if a powerful
tengu is the nature god of the domain, new tengus may
occasionally appear in the domain.
Examples of nature gods and guidelines on how to create
them can be found in the Sorcery module, in the Gods
chapter.
184
To establish manufactures, productor’s license must be
purchased from the local overlord, and it must be discussed
with the GM whether this is even possible. Manufactures are
related to the region’s population, and existing manufactures
may already be in place.
The establishment of mines may also require permission
from local rulers, who may be more interested in acquiring
land than permitting a private mine. The same applies to
fortified structures—regional rulers may not be interested in
private fortresses and strongholds emerging on their lands.
Chancellors of Micro-Domains
The ruler of a micro-domain can hire domain chancellors
and establish corresponding offices. All costs and salaries are
the same as those for a domain with a size of 1.
All chancellors in micro-domains have one Action, and they
can broadly do the same things as chancellors of a standard
domain. The question is more about whether it makes
sense – micro-domains do not face many of the problems
that standard domains do. Additionally, a micro-domain is
likely part of a larger state and may not require an army, tax
officials, secret police, or other things typically associated
with a state.
For the establishment of all military units, villages, and
other facilities, where a standard domain’s chancellors can
establish around 5 times the size of the domain in facilities, a
micro-domain leader can establish only one facility, village,
or military unit during the Domain Turn.
186
Cities in General (5000 or more inhabitants) – want
autonomy. They dislike wars but may start a war to demand
Random Tables
autonomy. The tables are designed on the principle that events with
smaller percentages have less impact, while events with
Samurai – generally loyal. Want the stipend to continue, and
larger percentages have greater impact. Accordingly, in
their families to have a status-appropriate living, and for their
a domain with higher Prosperity, there is firstly a greater
descendants to have a samurai position with the same lord.
chance of any Prosperity event occurring, and secondly, a
Ashigarus – want to enter the free castes. Some want chance of a very beneficial event happening. Examining the
to become samurai. And sometimes, they also want tables makes it clear that in a domain with a low percentage
the abolition of the entire serfdom and tenant system. of Discontent, a major public uprising is not possible, but in
Remember, if you are a small-time Asteanic lord, then most a domain where the Discontent percentage is very high, it is
of your military consists of them! possible.
Merchants’ Syndicates – do not want war. In a large city, The GM should consider such a design principle when
they are part of the larger urban community. creating similar tables for their game.
Craftsmen’s Syndicates – passionately hate productors who Secondly, when designing the table oneself, it is worth
threaten to crush their status quo with their manufactures. considering that with a high probability, domain percentages
Generally against innovative production methods. Dislike will not exceed 60%, so attention should be focused more on
war. For a large city, they are part of the larger urban designing events for lower percentages than for events with
community. a very low probability of occurring.
Free Landowners – free people who pay taxes 10 GD in turn, Of course, it may happen that a randomly drawn event is in
meaning very wealthy peasants. Dislike war and famine. no way logical considering the nature of the domain; in that
case, either roll the die again or come up with something
Free Tenants – residents of production villages, usually
equivalent.
fishermen, herders, people engaged in some craft, grape or
olive growers, etc. Dislike war and famine. Also, note that resolving randomly drawn events is the
only way for NPC domain chancellors to increase their
Tenants (serfs) – want serfdom to end and to enter the free
governing skills. Take this into account when designing
castes. Dislike war, but at a critical moment, they may start a
random tables yourself.
rebellion.
If NPC and PC domain leaders receive extra points for their
Small People – want decent living conditions (food, shelter)
governing skills, points are not distributed in the usual way,
and a wage that allows a decent living for their hard work,
i.e., a Skill Rank of 3 does not cost 3 points, and a Skill Rank of
which they do in places like ports, manufactures, mines, etc.
7 does not cost 5 points. For example, if a domain chancellors
The more industry in the domain, the more people belonging
gets 2 points from resolving an event, they are added one-
to the small people caste live in the domain.
to-one to existing Skill Ranks. For instance, Mathematics is
Slaves and Forced Labourers – want freedom, the end of raised from +10 to +12 due to event resolution.
the inhumane regime, and the death of the domain ruler.
The domain ruler never gains extra points through
Factions can always be added or reduced depending on the resolving such events, only chancellors, be they PCs or
nature of the game and the domain. Perhaps there is a large NPCs.
university in the domain, which is a whole faction in itself,
or a group of mages who have organised, or a domain has a
fleet whose marines, seamen, and gunners form a separate
faction.
In a small domain, there are not many factions, or their
members are so few that it is not worth considering them as
separate factions.
Add event: Striking Workers. (If you can solve the problem without creating
3-4 new rivals, one of your chosen domain
(If you can solve the problem without creating chancellors gets two points that can be
new rivals, the High Magistrate gets two points distributed among their governing skills.)
that can be distributed among their governing
skills.)
A group of tenants, small people, or free
If there are no corresponding institutions in the landowners come to complain to you, accusing
domain, nothing happens. the land aristocrats or some other nobles’ caste
Some wealthy and powerful nobles in your of injustice against them. The complaining
domain are in conflict. Someone has stolen caste has been robbed, imprisoned, enslaved,
someone’s herd, raised borders, taken hostages, 13- or something else atrocious. Many nobles are
or caused some other mischief. The situation 14 accused. Depending on how you solve the
is very confusing, with numerous accusations situation, new rivals or/and friends may emerge.
against each other. Finally, they turn to you as
(If you can solve the problem without creating
the highest judge. You must fairly resolve the
new rivals, one of your chosen domain
5-6 situation, i.e., fairly judge the case (the game
chancellors gets two points that can be
master decides who is guilty or more guilty).
distributed among their governing skills.)
If your solution is unsatisfactory, add the land
nobles to your rivals.
It turns out that samurai in the countryside are
(If you can solve the problem without creating treating their subordinates unfairly. A group
new rivals, one of your chosen domain of tenants or free people comes to complain.
chancellors gets two points that can be Samurai use violence, demand unjust extra
distributed among their governing skills.) work from tenants on their personal fields,
Confusion around construction projects. Work on 15- etc. Depending on how you judge or solve the
one ongoing facility has been delayed for some 16 problem, tenants or your own samurai may
reason (supply difficulties, payroll confusion, become your rivals.
7-8 labour strikes, etc.), so the completion of the
(If you can solve the problem without creating
project is delayed by one Domain Turn. The game
new rivals, one of your chosen domain
master chooses or determines by a roll which
chancellors gets two points that can be
project is affected.
distributed among their governing skills.)
Your samurai have had ideas on how to extort
more taxes from the people, and they have Your land nobles (country aristocrats, rich free
already put them into practice without telling landowners, and maybe even some of your
you. You immediately get more taxes, but rest samurai) have completely fallen out with each
assured that such behaviour is not liked by the other and openly at war with each other – raiding
people. The situation lasts until you forbid the each other’s villages, burning manors and each
9-10 17-
practice. other’s farms, and engaging in small battles.
18
Add event: Overeager Tax Collectors Add event: Warring Land Aristocracy
(Discontent starting from the next turn +10%, (Discontent +5%, from this turn until solving the
+1d4 SD tax per domain resident from this turn, problem. Taxes are not received from the land
without Corruption percentage subtracted). aristocrats caste.)
188
% Event % Event
The small people are unemployed and
Sorcerers in the domain have gotten into some
dissatisfied with the government. They form
trouble, or adventurers have raided a tomb.
various criminal gangs, mainly targeting
Maybe one of your rivals is behind it? Anyway,
your samurai and other government officials.
now there are some dangerous undead in the
Members of wealthier castes are also robbed.
33- domain – dead walkers, shadows, etc.
Starting from this turn until the small gang 34
Add event: Undead in the Domain
problem is resolved, there is -5% Prosperity and
+5% Discontent in the domain. (From this turn until the undead problem is
19- resolved, there is +10% Discontent and +5% to
Perhaps offering them work and food is the
20 Time of Troubles)
solution. Perhaps they need to be severely
punished. Depending on your actions, small
people may become your rivals or friends. Your rivals have established a Spyweb into your
Add event: Small Time Banditry in the Domain. domain, unbeknownst to you. The Game Master
decides the actions of this network. Spyweb has
(If you can solve the problem without creating three Actions in Domain Turn, and it uses one of
new rivals, the High Magistrate gets two points them in every turn to Sow Chaos.
that can be distributed among their governing
35- The mechanics of espionage are detailed in the
skills.)
36 subchapter on espionage.
Domain chancellors demand a raise. If you refuse,
21- you get new unpleasant rivals: your own domain Add event: Rival Spyweb in the Domain.
22 chancellors. How much they demand depends on (If you discover and dismantle the Spyweb, the
the previous relationships. High Magistrate gains two points, distributable
The stipends of your samurai were not paid the among their governing skills.)
previous turn. It seems to have been forgotten,
23- and it’s not clear who was responsible. Samurai
24 are furious, and although you pay them Corrupt bureaucracy is expanding, likely
now (without deducting additional money), manipulated by the sinister hand of a rival. Until
Discontent increases by +5% for this turn. 37- the event is resolved and culprits are found,
The people have had enough of the samurai’s 38 Corruption increases by +10% starting from the
25- next turn.
abuse of power. A whole village is empty. One
26
village can be excluded from the list of villages. Add event: Corrupt Officials.
27- If you have granaries, it turns out that they are
28 empty. Corrupt officials have sold the grain. One of your top officials is thoroughly corrupt.
If you have rival groups who should pay taxes to Who?
you, then this turn they refuse to pay, citing some 39-
Until the corrupt official is found, corruption
ancient obscure laws or other obviously invented 40
increases by +10% starting from the next turn.
reasons. Demanding taxes from them by force
would clearly cause problems (tyranny causes Add event: Corrupted Top Official in the Domain
+5% permanent Discontent).
Funds from the treasury have disappeared,
29- (If you can solve the situation without using resulting in a -10% decrease in the overall
30 tyranny, one of your chosen domain chancellors 41- treasury status. Is it theft, the work of a corrupt
gets two points that can be distributed among 42 top official, or a mere clerical error in your ledger
their governing skills.) due to rampant negligence? Or is there a rival
If you have no rivals, the GM selects one group behind this?
from the neutral factions in your domain that
Samurai dissatisfied with your rule deceive you
demands tax exemption for this turn. These are
with taxes. Until the situation is resolved, starting
most likely the land aristocrats.
from the next turn, Corruption is increased by
Corrupt officials have manipulated your +10%. Who exactly are they? How to resolve
43-
construction budget, and one ongoing the situation without angering the rest of the
44
31- construction – a village, villa, city building, or samurai? Could a rival be behind these deceitful
32 even a fortress – remains unfinished. To complete samurai?
the building, you need to pay half of the
construction cost again. Add event: Dishonest Samurai
190
% Event
A corrupt domain has caught the attention of
the Azure Watch, a semi-secretive organisation of
assassins. The local leader informs you through
a letter that they have opened a branch in your
domain, sensing opportunities. They inquire if
you would like them to eliminate someone and
request your legal acknowledgement. The Watch
offers protection, and their leader is willing to
become your chief shinobi or court wizard, with
all their governing skills at +18. Additionally, they
will perform these duties for free.
71- The situation needs resolution. Until you have
75 decided to legalize them or fight them to disband
them from your domain, add an event: Suspicious
Society in the Domain (Azure Watch) (Increases
Discontent and Corruption by +5% until the sect
is stopped.)
If you legalize the Azure Watch and/or hire their
leader, add the event: Azure Watch Home Domain
(Increases Corruption and Discontent by +15%).
If you choose to fight against them, be aware that
this is a criminal organization consisting of Azure
Assassins.
This Domain Turn receives no income at all.
Domain chancellors cannot explain it. Has there
76- been a robbery? Is a rival or an extremely corrupt
80 official behind this? The confusion in managing
the domain prevents determining the cause, and
the money is lost.
Free people are thoroughly fed up with your
81-
corrupt officials. 2d4 x 10 x the size of the domain
90
in free families leave the domain.
The widespread corruption is disliked by
91- everyone. The Game Master moves 1d6+1 neutral
98 domain factions to the rivals category and all
friendly fractions to the neutral category.
99-
The BAD THING happens!
100
192
% Event % Event
In the capital, a powerful mage purchases land
for the construction of a tower. Considered an
If your domain has a trade port, a wealthy and aristocrat, they would contribute to the tax base,
powerful foreign merchant approaches you, but there may be other benefits from them. All
wanting to establish a trading post in your their governance skills are +18 if they were to
domain. They offer a gift of 5000 GD for every work as a court wizard. They would request a
100 Trade Tonnes of the Domain’s Market Share. salary of 500 GD multiplied by the Domain Price
However, they do not automatically occupy the Multiplier. However, your current court wizard
37- Market Share in your domain. If you allow them might take offence at such a change and join
38 43-
to build a trading post, your licensed merchants, your rivals.
44
if any, become your rivals, as the new merchant
There is a 25% chance that the powerful mage
attacks them to occupy their Market Share, as you
can resurrect people. Additionally, a new
allowed it to happen.
aristocratic family brings an additional +75 GD in
If there is no trade port in the domain, various taxes.
merchants bring gifts worth 1000 GD.
(If you can resolve the situation without creating
new rivals, the court wizard gains two points that
can be distributed among their governance skills.
It’s free points if you don’t do anything!)
A wealthy family wants to move to your A samurai returns from adventures, seeking a
domain and establish a manufacture. If you place in your court. If appointed as a strategist,
45-
are a nillwring, the family first wants to buy a their governance skills would be +18. They
46
productor’s license from you for 5000 GD. If you request a salary of 300 GD multiplied by the
allow the productor to build a manufacture, add Domain Price Multiplier per Domain Turn.
39- +1 productor family, paying 400 GD in taxes The offspring of a local bureaucrat returns from
40 every Domain Turn. Local craft syndicates now the university, possessing governance skills
become your rivals because they don’t like this of +18. They are looking for a job as a domain
turn of events. 47-
chancellor and request a salary of 300 GD
48
(Also, the emergence of new industry within a multiplied by the Domain Price Multiplier per
domain increases Discontent by +5%.) Domain Turn. If you refuse their employment,
they will move to the next kingdom.
The prosperity of the domain has increased,
leading to the establishment of new tenant
A religious organization (such as the Bodies villages. The number of newly built tenant
of Geulades or the Hands of Menes) comes to 49- villages depends on domain size. In a domain
request land to establish its base. They do not 50 size of 1, five tenant villages are established,
plan to pay taxes and want the land for free, but in a domain size of 2, ten tenant villages are
they will build a free large temple in the capital established, in a domain size of 3, fifteen tenant
(see the relevant description). They want 160 villages are established and so on.
km2 of land. When the temple is completed, its Your friends and allies pool their resources and
leader takes the position of archpriest in your establish a public institution in the domain’s
domain. Unless there is a more powerful and 51-
capital or your palace, something that was
41- richer temple already present in the domain. This 52
previously lacking: baths, a park, an art gallery, a
42 capable priest has governance skills of +18. hippodrome, etc.
Refusing to give land will be remembered by the A powerful temple or religious order nearby
organization’s leaders, and they become your makes you an offer. They propose building a free
rivals. network of village temples in your domain and
If you give the land, the organization becomes a maintaining it themselves. While this would be
53- tremendously beneficial, the network would
friend and ally. If it is the Bodies of Geulades or
54 serve their interests, functioning as a Spyweb in
another military organisation, the priesthood of
this temple becomes a company (120 soldiers) of your domain.
very capable priest-warriors. If you agree, add the event: Spyweb of a Temple
in the Domain.
194
Discontent % Event
% Event
Bandits are operating in the domain. From the During one of your travels, a group of bandits or
next turn until the bandits are stopped, there is a 17- mercenaries attacks you. Encounter should be
1-2 -5% Prosperity and +5% Discontent. 18 played out. Are they hired by a rival, or are they
just crazy highwaymen?
Add event: Small Time Banditry in the Domain.
The small people are simply not content with life.
3-4
Add them to your rivals
The tenants are simply not content with life. Add Republican or even democratic ideas are
5-6 spreading among the free castes. Investigation
them to your rivals.
Tenants refuse to do additional corvée (unpaid reveals that several books read by the free castes
labour), slack off on tasks, or don’t show up at all. are causing this. The books are sold by merchants
19- belonging to the merchants’ syndicate. What will
7-8 All ongoing projects’ deadlines are postponed 20
by one Domain Turn. However, villas and other you do? Doing nothing adds Democratic Ideas to
facilities continue to operate as usual. the events in the domain.
Vagrants (caste of wandering priests) wandering On the other hand, banning books may create
in the domain tell classic Asteanic myths rivals among the merchant syndicates.
differently than you’ve heard them. In their
stories, all Asteanic people are equal to each
other and to other people. Odd.
9-10
From the next turn, until the vagrants can
Tenants request freedom from corvée and end
peacefully roam the domain, Discontent
to the serfdom. If you grant tenants freedom, all
increases by +5%.
your tenant villages become production villages
21-
Add event: Sect of Rynald the Repentant. (possibly granting more tax), and you can add the
22
Craftsmen syndicates demand the closure of a former tenants to your allies. The future problem,
manufacture in the domain. If the manufacture however, will be the lack of free labour. If you
belongs to the ruler, they can easily close it, and refuse, you may add tenants to your rivals.
the craftsmen syndicates become their allies. If
the manufacture belongs to a productor, they
11- have to choose between them. In any case, one
12 side becomes an ally, and the other becomes a
rival. Bandits have established a base in the forests
or mountains of the domain, organizing
If there are no manufactures in the domain, the raids against your defenceless villages. Every
next turn’s Discontent is simply rolled with a +5% two weeks, they raid one village, leading to
penalty. Discontent +10% starting from the next turn
Some rebels or bandits attack a chancellor and income is reduced by the raided villages’ tax
travelling with a pair of samurai. If the attacked base from the next turn. Villages are completely
13- chancellor is a PC, the attack can be played out. If destroyed. There are two militia companies of
14 NPC, then they just die. bandits (240 bandits), and theoretically, dealing
23-
with them would be easy, but their base is well
The likely culprit behind the attack is a rival, but 24
hidden. If there’s a Spyweb in the domain, it can
which one?
be used to find the base. The Spyweb leader must
Rogue wizard(s). Your domain has been infiltrated roll Perception against DL 25. If not, the base
by sorcerers practising forbidden magic, or must be found in an adventurous way.
perhaps they have always been there, and
now the people are noticing. The populace is Add event: Well-hidden Bandit Base.
15-
16 discontent, wishing these practitioners were not (If you find and destroy the bandit base, the Chief
present. Shinobi gets two points that can be distributed
Add event: Suspicious Society in the Domain among their governing skills.)
(Starting from the next turn, Discontent +5%.)
196
% Event % Event
Your domain chancellors are dissatisfied, and 1 or
2 of them leave your service. It might be possible If there is a city in the domain, it now demands
35- to bring them back with a significant gift. autonomy. They want to pay a fixed tax and be
36 49-
completely free in their internal politics. If you
If all domain chancellors are PCs, then nothing 50
refuse, a new rival is born; if you agree, a friendly
happens. city.
In a public place where people gather, such as an
amphitheatre, hippodrome, temple, etc., there
37- is a public protest against your rule. The crowd Your rivals have sent shinobi clans to operate on
38 shouts you down, or similar. How will you handle your lands, attacking your villages, disrupting
it? Who is behind inciting the crowd? A violent trade, killing samurai, and engaging in other
solution creates rivals and permanent Discontent. crimes. There are 2 shinobi clans per domain size.
Tenants refuse to pay rent. If not addressed, the From the next turn, until the clans are destroyed,
next domain turn’s taxes from villages won’t be Prosperity -20%, and Discontent +10%.
collected. A violent solution creates rivals and
The shinobi have a secret base in the woods or
39- permanent Discontent.
51- mountains, which can be very difficult to find.
40 (If you can solve the problem without creating 52 However, these paid shinobi can be bought off.
new rivals, one of your chosen domain
The leader of the shinobi would stop the raids for
chancellors gets two points that can be
10 000 GD x Domain Price Multiplier. If done, they
distributed among their governing skills.)
can also be hired as the chief shinobi for 500 GD x
41- 2d4 x domain size free families leave the capital. Domain Price Multiplier. All their governing skills
42 The tax base decreases by 10 GD per family. are +18.
At the instigation of your rivals, domain residents Until the problem is solved, add an event: Hostile
43- destroy an institution they dislike. For example, Shinobi Clans Raid.
44 syndicates destroy a manufacture, or nobles
destroy a fortress.
Small people and slaves start a rebellion.
Suppressing it takes one strategist’s Action and a 2d4 ronin companies, consisting of unemployed
Tactics roll against DL 20. As long as the uprising mercenaries, enter your domain. How will you
lasts, Prosperity is -20%, and Discontent is +10%. handle it? Your decisions may lead to war, a rival,
45- or even a new ally.
Add an event: Small People’s Uprising in the
46
Domain. 53- Add an event: Unemployed Mercenaries in the
(If the uprising is suppressed, the Strategist 54 Domain.
receives two points that can be distributed (If you come out of the situation without creating
among their governing skills.) rivals and without villages being plundered, then
Capable adventurers/heroes have entered your the strategist receives two points that can be
domain: a shinobi, an azure warrior, a ronin, and a distributed among their governing skills.)
priest (built with about 500 EXP or simply choose
NPCs of similar power).
Rivals have established a Spyweb in your domain,
The adventurers have heard of your tyranny
and from now on, it will conduct operations
and decided to overthrow you to create a better
47- every turn that damage domain stability and
world. They are likely funded by one of your
48 income. The GM will decide the specifics. The
rivals.
55- Spyweb operates until it is destroyed.
Add an event: Adventurers Hunt You. 56
Add an event: Rival Spyweb in the Domain.
(Every Domain Turn until the situation is resolved,
(If you find and destroy the Spyweb, the
the adventurers organize at least one ambush or
Chief Shinobi receives two points that can be
another attack against you. The goal is to capture
distributed among their governing skills.)
or kill you.)
198
Time of Troubles If the ruler decides not to sell the food produced by the villas
during the Time of Troubles but instead uses it to save their
The percentage of the Time of Troubles is typically low. people, then the villas produce three times less food during
However, if a player rolls within this percentage, it starts this period. For example, a villa in the land with a Fertility
increasing almost every turn when a roll falls within the Time Dice of d6 would produce 10t food (enough to feed 100
of Troubles percentage. Initially, the likelihood of this also people in one Domain Turn), villa in the land with a Fertility
might be very small, but it can rapidly escalate. Dice of d8 or d10 would produce 12t (120 people), and in
For instance, if the regular Time of Troubles percentage in the d12 land would produce 13t. In this case, no profit is gained.
domain is 10%, and a roll falls within it resulting in a famine, the The amount of saved people are subtracted from death
next turn’s roll will have a 5% increase, making it 15%. If the roll events.
falls within again, and, say, it causes a plague, adding another
20% to the Time of Troubles percentage, the next turn’s roll will Plague
be against 35%. And so on.
As mentioned, the term “plague” encompasses all known or
The Time of Troubles ends when a roll exceeds the Time of unknown infectious diseases in the Asteanic world.
Troubles percentage. If the Time of Troubles percentage
reaches 100%, the Time of Troubles continues for While a ruler can combat famine by opening their granaries,
an additional 2 to 8 (2d4) turns and then naturally there are practically no measures against the plague.
concludes. Throughout this period, rolls against the Time of Although healing spells can cure individuals, they do not
Troubles percentage continue, and more people succumb to provide immunity. In no domain are there enough restoration
famine and diseases. mages to constantly heal the population.
As seen, there’s a very small chance of things getting serious, Unlike famine, which is a single, escalating catastrophe,
but if they do, there’s a significant likelihood that the entire plagues come in various forms, and the presence of one
society collapses, leading to a massive loss of life. does not exclude the arrival of another. During the Time of
Troubles, various diseases ravage the population, discernible
The Time of Troubles consists of famines and plagues, and only by knowledgeable physicians and players, as the Game
the effects of these must be separately counted. Here, Master handles them off-screen. The GM must document all
plagues refer to all infectious diseases known or unknown in plagues present in the domain separately. If a death event
the Asteanic world. is drawn from the random events table, their collective
Rolling the plague or famine does not kill a significant number power is compared to the famine’s power to understand
of people during that turn; they simply raise the percentage the main cause of death: starvation or illness.
of the Time of Troubles. The increase in the percentage leads The SAKE core book does not delve into the details of
to new incidents that will start causing fatalities. infectious diseases, as it is not necessary for the functioning
of the Time of Troubles. However, all infectious diseases are
Famine divided into six groups based on their severity, with the first
If famine is rolled for the first time, it means that villages are being the mildest and the fifth the most severe. Diseases
unable to pay taxes during this turn and subsequent turns in the sixth group are either magical, human-made, or
in the period of troubles. An additional +5% is added to the otherwise extraordinary.
Time of Troubles percentage, Discontent, and Corruption. If a PC comes into direct contact with diseases, assistance
If famine is rolled for the second time during the period, it can be sought from the table:
may even be beneficial for a ruler who owns many agrarian
villas, as the price of food now doubles. Agricultural villa Plague Body Roll DL to Restoration Roll
profits x2. Additionally, +5% is added to the Time of Troubles Power Avoid Death DL to Cure Disease
percentage, Discontent, and Corruption. 1 2 10
If famine is rolled for the third time during the period, even 2 4 15
the domain inhabitants belonging to the free castes cannot 3 5 20
pay taxes anymore. This is a huge blow to the ruler’s treasury.
4 8 25
Agricultural villa profits now triple. Additionally, +5% is
added to the Time of Troubles percentage, Discontent, and 5 10 30
Corruption. The more powerful the plague, the greater its impact on
Each subsequent time famine is rolled during the period, subsequent Time of Troubles rolls. For example, a plague
the percentages for the Time of Troubles, Discontent, and with a power of 1 adds 10% to subsequent rolls during the
Corruption increase by 5%, and profits from villas continue Time of Troubles, while a power 5 plague adds a whopping
to multiply further (x4, x5, x6). 50%. Just like with famine, the percentages do not decrease
on their own.
200
% Event % Event
A powerful mage-healer or someone else has
Local priests have devised a ritual to appease discovered an antidote to the plagues circulating
the gods. They want to perform it, but it’s in your land. And they want to help – for a price, a
expensive. Performing the ritual costs 500 GD hefty price. They offer to sell you the remedy at a
per percentage point of the Time of Troubles (e.g. price of 2d6 GD per dose, which you should then
when prosentage of Time of Troubles is 55%, then 73- buy for all your domain’s residents. If you buy it,
it would cost 27 500 GD). 74 all plagues in your domain end from the next
49- turn.
If you agree, the next turn’s Time of Troubles roll is
50 with -10% modifier. If you try to cheat them in any way, keep in mind
– the mage-healer alone knows the recipe, and
If you refuse the ritual, the priests become your they won’t walk into your castle with it. Some
rivals. mages are smart too!
(If the ritual succeeds and the Time of Troubles Since it seems that society is on the verge of
ends, the archpriest gains two points, which can collapse, and everyone is perishing, someone
be distributed among their governing skills.) has had the brilliant idea to summon a powerful
but entirely inappropriate supernatural being(s).
Marduses and Vooles, Banshees, or the like have
Death and Exodus: 20% of the domain’s been summoned.
population succumbs or flees, resulting in every 75-
5th village becoming deserted, every 5th free 76 Add an event: Otherworldling in the Domain (A
family disappearing from the tax base, and every +5% increase in Discontent starting from the next
5th noble family vanishing from the tax base. turn, until it’s taken care of.)
51-
60 If starvation is the primary cause of death (i.e., the (The domain chancellor who ultimately resolves
power of famine exceeds that of the plague), it the issue gains two points, which can be
can be prevented by feeding the population from distributed among their governing skills.)
your granaries. 10 tons of food are sufficient to In addition to everything else, a fire breaks out in
feed 100 people during the Domain Turn. the capital, destroying 10-80% (1d8) of the city.
It might be possible to stop the fire if one of the
The domain’s harvest has suffered a crop failure, PCs knows a spell to summon rain or something
61- 77-
leading to a 5% increase in the Time of Troubles, similar.
65 78
Discontent, and Corruption.
(If the fire is successfully stopped by the domain
chancellors who are PCs, they all gain 2 points,
A plague, with a power of 4, arrives in the which can be distributed among their governing
66- domain, contributing to a 40% increase in skills.)
70 the Time of Troubles and a -20% decrease in
Prosperity. Groups of raiders and bandits are seeking food
and plundering villages.
Some group exploits the spreading plagues to For every 10 000 domain inhabitants, one militia
make a lot of money. They deal in fake remedies, company of raiders forms in the domain. Each
causing even more confusion in the domain. raider company destroys one village or institution
The dealers may or may not be your rivals. 79- every week. Dealing with raiders is a relatively
71- 80 straightforward task: the companies just need to
Add event: Fake Drugs in the Domain (Starting
72 be destroyed.
from the next turn, there’s a +10% increase in
Corruption.) Add an event: Raiders in the Domain.
(Domain chancellor who solves the problem (Starting from the next turn, Discontent in
without adding new rivals, gains 2 points, which the domain rises by 10% until the raiders are
can be distributed among their governing skills.) defeated.)
202
Domain Actions such political propaganda carries risks – not everything may
go as planned. The ruler decides whom to move where, and
All domain chancellors and the ruler have 1 or more Actions the content of the speech or performance depends on it.
per turn. The number depends on the size of the domain,
If a PC ruler or domain chancellor plans a speech or
and the ruler has the same number. The ruler can choose any
performance, they roll Social Skills against average DL of 20,
Action from all chancellor’s lists of activities. The only limits
the GM can change the DL to 10, 15, 25, or 30, depending
are the ruler’s own capabilities, i.e., the Skill Level in various
on how suitable the speech or performance is, taking into
governing skills and whether the corresponding office
account the nature of the faction and why it is angry with
exists in the domain.
the ruler.
Domain Size 1 2 3 4 5 If the roll is successful, the faction moves to the desired
group. If the roll fails by more than 10, for example, the
Amount of Actions in required roll is 20, but the roll is 8, then the faction moves in
1 2 2 3 3
Domain Turn the opposite direction, or another faction becomes angry. If
the faction was neutral, it becomes hostile. If it was already
Of course, there are various activities that do not require
hostile, another neutral faction becomes hostile, or a friendly
official Action, such as hiring mercenaries or adventurers,
faction becomes neutral. The GM makes the decision, taking
giving instructions to your Spywebs, besieging castles, etc.
into account the nature and content of the speech or
These are role-playing questions that find a solution within a
performance.
few days or weeks or issues governed by different rules.
Domain leaders roll various skill checks during their Actions. Strategist’s Actions
If leaders possess magical items that would normally
increase their Skill Level (like a Camelion Cloak and Stealth The strategist is the commander of the domain’s military
Skills or perfume and Social Skills), these items do not work forces. Under their jurisdiction are all fortresses and the ruler’s
for domain skill checks. Domain skill checks symbolise samurai, among other soldiers. The strategist can summon
more general and long-term activities, not just a single act of the samurai army without wasting an Action because the
hiding or conversing. samurai are always ready within the domain to respond to
the strategist’s call.
General Actions
Establishment of Institutions
Can be performed by all chancellors and do not require a
specific office. The strategist can initiate the establishment of a bodyguard
unit, a samurai school, a military academy, a shipyard, all
Establishing Institutions types of fortifications, walls, and similar structures.
All domain chancellors can initiate the construction of road Establishment of Military Villages
networks, a hippodrome, baths, a park, and art galleries.
Establishing new military villages (finding and relocating
Bread and Circuses! tenants, finding samurai). Cost: 750 GD per village. During
one Action, the strategist can establish 5 new military
All domain chancellors can organize large festivities in the villages per domain size. For example, in a domain size of 1,
domain, where free food and alcohol is distributed, and the strategist can establish 5 villages, in a domain size of 2 –
various entertainments are held. It could be chariot racing 10 villages, in a domain size of 3 – 15 villages, and so on.
championships, religious celebrations, someone’s birthday,
or any event that PCs can think of. Converting Tenant Villages into Military
Organizing festivities costs 3000 GD multiplied by the Villages
Domain’s Price Multiplier and reduces permanent Discontent
The strategist can convert tenant villages into military
by 5%. If there is no permanent discontent accumulated in
villages based on the domain size (5 per size point). For
the domain, the next Domain Turn will simply have a -5%
instance, in a domain size of 3, the strategist can convert 15
Discontent. In addition, such celebrations have a positive
tenant villages into military villages. The cost of transforming
impact on the economy – the next Domain Turn sees a +10%
each tenant village into a military village is 250 GD.
Prosperity.
During one turn, a total of three such parties can be
organised, removing a total of 15% permanent Discontent
and raising Prosperity by +30% for the following turn.
During festivities, the domain ruler can attempt to give
speeches or performances to move rival factions into neutral
territory or neutral factions into friendly territory. However,
The High Magistrate is the domain’s highest judge, second * – It is possible that this additional tax is larger and more
only to the ruler. Under the jurisdiction of the High Magistrate profitable than the main taxes!
is the collection of taxes from both tenants and free families. ** – Also, if the High Magistrate has several Actions, they can
attempt it several times in Domain Turn. Each subsequent
Establishment of Institutions time adds +10% of Discontent for the next Domain Turn.
The High Magistrate can initiate the construction of a tavern
network, mills network, granaries, markets, tax office, and Land Magistrate’s Actions
the system of forced labour camps.
The Land Magistrate is the administrator of the ruler’s
personal lands and businesses. The Land Magistrate oversees
Establishment of Tenant or Production Villages the ruler’s villas, manufactures, mines, and plantations.
Establishing new tenant villages (finding and relocating
tenants, finding samurai) costs 500 GD per tenant village. Establishment of Institutions
During one Action, the High Magistrate can establish 5 new
The Land Magistrate can initiate the establishment of all
villages per domain size. For example, in a domain size of 1,
villas, plantations, granaries, markets, manufactures, mines,
the High Magistrate can establish 5 villages, in a domain size
and other industrial facilities.
of 2 – 10 villages, and so on.
The logic is the same for establishing production villages, Establishment of Tenant or Production Villages
but each one costs 1500 GD.
Same as the corresponding activity of the High Magistrate.
Domain Advertisement
Sea Magistrate’s Actions
If the domain’s Prosperity percentage is at least 30%, the High
Magistrate can advertise the domain as a favourable place to The Sea Magistrate collects taxes from merchants, and
move to. Social Skills check against DL 20. On success, 1d4 licensed traders, and oversees all trade-related matters, even
x 10 x domain size free families move to the domain, all of if there is no sea near the domain. The Sea Magistrate also
whom increase the domain’s tax base by 10 GD. For example, collects tolls.
in a domain size of 2, 20 to 80 free families can move in this way
by using one Action.
204
Establishment of Institutions Establishment of Spyweb
The Sea Magistrate can initiate the establishment of markets, To establish a Spyweb in a rival’s domain, the Chief Shinobi
small trade harbours, and shipyards. must make a Social Skills check against DL 20. Nothing needs
to be thrown to establish a Spyweb in their own domain.
Court Wizard’s Actions To establish a Spyweb, a shinobi must be trined first to lead
Court Wizard generally deals with magical affairs. However, it.
they also partially serve their master as their chief personal Spywebs have their own separate Actions. More details on
bodyguard. Only the Court Wizard can protect their master these and Spywebs in general can be found in the Espionage
from the Azure Assassins and provide ways to defend against subchapter.
dark magic.
Training of a Shinobi Clan
Establishment of Institutions
The Chief Shinobi can train one shinobi clan in an Action –
Court Wizard can initiate the establishment of all magical a specialised unit useful for besieging fortresses or secretly
defence systems, personal bodyguards, Azure Warrior damaging the enemy’s army. To train a clan, a shinobi must
bodyguards, and libraries. be trained first to lead it.
For more details on Shinobi Clans, see the Espionage in War
Training of Azure Warrior
subchapter.
A Court Wizard with at least a +14 Skill Level in Astral
Projection can train up to 3 Azure Warriors in an Action (3 Archpriest’s Actions
warriors are required to form a bodyguard). Training and
arming a single Azure Warrior costs 1500 GD. The domain’s archpriest is usually a priest with the best
relationship with the domain’s nature deity. If the domain
Individual Azure Warriors can be sent to assist shinobis doesn’t have a nature deity, then simply the most powerful
in carrying out assassinations. In this case, the shinobi priest. If the ruler of the domain doesn’t appoint an archpriest,
leading the Spyweb is only responsible for planning the some powerful priest seizes the position, meaning that the
assassination, and the Azure Warrior overcomes obstacles ruler (PCs) have no control over the archpriest’s Actions, and
for them, always using the Astral Projection skill instead of the GM decides them. Depending on the relationships with
Stealth Skills or Social Skills. the PCs, the priest may carry out positive or negative Actions
The Astral Projection Skill Level of a trained Azure Warrior is towards the domain. If the archpriest’s relationship with the
three-quarters of the Court Wizard’s corresponding Skill Level ruler is neutral, they usually don’t do anything.
(rounded down), so if the Court Wizard’s Astral Projection is The main task of the archpriest is to reconcile the domain’s
+14, the Azure Warrior trained by them has +10. nature deity and other gods and advise the domain leader
The maintenance of one Azure Warrior in a Domain Turn on all matters related to the Otherworld and gods.
costs 300 GD.
Establishment of Institutions
Chief Shinobi’s Actions The archpriest can initiate the construction of a network of
The Chief Shinobi is the head of the domain’s spies, who, on village temples and all other temples.
one hand, deals with the ruler’s protection and, on the other
hand, harming or even assassinating the ruler’s enemies. Reconciliation of the Nature Deity
The domain’s archpriest can use one of their Actions to
Establishment of Institutions reconcile the local nature deity. What needs to be done, the
The Chief Shinobi can initiate the establishment of nature of the activity, and how much it costs depend on the
bodyguards, trap systems, and secret passages. nature of the local nature deity and why they are angry in
the first place.
Training of Shinobi
Angering the Nature Deity
The Chief Shinobi can train up to three shinobis in an Action,
who can later be used to establish Spywebs and shinobi Specific. Depends on the nature of the nature deity.
clans. Training and equipping a single shinobi cost 250 GD. As a result, the neutral nature deity is shifted to the ranks of
All skills of trained shinobi are three-quarters of the Chief the domain’s rivals. If the nature deity was previously friendly,
Shinobi’s skills (rounded down), so if the Chief Shinobi’s it is shifted to the ranks of neutral factions in the domain.
Social Skills are +12, their trained shinobi has +9, and so on.
The maintenance of one shinobi in a Domain Turn costs 60
GD.
206
Establishments network, the domain only has random paths, making it
impossible to establish villas and plantations because the
The establishment of establishments is initiated by one goods produced there need to be transported somewhere
of the domain chancellors or the ruler, allowing a wealthy for sale.
domain size 1 to initiate the construction of up to 8 The network consists of unpaved roads and simple wooden
establishments in a single turn. For a size 2 domain, it can bridges. The maintenance of both is the responsibility of the
go up to 16 establishments. Initiating the construction of samurai and tenant farmers.
each establishment consumes one Action from the domain
chancellor or ruler. Depending on natural conditions and topography, such
a road network may become impassable during certain
Subsequently, the domain residents take action. It is assumed periods. For example, in mountainous areas with heavy
that all the simple work is done by serf tenants as corvée. rainfall, such a road network may become impassable in the
If the domain ruler decides to release all their tenants autumn and spring.
from serfdom or if there are no tenant villages, then all
establishment construction costs are doubled. Road Network (Paved)
If all tenants are released, all tenant villages become Cost of establishment: 5000 GD x Domain Price Multiplier
production villages and are taxed as production villages. Time for establishment (Domain Turns): 12
Free people cannot be employed for serf labour!
Number of villages required for construction corvée: 10 x
For many establishments, there must be some prerequisite Domain Price Multiplier
fulfilled. A market cannot be established in a mountain Number of villages required for operation corvée: 0
fortress without a connected road; it simply won’t function. Operating expenses per Domain Turn: -
Additionally, many establishments require workers. In the Prerequisite: Road Network (Unpaved)
world’s Asteanic cultural area, most agrarian establishments Benefits: The paved road network is expensive to build
use labour from tenants in the form of corvée, meaning but allows for movement in the most challenging natural
that some villages are connected with villas and many conditions throughout the year. Additionally, fast carriages
other establishments. On the Domain Sheet, tenant villages can travel on such a network, and messengers can ride at
are divided into two categories: villages available for high speed. Licensed merchants who move large quantities
corvée, which do not work for any establishment, and of goods can now access the domain.
establishment-associated villages – villages occupied with
Stone roads connect important villages, fortresses, and
constant corvée. Establishments using serf labour can only
towns. Bridges over rivers and streams are made of stone.
be established if there are villages available for corvée whose
tenants can be directed to work there. The paved road network simplifies trade, increasing
Prosperity by 5%.
Network-Type Establishments Village Temples
Network-type establishments are those that grow larger Cost of establishment: 5000 GD x Domain Price Multiplier
as the domain expands. Therefore, their construction cost
Time for establishment (Domain Turns): 2
and maintenance expenses are also tied to the domain size
and the Multiplier of Domain Prices, as outlined in the table Number of villages required for construction corvée: 0
below. (Priests build their temples themselves using the stipend
received from the ruler and the help of local villagers.)
Domain Size 1 2 3 4 5 Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: 10 GD per village in
Domain Price the domain, including those villages not directly owned
x1 x5 x20 x50 x100
Multiplier by the ruler.
Prerequisite: -
Road Network (Unpaved) Benefits: The village temple network covers the entire
Cost of establishment: 500 GD x Domain Price Multiplier domain with small temples and resident priests. This does
Time for establishment (Domain Turns): 2 not mean that every village has a temple; in some cases, a
Number of villages required for construction corvée: 10 x temple may serve two or three villages.
Domain Price Multiplier Village temples are independent, but the priests employed
Number of villages required for operation corvée: 0 in them are on the ruler’s payroll. They are often relatively
Operating expenses per Domain Turn: - uneducated but contribute to raising the satisfaction of the
Prerequisite: - people. Discontent -10%.
Benefits: The unpaved road network allows the movement If the network is established by a large temple in the domain
of people and goods within the domain. Without a road or its vicinity, independently using its funds, the network is
Mill Network
Cost of establishment: 5000 GD x Domain Price Multiplier
Time for establishment (Domain Turns): 2
Number of villages required for construction corvée: 10 x
Domain Price Multiplier
Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: -
Prerequisite: -
Benefits: The network of mills is primarily essential for
turning the taxes collected by samurai into flour, which
is then sold at a higher price to travelling food merchants.
Therefore, the mill network incurs neither maintenance costs
nor additional benefits.
The mill network enhances the overall profit derived from all
villages. The domain ruler collects an additional 10 GD tax
for each village from which they collect taxes in the domain.
This means that no taxes are collected from military villages.
While production villages do not have mills, they are still
considered, suggesting that in their case, a mill may refer to
some other specific institution that enhances profitability.
Additionally, the mill network increases Prosperity by +5%.
208
Buildings and Establishments Military Village
Cost of establishment: 750 GD
Most regular establishments are of uniform size. However,
some, such as mines, ports, or markets, can be constructed Time for establishment (Domain Turns): 4
larger. In such cases, the cost and benefits are multiplied Number of villages required for construction corvée: 0
accordingly. Essentially, five adjacent mines equal one five- (Village is established by its future inhabitants)
times larger mine. Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: -
If any building affects Corruption, Discontent, Prosperity, or
Time of Trobles percentages, its impact is singular, even if ten Prerequisite: 4 km2 of land with Fertility Dice of at least d6.
such buildings are constructed. Benefits: A military village is similar to a regular tenant
village, with the distinction that the ruler does not receive
taxes from military villages. However, they are crucial for
Villages, Villas, and Plantations maintaining the ruler’s samurai forces. Converting a regular
village to a military village is straightforward. In one turn,
Tenant Village a strategist can transform five regular tenant villages into
Cost of establishment: 500 GD military ones by recruiting additional samurai, promoting
Time for establishment (Domain Turns): 4 tenants to the ashigaru caste, purchasing equipment, etc.
Number of villages required for construction corvée: 0 Converting one regular tenant village costs 250 GD.
(Village is established by its future inhabitants) While regular villages contribute only three samurai soldiers,
Number of villages required for operation corvée: 0 and 40 villages are needed for a company, each military
Operating expenses per Domain Turn: - village provides eight samurai soldiers. Fifteen military
Prerequisite: 4 km2 of land with Fertility Dice of at least d6. villages are sufficient to form a company.
Benefits: Average Asteanic tenant village. Primarily Gameplay-wise, military villages are no longer under the
cultivating wheat or rice and raising livestock such as player’s control. Their inhabitants cannot be counted as
pigs, chickens, sheep, and cattle. Home to 50 families labour, as they now work on additional fields for the samurai.
(250 residents). Tenants bear a heavy tax burden of 50%, If military villages are concentrated around a fortress or
in addition to mandatory labour days required for the citadel, they focus on its upkeep.
construction of all establishments. The village also houses a
samurai family and two ashigaru families, contributing three Reverting military villages to regular tenant villages is
samurai company soldiers to the lord’s army. challenging, as it means personally hiring all additional
samurai. Ceasing stipend payments to samurai is not an
Naturally, some villages are smaller, and others are larger. For option, as those are the foundation of the samurai bond of
calculations, we simply use the average village. loyalty. If this is attempted, each village reversion adds 10%
Although not highly profitable, such villages form the Discontent on the next turn. Additionally, the remaining
foundation of the entire domain economy. Here, food is samurai may no longer be trustworthy, fearing betrayal by
produced, and they provide labour for the construction their lord.
of other establishments and work in the rural lord’s villas.
Additionally, it serves as the base for the ruler’s army: the
samurai companies that are loyal and always free to summon.
Most domain initiatives and enterprises require labour from
tenant villages. Therefore, the number of tenant villages sets
a limit on how many villas or plantations can be established
in the domain.
The profit brought to the lord by a village in one Domain
Turn (3 months) depends on the region’s Fertility Dice. The
profit calculation already subtracts the samurai stipend (30
GD per turn).
Fertility Dice and tax per Domain Turn: d6 – 35 GD, d8 – 45
GD, d10 – 55 GD, d12 – 75 GD.
The ruler can choose to forgo maintaining samurai in villages,
but with the disappearance of samurai, ashigaru families
and overall order would also vanish. The question arises,
who would collect taxes from villages? Perhaps the ruler
could employ some form of more centralized tax collection
system?
210
Horse Breeding Villa Vineyard
Cost of establishment: 2800 GD Cost of establishment: 2000 GD
Time for establishment (Domain Turns): 8 Time for establishment (Domain Turns): 8
Number of villages required for construction corvée: 1 Number of villages required for construction corvée: 2
Number of villages required for operation corvée: 1 Number of villages required for operation corvée: 2
Operating expenses per Domain Turn: - Operating expenses per Domain Turn: -
Prerequisite: 16 km2 of land with Fertility Dice of at least Prerequisite: 4 km2 of land in a warm temperate or warmer
d6. One tenant village nearby whose residents can be climate with Fertility Dice of at least d6. 2 tenant villages
employed for constant corvée. nearby whose residents can be employed for constant
Benefits: The villa includes a herd of approximately 100 corvée, and a road network.
adult horses (80 mares and 20 stallions), extensive stables, One vineyard covers the vine needs of 5000 people, so if
pastures, and an elegant residence. there is no export, one vineyard can be established per 5000
The horse herd increases by 75 adult horses each year, people.
which the lord can either sell or use as breeding stock for Benefits: The vineyard consists of 100 hectares of plantation
establishing another horse breeding villa. In this case, the land, a large workshop for wine pressing, and even larger
new horse breeding villa costs only 1200 GD, and there is no wine cellars. The plantation also includes an elegant
profit from the villa for that year (4 Domain Turns), but there residence. Like other agricultural lands, the productivity
are also no additional operating expenses. of the vineyard depends on the Fertility Dice of the land.
Generally, one estate manager can oversee the operations
The profit of the villa comes from selling horses. Assuming
of a 100-hectare plantation, and the specific hectare’s
that about half of the horses are trained as warhorses, while
productivity is calculated using the same formula as for grain,
the rest are sold as riding or carriage horses. In addition to
resulting in a significantly more profitable yield of wine.
the labourers, the villa is managed by a stable master who
oversees the training of horses. Profit calculation is based on the assumption that the
overseer of the plantation has +10 Skill Level in Agriculture
The horse breeding villa generates an average profit of 400
and receives a monthly salary of 30 GD. All costs are deducted
GD per turn.
from the profit.
Olive Plantation Vineyard Profit per Domain Turn: d6 – 175 GD, d8 – 275 GD,
Cost of establishment: 1500 GD d10 – 375 GD, d12 – 410 GD.
Time for establishment (Domain Turns): 20
Tobacco Plantation
Number of villages required for construction corvée: 2
Number of villages required for operation corvée: 2 Cost of establishment: 5000 GD
Operating expenses per Domain Turn: - Time for establishment (Domain Turns): 4
Prerequisite: 4 km2 of land in subtropical or warmer dry Number of villages required for construction corvée: 2
region with Fertility Dice of d6 or d8. 2 tenant villages Number of villages required for operation corvée: 2
nearby whose residents can be employed for constant Operating expenses per Domain Turn: -
corvée, and a road network. Prerequisite: 4 km2 of land in subtropical or warmer region
with Fertility Dice of at least d10. 2 tenant villages nearby
One plantation covers the olive oil needs of 5000 people, so
whose residents can be employed for constant corvée, and
if there is no export, one plantation can be established per
a road network.
5000 people.
Benefits: The olive plantation consists of 100 hectares One plantation covers the tobacco needs of 50 000 people,
of olive grove, large buildings for pressing and storing so if there is no export, one plantation can be established
oil, and an elegant residence where the estate lord could per 50 000 people. This implies that in populated areas
stay. Like other agricultural lands, the productivity of the there are probably plantations already present and new
olive plantation depends on the Fertility Dice of the land. ones can’t be built unless something is to happen to them.
Unfortunately, olive trees don’t grow well in moist soil, Benefits: The tobacco plantation consists of 100 hectares
imposing certain limitations. of plantation land, large structures for tobacco drying and
packaging, warehouses, and a proper manor where the
Olive trees need about 5 years of growth before they start
plantation manager resides. Tobacco thrives only in fertile
bearing fruit.
soil and is a valuable export commodity.
Profit calculation is based on the assumption that the
The plantation generates a profit of 1500 GD per Domain
overseer of the plantation has +10 Skill Level in Agriculture
Turn.
and receives a monthly salary of 15 GD. All costs are deducted
from the profit.
Olive Grove Profit per Domain Turn: d6 – 250 GD, d8 – 350 GD
212
Manufactures and Industry Paper Mill
In manufactures and other industries, tenant corvée labour Cost of establishment: 10 000 GD
cannot be utilised since the work is quite specialised and Time for establishment (Domain Turns): 4
continuous, making it challenging for tenant farmers Number of villages required for construction corvée: 4
engaged in agriculture to manage alongside their primary Number of villages required for operation corvée: 0
activities. Consequently, industries always employ wage Operating expenses per Domain Turn: -
labourers from the small people caste. Prerequisite: Only one paper mill can be established per 50
The emergence of industry within a domain always increases 000 inhabitants.
Discontent, as free people’s syndicates oppose it. It doesn’t Benefits: The paper mill is a large complex encompassing
matter whether the manufacture belongs to the ruler or a buildings for storing and processing wood, structures with
productor living in the domain. Discontent rises once for each large cooking rooms for boiling paper pulp, buildings where
new industrial sector, not for each manufacture separately. the pulp is poured into mold, and facilities for drying the
For example, if a domain has a textile manufacture, a paper paper until it’s ready. Additionally, there are stables and
manufacture, and a timber industry, it increases overall various recreation rooms.
Discontent by 15%. However, if there are 10 vodka distilleries The paper mill employs 2 to 3 craft masters and over 100
in the domain, it only raises Discontent by 5%. The more workers. In a Domain Turn, the paper mill produces 500 000
diverse industries, the more various syndicates of free people sheets of paper, sold for 2000 GD. The total costs, including
are angered. wages, raw materials, and other expenses, amount to 700
GD. This means the mill generates a profit of 1300 GD per
Textile Manufacture turn for its owners.
Cost of establishment: 10 000 GD
Each new industrial sector in the domain increases
Time for establishment (Domain Turns): 4 Discontent by +5% because local artisan syndicates lose
Number of villages required for construction corvée: 4 their clients. However, each new manufacture of the same
Number of villages required for operation corvée: 0 type does not further increase Discontent.
Operating expenses per Domain Turn: -
Prerequisite: Importing 100 tons of cotton, linen, or wool Vodka Distillery
yarn annually is possible, for instance, through a contract Cost of establishment: 10 000 GD
with 5 cotton plantations. Time for establishment (Domain Turns): 4
Only one textile manufacture is allowed per 50 000 Number of villages required for construction corvée: 4
inhabitants. Number of villages required for operation corvée: 0
Benefits: The main building of the textile manufacture houses Operating expenses per Domain Turn: -
30 large and intricate looms, each operated by 2 individuals. Prerequisite: Only one vodka distillery can be established
Additionally, the manufacture includes warehouses for per 50 000 inhabitants.
storing finished cloth and yarn. The workforce consists of Benefits: The vodka distillery consists of a complex of
a director, a guard, a couple of carpenters responsible for buildings, warehouses, carts, and various transport animals.
machine maintenance and about 60 textile millers. The distillery employs several dozen individuals, including
The labour cost for the manufacture is 500 GD per Domain the director and distilling masters. In a Domain Turn, the
Turn. Annually, the textile manufacture sells 25 000 GD worth distillery produces 60 000 litres of vodka from 300 tons of
of textiles, deducting the raw material cost of 10 000 and the grain, which is then sold to retailers.
labour costs per Domain Turn, the manufacture generates a The vodka distillery generates a profit of 1000 GD per
profit of 3250 GD per Domain Turn. Domain Turn.
Each new industrial sector in the domain increases Each new industrial sector in the domain increases
Discontent by +5% because local artisan syndicates lose Discontent by +5% because local artisan syndicates lose
their clients. However, each new manufacture of the same their clients. However, each new manufacture of the same
type does not further increase Discontent. type does not further increase Discontent.
214
Mine Shaft (Silver) Mine Shaft (Copper)
Cost of establishment: 8000 GD when using slave labour Cost of establishment: 8000 GD when using slave labour
(establishing a mineshaft with wage labourers or forced (establishing a mineshaft with wage labourers or forced
labourers costs 4000 GD) labourers costs 4000 GD)
Time for establishment (Domain Turns): 1 Time for establishment (Domain Turns): 1
Number of villages required for construction corvée: 0 Number of villages required for construction corvée: 0
Number of villages required for operation corvée: 0 Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: - Operating expenses per Domain Turn: -
Prerequisite: Silver has been found in the domain. Prerequisite: Copper has been found in the domain.
Benefits: In this silver mine, each mine worker brings out 4 Benefits: In this copper mine, each worker extracts
kg of silver and 24 kg of copper annually. Silver is extracted approximately 200 kg of copper from the earth annually.
from the ore, which contains 0.085% silver and 0.5% copper, Copper is separated from the ore through smelting and
through smelting. The expected lifespan of a silver miner, poured into ingots for sale. About half of the mine workers
from starting work in the mine, is 10 years, assuming are miners, while the rest are various auxiliary workers,
medical services are provided, with half of that duration if engineers, and other experts. In total, the mine employs
medical care is unavailable. About half of the mine workers about 100 workers, with guards included. In mines with
are miners, and the rest are involved in tasks such as silver wage labourers, there are 4, and in mines with forced labour,
purification and other auxiliary work. there are 8.
Mines operate using either wage labourers or slaves and The mine produces 5 tons of copper every Domain Turn.
forced labourers. In any case, there are 100 workers at each
If the mine employs slaves or forced labourers, it generates a
mine shaft. In mines with forced labour or slaves, there are
profit of 700 GD per Domain Turn. If the mine operates with
more guards (8), while in mines with wage labourers, there
wage labourers, the profit is 200 GD.
are only 4.
The mine features a large enclosed stone building for storing Mine Shaft (Iron)
silver and another for holding slaves or serving as workers Cost of establishment: 12 0000 GD when using slave labour
barracks. (establishing a mineshaft with wage labourers or forced
The mine produces 100 kg of silver and 600 kg of copper labourers costs 4000 GD)
every Domain Turn. Time for establishment (Domain Turns): 1
A silver mine with slaves or forced labourers brings in a profit Number of villages required for construction corvée: 0
of 2200 GD per Domain Turn. If wage labourers are employed Number of villages required for operation corvée: 0
instead, the mine generates 1700 GD in profit per Domain Operating expenses per Domain Turn: -
Turn. Prerequisite: Iron ore has been found in the domain.
Benefits: The mine employs 100 workers directly involved in
Mine Shaft (Tin) extraction and nearly the same number of various auxiliary
Cost of establishment: 8000 GD when using slave labour workers who burn charcoal and engage in other necessary
(establishing a mineshaft with wage labourers or forced tasks for mining. Additionally, there is a chief engineer, 2
labourers costs 4000 GD) other engineers, carpenters, and 8 guards. If forced labour is
Time for establishment (Domain Turns): 1 used, then there are 16 guards.
Number of villages required for construction corvée: 0 In addition to the mine shaft and structures, the iron mine
Number of villages required for operation corvée: 0 has two large blast furnaces, each up to 5 metres high, used
Operating expenses per Domain Turn: - to smelt several tons of ore and 300 kg of charcoal into iron
Prerequisite: Tin has been found in the domain. at a time. This is a complex process, overseen by 2 masters
and 4 assistants.
Benefits: In this tin mine, each worker extracts 50 kg of tin
from the earth annually. Tin is separated from the ore through The mine produces 13,5 tons of iron every Domain Turn, sold
smelting and poured into ingots for sale. Approximately half at the price of 1800 GD. (In regions like Oreenia and Kaliland,
of the mine workers are miners, while the others are various or elsewhere where iron is rarely found in the ground, iron is
auxiliary workers, engineers, and other experts. In total, the sold at a price of 7200 GD.)
mine employs about 100 workers, with guards included. In
If slaves or forced labourers work in the mine, the maintenance
mines with wage labourers, there are 4, and in mines with
cost is 1000 GD; if wage labourers are employed, it’s 1500 GD.
forced labour, there are 8.
The mine’s profit during a Domain Turn is 800 GD with forced
The mine produces 1250 kg of tin every Domain Turn.
labourers and 300 GD with wage labourers.
If the mine employs slaves or forced labourers, it generates a
The low wages and poor conditions in the iron industry
profit of 1000 GD per Domain Turn. If the mine operates with
create dissatisfaction among the people in the small peoples
wage labourers, the profit is 500 GD.
caste working in it. Domain Discontent +5%.
216
Cannon Tower The tower fortress is four stories, the base of the fortress
is made of stone, and the remaining floors are covered
Cost of establishment: 3000 GD
with paint and/or plastered wood, making it almost as
Time for establishment (Domain Turns): 2 fire-resistant as stone. When used as a noble residence, it
Number of villages required for construction corvée: 10 includes, in addition to the garrison barracks, noble sleeping
Number of villages required for operation corvée: 0 quarters, noble living quarters, a chapel, a diding hall and
Operating expenses per Domain Turn: - reception room. Both in military and noble fortresses,
Prerequisite: - there are barracks, a food warehouse, a toilet, a dining and
Benefits: The cannon tower is a large, wide, round, all-stone reception areas, a kitchen, and a dungeon or something
tower with thick walls. The tower is not intended for living, similar in the basement. The entrance gate of the tower
although theoretically, one could live there under austere fortress is protected by a drawbridge and a portcullis.
conditions. Over the four floors, the tower fortress has approximately
The tower, as a garrison, can accommodate one company of 1000 m² of living space.
soldiers or cannons. HP: 200
HP: 300 Static Defence: 10. As long as the tower castle has HP
Static Defence: 10. As long as the cannon tower has HP remaining, companies and individuals hiding in it receive a
remaining, companies and individuals hiding in it receive a +15 bonus to Defence and Parrying rolls.
+20 bonus to Defence and Parrying rolls.
(These can be the same villages that are the military villages
linked to the castle later.)
Number of villages required for operation corvée: 0 (or
30 if you want the castle to be manned by two samurai
companies)
Operating expenses per Domain Turn: - (if there are
an additional cannon companies in the castle, then their
salaries)
Prerequisite: -
Cellar
Benefits: Great tower castles are masterpieces of North
Thefnan architectural art, standing up to 50 metres tall, with
7 or 8 stories, made of stone and plastered or lacquered 16
15
wood. This type of castle has become widespread across the
Asteanic world as the preferred residence for military rulers.
10 18 17
Soaring above the fortress town, a large tower castle can 14
unleash cannon fire simultaneously in all directions against
8 13
approaching enemy forces. Being significantly taller than
the entire town, a large tower castle adds 100 metres (two 9 12 12
hexagons) to the base firing range of the cannons. 7 11
19
The gate of the large tower castle is protected by a
24
drawbridge, double portcullises, and a pit trap beneath the
gatehouse. Above the gatehouse, there are also arrow slits,
making room closure particularly perilous. Second floors
Over all the floors, the tower castle has approximately 4000
square meters of living space.
HP: 500 One hex on the plan has diameter of 2m
Static Defence: 10. As long as the tower castle has HP
remaining, companies and individuals hiding in it receive a
+15 bonus to Defence and Parrying rolls.
218
Doors These rooms are used by samurai who
If not otherwise specified, the lockpicking DL for wouldn’t otherwise have much business in
6 6and gates is 20.
all doors 7 7 the castle.
4 4 Additionally, at night, the gates are locked from 21 21 27 27 21. Large dormitory (ashigaru sleeping hall).
the inside with a crossbeam, which cannot be Ashigaru live and sleep in this wing of
1 1 opened from the outside without ramming the the castle. Their bunks are close together,
2
gate down. During the day, most doors and 28 28 and there is little space and air. The room
25 25
gates are either open or simply unlocked. is densely filled even during peacetime
Doors marked on the plan without a door are when the rest of the castle is relatively
29 29 empty. Therefore, ashigaru can also be
likely to have some kind of door; it’s just not 20 20 30 30
lockable. found sleeping in non-designated places
29 29
throughout the castle.
32 32
26 26 31 31 22. Food warehouse. Here, mainly rice, salted
Windows
and dried fish and meat, and other dry
Most of the castle’s windows are 45 cm wide, and food items that do not spoil due to warmth
although it is possible to crawl through them, it’s 33 33
are stored.
not easy with armour and weapons. Windows 29 29
23. Dining hall (seating for about 250 people).
are mostly covered with shutters and locked
The dining hall is never empty. When there
from theCellar
inside
Cellarwith bolts. Mechanics DL 15 to Third
Third floors
floors is no official eating taking place, the castle
open the bolt from the outside.
residents use it as a place to pass the time:
they play checkers, cards, dice, or just sit
1. Cellar. In this cellar anteroom, usually 2 or 3 34 34
and chat.
15 15 16 16
ashigaru stand guard to prevent prisoners 24. Corridor with trapdoors above the gates.
from escaping. Ashigaru also bring food to There is a system in this room to lift and
the prisoners and assist the cooks when lower the gates below. Usually, a couple of
18 18 17 17
transferring items from the pantry to the ashigaru guard here.
14 14 kitchen.
25. This under-tower room is a kind of storage
2. This cellar room is filled with all sorts of room.
13 13 wagon wheels, old tools, and
barrels,
35 35
26. Tower base.
mostly unused clutter.
12 12 12 12 27. Tower base.
11 11
3. Castle wine cellar and cold storage. The 37 37
key to the door lock is with the ashigaru 36 36 28. Another food storage room for dry food.
34 34
12 12 guarding
12 12 the cellar and in the kitchen. 29. Samurai housing.
Mechanics DL 25 to unlock. 30. Lord’s bodyguards housing.
4. Dungeon cells. Mechanics DL 20 to unlock Fourth
Fourth
floor
floor
andand
towertops
towertops 31. Reception hall.
the cell area door. Mechanics DL 15 to 32. Castle lords bedroom with balcony.
stloors
floors
andand
inner
innercourtyards
courtyards
unlock cell doors. The area is poorly lit! 33. Other personal rooms.
5. Room with various torture devices. 34. Watchtowers, there are a samurai always
6. This cell is where Rohan the “Adventurer” guarding in there.
is kept. 35. Samurai writing room. The room has
21 21
7. Area between two gates (arrowslits). numerous bookshelves and writing desks.
8. Inner courtyard. A relatively muddy and During the day, a couple of samurai usually
22 square
ugly 22 where chickens peck and pigs occupy the space, engaging in either
38 38 39 39
wallow. the domain’s accounting or working on
19 19 personal writings and drawings. The room
9. House of the castle head chef and food
steward. features a large balcony with expansive
10. Barn housing pigs, chickens, etc. Fifth
Fifth
floor
floor Sixth
Sixth
floor
floor window shutters. Several samurai,
practicing the rural samurai style of painting
23 11.
23 Vestibule. Two samurai always guard at the
(a painting style prevalent among Asteans,
main entrance.
typically practiced by rural samurai), use
12. Armouries. 41 41
4 this place to depict views of the area.
13. Latrines. Chamber pots are used Even at night, the room is guarded by
40 40
everywhere else. 2 samurai and 4 ashigarus because the
14. Samurai housing. Each samurai has treasury and tax archives are located here.
Second
Second floors
floorsliving quarters here. During
personal Seventh
Seventh
floor
floor Eighth
Eighth
floor
floor 36. State archives and treasury. Mechanics DL
peacetime, many of these rooms are 35.
empty as the samurai live in their managed 37. Castle lord’s personal rooms.
villages. Sometimes samurai families also
he plan
plan
hashas
diameter
diameter of of
2m2m
stay here. 18. Inner courtyard (accessible only from the 38. Gunpowder magazine.
kitchen, sauna, and samurai housing). In 39. Cannon company.
15. Sauna with steam rooms and shallow
pools. The sauna is usually heated in the the evenings, when samurai and other 40. Cannon company.
evenings, daily, as there are quite a few castle residents use the sauna, they sit in 41. On the highest floor of the castle’s main
residents in the castle, but only a portion this private courtyard, drink, and talk. tower are signalling flags, through
can fit in the sauna on any given night. 19. Samurai quarters. which the commander issues orders
16. Castle pumping system and well. The 20. Paper-walled samurai quarters. Because to all the companies under their
plumbing is underground, hidden, and the castle is not spacious enough to command. If the castle were to come
thus secure. This is the main water system provide separate rooms for all the samurai under siege, strategist would lead
for the castle. who would live here during a siege, certain the defence from this post.
areas are designated, which can be turned This is also the most crucial watchtower,
17. Kitchen. Activities in the kitchen continue
into small rooms with paper dividers. and therefore, there are always at least 2
from early morning to late evening.
samurai and 1 ashigaru here.
220
Bastion (50m section) Barracks
Cost of establishment: 1000 GD Cost of establishment: 300 GD
Time for establishment (Domain Turns): 2 Time for establishment (Domain Turns): 1
Number of villages required for construction corvée: 5 Number of villages required for construction corvée: 1
(With a sufficient number of available villages, construction (With a sufficient number of available villages, construction
of multiple sections can be initiated simultaneously.) of multiple barracks can be initiated simultaneously.)
Number of villages required for operation corvée: 0 Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: - Operating expenses per Domain Turn: -
Prerequisite: - Prerequisite: -
Benefits: The introduction of cannons has made Benefits: A barracks is a simple, standard wooden structure
conventional fortress walls vulnerable to cannon fire. for accommodating one company. Constructing barracks
Additionally, standard walls are too narrow to install cannons becomes practical when there is insufficient space in the
on them. aforementioned fortresses to accommodate all salaried
companies or when opting for a modern fortress composed
Bastions are significantly shorter than standard walls but are
solely of bastion rings, without fortress towers, and possibly
wider and filled with earth, making them extremely difficult
no residences at all.
to destroy even with cannon fire. However, such ordinary
bastions do not provide extensive protection. Building a barracks is a more economical option than
constructing elaborate fortress towers for each unit.
One company of soldiers or cannons can be stationed on
each 50m bastion segment, benefiting from the defensive HP: 5
properties of the bastion with a +5 bonus to Defence rolls. Static Defence: 10. As long as the barracks has HP remaining,
HP: 250. All 250 HP must be reduced to zero for the bastion companies and individuals inside it receive a +5 bonus to
to collapse sufficiently to allow climbing over its rubble. Defence and Parrying rolls.
Static Defence: 10. As long as the bastion has HP remaining,
companies and individuals on it receive a +5 bonus to
Defence and Parrying rolls.
Hippodrome
Cost of establishment: 2000 GD
Time for establishment (Domain Turns): 1
Number of villages required for construction corvée: 1
Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: 50 GD
Prerequisite: Domain size at least 2. Small domains don’t
have enough people to maintain multiple professional
sports teams.
Benefits: The Hippodrome is a large open area surrounded
by wooden stands and stables. Local carriage teams
compete here every week. Carriage racing holds significant
importance in Asteanic culture, and the activities around it
stimulate both trade and people’s satisfaction.
Prosperity +5%, Discontent -5%.
224
Bodyguard Unit Magical Defence System (Restoration)
Cost of establishment: 1000 Cost of establishment: 1000 GD
Time for establishment (Domain Turns): 1 Time for establishment (Domain Turns): 4
Number of villages required for construction corvée: 0 Number of villages required for construction corvée: 0
Number of villages required for operation corvée: 0 Number of villages required for operation corvée: 0
Operating expenses per Domain Turn: 750 GD Operating expenses per Domain Turn: 100 GD
Prerequisite: - Prerequisite: A Court Wizard or a ruler with magical skills
Benefits: The bodyguard unit consists of 12 well-trained can construct magical defence systems.
and highly loyal samurai guarding the ruler in shifts. They are To build the Restoration defence system, the Court Wizard
armed with silver weapons. Restoration Skill Level must be at least +20, and if the PC
The bodyguard is formed by the Chief Shinobi, and to bypass ruler constructs the defence system, they must have the
them, the infiltrator must roll Stealth Skills or Social Skills Ritual: Creation of Polong.
against DL 10 + Chief Shinobi’s Perception Skill Level. Benefits: Polong is a powerful and swift spirit creature
created from blood, which guards the ruler.
If the Azure Assassin has the ability of Invisibility, they can
roll Astral Projection instead of Stealth Skills or Social Skills. If the mage who created the Polong is killed or dismissed
from service, the Polong flees.
Azure Warrior Bodyguard Unit To bypass this protection, an assassin must roll Stealth Skills
Cost of establishment: - against a DL of 32. The Polong is an Otherworldling that can
Time for establishment (Domain Turns): 1 see the invisible, so an Azure Assassin cannot simply fly by
Number of villages required for construction corvée: 0 unnoticed but must also attempt to conceal themselves. See
Number of villages required for operation corvée: 0 also the Restoration Ritual: Creation of Polong.
Operating expenses per Domain Turn: 900 GD Creating this defence system involves acts of murder!
Prerequisite: Court Wizard has trained 3 Azure Warriors.
Benefits: Three Azure Warriors guard the ruler in astral form Magical Defence System (Beastmastery)
in shifts. Cost of establishment: 1000 GD
The Azure Warriors are trained by the court wizard, and to Time for establishment (Domain Turns): 12
bypass this defence, an assassin must roll Stealth Skills or Number of villages required for construction corvée: 0
Social Skills against DL of 10 + Astral Projection Skill Level of Number of villages required for operation corvée: 0
the Court Wizard. Operating expenses per Domain Turn: 100 GD
The bodyguards made up of Azure Warriors can see the Prerequisite: A Court Wizard or a ruler with magical skills
invisible, so an Azure Assassin attacking the ruler using their can construct magical defence systems.
invisibility ability cannot simply fly by them but must also To create the Beastmastery defence system, the court wizard
attempt to conceal themselves. must have Beastmastery and Restoration Skill Level at least
+10. If the PC ruler is establishing the defence system, they
must have Ritual: Animal Enspiritment.
Benefits: The Beastmastery defence system consists of a pair
of animals containing fragments of the Beastmaster’s soul,
making these creatures smarter and braver than usual. These
animals can accompany the ruler everywhere and serve as a
unique display of power.
If the Beastmaster is killed or leaves the ruler’s service, the
guardian animals leave.
To bypass this defence, an assassin must roll Stealth Skills
against a DL of 20.
If the Azure Assassin possesses the Invisibility ability, they
can roll Astral Projection instead of Stealth Skills.
226
Sowing Chaos in the Domain Assassination or Abduction of the Domain Ruler
The shinobi leading the network makes a Social Skills check Planning the assassination or abduction of a domain ruler is
against DL of 20. Next turn, Corruption and Discontent in the a costly and dangerous task. Firstly, it is advisable to map the
domain are rolled with +10% penalty. ruler’s palace to know what one is up against.
Can be used once per Domain Turn. If the decision to kill or abduct the ruler is firm, planning takes
one Action and costs 500 GD x the Domain Price Multiplier.
Seeking Compromising Material
The assassination or abduction is carried out or, more
The Spyweb can be sent to search for compromising material
precisely, rolls are made by shinobi leading the Spyweb. It
about a domain chancellor, ruler, or another resident of the
doesn’t matter who delivers the lethal blow or poison, it
domain.
could be the rulers chambermaid, a sneaky assassin or in
The GM must first decide if there is any compromising some cases the leading shinobi themself.
material to be found at all, if there is, what Difficulty Level is
Rolls for the success of the assassination or abduction:
required to uncover it. The shinobi makes a Social Skills roll
against the DL, which can range from 15 to 30. If the shinobi 1. Shinobi’s Stealth Skills or Social Skills check against the
fails the roll, they do not find compromising material. Perception check of the ruler’s Chief Shinobi.
Mapping a Base 2. Shinobi makes rolls to bypass all the different defence
systems. The ruler undoubtedly has several, detailed in
The Spyweb can map the base or home of a ruler, a chancellor,
the Establishments subchapter under the Palace.
or another individual. Mapping can be beneficial in two
ways. Firstly, the GM gives the player a map of the base or 3. If all the above is successful, the assassin or poison or
says they have it, if the map is not drawn out. Or, at the very some other method reaches the ruler, and they die. If
least, provides some clues if handing over the map would the ruler is a PC, the situation is played out, and the PC
render the adventure pointless. Now PCs could infiltrate the may be able to fight for their life in combat. However,
base more easily. it should be noted that all their defence systems have
somehow been deceived, and they are not of any help
Secondly, mapping allows a more informed decision when
in the fight.
planning an assassination or abduction. In a successful
mapping, the game master tells the players about all 4. In the case of an abduction, one more check is needed.
defence systems, magical or not, protecting the ruler in the A Shinobi’s Stealth Skills or Social Skills check against the
base. Based on this information, the players can decide if Perception check of the abducted ruler’s Chief Shinobi.
ordering an assassination is too risky or still worth trying. Or This ensures that the abducted ruler is successfully taken
should they go themselves? Or perhaps start by ordering the out of the palace.
assassination of a Court Wizard whose death might render
If the ruler being attacked does not have a Chief Shinobi,
some defence systems useless.
they make these rolls themself.
To map a base, the shinobi leading the network makes two
If any of these rolls fail, the plan for assassination or abduction
rolls:
fails, and there is a 50% chance of finding out who ordered
1. Social Skills or Stealth Skills roll against the Perception it. Shinobi’s skills do not affect this because several people
roll of the Chief Shinobi of the mapped location. If are involved in the plan, and it’s doubtful that the shinobi
successful, the shinobi has a physical plan of the base, leading the network was the one discovered in the ruler’s
including the presumed locations of traps and other bedroom.
obstacles. If the specific base being mapped does not
If the abduction or murder is successful, there is a 10%
have a Chief Shinobi, the roll is made against a DL
chance that someone spills the beans.
specified by the game master (20 to 30).
Getting caught adds rivals. Additionally, there may be
2. A second Social Skills or Stealth Skills roll is made against
various other in-game consequences.
the DL specified by the GM (20 to 30). If successful, the
shinobi has a clear understanding of who works in the
base, how many there are, their movements, when
various shifts change, and where the weak points are.
In other words, what defence systems are in place in the
base.
228
POTENTIAL ADVERSARIES
NPCS
TYPICAL ASHIGARU TYPICAL RURAL SAMURAI
(Built with 40 EXP and 6 Attribute points) (Built with 60 EXP and 8 Attribute points)
Body +2; Speed +1; Precision +1; Body +2; Speed +3; Precision +1;
Soul 0; Intellect +1; Instinct +1 Soul 0; Intellect +1; Instinct +1
Size: Medium Size: Medium
HP: 15 HP: 17
Reflexes: -1 (+1 without armour) Reflexes: 0 (+3 without armour)
Parrying: +2 Parrying: +5 (+7 without armour)
Static parrying: 12 Static parrying: 15
DR: 4 DR: 5
Movement Speed: 28 (32 without armour) Movement Speed: 32 (36 without armour)
Soul HP 10 Soul HP 10
Willpower (Morale): 0 (Regular) Willpower (Morale): 0 (Regular)
Spell Resistance: 0 Spell Resistance: 0
Spellpoints: - Spellpoints: -
Attacks and Damage: Attacks and Damage:
+6 Attack with yari for 1d10+2 Damage +6 Attack with katana for 1d10+2 Damage
(Two-Handed weapon, Reach weapon (user gets an (Hand-and-a-Half weapon)
Attack of Opportunity with a Melee Weapon against
opponents who are moving to reach them, opponents +6 Attack with yari for 1d10+2 Damage
who are in hand-to-hand combat range get Attack of (Two-Handed weapon, Reach weapon (user gets an
Opportunity with a Melee Weapon against the user), Attack of Opportunity with a Melee Weapon against
Charge weapon, Armour-bypassing weapon) opponents who are moving to reach them, opponents
who are in hand-to-hand combat range get Attack of
+4 Attack with battle axe for 1d8+2 Damage (Piercing Opportunity with a Melee Weapon against the user),
2) Charge weapon, Armour-bypassing weapon)
+4 Attack with daikyu for 1d10 Damage
(Range 75m. Can also be used on horseback.)
Skills: Skills:
Athletics +3 Agriculture +4 Athletics +3 Law and Society +2
Axes and Perception +3 Spears +6 Mathematics and
Maces +4 Economy +2
Social Skills +3 Swords +6
Spears +4 Perception +3
Riding +3
One craft skill +3 Social Skills +3
Bows +4
Art +2
History and
Linguistics +2 Music +2
Abilities: Abilities:
Reading & Writing
Equipment: Equipment:
Yari, battle axe, light lamellar armour, arm shields Katana, yari, daikyu, 20 arrows, lamellar armour, arm
shields, notebook, ink for 100 page, dip pen
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Npcs 229
TYPICAL SYNDICATE MASTERS AND ALL MOUNTAIN TAURIC WARRIORS OR
OTHER ARMED COMMONERS HIGHLANDERS AND OUTLAWS
(Built with 60 EXP and 8 Attribute points) (Built with 60 EXP and 8 Attribute points)
Body +1; Speed 0; Precision +4; Body +3; Speed +2; Precision +2;
Soul 0; Intellect +2; Instinct +1 Soul 0; Intellect 0; Instinct +1
Size: Medium Size: Medium
HP: 11 HP: 16
Reflexes: -2 (0 without armour) Reflexes: +2
Parrying: -2 (0 without armour) Parrying: +8 (+5 without shield)
Static parrying: 8 Static parrying: 18
DR: 4 DR: 2
Movement Speed: 26 (30 without armour) Movement Speed: 34
Soul HP 10 Soul HP 10
Willpower (Morale): 0 (Craven) Willpower (Morale): 0 (Regular)
Spell Resistance: 0 Spell Resistance: 0
Spellpoints: - Spellpoints: -
Attacks and Damage: Attacks and Damage:
+5 Attack with basic crossbow for 1d10 Damage +6 Attack with claymore for 1d10+3 Damage
(Piercing 2, Range 60m. Loading takes one Action.) (Hand-and-a-Half weapon)
or +6 Attack with longbow for 1d10 Damage
(Range 90m. Can not be used on horseback.)
+5 Attack with flintlock pistol for 1d10 Damage
(Piercing 6(0), Range 30m. Loading takes one Action.)
+5 Attack with handaxe or hunting spear for 1d6+1
Damage
Skills: Skills:
Athletics +3 Law and Society +3 Athletics +5 Herbalism +2
Crossbows Mathematics and Swords +6 Perception +4
and Firearms +5 Economy +5
Bows +6 Social Skills +3
Civilian Perception +3
weapons +5 Stealth Skills +4 Wilderness Skills +4
Social Skills +5
One craft skill +10 Riding +4
Abilities: Abilities:
Reading & Writing, Specialised Artisan -
Equipment: Equipment:
Basic crossbow or flintlock pistol, 20 bolt or rounds, Claymore, longbow, 20 arrows, leather armour, steel
handaxe or hunting spear, light lamellar armour round shield, flint and steel
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230
TYPICAL RONIN MERCENARIES
AND ELITE SAMURAI
(Built with 80 EXP and 8 Attribute points)
Body +3; Speed +3; Precision +2;
Soul 0; Intellect 0; Instinct 0
Size: Medium
HP: 20
Reflexes: 0 (+3 without armour)
Parrying: +6 (+9 without armour)
Static parrying: 16
DR: 6
Movement Speed: 32 (36 without armour)
Soul HP 10
Willpower (Morale):
Ronin 0 (Regular)
Elite samurai 0 (Brave)
Spell Resistance: 0
Spellpoints: -
Attacks and Damage:
+8 Attack with katana for 1d10+6 Damage
(Hand-and-a-Half weapon)
+7 Attack with yari for 1d10+6 Damage
(Two-Handed weapon, Reach weapon (user gets an
Attack of Opportunity with a Melee Weapon against
opponents who are moving to reach them, opponents
who are in hand-to-hand combat range get Attack of
Opportunity with a Melee Weapon against the user),
Charge weapon, Armour-bypassing weapon)
or
+6 Attack with flintlock musket for 2d8 Damage
(Piercing 6(0), Range 60m. Loading takes one Action.
Can not be used on horseback.)
Skills:
Athletics +4 Riding +3
Spears +7 Perception +3
or or
Crossbows Social Skills +2
and Firearms +6
Swords +8
Abilities:
Reading & Writing, Master of Two-handed weapons
Equipment:
Katana, yari or flintlock musket and 20 rounds, heavy
lamellar armour, arm shields
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Npcs 231
ANIMALS
WOLF AND DIRE WOLF WOLF (ANIMAL)
(ANIMAL) Body +2; Speed +4; Precision -8; Instinct +6
Wolves can be found across the Asteanic world in Polar, Size: Small
Temperate, and Oceanic zones. Ordinary wolves are no HP: 6
serious threat for adventurers. However, a completely Reflexes: +5
different story unfolds when dealing with the fearsome Dire Parrying: Uses Reflexes
Wolf, a larger and stronger relative of the common wolf.
Static parrying: 15
How can the GM utilize them? DR: 0
As a test for combat encounters with a new group. Movement Speed: 70
Some beastmasters have subjugated all the wolves in a (Morale): 0 (Regular)
region and are now terrorizing the area. Attacks and damage:
You can use wolf stats for hunting dogs and guard dogs. +6 Attack with a bite for 1d4+2 Damage
Skills:
Habitat and relationship with humans:
Athletics +6 Perception +6
Wolves live in packs of about twelve and usually keep their
Stealth skills +2 Wilderness skills +10
distance from humans. However, when hungry, they may
attack individuals or pairs of humans they perceive as weak. Abilities:
Tearing Bite
Tactics: If the wolf’s attack succeeds, it can decide to stay clamped
Wolves attack as a pack, encircling their prey. Working onto a limb with its teeth instead of letting go, inflicting
together, they attempt to bite and restrain the same target biting damage of 1d4 (1d6 for Dire Wolves) each round,
which is not mitigated by DR. The target must roll a
simultaneously, preventing their victim from moving. Athletics check against the wolf’s Athletics check to break
free – attempting this requires a full Action. While caught
in the wolf’s jaws, the target cannot move.
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232
JAGUAR OR LEOPARD JAGUAR OR LEOPARD (ANIMAL)
(ANIMAL) Body +4; Speed +6; Precision -8; Instinct +6
Size: Large
How can the GM utilize them?
HP: 28
Jaguars and leopards are suitable for organizing unpleasant
surprise attacks in jungles or dense forests. Beastmasters Reflexes: +6
may be interested in controlling those fast and powerful cats. Parrying: Uses Reflexes
Habitat and relationship with humans: Static parrying: 16
DR: 0
Jaguars are found everywhere in the Tropical zone (Oreenia,
Kaliland, Kaliba, etc.). They generally do not attack large Movement Speed: 80
groups of people. However, they might surprise an individual (Morale): 0 (Regular)
or a small party with a sudden attack. Attacks and damage:
Leopards share similar behaviour to jaguars, but they can +8 Attack with bite and/or claws for 1d4+4 or 2d4+4
be found in almost all climate zones of the Asteanic world Damage (+4 Damage on Surprise Attack)
(Temperate zone, Oceanic zone, and Tropical zone), where Skills:
different species inhabit savannahs, forests, and mountains. Athletics +8 Perception +6
Anatomy: Stealth skills +10 Wilderness skills +6
An adult jaguar or leopard weighs around 80 to 120 kg and Abilities:
has valuable hide, which is priced at 10 GD in their habitat Attack at the End of Movement
regions but more elsewhere. Felines are swift creatures that can use their Action for
both movement and attacking. When predators move at
Society and Lifestyle: half of their Movement Speed (maximum 40 meters), they
can make an Attack at the end of the movement, dealing
Jaguars and leopards are solitary creatures. 1d4+4 Damage.
Diet and Natural Enemies: Double Attack
Meat and humans. If a predator performs a surprise attack or Full Attack,
they leap onto their prey, tearing at it with both paws and
Tactics: fangs. In this case, the Attack’s total damage is 2d4+4 and
they automatically perform the Tripping Manoeuvre. If
These cats attempt to attack as a surprise. They stealthily the target fails to succeed in an Athletics check against
approach their target and swiftly pounce to bring it down. the predators’ Athletics check, the target falls and is now
If the jaguar fails to quickly kill their prey, they will flee, underneath the predator.
Fallen opponents have a -4 penalty to all Attack, Reflexes,
making it hard to finish them off. and Parrying rolls against standing opponents. To stand
up, characters must overcome the animals’ Athletics check
with their own Athletics check – attempting this requires
a full Action.
Surprise Attack
If predator can attack their prey without being detected,
they perform a sort of Sneak Attack, adding +4 to their
Damage.
Soft Landing
When falling, the animal automatically takes only half
damage. If the animal succeeds in a Stealth check to avoid
the damage from the fall, they do not take any damage at
all.
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Animals 233
WYVERN Starvation or wing injuries during hunting are the most
dangerous threats to young wyverns. Humans come next.
(ANIMAL) Humans are just the right size for a wyvern to consider them
How can the GM utilize them? a potential meal, and all the livestock kept by humans is
suitable prey for wyverns. Therefore, settlements pay large
Perhaps among the characters, there is a beastmaster who
sums to anyone who can bring them the heads of wyverns
would like to learn the wyvern language and use them as
living in the area. Wyvern hunting is not as difficult for an
their riding animals.
experienced hunter as it might seem. The wyvern’s weak
The classic way to use a wyvern is, of course, to harass point is its nest, which it must defend.
characters traveling between the mountains. The wyvern’s
Tactics:
habitat should be indicated by a forest, free of large animals.
The wyvern attacks by flying, attempting to grab its prey to
Habitat and relationship with humans: then bite it to death or drop it to its death. If the wyvern’s
In ancient times, wyverns were found everywhere in claw attack is successful, the wyvern grabs the victim and
temperate mountain ranges. However, humans have hunted can fly on with it. Escaping the grip requires mutual Athletics
these giant flying predators throughout history, leading the rolls.
species to the brink of extinction a few hundred years ago.
A wyvern does not voluntarily land, and to fight it on the
Nevertheless, wyverns are not extinct, and wild creatures can
ground, you need to attack its nest or find a way to bring it
still be found in the mountains far from human settlements.
down from the sky.
However, there are more domesticated wyverns in the
world today. During the early stages of the Great War,
Tauric beastmasters began to tame wyverns and use them WYVERN (ANIMAL)
in their wars against the Asteans. By now, Taurics have Body +8; Speed +10; Precision -8; Instinct +8
developed a specific caste of warriors consisting of wyvern Size: Huge
tamers – Wyvern Knights, who breed and ride hundreds if
HP: 112
not thousands of wyverns into battle. Wyvern knights guard
the secret of the wyvern language closely, and learning this Reflexes: +10
language can be an adventure in itself. Parrying: Uses Reflexes
Anatomy: Static parrying: 20
DR: 2
A wyvern is a two-legged flying lizard with a wingspan that
can reach up to 20 meters and a weight of 500 kg. The wyvern Movement Speed: 120
is characterized by a relatively small body but extremely (Morale): 0 (Regular)
large limbs and a long, flexible neck. Attacks and damage:
The wyvern’s mouth contains poison glands and venomous +14 Attack with claws for 2d6+8 Damage
fangs, providing a total of 10 doses of venom. and, if not flying, or if flying and attacking a cached
victim in midflight,
From a successfully skinned wyvern, you get enough skin for +16 Attack with bite for 2d6+8 Damage (+ venom)
1-2 suits of wyvernskin armour plus venom Skills:
For successful wyvern skinning, roll Textile and Leatherwork Athletics +10 Perception +16
against DL 15, a roll of 10 to 14 means you get enough Abilities:
material for one suit. Long Attack Range
Society and Lifestyle: Thanks to its extremely long neck, the wyvern can attack
all creatures within a range of up to 5 meters from it. It
Wyverns live in pairs. A wyvern pair builds their nest high can also attack over other creatures it.
in the mountains, where they lay two to five (1d4+1) eggs.
Wyvern Venom
Wyverns take turns hunting and guarding the eggs. When Immediate Body check against DL 15. A Body check result
the eggs hatch, the wyvern pair raises the small wyverns for below 10 results in severe poisoning.
a few years until they become capable of flight and leave the For mild poisoning, 1d4 Damage to the Body, Speed and
nest. Wyverns reach adulthood at around 12 years old, and Precision.
their lifespan extends to almost a hundred years. One wyvern For severe poisoning, 1d6 Damage to the Body, Speed
and Precision.
pair can raise about six to seven broods in their lifetime.
Attack between Movement
Diet and Natural Enemies: The wyvern attacks in the middle of flight and does not
Wyverns feed on various animals living in the mountains, land on the ground. In this case, it can only make one
claw attack but with a successful hit can grab the victim
mostly mountain goats. Large creatures need to eat a lot, and take it along.
and therefore, the immediate vicinity of the wyvern’s nest is
practically devoid of wild animals, requiring wyverns to take
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234
TAURIC WYVERN KNIGHT TAURIC WYVERN KNIGHT
(Built with 200 EXP and 8 Attribute points) (Built with 200 EXP and 8 Attribute points)
Body +2; Speed +2; Precision +2; Equipment:
Soul 0; Intellect 0; Instinct +2 Silverclaymore, Tauric laminar armour, steel
Size: Medium longshield (masterwork +1), lance (masterwork +1),
composite bow (masterwork +1), 10 silver arrows, 20
HP: 20 arrows, 2 arrows filled with wyvern poison, gold ring
Reflexes: 0 (10g, 5 GD), silver brooch (50g, 25 SD), and a silver
necklace (300g, 9 GD).
Parrying: +8 (+4 without shield)
Static parrying: 18 (14 without shield) 1d10 GD, 3d6 SD
DR: 6 The wyvern knight always travels with two wyverns,
riding one themself, and the other accompanying
Movement Speed: 30 (34 without armour) them. Saddlebags and equipment are split by both
Soul HP 14 wyverns.
Willpower (Morale): 0 (Brave) The wyverns saddlebags contain: 40 arrows, 200 iron
flechettes, sleeping bag, tent for two, 20 kg of dried
Spell Resistance: +2 food, 4 water pouches (2l), flint and steel, first aid kit
Spellpoints: 2 (+2 to Medicine, 20 uses, heals 1 HP immediately with
Attacks and Damage: a Medicine roll of 15), Climbing Kit (+4 to Athletics or
Stealth Skills on climbing rolls), hemp rope (100m).
+6 Attack with silver claymore for 1d10+2 Damage
(Hand-and-a-Half weapon. When attacking from the
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Animals 235
ICE PEOPLE Ice people shamans know secret paths to physically enter the
Windland. They use these paths to move between mountain
(CULTURAL ANIMAL) ranges. Therefore, encounters with ice people can also occur
How can the GM utilize them? in the Gurgeland’s otherworld – the Windland.
Ice people may ambush PCs who travel in cold regions. Diet and Natural Enemies:
Tribe of ice people may move into PCs domain and cause Ice people are entirely carnivorous, making the territory of
chaos. one ice people family immense. In addition to mountain
goats, birds, and other mountain animals, humans and their
Habitat and relationship with humans: own dead kin are suitable for the ice people’s dining table.
Ice people live in the mountains and glaciers of Gurgeland.
Ice people are the top predators in the Gurgeland mountains
The territory of one ice people clan extends up to 1000
and glaciers. Their only natural enemy is humans who hunt
km2, meaning that in human inhabited areas, there aren’t
them to protect themselves and their herds or for the sake
many of these creatures left – ice people are on the brink
of their exotic shiny silver-white skin, which fetches 25
of extinction. Most ice people clans live around the Icecave
gold denari on the market and even more in distant lands.
glacier, under the control of Iceskull tribe’s shamans.
The dead body of an ice person may also interest some
Ice people fear human settlements and avoid coming near necromancer.
them. However, if humans enter the territory of an ice people
Tactics:
clan, the ice people may attack them – either to scare them
away or to kill and consume them. Since humans are usually Ice people hunt as an entire family. They try to sneak
better armed than ice people, in areas with permanent within twenty meters of their prey and, if possible, position
human settlements, ice people are either driven out or killed. themselves at a higher vantage point. Once in position, they
throw javelins at unsuspecting prey and then descend upon
A Beastmaster could try to learn the language of ice it, breaking its neck with their claws and teeth.
people to control them. Iceskull tribe’s shamans speak their
language and control several surrounding clans, ensuring
safe coexistence. ICE PERSON (CULTURAL ANIMAL)
Anatomy: Body +6; Speed +4; Precision 0; Instinct +4
An adult ice person is about 140 cm tall when fully stretched Size: Medium
and weighs 50-60 kg. Although ice people can move on two HP: 16
legs, they mostly lean to their front limbs while moving. Reflexes: +4
Ice people are very strong and skilful climbers; with their Parrying: Uses Reflexes
sharp claws, they can climb vertical ice walls. Their light Static parrying: 14
grey skin is covered with dense silver-white fur, except DR: 0
around their eyes and nose. Ice people hunting in glaciers or
Movement Speed: 40
mountains are challenging to notice.
(Morale): 0 (Regular)
Ice people have developed thumbs on both hands and Spellpoints (shamans 8
feet, allowing them to successfully use self-made tools and only)
weapons, as well as items they have acquired from humans.
Attacks and damage:
Society and Lifestyle: +12 Attack with claws and teeth for 1d4+6 Damage
Ice people live in family groups of up to twenty members +6 Attack with javelin for 1d6+6 Damage
(4d6 ice people in one family), roaming and hunting across (Range 30m)
the Gurgeland mountains and glaciers. An ice people family
Skills:
consists of a grandfather, grandmother, their children, and
grandchildren. Hunting is a communal activity, with only a Athletics +12 Perception +8
few females caring for the offspring during the hunt. Stealth skills +10 Wilderness Skills +8
Civilian Shamans have
There is always one shaman in an ice people family who has Weapons +6 Channelling skill +12
made a pact with the Northwind (lesser god), the ruler of the Abilities:
Windland (Otherworld pocket in Gurgeland), and received
spells from her. Northwind dislikes humans with their souls, Ice people shamans have two priest spells: Whirlwind
and Call Lighting (instead of Geography skill, ice people
cities, and civilization, but she greatly favours ice people shamans use Wilderness Skills when determining the
– she happily makes pacts with ice people shamans and accuracy of lighting strike).
punishes humans who harm them. This connection to the Equipment:
Northwind may explain why ice people are more than just
apes and why they have not completely died out. 1d4+1 iron or stone tipped javelins
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236
Whirlwind Call Lighting
Channelling check DL: 20 Channelling check DL: Depends on the weather
Spellpoint cost: 2 Spellpoint cost: 2
Description: Priest can summon a whirlwind around Description: To target an enemy with a lightning strike,
themselves, which is inherently magical and exceptionally the priest must make two rolls: the first roll, Channelling,
fast. This super-fast Whirlwind protects the priest from determines whether the spell works and the second roll,
ranged attacks because most arrows and bullets that enter Geography, determines if the lightning hits its intended
the vortex are deflected from their trajectory. Whirlwind target or strikes elsewhere.
does not provide protection against melee attacks.
The Difficulty Level for calling lightning depends on the
The priest adds their Channelling Skill Level to all rolls of weather.
Reflexes and Parrying made against ranged attacks or attacks
with thrown weapons. Weather Conditions Over the DL of Channelling
Target check
The spell lasts for a number of rounds equal to the priest’s
Channelling skill level. Thunderstorm or a Thunderbird
20
within sight
Activating this spell takes one full Action, and extending it
does not take time nor a new roll, but also costs 2 Spellpoints. Rain, snowfall, or heavy cloud cover 25
Thin cloud cover or scattered
30
clouds
Clear skies 40
The priest can call lightning within their entire line of sight,
theoretically reaching targets several kilometres away. The
DL depends on the distance to the target. If the roll fails, the
lightning strikes far off course.
Animals 237
OTHERWORLDLINGS AND UNDEAD
POLONG
(CORPOREAL OTHERWORLDLING)
Polong is a bloodthirsty otherworldling created by
Restoration magic, obedient to its master’s commands.
How can the GM utilize them?
Polongs serve as dedicated guardians for powerful
wizards, particularly healers. Additionally, influential
rulers who employ court wizards may have polongs
residing in their palaces.
Habitat and relationship with humans:
While Polong fully obeys its master, it lacks intelligence
and requires simple commands. Although it’s life
originates from the sorcerer’s Soul HP, there is no direct
connection between the sorcerer and Polong. The
sorcerer must make clear to Polong what they want from
it. Additionally, Polong has no capacity to learn; it is
solely driven by instinct to obtain blood. If Polong were
to break free from its master’s control, this instinct takes
over. Polong is fearless and retreats only when death is
inevitable. Its speed and agility make it difficult to catch.
Anatomy:
Polong is a small (10-year-old child-sized) supernatural
bloodsucker of otherworldly origin, born from blood.
Powerful sorcerers are capable of creating it. Polong is
a genderless creature who can’t die a natural death. This
hairless and colorless dwarf moves with supernatural
speed, crawling on walls, rooftops, and any surface. Its
four tentacle-like limbs are equipped with suction cups,
helping it cling to surfaces.
Society and Lifestyle:
Polongs lack a structured society; their existence
revolves solely around serving their creator. However,
should they break free or if their creator perishes, they
become feral beings, driven solely by their bloodthirsty
nature.
Diet and Natural Enemies:
Polongs do not require sustenance for survival, but they
possess an insatiable craving for human blood, leading
them to actively hunt for it.
Tactics:
Polong lurks above its victims on rooftops, walls, or
ceilings, and unexpectedly pounces on them, attempting
to strike with both clawed limbs. If successful, it can then
extract the victim’s blood as an additional Attack.
Newborn polong
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ILOMBA Diet and Natural Enemies:
(CORPOREAL OTHERWORLDLING) Ilomba do not require sustenance for survival, but they
possess an insatiable craving for human blood, leading
Ilomba is a bloodthirsty otherworldling created by the them to actively hunt for it.
Restoration magic obedient to its master’s commands.
Tactics:
How can the GM utilize them? Similar to the polong, ilomba can stalk its prey, lurking
Ilomba, like polong can serve as guardian for powerful on rooftops, walls, or ceilings, and unexpectedly pounce
wizard. on its victim, attempting to grasp them with both of
its claw attacks. If successful, it gains an extra attack to
Since ilomba can speak, it can also interact with the PCs
extract the victim’s blood.
under its master’s command (in the guise of its master).
However, ilomba typically employs more cunning
Additionally, in some adventures, it might happen that
hunting tactics. Able to assume human form and
ilomba has taken over its master’s role in the world, while
possessing extraordinary persuasiveness, they attempt
the actual master is dead. A hint for such a situation
to lure humans to secluded areas before attacking and
could be that the renowned healer is no longer healing
killing them there.
people – Ilomba doesn’t know how to perform the spells.
Habitat and relationship with humans:
Ilomba fully submits to its master and understands all
the commands given by the master exactly as intended.
Like polong, ilomba also needs to feed on its master’s
blood once a month. If it cannot do so, it will become
independent from its master. However, unlike polong, the
significantly more intelligent ilomba doesn’t go around
killing random people upon becoming independent.
Instead, it sets its goal to kill its former master, whom
it resembles. The ilomba aims to take over its master’s
position.
Anatomy:
Ilomba, a hairless creature bearing the face of its master,
is devoid of any gender distinctions. Its limbs are
endowed with suction cups akin to a polong’s, giving it
supernatural climbing abilities. While unclothed, ilomba
is unmistakably recognizable as a monster; however,
once dressed, it can seamlessly assume the likeness of
its master, effortlessly impersonating them. In contrast
to the polong, ilomba boasts the ability to converse,
effectively granting the sorcerer the means to be present
in two locations simultaneously.
Society and Lifestyle:
Ilomba exists to serve its creator, but if its master were
to die or if ilomba were to break free from its master’s
control, it would assume its master’s societal role and
live as an ordinary human. However, with a significant
distinction, ilomba remains a bloodthirsty entity like the
polong, craving human blood and seeking to feed on it
at least once a week. Such a liberated ilomba would likely
become a serial killer, a monster living amongst humans
and slaying them for sustenance.
Adult polong
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DEAD WALKER REVENANT
(Corporeal Undead) (Corporeal Undead. Created from a warrior
Body 0; Speed -4; Precision -8; ancestor with the body and equipment of a
Soul +2; Intellect -; Instinct 0 rural samurai.)
Size: Medium Body +2; Speed +1; Precision -3;
HP: 20 Soul +3; Intellect 0; Instinct 0
Reflexes: -4 Size: Medium
Parrying: +4 HP: 22
Static parrying: 6 Reflexes: -1 (+2 without armour)
DR: 0 Parrying: +3 (+5 without armour)
Movement Speed: 22 Static parrying: 13 (15 without armour)
Soul HP 12 DR: 5
Willpower (Morale): +2 (Fearless) Movement Speed: 28 (32 without armour)
Spell Resistance: +2 Soul HP 13
Spellpoints: - Willpower (Morale): +3 (Brave)
Attacks and Damage: Spell Resistance: +3
Dead Walkers use a weapon provided to them by the Spellpoints: -
Necromancer for their attacks. Although a walking Attacks and Damage:
corpse lacks weapon skills, it still makes attack rolls
with a d20, with a -2 penalty to the Attack bonus. A +6 Attack with katana for 1d10+2 Damage
Dead Walker is only capable of using melee weapons. (Hand-and-a-Half weapon)
Skills: Skills:
Perception +4 Athletics +5 History and
Linguistics +1
Abilities: Spears +6
Otherworldly Being Perception +2
Swords +6
Otherworldly beings do not require food, water, or Abilities:
oxygen to survive.
Otherworldly Being
All Otherworldly beings are immune to poisons and
Otherworldly beings do not require food, water, or
illnesses.
oxygen to survive.
Otherworldly Senses
All Otherworldly beings are immune to poisons and
The creature possesses the abilities of Permanent Sixth
illnesses.
Sense and Darkvision from the Astral Projection school of
Otherworldly Senses
magic, enabling them to see the invisible and in darkness
The creature possesses the abilities of Permanent Sixth
as well as in light.
Sense and Darkvision from the Astral Projection school of
Beings with Otherworldly Senses are immune to all
magic, enabling them to see the invisible and in darkness
Psychic spells.
as well as in light.
Supernatural Perception
Beings with Otherworldly Senses are immune to all
A spectator automatically notices when someone is
Psychic spells.
observing them and fixes their empty black eye sockets
on the observer.
Equipment: Equipment:
Equipment provided by the Necromancer Katana, lamellar armour, arm shields
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The Necromancer can connect the summoned spectator A revenant is an undead with poor control over its body; it
and a corpse into a Dead Walker under their control. lacks the sense of smell, touch, and taste. Its body is deceased.
The revenant's voice sounds unearthly because it does not
Dead Walker does not speak, is slow, and clumsy.
use vocal cords for speech; its soul communicates directly.
The Dead Walker obeys the Necromancer's control and Over time, the revenant's body will decay and deteriorate,
can remember up to three simple commands at a time. For but this can be halted through mummification.
example: Guard the entrance, attack anyone trying to pass,
but always let those three friends through.
Habitat and relationship with humans: The natural enemy of a goblin is any creature or
sorcerer that can see the invisible because without their
Goblins are found all over the world, known by various
invisibility shield, they are relatively easy to kill.
names in different cultures: woodland sprite, forest elf,
fairy, fay, etc. Tactics:
Goblins live in dense primeval forests and mountains, Goblins try to avoid direct combat in any way, either
rarely venturing out. Each goblin has its own territory, by fleeing or hiding. If direct combat is unavoidable,
and when human settlements appear in that area, goblins usually defend themselves with claws and teeth,
encounters with goblins are highly likely. The goal of although it would be wiser for them to use some weapon.
goblins is to rob or scare away people who enter their However, goblins do not carry weapons because these do
territory. Generally, goblins are not violent as they are not turn invisible with them, and goblins mostly move
small and fear direct conflict. Therefore, they trick their around while invisible.
victims by using illusions and the ability to turn invisible.
One common trick of goblins is to use illusions to lead
a person astray in the forest and then suddenly reveal
themselves, offering to guide them out in exchange for
some valuable item. This misleading process can take
several days, during which goblins increasingly confuse
their victims with illusions.
However, not all goblins just tricksters; some more
malicious goblins may use illusions to lead people to
their deaths, with tricks such as covering a chasm with
an illusory clearing, etc.
Goblins choose a lone wanderer as their target, rarely a
pair, and almost never attempt to deceive a larger group
because using illusion abilities on many people who
communicate with each other can prove challenging,
and goblins are not very intelligent.
Anatomy:
Goblins are very small, ranging from 90 to 120 cm tall
hairy beings with grotesquely large eyes, ears, nose, and
mouth.
Society and Lifestyle:
Goblins live and operate mostly alone. Each goblin has
its own territory in which they operate, and at the heart,
usually hidden in a particularly inaccessible place, is their
lair, where the goblin keeps their accumulated loot. This
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Greater Illusion GOBLIN
Soulcraft check DL: Against target’s Spell Resistance (Corporeal Otherworldling)
check Precense +2; Speed +2; Precision +6;
Spellpoint cost: 3 per illusion. Intellect -2; Instinct +6
Description: The goblin infiltrates the thoughts of the Size: Small
target and creates hallucinations. Hallucinations can
Soul HP: 10
be anything from a pink elephant to entering the world
of the dead. To overcome the goblin’s illusions, the Reflexes: +6 (may have bonus form
target must roll a better Spell Resistance check than the Invisibility)
goblin’s Psychics roll. With each new vision created by Parrying: Uses Reflexes
the goblin, both rolls must be reattempted. If the target’s Static parrying: 16
companions explain to them that they are experiencing DR: 0 (10 against nonsilver and
illusions, the target gets a new roll with a +10 bonus. nonsoulbleed weapons)
To avoid this, the goblin can create an illusion as if the
Movement Speed: 32
companions are not present, leaving only their voices,
and the new roll comes with a +5 bonus. Willpower (Morale): +6 (Craven)
Spell Resistance: +6
The illusion lasts until it is proven to be illusion. For
example, an illusion of a forest lasts until the target Spellpoints: 12
reaches the forest, and when touching the trees, they are Attacks and damage:
not there. Only then does the illusion dissipate. +4 Attack with claws for 1d4+2 Damage.
Depending on the complexity of the illusion, it takes 1 to Skills:
10 rounds to implant it in the target’s mind. Athletics +6 Perception +10
Stealth Skills +10 Social Skills +8
Civilian Wilderness Skills +10
Weapons +8
Psychics +10
Abilities:
Otherworldly Being
Otherworldly beings do not require food, water, or
oxygen to survive.
All Otherworldly beings are immune to poisons and
illnesses.
Otherworldly Senses
The creature possesses the abilities of Permanent Sixth
Sense and Darkvision from the Astral Projection school of
magic, enabling them to see the invisible and in darkness
as well as in light.
Beings with Otherworldly Senses are immune to all
Psychic spells.
Unhuman Being
The creature is immortal in the sense that it does not age
or die of old age. The creature can be killed.
Unhuman beings are immune to Psychic spells and
Necromantic spells.
Invisibility
The goblin can make itself invisible at will. Invisible beings
are significantly harder to hit with weapons. Parrying in
close combat +6, in ranged combat +18. Stealth checks
+20. (Except when the opponent can somehow see the
invisible.)
Spells:
The goblin has only one spell, and that is the very
powerful psychic spell Greater Illusion. The goblin can
attempt to use it four times a day, and they don’t need
to establish contact with the target before using it. The
goblin just needs to be at least 30m from the target.
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KOBOLD KOBOLD
(Dead Soul) (Dead Soul)
Soul +2; Intellect 0; Instinct 0 Abilities:
Size: Medium Otherworldly Being
Soul HP: 12 Otherworldly beings do not require food, water, or
oxygen to survive.
Reflexes: +2 All Otherworldly beings are immune to poisons and
Parrying: Uses Reflexes illnesses.
Static parrying: 12 Otherworldly Senses
The creature possesses the abilities of Permanent Sixth
DR: 0 (20 against nonsilver and Sense and Darkvision from the Astral Projection school of
nonsoulbleed weapons) magic, enabling them to see the invisible and in darkness
Movement Speed: 34 as well as in light.
Beings with Otherworldly Senses are immune to all
Willpower (Morale): +2 (Craven) Psychic spells.
Spell Resistance: +2 Ethereal Being
Spellpoints: - This creature lacks a physical body. It cannot be pushed,
pulled, or conventionally confined. While it can’t pass
Attacks and damage: through walls, it can change its size and float through
+4 Attack with claws for 1d4+2 Damage to Soul HP. small windows or gaps in bars.
Attacks from such a creature typically deal damage to
Kobolds may attempt the Choking manoeuvre to kill Soul HP rather than physical HP.
their opponent that way. With Athletics Skill Level of An ethereal being is immune to electrical damage.
+4, their initial Attack would carry -2 penalty.
Skills: Unanatomical Being
The creature lacks anatomical internals. While it may
Athletics +4 appear to have a head and arms, strikes against them deal
Stealth Skills +10 (+32 in darkness) the same damage as strikes elsewhere. The creature is
immune to damage from Sneak Attacks and manoeuvres
Perception +4 that target specific body parts.
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An unanatomical being is immune to fire and acid.
Mining Wind
The kobold can conjure a magical gust of wind that
extinguishes all light sources in the cave, including
torches, oil lamps, and theoretically even electric lights.
The effect extends up to 50 meters and is a couple of
meters wide. The influence doesn’t follow a straight line
but conforms to the shape of the cave. For example, in an
S-shaped cave, the effect would extend 50 meters along
the S-shape. It’s possible to relight the light sources. The
kobold can use this ability unlimited times, and each use
takes one Action. The wind is fast, silent, and very cold.
Sun Weakness
The sun harms the kobold, dealing 1d4 damage to it each
round when exposed.
Permanent Flight
Kobolds have the permanent ability to fly.
Manipulation of Physical Objects (as the Astral
Projection spell)
Spirit can manipulate physical objects as they wish.
Kobolds primarily use this ability for making noises,
stealing from miners, and causing general mischief.
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