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THE

VAGRANt
• A SCI-FANTASY ADVENTURE GAME •

· VERSION 1.0 ·
—· Game Design & Presentation ·—

LAW C. ESPER

—· Supporters & Playtesters ·—


Raziel · Lauta · Lali · Charlotte
Heinrich · Zackery · Nikodem · Andy · Alex · James
Zeus · Diego · Jere · Agus · Zampa · Fercho
Javier + Punto Rol · Koy + Leyendas
Renzo · Mati · Rómulo · Exe · Nico

—· Special Thanks ·—
Game Design Guild, for sticking around and supporting me
through the entire development cycle.
All the kind anons from /tg/, who have always given me positive,
encouraging words and clear feedback along the way.

2
THE

VAGRAN
PATH
t
• A SCI-FANTASY ADVENTURE GAME •

—· disclaimer ·—
Despite its status as a released and fully functional game, this document is
only the first version of more to come. As such, some sections may be subject
to writing revisions and minor adjustments at some point during the game’s
lifetime, including new editions that feature art and minor fixes made after
thorough, widespread playtesting. Feel free to get in touch to discuss any
feedback you’d like to share with me—I’m always happy to help.
I hope you have fun exploring the world of Vandren.
– Law, the author

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88 8
PROLOGUE
4 the vagrant path
—· The First Light ·—
On this lonesome world known by many names
We feared we’d be forgotten
That all that would remain
Would be the earth beneath
The winding rivers
The beasts of old
The roaring winds
The stars in the black sky
And yet, it was not to be
For the stars had plans of their own.

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Chapter 1

CORE
CONCEPTS
bb
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Introduction
The Vagrant Path is a fantasy roleplaying game set in a world of monsters, magic,
and a civilization that unexpectedly finds itself in possession of a vast amount of
advanced technology. The discovery of an information trove of mysterious origins
kindles an age of artifacts and knowledge beyond their wildest dreams, thousands of
years ahead of them. Through newfound lore, resources, and tools, sprawling civi-
lizations and small factions alike begin to journey across the dangerous landscape
around them, through paths and obstacles that once proved insurmountable.
The stories told in this game follow roving bands of Vagrants—dauntless warriors,
hunters, scholars, sorcerers and pathfinders—as they journey across the wilderness
and discover the hidden wonders of the world.

what does this roleplaying game entail?


This game is a shared narrative experience in which a group of players weaves
tales and journeys in a strange, fantastical world. One player acts as The
Arbiter, a sort of narrator that sets the scene and plays various roles to bring a
living, breathing world into existence. The rest of the players create and portray
unique characters called Vagrants, and roleplay their intentions, emotions,
and choices to their own accord.
Through narration—alongside pen, paper, and dice—the Arbiter and the
Vagrants slowly bring to life an exciting story woven through the natural flow of
each session of an ongoing campaign.
The rules contained in these pages aim to create a structure for this shared
narrative to thrive in, to support interesting scenes and meaningful interac-
tions, and to make characters tangible actors in the world around them.
Don’t worry too much if you’re new to RPGs. Though things might seem
confusing at first, they will become more intuitive the longer you play, slowly
learning as you immerse yourself into the world through your character’s lens.

6 the vagrant path


1

b CORE CONCEPTS
TOUCHSTONES
Every aspect of the game is fundamentally rooted in a number of core concepts that
serve as a foundation for the game’s rules—and by extension, its emergent narrative.
It’s important to understand these concepts before playing or running this game, as
they provide a common ground of shared expectations for all potential players.

Narrative and Discovery

b
In a general sense, these rules aim to create a structure that supports each session’s
narrative thread, helping to reliably translate concepts and actions while breaking
the flow of the game as little as possible. As such, there’s very little mathematical
weight to be found in them, favoring narrative flexibility and proactive creativity in
its stead. Players should be able to know what they can or can’t do and how the in-
game context affects them in an intuitive way, so that they may hold as much control
of their characters as the Arbiter holds control of the game’s world.
Characters have a wide array of tools and abilities that allow them to interact with
the world around them. Exploration, travel, investigation, lateral thinking and
problem-solving are very important and recurring aspects of the game.

Glimpses of a World
Though the game is structured around an implied backdrop, little is revealed about it
throughout the book. There are no established individuals, factions, or timelines,
only a general sense of what the game’s setting entails, built by an amalgamation of
elements that the players directly interact with. It’s up to the Arbiter and the players
to fill in the gaps, to connect these elements through each session and journey and
make the landscape their own, giving the world a defined history and identity.
To this end, many of the game’s rules have been written to support a “sandbox” style
of play, with long journeys and exploration at its core, and a particular attention to
the way in which players tally the passage of time over the course of their adventure.
The pace of play shifts between scenes that take place over the course of many days,
weeks, and seasons where Players manage their time and resources, to fast-paced
chases and skirmishes in which each second is an uncertain and dangerous gamble.

Free Growth
Vagrants start out as fairly experienced characters, but they slowly grow over time by
diversifying their array of skills and learning to deal with new situations as they
progress through the campaign. Training and embracing new knowledge, or choos-
ing to improve key aspects of their area of expertise takes time and effort, and
encourages them to seek mentors and sources of knowledge. Such as it is, the game
features no levels or experience—everything that the characters learn over time is
wholly in the hands of their Player to manage and invest into, seizing opportunities
to maximize their growth or choosing to take their time while they focus on matters
of trade and acquisition to improve through pathways other than knowledge.

prologue 7
1
CORE CONCEPTS

High Lethality
This is a dangerous world, full of vicious monsters and dangerous hazards that the
Players will inevitably come across sooner or later. Vagrants and adversaries alike can
only withstand a handful of wounds before risking their lives, and every moment
during a combat scene can lead to serious injuries, dismemberment, or death.
Skirmishes should be sparse and brief, serving as threatening, uncertain tests of
teamwork and tactics in which survival is always on the line.
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Folk Magic
Many the of the world’s elements are ethereal and otherworldly. Spirits of nature,
and spirits that reside in machinery, pass through the world as untangible visages
that the common folk offer praise to. Likewise, Magic relies on lengthy rituals,
natural components, arrays of runes, and journeys into the spirit world, and the
effects its power creates are wholly in the hands of the spell-weavers that wield it.

House Rules and Homebrew


Much like many other RPGs that will say something similar, the spirit of the game
surpasses the written word. Though the game is written around an idea of a world
and a campaign premise with a variety of appropriate elements, the game’s rules and
chapters that contain them are structured in such a way that they can be easily rear-
ranged and modified to fit the style of play of each particular group. The introduction
of house rules, different settings, additions and removals that can improve the expe-
rience of a campaign are encouraged, and the game won’t easily break apart for it.
At the end of the day, these rules are your own.

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8 the vagrant path
1

b HOW TO READ THIS BOOK


How to Read this Book
For the sake of clarity, this book’s formatting offers a variety of cues to draw the
reader’s attention to different levels of importance. Pay attention to the hierarchy of
headers when reading through the book, as large topics are always broken down into
smaller paragraphs that contain the more nitty-gritty aspects of rules and play.
Likewise, certain terms and sections are usually presented in a specific style:
B Bullet Lists: Lists such as this one break down smaller components of a rule into

b
more manageable chunks. These are used to clarify secondary rules, or to list out
individual elements, considerations, or items that break the mold of the more
general terms that are being talked about.
B Keywords: A number of Important Terms is capitalized and, sometimes, made
bold to really drive the point home. These often refer to various rules or concepts
that are repeated over the course of the book but that don’t represent specifics, such
as mentioning Attributes or Skills. On the other hand, more finely specific concepts
such as the Might Attribute or mentioning Wounds are more prominently styled,
often accompanied by an icon or a particular color.
Some text is presented like this to represent footnotes and clarifications. Most commonly,
they are preceded by some more specific terms.
Note: Signifies any minor clarification deemed relevant for understanding what is being
talked about in a particular section to prevent confusion.
For Example: Is one of the most widely used footnotes, offering specific examples of the
more freeform elements of the game. Things such as items, skills, or situations that help
clarify the true nature of a rule or section.
Author’s Note: Precedes things that I, as the author of the game, deem particularly
important from a more personal standpoint. Recommendations and little reminders that I
feel must tear away with the formality of a neutrally-written rulebook.

B Iconography: There is a great variety of icons that represent specific concepts


spread across this book. At its core, their primary purpose is to simply give a little
illustration that accompanies keywords. But some other times, these icons are used
to replace the keywords altogether when space economy becomes a concern. Pay
attention to the icons as they appear in the text, for you’ll surely see them again.
For Example: Advantage, Action, Defense, Melee, Ranged, Spoils

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prologue 9
Z
• Book I •

ZZ Z
VAGRANTS
10 the vagrant path
—· The Vagrant’s Hymn ·—
Through countless winters, across a myriad roads
We search for a place to call our own
A calm ending to our song

But few understand, lost in their longing


That our place is here on the road
And our song is never-ending
Sung anew with each new dawn

11
Chapter 2

FORGING
YOUR PATH
bb
Z
The Usual Suspects
Vagrants carve their own path through the very wilderness that the meek
nomads and settlers are too afraid to cross, using their tools and abilities in unique
and impressive ways as they make their way into the unknown. These individuals are,
in truth, no different than anyone else, yet they have been bestowed an unbreakable
sense of purpose that drives them forward, where no one else dares to venture.
Mercenaries, scouts, warriors, scholars, artificers and sorcerers. Anyone can poten-
tially become a true Vagrant, and they all have the tendency to find each other across
vast distances, traveling together in rather noteworthy Roving Bands.
Over the course of the campaign, each Player takes control of a character that
reflects this reality, taking the wanderer’s mantle and standing out in their own way.
These characters will work and take on challenges together, they will hone their skills
and form new bonds, meet new people and grow over time.

Following Along
Creating a character starts with an idea, a concept that you find interesting and feels
like it truly belongs to the world around you. From then on, it’s a matter of following
the guidelines provided in this chapter. Write down your choices and relevant infor-
mation in a blank sheet of paper or on your printed character sheet as you go along.
Note: Benefits obtained during Character Creation do not change over the course of the
campaign. Choose wisely.

{
12 the vagrant path
2

b CHARACTER CREATION
CHARACTER CREATION
Every character begins as an idea and takes shape through a series of steps detailed
over the course of this chapter, slowly giving them details and a mechanical founda-
tion to rely on over the course of the campaign.
Author’s Note: You are free to go over them in any order you find convenient. Take as much
time as you require, and invite the Arbiter to participate if you feel that you need a hand.

b
1
j

Concept and Traits


Think of a character in broad strokes: their most striking traits, their capa-
bilities, and their place in the world around them. Afterwards, write down
their Profession and a fitting Background, and choose an Ancestry from
the available options.

2
j j j

Attributes
Distribute four Ranks among your Attributes: Might, Finesse, Focus and
Spirit, and note down your Health and Stamina.

3 Skills
Write down the initial Ranks obtained from your Traits. Afterwards, distrib-
ute seven Ranks among your Skills and six more among your Disciplines.

4 Belongings
Pick up your Starting Equipment, and go to Chapter 3 following the
guidelines in that section. You will receive some basic items for free, and
given a small budget to pick up a number of Assets, Resources and Gear of
your own design—both in function and in appearance.

5
j

Narrative Touches
Lastly, give your character a Name, and think of what their Identity,
Purpose, and Roots are. You don’t need to know the full extent of these
aspects of your character from the start, but having a stronger grasp of
who your character is can be a great help when roleplaying them.

The Roving Band


j

Take a moment to give some thought to the common ground you will share
with the other characters. As a group, figure out how you relate to one
another, why you find yourselves traveling together, and the shared sense
of identity between your characters, following the guidelines in Chapter 4.

book i · wanderers 13
2
FORGING YOUR PATH

1 CONCEPT AND TRAITS


j
Every character starts with a vague idea, a concept imagined in broad strokes to
serve as a guideline through the creation process. Traits are a way to nail down some
key points of your character that will later define some of their abilities and initial
skills, but primarily serve as a gateway into the campaign.
Your first two Traits—your Profession and your Background—are completely
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freeform, meaning that you can write whatever you come up with, as it’s primarily a
way for you to translate your concept into the game. They serve as a summary, or a
sort of “presentation” of your abilities and origins, giving you a solid foundation for
later stages of character creation, and grant Favor in any Success Tests where they
would feasibly come into play.

Profession
Your primary line of work and trained knowledge, including general knowledge of
related topics and activities, usage of related tools, and day to day tasks. It encom-
passes, in a general way, the most prominent abilities garnered and trained over your
lifetime, or those that feel the most familiar to you.
Chances are, as well, that you have a specific area of expertise or experience with a
particular field of study or practice. Reflecting this on your Profession is not a neces-
sity, but it’s a good thing to keep in mind for when choosing Skills later on.
Example Professions: Sellsword, Scholar of Lore, Beast Hunter, House Alchemist, Vehicle
Hijacker, Wagon Driver, Recon Pilot, Field Medic, Petty Thief, Mechanical Engineer, Folk
Artist, Textile Trader, Lumberjack, Proxy Techsmith

Background
Your Background is a summary of many of the things you’ve learned and lived
through up to this point: your upbringing, your social status, your lifestyle, culture,
and perhaps even your aspirations. Though it sounds like a handful to summarize in
just a word or two, you don’t need to go into detail during this step. Instead, think of
the most impactful or relevant aspects of your origins and story, and what makes
them important in their life.
Things to keep in mind that may prove useful when coming up with a proper Back-
ground are your origin (where you came from, geographically and socially), your
surroundings (the type of settlement or environment you are the most familiar
with), and your personal interests (things that you may have been invested into over
the years, without seeking proper education or training). All three of these will not
only enrich your character in the long run, but also help you define your initial Skills.
Example Backgrounds: City Burgher, Outlander, Sorcerer’s Apprentice, Wealthy
Inheritor, Jarral Orphan, Steppes Wanderer, Hillfolk Villager, War Prisoner, Former Scholar,
Theater Actor, Long Distance Courier

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b CONCEPT AND TRAITS


Ancestry
A character’s Ancestry represents the shared traits that the character has with a
specific branch of civilization, presenting them with the most common upbringing
and social structure that may have surrounded them during their early life.
Every Ancestry in the following pages has its own physical description, culture, and
preferred environment—all of which can be used as a starting point for your charac-
ter’s background. Rules-wise, each Ancestry has its own unique Heritage that gives

b
characters a set of innate strengths, weaknesses, and cultural learnings, either from
natural heritage or obtained over a part of their lifetime.

ancestries of vandren

Resilient, tribal wanderers who travel in caravans through hills and valleys,
Nomad quickly adapting to new environments and lifestyles.
Heritage: Unbreakable

Noblemen, merchants and pious urbanites from a strict, reserved and


Vestari conservative culture, settling in high-reaching cities of stone and metal.
Heritage: Highborn

Wise warrior-folk that roam the deserts and steppes, herding giant beetles
Jarral as they scour the wastelands for resources and game.
Heritage: Wastelander

A boreal culture of engineers and scholars who inhabit wandering stone


Klaadi buildings, forming modular cities that move around alongside them.
Heritage: Savant

Giant, strong, and solitary folk who have left behind their mountain
Jötunn homes to join other settlers and wanderers.
Heritage: Mountain

Forest dwellers with an appearance evocative of moths, inhabiting hollow


Sylph trees and fostering a culture driven by spiritualism and the arts.
Heritage: Windsong

A caste of short and numerous cave-dwelling gardeners, transforming the


Goblin environment with plants and fungi wherever they settle.
Heritage: Verdant

Outcast machine-men with a mind that blurs the line between soul and
Arken artificial intelligence, unburdened by the woes of a living body.
Heritage: Machine

The admixture of two separate Ancestries, resulting in traits that others


Hybrid see as unique, yet strangely familiar.
Heritage: Echo

book i · wanderers 15
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FORGING YOUR PATH

NOMAD
Other Names: First Kin, Free Spirits, Vandreans, Terrans, Hillfolk
Nomads are a widespread caste of free-roaming folk, known to forge lasting
bonds with peers and strangers alike. They’re very adaptable and resilient, allowing
them to shrug off most of nature’s woes on a daily basis, and making them quite
longevous compared to other nomadic civilizations. They often bear a wide range of
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earthy colors in appearance: from light to rich tans on their skin, many hues of
green, walnut and brown in their eyes, and wavy, braided hair ranging from light
shades of chestnut and auburn to deep, dark browns.
Their caravans favor paths that cross plains and hills, letting them settle down
seasonally to work the land and stock up in preparation for their next journey.
Nomad artisans are known to create equipment, clothes, tools and armor out of
almost any material documented—or found—in the natural world, making their
craft an extremely broad, variable, and unpredictable line of trade.
Nomads are very proud, traditional, and spiritual people. They commonly adorn their
skin with symbols and patterns that showcase their origin and allegiances, more
than happy to display them openly. Tribes host ostentatious celebrations for their
shared life events—a good harvest before their next departure, or the coming of
different seasons—inviting wanderers to share tales, a pint, and surplus provisions
with them, before bidding them farewell.
On the other hand, their value of honor and respect makes them quick to cast out
folk deemed dishonorable or harmful to their peers, leading many groups of maraud-
ers to be composed primarily of Nomad exiles. Later down the line, these groups
become an ongoing risk for caravans, assaulting them in retaliation for their banish-
ment, or forming rival tribes.
Older tribes sometimes choose to settle down after years of travel have taken their
toll. These humble settlers, known as Hillfolk, build quaint villages that can last for
many years, hidden away among peaceful hills and tame wilderness. It’s not uncom-
mon to find ruins that once were Hillfolk dwellings, and the homely silhouette that
they leave behind brings great comfort to travelers that stumble upon them.

Heritage: Unbreakable
“No barrier or challenge of Man or Nature shall stand in my way. I will march forth.”

B Favor: Tests of Traversal and Craft, non-magical Tests that rely on Spirit, and
when resisting the effects of Shock, Poison and Disease.
B Special: You heal 1 more Wound and Fatigue when you Rest, and only need three
days of downtime to complete a Long Recovery. You gain Resistance against expo-
sure after spending three days in a new climate.
B Native Language: Frankan, the language of the First Kin.

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b ANCESTRY: NOMAD AND VESTARI


VESTARI
Other Names: Vigilantis, Volgare, Justicari, Sons of Vesta, Archmasons, Stonewardens
The Vestari are a reserved culture of pious settlers, living in cities of stone and
metal built high up in narrow mountain ravines. They wear strange, elaborate vest-
ments of fine dark cloth lavishly adorned with masks, partial armor, and regalia made
of bronze and gold, boasting their treasured status at every opportunity. Their eyes

b
and sharp faces bear almost ethereal pale shades, and their hair a deep, abyssal dark.
Their cities are unwelcoming to strangers, offering little more than swift passage and
trade and very little in the way of lodging and work, and thus, most travelers avoid
setting foot on their territory, aware of their quarrelsome nature. The narrow,
labyrinthine passages hide away a culture of competition, surveillance, and wide-
spread mistrust for one another. A strict system of caste and nobility reigns over
their cities since their earliest age, with secret councils hiding behind the false image
of a meritocracy. Both in trade and in politics, the Vestari are known for their
subterfuge and ruthless treachery, weaving complex webs of falsehoods and
schemes to reach their goals. In a strange, cruel way, this has allowed them to be the
first of all cultures to develop a reliable network of trade routes across rivers, lakes
and sea; granting them authority over matters of trade and territory.
Vestari society is largely dictated by a set of tenets of both political and, oddly in the
world around them, a more religiously inclined nature. Their beliefs hinge on the
worship of deities adopted from a civilization of old, leading them to develop a
culture of ardent righteousness that in time developed into a sense of disdain for
nonconformists, outsiders, and the aimless wanderings of their distant cousins.
Very few Vestari take up the Vagrant’s mantle by choice. Some are cast out for petty
misdeeds against the public order, others leave for a time to pursue pilgrimage, or
given a mission that isn’t trusted to people outside of their community. But who can
blame a Vestari that simply wants to escape the grasp of their cruel lifestyle?

Heritage: Highborn
From an early age, you have been taught the tenets and traditions of Vestari society.

B Favor: Tests involving trade, history, religion, sailing, the appraisal of objects, and
deception. Tests of Presence towards characters with a less opulent appearance, or a
lower rank of social standing or authority. Resisting Disease.
B Ruin: Tests of Presence towards characters with a more opulent appearance, or a
higher rank of social standing or authority.
B Special: You always vaguely know how to reach the closest Vestari city, merchant
post, or trade route through land or water. When trading with merchants of Vestari
ancestry, the cost of Scarce objects and commissioned items is reduced by 1 TP.
B Native Language: Frankan, the language of the First Kin.

book i · wanderers 17
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FORGING YOUR PATH

JARRAL
Other Names: Warbanders, Ashlanders, Drakefolk, Beetle Herders
The tribes of Men that roam the arid wastelands have long been the source of
much respect and fear from fellow travelers. Scarred and branded by the desert
dangers, these sun-tanned wanderers with dark manes and eyes of gold have
adopted a lifestyle of strict training and wondrous craft, advancing in fields of
b
medicine, alchemy and war in equal measures.
Their culture is hardy, ruthless and resilient, training to become great warriors,
soldiers and mercenaries from a very young age. Later in life, they are usually
employed by caravans of their kin, or hired by outsiders to perform their duties. In
parallel, the same warriors are taught in multiple fields of traditional science, under
the belief that greatness is not achieved through martial prowess alone, but through
harmony of body and mind in unison.
The Jarral face dangers and harsh environments on the daily, but they believe that
their reality makes them stronger in the long run. They wander from place to place in
the wasteland in search of hospitable lands and valuable mineral deposits, forming
lightweight encampments to exploit the environment when opportunity arises. If a
region is particularly rich or offers a strong natural foundation, they’ll often build
more lasting settlements with sandstone and clay.
One of the notable practices that separates them from other Nomad cultures is the
herding and training of giant desert beetles used as beasts of burden, and as the
primary source of a dry, chitinous husk. The inner surface of this beetle husk is used
to store and grow foodstuffs from gathered seeds and plants, ensuring the suste-
nance of the caravan as they travel through the arid landscape. The thick plaques of
dry chitin are also used for the craft of sturdy armor plating, useful when crafting
armor or improving the defenses of small dwellings.

Heritage: Wastelander
A lifetime spent in transit across the sun-scarred sands and dry steppes has made you strong
and well-trained against their dangers.

B Favor: Tests that belong to the Fields of Alchemy and Healing, any Path under the
Warrior Discipline, when handling animals, and when resisting the effects of Poison.
B Resistance: Burning damage, Blinding damage, and Warm climates.
B Special: You treat Barren Environments as if they were Fair, quite used to finding
sustenance in even the worst landscapes that you come across. Your senses are not
impaired by bright sources of light.
B Native Language: Frankan, the language of the First Kin.

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b ANCESTRY: JARRAL AND KLAADI


KLAADI
Other Names: Sitchka, Skadi, Winterfolk, Stone Rovers
Somewhere deep within the freezing tundras, a caste of Nomad ascent wanders
rocky lands and icy waters without ever leaving their homes behind. The Klaadi are
tall, burly and fair-skinned, with a tendency to inherit eyes of blue and silver, and hair
in vivid auburn, copper, and ash blond hues. Guilds of many trades, vast libraries and

b
renowned breweries owe their roots to the bright and industrious Klaadi culture,
which has fostered an industrious society of scholars, masons, stewards and engi-
neers. They value hard work and hedonistic rewards in equal measure, making their
wandering cities highly sought-after hubs of both knowledge and entertainment.
The Klaadi inhabit towering ambulatory buildings of their own design, allowing them
to bring along their towns and outposts as the elements demand them to relocate.
These marvels of engineering were once built out of wood and carried by a complex
array of wind-powered mechanisms, but have since incorporated the advancements
of the Ark to create even more impressive stone and metal constructions of gargan-
tuan dimensions, using radiant energy and orichalcum systems to fuel their advance
through the frozen landscape. Depending on their region of origin, these itinerant
buildings are sometimes fashioned after seaships, allowing them to sail across water
in the various flash-floods that sweep their lands.
Like their hill-roaming cousins, the Klaadi brand their bodies and homesteads with
artful patterns, but favor small, complex, and precise geometrical designs rather
than the traditional weaves, knots and symbols worn by their ancestors. Upon closer
inspection, these designs are strangely reminiscent of Veiledning—the language of
the machine spirits that arrived alongside the Ark.
The quirks of their arts alongside their vast troves of knowledge have led some schol-
ars to wonder if the earliest Klaadi unearthed an Ark-shard of their own, though such
theories are quickly dismissed as no more than a curious coincidence. And yet...

Heritage: Savant
The social, political and scholarly advancements of your modular cities have given you a level
of education and homely comfort rarely seen outside of them.

B Favor: Tests of Technology, Craft and Lore involving architecture, vehicles, and
large machinery. Any Tests involving Gruntwork of any measure, or investigation
done through the use of formal, scholarly methods. Tests of Awareness made to
recognize faces, images, sounds and subtle details.
B Special: Basic Training is increased to 2 Lessons when practicing Skills and
Languages, and Revelations don’t fade out of your memory. You benefit from 1 extra
Rank for Knowledge Tests of any kind.
B Native Language: Bosken, the language of the frozen corners of the world.

book i · wanderers 19
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FORGING YOUR PATH

JÖTUNN
Other Names: Frost Giants, Forlorn, Fomori, Firbolg, Trolls, Huldra
Jötnar are an imposing presence, standing at an average of just over two meters and
crowned with a thick set of horns. They are gifted with incredible strength, and their
grayish skin is quite resilient—protecting them against physical harm and the freez-
ing cold of their mountain homes. Their pointed ears and gaunt tails are traditionally
b
decorated with gold rings that complement their long silver hair. Their sharp scent
can pick up very subtle trails, allowing them to find prey and resources with relative
ease while traveling through the rocky hills and barren tundras. Their clans are
ancient, scarce and distant, remnants of what once was a proud and thriving kin.
Jötnar are lonesome, wise and longevous, growing larger and larger throughout their
myriad winters—sometimes even rumored to have lived through many centuries. In
truth, not much is known about the nature and origins of the Jötnar, and few are
keen to talk in detail about their shared history.
Many historians have tried to unveil the mystery behind the solitude of the Jötnar, in
an attempt to find meaning behind the many ruins and burial grounds bearing their
ancient runes. Their towering Elders speak in a melancholic tone of a better past and
a far greater number of their kin, while evoking names of old gods forgotten by time;
but they still fail to recall the events that led to their current scarcity. Such as it is,
many of them leave to join foreign caravans and settlements, working in exchange of
shelter, food, and companionship.
Despite their many differences with the other inhabitants of wherever they settle,
the Jötnar have gained the reputation of being rather kind, hardworking folk, even
within Vestari cities. They are most commonly seen working in quarries and country-
side farms, or hired as guards by wealthy patrons. They mostly keep to themselves,
though, only occasionally forming bonds with the locals that surround them, and
with other Jötnar they come across on their travels—exchanging tales and drinking
in the name of their lost ancestry.

Heritage: Mountain
Not many of your kin are left, but your nature suggests that your ancestors once stood
proudly above the others.

B Favor: Tests of Might that hinge on strength, Tests of Awareness and Wilderness
that can benefit from a keen sense of smell—such as foraging for provisions and
tracking prey—and Tests made to Resist damage from attacks and hazards.
B Resistance: Rending damage, Frost damage, Cold Climates.
B Weakness: Blight damage, Burning damage, Warm Climates.
B Native Language: Bosken, the language of the frozen corners of the world.

20 the vagrant path


2

b ANCESTRY: JÖTUNN AND SYLPH


SYLPH
Other Names: Sylvan, Nattfjäril, Whisperers, Gendreiel, Fae, Fair Folk, Dryads, Mothkin
The quiet folk of the elder forests adopted their home long ago, hiding in shadowy
groves that have kept them hidden from the woes of the world, far away from the rest
of civilization. Centuries of isolation in the woods have allowed them to commune
deeply with nature, attuning their minds and spirits with the very essence of the

b
wind and leaves. Their song is often heard across the forest, signaling their presence.
Over time, their appearance has shifted into a strangely alluring sight, adopting
traits strongly reminiscent of moths: a pair of long, feather-like antennae that helps
them sense the world around them; four delicate arms that complement their lithe
physique; and a set of elegant, velvety wings that bear fascinating patterns and sober
colors. Rather than using their wings to fly, spreading them allows them to gently
levitate and glide for short distances, thanks to a faint form of innate magic. When
relaxed, their wings rest behind and around them, acting as ever-present, delicate
cloaks that keep them protected from the elements.
Sylphs lead tranquil lives within their Hamlets—austere groups of dwellings carved
high up in hollowed trees and reinforced with twisting branches—leading them to
foster an artistic, romantic, and greatly spiritual culture passed down through song
and tale that contrasts with their more survivalistic practices. Though life is quiet
and rich within their homestead, Sylphs are no strangers to the dangers of the forest,
and are often found pursuing wild beasts—their swiftness and keen senses making
them remarkable hunters, marksmen and sentinels.
In times of peace, youths are allowed to join outgoing caravans, receiving a ceremo-
nial farewell should they decide to leave their homestead to join the dangerous lands
that their ancestors left behind. Many of them return, bringing back word and gifts
from the outside world. Since the advent of Ark Tech, they often arrive bringing arti-
facts that improve their Hamlet’s infrastructure bit by bit, medicine and bionic pros-
thetics for the ill and the wounded, and advanced assets that make ventures into the
dark woods safer—yet ever more exciting.

Heritage: Windsong
Can you hear it? It’s nature itself calling your name.

B Favor: Tests hinging on Finesse, Tests of Wilderness and Awareness made in the
open or in the dark, and nonthreatening tasks involving Presence.
B Special: With your eyes closed and your antennae upright, you can perceive the
nearby presence of magic, spirits, and living beings. You can glide through the air
using your wings, and you gain all the evident benefits given by an extra pair of arms.
You advance by +1 Lesson when practicing Arcane Disciplines and Paths.
B Native Language: Naardvwellen, the melody of the wind and woods.

book i · wanderers 21
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FORGING YOUR PATH

GOBLIN
Other Names: Gedo, Nilbog, Fangrin, Telning, Seedlings, Kudzu, Mosskin, Gardeners
Goblins are the shortest caste of the inner lands, standing somewhere between
stomach and chest height when compared to the average person; no taller than a
Nomad youth, even after having reached adulthood. Their appearance is rather
unique, even beyond their oddly small and stocky proportions.
b
Their odd features allow them to easily traverse the caves and woodland swamps
where their shires usually take root: long tails that help them hold onto branches
and ledges, broad and sharp ears, rather sharp fangs, and narrow eyes with pupils
that quickly adapt to the lack of light. Their skintones and hair mimic the colors of
moss and vibrant herbs, with olvie and mint greens being the most common.
Unlike their taller cousins, Goblins do not adapt well to new environments—instead,
they cause environments to adapt to them. Wherever a Goblin Collective decides to
settle down, the masterful gardening of their elders causes herbs and fungi brought
from their homelands to quickly spread across the nearby region, purifying the air
and giving them much needed sustenance throughout the coming years. As they are
numerous and ever-growing, Goblins are always on the lookout for fertile lands,
occasionally sending out explorers that survey the landscape for possible locations
to settle down in the future. Furthermore, their great numbers and long-lasting
lineages make familial bonds very important in Goblin culture, moreso than any alle-
giances obtained later in life.
Goblins have been the most hesitant to adopt high technology, as their lifestyle is
tightly knit to the work of their herbalists and sages. Rustic and mundane, they’ve
found little use of the more industrious findings of the Ark for their everyday life,
casting most of it aside to keep their traditions intact. However, they have adopted
the study and trade of some of its somewhat overlooked, environmentally-involved
branches—diverse forms of biofuel, innovative natural medicine, and highly renew-
able food sources, on top of their already renowned teas, spices, and pipe-leaves.

Heritage: Verdant
Your lifestyle was peaceful and full of greenery. What made you leave?

B Favor: Awareness Tests made in closed or echoing spaces. Tests of Alchemy,


Healing and Wilderness involving rocks, soil, plants and fungi. Tests reliant on
Finesse or that can benefit from your reduced size.
B Special: Your eyes allow you to see in dimly lit environments, preventing Ruin
caused by darkness. You have enough control of your tail to crudely hold onto small
objects or grab onto surfaces and hang from it, but it doesn’t allow for very precise
motions. Your daily requirements of Food and Water Rations are halved.
B Native Language: Genkari, the goblins’ own tongue and script.

22 the vagrant path


2

b ANCESTRY: GOBLIN AND ARKEN


ARKEN
Other Names: Constructs, Faceless, Frames, Automata, Androids, Olmert, Talos, Golems
Arken are each a unique creation, machines reminiscent of the descendants of the
First Kin built by skilled Artificers as a vessel for a Machine Spirit. Some Arken are
rumored to be born by a chance encounter; hollow machines fallen to abandonment
that became inhabited by a curious Spirit of Nature. In either case, they share many

b
similarities regardless of their origin.
Their bodies are inorganic, protecting them from the many woes, pains and needs
that living creatures suffer daily; but without the ability to heal naturally, and with
their senses reduced to very restricting limits, many are led to wonder if they are truly
alive at all. Their looks, after all, are distinctly artificial, designed to be no more than a
mere reflection of a living being.
There are few Arken in existence, and even fewer which have had the chance to leave
their original duties to roam the world. They are created with a utilitarian purpose in
mind, living extremely short lives as little more than ambulatory tools, and carry on
their tasks in Vestari or Klaadi settlements without being expected to form aspira-
tions of their own. In normal circumstances, their lives are cut short when their
utility has run its course.
Wandering Arken lead secretive and lonesome lives, jealously donning masks, heavy
vestments and cloaks that conceal their inner workings and identity as one would
hide away an invaluable treasure. Others are more open about their origins, but still
hold a certain degree of wariness towards strangers who might still see them as no
more than hollow machines.

Heritage: Machine
You’ve seen things that people wouldn’t believe.

B Favor: Tests of Focus that rely on intelligence or used to analyze or observe some-
thing in fine detail, and general tests of Technology.
B Ruin: Nonthreatening Tests of Presence, as well as any Tests that rely on senses
other than sight and hearing.
B Special: You are immune to the effects of natural poison and disease, thirst and
hunger. You use Repair Kits instead of Healing Supplies to recover from damage, and
can consume a Unit of Fuel to prevent or recover from the effects of Exhaustion.
Additionally, you can perform Theurgic Technomancy without the need for tools.
B Native Language: Veiledning, the language of the Machine Spirits.

book i · wanderers 23
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FORGING YOUR PATH

HYBRID
Other Names: Half-Blood, Offcasts, Outsiders, Betwixt, Newroots
At their core, all natural ancestries descend from Nomads in one way or another.
The diversity of castes and bloodlines across the world are testamount to their ulti-
mate, long-term ability: wherever they choose to settle and thrive, only a few
centuries or generations later they have shifted their very nature and lifestyle to
b
accommodate it. This leads to a rather peculiar phenomenon, according to the find-
ings of various scholars: while it appears that every Ancestry is a “cultural monolith”
of sorts, it’s actually the culture that predates the existence of the Ancestry, and not
the other way around.
Most importantly, this common ground among castes means that every Ancestry—
outside, of course, of the Arken—is “compatible” with one another. It’s not terribly
uncommon to see marriage and offspring born from the intermingling of different
castes, and this innate affinity means that those of a mixed heritage inherit charac-
teristics of both of their parents in a particularly unique way.
Hybrids are generally favor the physical traits of a predominant bloodline (usually
the mother’s) but are otherwise a unique being. The variations and admixtures of
bloodlines are endless and, given time, may even develop into a full Ancestry.
For example: The young daughter of a Goblin and Jötunn may be prominently goblinesque
in appearance, while at the same time standing as tall as the average adult and bearing small
horns and silver hair inherited from her father.
As for Hybrid-borne bloodlines, many scholars suspect that the Klaadi were originally born
from an alliance between Nomad wanderers and a Jötunn clan of old.

Heritage: Echo
Despite your strange appearance, and a vague feeling of unbelonging, one or another culture
has adopted you into its embrace.

B Special: Choose one of the Ancestries displayed in this chapter for the innate and
cultural aspects that you think are most representative of your character, gaining
their Heritage. Their looks, on the other hand, are wholly up to you, carrying the
physical traits of both of your mixed Ancestries.
B Native Language: Either of your parents’ languages.
Author’s Note: Due to the nature of Ancestries and Heritage as varying admixtures of
biological and cultural aspects, some traits that could be inherited by hybrid offspring will
not be reflected by default, but can be represented by choices in Attributes and Skills.
In the example above, if the Goblin-Jötunn lass chose Verdant as her Heritage, she would not
inherit her father’s strength, but her Player could choose to invest ranks into Might to reflect
her mixed ancestry, or placing ranks into Wilderness to reflect the many summer visits to her
grandfather’s homestead where she learned to forage and hunt.

24 the vagrant path


2

b
b ANCESTRY: HYBRID
Z

book i · wanderers 25
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FORGING YOUR PATH

2 ATTRIBUTES
j
Attributes are four basic points of comparison that highlight the strengths of a char-
acter, affecting their basic ability when performing a wide array of tasks. They are
measured in Ranks, always starting out as Average:

average notable outstanding


b
During character creation, each Player distributes four Ranks across their charac-
ter’s Attributes, gaining an edge in tasks that directly relate to them.
Note: Attributes can stay the same for long periods of time, but they need not be
permanent. You can shuffle two of your Ranks, decreasing an Attribute and increasing
another, at the end of each Late Winter.

Might
Raw physical prowess and endurance. Primarily comes into play during melee
combat, but also affects various tasks on the road that hinge on strength and
resilience. It also defines your Health, your only lifeline against injury and death.
Example Uses: Fighting in close quarters, carrying heavy objects, climbing a rope, pushing
beyond one’s limits to continue marching onwards, staying on your feet while bleeding out.

Finesse
A measure of mobility, coordination and accuracy, coming into play when making
maneuvers and performing activities that require precision, balance, and swiftness.
Example Uses: Marksmanship, acrobatic feats, dodging incoming objects, moving swiftly
across a narrow surface without falling.

Focus
Reasoning, memory, learning and perception, used to perform delicate tasks that
hinge on wisdom and concentration over brawn alone, defining one’s awareness and
problem solving.
Example Uses: Keeping watch, analyzing the pieces of a complex puzzle, rewriting Orders,
disarming a small mechanism, recalling information accurately, copying a complex pattern.

Spirit
Resolve, morale and intuition, primarily used for social interactions and shows of
leadership, as well as for understanding and manipulating the effects of magic. It
also defines your Stamina, your defense against weariness of body and mind.
Example Uses: Backing up a convincing argument with a confident display, singing a song
to raise the morale of the Company, attuning one’s spirit with an open flame to control it.

26 the vagrant path


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b ATTRIBUTES AND SKILLS


Damage Trackers
Health and Stamina are a measure of physical, mental, and emotional resilience
rather than raw ability, a byproduct of a character’s strengths, and exist to keep track
of the damage suffered by a character over the course of their adventure. Rather than
investing Ranks directly into them as one does with Attributes, their length is always
equal to 2 + double the Ranks of their related Primary Attribute.
Note: Shuffling Ranks during Late Winter affects Health and Stamina.

b
B Health (Might): The maximum amount of Wounds you can withstand before
risking death, including Burdens caused by Thirst, Hunger, and Poison.
B Stamina (Spirit): The maximum amount of Fatigue you can withstand before
passing out, including Burdens caused by Exhaustion, Exposure, and Disease.

book i · wanderers 27
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FORGING YOUR PATH

28 the vagrant path


2

b ATTRIBUTES AND SKILLS


3 SKILLS
j
Skills represent the knowledge and abilities that a character has acquired over their
lifetime, and sets the stage for the things they can learn in the future. Like Attributes,
they are measured in Ranks:

untrained novice trained adept

b
Beyond the more overarching Skills, two other types of Skills are used to expand on
the character’s repertoire: Disciplines, which serve as field training for matters of
Martial and Arcane prowess, and Languages, their way of communicating across
lands and cultures.

Talents
Basic Skills can be expanded through talents , a specialization into a
specific subject which adds 2 Ranks in related tasks. All Talents are freeform: you
can write down any topic you want, so long as it represents an activity or field of
study which is more narrow than any one Skill.
For Example: Cooking, Explosives, Investigation, Woodworking, Textiles, Cartography,
Trapmaking, Shelters, Appraisal, First Aid, Culture, History, Astronomy, Folklore, Trade
Routes, Negotiation, Deceit, Disguise, Dance, Singing, Concealment, Theft, Land Vehicles,
Navigation, Drones, Datalysts, Swimming, Climbing, Beast Ken, Foraging, Pathfinding

Initial Skills and Talents


A character’s initial Skills reflect the knowledge they’ve acquired over their lifetime.
B Starting Ranks: Distribute 7 Ranks among your Skills, and 6 more among your
Disciplines, increasing their rating or trading them for Paths and additional Talents.
B Talents: Write down any 5 Talents of your choice, which may be related to your
Profession, Background, or other forms of Training during your character’s career.
For Example: Two talents related to specializations within your character’s Profession, one
related to their origins, another for the things that surrounded them during their life, and
one more for an interesting topic that they deeply care about.

B Languages: Your character is an Adept in their native language. Distribute 2 more


Ranks on any other Languages of your choice.
Author’s Note: It’s better for everyone to have at least one language in common.

Z
book i · wanderers 29
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FORGING YOUR PATH

Fields of Knowledge
Skills are divided into ten categories which encompass the primary aptitudes of a
character. Each of these fields serves as a summary of a broad array of practical skills
and knowledge, which can be further delved into through freeform Talents.
Note: The list of Common Talents below each Skill serves only to provide a point of reference
for your ideas, but you can choose to take them as they are presented.

Alchemy
b
Handling of various processes and ingredients related to natural chemistry. Contem-
plates the preparation of soft resources such as food, brews and medicine, as well as
more complex alchemical compounds like fuel and explosives.
Example Uses: Cooking, purification, preparing remedies and concoctions, synthesizing
antidotes for wildland poisons, discerning the energies of alchemical minerals.

Awareness
Keen senses and investigation skills, broad awareness of one’s surroundings, and
the ability to pick up on subtler details when looking out for them.
Example Uses: Surveying the landscape, standing guard, investigating an area,
pathfinding, discerning small details, listening out for odd sounds.

Craft
The ability to use different tools, materials and methods related to the manufacture
and maintenance of mundane objects, equipment, simple mechanisms and other
tangible assets. Includes, as well, the technical skills of fine traditional artistry, and a
good eye for matters of quality and trade.
Example Uses: Art, forgery of official documents, jury-rigging contraptions, mending
broken or torn equipment, appraising the craftsmanship and value of objects, locksmithing.

Healing
Knowledge and treatment of injuries, ailments and blights that can affect body,
mind, and spirit. Includes the study of traditional medicine, practical abilities to
grant aid to all kinds of beings, and the cultivation of schools of thought that can
help to maintain the well-being of others beyond the scope of treating their wounds.
Example Uses: Applying First Aid, recognizing and treating diseases, mending plants,
carrying out surgery, listening and giving advice for spiritual well-being.

Z
30 the vagrant path
2

b FIELDS OF KNOWLEDGE
Lore
Varied knowledge of many studies of the known world, including society and its
history, natural science, linguistics, research, and other scholarly topics that can be
documented and studied to a significant extent.
Example Uses: Recalling history and folklore, engaging in debates of linguistics and
literature, quoting statutes and laws of the land, remembering the layouts of trade routes
and the lands that they cross, deciphering ciphers and riddles.

b
Presence
Skills that play a role when overcoming social impasses and communicating with
others; poise for commandeering followers and allies, the ability to deceive and avoid
being deceived, and the confidence needed for various performative arts.
Example Uses: Negotiation and/or intimidation, giving a rousing speech to garner followers
for a cause, deceiving others through acting and etiquette to blend into a social situation,
singing songs and playing music to gain the favor and coin of a crowd.

Stealth
The ability to move about and act swiftly and quietly, as well as cunning tricks and
deception used to conceal underhanded acts of sleight and treachery.
Example Uses: Moving silently, hiding in shadows, concealing objects, spying on targets,
stealing items while remaining undetected, lockpicking.

Technology
Familiarity with Ark technology and its inner workings, practices directly related to
Artifice and Technomancy, and general practical uses of devices, vehicles, tools, and
other Artifacts that require a basic understanding of how to handle them.
Example Uses: Rewriting orders of an Artifact to alter its functions, driving a land vehicle or
piloting a sky vehicle, micromanaging subsystems of an exo-suit, hacking a security Grid.

Traversal
Feats of physical prowess, mobility and athleticism that rely on agility, endurance,
and training, granting the ability to swiftly and confidently tread the landscape and
surpass its many obstacles.
Example Uses: Climbing a steep surface, swimming across a rushing body of water, riding a
beast mount, running long distances, freerunning across complex urban terrain.

Wilderness
Knowledge of nature and its denizes, practical survival skills, and other practices
that can prove useful—if not crucial—while traversing paths away from civilization.
Example Uses: Hunting for wild game, foraging for food and water, discerning whether a
plant is edible or poisonous, using firecraft to build a sneaky bonfire, finding shelter.

book i · wanderers 31
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FORGING YOUR PATH

DISCIPLINES
When it comes to fighting and witchcraft, characters rely on exhaustive training of
Skills known as Disciplines. Unlike normal Skills and their Talents, Disciplines are
more archetypal in nature, divided into a series of pre-written Paths that reflect
common forms of martial and arcane training from across the known world.
Note: This section is only an introductory overview of Disciplines. You can find the full lists,
b
descriptions, benefits and rules for learning Paths in their chapters: at the end of Chapter 6
for Martial Disciplines, and throughout Chapter 7 for Arcane Disciplines.

Martial Disciplines
Pupils of a Martial Discipline learn techniques that encompass the usage of various
weapon types, physical stances, field tactics, and other useful tricks picked up from
practice. These Disciplines are divided into four major combat archetypes, each
focusing on a specialized area of combat training.

Warrior
Fighters reliant on armed melee combat and defense, making use of a wide arrange
of defensive and offensive maneuvers to maintain direct control against enemies up
close and defending their allies.
Paths: Guardian, Behemoth, Lancer, Skirmisher, Arcanist

Marksman
Soldiers that make use of firearms and traditional ranged weaponry to maintain an
offensive from afar, prioritizing the attacker’s safety through ease of positioning and
cover without losing sight of important targets.
Paths: Hunter, Vanguard, Slinger, Artillerist

Brawler
Hand-to-hand combatants who use of special training and gear to enhance
unarmed combat. Focused on gaining an advantage against foes of a similar weight
class, improvising, and exploiting weaknesses in unorthodox ways.
Paths: Hornet Rogue, Myrmidon, Beetle Knight, Spiderling

Tactician
An indirect discipline that focuses on tactical analysis of the battlefield and giving
orders to companions, as well as maintaining a strict control of the arena through
the deployment and control of gadgets and traps.
Paths: Watcher, Falconer, Dragoon, Sapper

32 the vagrant path


2

b MARTIAL DISCIPLINES
warrior paths
Warriors that favor defensive tactics to stand their ground, pairing Shields
Guardian with one-handed weapons for an adaptable approach to melee combat.

Focuses on proactive frontline control, swinging around heavy weapons


Behemoth that allow them to wreck havoc against hordes and terrain.

Favors long-reaching weapons and mobile tactics to keep enemies at bay,


Lancer lunging at them from a strong-footed stance or riding into the Arena.

b
Lightweight fighters that favor swiftness and singling out opponents,
Marauder disabling them and exploiting weak spots to gain the upper hand.

Wields melee weapons and arcane catalysts in unison, using tactics that
Arcanist synergize spells and martial combat.

marksman paths
Marksmen that focus on single enemies, favoring precision against weak
Hunter spots and using stealth to conceal their position from afar.

Versatile soldiers that focus on triggering engagements against weaker


Vanguard enemies, advancing from cover to cover to secure the front lines.

Makes use of throwing weapons of various shapes and weights, focusing


Slinger on mobility and the use of projectile arcs to work their battle arts.

Support-oriented marksmen that use Area weapons to cover the field in


Artillerist heavy barrage, controlling and breaking down terrain from a distance.

brawler paths
Hornet Agile martial artists trained in exploiting the enemy’s weakness, and
Rogue turning their strengths against them.

Brutal fighters that prioritize swift and violent takedowns against


Myrmidon weaker enemies, using equipment that strengthens their limbs.

Beetle Heavy fighters that use their own armored bulk as a weapon, ramming
Knight into enemies and using maneuvers to force them into the ground.

Lightweight brawlers that focus on using the terrain to their advantage,


Spiderling climbing onto larger enemies or reaching advantageous positions.

tactician paths
Tacticians who scour the battlefield for auspicious opportunities, scout-
Watcher ing for weak spots, positions and mistakes to guide and inspire allies.

Controls Beasts and Drones that follow direct orders, orchestrating offen-
Falconer sive tactics from a distance without ever needing to enter the fray.

Uses vehicles and mounts equipped with their own weapons as their tools
Dragoon of the trade, riding them into battle head-first.

Focuses on deploying and disarming gadgets, and performs various utility


Sapper and defensive tasks to gain control of the Arena’s terrain.

book i · wanderers 33
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FORGING YOUR PATH

Arcane Disciplines
Spiritual practices that define the scope and utility of the magic used by a Sorcerer,
according to the aspect of nature that they choose to attune themselves to. Unlike
Martial Disciplines, Paths aren’t just a helpful edge, but a requirement to perform
sorceries and incantations related to them.

Evocation
Attunement with the elements of nature, allowing the sorcerer to call upon them
b
through the use of a special Staff.
Paths: Flame, Frost, Water, Storm, Earth, Wind, Life, Death

Warding
Shapes arcane light into Runes and wards that bends the natural order of the build-
ing blocks of the universe, creating enchantments, auras, and practical effects.
Paths: Tenacity, Radiance, Polarity, Respite, Kinesis, Creation

Mysticism
Through the use of ritual herbs, Mystics perform entrancing rituals that give them a
supernaturally enhanced perception of the Tides and the passage of time, and allows
them to bring forth arcane forces into the world create illusions and enchantments.
Paths: Divination, Scrying, Clarity, Illusion, Vigilance

Theurgy
Equipped with an arcane lantern, a spelled blade, and an array of offerings, Theurges
phase their own spirit into the arcane realm to seek spirits to do their bidding, reveal
secrets, bestow elemental power, or form lasting bonds with a Familiar.
Paths: Learning, Invocation, Thralldom

Z
34 the vagrant path
2

b MARTIAL DISCIPLINES
evoker paths
Flame Controls fire, combustion, and heat—the most popular Evocation Path.

Frost Causes drops in temperature and influences ice and snow.

Water Shapes the flow, density, and composition of water and other liquids.

Storm Channels wrathful electric currents and thrives on destruction.

b
Shifts and shapes rocks, sand, and other minerals, and showcases a
Earth limited control of magnetic forces.

Wind Influence over the air and wind and dabbles in flight.

Life Influences and precipitates natural healing, mending, and growth.

Decay Controls and accelerates the influence of poisons, rot, and fungal growth.

weaver paths
Tenacity Strengthens and weakens creatures and structures.

Radiance Creates shapes and objects using arcane light to smite and protect.

Polarity Attracts and repels targets with strong meta-magnetic arcane forces.

Respite Influences senses and induces slumber in creatures.

Kinesis Able to puppeteer objects, accelerate them, or stop them in their tracks.

Creation Mends and unmakes man-made objects and structures.

mystic paths
Witnesses Tidings of things that may possibly come to happen, and
Divination observes past events with clarity and certainty.

Seeks objects and creatures from afar, sensing their presence and receiv-
Scrying ing Tidings of them and their surroundings.

Closely studies an object or creature to gain a deep understanding of it,


Clarity revealing a trove of information about the subject of the ritual.

Creates images, sounds, and other convincing sensory effects that can
Illusion be released as a veil that lingers on a location, creature, or object.

Obtains and bestows incantations that enhance awareness, allowing


Vigilance senses to work in strange ways to perceive the world around them.

theurgic paths
Learning Seeks wise spirits that can offer lore, bestow guidance, and share secrets.

Invocation Summons powerful elemental spirits that lend their aid in the field.

Binds skillful, versatile spirits that phase into the physical world to
Thralldom perform mundane tasks, often called to scout and keep watch.

book i · wanderers 35
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FORGING YOUR PATH

LANGUAGES
Languages found in the world vary greatly among regions and cultures, making their
learning quite different from one another. They take a little longer to learn compared
to other Skills, with the amount of Lessons needed to learn them for the first time
affected by their origin, composition and the resources available to learn them.
Note: Languages have no Talents to offer, as their Rank already reflects their utility: a Novice
b
knows little more than the fundamentals, someone Trained is able to speak, read and write
proficiently, and an Adept (the default level of someone’s native language) can understand
more sophisticated words, phrases, idioms, and a range of dialects.

Widespread [NO MODIFIER]


Commonly known, spreading across regions and cultures and carried over by
wanderers and merchants. Their accents and expressions may vary between regions,
but they share the same core rules between one another.

Narrow [+4 LESSONS]


Found only within the confines of a certain region, group, or culture. As such, they
are harder to grasp from the outside, and the resources needed to learn them from
scratch take longer to find and understand.

Ancient [+4 LESSONS]


These languages cannot be learned without copious amounts of study and refer-
ences involved. Ancient languages usually belong to cultures that no longer exist, or
are built upon outdated rules that are hard to follow and understand, with very
limited tools and references to use in the learning process.

Familiar [-4 LESSONS]


A language is considered Familiar if they share similar principles and rules, or a
common ancestor with a language that the character already knows. When listening
closely, these languages can be understood to some degree through context clues
and words that sound or look similar between languages.

Partial [½ LESSONS]
Languages that consist of speech or writing alone are learned faster, as the amount
of practice required to master it is greatly diminished.
B Split: Full languages can be learned Partially on purpose, choosing to learn only
its spoken or written form for the time being. However, until you’ve practiced both
aspects up to the same level, each form will have separate ranks.
For Example: If an Artificer chooses to learn 2 Ranks of Veiledning (Written), but has only
practiced 1 Rank of Veiledning (Spoken), they’ll remain separate until he reaches the 2nd
rank of its spoken form. Likewise, if he has learned 2 Ranks of Veiledning, he can choose to
specialize on 1 further rank of Written Veiledning alone.

36 the vagrant path


2

b LANGUAGES
The Languages of Vandren
The following languages are found across various regions and cultures of the world:

Frankan [WIDESPREAD · FAMILIAR TO BOSKEN]


A common trade language among Nomads and their close cousins, developed over
the course of many centuries to be quite rich, versatile, and descriptive. Easily trans-
lated across various dialects, it incorporates many words and expressions borrowed
from other languages, making it inconsistent and complex despite its popularity.

b
Naardvwellen [NARROW · PARTIAL]
A melodic language of Sylphine origin, passed down among clans and circles residing
in dense, elder woods. It has no written form outside of a handful of symbols,
making Sylphine recorded history rather rare. The composite term “Naardvwellen”
roughly translates to “the melody of autumn leaves”, a poetic connotation that does
a great job at illustrating a language spread entirely through song.

Genkari [NARROW]
A simple, expressive, and fast-spoken language of Goblin roots spread across their
many shires and the small communities of their kin found in urban hubs. Genkari
script (Genrai) makes use of simple glyphs written in bold, blocky strokes, most
commonly associated with Goblin traders and the herbs, food and manufactured
goods they carry.

Bosken [WIDESPREAD · FAMILIAR TO FRANKAN]


Young Bosken—or simply, Bosken—is a Frankan dialect native to mountain regions
and tundras, home of the Klaadi and the Jötunn. It’s built upon Old Bosken’s archaic
runes and syllables, renewed with a selection of Frankan vowels.

Old Bosken [NARROW · ANCIENT · FAMILIAR TO BOSKEN]


An archaic syllabic language traditionally spoken by Jötnar sages, largely forgotten
after Frankan—and later, Young Bosken—reached their forlorn tribes. Old Bosken
script lives on in ancient poems and legends, and in many ruins and pathways of yore
that linger to this day, lost in the mountains.

Trade Sign Language [NARROW · PARTIAL]


A series of hand gestures paired with body language that allows people to communi-
cate without relying on spoken words. It’s rather uncommon among the general
populace, as the woes of hearing loss can nowadays be easily addressed with tech
prosthetics, but mutes, merchants, scouts and knaves maintain its usage to this day.

Veiledning [NARROW]
“Veiledning” is the name given to the winding geometric glyph arrays that form Ark
schematics, as well as the strange, deeply guttural language used by Machine Spirits
to communicate with Artificers and Technomancers. Outside of these circles, this
otherworldly language is wholly unknown to the world.

book i · wanderers 37
2
FORGING YOUR PATH

4 BELONGINGS
j
Items in the game are often wholly or partially freeform, or have a creative element to
them beyond their basic functions. What this means is that you can take the process
of choosing items as another chance to add depth to your character.
After taking the time to read these pages, head over to the next chapter to learn more
about the things you can trade and obtain during your journey.
b
Starting Equipment
During character creation, players may receive a number of items at no cost; essen-
tials that all characters start the campaign with, listed below:
B Clothes: A set of travel clothes and accesories that reflects your origins and trade,
as well as being appropriate for the climate of the current region and season.
Note: In most cases, this means layered outfits made from linen or cotton fabrics, a heavy
wool or fur coat for winter, and more lightweight attires during early and mid summer.

B Travel Gear: All manner of minor items related to travel, survival, the practice of
your Profession, interests, and other personal items. Gear of this kind is merely a
narrative tool, and it’s not necessary to keep track of each individual item.
B Amber Lantern: A small sample of radiant energy encased in a protective glass
and metal frame, with a light that can be easily adjusted. It’s usually carried by hand,
but it can be hitched to a backpack or placed on a surface to stand on its own.
B Battle Assets: A set of Armor of your choice and a Weapon of your own design,
choosing its Range, Damage Types, and Traits to complement your character.
B Resources: You start out with 3 Trade Points (local currency or trade goods used
to make purchases), enough Food Rations to last a week of travel, and 3 Ammo
Supplies for every ranged weapon picked up during character creation.
B Comm. Datalyst: A small device that allows audio communication from afar.
B Respirator: A sealed partial mask that covers the nose and mouth, filtering toxins
and water into a steady stream of clean, breathable air.
B Grappling Hook: An advanced climbing kit consisting of an adjustable harness, a
launcher device, and a light but sturdy wire rope ending in a mechanical claw that
can safely loop around and hitch onto objects to provide a steady climbing support.

Initial Purchases
In addition to the equipment listed above, you have access to 10 Trade Points to
spend on any number of items of your choice, including up to one Upgrade to each
and any of your Weapons and Armor.
Note: Trade Points not spent during character creation do not carry over to the game.

38 the vagrant path


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b STARTING EQUIPMENT
Every Item a Story
A character’s belongings can be very illustrative, or have deeply rooted connections
to their story. They are another catalyst through which you can express their looks,
their personality, the things that they like and feel passionate about, their hobbies,
or even parts of their own personal tales.
When picking up items, try to picture them in your head. Describe them, draw them,
give them a name. Think of how they connect to your character, the utility that you

b
have bestowed them, and what makes them yours.
First Impressions
The style of clothing of a character can be a primary tell of their status, practicity and
origin. Do they wear ornate clothes out in the field, or purely utilitarian leathers,
linens and pelts? What colors do they favor? Do they give away their status as an
outsider right away? These details are helpful when first describing your character to
answer a simple question: What do they look like?

Tools of the Trade


The accessories and tools that a character chooses to display are a great way to tell
about their profession. A mercenary carrying their firearm openly and proudly, a
scholar whose backpack is overflowing with parchments and scrolls, a techno-
mancer with subtly installed augments openly displayed on their neck.
Their Weapons and Artifacts can give a layer of insight about how they handle various
situations. What do their weapons look like? Why did they choose that style of
armor? What do their Artifacts do? What are they prepared to face?

Gear & Resources


Beyond the cues and tells in plain sight, the gear tucked away in backpacks, pouches
and containers may be guarding things that your character cares about enough to
bring along to a journey. They can be related to habits and hobbies, like a pipe
smoking set, or a deck of cards to play with friends and wanderers, aromatic herbs
collected from various biomes and interesting bugs from the roadside, or perhaps a
good book or two full of folk tales and history.
Deeper still, perhaps, some personal items. The last letter from a lover or a relative. A
gift from a friend. A carved wooden figure bought from a nomad merchant after a
good conversation. What does their Gear say about them?

Z
book i · wanderers 39
2
FORGING YOUR PATH

5 NARRATIVE TRAITS
j
Once you’re done laying the foundation for your character, you can take some time
to properly polish and explore them through a few key narrative features. Knowing
these things from the very beginning is not a requirement, but understanding who
your character is can greatly enrich your roleplaying experience.

Identity
b
The traits that separate your character from the rest and make them truly come to
life. Identity encompasses their mannerisms, their way of speaking and moving,
their habits, their likes and dislikes, their beliefs and outlook on life, and most impor-
tantly—their Name. Outwards, Identity also includes their appearance, their attire,
posture and facial expressions, their own visual traits, everything that makes your
character memorable at a glance.
Likewise, Identity can encompass your character’s flaws: ignorance, fear, insecurity,
prejudice, vice, or weakness. Flaws are always present in some way, even if the char-
acter is unaware of them, or if they willingly ignore them. They can enrich a charac-
ter, and by extension the narrative surrounding them, by introducing situations and
dilemmas that may steer the events into an unforeseen or inconvenient direction.
Just keep in mind that a roleplaying game is a group activity, and that flaws shouldn’t be
played out at the expense or discomfort of others.

Purpose
Most characters will have a personal objective, a drive that moves them forward
throughout the campaign, inspiring and motivating them to interact with the world
and their peers in order to reach it. What makes your character travel alongside the
others? Will they stick to the group through thick and thin, or would they follow
their own path if given the chance? What happens once that objective is reached?
Players are encouraged to come up with their Purposes as a group, so that they may find
common ground and a reason to stay together throughout the campaign.

Roots
A character’s Roots are, simply put, the things that they are attached to and care
deeply about. Friends, family, lovers, colleagues, companions, everything that gives a
character a sense of belonging in the world around them. Roots can also be places,
groups or even events: their hometown, guilds, clans, temples, maybe even a single
tavern that they like to come back to after each journey, or a celebration that takes
place there each new year. While Purpose is a way to drive characters forward, Roots
are what make them long to return one day.
Roots can become relevant if the group disbands for some time, allowing everyone to return
home before finding each other again.

40 the vagrant path


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b NARRATIVE TRAITS
ADVANCEMENT
j
Vagrants start out as fairly experienced characters, but they can still improve by
diversifying their skill set and learning from new experiences. Training is something
that happens all the time in the background, on the road, during downtime, and
each week is an opportunity to really take in all the knowledge you’ve accumulated.

Training

b
At the end of each week, you may look back on the time spent training, working your
way up to advance one Rank in a Skill or gain a Talent. You can only choose to
focus on training up to two Skills or Talents per week.
B Basic Training: Every week, you advance by 1 Lesson in your training.
B Aid: Having had a meaningful aid during the week’s training (An experienced
teacher, time spent researching relevant books, etc.), you advance by +1 Lesson.
B Field Training: Once you have learned 6 Lessons, you may attempt a relevant
Success Test, gaining Favor. If you succeed, you advance by +1 Lesson that week.
Note: You can only benefit from Field Training once a week.
B Insight & Revelations: You can spend 1 Insight to advance by a number of
Lessons equal to your Focus that week. If you had a relevant Revelation, you gain
this benefit at no cost.
Your character successfully finishes training after completing 12 Lessons, learning
the new Rank or Talent as they look back on their final week of training.

Revelations
From time to time, the first step into a journey is taken by chance. When characters
are exposed to interesting new knowledge or witness novel ways of performing
tasks, they experience a Revelation. This moment of clarity leaves the character
pondering upon what they’ve heard or witnessed, and gives them an extra push on
their Lessons for that week.
If the week goes by without training in that skill, the revelation fades, and the benefit
is lost. You can’t benefit from more than one revelation at a time, but you choose
which revelation you keep in mind while training.

Catching Up
When a character is created for an ongoing campaign, they start out with a few extra
benefits, in addition to the ones they would acquire normally during character
creation. For every full Month that has passed since the beginning of the campaign,
they receive 1 Insight, +2 Trade Points to purchase their initial Belongings, and one
Rank, Talent, or Path of their choice unlocked for free.

book i · wanderers 41
Chapter 3

BELONGINGS
bb
Z
Knowing your Belongings
The Belongings of a character include everything that they wear, stow away
and carry, including every valuable, ration, coin, toolkit, set of clothes, everything
down to the very last trinket to their name. Most wanderers are accustomed to carry-
ing their lives on their backs, however, and give little thought to trivial matters such
as who’s carrying how much of what during a journey—thus, there is no hard limit as
to the amount of items a person can bring along during their travels.
Any drawbacks from carrying particularly burdensome objects or large quantities of
items are ultimately handled by the Arbiter as the situation calls for it.
B Tools of the Trade: Most items related to travel, survival, and the performance of
your line of trade are accounted for without needing to specify them, assumed to be
present among your belongings. Without access to “the right tools for the job”,
however, many actions could carry penalties or require some improvisation to be
performed.
For Example: If the group needs to make a forgery of an official letter, but nobody is
assumed to have any writing tools, it may be better to find a forger on the next settlement
instead of using berry juice and a dagger as replacements for ink and a fountain pen.

{
42 the vagrant path
3

b KNOWING YOUR BELONGINGS


EVERYTHING HAS A PRICE
Rather than keeping track of coinage or specific prices, the value of goods and
services is measured using Trade Points (TP), an abstract representation of the
amount of currency or trade goods exchanged when carrying out transactions.
Note: Trade Points can be described in the narrative as roughly comparable coinage instead
of this game-oriented measure, such as “12 Gold Pieces” or “40 Orichalcum Tokens”.

b
Assets [COST: 2 TRADE POINTS]
Belongings of a significant worth considered a part of a wide range of “useful
things” are called Assets, and constitute the primary advantage of a Vagrant’s inven-
tory. Special tools and equipment, weaponry, mounts, and other valuable additions
that provide a benefit beyond the basic utility that mundane gear can offer.
Assets come in many forms and categories, but they are largely created through the
joint imagination and effort of the Players alongside the Arbiter’s guiding hand.
For Example: Shock Rifle, Heavy Armor, Hookshot, Respirator, Mounting Beast, Drone

Resources [COST: 1 TRADE POINT]


Supplies, rations, materials, and other consumable items that have a finite number
of Uses or individual, single-use Units, but which are otherwise comparable in
importance to Assets. Resources exist to satisfy necessities related to various activi-
ties, stocked and expended as required to make things function.
Resources are predefined in their utility, serving specific purposes within the game’s
rules, but the same resource can look very different depending on how it was
obtained, who manufactured it, or what their specific purpose is.
For Example: Healing Supplies, Provisions, Fuel Cells, Materials, Ammo Packs

Gear [NO PERCEIVED COST]


Mundane tools or pieces of equipment that can be assumed to be present in a char-
acter’s inventory are considered Gear, including things like clothing, accessories,
containers, and personal trinkets with a trivial value or utility. These items are very
minor and easily available things, with values below the threshold of relevance asso-
ciated with Trade Points, regardless of their usefulness. As such, they are effectively
obtained at no cost from the viewpoint of the players, even if characters exchanged
part of their abstract coinage as part of the transaction.
The purpose of Gear is to aid the narrative by filling the gaps of the more “obvious”
items that a character is assumed to carry—be it thanks to their profession, origins,
or their various interests—and avoiding the minutiae of essential equipment.
For Example: Smoking Pipe, Mirror, Hip Flask, Whistle, Matches, Coffee Pot, Satchel,
Foraging Tools, Instrument, Book of Riddles, Wine Jug, Crystal Glasses, Winter Clothes

book i · wanderers 43
3
BELONGINGS

A VAGRANT'S GEAR
Before delving too in-depth into the world of materials and trade, it’s important to
understand the role of material wealth in the woven narrative of the game, and what
exactly constitutes as costless Gear compared to other acquisitions in this chapter.

Clothes
b
A character’s clothes can be quite telling of their origins, reflecting their culture,
status, and profession at a glance. In a general sense, though regional attires vary
quite a lot from culture to culture and even within large enough settlements, clothes
are usually styled as layered clothes that form a gestalt of interesting colors, textures,
and patterns. Individual vestments are usually not very elaborate save for the most
prominent layer, and the use of shawls, scarves, sashes and cloaks is quite common,
worn as the topmost layer of more comfortably-worn clothes underneath.

Vestments of a New Age


The Ark has definitely offered its contribution to traditional fashion, providing more
resistant materials, allowing for more vivid colors, and introducing portable loom-
like devices that ease the work of lone textile artisans, allowing them to weave and
experiment with more elaborate patterns and finer details that reinforce traditional
designs. Traditional knots, weaves, leaves, lines and carefully-designed shapes are
often found in the designs of the new age, enhancing what was once an uncommon
commodity and allowing a great deal of self-expression among the populace.
These advancements have had very little influence over the designs themselves, as
the aesthetic choices of garments showcased in the Ark are far more complex than
most wanderers would consider practical. The only exception to this appraisal of
fashion is, of course, the very tech-workers who decipher these designs in the first
place, who have adopted these geometric designs and sharp textile patterns as a sort
of insignia of their line of trade and proudly display their strange fashion style.
However, none of these contributions have been as widely and swiftly embraced as
the newfound designs and techniques adopted by shoemakers. Elegant, resilient,
and comfortable boots that make hiking and riding substantially better, a much
needed development that has vastly improved everyday life for the denizens of the
civilized world among wanderers and settlers alike.

Z
44 the vagrant path
3

b A VAGRANT’S GEAR
Garments to Brave the Elements
Beyond its aesthetic value, wanderers are able to easily afford layers of clothing that
will allow them to create outfits that fit the climate of wherever they may traverse.
Thicker weaves of warmer materials and heavyweight cloaks are more than enough
to brave the harshest winters, and light and silky textiles added together in fewer
layers are a prime choice for the warm summer winds. Wide-brimmed hats and shad-
owed hoods are a common sight in the days of rain and scorching sunlight, and
specially fitted boots to avoid slipping in the ice and snow are quite easy to find in

b
settlements near the taiga and tundra.
Note: Clothing of this kind is so widespread that it does not leave the realm of Gear in the
eyes of the rules, and thus, it’s only a matter of obtaining them or declaring them as part of
the character’s narrative inventory.

A Sign of Status and Belonging


The only clothes that are likely to be accounted for through the character’s finances
(with Resource prices at the most), are those that ascribe a certain level of status or
the uniforms worn by officiated members of an established group. Noble clothes are
opulent and quite elaborate, using rare materials and decorated with unique items
that raise its price significantly when compared to common textiles. Likewise, the
clothes worn by guild members, official emissaries, and courtiers of an authority
figure are hard to replicate and acquire, specifically tailored to fit the needs and
unique designs of their patrons.

Z
branded inkworks
Permanent artistry branded on one’s body with a variety of inks may vary a great
deal, ranging from small designs and icons to elaborate works of art that
require the hand of a highly skilled inkworker to be made. Tattoos usually follow
traditional customs and vary from place to place, and are traditionally adorned
by seasoned travelers to serve as an eternal reminder of their journeys and
adventures into the unknown. For others, it serves as an expression of their
aspirations, drives and roots.
In essence, tattoos may be treated with the same considerations as vestments,
serving as an extension of the character’s origins and present, and subject to
the same considerations when tallying their monetary value—or lack thereof.

book i · wanderers 45
3
BELONGINGS

Toolkits
Useful but rather minor mundane tools are often found among a wanderer’s reper-
toire of items, especially those who have a knack for craftsmanship or that carry
around a number of commonplace tools and items that aid their travels. Toolkits are
a smart way to keep track of minor items that serve a purpose together: writing
supplies, woodworking tools, camping kits, and other such bundles of minor things
that allow characters to perform certain activities with ease.
b
As a general rule, any useful items that fall short of the perceived utility and cost of
Assets may be considered as part of a toolkit.
For Example: Giving a character a “Writing Kit” is a way to summarize that they own a blank
journal or two, an inkpen, a charcoal pencil, and bookmarks.

Containers
Knapsacks, satchels, pouches, bandoliers, barrels, chests, and other such objects
primarily exist to allow for characters to more easily and efficiently manage their
belongings. Though it is not exactly necessary as per the rules and dynamics of the
game, having a general idea of the containers the character is carrying (as well as
their contents, of course) can be quite useful to maintain an organized inventory.
For Example: Describing or writing down that the old tomes of lore belonging to the
scholar are carefully wrapped in watertight textile and kept in a satchel could help to keep
them safe should the character fall into a river.
Likewise, a character that simply describes all of their equipment and supplies as being kept
in a large travel backpack has far fewer things to worry about, but it may also make their
belongings far less easily accessible in a hurry—having to rummage around in the chaos of
their provisions and spare flares in search of a medicine kit.

Trinkets
Lastly, objects that fall outside of the realm of strict utility are collectively considered
to be Trinkets. These objects may be a great variety of things of various origins and
monetary value, but they are ultimately small little items that a character carries
around with them for whatever reason.
Gifts, accessories, books, decorations, and mementos that mean something to
them, or that have piqued their curiosity over the course of their travels.

Z
46 the vagrant path
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b
b A VAGRANT’S GEAR
Z

book i · wanderers 47
3
BELONGINGS

SHIFTING COSTS
Though the direct exchange of currency through Trade Points is the most common
form of trade, characters may choose to barter objects of an equivalent value to
partially or fully cover the cost of a transaction. Items can be sold or traded in this
manner, allowing your character to obtain new goods or Trade Points in exchange of
their own belongings.
b
B Dividing Costs: The group may choose to pool their Trade Points and items to
make larger transactions, purchase items for other members of the group, or freely
trade currency and items among themselves.

Rarity
The general availability of an item affects their value, which may vary between
regions and traders. Without a Rarity modifier, items are considered to be commonly
found in most settlements, caravans, and trade outposts.
Note: Resources are also subject to Rarity modifiers, but their prices are reduced to ½.
B Scarce (4 TP): Items that can only be obtained from particular craftsmen and
traders, but still common enough to be recognized and found with relative ease.
Many technological artifacts of moderate complexity tend to fall in this category.
B Rare (8 TP): Difficult to find or craft for various reasons—few artisans able to
create such fine items, made with materials which are uncommon to the region or
particularly hard to obtain, or perhaps a simple lack of widespread demand for such
an item.
B Mythic (12 TP): Fascinating items with a unique quality attributed to them that
elevates their value above others of its kind: crafted with masterful artistry, excep-
tionally rare materials, a peculiar history, or a prominent cultural significance.

Z
48 the vagrant path
3

b b SHIFTING COSTS
Z
Wear
Some items that the players find or trade away in their travels may not in the best
shape compared to brand new acquisitions. Forgotten heirlooms, relics recovered
from ruins of yore, even old equipment passed down through members of a
company may be subject to the wear and tear of many years of constant use.
These tags are more of a narrative tool rather than something worth keeping track of,
and are marked with a notched or crossed-out circle next to the item’s name.
Worn (½ Value): The item can still fulfill its purpose quite decently if handled
with proper care, though it may suffer Ruin in some situations. Put under too much
stress or used carelessly, it could end up breaking.
Broken (No Value): Reduced to nothing more than a worthless trinket in its
current state, but can still be mended by a skilled craftsman and returned to its
former glory. If subjected to any further damage, however, it could become ruined
beyond recovery.
Author’s Note: As a vague guideline, restoring worn items and repairing broken ones costs
as much as the value it has lost in its state, but there may be other factors worth taking into
account that are left up to the Arbiter to decide.

book i · wanderers 49
3
BELONGINGS

50 the vagrant path


3

b SERVICES
SERVICES
Most common services—like lodging for the night at a road stop, paying for a
modest meal, or a decent drink and friendly chatter at a tavern-wagon—are generally
regarded as below the scope of Trade Points, much like Gear is, and obtained without
a perceived cost. They exist, more or less, as part of the narrative set-up of a scene or
a footnote during a campaign rather than a significant investment.

b
Beyond basic expenses, special services are usually carried out by professionals
and hirelings who expect to be paid for their work. These services include things like
bribes, labor, special research, carrying a secret message across the region, or paying
fare for a long distance trip on a patron’s vehicle. Such services have the same
reduced costs as Resources, and can be paid as a one-time exchange for short-lived
services, or periodic payments for activities that warrant a longer stretch of time and
effort to be fully performed.

Commissioning Items
Not all merchants have access to equal supplies, or offer Assets that may truly suit
the Vagrants in their journey, as they are often manufactured to satisfy common
criteria. Most of them, however, are capable artisans who can follow schematics and
procure the proper materials to create unique works of art if hired to do so.
Outside of character creation, items available for purchase from merchants are
created and themed by the Arbiter. Should a Player want to bring a specific request
into the world unavailable where they seek, they can commission an apt craftsman
to bring their creation to life, taking into account the following guidelines:
B Crafting Time: The time it takes to craft an item is equivalent to its Trade Point
value in weeks. Rarity affects this investment, extending the crafting time.
B Equipment Upgrades: Each Upgrade applied to a requested Weapon or set of
Armor increases the total value by 2 Trade Points (as if purchased independently),
but only adds 1 week to the crafting time.
B Craftman’s Fee: The price for commissioned items is included in the final cost of
the exchange, and no further costs are perceived by the players other than time.

Providing Materials
Supplying the artisan with appropriate materials, parts, and other useful resources
reduces the final cost—and by extension, the crafting time—by an amount equal to
the provided item’s value. While the price can be wholly paid off with such materials,
the time it takes to craft an Asset cannot usually be reduced to less than ½ of its orig-
inal total price in weeks, rounded down.
Example: A Heavy Armor equipped with Toxic Resistance 3 costs 8 Trade Points and takes 5
weeks of labor to complete. However, if the merchant is given a rare mineral valued at 4 TP,
the total cost is reduced to 4 TP, and the crafting time to 2 Weeks.

book i · wanderers 51
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BELONGINGS

WEAPONCRAFT
The creation of weapons is largely in the hands of independent craftsmen with varied
techniques, unable to support mass manufacture. Rather than having access to a list
of consistent options, every weapon is a unique combination of Properties that
define their impact, usage, and utility, while their appearance and details are left to
the imagination of the Players and the Arbiter.
b
A weapon’s Properties are their Range, their Damage Type, and two Traits, an array
that can be expanded through the use of Upgrades later down the line.

Range
A weapon’s Range defines its effective reach and the attributes and skills associated
with them, as well as providing access to exclusive Traits during the creation process.

Melee Weapons
Melee weapons can only be used to engage Nearby targets, requiring the attacker to
close the distance to fight. They use Might when performing attacks and maneuvers,
and their exclusive Traits hinge on defense, mobility, and raw damage output.
Attacking in Melee range causes the attacker and the defender to become Engaged, locking
them in a duel that prevents them from retreating with ease.

Ranged Weapons
Ranged weapons can engage targets anywhere within Short range, beyond the reach
of melee combat, and spend Ammo with each attack. They require the use of Finesse
to aim precisely at targets, and their exclusive Traits involve controlling areas and
picking off individual targets from afar. Additionally, they have exclusive access to
the Ballistic damage type.
Ranged weapons can also attack targets up to one category above their effective range, but
suffer Ruin when doing so.

tracking ammo
Ranged weapons spend ammo with each attack—a single quarrel, a volley of
projectiles, the charged shot of an energy weapon, and other such resource
expenditures—and have a stock of up to 3 Ammo Supplies.
You can attack up to 3 times during a Skirmish while keeping your Supplies
untouched. Attacking beyond this threshold doesn’t impose any immediate
penalties, but the aftermath of the battle is spent restocking on ammunition,
and the weapon’s Ammo Supplies are reduced by 1 at the end of the scene.
Once you’re out of Supplies—you’re out! You cannot attack with that weapon
further until you restock Ammo in a settlement or trade outpost.

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b WEAPONCRAFT
Damage
The harm inflicted by an attack is largely dependent on the attacker’s combat
prowess, modified by the target’s armor and natural defenses against specific
damage types. There are 12 distinct damage types divided into 2 main categories:

Lethal Damage
Most forms of physical damage, if inflicted in sufficient measure, can result in severe
injury and eventual death. Damage under this category damages the Health track.

b
lethal damage types
Cuts, pierces, and tears through external tissue, cloth and other soft
Rending materials, causing bleeding wounds and severing off parts it strikes.

Blunt force driven with great strength, breaking through solid materials,
Crushing structures and bone and causing serious internal damage.

Puncturing damage inflicted by the momentum of physical projectiles,


Ballistic able to pierce through defenses and leave shrapnel stuck within flesh.

Bursts of volatile energy materialized abruptly, searing into and through


Radiant targets with intense light and heat—the hallmark of Arktech weapons.

Flames and heat that can ignite or melt objects, causing painful burns on
Burning contact with bare skin.

A sudden temperature drop that can cause frostbite and make many
Frost materials become fragile and prone to shattering.

Electric currents channeled through conductive materials, causing


Storm damage to nerves, muscles, and the inner workings of tech artifacts.

Acidic poison, miasma, corruption, and other noxious blights that cause
Blight living tissue to burn and decay, and solid materials to corrode.

Non-Lethal Damage
Some weapons are designed to impair rather than cause physical harm, inflicting
strain and various ailments, and affect the Stamina track.
non-lethal damage types
Physical damage that causes fatigue, numbness, and pain, capable of
Stun knocking out the target with a well-placed blow.

Sharp strain that can hurt psyche and spirit alike—causing fear, stress,
Stress and severe mental weariness that can cause targets to faint.

Blinding Controlled flashes of bright light that can incapacitate the target’s vision.

Intense sound waves that disrupt the propagation and reception of


Sonic sound, causing temporary hearing loss and disorientation.

book i · wanderers 53
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BELONGINGS

Weapon Traits
While Range and Damage Type cover the basics when it comes to the raw attacks of a
weapon, Traits are what define and give detail to the way the weapon works. Each
entry under this section can be taken by any weapon, regardless of Range.
Weapons start out with two Traits, and can be upgraded to have up to five of them.
† Stacking: Traits marked with this tag can be taken more than once, either as starting
Traits or as Upgrades to an existing weapon.
b
Bound
Weapons can be disarmed by a skilled enemy or lost in many odd situations. Bound
weapons are worn, mounted, tethered or secured onto the user in a way that renders
them unable to be separated from their wielder in any significant measure, unless it
is purposefully detached by them.

Breaching
Weapons designed for clearing obstacles rather than foes, transforming the arena
around them with each attack. Though they don’t suffer any penalties against crea-
tures, Breaching weapons bestow Favor when attacking obstacles, structures, and
other features of the environment.

Catalyst
Various Sorcerers make use of a special object to channel their spells, and they need
to follow some loose specifications to work properly. Catalyst weapons technically
follow the criteria of an Evoker’s channeling Staff or the Binding Lantern used by
Theurges to house Spirits, albeit loosely, but just enough to perform adequately.
B Imbue: An Evoker or a Spirit may cast a Spell to coat the weapon’s attacks with
their elemental magic, gaining a fitting Hybrid Trait for the duration of the skirmish.

Catching
A successful attack allows the user to grab creatures, objects, and surfaces, and
prevent either party from moving away. Melee weapons may include hooks, prongs,
loops, or other such things in their design, while Ranged (and throwing) weapons
additionally have a tether that links the two targets; such as rope, cable, chains, or
polarized tech devices.
B Ensnared: Targets subject to a Catching strike cannot move away from the
attacker (or much at all, really, suffering Ruin in tests that hinge on mobility) until
they break free or they are released by the attacker.
B Come Here!: The attacker may immediately pull the target towards them (or the
other way around) as part of their attack. If not done immediately, pulling the target
takes an Action instead, and may be opposed as the target braces itself.

54 the vagrant path


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b WEAPONCRAFT · TRAITS
Hidden
Easily concealed or stored in a way that makes them undetectable when not being
used, granting the opportunity of a surprise attack. The first strike against a target
unaware of their presence gains Favor and forces them to Resist against it.

Hybrid [† STACKING]
The weapon makes use of advanced munition, is coated with an alchemical reactant,
or is designed to maximize raw damage. Hybrid Weapons gain a new Damage Type,

b
and successful Attacks deal +1 Wound.
B Lethality: All of the weapon’s Damage Types must belong to the same category,
either all Lethal or all Non-Lethal.
Author’s Note: Weapons meant to have both Lethal and Non-Lethal options or different
Damage Types dealt separate from each other may use the Versatile Damage Trait instead.

Paired
The weapon’s Properties actually represent a pair of identical weapons wielded in
perfect balance, sacrificing versatility for raw offense. As long as you can effectively
fight with both weapons at the same time, all attacks, maneuvers, and defenses that
use them in unison against a single opponent gain Favor.
B Twin Strike: You may choose to lose the Favor bestowed by focused attacks and
attempt to strike two targets in range in a single, simultaneous motion.
Note: All benefits of Paired are lost if either weapon is disarmed, disabled, lost, or if either
of your arms are injured.

Precise
Designed to favor accuracy above all. Precise weapons bestow Favor when making
Called Shots, and may use Finesse (if Melee) or Focus (if Ranged) when striking.
Sentinel
Rather than being wielded by the user, Sentinel weapons are directed remotely
through a technological or arcane connection by using Focus. Weapons with this
trait have two “modes” of use:
B Idle: Orbits close to the user, hovers around them, or keeps watch while mounted
onto them in some way. While Idle, Sentinel weapons have the same swiftness and
accuracy of any other weapon, but without requiring the wielder’s hands to be used.
B Ambulatory: Moves around independently from their user—flying on hover-
thrusters or skittering around with nimble limbs—functioning more as a Compan-
ion than as a tool. Controlling a Sentinel weapon to move around requires the use of
a Command action, but gives the user a wider range of options in the battlefield.

book i · wanderers 55
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BELONGINGS

Swift
Weapons made with a lightweight frame or a quickfire mechanism, allowing the
wielder to strike in quick succession and exploit openings more efficiently. Once per
round during a Strike or a Counter, the wielder can make an extra attack using
this weapon, even if they used another weapon to initiate the attack.

Throwing
Most objects can be simply picked up and thrown, but only proper Throwing
b
weapons are designed and balanced to be used that way effectively, using Finesse or
Might to strike at the target as an Attack rather than a Maneuver.
B Melee throwing weapons represent the weapon itself being thrown, and need to
be retrieved before making another thrown attack.
B Ranged throwing weapons represent a stock of throwable projectiles, and use
Ammo like any other ranged weapon.
Note: Without this Trait, you can only throw weapons and objects as an Improvised Attack.

Versatile [† STACKING]
Many weapons have complex designs with different configurations, firing modes, or
ways to use them effectively, giving the wielder more options during battle.
Weapons with this trait gain an alternative Style, with a new combination of Range,
Damage, and a single Trait, effectively acting as a different weapon. Switching
between Styles only requires a Free Action, generally taking no more than a flick
of the wrist, a button, or changing one’s physical stance to cycle between them.
Author’s Note: It’s important to establish how a Versatile weapon works or looks across
Styles, so that discrepancies and caveats can be worked out with the Arbiter ahead of time.

B Upgrading Styles: Weapon Upgrades only apply to one Style at a time, but the
new Trait still counts towards the weapon’s upgrade limit.
B Styles Within Styles Within—Aw...: Secondary Styles cannot choose Versatile
as their Trait, even as an Upgrade. Come on, I know you were thinking of doing it.
B Versatile Damage (Variant): Instead of a fully-fledged Style, you can grant the
weapon a new Damage property while retaining the weapon’s Range and Traits. This
new Type or array is dealt separate from the others, and can be expanded through
Hybrid on its own.
Author’s Note: This can be helpful if, for example, you want a ranged weapon that uses
different ammo types, or a double-sided melee weapon that accomodates to different
defenses without fully morphing into something different.

56 the vagrant path


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b WEAPONCRAFT · TRAITS
Melee Traits
Cleave
Melee weapons that strike in wide swings or that can easily break through enemy
lines can target any number of enemies currently Engaged with the wielder. Like-
wise, when initiating an attack, the attacker may engage multiple enemies in a single
sweep, provided that both them and their enemies are Nearby.

Heavy

b
Balanced in a way that allows the wielder to use the weapon’s immense weight with
full force against the enemy. When attacking with a Heavy weapon, Hits obtained
using Strain Dice cause twice as much damage. Additionally, they gain Favor when
Pushing or Shoving enemies away from the wielder.

Lunge
Designed to maximize impact through momentum. Lunge weapons bestow Favor to
the wielder when attacking an enemy immediately after engaging, falling, leaping, or
otherwise accelerating towards them. Additionally, Lunging against an enemy allows
the wielder to Move and Strike in a swift motion by using a single Action.

Parrying
A lightweight frame, a specially crafted guard, or a design that improves mobility
without sacrificing resilience. These weapons bestow Favor when Parrying
attacks, and allow the wielder to Parry ranged projectiles.

Returning
Thanks to a physical binding, a technological device, or an aerodinamic design that
gives throws a full arc, the weapon swiftly returns to the wielder after being thrown,
regardless of whether it has the Throwing trait or not.
B Recall: You may also use an Action to return the weapon to your hand if it was
disarmed, lost, or left behind, optionally working as an Area (Line) Attack on the
way back.

Shielding
Shields and protective guards come in many, many forms and sizes, and they are all
unified by the use of this Trait, which bestows Favor when Blocking attacks.
B Behind me!: While Guarding with a sufficiently large Shielding weapon, the
wielder provides partial cover to allies that choose to stand behind them.
B Aegis: Shielding weapons may take Resistances as Upgrades instead of new
Traits, gaining an extra stack of Favor against attacks of a chosen Damage Type.

book i · wanderers 57
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BELONGINGS

Ranged Traits
Area
If charged, angled or aimed in a specific way, the weapon’s attacks can affect multi-
ple targets at a time. It takes 2 Actions to prepare an Area attack. You must
choose one of three Area subtypes when taking this trait:
B Blast: The Area attack affects all targets present in a Zone within range.
b
B Chain: Area attacks jump, ricochet, or arc from the target to a second target
within Short range of them, and then continues to jump around from one target to
another, affecting a total number of targets equal to Hits.
B Line: Area attacks shoot through multiple targets in a straight line of adjacent
Zones, affecting all lined-up targets until the attack is blocked or obstructed.
Note: Due to the abstract nature of Zones and the movement within them, it’s ultimately up
to the Arbiter to determine who gets potentially hit by a Line attack.

Blitz
Each attack made with these weapons is actually a burst of many projectiles fired in
quick succession. You may use 2 Actions to perform one of three special attacks:
B Volley: Fire a sustained hail of shots against a target, gaining Favor against them.
B Sweep: You fire in a wide arc that affects multiple targets close together, acting as
an Area (Blast) attack that suffers Ruin.
B Suppress: Choose a Zone, and ready an Attack as a Prepared Test. You fire in
controlled bursts against this Zone until the start of your next turn, and anything
that moves through it gets caught in the barrage, becoming a target of your attack.
On your next turn, your Ammo Supplies are reduced by 1, and the attack ends.

Z
58 the vagrant path
3

b WEAPONCRAFT · TRAITS
Extended
Thanks to a longer frame, the weapon’s reach is increased from Short to Long
Range. However, they become very ineffective up close, suffering Ruin against any
Nearby targets.
range categories · The target is...
Engaged Within Reach of the Attacker.

b
Nearby Within the same Zone as the Attacker.

Short Up to 1 Zone away from the Attacker.

Long Up to 3 Zones away from the Attacker.

* Distant More than 4 Zones away from the Attacker.

Efficient
Prudent ammo consumption, high-capacity storage or the inventiveness of the
artisan increases the weapon’s Ammo conservation threshold from 3 to 6 attacks,
allowing you to fight for a longer time before needing to burn through your Supplies.

Seeking
Projectiles that seek targets in the general direction of a shot through arktech or
magic are hard to come by, as they are usually reserved for high mobility targets.
Targets of a Seeking weapon suffer Ruin when attempting to Dodge.
B Blind-Shot: As a Called Shot, you can attempt an attack against a partially or
wholly obscured target without a clear line of sight.

Z
book i · wanderers 59
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BELONGINGS

STARTING WEAPONS
These Weapons can be built during Character Creation, with up to a single Upgrade.
Use them as an inspiration of your own creations!

Quality Scimitar
Perhaps the most widespread weapon across all cultures descendant of the First Kin
b
is the reliable Scimitar; an elegant, curved blade that any blacksmith worth their salt
can forge swiftly and efficiently. Its shape and weight make it quite versatile in the
field, leading it to become the primary armament of commoners and noblemen alike,
and an icon of prestige surrounded by many tales and artistry.
Properties: Melee – Rending – Swift, Finesse

Stormbolter
A heavyweight three-barrel handgun with elaborate silver ornaments all around its
dark metal frame. It fires silver bolts hypercharged with an electric current, and the
mechanism is designed to fight multiple enemies at once with ease.
Properties: Ranged – Storm – Area (Line), Blitz

Knave’s Vambrace
A mechanical armguard that conceals a sharp blade, which can extend on command
at a moment’s notice. Though not particularly useful in the wilderness, this weapon
bears the hallmarks of Vestari craftsmanship, implying that its original purpose was
to be used in twisting urban passages by spies and thieves.
Properties (Armguard): Melee – Stun – Shielding, Versatile
Properties (Blade): Melee – Rending – Hidden

Giant’s Phantom Greatsword


This once mighty weapon belonged to a Giant Lord of yore. Now, shattered in the fray
long ago, only half this gigantic sword’s blade remains, but the ghostly outline of its
full length still burns through flesh and stone as it once did many centuries ago.
Properties: Melee – Rending+Radiant – Hybrid, Cleave

Z
60 the vagrant path
3

b STARTING WEAPONS
Beetles of Anang-Mur
An heirloom of a distant past, this container houses a number of construct beetles
that can swarm enemies at the wielder’s command, using their little metal limbs and
sharp mandibles to tear hundreds of small cuts on the enemy.
Properties: Ranged – Rending – Seeking, Blitz

Meteor Warhammer

b
The head of this heavy shafted hammer is propelled by a set of repurposed thrusters
on its back, heating up and granting tremendous momentum to each impact.
Properties: Melee – Crushing+Burning – Heavy, Hybrid

Bloodseeker’s Katars+
In the worst circles of the Vestari underworld, enslaved pitfighters are given crude
weapons and thrown into battles to the death against wild beasts, or one another, in
a deadly gamble to attain a promised freedom that will never come. The design of
these arm-mounted blades favor lunging recklessly towards the enemy—terrible for
a tactical weapon, but makes for quite the cruel spectacle for bloodsports gamblers.
Properties: Melee – Rending – Paired, Bound, Lunge

Geomancer’s Shield+
A gigantic shield carved out of a slab of stone, covered in glowing runes bearing a
myriad enchantments. It levitates in place, giving off a subtle humming sound, and
moves quite swiftly to protect its wielder despite its immense size.
Properties: Melee – Crushing – Shielding, Sentinel, Heavy

unarmed strikes
Without proper weapons, characters can throw punches, kicks, body slams,
fight with tooth, horns and tails to perform maneuvers using brawn alone.
Unarmed Strikes are Melee attacks that can deal either Crushing or Stun
damage, based on the attacker’s intent to subdue or lethally harm their enemy.
B Innate: As everyone can use their body to fight—with varying degrees of
effectiveness—every character starts out with this “weapon”, though it’s not
necessary to write it down.
B Training: Characters can learn new Traits for their Unarmed Strikes as if they
were Skills, or they may purchase bionic Augments as if they were Upgrades. In
either case, Unarmed Strikes have no maximum Trait limit.
Basic Properties: Melee – Crushing/Stun – Versatile, Bound
Traits: Breaching, Catalyst, Catching, Hidden, Precise, Swift, Lunge, Cleave, Heavy,
Parrying, Shielding
Defense: Parrying and Shielding is only effective against enemy Unarmed Strikes.

book i · wanderers 61
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BELONGINGS

ARMORCRAFT
Defensive gear is divided into three distinct types, each with an Armor value
(represented by the shield icons) that reduces damage received, and with its own
benefits and drawbacks.
There are many variables that define the effectiveness and mobility of armor, but
none as impactful to the experience of a Vagrant as their sheer weight.
b
Unarmored: Should a character be caught completely defenseless and bare, lack of armor
is treated as Light Armor, but with an Armor value of 0.

Light Armor
Most traveler outfits fitted for life in the road and wilderness offer a small degree of
defense, just enough to mitigate possible injuries when hunting and traversing
harsh environments, but without hindering movement. Layered clothes, padded
armor, and other lightweight gear tailored to favor mobility over defense.
B Nimble: Grants Favor when Dodging attacks if worn on its own.

Medium Armor
A wide range of outfits lined with medium-weight materials, designed to provide a
decent and reliable level of defense without weighing down the wearer too much.
These armors are the most common among guards and hunters, as well as most
mercenaries traveling through the hinterlands.
B Reliable: Medium Armor has no particular benefits or hindrances.

Heavy Armor
Robust, war-grade equipment designed to ensure defense and survival, at the cost of
greatly sacrificing mobility. Heavy Armor is usually worn by elite vanguards and
protectors who stand guard without needing to move around, making it an uncom-
mon sight among most wanderers.
B Cumbersome: The great size and weight of Heavy Armor makes it hard to move,
imposing Ruin when Dodging and attempting Finesse Tests that rely on agility.

62 the vagrant path


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b ARMORCRAFT · UPGRADES
IMPROVING EQUIPMENT
Weapons and armor can be upgraded up to three times to grant them a new benefit,
by procuring extra attachments, modifications, renovations and new materials.
Present Upgrades are marked with a + next to the weapon or armor’s name. Purchasing pre-
upgraded equipment adds 2 TP to their value for each Upgrade.

b
Weapons
Weapons receive a new Trait with each Upgrade, expanding their utility beyond their
basic Properties. Weapons with the Shielding Trait may take Resistances
instead, gaining further Favor when blocking attacks of the chosen damage type.

Armor
Armor Upgrades grant them Resistance against a chosen damage type, raising
their defenses against specific attacks.
Note: Though Armor by itself only prevents Lethal damage, you may still choose a Non-
Lethal resistance and receive the same benefits.

B Layering Armor: Light Armor is commonly worn underneath heavier armor,


allowing the wearer to combine their Resistances. The Armor value and traits,
however, are not combined—only the heavier set’s benefits and drawbacks are used.
Note: You can only gain up to 3 stacks of Resistance against the same damage type, even
when layering armor.

Z
book i · wanderers 63
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BELONGINGS

RESOURCES AND SUPPLIES


Many Resources are taken into account while traveling, depending on the method of
travel and the region being traversed. Generally, these items can be bought from
merchants at a fair price, in bundles of rationed Units or Uses listed besides each
resource. Some of them can be produced during a journey, while others are rare
commodities found and traded in select occasions.
b
Vagrant’s Essentials
Some resources are very commonly used when traversing the landscape, and are
crucial to take into account if one desires to embark on a journey.

Travel Rations [6 UNITS]


Preparing and accounting for Rations usually comes into play when natural supplies
start to prove insufficient, or when the group is expected to pass through a Region
that offers little to no sustenance. Rations are divided into Food and Water, and in
normal conditions they are consumed at a rate of 1 Unit per day.
Vagrants generally carry a flask or canteen capable of storing up to 4 Water Rations
at a time, and can easily restock on water on settlements or while traveling. Food
Rations are more varied and far easier to carry, and have no upper limit.
Note: Travel Rations are bought in bulk in settlements when preparing for a journey, but can
be produced and stockpiled on the road by Foraging ahead of time.

Healing Supplies [12 UNITS]


Remedies, bandages, antidotes, and other resources required to perform First Aid to
treat wounds and various blights. Without a stock of Healing Supplies, characters
recover from damage at a very slow pace.
For Example: Packet of Herbs, First Aid Kit, Healing Gel Canister, Healing Vials and Syringe,
Minor Healing Potion, Mending Bandages

B Herbal Medicine: Vagrants can survey the wilderness for medicinal herbs and
create natural Healing Supplies with them if their stock has run dry.
B Medkits: Advanced medicine kits are prepared in such a way that anyone can use
them and don’t require a Test, only a simple interaction or consumption. However,
such commodities are Scarce, and only come in packs of 6 Units.
For Example: Automatic Healer’s Kit, Health Cryopack, Healing Potions, Nano Medbots
B Repair Kit: Arken and bionics cannot heal by natural means, and that means that
Healing Supplies are useless when treating wounds and injuries they suffer. Repair
Kits are used instead of Healing Supplies, coming in packs of 6 Units, reduced
further to 3 Units for its equivalent of a Medkit. Furthermore, using it requires a
Success Test that uses the Technology skill instead of Healing.

64 the vagrant path


3

b RESOURCES AND SUPPLIES


Ammo Restock [SPECIAL]
A Restock is a special purchase that can be done in most settlements, trading
outposts or merchant caravans, allowing you to recover the Ammo of all weapons up
to 3 regardless of their current amount of Ammo Supplies in stock, at the price of a
single Resource.
Note: Restocking on ammunition doesn’t necessarily rely on any one vendor, but rather by
searching across the settlement as a whole over the course of the character’s stay until they

b
depart once again. Depending on the type of ammunition needed, the size of the settlement
and their available resources, Restocking on Ammo may be affected by Rarity costs.

Fuel Cells [12 UNITS · SCARCE]


Vehicles consume Fuel in order to stay functioning, at a pace of 1 Unit per Watch
spent Advancing or Hovering. Fuel Cells are cylinders of orichalcum and glass that
contain up to 12 standard Units of Fuel, and can be used universally across Vehicles.
B Android Booster: Arken can consume Fuel Cells to gain a boost of energy, allow-
ing them to continue marching onwards throughout the course of the day before
needing to rest to recharge their backup energy to remain functional.

book i · wanderers 65
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BELONGINGS

ALCHEMICAL PRODUCTS
Alchemical consumables and compounds are uncommon commodities found in
specific biomes that serve narrow purposes, providing strange benefits and utilities.
Author’s Note: These are only a few examples, and it’s encouraged that the Arbiter and the
Players come up with their own compounds, thinking up interesting effects together.
b
Sap Canister [8 UNITS · RARE]
Sylphine Sap is a thick fluid harvested from moonlight-grown herbs deep within the
forest groves. It can serve as a replacement for water when entering extremely dry
regions, as its density allows it to be stored and consumed quite efficiently.
Obtained From: Dense forests, only during Nights lit by Full Moonlight.

Tunneler’s Dust [3 UNITS · RARE]


A dimly glowing mushroom dust that prevents exhaustion and unrest for a full day.
Additionally, it causes the user’s eyes to adapt to darkness, allowing them to effec-
tively see in the dark for about a full day. While it doesn’t affect lucidity, it causes
severe hallucinations after a few hours.
Obtained From: Underground environments and some damp, dark near-surface caves.

Berserker’s Wine [3 UNITS · RARE]


A strong, bitter concoction that dulls sensations of pain and causes the drinker to
enter a state of rhythmic trance, believed to enhance their abilities in battle.
While under the effects of Berserker’s Wine—which last about an hour—the recipi-
ent is unaffected by the perceived detriments of the Death Spiral, and is immune to
Shock for the duration. However, they are not immune to damage: they can still Fall
or be rendered unconscious through wounds, the latter of which dispels the trance
upon waking up.
Obtained From: Jötunn and Klaadi alchemists knowledgeable on the “Path of Dire War”, a
set of warfare philosophies of a past age.

Termite Slime [1 UNIT · RARE]


A highly corrosive slime that can be placed onto a surface and made to react violently,
eating through whatever it’s placed in quite fast. It’s mainly used as a way to clear
away obstacles and create openings, as the contents of the canister can be stretched
out and spread evenly across large and small surfaces alike.
Obtained From: Deep sea floor and river beds that cross Farlands.

66 the vagrant path


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b ALCHEMICAL PRODUCTS
Explosive Charges
Explosives are a unique branch of alchemical compounds that release a violent burst
of concentrated energy. They may be used as tools, clearing pathways through debris
and obstacles, but they can also be used as expendable, destructive weapons if
handled appropriately.
B Breaching Blast: When used in combat, explosives affect everything within the
Zone where they detonate, and benefit from the Breaching Trait.

b
Satchel Charge [3 UNITS]
The most basic and widely used form of explosive charge consists of a simple, almost
makeshift composition of volatile alchemical compounds and shrapnel stuffed into
a pouch or bag. Grabbing it by a strap, it can be thrown towards a surface or crea-
ture, causing it to explode and deal Rending+Burning damage on impact.

Shock Charge [3 UNITS]


These refined explosives are built in such a way that their blast does not damage
targets lethally, but instead use non-lethal force to subdue adversaries. These blasts
cause damage of any combination of two non-lethal damage types, chosen when
purchasing or crafting them.
For Example: One set of Shock Charges could deal Sonic+Blinding damage, while
another set could deal Stun+Stress damage instead.

Trigger Charge [3 UNITS · SCARCE]


Remotely detonated explosives can be quite devastating both in combat and in terms
of sheer utility, allowing the user to control the timing of each individual explosion
separately through a crude control matrix.
Note: As a general rule, Trigger Charges can be properly set up on the battefield through a
Prepared Test using Focus+Tactician (Sapper) Ranks and detonated using an Action.

Blast Kit [6 UNITS]


Blast Kits are special resources that have all the proper alchemical ingredients and
miscellaneous elements used to create Explosive Charges of any kind—quite useful
for groups that have an Alchemist in the field with them.
Explosives can be prepared in a few minutes through a succesful Focus+Alchemy
Test, spending 1 Unit of the Blast Kit to prepare a Satchel or Shock Charge, or 2 Units
for a Trigger Charge.

Z
book i · wanderers 67
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BELONGINGS

TAMED BEASTS
Beasts that follow a Vagrant around and listen to their orders are considered Assets,
as they provide a helpful edge or a unique utility of their own.

Companion Beasts
Many kinds of Beasts can be bred and trained for specific activities, aiding their
b
trainer and bestowing Favor to Tests that make use of their abilities.
For Example: Tracking Wolf, Sentinel Owl, Foraging Boar, Thieving Rat
B War Beasts: Beasts trained to fight alongside their master can be represented as
Weapons with the Sentinel trait, but cannot gain the benefits of a more utility-ori-
ented training of normal companion beasts.
For Example: Hunter’s Hawk, Pitfighter Drake, Rolling Steel Serpent

Riding Beasts
Beasts big enough to be mounted can be found in practically any region, specially
among open territories where civilization thrives by trade routes. They tread paths
and landscapes on foot with ease, with a much greater speed and resilience than
that of travelers, but have trouble being mounted on more difficult terrains.
For Example: Horned Raptor-Drake, Hill-mount Deer, Goblin Trader Boar
B Caravan Beast [SCARCE]: Giant beasts that can carry the weight of a Roving Band
and their belongings on their back aren’t hard to find, but their numbers have dwin-
dled greatly among all but the most traditional caravans and settlements.
For Example: Jarral Giga-Beetle, Giant Turtle, Oliphant, Grazing Colossus
B Flying Mount [RARE]: Soaring beasts that take their rider into high altitudes and
ignore the woes of terrain. Their training is quite uncommon, almost exclusive to
Vestari messengers and Klaadi scouts, due to the inherent difficulty of breeding and
training these creatures in a controlled environment.
For Example: Wyvern, Giant Eagle, Griffin

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b BEASTS AND ARTIFACTS


ARTIFACTS
“Artifact” is the word commonly used to describe a wide array of devices and equip-
ment that make use of Ark-derived technology to be designed and manufactured.
Author’s Note: This small section provides an overview of the kinds of Artifacts that can be
obtained during character creation and throughout the campaign, but a more thorough look
on their intricacies can be found in Chapter 8.

b
Beyond the category they fall under—which reflect shared utilities and traits—every
Artifact serves a specific function, which must be defined upon purchase.

artifact categories
Ordinary tools used to carry out mundane tasks, or with a rather limited
Devices utility. The vast majority of everyday Artifacts falls under this category.

Artifacts that process, record or relay information through sounds,


Datalysts images, and text, as well as communication devices of all kinds.

Companion artifacts that serve as ambulatory devices and datalysts,


Drones following the user around and acting semi-independently from them.

Mechanical frameworks that serve as replacements for lost limbs, or


Bionics implanted devices that allow the wearer to regain lost senses.

A specific branch of Bionics that enhances senses and abilities beyond


Augments normal capabilities.

Wearable equipment that regulates temperature or protects the wearer


ADP Suits from environmental harm.

Note: Prosthetics are alarmingly common in the harsh world of Vandren. During character
creation, Players can choose to begin play with any number of Bionic prosthetics at no cost.

Z
book i · wanderers 69
3
BELONGINGS

VEHICLES AND DWELLINGS


The novel ways to travel the landscape brought by the Ark has sparked new life into
caravans across the world, breaking through previously unimaginable barriers. Even
so, the desire to settle down in a properly built dwelling never stopped being relevant
for many, ever improving the arts of masonry and architecture, and setting strong
roots in the landscape.
b
Due to the cost and skill required to craft them, as well as their utility, value and
scale, Vehicles and Dwellings go beyond the usual scale of worth for Assets, increas-
ing their prices compared to other Assets. When commissioning the construction of
a Property or Vehicle, an appropriately-sized team of capable tech artisans or
masons is required for the project to be carried out.
Note: As a general rule, Vehicles and Properties should not be purchased during Character
Creation, to avoid a waste of initial investment and ensure that everyone is on the same page.
Any exception to this rule is ultimately up to the Arbiter.

Class IV [COMMON · 8 TP]


B Vehicles: Caravan Wagons, Cruisers, small Archaic Boats, and other simple or
traditional vehicles that are personal or comparatively inexpensive.
B Dwellings: Small huts or wagons for one or two patrons, with minimal amenities.

Class III [SCARCE · 16 TP]


B Vehicles: Land Rovers, Earth Giants, Engine Boats, and other vehicles that are
heavy, utilitarian, or serve a purpose beyond personal needs.
B Dwellings: Modestly sized dwellings that comfortably house a handful of patrons
and their belongings, but little more. Single-purpose shops and outposts.

Class II [RARE · 24 TP]


B Vehicles: Storm Titans, Squadron Skyships, Manta Ships and other complex vehi-
cles that serve a full crew, primarily built for mobility and versatility.
B Dwellings: Lodgings and trade outposts that accomodate many patrons and
members with ease.

Class I [MYTHIC · 32 TP]


Vehicles and dwellings that accomodate very large crews, such as Leviathan
Skyships, Giant Vessels, and Guildhouses should be generally facilitated by the
Arbiter as deemed appropriate through contracts and storylines rather than directly
purchased. Otherwise, these are attainable, but complicated to come across, or very
expensive to fund.

70 the vagrant path


3

b VEHICLES AND PROPERTY


Vehicle List
The following is a general overview of the vehicles available in the game, next to their
Class category and a brief description.
Note: Detailed information on Vehicles and their use can be found in Chapter 9.

overland
Fast and mobile hoverbike fit for a rider and a single companion.
Cruiser IV

b
Can be driven through Challenging and Dangerous terrain.

Caravan IV
Large, slow vehicle that can accomodate a crew and heavy cargo.
Wagon Can be fitted as a mobile dwelling for one or two people.

Land Rover III Fast-moving vehicle for a small crew and their belongings.

watercraft
Archaic Boat IV Rowboats and sailboats that require physical effort to navigate.

Engine Boat III Boats with novel designs, improving control and mobility.

Portable diving ship for deep exploration of open waters.


Manta Ship II
Deepwater ADP recommended for operation.
Giant ships for extensive crews, built for long journeys over sea
Sea Vessel I between major land masses.

skyships
Low flight, versatile ships built for scouting of large areas, with
Recon III space for the Pilot alone.

Carrier III Slow ships designed to carry heavy cargo across vast distances.

Squadron II Versatile ships built for quick mobility and deployment of a Band.

Leviathan I Colossal ships that can carry and accomodate a large crew.

walkers
Utilitarian Exo-Suit built to carry out gruntwork tasks.
Earth Giant III
Able to carry a small crew on its shoulders.

Hulking war rig designed to wield heavy weapons and participate


Storm Titan II in skirmishes.

Z
book i · wanderers 71
Chapter 4

COMPANIES
AND CLANS
bb
Z
The Roving Bands
A Roving Band is an alliance of a handful of Vagrants whose paths have crossed
and intertwined, deciding to pursue a higher calling together. Vagrants complement
one another through these alliances, creating a common ground where their talents
can shine both individually and in unison. These groups usually form by chance and
prolong themselves out of a true sense companionship, but they may also be spon-
sored by a shared patron or leader, and brought together simply by a sense of survival
and mutual benefit.
Through a number of deeds and memories forged together, Roving Bands give way to
a sense of fellowship or a shared goal, giving way to fraternal Clans and organized
Companies that intertwine their line of trade with local Houses, factions, and indi-
vidual patrons of influence.
Companies and Clans alike acquire recognition among settlements and patrons as a
group, making use of names and symbols to represent their deeds and goals. Some
take it a step further, creating a shared sense of identity by wearing uniforms, colors,
and other bearings that represent their bond. Along the way, they may cultivate a
number of followers that trail the safe roads alongside them, and may even choose to
settle down in a settlement to pursue local, territorial goals.
Great things await the Companies and Clans of the world, and they all start the same
way—a group of people with a shared calling, willing to work together to answer it.
Now, the question is... What is your calling?

{
72 the vagrant path
4

b COMPANIES AND CLANS


THROUGH UNITY
All campaigns, no matter their scope, style, or backdrop, invariably follow a group of
characters that find themselves working together one way or another, who will grow
as a team throughout their many adventures. It’s up to the Players to decide the
details of this alliance—their goals, their shared sense of identity, and the dynamics
of their group—and the first step is to decide the kind of bond they share.

b
Clans
Clans are akin to noble Houses and the brotherhoods of old; strong ties of fellow-
ship and trust that allow them to treat one another as equals, favoring allies that
allow them to work and grow together for many years to come.
Clans follow shared goals, tenets and beliefs beyond mere livelihood, and generally
form out of a shared sense of purpose rather than one of pure necessity or happen-
stance. As such, they are more likely to embark in quests in which success is its own
reward, rather than being guided by what is most profitable or convenient.

Companies
Companies, sometimes known as Guilds depending on their line of work, are formed
by individuals who primarily wish to work together, with clear trade goals in mind
since their inception. They seek to expand their profits alongside their influence, and
favor bonds that allow them to grow through investment, contracts, and trade.
These groups are commonly known for being the “problem solvers” to call when the
need arises, and tend to choose contracts which are either well rewarded or can lead
to greater rewards in the future.

Field Crews
Field Crews are temporary groups that work together under the contract or banner
of a shared dignitary—a wealthy patron or leader that has formed the group rather
than its members. These temporary associations are riddled with mistrust and a
certain level of separation among their members, placing mutual benefit in a higher
priority than the unity of the group, and they don’t choose their own contracts.

Caravans
Aside from Roving Bands, groups of loosely acquainted travelers usually get together
in large Caravans that seek to travel safely through the world. Caravans are what
keep the flame of civilization alive, with many of their members sharing blood bonds
between smaller families, or simply collaborating through craft and trade.
Vagrants can choose to be a part of one of these Caravans instead of being their own
individual group, leading lives as simple commoners and acting primarily for the
betterment of the society they belong to.

book i · wanderers 73
4
COMPANIES AND CLANS

IDENTITY
When a Clan or Company is first created, the first thing to establish is their shared
sense of identity, built on three principles that help them be remembered. These are
the building blocks that both members and lower-ranking followers will share, and
will inevitably be associated with the Roving Band and their deeds.

Name
b
The Name given to the group is perhaps the most striking aspect that will come to
mind when mentioning a Roving Band, and as such, it’s the single most important
aspect of a Clan or Company.
Some groups choose not to adopt a single name early on, becoming known through
various monikers that patrons bestow them over the years.
For Example: Northern Outriders, Silver Vanguard, Order of the Grey Mantle, Copper
Crown Company, Iron Gauntlet Mercenaries, Shieldmaidens of the Eastern Range

Banner
As a complement to their chosen name, most Bands will choose symbols and colors
that represent them. These can be emblazoned in standing banners, worn as
uniforms, used as signets and seals in official letters, even used to mark Guildhalls
and territories that may fall under the command or influence of the Roving Band.
This can greatly help to create a memorable identity among those who come across
the group, associating their imagery to their deeds and fame.
For Example: The Iron Gauntlet Mercenaries have long been represented by the image of a
dark gauntlet curled into a fist, surrounded by an elaborate off-white halo. Their dark blue
banners, trimmed with a bright off-white, hang outside their vehicles and guildhouses, very
clearly marking their territory and influence in the roads and Havens where they work.

Covenant
A Covenant can be any ideology that everyone in the group shares, lives by, or other-
wise keeps in mind. These can be goals, philosophies, tenets, rules, and other such
codes and visions followed collectively by members of the group.
Covenants help to maintain order and prevent disputes among members, allowing
their actions and plans to align with a number of common guidelines.
For Example: The Order of the Grey Mantle is guided by twelve oaths sworn by all of their
members, agreed upon by their (late) original members. Their full covenant is detailed in full
in a small handbook that is traditionally copied by hand by each member. The Order is
particularly known for their Covenant, the nature of which is never revealed to outsiders;
though mumbling of drunken or determined members hints that they value honor, valor,
respect and self-sacrifice above all else.

74 the vagrant path


4

b
b IDENTITY
Z

book i · wanderers 75
4
COMPANIES AND CLANS

INFLUENCE
Even before the Roving Band meets other organized groups, their influence can be
measured by how well-known they are to begin with, and the many commoners and
specialists that wish to join them on their journey.

Followers
b
Non-Player Characters may choose to pledge allegiance to Clans whose deeds they
favor, Companies they wish to participate in, and Caravans they wish to join; grant-
ing benefits to the group with their presence as well as the considerations involved
in bringing a larger number of people along.
Followers are played by the Arbiter, and will generally offer some kind of benefit or fill
a role that isn’t being covered by the party. Potential followers may become inter-
ested in joining the Company by having heard of the deeds of the group, or offer their
help in return to a service done for them or a patron close to them.
For Example: After a contract with a skilled weaponsmith concludes, his daughter offers
her presence and skill as a blacksmith to the aid of the Band. She has always wanted to join a
Roving Band, and the group could use someone capable of fixing up their gear.

There’s no limit as to how many Followers a Roving Band may bring along, but they
need not always be on the road alongside them. Followers can maintain their rela-
tionship with the Band while away, following their route in parallel or waiting behind
in a given settlement. Players should take into account that Followers are only very
rarely blind loyalists, and that mistreating or neglecting them may cause them to
leave or negatively influence other Followers and NPCs.
Follower NPCs have the same Attributes and Skills as Vagrants, and Players may
choose to inherit control of a former Follower should anything happen to their
chosen character. As a general rule, Followers will fill a distinct role within the group,
which can be attributed to their Profession and skills.
Note: These guidelines are also taken into consideration when accounting for Companions
that belong to the same Caravan as the Vagrants. Their dynamic may be slightly different
towards the Players compared to Followers, but the end result is the same—Companions will
likely keep the prosperity Caravan in mind before their own personal gain.

Z
76 the vagrant path
4

b INFLUENCE
Renown
The level of prominence that the group will have upon meeting new patrons is repre-
sented by Renown—how well-known the group is and how its members can use
their presence in their favor. Influence usually shifts over long periods of time,
needing years of dedication in order to become truly known.
B Using Renown: A member of the group that introduces themselves as such or
displays their Banner in some way may use the group’s Renown instead of their own

b
Ranks when negotiating or making other Tests of relevance.
B Territory: The Influence of a Clan or Company may earn them a certain level of
respect and authority in a given settlement or region, granting them a special status
among common folk of that region that can be easily recognized.
B Guildhouses: Large groups sometimes choose to invest in the construction of a
Guildhouse, a special building within a settlement owned by the Clan or Company
that serves as a common hub for members and followers of the group; making it
easier for potential patrons and followers to find the group within a given region.

Unknown [0 RANKS]
An Unknown company is one that has either just started out or has not made them-
selves known in the area just yet. Alternatively, this may be appropriate to more
secretive groups that have succeeded in maintaining a low profile over time, prevent-
ing their notoriety to avoid recognition.

Recognized [2 RANKS]
Once a group has a minimally established relationship and renown in a given area,
they become Recognized, as at least past or present patrons and their direct peers
may have heard of the group beforehand.

Prominent [4 RANKS]
A group becomes Prominent once their deeds gain the attention of groups through
the roads and settlements, with a verifiable degree of recognition behind them. This
level of influence may grant them moderate benefits when bartering or using their
influence to obtain favors with patrons in the know of the factions of the world.

Hailed [6 RANKS]
Becoming accomplished and acclaimed even among commoners is a difficult level to
reach, as the influence it requires for a group’s deeds to brave the distance beyond
the roads requires a long trail of noteworthy deeds and contracts to support it.

Mythic [8 RANKS]
It’s incredibly rare that a group becomes Mythic over the course of a single lifetime,
entering the annals of history into the common folklore of the populace at large. This
level of Renown is usually reserved for groups whose deeds have become tales over
many years and generations, its members becoming icons of their past actions.

book i · wanderers 77
4
COMPANIES AND CLANS

RELATIONSHIPS
Civilized relationships between groups are hard to quantify in a direct way. The
various aspects of socialization and the things people expect out of any kind of rela-
tionship between groups are as vast as they are vague, and they are better left in the
hands of pure roleplaying rather than any pretence of specificity.
In order to simplify this complex process, the relationships between Roving Bands
b
and the Factions they may come across are represented through a simple ranking
divided into five distinct tiers. This should be used as a guideline for both Players and
the Arbiter to take into account when roleplaying encounters between members and
representatives of each group.
Author’s Note: While these are designed with Roving Bands in mind, these guidelines can
also be used to quantify the relationship between groups, individuals, or background
factions that may not strictly work the way Roving Bands do.

Favorable
A Favorable relationship gives both groups a steady level of trust among one another,
opening the door to agreements, favors and mutually beneficial contracts. Given
time, a Favorable relationship can bloom into a strong, symbiotic Alliance.

Positive
Not developed enough to form a lasting mutual relationship, but positive enough to
have an agreeable outlook on the group, and willingness to help from time to time.

Neutral
A relationship between groups almost always starts out at a Neutral level, in which
the parties involved are either unaware of one another or do not know enough about
the other party to form an opinion of their own. A Neutral relationship is a clean slate
that can go either way, making first impressions quite important for its future.

Negative
A misdeed done in the past, bad rumors, mistrust, or maybe a bad feeling about the
other end of the exchange can give way to a Negative relationship between groups.
These affiliations may cause the groups to avoid or lightly compete with each other
as transient opponents, or simply be met with spiteful indifference.

Rancorous
When two groups start to actively target or show disdain for one another, they are
considered to have a Rancorous relationship. These groups will often start to
compete for personal gain, or alternatively be met with less direct approaches to
scorn, ridicule, or reject the other. Given time to fester, a Rancorous relationship
may worsen further, leading to an active Rivalry that will inevitably escalate the
differences of both groups into a long-lasting conflict.

78 the vagrant path


4

b RELATIONSHIPS
Bonds
When—and if—a relationship reaches the limits of its categories, relationships may
evolve into stronger Bonds that remain more consistently over time.

Alliances
An Alliance between two (or more) groups goes above and beyond mutually benefi-
cial contacts, friendships and favors. Parties in an Alliance form a relationship that
can stand the test of time, and will actively try to help one another for the greater

b
good and for the preservation of either party, even if it means putting themselves at a
risk or loss. Among Companies, an Alliance is a symbiotic agreement that helps to
create a far greater gains over time.
Example: The Shieldmaidens of the Eastern Range and the Northern Outriders have a long
history of a strong Alliance. When the leader of the Shieldmaidens became lost while on
pilgrimage to their sanctum, the Outriders organized a thorough search of the mountain
passes, offering strength in numbers and resources to the remaining Shieldmaidens until
their leader was found and rescued from certain death.

Rivalries
While negative relationships may sometimes have a certain degree of competition, a
Rivalry is always actively harmful and hateful between groups. This competition may
appear in the form of sabotage, assaults, and even attempting to hurt those close to
the enemy in order to indirectly harm their rival.
Civilized rivalries with deceitful and cunning approaches may arise as well, maintain-
ing offense strictly within the limits of taking away opportunities and privileges of
the opposing party, but it’s quite common for Rivalries to descend into pure chaos.
Example: The Copper Crown Company and the Silver Vanguard have long competed for the
territory of the Black Woods. While the Vanguard has secured the right of passage over the
southern road in an attempt to keep their rivals at bay, the Copper Crowns have less refined
and more brutish approaches, setting the Vanguard’s outpost on fire and sending the
Vanguard’s envoy with both legs broken on a boat ride back home as a warning.

Accounting Deeds
As the shifting opinions among factions is not quantified in any way, it’s up to the
Arbiter to evaluate how non-player factions react to the actions done by the Players
in the context of their Band, changing based on the predisposition of the affected
group and how they perceive the deeds of the Players.
Players should take into account the way they approach different groups and indi-
viduals, as their relationship may affect the way they are perceived. Additionally, their
relationships with influential groups may affect their relationship with groups that
they may not know beforehand, as rumors travel fast through the roads.
For Example: A passing, unaligned caravan may refuse to trade with the Vagrants based on
the horrible things they’ve heard from a merchant caravan they robbed in the past.

book i · wanderers 79
4
COMPANIES AND CLANS

CONTRACTS
When a Patron employs a Roving Band to carry out a mission, they swear upon a
written or spoken contract agreed upon by both parties. In a world where civilization
is built on a foundation of honesty and trust, honor-bound pacts are always made to
be respected, as breaking a sworn bond is considered to be a severe misdeed.
The kind of work that Vagrants may tackle is incredibly varied, but it can be loosely
b
narrowed down to five categories that encompass their most common tasks.

Exploration
Quite possibly the most common contract struck with Vagrants is the task of survey-
ing a stretch of land, uncovering the general level of survivability and danger of a
region before a Caravan plans to pass through it or settle down. Exploration
contracts involve mapping out the area, tracing safe routes, finding exploitable
resources in the environment, and collecting general information of a given area that
may lead to the formation of a safe path or a settlement.
For Example: A Caravan Leader gathers the party to try and find a route between the
location of their current encampment and a Sanctuary located on the other side of the
nearby mountain range. Circling the woods and mountains with the full caravan would take
almost three full seasons, and perhaps finding clear passage and a relatively safe mountain
pass would reduce this to a little over a month.

Recovery
Rather than covering a stretch of land with the goal of exploring it, Recovery
contracts involve thoroughly searching an area to find a specific objective or place
that may be found in a region. This often leads to past ruins and remains that house
the belongings of past settlers, special materials, resources or objects that can be
found deep within the confines of the wilderness.
For Example: The Band must gather the azure seeds of a rare tree, only found in the misty
expanse of a volcanic valley. The valley is remote and inhospitable, and reaching its center is a
daring venture - a perfect task for a Roving Band to perform.

Hunting
Tracking down a given quarry can be a dangerous contract to take, as it puts the
Band in a position in which a confrontation with wild beasts and other unwanted
monsters is the goal, rather than an avoidable danger.
Hunting is mostly done for two purposes: the quarry has something that the patron
wants, or the patron wants the quarry gone for good.
For Example: A renowned armorsmith has contracted the Band to harvest the black scales
of an ancient serpent, known to stalk the depths of a ruinous marsh. They’ll need to lure it
out of the water, and kill or capture it to obtain its iron-like hide.

80 the vagrant path


4

b CONTRACTS
Transport
Traveling light, fast, and efficiently is something that any Vagrant worth their salt is
likely capable of doing. As such, Roving Bands are often tasked with contracts that
involve the delivery of objects and messages between far-away parties to avoid the
drawbacks of a slow-moving larger Caravan when time is of the essence. Every once
in a while they will be asked to carry larger cargo, but more often it involves individual
items or light loads, or crucial messages that require physical presence or an estab-
lished location to be broadcasted.

b
These types of far-reaching missions are generally paid in advance rather than requir-
ing the Band to return, but it is generally considered polite to notify the Patron in
some way once the task is performed, even if it takes a longer time for the confirma-
tion message to reach them.
For Example: After weeks of hard work, a Klaadi mining guild has obtained a rare ore of fine
quality that was only theorized to exist by an important alchemist. The existence of the
mineral could have tremendous consequences in the established structure of ore trade in
the region, and thus, their overseer has tasked the Band with carrying it in secret, suggesting
the use of a series of tunnels that will lead them closer to the alchemist’s city in a matter of
days. But word travels fast, and the underground offers little room to escape assaults of
outside parties.

Guarding
Rather than being sent alone on daring missions, Bands are sometimes tasked to use
their abilities as sentinels and soldiers to look out for dangers and protect caravans,
places, objects, or persons from harm and pillage.
Guarding can be a taxing job, since being contracted for a mission of this kind
implies the presence of an active threat to look out for rather than a cautionary
measure. Roaming beasts, skulking brigands, or even enemies tasked with a mission
directly opposed to that of the Vagrants are often at play when Guarding, making a
direct confrontation a likely occurrence when carrying out such contracts.
For Example: The daughter of a sanctuary’s Grand Auditor will soon embark on a
diplomatic journey into the wooded depths of the Wisplight Forest, with the intention of
establishing a trade alliance with a Sylphine settlement that populates its inner ring.
An outsider cannot carry on this task, making the young noble a necessary presence, and she
has contracted the Band to protect her on her journey. She expresses no fear of the
woodland dangers and is sure that the Orlòin (the sentinels of the Sylph settlement) will be
watching out for them in the forest. However, common thieves and detractors of her father’s
position are sure to catch wind of her mission, and it’s likely that they will attempt an assault
on the way to the forest’s borders.

book i · wanderers 81
4
COMPANIES AND CLANS

REWARDS
After a job well done and a contract is completed, it’s time for the Company to earn
their just reward. Rewards are most commonly offered before the contract is taken,
though less orthodox exchanges of service are to be expected from time to time.
In a broad sense, rewards most commonly fall under one of three categories.

Trade Points
b
The most direct way to reward a contract is through an agreed upon amount of
currency or trade goods given to the Band. This can be generally measured by the
Arbiter depending on the wealth or influence of the patron and the nature of the
contract, the time it will take to complete the task, the resources that will be spent
during its development, and the dangers and challenges that the Band may face.
For Example: A wealthy Patron may offer 10 TP to each member of the Company for an
incredibly taxing and risky venture that involves the hunt of an ancient Phoenix, whilst a
farmhand in a remote settlement with humble ambitions may only be able to offer them 3 TP
worth of trade goods, his life savings, for a Band of 5 members.

Items and Equipment


Instead of giving away Trade Points directly, a patron may offer to pay wholly or
partially with items, equipment, or upgrades of equivalent value. Weapons, suits of
Armor, special Artifacts, trained companions or even rare resources are likely to be
offered as a reward for completed contracts, specially among merchants and arti-
sans that can offer their products rather than their own funds.
For Example: The Techsmith of a remote settlement may offer to give the Vagrants a Worn
Caravan Wagon alongside a Fuel Cell, while giving only 2 TP to each member.

Intangible or Symbolic Rewards


In place of currency and material goods, a contract may be rewarded through influ-
ence, favors, and other services that may or may not have a directly comparable cost,
but that may offer opportunities that would be impossible to obtain otherwise.
A sworn promise honored at the right time can be a more valuable treasure than any
tangible acquisition.
For Example: A contract with a noble courtier may end with the Band being rewarded with
a letter of recommendation to their leader, giving them sanctuary-wide renown and services
free of cost by order of the man in charge for the duration of their stay.

82 the vagrant path


4

b REWARDS
Guild Treasury
When members of a group gain Trade Points or valuable items for completing
contracts, they can choose to redistribute some of their gains towards a common
pool of wealth, with the Band’s Treasury gaining a cut of the profits alongside its
individual members.
Shared funds taken from the Treasury are usually spent on goods that directly (or
potentially) benefit the entire group, though individual members may seek permis-

b
sion from their peers to peruse the funds towards their own personal acquisitions.
For Example: The group wants to obtain enough Fuel for a trip, and decide to buy two Fuel
Cells (8 TP) using Funds instead of any one member paying for them.
Author’s Note: How much a role the Treasury plays in the finances of the Band depends
entirely on the desires and plans of the Vagrants, down to what exactly constitutes as their
Treasury. Is it that one pouch in the haggler’s backpack? A vault in the guildhouse? Maybe
the Theurge found a pocket between the physical and arcane realms where he just dumps all
valuables, safe by grace of being an inaccesible metaphysical space!

book i · wanderers 83
5
• Book II •

55 5
RULES OF PLAY
84 the vagrant path
—· The Old Man’s Remark ·—

“Bah!” I protested. “Ridiculous!”

“Pay up,” said the old man.

And pay I did. Eight coins of heavy, alloyed Gold, one for
each token remaining on my side of the table. And as I
lamented my bad luck through spiteful mutters, he
offered me his advice:

“Only fools think the cards decide the victor, lass.


Triumph lies not in fortune, but in wisdom.”

He took a moment to smoke from his pipe, shrugged,


and with a smug smile, he added:

“Perhaps use that big head of yours next time.”

85
Chapter 5

CORE
MECHANICS
bb
5
Success Tests
Sessions advance through a simple narrative cycle: the Arbiter describes a scene,
the Players react to it in character—by exploring, interacting with the environment,
talking to people, performing tasks—and their actions influence the situation in a
way that moves the narrative forwards.
Sooner or later, Players will inevitably find themselves in challenging or uncertain
situations that may not be solved through roleplaying alone, as they may require a
certain level of effort, ability, and luck.
When these situations arise, the Player rolls a variable number of ten-sided dice (or
d10s) based on their relevant Ranks for the task at hand:
Up to 3d10 gained from the most relevant Attribute
Up to 3d10 gained from the most relevant Skill
A static bonus of 2d10 from a relevant Talent
Up to 3d10 gained by gaining stacks of Favor or using Strain Dice
Up to 3d10 lost by suffering stacks of Ruin
The total dice accumulated for the Test is your Dice Pool. After rolling your Pool,
read each result based on the following guide:

reading the dice

flaw misses hits 2 hits

Hits are added together. 10s add 2 Hits to your result. Rolling a Match among
your Hits (such as two 7s or three 8s) yields a better outcome.
Misses have no value, but they can be rolled again by spending Insight.
Flaws actively work against you, and they cannot be rolled again.

86 the vagrant path


5

b SUCCESS TESTS
Challenges and Outcomes
To succeed when presented with a challenge, the Player must roll a number of Hits
equal or greater than the Difficulty Threshold of the presented task:
1 2 3
Simple Moderate Difficult
Mundane tasks with Challenging tasks that Complex tasks that require
minimal risk that anyone prior knowledge, training

b
require a certain level of
can be reasonably expected awareness and ability to and luck to perform with
to overcome on their own. carry out adequately. ease, but remain a great
ordeal for those untrained.
j

Advantage [ = HITS MET + MATCH]


If any number of Hits on a successful roll forms a Match (meaning they
show the same number), you perform perfectly or beyond intention, grant-
ing you a more favorable outcome than originally planned.
j j

Success [ HITS MET]


You succeed without any major complications or surprises, completing the
task just the way you intended in the first place.

Setback [ HITS NOT MET]


You fail to complete the task, performing in a way that’s rather poor or
subpar. You get unsatisfactory results due to unexpected obstacles or
mistakes, but perhaps you may still recover from the consequences.
j

Disaster! [ FLAWS > HITS]


If you obtain more Flaws than Hits on a roll, you cause a Disaster, no
matter how many Hits or Matches you got. Your performance is an abso-
lute mess, and the consequences of your failure are described in detail by
the Arbiter. Failure of this caliber is likely to cause adverse effects that
hinder or potentially even harm you and your peers.
Note: Unless specifically stated otherwise by the rules or decided so by the Arbiter, most
challenges have Moderate difficulty by default.

passive tests • deeds, not dice


With a solid plan in mind or in the absence of a clear, ongoing challenge, a char-
acter’s abilities may prove to be enough to act ahead without much trouble.
If the character’s total Ranks of relevance are equal or above the Difficulty ×2,
(2, 4, or 6) they may choose to Succeed with Hits equal to ½ their Ranks
(rounded down) and the result may be roleplayed without a dice roll.
Note: Whether a Test requires a dice roll or not is ultimately up to the Arbiter to decide.

book ii · rules of play 87


5
CORE MECHANICS

GAINING AN EDGE
In many situations, you’ll want to have extra push when facing a challenge. The task
itself is rarely ever the only thing between you and getting out alive of a situation:
your tools, those of the opponent, your health, and other outside elements can tip
the scales in your favor... or against you.

Favor and Ruin


b
External factors that have a direct influence in the performance of a task are repre-
sented by a number of Ranks added or taken away from your Dice Pool.
Favor is usually granted by equipment or inherent traits that give the character an
edge in specific circumstances. Ruin is usually imposed by wounds and other
ailments, or when handling subpar items. Both can be imposed by the environment
or by situations that arise during play, and thus, they’re usually pointed out by the
group as a whole rather than being something the Arbiter “hands out” to the rest of
the Players.
Each individual element at play can impose, at most, a single stack of Favor or Ruin.
These sources can stack indefinitely, and negate one another, but only a maximum of
three Ranks may be added or taken away at a time.
For Example: Shooting from a higher ground, a Precise weapon and the Sylphine ancestry
of the sniper gives them 3 Favors on this shot, but as they are wounded and the enemy is
behind cover—imposing 2 Ruins—they only gain 1 Favor.

Strain Dice
Unless otherwise stated, you can always grant yourself stacks of Favor through the
use of Strain Dice, a representation of an intense amount of effort and determina-
tion put into the task at hand. These dice should be easily identifiable with a differ-
ent color, or rolled separately after the normal Pool.
While useful, using Strain Dice comes at a price: you suffer 1 Fatigue for every Hit
or Flaw that they result in.
Note: As Strain Dice are an abnormal source of Favor, you may still use all three of them even
if your ordinary sources of Favor are wholly negated.

B Push Through: You can choose to roll your Strain Dice after the result is estab-
lished but before the Arbiter narrates the outcome. In this case, the damage you
suffer afterwards is increased by 1 extra Fatigue for every Strain Die you have used,
even if they didn’t contribute any extra Hits.
For Example: You decide to use 2 Strain Dice, and get rolls of 10 and 8 on them. Since these
are 3 Hits, you suffer 3 Fatigue. If you had Pushed Through with the same setup, you’d suffer
5 Fatigue instead.

88 the vagrant path


5

b FAVOR/RUIN · SPECIAL TESTS


SPECIAL TESTS
Success Tests are written with a simple structure in mind, in which a single character
faces a straightforward challenge on their own. When more factors enter the scene,
be it in favor or against the character in question, these Special Tests are introduced
to expand upon the basic rules of Success Tests.
Note: Tests can be both Cooperative and Opposed if two or more groups are competing

b
against one another, even if the sides are uneven. Likewise, an Opposed test can arise
between a single character and a group.

Prepared Tests
If a situation allows for a character to prepare for a Success or Opposed Test ahead of
time, the character rolls with Favor, and their resulting Hits set the difficulty for
future Opposed Tests until the character either decides to stop focusing on the
prepared action or loses against an opposing party.
For Example: Mogrin wants to sneak unseen past a pair of brigand Sentinels and their
Captain. He gets the upper hand, and rolls a total of 5 Hits. The first two Sentinels, on the
lookout for threats, roll 3 and 4, and remain unaware of Mogrin’s advance. Their captain rolls
6 Hits, and reaches for his rifle...

Opposed Tests
Whenever an action involves a competition between characters, all parties roll their
dice normally and the results are compared, with the opposing party’s Hits serving
as the Difficulty. In the event of a tie, you can flip a coin or roll a die to decide who
succeeds in the Test.

Cooperative Tests
When a group of two or more characters work together to achieve the same goal and
can reasonably contribute or follow instructions for a given task, a character is
chosen to lead the effort, and every other character involved rolls their dice normally
to contribute to the leader’s result:
cooperation
If you got more Hits than the leader, you become the new leader.
Advantage
Otherwise, contribute 2 Hits to the leader’s result.
Success Contribute 1 Hit to the leader’s result.
Setback Cause the leader to lose 1 Hit.
Disaster! The Cooperative Test fails, regardless of the leader’s Hits.

Author’s Note: Each contributor’s task need not be the same as the leader’s! Everyone can
contribute in their own way as long as everyone is working towards the same goal.

book ii · rules of play 89


5
CORE MECHANICS

Extended Tests
Over the course of the campaign, the Players will inevitably be presented with tasks
will take more than just a single attempt or step to be completed, requiring them to
advance step by step over a period of invested time. Extended Tests are composed of
an Interval and an Extended Threshold chosen by the Arbiter.
The Interval is presented in parentheses and it’s only as long as it needs to be (a Turn,
a Watch, a Day, a Week...), while the Threshold can be one of three:
b
10 15 20
Simple Moderate Difficult

Each interval, the character involved makes a Success Test with an appropriate diffi-
culty for the interval’s presented task, and the Extended Test progresses by tallying
the amount of accumulated Hits. Once these Hits meet or exceed the threshold, the
Test ends, and the task successfully comes to an end.
interval task result
Advantage Add 1½ Hits to the progress of the Test.
Success Add any resulting Hits to the progress of the Test.
Setback Lose 1d5 Hits. If this reduces progress to 0, the Test fails.
Disaster! The task fails beyond recovery, and the Test ends immediately.

Note: Intervals need not always take place one after another, as some tasks allow Players to
take their time over the course of many opportunities or take breaks as desired.

Teamwork
Multiple characters can participate on an Extended Test at once, following the same
rules as a normal Cooperative Test. People can decide to contribute or stay out of an
Extended Test on each interval, meaning that an Extended Test may advance with an
uneven amount of participants over the course to its completion, without suffering
any sort of penalty on the end result.

Competing
Instead of using Opposed Tests, two parties that are attempting an Extended Test
with the same goal, or a shared competition that can benefit from the use of an
Extended Test, compete against one another’s progress. Simply put, the first party to
meet the Threshold wins.
For Example: A pursuit can be handled as an Extended, Opposed, and Cooperative Test
with an interval of 1 Round: Each round, the Vagrants will attempt to gain on their
opponents by making a Cooperative Traversal Test. Seeing that his teammates are slowing
him down, the Leader, a powerhouse of a Jötunn runner, decides to bolt after the enemy with
all his strength, reaching the 15-Hit Threshold on his own.

90 the vagrant path


5

b SPECIAL TESTS
Knowledge Tests
When the Arbiter wants to establish what a character may know about a given
subject, they can call for a special, one-time Knowledge Test that establishes their
grasp of the subject at hand at the given time.
Instead of a fixed difficulty threshold, this Test carries pre-established results that
determine the extent of the character’s knowledge:
knowledge on the subject

b
3+ Hits Secret, obscure, or highly specialized knowledge known by very few.

2 Hits Well-established knowledge available to those who are aptly trained.

1 Hit Minimal or common knowledge they may have heard in their travels.

0 Hits Completely unaware of the subject at hand.

B Only Memories: You cannot use Strain Dice or Insight on Knowledge Tests.
B Trying Again: You may only attempt a Knowledge Test again if you’ve spent time
training to increase a related Skill’s ranks or learning a relevant new Talent.
Author’s Note: As a general rule, Knowledge Tests should be introduced to add uncertainty
to the mix when dealing with tidbits of in-universe lore that the characters know, and which
the Players are exposed to, controlling the level of info-dumping done by the Arbiter and
highlighting the fact that, simply put, nobody knows everything about everything, even if it
comes to their area of expertise.
For Example: Hormgal, a scholar of beasts, is dumbfounded by the fact that—having failed
a Knowledge Test on a particular creature—he has never heard of such a beast. The anatomy
and markings are all wrong, and he might’ve missed crucial info on the area while studying
the field before the journey began.
However, Graum, a wayworn barbarian with little in the way of wits and even less in the way
of lore—whose Player succeeded despite the odds being against him—knows exactly what it
is. He’s heard tales in his tribe about this creature, and has even tracked them down to hunt
them in the past, to no avail. Perhaps this one time, his knowledge is the key to victory.

wanderer’s lore
Vagrants and travelers alike are keen on knowledge pertaining basic topics that
directly affect travel. With few to no tools (and the occasional help of pen and
paper), they are able to use the skies and the land to gauge distances, time,
weather, and other aspects of nature with astounding accuracy.
Effectively, this means that Vagrants are always at least vaguely aware of key
information about their travels without needing a Knowledge Test.
For Example: At any given time, a Vagrant can take a look around them and gauge the
time of day, the weather of the coming days, how far away they are from landmarks in
the environment, the distance traveled thus far and how much more there is ahead.

book ii · rules of play 91


5
CORE MECHANICS

INSIGHT
Insight is a meta-currency that Players can use to expand on their characters’ skills
and bend their luck, representing their experience, fortune, and the ability to use
their wits and grit in dire situations, spending a point to obtain a special benefit:
steady shot

` Drown out the noise, steady your breathing and focus solely on the

`
b
task at hand, gaining 2 stacks of Favor on your next Test.

second chance

` After rolling a Success Test, Reroll all dice that resulted in Misses
before the Arbiter narrates the outcome of the Test.

lo-fi beats
`
` Experience a sudden Revelation, advancing by +Focus Lessons
during Skill Training.

surge
`
` Use Command on yourself as a Free Action during a Skirmish,
granting yourself an extra Action at any time.

not today
`
` Shake off the effects of Shock and regain consciousness, returning to
the fight with your remaining strength.

brave the darkness


`
If you are Fading, spend all your remaining Insight to ignore its effects

`
for a time (current Phase during a Skirmish, or the current Watch during

` a Journey) to perform one last deed with all your strength and ability.
Once the deed is done—or the time runs out—you suffer a
Fatal Wound. Allies that witness your final moments gain as much
Insight as you spent for this action.

B Gaining Insight: Players gain 1 Insight for every particularly meaningful or


memorable challenge they overcome, but it can also be a reward for good roleplaying,
achieving their goals, coming up with impressive or creative schemes, making self-
less sacrifices, and other deeds that the Arbiter deems worthy of a reward.
Author’s Note: There is no limit to the amount or frequency in which Insight can be
awarded by the Arbiter, but be mindful not to give it away in a way that makes its rewards
become meaningless or mundane. Insight is a powerful tool that Players use to bend fate to
their favor, and should be treated as such.

92 the vagrant path


5

b
b 5 CORE MECHANICS
INSIGHT
5

book ii · rules of play 93


Chapter 6

SKIRMISHES
bb
5
Battle Tempo
When confrontations break out, an order is established to keep track of the flow of
the scene in an organized manner. With each second being crucial, the scale of time
is slowed down and divided into Rounds split into two Phases: one for the Vagrants,
and one for the Arbiter, in which all the characters of each side get a Turn to act in
any order.
Once all characters of one side have taken their turn, their Phase ends, and the
opposing side’s Phase begins, and so on until the Skirmish is resolved.
Note: Additional sides may be added by the Arbiter, each getting their own Phase.
The Skirmish concludes when the Arbiter judges that it can no longer continue, due
to death, capture, retreat, surrender, mutual armistice, or other factors that bring
the confrontation to a halt. The time scale of the game then returns to normal, and
the victor decides what happens next.

Flip for Initiative!


Which side of a confrontation gets to go first when a skirmish breaks out is decided
by whether they were prepared for a fight, or if they were caught by surprise.
If either side successfully prepared ahead of time and got the jump on the opposing
side, they get to act first. If neither side was ambushed, or if both sides were caught
off guard by the encounter, both sides are considered to be in equal ground at the
start of the Skirmish. In such cases, the Arbiter flips a coin:

HEADS
‹‹‹ vagrants
ACT FIRST TAILS
the arbiter ›››
ACTS FIRST

94 the vagrant path


6

b SKIRMISHES
PLACES, EVERYONE!
Characters have 2 Actions and 1 Reaction available used to perform different
kinds of actions during their turn, as well as an arbitrary amount of Free Actions.
Note: Actions can be performed one at a time, or combined into a single motion.
Free Action: Effortless interactions that demand little to no effort and time, such

b
as reaching, touching or dropping an object, looking around, and speaking.
Move: Move into or out of Reach of an enemy or a feature in the environment
anywhere within the current Zone or an adjacent Zone.
+ Tread: Moving through Rough Zones, Narrow Zones or Obstacles requires
either passing a Traversal Test –or– spending an extra Action, your choice.
+ Withdraw: Breaking away from all melee engagements to prevent retalia-
tion from enemies requires spending an extra Action before moving.
Interact: Actions such as interacting with the environment, switching weapons,
using an item from your Belongings, or most actions that require a Success Test.
Strike: Forceful actions such as attacking, performing Maneuvers, casting Spells,
breaching through terrain, and other interactions made against enemies or the envi-
ronment that move the skirmish forward.
Guard: Ready a Defense as a Prepared Test, gaining Favor and setting a
preemptive difficulty for enemy attacks to hit you until the start of your next turn.
Note: Using a different Defense against an attack or being hit through your defenses
breaks your Guard, causing you to lose this benefit.

Concentrate: Slow tasks such as aiming a Called Shot carefully, providing First
Aid, empowering a spell, or rummaging through your Inventory require 2 Actions,
as you are fully committed to this task during your turn.
›› Command: Shout orders to a Companion, guide a Spirit, or use a Sentinel
Weapon, bestowing them a temporary Action that they may use immediately.
Note: These targets don’t get a turn on their own, and this is the only way to control them.
Vagrants, Followers, and other free-willed characters that get their own turn may only
receive the benefits of a Command once per Round.

›› Hold: Declare one or both of your Actions during your turn—if possible,
as a Prepared Test—but wait until certain conditions have been met. At any time
during any Phase, you can then spend your Reaction to carry them out.
Assist: Actions that can be performed as a group together or in quick succesion
are declared by all involved characters within the same Phase.
Note: Assist can be combined with Hold and performed during the Arbiter’s Phase, making
it a powerful tool for tactical teamwork.

book ii · rules of play 95


6
SKIRMISHES

ARENAS AND ZONES


The Arena in which the Skirmish takes place is composed of an array of organized,
semi-abstract Zones that divide it into “areas of interest” of the Arena, defining the
relative placement of features, positioning and movement. The exact measurements
of each Zone aren’t important, only their relative position to one another. As a rule of
thumb, a Zone should be big enough for two characters to duel comfortably in.
b
For Example: Here’s a small Arena already divided into Zones, using a map made by the
artist 2minutetabletop, with each Zone outlined and marked with a circle:

Northwest Lot
North Field

Back
Lot
House Central Thicket
Interior

Back East Field


Room

Southwest Lot South Field

This Skirmish takes place in (and around) the ruins of an old house, surrounded by
trees and bushes scattered about the terrain. Notice how each Zone is naturally
delimited by things such as relative distance, ease of movement from one Zone to
another, or terrain features like walls and obstacles, dividing the skirmish area into
easily referenced chunks such as “the interior of the house”, “the back room”, or
“the central thicket”.
Some Zones also include interactable terrain features: the ruined walls of the build-
ing serve as cover, the interior contains the remains of a crude campfire, the center
and southeast have standing trees, while the center has a fallen tree that doubles as
cover and blockage: to move from Center to East, you’ll need to go over it!
Author’s Note: Though the visual aid of a map divided in Zones is both useful and
aesthetically pleasing, it’s not the only way of handling them. Index cards labeled with each
Zone and their traits (like terrain and interactable elements), are rather common among
other games, breaking down the representation of Zones to their bare essentials.

96 the vagrant path


6

b ARENAS AND ZONES


Zone Traits
When thinking about an Arena divided into Zones, it’s good to keep a few guidelines
in mind to better identify and use them to create an interesting encounter.
Providing or deciding on a shared identifier speeds up play, and helps to keep things
clear, consistent and organized. This can also include things like relative location or
noticeable traits, narrative details, terrain or interactive elements.
For Example: In our map, “House Interior” and “Center Thicket” are Identifiers.

b
Interactable Elements
Zones often contain distinct features and elements that can be interacted with, such
as elements that provide cover, breakable barriers, ladders, ropes, holes that lead
into another Zone, and other such elements that characters can observe, use, pick
up, or interact with in some way.
B Within Reach: An object or creature is “within reach” of a character when they
are either immediately adjacent to them or easily reached with a tool or weapon.
For Example: While scavenging deep within ruins and fending off a troop of Giant Scarabs,
one of the Vagrants decides to light the remains of a dead underground tree ablaze,
illuminating the dark cave and scaring away their pursuers.

Movement
Each Zone has its own type of terrain, footing, or limitations that come into play
when trying to move through them, either to get within Reach of something in it, or
just to cross to get to another Zone:
B Steady: Most Zones impose no drawbacks when moving through them.
B Rough: Zones with uneven terrain, difficult footing or small obstacles scattered
across its expanse require treading carefully or traversing it skillfully to move about.
B Narrow: Cramped spaces with little room to move through them are Rough
Zones, and everything is within Reach of anyone in the Zone.
B Inaccessible: Zones that cannot be normally entered at all (such as chasms,
walls, or bodies of water), making it only present to measure Range through it.
For Example: Crossing through knee-deep murky waters is Rough, specially compared to
the Steady stone path on its edge, but both lead to an Inaccessible abyss.

Limits and Obstacles


Limits between adjacent Zones can have obstacles with difficulties of their own, or
providing cover by obstructing visibility between Zones. This limit can work both
ways, or vary depending on which side of the obstacle you’re standing on.
For Example: Adjacent Zones placed in different heights will be limited by the cliffside wall
between them. Climbing up is a difficult task and may even take more than one turn, while
dropping from the Zone at the top can be done with a single Action.

book ii · rules of play 97


6
SKIRMISHES

ATTACK AND DEFENSE


Attacks are Opposed Tests between the Attacker’s Accuracy and the Target’s chosen
Defensive Action. All Attacks are made within a defined Range measured in
Zones, based on how far away the Target is from the Attacker:
range categories · The target is...
b
Engaged Within reach of the Attacker.

Nearby Within the same Zone as the Attacker.

Short Up to 1 Zone away from the Attacker.

Long Up to 3 Zones away from the Attacker.

* Distant More than 4 Zones away from the Attacker.

Attack Types
The Attacker’s roll uses the most relevant combination of Discipline and Path
alongside the appropriate Attribute to represent their Accuracy.
Melee Attacks use Might—or Finesse with the Precise Trait—and require the
attacker to move within reach of their target to engage them. While Engaged with
an enemy, any action that isn’t strictly focused on fighting them grants them a
window of opportunity to press their advantage or escape from the engagement.
Ranged Attacks use Finesse—or Focus with the Precise Trait—and require an
unobstructed line between the attacker and their target. They can target enemies up
to one range category above the weapon’s Range, but suffer Ruin when doing so.
Note: Attacking a partially obscured target imposes Ruin regardless of range.
›› Directed Attacks (from companions or Sentinel weapons) use Focus, and
require clear lines of sight between the commander, the companion, and the target.
Spells are channeled using Spirit, and work the same as regular melee or ranged
attacks depending on their nature. Spells that don’t aim to harm the target directly
can be Resisted like a Non-Lethal attack to prevent suffering their effects.

5
98 the vagrant path
6

b ATTACK AND DEFENSE


Defense Types
Likewise, the Defender’s roll also benefits from the target’s Disciplines and Paths
to complement their fighting style, and can be any of the following actions:
Dodge [FINESSE]: Allows the defender to sidestep, roll, reposition or move back a
safe distance—provided that there is enough free space to move around.
Light Armor bestows Favor, while Heavy Armor suffers Ruin.

b
Block [MIGHT]: Prevents all potential damage while remaining stationary, using a
shield, guard or defensive equipment to obstruct the attack.
Using a Shielding weapon bestows Favor.

Parry [MELEE ATTACK]: Deflects or blocks an opponent’s melee attack with an


attack of your own, creating an opening for an immediate Counter.
A Parrying weapon bestows Favor, and allows you to parry ranged projectiles.

Take Cover [FOCUS]: Hide behind a feature in the environment within reach that
provides cover, making you harder to hit. When Guarding to take cover, moving
away from the feature providing cover breaks your Guard.
Resist [MIGHT OR SPIRIT + ARMOR]: If no other Defense can be performed,
or if the defender is unaware that they are being attacked, they must Resist to stand
their ground and withstand the pain. Instead of Disciplines, Resisting uses Might
plus Armor against Lethal damage, or Spirit+2 against Non-Lethal damage.
Resistances grant stacks of Favor, while Weaknesses impose stacks of Ruin.

Response Types
Unlike Defenses, Responses are opportunities that arise in specific situations,
and require spending your Reaction to be used.
Counter: Attempt a Strike against the attacker after a succesful Parry, or after
any other Defense resulted in an Advantage.
Protect: Switch places with a Nearby ally when they are targeted by an attack,
stepping between them and their attacker and becoming the new target of the
Attack in their stead.
Follow-Up: When an Engaged enemy shifts their attention away from you or
tries to run away without Withdrawing first, you may choose to attempt a Strike
against them, follow them, flee into another Zone, or reposition within your current
Zone out of reach from them.

book ii · rules of play 99


6
SKIRMISHES

DAMAGE
Characters and creatures can only withstand a certain level of damage before they
are badly hurt, weakened, and eventually pass out from their injuries.
Wounds and Fatigue represent a wide spectrum of physical and sensory
damage—cuts, concussions, bruises, dizziness and sharp pains. A single Wound may
not feel serious on its own, but they can quickly become a dangerous nuisance as
b
they begin to accumulate over the course of a skirmish.
When an Attack lands, the Attacker deals an amount of Wounds equal to their Hits
minus the Target’s Armor, affected by any present Resistances and Weaknesses.
If the target’s defenses completely reduce the attacker’s Hits to 0 or lower, they
suffer no Wounds or Injuries whatsoever.

Tracking Damage
Wounds are tallied with an on their respective Tracker—Health for Lethal Damage,
and Stamina for Non-Lethal damage—on your character sheet. Each Wound taken
reduces these secondary attributes by 1 until they are healed.

health stamina

For Example: A character with a maximum of 6 Health who has suffered 3 Wounds is
reduced to 3 Health. The terms “suffering Wounds” and “losing Health” may be used
interchangeably by the players, as they effectively mean the same thing—likewise with
“dealing Wounds” and “dealing Damage”.

Injuries
Attacks that result in an Advantage may also cause an Injury, depending on the
damage caused by the attack. They aren’t tracked by Health or Stamina, though they
are inherently related to them.
If the attack causes up to 2 Wounds, they suffer a Lesser Injury: broken fingers
and ribs, deep cuts, temporary blindness, and other impermanent ailments that
make things complicated. They don’t leave any apparent long-term effects, and can
be treated through First Aid.
At 3 Wounds or higher, they suffer a Severe Injury: pieces of shrapnel piercing
vitals, dismemberment, and gaping wounds that put the subject at risk of bleeding
out. These are more complicated to recover from, as First Aid can only address their
immediate effects, and require a Long Recovery to properly heal.
Even after treatment, these injuries may leave behind longevous effects that can
brand the character for life: permanent scars, impairments and disabilities that can
only be addressed using Ark medicine and bionic replacements.

100 the vagrant path


6

b DAMAGE
Injury Locations
When a Vagrant (or a Demihuman enemy)
suffers an Injury, different locations can
cause different drawbacks. 10
The Arbiter may choose to roll a d10 to
determine the location of the Injury at

7 9 8
random, or willingly decide where the

b
injuring attack will land.
Legs [1 · 2] 5 6
Leg Injuries affect mobility and speed. A
character with a limp leg may still walk or
3 4
move around with difficulty, but having both
legs injured forces a character to fall to the
ground and crawl.
1 2
Includes: Feet, Shins, Thighs, Knees

Torso [3 · 4 · 7 · 8 · 9]
Torso Injuries affect energy and endurance. A character with a pierced abdomen or
with a nasty gash on their chest may quickly bleed out or pass out if left unattended.
Injuries on the pectorals or upper arms may, additionally, affect the coordination
and strength of the arms.
Includes: Chest, Abdomen, Ribs, Shoulders, Upper Arms, Tail, Back, Sides

Arms [5 · 6]
Arm Injuries affect the effectiveness of the hands and fine dexterity. A character with
a damaged arm will have trouble with tools and weapons, or when interacting with
objects. Losing a hand still allows you to use the stump as a crude appendage, allowing you
to tie objects to your forearms.
Includes: Forearms, Wrists, Hands, Elbows, Fingers

Head [10]
Head Injuries affect coordination, balance and senses. A character suffering a
serious head injury may become severely dazed and confused, having trouble when
aiming attacks or using their perception skills.
Includes: Skull, Neck, Facial Features, Ears, Horns, Antennae

book ii · rules of play 101


6
SKIRMISHES

Resistance and Weakness


A reflection of the strengths and drawbacks of different armor types, biologies and
magical qualities that can affect the way certain types of damage affect a creature.
These qualities can stack up to 3 times per type, granting a stronger defense or a
riskier vulnerability.
Resistance: Reduces Wounds suffered by -1 for each stack of Resistance
against a damage type present in an attack or hazard.
b
For Example: A Heavy Armor (3) + Frost Resistance 3 means that an icy attack would
require at least 7 Hits in a single strike, only to deal 1 Wound. You’ll need to find another
way to attack!

Weakness: Increases Wounds suffered by +1 for each stack of Weakness


against a damage type present in an attack or hazard.
For Example: Light Armor (1) with Burning Weakness 2 targeted by a fire attack with 3 Hits
suffers a total of 4 Wounds.

Non-Lethal Damage
The types of damage under the Non-Lethal category affect Stamina and follow the
exact same rules as Lethal Damage, albeit with some caveats to keep in mind:
B Terms: Non-Lethal Wounds and Injuries are also referred to as Fatigue
and Ailments, to avoid clarification of their lethality when these terms arise.
B Sensory: Non-Lethal damage represents temporary loss or impairment of senses,
abstract emotions and states of mind rather than physical pain. Injury Locations are
seldom used, as damage of this kind almost always affects the victim’s Head.
B Isolated: Characters cannot suffer Wounds and Fatigue from the same
source; as only one Tracker may be affected per attack. Even if a weapon has damage
properties from both categories, they may only be dealt separately.
For Example: A Versatile Damage weapon may deal Burning/Blinding damage, but each
strike can either deal Burning or Blinding damage, as decided by the attacker.

B Fixed Defense: “Armor” against Non-Lethal damage is always 2 , and can only
be increased by gaining Resistances against specific damage types.
B ...Non-Lethal: You cannot die—directly—from reaching a critical state through
Non-Lethal damage. Instead, the countdown of the Fading condition leads to a loss
of consciousness, as if caused by Shock. Lethal damage taken while Fading can still
kill you, as unconsciousness sets the stage for a Fatal Wound.

102 the vagrant path


6

b DAMAGE
Healing in Battle
Tending to oneself or an ally’s Wounds and Injuries during an ongoing skirmish is a
tricky ordeal that requires concentration, resources, and skill.
B First Aid: Healing an ally through traditional methods requires 2 Actions and a
successful Focus+Healing Test alongside 1 Unit of Healing Supplies. Both healer
and patient need to stay still during treatment, or the healing won’t work.
B Quick Healing: Spending a Unit from a Medkit on oneself or an ally requires a

b
single Action, and doesn’t require a Success Test. This method is effective and
quite useful in a cinch, but it’s an expensive investment in the long run.
B Healing Magic: An Evoker following the Path of Life may Cast a Spell to heal
an ally, or Extend it to heal many allies at once, including themselves.
Note: The exhaustion of spellcasting settles in before the healing spell is fully cast, causing
the self-recovery from fatigue through magical means to be somewhat less effective.

Successfully healing the target(s) clears away 2 Wounds currently present on each
Condition Tracker, as well as one Injury of the healer’s choice.

Ow, My (Missing) Arm!


The immediate effects of Severe Injuries can be attended during the time frame
allowed by the heat of battle, but only enough to brace the injured target and prevent
major suffering.
Lasting effects (open wounds, broken bones, lost limbs) linger on until proper treat-
ment is sought after. Even if you receive healing, you are always Impaired if lasting
wounds of this kind are present, and you may not recover from this condition until a
Long Recovery of 6 Days of rest.

5
book ii · rules of play 103
6
SKIRMISHES

THE DEATH SPIRAL


Characters go through various stages as they suffer damage and exhaustion. Each
stage is triggered when Trackers are reduced down to or below a certain threshold, or
when suffering an Injury. Ruin can quickly creep up on the careless, and a single
strike may mark the difference between triumph and defeat.

Impaired [ LESSER INJURY –or– BURDEN]


b
You’ve suffered an injury or ailment that proves bothersome, but isn’t a death
sentence. You suffer Ruin on tasks related to the injury, as the pain distracts or
prevents you from performing adequately. This handicap stacks with the drawbacks
of the following stages, as well as with other impairments.
For Example: A character with an injured hand and partially blinded would suffer 2 Stacks
of Ruin when attempting to aim and shoot.

Weary [2 HEALTH/STAMINA –or– SEVERE INJURY]


Whether by Wounds that have started to become serious or a particularly severe
Injury, the effect is the same. You feel dizzy and weak, and you struggle to maintain
balance. You suffer Ruin on all Success Tests, and trigger the effects of Shock upon
descending into this state.

Fading [0 HEALTH/STAMINA]
You feel your strength slowly slipping away, and realize that you are quite possibly
facing your last moments. Your legs fail you, and you can no longer stand up. You
suffer 2 stacks of Ruin on all Success Tests.
In addition to suffering the normal effects of Shock, you also lose consciousness if
you use Strain Dice on any Test, immediately after the result is played out.
If you suffer a Fatal Wound or spend 3 Turns suffering the Fading condition
before you recover from your wounds, you descend into the final stage:

104
2 • Fallen •
Taken over by your wounds, you have but a few
fleeting moments to share your final words to
whoever may be listening. You draw your last breath,
and everything around you slowly fades to black.
Fallen characters are withdrawn from the game
permanently, without any chance to return.

the vagrant path


6

b THE DEATH SPIRAL


Suffering Shock
When you descend into the Weary or Fading stages, either through wounds or
through a Severe Injury, you suffer Shock: you are reduced to 1 Action per
turn, and actively risk passing out mid-fight.
Upon entering this state, and when taking any further damage, you must succeed in
a Simple Success Test using the Attribute related to the affected Condition Tracker
(Might for Health, Spirit for Stamina) to stay awake and remain standing. Failing

b
this Test or taking further damage while suffering Shock causes the character to lose
consciousness, leaving you at the mercy of the enemy.
Note: This Test is not affected by the stacks of Ruin imposed by the Death Spiral.
B Recovery: You recover from Shock and regain consciousness if you are healed,
succeed with an Advantage on your Test, or spend 1 Insight.
Fatal Wound: Lethal Damage suffered by an unconscious or Fading character
causes them to Fall. Attacks against an unconscious target gain Favor and cannot be
contested, but still require the attacker to break through the target’s defenses to
deal at least one Wound for the killing blow to take effect.

book ii · rules of play 105


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SKIRMISHES

TACTICS
There is far more to combat than a simple series of attacks and defenses, and the
more specific situations arise, the more questions need to be answered.

Maneuvers
In normal conditions, Maneuvers meant to trip, disarm, push away, restrain or
b
disable an opponent suffers Ruin and only deal Stun damage on impact. If success-
ful, Maneuvers bestow Favor on the next Strike made against the target, in addition
to any other conditions directly caused by the Maneuver.
For Example: One of the Vagrants restrains a bandit from behind, preventing them from
moving away or attacking. On top of the Stamina damage he caused, the bandit is now
restrained and open for immediate attacks until either party decides to yield.

B Shove/Drag/Grab: As a Maneuver, characters can attempt to grab targets and


move them around—pushing them into a feature or another Zone, shoving or pulling
the target into another Zone alongside them, or pinning them down to prevent them
from escaping. These actions can be contested by an appropriate response from the
enemy using Might to stand their ground, or Finesse to slip away from the attacker.
Note: These Maneuvers can only be attempted against enemies of a size category equal or
lower than that of the attacker, though Cooperative Tests alongside allies can be used to
attempt such Maneuvers against larger targets.

B Tricks: Tactics and tricks that don’t have direct contact with the target (such as
distracting the enemy, taunting them, or tricking them into a bad position), don’t
suffer Ruin, but they don’t cause direct harm or immediate effects either.

Improvised Attacks
Objects grabbed from the environment can be used as makeshift weapons, though
they are not terribly effective at their task. In addition to the Ruin suffered by all
Maneuvers, these attacks have no Traits of their own, only the Damage type(s) that
the Arbiter deems most appropriate.
For Example: A heavy iron torch could deal Bludgeon+Fire damage, a banner pole split in
half with a sharp end would deal Rending damage, a closed canister of liquid nitrogen deals
Crushing damage, but opening means a painful chunk of Frost damage.

B Throws: Weapons and objects can be thrown as an Improvised Attack within


Short range, using either Might or Finesse. At the Arbiter’s discretion, heavier
objects could have their reach reduced to Nearby, or prove too heavy to throw.
Note: When throwing weapons without the Throwing Trait, it’s up to the Arbiter whether
the weapon’s normal damage types apply normally or not. For example, throwing a magic
sword bathed in flames could still deal its original Rending+Burning damage, but chucking a
rifle that deals Radiant+Ballistic damage should probably deal Stun damage instead.

106 the vagrant path


6

b TACTICS
Called Shots
By default, all attacks are aimed at the target’s general bulk. When an attacker wants
to attempt to hit a specific location, they can choose to attempt a reckless Strike
with Ruin, or alternatively, Concentrate to aim carefully.
In addition to the tactical advantage of potentially causing an injury to a specific
location, successfully wounding an enemy’s Weak Spot ignores all Armor and
Resistances when tallying damage.

b
Cover and Visibility
Certain terrain features or interactive elements within a Zone may provide a decent
amount of cover for a character to hide behind, protecting them against ranged
attacks. These features may provide Partial Cover—which causes Ruin to any
attacker targeting a character behind it—or Full Cover—making characters that
hide behind it wholly untargettable. Note that despite the semi-abstract nature of
Zones, hiding behind cover may make characters prone to attacks from other angles,
allowing attackers to effectively flank opponents.
Likewise, similar features may be attributed to effects that cover an entire zone—
such as smoke, fog, dangling vines, tall grass, and other such elements that obscure
vision. These features make characters Partially Obscured or Wholly Obscured.
Other than their names, they have the same function as a Zone-wide Cover, but it
may also affect Melee attacks within that Zone, at the Arbiter’s discretion.

Area Attacks
Attacks that affect multiple targets at once (as modified by Area, Blitz, or Cleave)
allow every target to make a Defense roll. Instead of adding or removing Ranks
from your Pool, Favor and Ruin against specific targets in the effective area is treated
as a guaranteed +1 Hit or -1 Hit against them.
Note: Targets cannot be affected by a single Area attack more than once.

Targeting Objects
When targeting objects or terrain features that would require a proper attack to get
out of the way, Accuracy is accounted for in the same way as a normal attack, but as a
Success Test instead. Some features can be broken or otherwise affected within a
single attack, while others may trigger the start of an Extended Test with an Interval
of a Turn or Round.
For Example: Breaking a strong wooden pillar with the swing of a hammer would require a
single, well-placed attack, and it can go down with a Success Test.
Trying to break down a thick wooden door reinforced with steel with an axe made for
fighting—not for chopping wood—might need a few attempts, starting an Simple Extended
Test (Turn) to bring it down.

book ii · rules of play 107


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SKIRMISHES

Tactical Tools
In addition to the abilities of characters, their weapons, and their surroundings, a
useful addition to the repertoire of tactical options available to the group is the use
of items crafted specifically for use in the battlefield, which can be obtained in
settlements or through war-traders that specialize in such commodities.
Author’s Note: The following items are only examples! As an Arbiter, feel free to introduce
items of your own design, and allow Players to suggest and look for their own tactical tools.
b
Smoke Canister [3 UNITS]
A throwable metal canister used that stores an alchemical compound that produces
a thick layer of smoke. The smoke wholly obscures a Zone, making it impossible to
aim ranged attacks from, to, or through it.
The smoke lasts for a total of 3 Rounds before it fades away.

Deployable Shield [ASSET]


A sturdy, portable shield that extends outward upon placement on the ground and
firmly adjusts to surfaces. It provides a reliable defense against ranged attacks while
also blocking vision. When picked up, it folds inwards again.

Caltrops [3 UNITS]
A metal sphere that releases a small burst charge of spiked metal shards that irregu-
larly cover a Zone when thrown, forcing everyone who attempts to move into, out of,
or within it to either treat is as a Rough Zone or risk suffering a Moderate Hazard
(Rending) by stepping on them each time they move.

Signal Flare [2 UNITS]


The alchemical compound stored in this thick paper tube can be ignited by twisting
the cap off, shortly afterwards shooting a bright red trailing flare that lingers in the
air for several minutes, visible from up to 2 Leagues away—or anywhere within a Hex.
For the duration, the tube continues to produce bright red sparks and smoke that
can be easily identified from a distance, used to identify spots or signal allies outside
of the immediate area for various purposes. During a Skirmish, Signal Flares are
often used as a tactical tool to call for aid, or as a warning to allied groups in the area.
Flares are used for emergency situations, as well as distant communication. Though ill-
advised, they can be used to make a Distant, Blinding attack with Ruin.

5
108 the vagrant path
6

b TACTICAL TOOLS, RETREAT!


Retreat!
Is it ever worth it to fight until the very end during a Skirmish? Few think so among
beasts and men alike. Should any individual or group wish to escape from a Skirmish,
there are two ways to achieve it:
B Leaving the Arena: If the current Zone is adjacent to an edge of the Arena that
leads away from the conflict, you can simply Move to leave the Arena.
For Example: A Vagrant finds themselves next to the gate that leads back the way the Band

b
came, and seizes their opportunity to retreat and seek aid.

B Using an Escape Route: If a feature in the environment provides a suitable way


of leaving the Arena, you must be within reach to Interact with it—though some
escape routes may prove to be more complicated to take advantage of.
For Example: The sealed chamber is littered with tubes that protrude from the ground,
leading to somewhere in the floor below. It’s risky, but sliding down them seems to be the
only way to escape from the room...

After either of these two options is taken, you successfully retreat at the end of your
turn. If something prevents you from leaving before the end of your turn, your
attempt proves unsuccessful, and you remain in your Zone.
A character that successfully retreats is retired from the Skirmish, and can neither
act nor return to the fray until the Skirmish scene has concluded. The Skirmish ends
if all characters belonging to the same side have escaped or fallen.

What happens next?!


The situations and places in which characters escape are so varied that it’s wholly up
to the Arbiter to decide how the narrative advances. Perhaps the retreat of the
Vagrants is wholly successful and carries no further consequences, or perhaps it
leads to a chase. Maybe the enemies look for them across the site they are delving, or
they return later on in the campaign as recurring villains. Who knows!

5
book ii · rules of play 109
6
SKIRMISHES

MOBILE WARFARE
Vehicles and Mounts are controlled to move or act through a Command action,
and have some considerations to take into account:
B Movement: You can move up to 2 Zones per Move with a Mount, or 4 Zones
with a Cruiser or Rover; Rough Zones are treated as 2 Zones. You are stopped by
Walls, Narrow Zones, and other Obstacles if no other terrain feature allows you to
b
cross with ease. You still only move 1 Zone at a time with an Exo-Suit, but ignore
Rough Zones and surmountable Obstacles.
B Carry: Anything that you run over, latches onto you or Catch while moving is
carried along until you drop them or you get the chance to shake them off.
B Drive-by Attacks: Attacks can be made at any point during Movement.
B Vehicle Weapons: Attacking with a Weapon that belongs to the Mount or Vehicle
rather than yourself is considered a Directed attack.
B Hazards: Using a Vehicle to ram or run over enemies is a Major Hazard that the
target must dodge or resist, not an attack. Crashing against an obstacle puts you at
risk of suffering the Major Hazard instead, and the vehicle might break.

Oh, what a day! What a lovely day!


If all participants of the Skirmish are moving in the same direction at similar speeds,
the Skirmish carries on normally—with the caveat that the Arena now represents the
relative distance between one another as they move, instead of a fixed area. Mounts
and Vehicles have their speeds reduced to ½, except for Exo-Suits, which boost
themselves forward and increase their speed to 2 Zones per turn in such situations.
B Character Movement: Moving between vehicles during a Mobile Skirmish is
difficult, but maintains the Arena’s momentum—this means that players can, for
example, jump from one vehicle to another and only suffer Rough Zone penalties.
Should any character collide with an obstacle or fall out of the source of momentum,
they’re retired from the Skirmish and left behind.
B Obstacles: Impassable or difficult obstacles can be seen from a distance that
allows ample reaction time, and serve as an appropriately ranked Hazard affecting
an Area (Line) parallel to the direction of all vehicles fired at the end of the Round.
B Maneuvers: You can perform many Maneuvers with the vehicle you are driving
(like tricking enemy navigators or ramming them into an adjacent Zone) with the
same considerations as regular Maneuvers made during combat.

110 the vagrant path


6

b MOBILE WARFARE, DISCIPLINES


5

b
MARTIAL DISCIPLINES
Regardless of their calling to battle, everyone expecting or willing to get into a Skir-
mish trains to get the upper hand in their own way. Learning a Martial Discipline
involves thorough practice and training, widely taught to wanderers from a young
age to defend themselves from dangers—usually learnt as a rite of passage among
tribes, or picked up over the years from veteran mentors.
Author’s Note: Martial Disciplines and their Paths only serve the purpose of creating a
solid idea of the kinds of equipment, tactics and maneuvers favored by those who follow
them. Their benefits are no different from normal Skills, and investing into them doesn’t
grant any further benefits other than extra Ranks during the course of a Skirmish.

B Favored Tactics: While Disciplines cover the basic training of a broad school of
martial training, Paths only enter the scene when characters make use of certain
tactics, attacks and equipment favored by a more specific branch of training.
B Path Maneuvers: Maneuvers that can be contemplated as part of a Path still
suffer Ruin—making them less accurate than normal attacks—but the extra Ranks
make them much more viable for someone trained in their performance.
For Example: Anyone from the Warrior Discipline could attempt to push an enemy back
and follow them along by using the blunt face of their weapon, but a Guardian using their
shield to drive them out of reach of their allies would benefit from their Path’s extra ranks.

Unorthodox Tactics
You can create new Paths under any of the four Disciplines alongside the Arbiter,
providing you a unique fighting style that favors tactics and gear of your own choice.
In broad strokes, Paths have one or two focal points that can be applied to various
actions, favoring things like certain kinds of weapons, maneuvers that hinge on a
certain degree of mobility, a kind of defense, a preferred target, or more specific
tactical advantages.
For Example: The Guardian Path—which excels at defensive maneuvers and falls under the
Warrior Discipline—grants an edge when the Guardian attempts to Block attacks, when they
make attacks with a weapon wielded alongside a shield, or when holding their ground to
prevent enemies from advancing into allied territory, among other tactics.

book ii · rules of play 111


6
SKIRMISHES

WARRIOR
Warriors hold a place of great honor across the cultures of Vandren, a fame earned
through folk tales of heroes wielding spears, shields and hammers, protecting their
kin from great beasts and embarking on epic quests.
It’s not uncommon to meet Warriors who aspire to become great heroes, driving
them, perhaps recklessly, to face enemies head-on in spite of the plethora of new
b
armaments available to their repertoire.

At the Heart of the Vanguard


Warriors focus on controlling one Zone at a time, imposing their presence against
enemies and halting their advance. Their tactics focus on disabling the opponent in
any way possible, securing an advantageous position over them in close quarters.

Guardian
Warriors that favor defensive tactics to stand their ground, pairing Shields with one-
handed weapons for an approach to melee combat that hinges on the equilibrium of
offense and defense. Their maneuvers and equipment focus on pushing enemies
back, defending their allies, and protecting themselves from harm.
Example Tactics: Creative uses of Shielding weapons, pushing back enemies, Blocking,
attacks with one-handed weapons counterbalanced with a shield, Protecting allies, Holding
to catch opponents who might try to charge past them, entering a Guarding stance.

Behemoth
Heavyweight warriors that swing around massive weapons that allow them to wreck
havoc against multiple enemies at a time, breaking through barriers and disarming
horde formations with ease.
Example Tactics: Weapons with the Cleave, Breaching, or Heavy Traits, tactics meant to
provoke or demoralize the enemy, breaking down features in the environment, attacking
enemies that have grouped into a swarm or a horde.

Lancer
Mobile combatants that focus on leading the offensive, favoring polearms and other
long-reaching weapons and making use of momentum as their primary tool. They
are trained to keep enemies at bay and always strike first, charging on foot or riding
into the Arena on a beast or vehicle.
Example Tactics: Weapons with the Lunge Trait, Dodging, attacks while riding Beasts or
driving Cruisers, jumping or dropping onto enemies (with the help of augments or terrain),
Holding to attack any opponents that pass through the Lancer’s Zone, breaking through or
bridging the gap across enemy lines.

112 the vagrant path


6

b WARRIOR
Marauder
Lightweight fighters that favor swiftness and stealth to single out and face defense-
less opponents, disabling them and exploiting weak spots to gain the upper hand
through cunning tactics and tricks.
Example Tactics: Weapons with the Paired, Precise, or Swift Traits, maneuvers used to
trick their opponents into bad positions or exposing their weakness, Parries and Ripostes,
improvised attacks using whatever is near them, using stealth to Hold attacks until the
attacker gains the upper hand.

b
Arcanist
Arcane warriors who train to wield a weapon in one hand and an arcane catalyst in
the other—a Staff, Grimoire or Lantern used to work their magic arts. They focus on
tactics that benefit from their mixed talents, creating distractions and openings that
create synergy between sword and sorcery.
Example Tactics: Weapons with the Catalyst Trait, pairing a Catalyst with a one-handed
Weapon of any kind (including Shields), Maneuvers that set the stage for follow-up Spells,
and attacks that follow up on advantageous Spells.

book ii · rules of play 113


6
SKIRMISHES

MARKSMAN
Marksmen constitute a slight majority of trained combatants, opting for weapons
and tactics that keep them at a safe distance while driving away threats from afar.
Ranged combatants are much less romantic than their short-ranged peers, becom-
ing trained hunters and soldiers and adopting no-nonsense practices.
The great variety of new energy-powered weapons known as “firearms”, and the
b
indisputable advancements over old ranged armaments have made Marksmen
across the horizon undeniably proud and content in their abilities.

On the Prowl
Marksmen are always on the lookout for spots that can give them a solid control of
the Arena, favoring high ground, cover and concealment to position themselves
where they can see the enemy without exposing themselves.

Hunter
Marksmen trained in tracking down, routing and catching prey are no strangers to
the one shot that will net them their kill, regardless of whether they fire an arrow or a
bullet as long as it reaches their mark. Hunters specialize in carefully setting up their
attacks, favoring deadly precision against weak spots over controlling the battlefield.
Example Tactics: Ranged weapons with the Extended, Precise or Hidden Traits, making
called shots against vitals or key locations from afar, using cover and concealment to gain the
upper hand, tricking enemies into exposing themselves, holding angles and lines of sight to
punish any enemies who attempt to pass through.

Vanguard
Mobile operators tasked to secure positions at short range, moving from one cover
to another and pressuring the enemies near the front lines. They are trained with a
varied array of light to medium-weight ranged weapons and their tactics focus on
creating engagements with low priority targets to clear the arena as fast as possible.
To further their versatility, they often complement lighter weapons with a melee
weapon or a heavy shield, or opt to pick up twin weapons that help maximize their
offensive prowess by burying weaker opponents in a hail of projectiles.
Example Tactics: Ranged weapons with the Swift or Blitz Traits, using suppressive fire to
defend positions, getting rid of smaller enemies, using tactical tools like smoke bombs and
caltrops, breaching light terrain (doors, thin walls) to create new openings.

114 the vagrant path


6

b MARKSMAN
Slinger
Masters of what is perhaps the oldest form of ranged combat, Slingers focus on the
use of throwing weapons—such as throwing knives, light axes, and chakrams—as
their primary tool of the trade. They are exceptional athletes, cultivating their bodies
in ways only paralelled by Brawlers, and their skills have earned them many names
across the various cultures of the Inner Lands, treating them more as artists and
performers than formal soldiers. Whether they are known as Slingers, Throwers,
Wind Wraiths or Blade Dancers, these fighters are always present across the fabric

b
of the world and its history.
Example Tactics: Weapons with the Throwing and Returning Traits, Dodging, picking up
missed enemy projectiles and sending them back, throwing light objects with great
accuracy, rolling or bouncing blunt projectiles (like bombs and canisters) to target enemies
outside of their line of sight or behind obstacles.

Artillerist
While most Marksmen focus on targeting single enemies with precision and grace,
the branch of Artillery opts to cover wide areas in barrage instead, disregarding trivial
concepts such as aim, cover, or general ethics. These support-oriented marksmen
are tasked with denying areas and clearing paths from afar, using heavy, specialized
weapons and breaching devices to disrupt enemies as much as possible.
Example Tactics: Weapons with the Area, Blitz and Breaching Traits, targeting hordes
and enemies grouped together; breaking down heavy terrain to create openings for allies,
blockades for enemies, and creating Rough Zones; breaching enemy defenses through well-
measured bombardments.

5
book ii · rules of play 115
6
SKIRMISHES

BRAWLER
Fighting unarmed or under-equipped is a concept that most consider to be a death
sentence, or at the very least, an act of either extreme madness or reckless abandon.
Others, however, dedicate day and night to the practice of fighting with minimal to
no weapons, under the belief that one’s body can become a weapon through strict
discipline. Some, even, are successful in their pursuit for peak physical performance,
b
and are known as Brawlers.

Might and Balance


Brawlers practice the art of fighting without the use of conventional weapons, using
hand-to-hand tactics, holds, and mobility to subdue enemies in close quarters. This
leads Brawlers to be feared where Warriors are respected, as their practices make
them unexpectedly deadly and brutal combatants.
The tactics used by Brawlers primarily involve footwork and mobility to become hard
targets, exploiting weaknesses, disabling movement, and turning their enemy’s
strengths against them.

Hornet Rogue
Agile martial artists trained in swiftly and skilfully exploiting their opponent’s weak-
nesses to gain the upper hand, hitting them in key locations and using mobility to
run circles around them.
Example Tactics: Dodging in close quarters, called shots against key spots to disable
opponents, sweep-kicks to trip enemies, switching places with enemies to trick them into
disadvantageous positions, parrying and countering melee attacks, kicking enemies into
walls or terrain features to reposition.

Myrmidon
Brutal fighters that favor violent, headstrong takedowns against weaker enemies,
using fist weapons, claws, or strength-enhancing augments. Myrmidons are trained
to focus solely on offense, making their maneuvers revolve around preventing the
enemy to get away from them through any means necessary.
Example Tactics: Clinching opponents with one arm to beat them down with the other,
beating opponents against terrain features, attempting to break limbs or rip out extraneous
features (horns, antennae, long ears, etc.), breaking or tearing away weapons and armor
getting in the way.

116 the vagrant path


6

b BRAWLER
Beetle Knight
Defensive brawlers that use their own heavyweight, armored bulk as a weapon,
ramming into enemies and using balanced stances to pin them in place or drive them
into the ground.
Example Tactics: Ramming or tackling enemies, picking up and piledriving opponents,
throwing heavy objects from the environment, grappling opponents for other allies to gain
the upper hand, dropping onto enemies while wearing heavy armor, throwing enemies into
other enemies or terrain features, wielding vambrace weapons with the Shielding Trait to

b
block weapon attacks without compromising maneuverability.

Spiderling
Mobile brawlers that use the terrain as their main weapon, using obstacles to their
advantage and climbing onto opponents larger than themselves to quickly become a
deadly nuisance. Though their main skills befall brawling, Spiderlings often use tools
befit to scouts, delvers and acrobats to exploit positioning more effectively.
Example Tactics: Using a nearby wall to jump over an opponent and hit them from behind,
climbing on the back of a giant beast and tugging its horns to prevent them from moving or
attacking, using a hookshot to swing from the ceiling and attack an enemy through
momentum, running towards an enemy and sliding into them from below to trip them.

5
book ii · rules of play 117
6
SKIRMISHES

TACTICIAN
Some Vagrants simply don’t make decent men-at-arms despite their training, but
can still contribute to a Skirmish through more indirect methods, surveying and
using their tactical knowledge to grant unique advantages to their allies.
Author’s Note: Due to their unorthodox and indirect nature, Tacticians are the only
combatants who benefit from and special clarifications and talents that skirt the rules of the
b
game. The reason is simple: without bending the rules slightly in their favor, these Paths
would not function.

Keen Eyes and Minds


Tacticians are observant, studious folk who know their way around a fight without
ever needing to pick up a sword or a firearm. Their role during a Skirmish is to main-
tain a tight and practical organization of their allies, keeping track of enemy activity
and preparing strategies ahead of time. They pay close attention to the very terrain
that everyone treads, watching out for opportunities to maximize the chances of
survival and triumph.

Watcher
Tacticians who carefully observe the battlefield to seize unique opportunities as they
arise, scouting for weak spots, positions and mistakes to guide allies and grant them
an edge in the thick of battle.
B Watcher’s Orders: When a Watcher Commands an ally, whatever Test they
take becomes a Cooperative Test between them, allowing the Watcher to lend their
aid from afar while their ally leads the effort, using their Tactician ranks.
Example Tactics: Shouting orders at a precise moment for an ally to hit an enemy’s weak
spot, helping an ally to jump at the best possible moment while they swing from a chain,
motivating an ally to stay conscious and use a Medkit before they pass out.

Falconer
Those who have absolute authority over lesser beings—be they a trained beast or the
machine spirits within a Drone—differ from Watchers in that they are not simply
offering tactical advice to an ally, but rather act through their underlings directly. In
the Falconer’s case, their tactical prowess is everything that separates what they are
commanding from being a burden in battle.
B Underlings at Work: As Drones and War Beasts are independent beings (despite
their reliance on the Falconer’s orders) they may benefit from teamwork if the task
allows it, allowing the Falconer to make Cooperative Tests among their minions.
Example Tactics: War Beasts and Battle Drones with the Sentinel Trait, commanding a
Drone to gain altitude and strike at an enemy outside of the Falconer’s field of view, having
two hunting wolves track down a single enemy from different angles, ordering a Wyvernling
to burn down enemies across a deep gap in the Arena.

118 the vagrant path


6

b TACTICIAN
Dragoon
Pilots and cavalry who use mounts and vehicles as their primary tool. Unlike the
Lancers that befall in the Warrior Discipline or the Falconer who guides their under-
lings, Dragoons are inseparable from whatever War Beast or Exo-Suit they are riding.
A Dragoon can mount Drakes and Wyverns with the same ease as a Storm Titan,
knowing exactly when to advance through the battlefield and when to use claws and
gunnery to tip the scales in their favor.

b
Example Tactics: Using Sentinel weapons Bound or used by a beast or vehicle, taking
advantage of the increased mobility of a mount to catch up with running targets, engaging in
mobile skirmishes seamlessly.

Sapper
Tacticians who focus on deploying and sabotaging gadgets, as well as performing
various utility-oriented and defensive tasks to secure control over the Arena’s terrain
and giving their allies the upper hand.
Example Tactics: Reinforcing partial cover to turn it into full cover, digging up small
trenches and filling them with caltrops, quickly breaking down bits of the terrain using tools.

B Sapper Materials [3 UNITS]: Sappers can take advantage of useful knick-knacks


and trinkets—traps, wire, bells, triggers, plates—to set up traps, alarms, distractions
and defenses with relative ease, bought in bulk from traders.
B Craft and Sabotage: As a Prepared Test that requires total Concentration,
Sappers can spend 1 Material to quickly put together a small contraption with a feasi-
ble and tangible outcome, its intent left in the hands and creativity of the Sapper,
and its effectiveness dictated by their Test’s result. If it’s meant to harm rather than
hinder, it uses the most appropriate Damage type, but has no inherent Traits. If they
have a chance to prepare ahead of time, the Sapper may be able to prepare larger and
more complex traps and contraptions.
For Example: A tampered piece of wiring that shocks anyone who interacts with a sliding
door’s mechanism, an obscured string that trips running enemies into a slope, a concealed
crude structure that appears to be stable enough to walk on but falls apart halfway through.

5
book ii · rules of play 119
Chapter 7

SORCERY
bb
5
The Tides of Magic
The invisible flow of Vandren’s magic has always been a mystery, the truth of its
origin and nature being lost to time—if it was ever known at all. Many have dedicated
countless hours in an attempt to unearth its many secrets, practicing rituals and
undertaking long journeys towards self-taught mastery.
Attuning one’s spirit to the underlying flow of magic takes time, effort, and clarity of
mind. Paired with a lack of guidance, aspiring sorcerers often seek solitude and
silence far into the wilderness. Hiding in the shadows of venerable woods, seeking
shelter in remote swamps, or living among meadows and hills away from their kin,
the practitioners of the arcane spend their lives in the search of knowledge and
harmony with forces far greater than their own.
Sorcerers are few and far between, and even among them the true nature of magic is
seldom agreed upon. Asking any given sorcerer about it will leave you only with what
they have come to understand as magic, a philosophical answer shaped through the
insight of their own craft.
“Magic is like a winding river full of rapids and eddies,” says an Evoker; “It’s like a
cacophony of sounds that evolves into a beautiful hymn once you seek its harmony,”
claims a Mystic; “An array of shifting lines and patterns carved into the stones that
builds the foundation of reality,” reckons a Wardweaver.
And yet, despite their apparent differences, each of them is vaguely right in their own
way, for there are many, many pathways that lead into the arcane.

5
120 the vagrant path
7

b SORCERY
LEARNING MAGIC
Interpretations aside, Magic is invariably thought to be a force intertwined with the
physical world, a sort of parallel plane of existence that has many gates through
which the immaterial can enter and leave at will. This common theory of the “Tides of
Magic” has led to a strange mix of practices and traditions that sorcerers use to tread
through many pathways into the unknown—the four known forms of Sorcery:

b
Evocation Warding
Influence over Nature Runes and Practical Spells

Mysticism Theurgy
Perception of the Tides Bargains with Spirits

Each of them observes the Tides and forges a bond between the Sorcerer and one
aspect of the arcane world, granting a unique insight into the ebb and flow of the
Tides of Magic.
B Arcane Harmony: The Paths under the four Disciplines differ from those of
martial or academic inclination, in that they aren’t simply a specialization within a
given field of study, but rather a requirement that must be met to perform that form
of Sorcery. Without knowing the proper Path, the Tides will simply fail to materialize,
deeming the would-be sorcerer an unsuitable gateway for their passing.
B Witchsense: Even the most amateurish Sorcerers can feel the passing of the
Tides as they course through an area. Witchsense is a sixth sense obtained alongside
the first Rank of any Discipline that allows Sorcerers to feel the presence of magic, as
well as a perceiving a vague notion of its nature, effect or influence.
For Example: A novice Evoker can feel the presence of magic as they approach a hidden
Ward. Though they don’t know exactly where or what it is, they can feel that this particular
spell is nearby, is far more powerful than they are, and wants them gone.

B Spell Attacks: Offensive Spells work similarly to Improvised Attacks, but without
suffering their imposed Ruin. Targets of a Spell can defend themselves as they would
against any tangible projectile or effect—by blocking, moving away, or seeking cover.
Otherwise, less physical effects can only be Resisted through a Test of Spirit+2.

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7
SORCERY

SORCEROUS TELLS
No Sorcerer is equal to another. Not in skill, nor in method, even in the use of the
same learnings. But there are three distinctive traits that all Sorcerers share, in one
way or another, that connects them despite their differences.

Witch Marks
b
Once a Sorcerer develops a bond with the constant flow of magic that surrounds
them, they develop subtle telltale signs that reveal their nature, appearing as a fusion
of both the Sorcerer and the powers that they wield. Witch Marks can show them-
selves in various ways, like oddly colored or dimly glowing eyes, intricate lines and
patterns that shift across their arms, a barely noticeable gravitational delay or levita-
tion when moving and walking, or subtly floating strands of hair, as if the Sorcerer
were submerged deep underwater.
Witch Marks begin to lose their subtlety as the Sorcerer advances in their craft, and
become very apparent whenever their powers are put to use, awakening the faint
signs into powerful beacons of overflowing energy. However, sorcerers can learn to
calm their Marks and keep them hidden should they want to, and to recognize the
brands that unveil other Sorcerers. The views and tales regarding the arcane can vary
greatly between cultures, regions, and even individuals, making this ability very
useful to avoid possible confrontations when among people who see no difference
between the arcane and the profane.

Grimoires
As the practice of magic is an enigmatic and often self-taught art, Sorcerers often
take up the practice of documenting their studies in the form of journals called
Grimoires. They are collections of many notes, drawings, experiences and reminders,
commonly bound in irregular, handcrafted covers and filled to the brim with
mismatched parchment paper from whatever trader happened to pass through the
nearest road. Sorcery is almost always more art than structure, and as such,
Grimoires stand as reminders of its nature—their contents having almost indeci-
pherable meaning to anyone but their original writers.
Since the advent of technology, many Sorcerers have tried to go beyond the self-
made journal format, taking up Radiant Tomes and such other interfaces in order to
create their own “Radiant Grimoires”. While some embrace them, many find the
constant humming and artificial lights of Interfaces to be intrusive to their medita-
tion and study, making tech-savvy sorcerers a rarity of their own. Luckily for these
modern apprentices, the safer roads and larger settlements have granted them a
chance to more easily procure proper writing kits and elegantly bound journals.

122 the vagrant path


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b SORCEROUS TELLS
Arcane Materials
All arcane practices make use of special Materials to some degree, which may be used
in Rituals or in the preparation of certain spells. Materials are a Resource that can
always can be obtained in bundles of 3 Units, divided into different subtypes that
reflect their usage.
B Natural Foci: Used by Evokers as an alternative to wielding a Staff, allowing the
Evoker to channel their magic through them. These natural materials are tied to a

b
specific Evocation Path, which must be chosen upon purchase.
B Scroll-Writing Supplies: Special parchment and ink used by Weavers to inscribe
Scrolls that can be used as arcane conduits when preparing Wards ahead of time.
B Ritual Herbs: A crucial component to the Mystic’s rituals, these herbs allow the
Sorcerer to enter a trance to witness the passing of the Tides of Magic.
B Offerings: Trinkets of varying worth to be presented as payment for Theurgic
rituals of seeking and binding spirits. Upon purchase, Offerings can be combined to
increase their worth: each Unit is a lesser offering, two Units combined form a
middling offering, and three Units combined form a major Offering.
For Example: When purchasing 6 Offerings in a settlement at once, they can be combined
into one Major Offering, a Middling Offering, and a Lesser Offering; three Middling
Offerings; 2 Major Offerings; a Major Offering and 3 Lesser Offerings, and so on and so forth.

Getting Materials
Not many merchants deal with Evocative Materials and Ritual Herbs, as the practice
of the “Wild Magic” of the eldest forms of the arcane are rather uncommon in large
settlements. They can likely be obtained in smaller communities, encampments, and
caravans—specially those of Nomad, Sylphine, or Goblin origin. As they are natural
materials, they can be found in the wild by Gathering, explained in Chapter 9 along-
side other wilderness activities. In the wild, they can be obtained in varying numbers
rather than the standard three.
Scroll-Writing Supplies and Offerings, on the other hand, are manufactured items
that can only be found in settlements or in the hands of merchants, but they are
likely to be found anywhere that features any form of local craftsmanship, as they are
not exclusive to arcane use.

5
book ii · rules of play 123
7
SORCERY

EVOCATION
Titles: Evoker, Elementalist, Earthsinger, Green Mage, Channeler
All Sorcerers undergo a long process of attunement with the natural world when first
dabbling into the arts of magic. Instead of branching out in search of more esoteric
gateways into the arcane, Evokers continue to navigate forward, strengthening their
bond with the passing winds and the ground beneath them, the meandering rivers
b
and the wrathful storms, even the cycle of life itself.
Using their harmony with nature to call upon the elements, these Sorcerers use
Staffs as a gateway to channel the eight primordial aspects of nature:

Elemental Magic
Through the use of a specially crafted Staff attuned to their spirit, Evokers can
channel the raw power of the elements, influencing them in nature or calling them
forth when they are absent. The Evoker’s art is unspoken, requiring only the trifold
bond between Sorcerer, Nature and Staff, but a vivid imagination is required to see
beyond the more apparent benefits of their craft. It’s not rare for novice Evokers to
dully reduce the raw power of nature to petty arcane missiles and tools, whereas a
creative Evocation adept can take full advantage of their surroundings, rousing the
elements into formidable displays of elemental might.
The inner workings of an Evoker’s practices are not as apparent as their effects,
however, as the act of spellcasting is a very taxing activity. Overexertion and lack of
care can quickly cause a Sorcerer to become direly exhausted, as every grasp into the
Tides to weave a spell takes an increasing toll on their fatigue.

124 the vagrant path


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b EVOCATION
Spellcasting
Casting elemental spells is quite simple: the Evoker visualizes the desired effect and
the element that they will channel, and performs a Success Test. If the Test succeeds,
the spell comes into effect, and the Evoker suffers Fatigue.
B Hold Within: The Evoker can cast spells ahead of time as a Prepared Test, binding
the spell to the Staff for later use. The spell will linger within the staff until it is
released at no further cost, or until another spell is cast through it.

b
B Extend: At the cost of one more Fatigue, a spell can be made to cover a larger
area and affect multiple targets at once. During a Skirmish, this is represented by
gaining the benefits of any one of the Area subtypes:
Blast: Affects all the desired targets within a single, full Zone in range.
Chain: Bounces between desired targets within Short range of each other, affecting a
number of targets equal to Hits.
Line: Pierces all targets in a straight line until blocked, obstructed, or dispelled.
B Natural Focus: As an alternative for casting spells if they’ve been separated from
their staff, Evokers can make use of natural materials that are in some way reminis-
cent of the element or the effect they intend to invoke. 1 Unit of Natural Foci specific
to the chosen Path is spent as the spell is cast, alongside the normal costs.
For Example: Ashes for Flame spells, river stones for Water, copper for Storm, etc.
B Desperate Measures: Without other means to channel their spells, Evokers can
use their own body as a makeshift gateway for the elements. However, the process is
dangerous and painful: all Fatigue suffered from spellcasting becomes Wounds,
including those caused by the use of Strain Dice to empower the spell.
B Minor Spells: Evokers can cast petty effects that make use of their learned Paths
without requiring a cost or Test, even without using their staff.
For Example: Kindling a bonfire or snuffing out a candle, sparking a tiny shock, exhaling a
winter-cold breath, nurturing the growth of lichen or a small sapling.

Staff Ritual
An Evoker’s Staff consists of two primary components: a sturdy shaft made from
wood or metal that the Evoker can firmly hold onto, and an exposed gemstone or
crystal that serves as the origin of their spells. Once obtained, the Evoker must
perform a ritual of attunement with the staff, intertwining their spirit with it.
The ritual takes between two and four hours of silent meditation in solitude, as the
lasting bond is slowly forged. The Evoker can only bind one staff at a time, and the
connection simply fades away if they perform the Ritual with a different staff.
Author’s Note: While it’s traditional for an Evoker to wield a proper Staff, many other
objects that vaguely follow the stated criteria can be used for spellcasting.

book ii · rules of play 125


7
SORCERY

Evoker Paths
All of the Paths taken by an Evoker lead them closer to one of the aspects of nature,
attuning their ability to channel and manipulate it. On their own accord, Evokers can
be very useful, but power supersedes usefulness when they are surrounded by their
element, wielding the powers of nature at their apex.

Flame
Pyromancy is—without a shadow of a doubt—the most popular of the Paths among
b
aspiring Evokers. Something about the ability to control flames and heat is greatly
alluring for apprentices of Evocation and magic in general. Pehaps it’s a poetic
metaphor about newfound knowledge, or the simple utility of conjuring flames.
Maybe it’s just a universal, unfathomable joke about moths, though ironically
enough, Flamesinging is not very popular among Sylphine Sorcerers.

Frost
Having the gift of limited control over ice and snow can be a very useful talent in the
coldest regions of the world, where both can be found in the wilderness even outside
of Fall and Winter. Freezing water—slyly plucking control away from another of the
Evoker’s paths—can also have plenty of uses, but no abilities of the Frost Evoker
compare with the utility of simply dragging down temperature to the freezing point
of any potential target in sight. Flame Evokers can be vicious, but a cunning
Frostsinger can prove to be a frightening contender.

Water
Some Sorcerers find solace in the sound and feeling of water, and in the ability to
control its flow, shape, and density. Water currents can be gentle and they can be
ruthless, they can give life or selfishly withhold it. Riversingers have earned the fame
of being rare, their work subtle, their disposition kind, their lives simple and medita-
tive. After all, few have the patience and the inner calm to see that even the smallest
spring, given time, can thrive into a roaring river.
Moreover, less conservative Evokers of Water can reach beyond what their name
suggests, extending their influence to other liquid compounds with ease: Oil, ink,
quicksilver, brews... even blood, if exposed within their grasp.

Storm
The power to wield lightning and thunder is often associated with warmages, spell-
blades and rogue sorcerers, for there is very little use for their powers beyond pure
destruction. The Ark mentioned past technologies that, had they arrived along
Radiant Engines, could’ve made Stormsingers into something more than machines
of war. But alas, the newfound technology uses a much more subtle source of energy
to function, and electricity is anathema to even the most resilient machines. One
should be wary when around a Storm Evoker, lest they unwillingly provoke their
thundering wrath.

126 the vagrant path


7

b EVOKER PATHS
Earth
Contrary to what someone unfamiliar with the ground that lies beneath them could
assume, Earthsinging is perhaps the most versatile of the eight Paths—to the point
where their title has become a synonym of Evocation altogether. Stones and miner-
als, crystals and gemstones, metals and magnetic forces, even the shifting sands are
within reach for a proficient Evoker of Earth, their feats becoming the focus of many
songs and legends of arcane lore.

b
The Path of Earth is trodden by mighty, resilient, and resourceful Sorcerers... and
this very fame causes many apprentices to shy away from it entirely, feeling unwor-
thy of its title. Earth is, after all, an overwhelming burden to bear.

Wind
Following a similar dichotomy to that of Riversingers, the powers of the air and
winds can be calm or wrathful depending on who wields them. Calling forth the
winds, guiding their course and strength, and allowing the daring to ride along their
currents, the work of Windsingers is wondrous and playful by its very essence.
Within reach of the sky, the path of Wind even grants influence over the clouds, and
their earthbound counterpart, the fog, answers to them as well.
No Path is without its shade, however, and Wind is no exception. As gentle breezes
can clear the way, so they can carry forth haze and miasma, and the same currents
that allow flight can quickly turn into wrathful hurricanes that destroy everything in
their path.

Life
The first Path of what’s known as the Inner Circle is the Path of Life, a practice that
thrives in healing and growth, in care and mending of flora and fauna alike. Appren-
tices of this path travel along a road that seeks to teach perseverance, remembrance,
and a solemn reverence for their surroundings.
Lifesingers are the only Sorcerers that can cast healing spells, evidence of their
heartfelt bond with what may be the purest aspect of nature. But alas, Life on its
own is an incomplete, almost naively hopeful Path—for all life, sooner or later, even-
tually comes to an end; and that no longer befalls on the Path of Life.

Death
Despite the many tales and their lugubrious title, Deathsingers do not trifle with
death itself, for that is beyond the domain of any Sorcery. The Path of Death is Life’s
somber counterpart of the Inner Circle, and hinges on the acceptance that all things
in life must end, teaching its apprentices the fortitude to advance onwards, moving
past the anguish of loss.
In practice, Spells of this Path cannot take away life, only hasten what is already
withering towards its final moments: controlling rot, corrosion, noxious blights and
fungal growth—a reminder that death, with its passing, becomes new life. As it
should be.

book ii · rules of play 127


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SORCERY

WARDING
Titles: Weaver, Symbolist, Wizard, Scribe, Runewarden, Wardwriter
Warding delves into the study and writing of Wards—chains of symbols and runes
that slightly alter the physical world through the balance of definite concepts.
The art of Wardweaving originates from a group of language scholars who discov-
b
ered that certain sounds can harmonize with the shifting hum of the Tides, and
developed a complex system of Runes to represent them. When scribed in a particu-
lar manner and imbued with the Weaver’s essence, these runes “recite” their sounds
on the other side of the veil, echoing and lingering endlessly.
There are six Major runes, five Minor runes, and countless Lesser runes:

ox furum dei astas lares mirra

ianna atra loch brum iring

Due to its scholarly origins and development, Wardweaving is the only form of magic
that can be researched, recorded and taught in a formal fashion, making it of partic-
ular interest to private tutorships and libraries found in Vestari and Klaadi sanctuar-
ies.

Runes and Wards


The building blocks of a Weaver’s art are the symbols they can write with ink and
mind alike, known as Glyphs, Sigils, Seals, and—most commonly—Runes. They are
intricate symbols with a twofold nature: they are tied to certain aspects of reality in
the form of balanced, interwoven pairs that can alter the world into two different,
opposite directions. When creating Wards, only one of these aspects can be chosen
to act as a conduit of the Tides, leaving its counterpart to lay dormant.
Wards are arrays that circle the chosen Rune, chained together and given more intri-
cate uses: enchantments, auras, traps, and many other practical applications. When
woven through words and musings, Wards are ephemeral, only lasting for as long as
the Sorcerer can concentrate on them, lingering above them in arcane strokes.
Conversely, Wards can be readied ahead of time using ink and concentration,
making Wardweavers the Sorcerers most commonly associated with the use of
sprawling Grimoires full of arcane knowledge and experimentation.

128 the vagrant path


7

b WARDING
Weaving
Wards form in the Weaver’s mind, and through motion and sound they are plucked
out of the Tides into a stroke of arcane light that forms the Ward in the air, floating
above the Weaver. A single aspect of a Rune is chosen to act within the Ward, and
their effect is dictated by the lines and patterns that make the rest of the array.
Once both the Ward’s composition and purpose are established, the Weaver suffers
1 Fatigue as the Ward is completed and comes into effect.

b
B Aura Ward: At the cost of one more Fatigue, a Ward can be made to cover a
larger area and affect any number of targets within the Weaver’s Zone. Auras are
signaled with a floating flame above the Weaver, and a faint ring or tether that
extends to all targets, making up the rest of the Ward’s structure.
B Lingering Wards: Wards can be made to remain tethered onto a surface to create
lasting Auras or cunning arcane traps, using a Prepared Test ahead of time. The
Weaver is always aware and able to activate or dispel a Lingering Ward.

Written Wards
Weavers can write down designs for Wards ahead of time in a Grimoire instead of
having to invent new ones on the fly, trading the versatility of improvisation for the
reliability of a familiar spell. This eases the mind from the burden of forming the
Ward and allows the Weaver to concentrate on its power and efficiency—granting
them Favor whenever they cast Wards out of their Grimoire.
To write down a Ward on a Grimoire, the Weaver must pass an Extended Test in
which they theorize, experiment, write down, erase, and perfect their form, with
intervals of an hour and a threshold dependant on the intended complexity of the
completed Ward.
B Multi-Rune Arrays: Written Wards can be made with complex arrays of two
interwoven Runes at a time (or both aspects of the same Rune), balancing their
effects to create something entirely new. These Wards don’t benefit from the Favor
of single-Rune designs and cost 1 extra Fatigue to be woven, but can be quite
powerful on their own.
B Ward Scrolls: Weavers can inscribe Wards in parchment to create single-use
scrolls that serves as a conduit of arcane power. Instead of Fatigue, Ward Scrolls
require spending an equivalent number of Materials as they are being created. In a
desperate situation, a Written Ward can be torn out of a Grimoire and be sacrificed
as a Scroll, but the page and the Ward it contains are lost in the process.

book ii · rules of play 129


7
SORCERY

Weaver Paths
Warding is divided into six Paths, each of them specializing in the study of a Major
Rune and in the lesser symbols that allow it to be woven into a great variety of Wards.

Tenacity [ASPECTS: STRENGTHEN/WEAKEN]


The Ox Rune is used to bestow and take away resilience from objects and crea-
tures. A Ward created with this rune can take many forms, used to reinforce materi-
als or to grant great strength to an ally, or used to take away part of the ability and
b
spirit of an enemy. Wielders of Ox are sometimes called Hexers, as their Wards are
often compared to the blessings and curses of many folk tale witches.

Radiance [ASPECTS: PROTECT/SMITE]


The Furum Rune is the hallmark of Vestari war-mages, offering the ability to form
protective barriers, conjure weapons and shoot arcane missiles across the battle-
field. Furum works through the formation of material forms using pure arcane
energy made manifest into many shapes, and beyond the scope of weapons and
shields, it can also be used to create ephemeral, harmless shapes that aid movement.
B Conjure Weapon: Furum can be woven into a weapon of golden flames that
lingers in the hands of the Weaver as long as the Ward is maintained, fading away if a
new Ward is cast, if the Sorcerer falls unconscious, or if the weapon is lost.
Note: Conjured weapons are unupgraded, and their Damage Type is always Radiant.

Polarity [ASPECTS: ATTRACT/REPEL]


The polarity Rune, Dei, is notorious for somehow always being at the center of the
most dangerous and ambitious arcane contraptions created by apprentices who
think of sorcery and engineering as equal practices. In truth, Wards of attraction and
repelling are very hard to control in a measured manner, and often go beyond the
physical applications of these terms.
Dei can be used to manipulate attention and desire, to call forth or banish creatures,
and just a few minor symbols can be the difference between being drawn into the
Ward through its siren call, or being violently pushed away from it both in body and
in spirit.

Respite [ASPECTS: AWAKEN/SLUMBER]


Astas is the fourth Rune created by the Ward-scribes, and its influence reigns
upon both attentiveness and dreams, used to grant unnatural levels of perceptive-
ness to the target of an Astas Ward. Likewise, this rune can be used to impart inexpli-
cable feelings of sore weariness, weighing the target with the burden of a hard day’s
work with a simple touch upon their shoulder.
The many uses of this rune are mostly favored by arcane woodsmen, who can spend
many days in pursuit of their quarry and need unwavering senses during their hunt.

130 the vagrant path


7

b WEAVER PATHS
Kinesis [ASPECTS: MOTION/STILLNESS]
Wards scribed around Lares focus on movement: they can impart haste, boost
athletic feats like running and jumping to awe-inspiring effect, or control unmoving
objects as one would a marionette. On the flipside, Lares can be used to stop almost
anything on its tracks, making movement impossible without dispelling the Ward
beforehand.

Creation [ASPECTS: MENDING/UNMAKING]

b
The last of the six Major Runes is Mirra, the craftsman’s rune, and possibly the
weakest link before Warding’s passing onto the Minor Runes. Though deceptive in
its simplicity, Mirra can return broken objects to their former shape, break them
down into their basic components to repair the object piece by piece, or sabotage
complex structures with a flick of the wrist. Curious indeed.

5
Minor Runes
In addition to the six Major Runes, apprentices of the Warding arts always inevitably
pick up the five Minor Runes along the way. Effectively, any rank invested in Warding
allows the practitioner to use any of the following Minor Spells at no perceived cost:
Light: The first minor Rune, Ianna, creates a small candle-light that illuminates a
small area around it, and can follow the Weaver or be placed on a chosen surface.
Inscribe: Wards woven with Atra at its center are used to write down a message
that trascends language, and can be read, sensed, or heard by anyone who comes in
contact with it. It’s commonly used to write down warnings, instructions, or
personal signatures in places and objects of importance to the Weaver.
Seal: The third minor Rune is Loch, and works as a way to make sure that not
anyone gets access to small treasures. This spell only works with small objects,
making it useful to keep things like books or small chests shut, and can only be
undone by the original caster or through a special password or gesture of some sort.
Cleanse: Most commonly used by city-folk and apprentices tasked with menial
work, the fourth minor Rune, Brum, cleans away dirt and muck from a small surface,
a small object, or a piece of clothing, or prevents it from becoming dirty beforehand.
Chime: The last minor rune is Iring, and works not too different from a small,
unseen bell, harp string, or wind-whistle. It’s used to produce minor melodic
sounds, either on command or when something gets near where the Ward was
placed, making it useful for small and hidden traps and alarms.

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MYSTICISM
Titles: Mystic, Seer, Druid, Hedge Witch
The practitioners of the Mystic arts focus their efforts on gaining a perception of the
Tides, catching glimpses of possible and certain realities carried by their passing
through the world, or inviting them outwards. They perform complex rituals to reach
a state of mind that allows them to peer into the unseen world of the arcane, lightly
b
influencing its course to see into the past, present, and future.
Mystics often occupy a position of high regard as seers or advisors behind
authority figures—warmongering and peaceful leaders alike trusting their
visions and guidance to perform their duties with care. In more cynical circles,
they are thought as little above charlatans and petty fortune-tellers, dismissing
their ability and omens as nothing more than unreliable folk tales.

Mystic Rituals
The clairvoyant rituals of Mystics involve the careful preparation of special herbs and
roots that, when slowly burnt or boiled, release vapors that slip the Mystic into a
trance. Though a non-sorcerer that inhales these vapors will simply fall into a deep,
restless slumber, Mystics train to stay awake and work through the haze, peering
into the passing of the Tides of Magic. While in this state, a trained Mystic can influ-
ence the flow of the Tides to their favor, watching as it carries visions of the past,
seeking things in the present by following their ripples, and peering into many shift-
ing possibilities to discern the possible courses of the future.
These visions, fittingly called Tidings, can reach farther and farther away the longer
the Ritual and the state of Trance is maintained. This is not without its own share of
complications, however, as the Ritual only lasts as long as there are herbs to burn,
and more herbs need to be prepared beforehand the longer a Ritual is intended to
last. It’s not uncommon for Mystics to hire an assistant or mentor an apprentice
that can add Herbs as required, if the Mystic is uncertain of how long it will take to
complete the Ritual.
Conversely, Mystics can instead channel the Tides into the physical world, serving as
a conduit that warps the perception of the mundane. This allows them to receive and
bestow unnatural senses, for a time, or to create illusions that conceal the true
nature of physical things through a deceptive arcane veil. Incantations of this nature
can last from mere minutes to many days when received by the Mystic or bestowed
to a creature, while Illusions can seemingly linger for eternity if left undisturbed.

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b MYSTICISM
Performing a Ritual
Mystic rituals are performed through an Extended Test, with Intervals of half an hour
each. The ritual’s Threshold defined by their scope—how far-reaching or detailed the
Tiding is intended to be or how long an Incantation or Illusion is meant to last. Lastly,
the Difficulty of each Interval is dictated by the complexity of the intended result,
and rarely changes from one Interval to the next.
Initiating a ritual requires the preparation of 1 Material worth of mystic herbs for

b
every 4 Intervals to be spent entranced. Herbs are spent when preparing the ritual,
and cannot be recovered if they go unused.
B Concentration: The Mystic cannot perceive their surroundings during their
entranced state, and it’s crucial for the performance of a Ritual to be completely free
of interruptions. Any sudden movements or particularly strong sensations felt
during the ritual will violently dispel their trance, causing them to suffer 1 Fatigue
and a temporary feeling of sickness.
B Vagrant’s Pipe: Many wandering Mystics find it difficult to settle down for a
fully-fledged ritual, and opt to carry a smoking pipe for their journeys so that any
moment of peace can be used to perform a makeshift ritual. The Tidings may not be
as clear, but it beats uncertainty.

Bestow Sight
As non-Sorcerers cannot experience the Mystic’s trance, even through the Gift of
Empathy, Mystics can prepare surplus herbs into a tea that, when ingested, allows
the external party to temporarily withstand the vapors and participate in the ritual.
Becoming an unobtrusive Observer, the guest is able to witness the Tidings and
receive Incantations while the Mystic remains in control of the ritual.
It costs 1 extra Material to brew each serving, enough for a single Observer, but no
further herbs are required for them to stay present during longer rituals.

Minor Spells
A Mystic can perform limited versions of their spells, receiving faint flashes of Tidings
into the immediate future, granting limited and feeble Incantations, or creating
fleeting Illusions. While nowhere near as powerful, these diminished spells can be
helpful in a bind, as they can be used at will and without the expenditure of Materi-
als—at the cost of suffering 1 Fatigue, and needing a Success Test to be performed.
B Gift of Empathy: As a Minor Spell, but without requiring a Test, Mystics can form
an arcane tether that connects their mind with that of another sentient being in
their vicinity. The other party becomes aware of this connection as it forms, and can
respond in kind, engaging in conversation until the bond is no longer desired or until
either party strays too far apart from the other to maintain the tether.

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SORCERY

Mystic Paths
Mysticism is divided into five Paths, three which help the Mystic navigate the flowing
Tides, and two others that cause them to ever so slightly seep into the material plane
at the Mystic’s command, becoming entangled with deception and its unraveling.

Divination
The ability to witness visions of the past and the myriads pathways towards the
future is the most commonly known form of Mysticism. The Tides engulf the past of
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the world as it passes, leaving behind imprints that can be observed by the Mystic
with clarity and certainty. The future is a different story, as there is never a single
established chain of events. Instead, only small windows of possibility can be
perceived, and it’s up to the Mystic to survey which of these chains are the most
likely to happen—or the most desirable.
In any case, Divination is always practiced with a particular aim in mind, and with a
particular connection or closeness to the target of a divining ritual. Being in close
proximity to the person or place to be perceived, for example, or being well-informed
of what one is trying to find across time. Without a point of reference, Tidings
become weak and aimless, marred by an all-encompassing fog.

Scrying
While Divination peers into the past and the future, Scrying navigates far and wide
through the present in search of a particular target. The ability to seek objects and
creatures from afar is rarely spoken of, although not due to a lack of merit. Rather,
the fact that anyone and anything could perhaps be located through an unseen
envoy that flies and slithers through cracks and passages in search of its target has
led Scrying to become very debated—many concerns regarding privacy and morality
raised by Sorcerers and non-Sorcerers alike.
Unfortunately for its practitioners, many Wards and protections are known to
counter the effects of Scrying rituals, concealing the target or repelling the unseen
observer to prevent them from being found.

Clarity
A close relative to the Paths that precede it, the Path of Clarity is a practical art that
stirs the Tides into small eddies that pass many times through an object present
alongside the inquiring Mystic. A ritual performed using this Path allows the Mystic
to gain a deep understanding of what they are studying, observing it in ways that
would be physically impossible without access to detailed analytical schematics that
break down each of its components.
This clarity is rather limited, however, as it only lays out the information in front of
the Mystic—as if revealing cards on a table—but it does not explain things that the
Sorcerer could not understand due to lack of prior knowledge. Thus, it’s primarily
used by more scholarly inclined Sorcerers rather than more mundane or pastoral
witches, or used to aid in the studies of a better trained Observer.

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b MYSTIC PATHS
5

b
Illusion
The creation of convincing images, sounds, and other sensory effects is often said to
have more in common to a form of art than it does with a practice of arcane origins.
Indeed, it takes a particular talent to form Illusions that look, sound, and feel real.
Illusions can be made into a myriad forms, ranging from simple glamers that veil and
shift the appearance of their subject, to complex apparitions with an wide range of
motion and capacity of their own, able to recite messages and carry on actions that
can seem completely real to the untrained, unenchanted eye.
Most commonly, Illusions are used as a way to keep pathways, hideouts and secrets
away from sight, causing them to blend with their surroundings and effectively
vanish without a trace. Most Illusions don’t hold up to close scrutiny and fade away
if their secret is revealed, but it takes conscious investigation or remarkable luck to
stumble upon them—their very nature making them pass unnoticed, even to the
bearers of Witchsense.

Vigilance
The Path of Vigilance bestows incantations that give the Mystic the ability to perceive
the hidden seams where the Tides entangle the material world. This practice seeks to
reveal what is meant to be hidden, granting unnatural senses that allow the receiver
to see beyond sight. Incantations lie dormant until they are needed, as they can only
last a handful of hours at most, but if left lingering for too long, the subject will feel
them fade away... Or awaken without warning.
For some strange reason, this capricious art never seems to work precisely in favor of
the Mystic’s desire, and tales of things better left unseen have given this Path a
disturbing infamy. Tales of strange visions. And voices. And worms.

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THEURGY
Titles: Theurge, Tidewalker, Oathkeeper, Warlock, Summoner, Spirit Binder
Some Sorcerers forgo the cultivation of their own arcane power, instead learning to
seek audience with the many spirits of nature that inhabit the world beyond the Veil.
Theurges perform symbiotic rituals of seeking and binding, forming ephemeral
b
bonds with spirits paid in gold, trinkets, and blood. In exchange, spirits willingly
bound to the Theurge’s command to fulfill their end of the bargain until all terms
agreed upon are completed, or once they are released by the Sorcerer.
However, the practice of Theurgy carries a risk, for not all spirits that wish to cross
the veil are content with such a minor visit to the material world, and may seek to
betray the Sorcerer if they prove careless. For this reason, Theurges complement
their craft with martial training, wielding spelled weapons to keep rebellious spirits
in check—and banish them back to their realm should they manage to slip away.

Theurgic Rituals
Theurges meditate to immerse their spirits directly past the Veil, gaining freedom of
movement in the world beyond, but leaving their body behind as a hollow vessel
faintly tethered to its original host. If separated for too long, the Theurge can
become lost in the spirit world, and their body will wither in their absence—or worse,
become occupied by a wayward spirit.
A Theurge’s tools are threefold: a special lantern that illuminates their path in the
spirit world, an enchanted weapon that keeps them safe, and an array of Offerings to
negotiate the terms of their contract. With these items, the Theurge’s spirit can find
their way through the fog and seek individuals who may answer their call.
When the Sorcerer encounters a Spirit, they may formulate a number of Requests,
and the Spirit will set a price to be paid in exchange—items from the material world
(Spirits greatly enjoy physical trinkets), a trade of favors, perhaps a game to be won.
It’s not uncommon for some spirits to long for a taste of earthly life and request
offerings of blood. In the end, it’s up to both parties to agree on a bargain.
If the Spirit is sought for guidance, knowledge or spiritual boons, they will remain in
their realm and provide the Tidewalker with whatever they seek. If their physical
presence is required, they will use the Lantern as a vessel to reside in, passing into
the material world alongside the Theurge until the bargain is completed—or they are
unwittingly given the chance to escape.

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b THEURGY
Tidewalking
The Theurge requires concentration, time, and their tools of the trade to enter the
world of Spirits. They must find a peaceful, silent place where they can sit or kneel
down with their lantern and weapon in front of them, and begin to meditate.
Having phased into the spirit world, each attempt to survey the ethereal landscape in
search of a spirit willing to bound itself to the Sorcerer takes about two hours, and
causes the Theurge to suffer 2 Fatigue, regardless of their result.

b
The Theurge can choose to return to the physical world at the end of each attempt. If
the Ritual is interrupted by an outside source, they are torn away from the spirit
world and suffer 1 Fatigue instead, but the Ritual’s progress is rendered useless.
B Lantern of Binding: The Lantern is a vessel of metal and glass that encases both
a light and a lure: a spirit flame that burns bright in the astral Tides, clearing away
the dense fog to reveal the strange reflection of our world that makes up the realm
beyond and attracting the spirits of Nature that lurk past the veil.
B Blade of Banishment: A melee weapon—traditionally a sword—that carries
special enchantments that allow it to be brought into the spirit world. Through a
ritual similar in fashion to that of an Evoker’s Staff, the Theurge binds the weapon to
their own spirit, granting it the unique Trait Banishing, which allows it to perform a
Banishing duel and bestows Favor when attacking wayward Spirits.

Seeking Spirits
At the start of the Ritual—and again for every further attempt—the Theurge makes a
dice roll using the fitting Path for the kind of spirit the wish to seek. The Test’s result
indicates what the Theurge has encountered in their search, while the journey
through the spirit world may be described or eschewed as the Arbiter sees fit.
spirit’s age
Ancient Spirit: An old spirit of an age long past, with a rich trove of secret knowledge
of the world and its history. Grants Favor on all Tests relevant to their abilities.

Middling Spirit: A resourceful spirit with a moderate knowledge of the area’s layout
and rumors, and adequate ability to perform tasks proper to their kin.

Lesser Spirit: A young spirit with limited knowledge beyond their direct surround-
ings, and limited ability to fulfill requests—causing Ruin on Tests they are involved in.

Wisp: A pitiful, fading spirit that knows only about itself, and cannot carry out any
tasks that involve a Success Test. It may be of use, but perhaps it’s best to leave it be...
The Sorcerer must use their wits to bargain with the spirit, making up to three
requests and providing fitting Offerings in return. The Spirit may choose to accept
the contract and bind itself to the Sorcerer until all requests are fulfilled, negotiate
the price of their services, or decline the offer and vanish, never to be seen again.
Once all requests are fulfilled, or if the Sorcerer chooses to let the spirit go before the
contract ends, the spirit fades back into the fog of the spirit world.

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SORCERY

Commanding Spirits
Spirits don’t have dice pools of their own, and don’t act on their own accord while
bound by a Theurge. Instead, the Sorcerer makes a roll using the same Path they
used to seek the spirit in the first place, and the spirit’s ability is reflected through
modifiers that they impose on the roll.
In addition to the spirit’s age, these rolls gain a stack of Favor for things that fall
under the spirit’s abilities, and suffer Ruin if they’re outside of their scope.
b
Familiars
Theurges can request a Spirit to linger inside their lantern for an indefinite period of
time, aiding them in longer-term goals or simply inviting the Spirit to join the
Sorcerer on their journey. This generally carries a much higher price—the Sorcerer is,
after all, asking the Spirit to give up its freedom—but it rewards the Theurge with a
powerful ally that accompanies them wherever they go and lends their aid. As a
Familiar, a Spirit is free to phase in and out of the physical world with a form of their
own, usually taking the shape of a small creature or a semi-ethereal image.
Binding a Familiar comes at a cost, however: similarly to other arcane disciplines,
spells cast through a Familiar cause the Theurge to suffer 1 Fatigue, and the pres-
ence of a Familiar imposes Ruin on Tests made to seek and bargain with other spirits.

Banishing Spirits
If a Theurge’s bound spirit breaks loose or betrays them, it’s their duty to keep them
in check and banish them to the spirit world to be swallowed by the Tides. Their duel
is measured with a back and forth of attacks and spells represented by an Extended
Test. The Test’s difficulty threshold is determined by the spirit’s Age: Simple, Moder-
ate and Difficult for Lesser, Middling and Ancient spirits respectively.
Note: Wisps aren’t strong enough to rebel in the first place and can be dismissed at will.
B Success: The spirit is subdued, and may either be banished with the blade, or
bound as a Familiar against its will.
B Failure: The spirit breaks free through the Lantern into the material world, where
they can act freely. They may choose to flee into the world, or attack the Theurge’s
allies, or even try to inhabit or devour the Sorcerer’s body. It’s up to them, now!

5
138 the vagrant path
7

b TIDEWALKING (CONT.), NATURE


The Nature of Spirits of Nature
Every Spirit has its own unique personality, desires, fears, and abilities. They will seek
to fulfill their own goals, avoid what they dislike, and know the worth of their
services. They may be avid negotiators and tricksters, they may be wise and fair, ruth-
less and violent, or peaceful and naive. They may not even be individuals, but insepa-
rable conclaves of smaller spirits stuck in a cycle of agreement and defiance.
It’s ultimately up to the Arbiter to portray their nature, but they may choose to leave

b
the characteristics most impactful to the nature of Theurgy’s contracts to chance by
rolling 1d10 on the following tables:

spirit’s nature
Servile: Eager to fulfill their tasks and give everything they’ve got, even if it causes
10 the spirit a detriment, puts them in a dangerous position or brings them harm.

Benign: Fulfills requests to the best of their ability, will bravely take on dangerous
8-9 tasks, and openly shares secrets with the Sorcerer.

Fair: Performs requests as asked and deemed appropriate, but will avoid taking big
4-7 risks or revealing sensitive information.

Devious: May purposefully follow orders wrong, share false or incomplete infor-
2-3 mation, and may try to trick their way out of the contract before it’s completed.

Treacherous: Has an agenda of its own, and holds full intention to betray and
1 escape the Sorcerer’s grasp using any means necessary if the chance arises.

spirit’s price
Humble: Won’t ask for much in return to fulfill requests. Minor trinkets and
9-10 favors of an emotional value rather than what would be a fair price. However, it
won’t turn down more ornate offerings, and will gladly accept them as gifts.

Honest: Any kind of work deserves an appropriate payment. Will accept a fair
3-8 payment in offerings or favors of an equal level of risk and investment, and will
often turn down offerings deemed too excessive for the services provided.

Extravagant: Trinkets and small favors are simply below their perceived worth,
1-2 and will be rejected immediately. Will ask for outlandish objects and strange
requests that make the contract more difficult to complete than expected.

5
book ii · rules of play 139
7
SORCERY

Theurgic Paths
Theurgy only branches out into three distinct paths, each focusing on the major
groups of spirits that can be sought for contracts. There are spirits that exist beyond
these categories, but they can only be witnessed—never summoned or subdued.

Learning
The Path of Learning is favored by scholars, and seeks to summon wise spirits that
can offer lore, guidance, and secrets. These spirits are knowledgeable and interest-
b
ing to speak to, and may specialize in a great number of subjects. They are sought
with the intention to learn from them, either as otherworldly teachers or as infor-
mants, and the requests they can fulfill range from sharing simple information to
seeking new knowledge for the Theurge in their stead.
Due to the nature of these spirits and their abilities, followers of this Path are the
most likely to seek the binding of a Familiar to serve them as mentors or assistants.
Likewise, these spirits are the most intelligent, and the most cunning when it comes
to hiding their own tricks and treason.

Invocation
Spirits generally reflect an aspect of nature tied to its surroundings, and skilfully
wield that element in the same way as an Evoker, casting each spell as an individual
request. Invokers seek the service of powerful elemental spirits that can lend them a
taste of the magic of nature, gaining access to a fraction of their power without the
natural harmony of proper Evocation.
While bound to an elemental spirit, the Theurge may use their short-lived Evocation
using the elemental as an Evoker would use their Staff, following the exact same
rules and costs for elemental spellcasting.
Elemental Familiars can be quite useful—essentially granting the Theurge unlimited
access to a Path that is not their own—but with the drawback of only granting
access to a single Evocation Path at a time.

Thralldom
The Path of Thralldom specializes in seeking skillful spirits that can perform physical
tasks with ease and efficiency, often summoned to scout, seek objects, fight, or keep
watch in the material world; commanded as one would an ordinary companion.
Though it may sound like quite a mundane use for spirits, their use is better under-
stood when their abilities are in display. Spirits versed in the ins and outs of the phys-
ical world make use of strange and efficient shapes that can grant them great
strength, finesse, speed, and abilities that are in no way ordinary. After all, it’s quite
useful to employ a thieving imp that can turn invisible, a diminute brute that can lift
objects many times its weight, or a flying scout that can phase in and out of the ethe-
real plane to avoid material obstacles entirely.

140 the vagrant path


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b
b THEURGIC PATHS
5

book ii · rules of play 141


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SORCERY

ARCANE FOLKLORE
The common folk are not exempt from the happenings of the arcane. Travelers from
all walks of the world and settlers from the most illustrious cities are subject to the
flow of the Tides and the wants of spirits, leading them to become familiar with these
subjects in their own terms. Particulary, in the form of folklore and worship.
This section merely offers an insight of the narrative weave of the world of magic
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beyond just its devout practitioners. Use this knowledge wisely.

The Worship of Spirits


The most widespread form of worship among the populace is the idea that every-
thing within the confines of the world has its own spirit. From the smallest sapling to
the greatest river, even the boulders on the mountainside and the winds from the far
seas, everything carries a spirit fundamentally intertwined with it. The more complex
the subject, the more people address them as a congregation of lesser spirits or a
single larger deity, and thus, their power is made greater, and more worthy of praise.
The worship of spirits is undoubtedly the most common practice across cultures,
with each region and clan often favoring one kind of spirit to others, and various
theories about their nature being discussed by scholars of faith and common folk
alike. Rites and practices surrounding them can range from offerings made in altars
to simple prayers to their name, requests carved in tablets and left in tree branches
and paper lanterns that carry forth hopes into the night sky. Many are the paths
taken by the followers of these spiritual practices, but they ultimately serve the same
goals, and thus, are often exchanged across settlements to coexist with one another.

Faith in Facts
The worship of spirits is not rooted in blind faith, but rather in various theories of
what is known as fact—spirits are known to roam the world, and prayers to the
threads of the world’s loom have been heard many times in the past. There is a
proven power to these rites, one that most travelers will respect and invoke given the
chance. Thus, people are quite careful as to not offend spirits, and they are able to
sense the careful balance of spiritual energies in the world around them. A place of
worship and peace is prosperous, welcoming, and bright, while a scene plagued by
war, death, and foul deeds will feel overwhelming, choking and tortuous, as if reality
itself writhed in pain and reflected its discomfort upon passerbies.

5
142 the vagrant path
7

b ARCANE FOLKLORE
Old Tales of Old Gods
There are some cultures, however, that look past the idea of lesser spirits to focus on
greater beings. Among the mountain ranges, shielded and hidden from the outside
world, many ancient civilizations have risen and fallen in their own little pocket of
reality, away from the gaze and influence of others. Descendants of these secretive
peoples look up to a pantheon of loosely-related deities that embody not elements of
the world, but concepts of the demihuman mind. Gods of war and the harvest, love

b
and trade, luck and music. Humane concepts born from civilized ideas that contrast
with the natural world placed at the centerpoint of spiritual worship.
Likewise, the cult that surrounds these gods is far more structured and unified than
the loose beliefs of nomadic folk, solidified through a religious figure of authority.
Scripture that survives the passage of the ages is passed down by dedicated men and
women of faith, and their shared history has evolved very little over time despite
being spread across settler civilization for centuries.
However, though a large number of devout followers of these practices will actively
look down or chastise spirit-worshipers for offering praise to the avatars of a world
that actively threatens their very existence, there is nothing that indicates that these
beliefs cannot coexist. Rather, scholars of faith taught in the ways of the Old Gods
are often encouraged to engage, learn, and reach out to those outside of their
pantheon’s embrace, seeing spiritual folklore as a means to reach a greater under-
standing of the world beyond their scriptures and gates.

death rites and the path beyond


Death is an inescapable fate, and various spirit cults and chapters under the
pantheon of the Old Gods have their own beliefs of what comes after death.
Spirit worshipers say that living beings must return to the spirit world, and
burn their dead in sacred flames to be freed from their physical shackles that
bind them to the world of the living. As no spirits of man have ever been known
to return, it is agreed upon that memories are the only thing that lingers after
their passing, placing an important role to the remembrance of the dead and
practices that honor their memory.
Followers of the old gods believe that the souls of the dead will pass trials across
the halls of the gods. While most souls will be reborn as someone new, those
who excel in these trials arise beside the gods to serve as their agents—messen-
gers and soldiers that manifest out of their patron god’s will to protect their
followers—and those who fail become forgotten, falling out of the eternal
wheel of life and death. Thus, the dead are buried in sturdy vessels alongside
earthly possessions that will help them in their trials, making burial sites hold a
distinct importance in the rites and culture of its followers.

book ii · rules of play 143


Chapter 8

ARKTECH
bb
5
The Radiant Age
Some say it fell from beyond the stars. Others, that it emerged from the sea. Some
claim it had laid dormant in the depths of the earth—once lost, and then found. Its
true origins, to this day, remain a mystery. The only sign of its arrival was its beacon; a
pillar of light that ascended into the night sky beyond the farthest of horizons,
calling us forth to find it.
The Ark was a machine from somewhere beyond the known world. A vast trove of
knowledge from an unknown age, an endless library of teachings and lore that far
exceeded even the greatest advancements of our most brilliant scholars. And with it
arrived the conclave of its keepers and envoys. Ancient and ethereal, the Machine
Spirits taught the first Artificers to read and listen to the star-song of guidance,
enlightening their minds to create things beyond their wildest dreams.
Only a handful of decades have passed since the Radiant Age began its course, when
the teachings of the Ark quickly began to expand across the world. In that time,
we’ve forged Artifacts of a myriad forms and purposes—powered by the energy of
the earth, humming the song of the spirits within. We’ve found ways to traverse the
landscape through land, sea and sky. We even learned to heal, reshape, and improve
ourselves, using these artifacts to heighten the strengths of our bodies and minds.
And yet, these seemingly unending archives of lore are incomplete, a mere shadow of
their former glory, as more than half of the Ark was broken into a multitude of shards
that, rumors claim, may still be out there in the world. Until then, it’s up to the Artifi-
cers to slowly uncover the secrets of the Ark, recovering and deciphering lost scrip-
tures with wisdom and hope, carefully piecing together a brighter future.

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144 the vagrant path
8

b UNDERSTANDING TECH
UNDERSTANDING TECH
The foundation of the world’s highly advanced technology was established by the
teachings of the first Machine Spirits, through the use of detailed schematics
written in their language that have been slowly deciphered with their aid.
Ark Technology encompasses a large number of artifacts and advancements brought
into the world after the arrival of the Ark. In the early days of the Radiant Age, it was

b
the Machine Spirits that oversaw the research and the creation of these artifacts.
Nowadays, members of various Artificer Orders keep this hallowed knowledge, care-
fully overseeing the craftsmanship of various tech-workers and artisans who have
taken up their oath and mantle, always seeking new innovations to embrace.
In time, Arktech became an important part of everyday life across the many safe
havens and nomadic tribes of the world, seamlessly incorporated into their culture
and used as a stepping stone towards greater unity, and even greater change.

Artificers and Technomancers


Shortly after the arrival of the Ark, a great number of scholars—mainly alchemists,
linguists and scribes—answered to the call of knowledge, and were taught in the
ways of Arktech through the teachings of the Machine Spirits. These scholars, who
became known as Artificers, formed a number of quasi-monastic Orders tasked
with deciphering Veiledning scriptures recovered from the Ark, studying the usage
and creation of new technologies, and bringing the Ark’s gifts to the world at large.
Artificers maintain a delicate balance of sharing and secrecy, keeping discoveries
that could prove dangerous or chaotic away from unscrupulous hands, but helping
to form the technological infrastructure that can forge a better future. However,
Artificers are not the only ones who seek to understand technology, and there are
more ways to attain knowledge than careful study.
Technomancers arose as a more spiritual response to the arrival of the Ark, casting
aside scholarly methods to pursue an insightful understanding of Machine Spirits
and their strange nature. These odd, unorthodox tech-workers find ever stranger
ways to intertwine their minds with the Array—the ethereal space in which Machine
Spirits reside in—allowing them to more directly influence the functions of techno-
logical devices by communing directly with the Spirits within.
Most Artificer Orders shun Technomancers, as their attempts to unearth the secrets
of the Ark can prove careless and dangerous, while others see their arts as a way to
pursue a more sophisticated understanding of the many mysteries of Ark Tech.

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ARKTECH

Machine Spirits
Though the advancements of the Ark have been long embraced, very little is known
about the envoys who allowed their influence to take root in the first place. From the
first encounter, the apparitions of light and sound that arose from within the Ark
have been shrouded in tales and theories regarding their true nature, and they’ve
only grown stranger as time has passed.

A Spark in the Darkness


b
Machine Spirits were initially thought to be designed, created on purpose by an arti-
ficer to control Artifacts, but upon further observation, they seem to “form” within
the Array naturally and inexplicably, anchoring themselves to an Artifact and growing
their intellect alongside the increasing complexity of their tasks, eventually reaching
self-awareness when their learnings break through a certain threshold. Attempts to
study or replicate the process through which Machine Spirits are formed have failed,
leading their true origin and nature to remain a mystery to this day.
The more advanced Machine Spirits that reside in intricate Artifacts and complex
machinery are able to think, feel, and create bonds with others as any other person
could. Eventually, they usually seek to inhabit a Frame that better allows them to
become a part of the civilization around them, becoming independent Arken.
On the other hand, Machine Spirits that take root within simpler Artifacts and carry
out mundane or mindless tasks are fairly more “automatic” in their behavior, and are
generally known as Sprites. Sprites tend to form as small hive-minds of many lesser,
unrefined beings that carry out individual Orders, eventually merging into a single
fully-fledged Machine Spirit when they become sufficiently more learned.

Artifact Operators
Machine Spirits serve as a sentient operators from within the Artifact they reside in,
and carry out all tasks required for its correct function. They may communicate
directly with the Artifact holder if there is an available gateway to do so, such as audio
input and output or a text decoder, but most Machine Spirits choose to act silently,
hidden away in their technological vessels, and only rarely attempting to interact
with the outside world.
For Example: When a life-scanner detects the presence of nearby creatures, they may
cause the Artifact to vibrate and chime to catch the attention of the carrier, letting them
know that they’ve found something.

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b MACHINE SPIRITS
Alive, But Not Quite
Though they originally referred to themselves as “Artificial Intelligence”, the keepers
of the Ark were met with a strange revelation of their own upon their arrival. Much
like the Spirits of Nature and all living beings, their presence in our world is reflected
in the veil of the Tides, reaching far beyond their Artifacts and their ethereal Array
and into something completely unknown, yet oddly familiar to them.
This fascinating discovery has led to enlightenment and much inner turmoil—both

b
in their own circles and outside of them—sparking debates from many schools of
thought about the shared perceptions of life, awareness, and the self. Though they
are not truly Spirits, they embraced their moniker shortly after, integrating them-
selves in the local folklore upon the revelation about their own nature.
Unfortunately, their alien cadence and the servile nature of their origins have accus-
tomed the general populace to expect a certain degree of loyalty and uncontested
obedience from them, leading the validity of a Machine Spirit’s identity to become a
constant topic of debate and conflict. Spirits that inhabit a demihuman Frame and
ascend to become Arken are often met with degrading attitudes by the people
outside of the field of technological study, and in turn adopt a lifestyle of reservation
and mistrust that follows them throughout their entire lives, short as they may be.

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Life in the Radiant Age


It doesn’t take a scholar to understand the strange development of affairs since the
Radiant Age began, and the impact its expansion had on the life of commoners. In
the span of less than half a century worth of research and trade, ark technology
quickly became rather commonplace among the populace, with personal artifacts
and more widely-spread commodities becoming rather ubiquitous across the world.
Despite this, though commoners are familiar with the concept of ark technology,
b
there are quite a few people who do not have such personal access to its wonders,
either by choice or circumstance. Certain cultures, such as most Goblin collectives,
would rather accommodate their lives to arktech as little as possible—with only one
techno-alchemical refinery ascribed to an artificer or two at most in a settlement of a
few hundreds. Others, like the Sylphs of the deep woods, only adopt technological
devices that improve their way of life significantly and as collectively as possible, and
prefer to avoid personal trinkets that would take away from their inherent tendency
to attune their lives to the harmony of the natural world.
On the other end of the spectrum, Vestari are quick to accelerate progress through
any means necessary, and their increasingly massive cities are unfathomably filled to
the brim with petty technological devices for more functions and vapid commodities
than the mind can comprehend. From communication, to fashion, to automation,
even little cosmetic improvements that give off the impression that they are much
more technologically advanced than their walled prisons truly are. Likewise, Klaadi
settlements make thorough use of technology to allow for easier navigation of their
modular cities, and invest a great deal of time and resources in improving the way of
life of both their citizens and their blessed traveling guests, even going so far as to
freely give away precious artifacts to those who might need it most.

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b LIFE IN THE RADIANT AGE


A Jump Across the Ages
Unlike in our world—where author and readers reside—the world of Vandren did not
have a natural progression of technologies and discoveries made gradually over the
centuries. As such, while it may be strange to understand, it’s worth knowing that
this world has very prominent gaps in the evolution of many technologies, with old
practices and new tools working in complete harmony.
For Example: Vandren was never introduced to the printing press or the subsequent

b
technologies it brought. Instead, scribes made the jump straight from parchment and quills
to the age of digital information and projected imagery. To this day, important tomes are
written and illustrated by hand, and things such as copying a map on paper requires a light
projection, a steady hand, and ink.

Craftsmanship in the Age of Machines


Despite the many advancements brought by these technological wonders, the work
of traditional craftsmen has never been truly cast aside. Even across cultures, the
commoners of Vandren are very fond of artistry and soulful creations, and deem
manufactured goods to be a much more preferable choice than anything that could
ever be created by an automated machine. As such, rather than investing time in a
hollow pursuit for mass production, machinery has been attuned to meet the needs
of individual craftsmen, easing their sophisticated labor without sacrificing their
beloved style and quality.

Echoes of Industry
Besides traditional craftsmanship, various other branches of manufacture have also
seen major improvements since the dawn of the Radiant Age, made easier and faster
by the inclusion of Arktech machinery into their workflow. Primarily, a great deal of
menial, manual labor in the fields and quarries has openly received the inclusion of
automation and gruntwork-ready machines, helping workers to take care of great
amounts of work with increasingly less effort. Field-working vehicles, drones that
can mine deeper into the earth without the need to risk lives, and minor scale
production operations that make use of machines to automate repetitive tasks.
Thanks to these much-needed improvements, life for nomads and settlers alike has
seen a positive trend towards people who are slowly able to embrace the comforts of
life and the joys of art and entertainment, beyond just the rewards of hard work.

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ARKTECH

FRAMEWORKS
The outward shape and structure of Artifacts—their most apparent aspect—is called
a Framework or Frame, and serves as the way in which the awe-inspiring findings of
the Ark become tangible objects.
Crafting Frames requires both a deep understanding of Artifice as well as fine
artistry, creating a delicate balance between both function and form.
b
Strange, Yet Familiar
While the concealed mechanisms within Frames mirror the schematics found within
the Ark, their exterior designs strike a perfect harmony between old and new.
The bold, geometrical silhouettes of the Ark’s designs became interwoven into the
ornate artistry of ceremonial armors and objects, decorated with traditional patterns
and ornaments that help them “belong” in the world around them. On the other
hand, the lines and shapes of amber light that peek through their hard surfaces and
the ethereal projections that they sometimes create serve as a reminder of their
unmistakable nature as aspects of the Ark.

Star Iron
Orichalcum, more commonly known as Star Iron, is a golden or bronze colored ore
mined from fallen meteorites, making it rare and highly valuable. It can be ground
into a fine dust that, when mixed with ink, creates a conductive surface that allows
Amberite to flow through it; a method thoroughly used for inscribing delicate
patterns carefully concealed within the Frame or interwoven with it.
However, the amount of Star Iron required for inscribing patterns is so minuscule
that even small slabs of it can serve the Artificer for a number of years, and thus, it is
only traded in small amounts in the open market.
B Black Glass: A brittle and shorter-lived crystal capable of conducting and storing
Amberite, used as a more easily obtained alternative when Star Iron becomes scarce,
or when the Artifact is deemed too lowly or mundane to waste any amount of the
precious metal. Likewise, Black Glass is used in a fashion similar to charcoal to
create crude sketches of circuitry or to create reactive strokes that glow in amber
when close to a source of Amberite.

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b FRAMEWORKS
Titanite and Resyn
Two materials used as the primary components of a Frame, providing resilience and
flexibility to encase and support the structure of Orichalcum and Energy.
B Titanite: A sleek, pitch-black metal alloy that is lightweight yet highly resilient. It
can be forged into various shapes without altering its properties, making it a primary
component for crafting reinforced Frames, especially in vehicles and bionics. Its
primary components are mined from underground tunnels close to volcanic activity,

b
leading some Titanite foundries to be constructed dangerously deep into the earth.
B Resyn: An impact-resistant synthetic polymer made from natural resins, used for
softer, flexible, denser sections of a Frame’s structure, as an airy, soft foam for wear-
able Ark equipment, or as a sealing or adhesive coat. It can be easily be molded into
any shape and tinted in many hues, making it a great complement to Titanite.

Radiant Amberite
Radiant Amberite is the self-restorative resource that powers all Ark Tech, carefully
alchemized and replicated from samples found within the Ark and later refined from
the natural Ambersap. A honey-colored, dimly glowing fluid able to shift its material
properties into various uses. It can be used as a liquid fuel in its natural state, a solid
battery if crystallized or kept in a high-pressure chamber, and turns into a thick,
viscous goop if kneaded slowly—the benefits of which are yet to be found.
B Amber Core: All Frames have an energy Core of varying sizes that allow them to
move and function, either through a self-restoring cycle that powers the Artifact for
years to come, or through an intake of Amberite through the use of a Fuel Cell.
B Arklight: With the proper equipment, Amberite can produce a form of light that
behaves as a tangible projection for short periods of time, or as long as the projection
is maintained. It’s not entirely clear how this effect is produced, but it’s mainly used
to create Interfaces and as the main component of Arktech weaponry.

5
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ARKTECH

INNER WORKINGS
The commonly-dubbed “Inworks” of an Artifact encompass a great many things, but
primarily refer to the Records stored within its memory, and the many Orders that
allow it to function. These streams of information are closely related to the Artifact’s
utility, and are carried out by the Sprites within them.

Orders
b
In order to carry out the Artifact’s functions, Sprites follow Orders at unfathomable
speeds that tell them exactly what to do, written in Veiledning script for them to
heed. Orders are the building blocks of the Artifact’s capabilities, and range from
very basic functions to extremely intricate networks of coordinated tasks, creating
groups of Orders known as Systems. The higher the complexity of an Artifact’s
purpose, the more Systems it will involve.
For Example: An Amber Lantern’s adjustable light or a Protean Scroll’s display only need a
handful of Orders to work, whereas a Skyship will require separate Systems for its handling,
its hover engines, navigation, opening and closing door, ventilation, Grid security...

B Below Us: Orders are written by Artificers during the creation of the Artifact and
can be deciphered and manipulated by skilled Technomancers, but advanced
Machine Spirits can completely replace the role of Orders altogether through their
will and ability alone, treating them as no more than guidelines for their own actions.

Records
Some Artifacts—known as Datalysts—are designed to “remember” pieces of infor-
mation for later use, akin to an intangible library. Records are the contents of these
Artifacts: images, sounds, text in any language, even audiovisual reproductions of
events that can be captured and later projected for all to see. Likewise, Records can
be broadcasted or exchanged through the Array, allowing the user of a Datalyst to
communicate across a sizable distance.
B Engram [1 TP]: A physical card engraved with Veiledning script that stores Records
or dormant Orders, inserted into a Frame or scanned by a Datalyst to become active.
Though they can store a vast amount of information, they are always crafted with a
specific purpose in mind, and cannot access the Array on their own.
For Example: Though an Engram can hold an entire year’s worth of audio records from a
Captain’s Log, a keycard is an Engram etched with a single Order: “Open That Door.”

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b INNER WORKINGS
The Array
As if things so far weren’t complicated enough for the layman to understand, there is
far more to the tasks carried out by Machine Spirits and Sprites than meets the eye.
The Array is a vast, intangible plane in which Artifacts become interlinked with one
another, allowing Machine Spirits to roam, communicate with one another, trade
information, and bridge the gap between Datalysts of all sorts.
Despite the claims in the Ark that this expansive network of information was wholly

b
endless, it appears not to be the case after its integration into the known world. Arti-
facts need to be sufficiently near from one another in order to fully integrate with the
Array, creating small networks of shared information spread across their users.
For Example: A Communicator makes use of the Array to broadcast audio, linking two or
more devices to allow them to exchange information, but the signal will crackle and become
dimmer if one of the Datalysts becomes too distant from the others.

B Host Beacon: A special arktech structure that establishes a wide-range signal


around them, allowing Artifacts from farther away to enter the Array together.
B Offlink Module [2 TP]: Artificers can scribe special Orders when crafting an Arti-
fact that prevent it from entering the Array without the express permission of the
user, preventing wayward Sprites and Technomancers from accessing them.
Note: Arktech Weapons are always crafted as Offlink Artifacts, with the exception of War
Drones and other tech weapons that make use of the Sentinel trait.

Grids
A Grid is a small “pocket” of shared information within the Array, a sort of gated
network in which only a certain list of authorized Artifacts can become interlinked
with one another, preventing Sprites from moving in or out of it.
This not only allows a Host to create a more secure environment in which they have a
greater control of the Records that can be shared, but also grants them the ability to
manipulate Inworks from anywhere within the Grid, broadcasting Orders in ways
that the Array forbids by its very nature. Furthermore, Grids can integrate smaller
Grids within themselves, gating outside accessfurther to create ever more complex
networks of shared control and information.
Author’s Note: “Grids interlinked within Grids interlinked within one Array,” hehe.
In theory, there are two ways to gain access to a Grid: either the Host manually
allows access to an Artifact, or through the use of a Token—a unique kind of Record
akin to a key—to authorize entry without the direct involvement of the Host. In prac-
tice, however, things are not always as simple and safe as they seem.

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ARKTECH

TECHNOMANCY
Technomancy is the practice of intervening with Inworks through direct influence
over Sprites and Machine Spirits, communicating with them through a special inter-
face or by intertwining the Technomancer’s mind with an Artifact. In the early days,
this practice was little more than a quaint folklorical oddity, a harmless practice that
allowed non-Artificers to converse with the internal intelligence of their Artifacts.
b
However, once the Array was deciphered, Technomancers swiftly became a serious,
worrying threat, as they had the ability to gain direct and almost uncontested influ-
ence over any Artifacts that reside within it. Openly condemned by the Artificer
Orders but researched in secrecy, Technomancy slowly drifted apart into two distinct
methods: one developed by the Artificers themselves, and another that followed in
the footsteps of the original Technomancers.

Breaking into Grids


The research and development of Grids was a direct response to the rising threat of
rogue Technomancers. Without them, Technomancers are able to freely wander the
Array once they are connected, and particularly crafty Artificers can use a rewritten
Artifact as a bridge into other Artifacts in the vicinity.
The barriers created by Grids are treated like their own unique Artifacts, even if they
are not contained by a tangible frame. As such, they introduce their own complexity
and intricacies when a techworker attempts to enter a new “domain” within the
Array. Whenever a gate or barrier is encountered, the Artificer or Technomancer must
breach or circumvent it in order to find passage into the Grid.
B Breaching: Brute-forcing your way through a gate is a straightforward Test. It
offers quick results, but it makes the techworker appear “marked” on the Array for
anyone to see. When a Technomancer has forcefully broken into a Grid, everyone
within the closed network is able to fight back, introducing an opposition for any
further attempts to act within the Grid.
B Sneaking: Carefully finding your way into a Grid is a matter of patience, exploit-
ing weaknesses, rerouting security Orders, and avoiding any suspicious activities
that could get the Technomancer into a world of trouble. This process almost always
involves an Extended Test, but ensures that the Technomancer is unnoticed by any
security or potential opposition while they work.

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b TECHNOMANCY
Analog Technomancy [FOCUS+TECHNOLOGY]
Tools: Interface Datalyst of any kind, Engram
Analog Technomancy makes use of practices akin to an initial inscription of Orders
to influence the behavior of an Artifact through new Orders written by the Artificer.
Common tools of the trade are used to access and rewrite Orders: a Datalyst that can
display information through an interface, and an Engram that contains new Orders.
The Orders used for this method are inscribed in a pervasive and insidious manner,

b
and result in a sort of hostile takeover of the Artifact that ultimately grants the Artifi-
cer partial or total control over the Sprites that reside within it, forcing them to carry
out the new Orders at the Artificer’s command.
B Control Tome [SCARCE]: An artifact that opens and operates like a hefty book, but
that houses a pair of touch-sensitive monochrome screens within its covers. It acts
like a window into the inner workings of a target Artifact, laying out its Orders and
Records openly for the Artificer to sort through. However, it can only reveal the
secrets of an Artifact that the Artificer has control over—be it their own creation or a
Rewritten subject of their whim. Though Protean Scrolls and other interfaces work
just fine for Technomancy, Tomes are specifically engineered for this purpose.
B Rewriting: With the proper tools at their disposal, the Artificer must pass a
Focus+Technology Test in order to correctly deploy the new Orders and seize
control of the sprites within the Artifact. Depending on the scope and goal of this
attempt, the Test may be modified in difficulty and length to reflect the challenge
presented by the Artifact—or worse, it may be opposed by a sentinel Machine Spirit.
The Artificer opens up the rusty panel of a machine of yore, long ago taken over by the rust
and grime of many seasons past. Beneath it, its innards appear untouched, almost pristine,
protected by the small metallic door. The Control Tome’s cable interlinks with the machine’s
port, and the Tome’s screen lights up with Veiledning words that coldly state each of the
machine’s functions. “This’ll be easy”, he thinks.

5
book ii · rules of play 155
8
ARKTECH

5
Theurgic Technomancy [SPIRIT+TECHNOLOGY]
Tools: Grid Headset, Linkroots, or Machine Heritage
The quasi-sorcerous rituals practiced since the dawn of the Radiant Age seek to form
a bond between the Technomancer and the Machine Spirits contained within the
chosen Artifact—be they lowly Sprites or fully formed Spirits. In order to do so, the
techworker must find common ground between both parties, making use of special
interfaces that allow their organic minds to navigate the tech-spirit’s realm.
Once the connection is established, the shock of the process causes the Techno-
mancer to suffer Fatigue, but they may choose to leave at any time. Should the
connection be forcibly shut down due to unforeseen circumstances, they suffer one
more Fatigue when leaving the Array.
B Seer’s Crown [SCARCE]: A head-mounted visor Datalyst that acts as a window into
the Array, using temporary connections into the Technomancer’s mind that allow
them to perform the Theurgic rites of Technomancy.
B Linkroots [RARE · AUGMENT]: A permanent augment installed at the base of the
neck that allows for both ethereal and physical connections to be made directly into
the Technomancer’s mind, bridging the gap into the Array at their will. It grants them
Favor when Tethering and prevents the initial Fatigue suffered, but it also means
that any forceful disconnection causes them to suffer 2 Fatigue instead.

156 the vagrant path


8

b TECHNOMANCY
B Tethering: Having secured either of the theurgic Artifacts that will allow them to
go forth on their journey, the Technomancer must pass a Spirit+Technology Test
for their consciousness to be temporarily given passage into the Array. The higher
their result, the more stable the connection to the Array will be, and thus, the easier
it will be to maintain control of their techno-ethereal form and its surroundings.
B Sprite-Herding: Simplistic Artifacts and Inner Workings only require the foreign
Technomancer to serve as a guiding light for the Sprites within. The Technomancer
gives out new Orders in the machine language, and the Sprites will heed—with their

b
disposition and ability to follow up on them dependant of the Tethering Test’s result.
B Ghost in the Machine: Should a more complex Artifact house a Machine Spirit
within, all bets left to chance are off. Encountering a Machine Spirit is something
that can only be roleplayed as if meeting a character of flesh and bone—with any
subsequent Tests and caveats left in the hands of the Arbiter and the Player’s ability
to play their role and obtain what they want.
The Technomancer draws a wire of thin, faint light between the Star Iron markings on the
base of her neck and the small port of the machine. Her eyes go blank as her mind wanders
into a tunnel of light that overwhelms her senses, stopping in front of the ethereal avatar of a
priestess. “A traveler seeks audience in the immaterial Array,” the image says, “What brings
thee to the machine domain?”. The Technomancer braces herself, for her wits and willpower
will be her only tools in this encounter.

5
book ii · rules of play 157
8
ARKTECH

ARTIFACTS
The term “Artifact” is a common shorthand for all items that make use of Ark Tech-
nology, regardless of their size or application. Handheld devices, worn tech-outfits,
semi-autonomous drones, implanted augments and even vehicles fall under this
umbrella, but can be further divided and grouped into a handful of categories.
Note: Artifacts, much like Gear, are largely freeform in nature. The items listed under each
b
category are simply notable examples of common devices you may find, or denote
subcategories that may have variations of their own.

Devices
The vast majority of Artifacts as people know them are categorized as Devices—tools
created for a distinct, well-defined purpose, primarily designed to carry out a wide
variety of mundane tasks. As a general rule, Devices have a very straightforward and
functional design completely devoted for their utility, and offer very little in the realm
of versatility. These items are the primary source of utility in a Vagrant’s repertoire,
allowing them to perform actions or take advantage of options that would be harder
or impossible without their aid.
B Function: Every Device has a distinct and unique utility that must be defined by
both the Player and the Arbiter upon acquiring it, and given a name and description
that matches its usage.
For Example: A handheld Rock-Mining arklight Drill used to sear through small objects and
surfaces, a Long-Range Visor that gives accurate imaging and measuring across great
distances, an ADP Respirator that filters noxious air and makes it breathable, a set of four
orbs that create an arklight surface between them—usable to create shields and bridges.

Datalysts
Datalysts are Artifacts designed to handle a specific kind of information—such as
mapping, remote communication, or recording images and sounds—and displaying
it through an audiovisual interface. Some Datalysts are able to store information
similarly to a journal, helping Vagrants to keep track of data over their journey in
ways that no book or travelog would ever allow for.
For Example: Automapper, Long-Range Communicator, Record Camera, ID Visor
B Comms: Communicators allow users to broadcast sounds through Grids within
the Array, permitting long-range communication within a shared network or
through an open connection to anyone within the range of the local Array.
B Protean Scroll: A widely used and highly customizable pocket device—two metal
rods tethered together that project a semi-translucent arklight surface when sepa-
rated and locked in place. It’s used as a general-use datalyst that displays any infor-
mation it is given—either accessed from the Array or through the use of an Engram.

158 the vagrant path


8

b ARTIFACTS
Drones [SCARCE]
Drones are small, ambulatory Artifacts designed to perform small tasks, such as
delivering Healing Supplies, picking up small objects or scanning data (transmitting
directly to the user’s Datalyst or Interface if available), and sometimes actively
participating in Skirmishes by carrying supplies and weapons across the battlefield.
Unlike Companion Beasts, Drones are independent, ambulatory machines capable
of following orders on their own instead of aiding their commander.

b
For Example: Watchman Drone, Repair Proxy, Medic Spider, Deployable Scanner
B Crawlers: Spider and crab-like Drones that walk independently around the user
and can climb steep surfaces with ease. These ground-bound Drones are designed to
carry objects across short distances and are prone to go unnoticed by larger crea-
tures as they scurry around the field, making them stellar companions for infiltra-
tors and scouts alike.
B Flyers: These drones float closely to the user and can be sent in short trips to
scout nearby areas, but cannot leave their user behind for too long before they get
lost. Flyers are most often used as recon units, giving the user a higher point of view
with minimal effort and broadcasting images to a receiver device.
B War Drones: Drones are normally utilitarian, and only rarely built to be battle-
ready. Weapons with Sentinel as a starting Trait can be considered War Drones, but
they provide none of the benefits of their utility-driven companions.

order-signed artifacts
Guided through little more than competition and the desire to prove each other
wrong, various Orders have slowly established rivalries among schools of
thought, methodologies, philosophies, and craftsmanship.
Such as it is, many artifacts that find their way into the free market have
become branded with the signature of one or another Order, giving them the
Order's calling name and specific advantages or quirks alongside whatever
strange or convoluted versioning identifier they carry.
When it comes to weapons and equipment, this means that rarer variants often
come packed with traits that grant them unique benefits in specific situations.
For Example: A Strigoi 445 Ballistic Rifle offers the unique advantage of granting
Favor against Monster-type creatures, making use of purified silver bolts and creating
micro-explosions in a specific pitch known to lower the guard of various monsters.
Likewise, a Monarch B5 Seer's Crown may be comparatively expensive, but it offers the
ability to create fully functional Grids on the fly.

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ARKTECH

BIONICS
The replacements for lost limbs and enhancements on senses and abilities that fall
under the realm of Bionics encompass a wide selection of highly advanced Artifacts
that blur the line between Artifice and Medicine, and was received as nothing short
of a miracle by the common folk of the Inner Lands. The introduction of Bionics
meant a major leap in the fields of medicine, as it meant that disabilities common to
b
a dangerous wandering lifestyle could finally be affronted efficiently. Bionic Pros-
thetics are rather spread out throughout civilization, while smaller but perhaps even
more significant replacements such as bionic eyes for the blind or ear attachments
for the deaf remain rare, but still present.
On the other hand, the practice of Augmentation meant that more and more
wanderers became living showcases of the epitome of physical, tactical, and schol-
arly might, though raising some concerns all around about what technology can
accomplish, and whether tampering with one’s strengths so invasively is a wise deci-
sion to take. Baseless concerns and superstition, most reply, happy to regain and
improve their abilities with this wondrous technology without a second thought.

Prosthetics
Bionic Prosthetics effectively allow people who have lost limbs and senses to regain
their full functionality, implanted directly into the user’s body in place of what
they’ve lost. Their complex frameworks bear resemblance to segmented armor that
seemingly comes alive at the user’s whim, with an uncannily natural-feeling level of
finesse; almost as if it was a part of their body all along.
Sensory prosthetics are another matter, as replacement eyes, earpieces and other
small implants require delicate frameworks that can interact with highly sensitive
parts of the body without being intrusive or causing further damage.
Author’s Note: Prosthetics are alarmingly common in the harsh world of Vandren. During
character creation, Players can choose to begin play with any number of Bionic prosthetics
at no added cost—a benefit that does not extend to the course of the campaign.

a trip to the workshop


As Prosthetics and Augments are artificial additions to a character’s natural
body, they cannot heal naturally or through the same medical means.
Instead, as is the case with Arken, direct damage suffered by Bionic parts is
treated as hardware repair, using Repair Kits instead of Healing Supplies to
address Injuries.

160 the vagrant path


8

b BIONICS
5

b
Augments
Augmentation allows wanderers to enhance their bodies and minds beyond any
natural limits, granting them abilities that could only be attained through the
involvement of Arktech. Yet Artificer-Healers able to recreate such intricate schemat-
ics—and daring enough to pursue their creation—are rather uncommon, making
Augments themselves become a bit of a rarity compared to Prosthetics. Augments
can be an advanced framework that replaces living or lost parts (like Prosthetics), or
they may be intricate networks of synthetic material implanted onto a living being,
and come in a variety of shapes and distinct utilities.
B Physical Augments [SCARCE]: The most distinct among Augments are those that
raise physical abilities to mythical levels of performance, increasing the strength and
agility of their user’s body when performing specific tasks. When picking up a Physi-
cal Augment, Players must choose a distinct function for it, gaining Favor with a task
that relates directly to Might or Finesse.
Examples: Jumping, Climbing, Running, Lifting, Punching, Kicking, Throwing
B Sensory Augments [RARE]: Instead of enhancing what the user is already able to
do, some Augments are designed to bestow abnormal perception, giving the user
unique abilities inspired by both the realms of beasts and machines to perceive the
world around them in amazing new ways.
Examples: Heat Outliner, Spyglass Lens, Tremor Sense, Imaging Datalyst, Subsonic Hearing
B Neuromod [RARE]: A minuscule Engram inscribed with foreign or constructed
memories, implanted directly into the user’s cranium through an invasive process. It
grants in-depth knowledge of a complex topic without the need for any prior experi-
ence, artificially expanding the user’s library of knowledge.
Neural Modding: You permanently gain a Focus or Path of your choice, or 2 Ranks in a
Discipline or Language. Once implanted, Neuromods cannot be removed.

book ii · rules of play 161


8
ARKTECH

ADAPTIVE SUITS
Adaptive Suits, commonly shortened to ADP Suits, are special form-fitting outfits
that adapt the conditions of the user’s body to match the surroundings, preventing
environmental harm. ADP bodysuits are made with a complex interwoven mesh of
textiles and synthetic materials layered with modular artifacts, while ADP helmets
and masks are simply Artifacts with frameworks designed to be worn as headgear.
b
Respirator
A mask that covers the nose and mouth, filtering toxins and water into a steady
stream of breathable air. It’s commonly used as a temporary solution before an ADP
Suit is necessary, for environments that don’t require full protection.

Travel ADP [SCARCE · GRANTS BURNING / FROST RESISTANCE]


Automatically stabilizes body temperature, preventing the wearer from suffering the
effects of Exposure by granting them Resistance to non-Temperate climates.
Note: The Resistance provided switches to match the surrounding climate.
B Advanced Travel ADP Suit: Completely negates the effects of extreme tempera-
tures, but loses the flexibility in favor of specializing in negating either Heat or Cold.

Deepwater ADP [SCARCE· GRANTS CRUSHING RESISTANCE]


Designed to withstand pressure in the depths of large bodies of water, Deepwater
ADP also grants the ability to move and act underwater at much faster speeds than
normal, turning water into an unobtrusive obstacle. Additionally, the helmet’s visor
normalizes light levels, allowing the user to see underwater more clearly.

Scourge ADP [SCARCE · GRANTS BLIGHT RESISTANCE]


Protects the user from the presence of unstable and harmful energies of natural,
alchemical, or arcane origin that would jeopardize the well-being of the wearer,
preventing exposure to hazards like radiation and miasma. The suit’s headgear gives
the user readings of how much exposure can be suffered in the nearby area, letting
them know when it’s safe to be taken off.

Void ADP [RARE]


Maintains the user’s body in normal conditions when they enter a complete vacuum,
or a place where breathing isn’t simply harmful, but completely impossible. Despite
many mentions in the Ark’s records of such environments “in the seas between
lands and stars”, there aren’t many places in the world with such conditions, making
Void Suits quite a rarity even among the most world-weary of travelers.

162 the vagrant path


8

b
b ADAPTIVE SUITS
5

book ii · rules of play 163


8
ARKTECH

VEHICLES
The new means of transportation introduced by Ark technology completely shifted
the paradigm of travel in the known world. Agile land vehicles that cross the land-
scape on resilient wheels and hovering engines, wondrous vessels that propel them-
selves through the water and enhance the utility of sails with new materials, flying
machinery that allows wanderers to soar the sky, and strange robotic beasts that
b
lone Navigators use to traverse harsh environments. Such as it is, the old methods of
travel may never truly fade, as Vehicles have their own drawbacks. Primarily, the
consumption of Amberite in the form of Fuel.

Alchemizing Fuel
Without Fuel, overland Rovers can’t advance, Watercraft is left at the mercy of the
winds and waters, and Skyships cannot take to the skies. Fuel is prepared and
supplied to vehicles ahead of time in large Fuel Cells—cylindrical canisters that store
Fuel and allow it to regenerate and channel itself into a vehicle’s Radiant Core.
Running out of Fuel in the middle of a journey can be a perilous drawback, specially
while far away from civilization, but it does not mean the end of the journey. Quite
the contrary, for Fuel can be crudely alchemized using elements of the environment
that can be found in almost any region of the known world.

Ambersap
The self-restorative sap of a fruit that grows in elder forests and young woods alike,
and serves as the base component for Amberite.
B Firefly Rootvine: A symbiotic plant that grows attached to young trees, adorned
by small, flickering amber lights. It can be easily harvested, plucking off its small,
berry-like fruit by hand. Harvesting this plant is a Simple test, and you can prepare a
Unit of Fuel for every 2 Hits obtained from this Test.
B Lantern Willows: The rarer and more bountiful source of Ambersap; gigantic,
ancient and majestic trees that house large amounts of fragile, peach-like fruit that
glitters in the night. Harvesting this fruit requires great concentration, care, and
knowledge—making this a Difficult Test—but rewards the Harvester with 2 Units of
Fuel for every Hit they get on their Test.

Black Glass Rods


The aforementioned Black Glass can be found deep underground as jagged shards
that protrude out of rocky walls, and can be picked out with relative ease. This
mineral can channel energy by proximity, and glows in amber when near a source of
Ambersap or alchemized Energy—the principle that makes Amber Lanterns work.
With 6 pieces of Black Glass obtained and shaped properly—a Moderate Test, with 1
raw shard per Hit—you can renew worn Cell Rods and let the spent Fuel regenerate,
recharging a dormant Fuel Cell at a rate of 1 Unit per 2 hours left to mellow.

164 the vagrant path


8

b VEHICLES · FUEL, ROVERS


Overland Rovers
Rovers are vehicles designed for overland travel, trailing across the vast plains and
passages that stretch all through the landscape. From small frames darting around
with a single rider to hulking behemoths used by caravans to carry cargo and house
living quarters, Rovers move around using sturdy wheels that can tread over most
ground, or hover-engines that allow them to surmount small obstacles on the open
roads with ease and versatility.

b
Land Rover [6 STRIDES/WATCH · TIER III]
The most widespread Rovers are lean, fast and elegant vehicles, with novel and varied
designs that intertwine those found in the Ark with the artistic sensibilities of the
kin that builds them. They can endure through medium distances with a small group
and make up the most common form of transportation for Roving Bands, as they are
fairly versatile and offer a balance between speed, versatility, and fuel economy.
Note: Rovers offer enough storage space for a Roving Band’s belongings, though things
start to become cramped once Followers start traveling alongside the group.

Caravan Wagon [4 STRIDES/WATCH · TIER IV]


These vehicles follow the design patterns of old, beast-pulled Wagons, but a small
cabin replaces the driver’s seat front and center, equipped with controls that guide
the vehicle and monitor its condition. They’re generally slower than Rovers, but are
more reliable on long trips due to their capacity, as they can haul heavy loads over
vast distances. As such, it’s a common sight to see many of these grouped together
into caravans, often used in to serve as mobile living spaces for individuals or small
kinships, carrying all of one’s belongings in a single vehicle.

Cruiser [6 STRIDES/WATCH · TIER IV]


These agile vehicles are rather small compared to other Rovers, designed for a single
rider alongside a companion or a small amount of light personal cargo. They can
reach great speeds and offer a great deal of maneuverability, in a relaxed position
that allows the navigator to ride comfortably. Due to their reduced size, Cruisers are
not subject to the same limitations as normal Rovers regarding terrain, able to
maneuver around most obstacles with relative ease.
B Full Body Maneuvers: Cruisers can be controlled using Finesse when making
particularly risky moves, using the full weight and stance of the rider to maneuver
across obstacles or making jumps across big gaps on the road.

5
book ii · rules of play 165
8
ARKTECH

Watercraft
Vessels in all shapes and sizes have been the primary choice for long distance trans-
portation over the course of history, and Arktech has only strengthened its usage.
Reinforced materials for hulls and sails, unique methods of propulsion and stability,
and even vehicles that can explore the depths of the waters.

Archaic Boat [2 STRIDES/WATCH · TIER IV]


Boats with more traditional designs—modern materials or not—still rely on oars and
b
sails alone to move forwards, without any aid from Ark technology. On the flipside,
they are much quieter, and boatcrafters tend to favor them so as to maintain their
ancient trade alive, making them much more common and easily available.

Engine Boat [4 STRIDES/WATCH · TIER III]


Sailing or powering through waterways on these boats allows a Band to follow along
a river or lake with particular ease, with their engines granting them unparalelled
maneuverability on the surface of the water. Most commonly, however, they are used
by riverfolk to practice their daily trade—fishing or acting as ferrymen for travelers
that need to cross troublesome waters.

Manta Ships [4 STRIDES/WATCH · TIER II]


These agile, pressurized vehicles are designed for underwater exploration in open
bodies of water, submerging to great depths without risking the passengers, and
moving in all directions with ease. They are sometimes equipped with appendages
used to interact with the environment.
Crews are generally advised (if not outright required) to have a Deepwater ADP Suit
on at all times to avoid the effects of pressure, and to move underwater should they
choose, or be forced, to exit the ship.

Sea Vessel [4 STRIDES/WATCH · TIER I]


Seaships are mainly used for very long distance travel, specially for handling large
amounts of heavy cargo that cannot be shipped through Skyships without causing
issues. The gargantuan vessels that have always been used to sail the seas with a
large crew remain as exceptional as ever, and their already legendary status has only
been lifted by the inclusion of new technologies for navigation across the vast, seem-
ingly unending waters at the edge of the world.

5
166 the vagrant path
8

b VEHICLES · WATER , WALKERS


Exo-Suits
Out of all the vehicles spawned from Ark schematics, Exo-Suits—sometimes referred
to as Walkers or Iron Beasts—are the most unique and bizarre. Personal vehicles
built as large creatures, demihuman or otherwise, with a cockpit containing manual
controls for their entire range of functionalities. Their shape and size varies greatly
depending on the Order that built them, taking on the form of armored juggernauts,
spiders, beetles, or beasts of burden, with just enough space for a small group of

b
people to hitch a bumpy ride sitting on their pilot cabin or riding on their backs.
They move slowly, but can keep a steady pace regardless of what’s ahead of them,
making them great tools of hard labor and war.

Earth Giant [1 STRIDE/WATCH · TIER III]


Utilitarian Walkers standing between 2 and 3 meters in height, built to serve a single
purpose relating to menial tasks that require a great deal of strength and resilience.
Their arms allow them to manipulate objects in the environment, and they can easily
be modified to hold different types of tools. They are most commonly seen in farms,
mines and quarries, though Vagrants will occasionally use them to reach and navi-
gate places that they normally wouldn’t be able to traverse safely.
B Utilitarian: Earth Giants lack the capacity to attach or manipulate weapons,
making them useless in combat situations for direct offense.

Storm Titan [1 STRIDE/WATCH · TIER II]


Designed to intervene directly in intense conflicts, and built to last through them,
Storm Titans are fairly larger than Earth Giants, and have the capacity to carry an
array of Weapons at their disposal rather than using tools. Titans are rare and fright-
ening sights, as their presence very often signals the approach of a hostile Warband.
B War Machine: A Storm Titan can attach or carry an indefinite amount of weapons
on its body or limbs, Commanded by the Navigator during Skirmishes.

5
book ii · rules of play 167
8
ARKTECH

Skyships
Even among the most veteran wyvern riders that soared the skies of yore, or the
Windsingers that can shape air currents to their liking, nothing in the world has ever
resembled the awe-inspiring flight of a Skyship. These vessels are widely considered
to be the most striking symbol of the Radiant Age, guided by pioneer Navigators that
have found their calling among the clouds. Skyships are majestic airborne vessels
that push the limits of techworking and artistry to their limits, with novel designs
b
taken from the Ark and passed through the hands of artisans of all kinds, both a
unique work of art and a historical milestone.

Recon [8 STRIDES/WATCH · TIER III]


Small, single-Navigator ships with space for very light cargo and a single passenger at
most. These lightweight skyships are incredibly agile and offer great maneuverability
at high and low altitudes alike, making them perfect for scouting areas in search for
minor landmarks and other valuable locations. When flying at low enough altitudes,
the Navigator can even spot groups of creatures below their flight path.
These ships are commonly built to resemble flying insects and other aerodynamic
creatures, like wyverns, dragonflies and manta rays—a remnant of the old ways.

Carrier [6 STRIDES/WATCH · TIER III]


Bulky ships designed for short trips in the vicinity of an Eyrie or a settlement, and not
particularly well equipped to cross long distances. Their cramped, utilitarian cockpit
only has enough space for a Navigator and a Guide at most, and the interior has seats
for about 6 passengers and their trappings. If really needed, it can hitch (but not
store) heavy cargo underneath it, making it somewhat useful for short missions that
involve recovery of large objects and cumbersome loads.
B Carrier Fleets: The primary use of Carrier ships is the deployment of small units,
being able to hover low enough on most terrains for the passengers to get in and out
safely with nothing more than a sturdy rope or ladder.

Squadron [8 STRIDES/WATCH · TIER II]


These ships are the primary choice for tightly knit Bands that have a distinct, primary
roster of up to 10 people, providing storage and communal living quarters suitable
for various trips and missions into the unknown. Squadron Skyships greatly vary in
size, shape, design tendencies, and secondary functionalities, making their name
more or less a blanket term for a wide array of vaguely similar skyfaring vehicles.

168 the vagrant path


8

b VEHICLES · SKYSHIPS
Leviathan [8 STRIDES/WATCH · TIER I]
Leviathans are ships of monstrous size and weight, sky-faring juggernauts designed
to embark on long journeys with a numerous crew of about 30 strong. Communal or
individual quarters can fit within its hull, a loading bay that can carry supplies and
heavy cargo, and even a number of utility rooms and workstations. These gargantuan
ships are usually guided by two Navigators at a time, often aided by an auxiliary crew
that divides tasks pertaining to ship maintenance and crew organization.

Drop Pods [QUICK DROP/ASCENSION · SPECIAL]

b
These pseudo-ships are very simplistic in their design and usage. They can drop on
any kind of terrain—including Water—and provide a safe landing to the person or
group inside it. Pods are usually found in crew-sized Skyships and Vessels as fast
emergency measures should the main ship fail, though they are known to have a
tactical usage in the field, used for quick deployment in regions where Skyships
cannot land, and capable of returning to a ship currently hovering over the area
using simple ship-guided thrusters.
B Safe Spot: Drop Pods can serve as rudimentary campsites for an extended period
of time, providing a safe location for that the group can return to without requiring a
Test to find shelter.

5
book ii · rules of play 169
Chapter 9

JOURNEYS AND
WANDERINGS
bb
5
Into the Horizon
The hillfolk call it Vandren, the mountain-folk Mithra, forest-dwellers call it
Naarda, and artificial minds have logged it as Terra. Many great civilizations have
come to call the world something different, shaped by their own unique perspective
of the world around them. But they all carry the same underlying meaning: Home.
The world is a vast, unforgiving land of ruin and wonder. Dangers and beauty alike
paint the horizon in unique colors, and many clans, beasts and spirits populate its
expanse wherever they may roam. An unending dance of expansion and war, flight
and hiding, pilgrimage and song.

The Wilderness
The untamed outskirts of the world run and grow wild, covering it with immense,
dangerous landscapes full of surreal quirks and wildlife. While the provincial lands
where commoners linger offer relative safety and tranquility, the wilderness gives no
quarter to travelers. Dark, dense forests where trees grow gnarled faces; broken hills
covered in thickets of poisonous thorn-bramble; winding tunnels that dig ever
deeper into the earth; and distant, riven lands where monoliths of stone and glass
rise imposingly into the sky, their dim lights barely visible among the haze that hides
away the light of the sun and stars.
Journeys into the wilderness are strange and frightening, but Vagrants believe it
holds promise beyond the myths and tales told near the campfire. A myriad winters
of secrets and untouched wealth remain hidden, awaiting for the adventurous to
claim it: ancient ruins that hold the secrets of the old world, shards of the Ark that
fell beyond reach, even new and richer lands to thrive and settle in.
But in order to relish in such treasures, these invaluable troves must first be found.

5
170 the vagrant path
9

b JOURNEYS AND WANDERINGS


The Lay of the Land
The Lands of Vandren are as vast as they are varied, and understanding the way that
Vagrants understand them is important when undertaking a journey. As it stands,
the landscape can be roughly divided into three major groups:

The Inner Lands


Other Names: Inlands, Provinces, Countryside, Roads, Havens

b
The Provinces encompass everything that falls within reach of civilization, the rela-
tively safe roads and the mild wilderness through which caravans tread and where
others form settlements to claim as their dominion.
Journeying through the Inner Lands is mostly a peaceful endeavor, with the various
smaller settlements and caravan trails spreading across their expanse offering
shelter and trade at hand’s reach. In these territories, most risks come from people
not unlike the Vagrants—petty quarrels over territory carried out by soldiers and
underlings, or brigades of thieves that stalk the more out-of-the-way roads.

The Outer Lands


Other Names: Outlands, Hinterlands, Wild Lands, Wilderness
The Wilderness proper outlines the expanse of the Provinces, extending beyond the
safe roads and passages into the domain of nature and beasts. As the untamed wilds
are unsafe for most travelers, Vagrants are often called to traverse it in their stead,
carrying out expeditions that put them face to face with the dangers of the world.
Exploring the Outer Lands is an adventure of its own, pitting Vagrants against the
rough terrain, the wild denizens and leaving them at the mercy of the elements. And
yet, despite their many dangers, the Wilderness is ultimately a mundane threat, one
that the First Kin and its descendants have long battled against, and often won.

The Far Lands


Other Names: Farlands, Riven Lands, Lands of the Lost, Beyond, Outer Rim
Little is known about the lands beyond the dark forests and the high mountains,
beyond the ruthless deserts and the roaring seas. Uncharted and shrouded in tales
and mystery, the Far Lands are rumored to be the origin of the many monsters and
spirits that roam the world; a vast realm of unnatural landscapes in which reality is
warped to fit an otherworldly design, constantly shifting and encroaching the outer
edge of the wilderness and twisting it into a shadow of its former landscape.
Scholars have long discussed the veracity of the many tales that surround these
strange horizons, trying their hardest to separate myth from reality. And yet, only one
thing has been observed as a common thread that ties them together: not a single
account of the Riven Lands begins with the intent to reach them.

book ii · rules of play 171


9
JOURNEYS AND WANDERINGS

CAMPAIGNS
A campaign is the collection of all journeys and events woven through the course of
each session, a constant back and forth between the Arbiter’s world and the advance
of the Vagrants into the unknown.

Embarking on a Campaign
b
At the start of a Campaign, Players will usually work together towards an overarching
goal that represents an endpoint or major objective of some sort, and roam the world
finding objectives and facing challenges on a smaller scale. Over the course of a
campaign, Vagrants engage with two distinct styles of travel:
B Journeying involves following a series of Pathways between distinct Waypoints
of interest—settlements, ancient sites, distinct landmarks, etc—and focuses on
traveling towards a specific destination across both wild and provincial landscapes.
B Exploration makes use of maps divided in Hexes as a way to survey uncharted
areas slowly and methodically, focusing on the exploration of a given region rather
than crossing the wilderness towards a Waypoint.
Author’s Note: Due to the nature of this chapter’s rules and dynamics, the advancement
of the campaign hinges heavily on the Players’ choices rather than the Arbiter’s preconceived
plans. Set the stage, plant the seeds of narrative, and let them roam freely in your world.

5
172 the vagrant path
9

b CAMPAIGNS
Maps and Chronicles
The measurements of the landscape and the passage of time are crucial aspects to
keep in mind while embarking on a journey, prompting the introduction of two
important tools used to keep reliable records of the campaign.
Ideally, Players should start the campaign with a general outline of their goals, and a
map that offers a somewhat solid guideline of the world around them—the area
where the first few sessions will take place in, or an incomplete map that only shows

b
the Inner Lands and its major Waypoints, so that known settlements and places of
interest are easily referenced.

Using Hexmaps
Maps can be drawn on a hexagonal grid to help keep a consistent scale, with each
Hex assumed to measure 4 Leagues from side to side. While Journeying, hexmaps
are used to measure distances and delineate regions more easily, reducing “real”
distances and quirks of the landscape into more manageable chunks of terrain.
While Exploring, they are the main way to keep track of the position of the Roving
Band as they traverse the wilderness blindly, offering six directions in which to
advance: North, South, Northeast, Northwest, Southeast, and Southwest.
B The Cartographer: It’s customary for one or more Players to handle the respon-
sibility to draw their own maps, keeping track of regions, waypoints, pathways, land-
marks, and most importantly, the Roving Band’s current whereabouts.
Note: Leagues measure the distance a person can traverse per hour, and serve to bridge the
gap between Imperial and Metric, as 4 leagues are roughly equal to 12 miles and 20 km.

The Lunar Calendar


From hours and tasks, to daily events, to months and seasons, many aspects of the
game revolve around timekeeping, and make use of the Lunar Calendar to do so,
tallying days, weeks, months, and seasons across the whole year.
B The Chronicler: In a similar task to that of the cartographer, the task of tallying
the passage of time is usually left in the hands of a dedicated chronicler that tallies
time and writes down important events, dates, and time-sensitive objectives.

5
book ii · rules of play 173
9
JOURNEYS AND WANDERINGS

TIMEKEEPING
Mindfulness of the passage of time is an important aspect of undertaking a journey,
and the task of tallying its advance can be broken down into three levels of relevance.

Days and Watches


Days are divided into six intervals of roughly 4 hours each called Watches, used to
b
keep track of the activities performed over the course of the day.

midday
a
g

ft
nin

er
noo
mor

day

nig ht n
pre

in g
da

en
w

ev
n

m i d n i g ht

Morning: Each day begins with sunrise, while the dewdrops still cover the grass
and most beasts of the day begin to awaken. Mornings are most commonly spent on
the day’s rituals, warming up and preparing to face a day on the road.
Midday: The sun is a its highest during the midday, covering the landscape in
clear sunlight that pierces through even the thickest clouds.
Afternoon: The bright light of midday starts to fade away into the evening—one
last chance to advance before the Band finds itself traveling through the night.
Evening: The sun begins to set at the start of the evening, and the last light of
twilight hides away beyond the horizon over the course of the Watch. The evening is
usually spent setting up camp and preparing to rest through the night.
Midnight: The night is at its darkest during midnight, shrouding pathways and
threats alike under the shadows where the moonlight cannot reach.
Predawn: The final hours of the night are the most quiet, and while the quirks of
midnight still linger, the next day’s sun begins to peek by the end of the Watch.

174 the vagrant path


9

b TIMEKEEPING
Lunar Weeks
The brightness of the Moon changes alongside its phases, affecting all Tests that rely
on vision. Since the calendar is fixed to lunar cycles, phases can be easily taken into
account ahead of time, their effects lasting a full seven-day week:
Full Moon: The moon shines the brightest during the second week of each
month, preventing vision from suffering natural penalties during the night.
Half Moon: The first and third weeks are ever so slightly illuminated as the

b
moon waxes and wanes, causing vision to suffer only one stack of Ruin.
Dark Moon: The final week of each month is shrouded in a dark veil that hides
everything beneath it, imposing 2 stacks of Ruin during the night.
Lunar Months: Every full moon cycle composes a Month, from the first Half Moon to the
last night of Dark Moon before the cycle begins anew. Months do not have names—they are
simply referred to as the Early, Mid, or Late month of the current Season.

The Four Seasons


Seasons lasts three lunar months and have a distinctive set of quirks that affect the
environment, changing the way that Vagrants traverse and interact with the world
around them over course of the year.
Years are defined by the passing of the four Seasons, beginning in Early Spring and
ending in Late Winter. This order holds a poetic and cultural significance, as Spring
blooms new life into the landscape, grows, and withers towards Winter each year.
B Spring: As a new year begins, the landscape’s canvas becomes covered in wild
greenery and vivid colors, offering a time of relative peace for travelers and settlers.
B Summer: Heat rises greatly on the second quarter of the year, making travel more
burdensome as water becomes precious and exhaustion becomes a far greater risk.
B Autumn: A season of colorful landscapes, peaceful celebrations and bountiful
harvest, rewarding the resourceful with higher yields to live off of the environment.
B Winter: The cold engulfs the sky, the earth, and the horizon inbetween, as the
beasts and lands lie dormant in its grasp. It’s ill-advised to travel during Winter, as
the dangers and efforts of traversing the wilderness worsen in great measure.

The Wisdom of Winter


A very common practice across the cultures of Vandren is to measure a person’s life
by counting the number of Winters they’ve lived through, rather than how many
years have passed since their day of birth. At the end of each Late Winter, you can
choose to rearrange up to two Attribute Ranks, reflecting on your learnings and your
age, and how you’ve changed over the course of the year.
For Example: Yuria’s year was riddled with risks that could’ve been easily avoided, had she
simply been more careful and taken the time to plan ahead instead of heading head-first into
danger. Her Finesse decreases by one Rank, and her Focus increases in equal measure.

book ii · rules of play 175


9
JOURNEYS AND WANDERINGS

REGIONS
Regions are large stretches of land with traits that define the challenges of traversing
and surviving in them: Terrain, Environment, and Climate. They serve as the main
measure for the difficulty of undertaking a journey, and usually feature a unique
significance and narrative beyond their strictly measurable aspects.
B Hex Traits: When using a hex map, regions are formed by large groups of hexes,
b
and every hex has the traits of the region it’s in—even if it borders another region.

Terrain
The terrain of a region defines the time and effort required to traverse it, raising the
difficulty of the pathway as it twists, turns, and becomes more treacherous.
For Example: A distance of 6 Hexes (24 Leagues) across a Challenging region takes twice as
much time to traverse, increasing the Pathway’s length from 6 Strides to a total of 12 Strides.

Mild [×½ STRIDES, ROUNDED UP · NO PATHFINDING REQUIRED]


Regions with Mild terrain have few to no obstacles or variations in altitude, offering a
safe and straightforward passage, though it’s not as common as one would hope.
For Example: Open Fields, Flatlands, Meadows, Wide Rivers, Well-trodden Roads

Steady [×1 STRIDES · SIMPLE]


Steady terrain includes a wide variety of biomes, often with slightly uneven ground
and sparse obstacles that amount to nothing more than a minor inconvenience.
For Example: Hills, Young Woods, Giant-Tree Forests, Sparse Bogs

Challenging [×2 STRIDES · MODERATE]


Treacherous pathways that play against its travelers, hiding away potential hazards
and threats and leading them to encounter difficult obstacles along the way.
For Example: Dense Forests, Misty Hills, Mountainside Trails, Swamps

Dangerous [×4 STRIDES · DIFFICULT]


Dangerous terrain is often surrounded by obstacles that prevent passage from all
but a few entryways, or cut through Overwhelming terrain. It’s greatly difficult to
traverse due to its many obstacles and dangers, and it’s fairly easy to become lost.
For Example: Mountain Passes, Tunnels, Farlands, Deadwoods

× Overwhelming [IMPASSABLE]
Some obstacles in the landscape are simply insurmountable without the proper way
of travel, forcing travelers to circumvent them to advance towards their destination.
For Example: Rivers, Lakes, High Mountains, Chasms

176 the vagrant path


9

b TERRAIN AND ENVIRONMENT


Mild Challenging
2 strides
Steady 6 strides Dangerous
3 strides 12 strides

b
12 miles
= 4 leagues
20 km

Environment
A region’s environment reflects the abundance of water, flora, and fauna within its
expanse. This measure serves two purposes: reflecting the ease and yield of foraging,
hunting and fishing in a given region when searching for resources, and estimating
the odds of encountering local wildlife while traveling through it.
B Seasonal Yield: The richness of the environment changes during the second half
of the year, raising the Yield by 1 through Autumn, and decreasing by 1 in Winter.

Thriving [SIMPLE · ×3 YIELD]


The landscape within a Thriving environment is always brimming with life: lush and
bountiful plant life, abundant sources of water, and a rich variety of wild beasts that
populate the region.
For Example: Giant Forests, Jungles, Underground Mushroom Forests, Swamps

Fair [MODERATE · ×2 YIELD]


The earth is fertile, and a decent number of animals roams and hunts across the
expanse of the region. Water isn’t hard to find, yet it takes an experienced hunter or
forager to find possible sources of food to stock up on a good amount of provisions.
For Example: Sparse Woods, River-crossed Grasslands, Hilly Meadows, Taiga, Steppes

Barren [DIFFICULT · ×1 YIELD]


There is no place in Vandren that is wholly devoid of life, but a Barren environment
comes dangerously close. Sparsely populated, with little to no edible flora, and with
very few sources of water, these landscapes require a high level of expertise and
preparation to survive in.
Worse yet, the harsh reality of life in Barren regions usually means that roaming
beasts are territorial and vicious, making it quite likely for chance encounters to
quickly escalate into a life-or-death situation.
For Example: Deserts, Tundra, Ashlands, Glass Valleys, Volcanic Canyons

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JOURNEYS AND WANDERINGS

Climate
The average temperature of a region can affect the resources and equipment needed
to face the elements while passing through it, outlining activities that can help to
prevent the effects of exposure; as well as those that can make them worse.
B Exposure: Vagrants suffer a Burden whenever they carry out certain tasks that
leave them at the mercy of the elements, reducing their Stamina. Characters with a
Resistance against Warm or Cold climates ignore Exposure in those regions,
b
while Weakness imposes 2 Burdens every time Exposure comes into play.

Warm
High temperatures reign in Warm regions, and the heat can prove quite exhausting
for travelers that overexert themselves. The sun blazes against the earth and the hot
winds blow through the region, heavy against one’s skin. Heat affects your Thirst,
increasing your needs to 2 Water Rations per day.
B Heat Exhaustion: You suffer Exposure at the end of any Watch spent Pushing
Onward or carrying out Gruntwork. During Summer and Poor Weather, the searing
heat causes Resistance to lose its benefits, and those without it to suffer Weakness.
You can gain Resistance by wearing light clothes, and recover from Burdens by spending a
Watch cooling down in waterways or by being shielded from the heat while Resting.

B Cooling Down: During Winter, Warm regions become Temperate.

Temperate
Clear skies, mild breeze, middling temperatures and seasonal rains are the hallmark
of Temperate regions, favored by most Nomad cultures to roam and settle in.
B Needs: The measurement of Rations are tailored around the normal requirements
of Temperate regions, and thus, the daily intake of Food and Water is unaffected.
B Ambivalent: These regions become Warm in the Summer and Cold in Winter.

Cold
Cold regions can be dangerous for unprepared travelers, lowering their body temper-
ature and risking severe damage if they linger idly for too long. Snow and ice are
common sights in the tallest reaches of these regions, and the cool breeze that can
ease strain on muscles can just as easily cause intense frostbite. The cold affects
your Hunger, increasing your needs to 2 Food Rations per day.
B Hypothermia: You suffer Exposure at the end of any Watch spent Wandering
away from shelter or not performing any physical activity. During Winter and Poor
Weather, the cold strips away Resistance, and those without it suffer Weakness.
You can gain Resistance by wearing warm clothes, and recover from Burdens by spending a
Watch warming up in thermal springs or being shielded from the cold while Resting.

B Heating Up: During Summer, Cold regions become Temperate.

178 the vagrant path


9

b CLIMATE AND WEATHER


Weather
Though not a part of the primary traits of a Region, the weather can play a role in the
day-to-day decisions of a journey, affecting travel speed and the necessity to find
shelter to avoid risking Exposure. Through forecasts, observable signs or prescience,
Vagrants often have ways to plan around the weather ahead of time.

Auspicious [9-10]
Clear skies, good winds, well-lit roads and rich air that lifts morale and keeps every-

b
one healthy. If the group is hiking, riding or rowing, they can travel for one more
Watch before needing to Push Onward. If traveling on a vehicle, they can Advance at
double their speed for one Watch of their choice without spending any extra Fuel.

Fair [3-8]
Fair weather accounts for anything that doesn’t affect the pace of travel in any
noticeable degree: sunny skies with a mild summer breeze, overcast days of light rain
or snow, or bothersome but otherwise harmless shifts in temperature.
Without resorting to chance, Fair Weather is the default assumption for every day,
with any variation from the norm left up to the Arbiter.

Poor [1-2]
Violent storms, flash floods, blizzards, exceptionally strong gales, and other such
severe conditions that make for terrible conditions for travel, actively putting
wanderers at risk and slowing down their advancement to a crawl.
Vagrants slow down to half their speed when traversing land or water, and neither
vehicles nor beasts can fly during Poor Weather. Any Watch spent away from shelter
(either a stationary settlement or camp or a resistant vehicle) triggers the effects of
Exposure appropriate to the current region. Additionally, visibility suffers Ruin.
Note: In Temperate regions, Exposure causes Fatigue rather than Burdens, as the effects are
rarely ever as extreme.

weather patterns
Each day’s weather is ultimately up to the Arbiter, either picked at random or
established to match the tone of the narrative at the start of each day.
In the case of leaving it to chance, the Arbiter may roll any number of dice and
read them from left to right, each result deciding a day’s weather ahead of time.
The three kinds of weather have default values paired with them, but the Arbiter
can choose to adjust these numbers to better reflect a region or the time of
year, shifting around the frequency of the three weather types to create a
pattern of its own.
For Example: Monsoon Island is known for its capricious and frequent rains, shifting
its pattern to 1-5/6-9/10 for Poor, Fair, and Auspicious weather respectively.

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JOURNEYS AND WANDERINGS

Further Details
The primary traits of a region describe its features in broad strokes, but what else can
be said about the region that may affect the Vagrants during their journey?
Note: These are only a few examples of things that may be of interest to the Players.

Ecosystem
The living beings, earth, water and air within a region can vary greatly depending on
b
many factors of both a tangible and a narrative nature. The populace, variety and
nature of its denizens, as well as the quirks of the landscape, can be of great interest
to Vagrants; informing them about what they might encounter, enticing them to go
out of their way to hunt, or warning them of potential dangers.
Author’s Note: It’s important to remember that Vandren is a world of strange wonders,
and something as mundane as a region’s ecosystem can be a striking reflection of its alien
nature. Creatures that lunge out of the murky waters and can be ridden as they elevate into
the sky; plants that grow to enormous size and bear fruit that glows in shadows; gargantuan
creatures that blur the line between the physical and spiritual; magnetic fields that interfere
with technology and forms floating islands; magic-scarred lands in which the sun looks
sputtered out, the barren earth spewing a poisonous haze that kills all living creatures but
forms valuable minerals. If you can picture it in your head, it’s sure to be found somewhere.

Resources
Not everything that can be gathered in the wilderness proves to be a good source of
sustenance, but that needn’t mean it cannot be of use, or fetch a good price if sold to
the right patron—primarily those savvy with alchemy and craftsmanship on the
lookout for interesting materials to work with.
For Example: Electric crystals that sprout from iron-bark trees, a dust with arcane
properties made from the old bones of a lake serpent, or strange liquids that ooze out of the
depths of the earth that can be used to brew explosive charges and incendiary fuel.

Altitude
The higher the altitude of the terrain, the more unobstructed vision over the horizon
the Vagrants will have. Towering above the landscape or sinking deep into the rifts,
ravines and shafts that scar the earth, the altitude of a region can greatly affect visi-
bility and the ease to breathe. It’s best to always have your respirator at the ready.

Territories
Not every region that the Vagrants will cross is part of the wilderness. Many territo-
ries of the inner lands are part of various provinces and baronies scattered across the
landscape, belonging by oath and rule to a patron of influence, a political leader, or a
community that extends beyond their settlement through right or claim.
The Roving Band’s relationship with whatever faction holds power over a territory
(and any other parties that hold a claim of the region) may affect their experience, as
well as if the lands are at ease or actively contested, and which side they fall into.

180 the vagrant path


9

b DETAILS AND NARRATIVE


Name and Narrative
Beyond the strictly mechanical aspects of how they affect travel, all Regions have an
identity that shines through their narrative. Unique looks and characteristics grant
these places sensations and experiences that go beyond the mold of how hard they
are to cross and survive in.
Every Region should have a description to detail the Pathway through it, and a Name
to remember it by. Here are a few examples:

b
Howling Vale [MILD · COLD · FAIR]
A valley crossed by gigantic stone arches that have shifted and eroded over the years
with the wind of the nearby mountains. Wind passing through the arches creates a
low humming and whistling that shifts with each direction. This harmony spreads
through the Vale and echoes back, creating a constant duet of windsong.

Giant’s Garden [STEADY · TEMPERATE · THRIVING]


A forest of gigantic proportions, in which the roots and trunks of the trees create
arches and bridges across the landscape. The breeze that passes between the colos-
sal trees guides passerbys through its labyrinthian expanse, and most of the fauna
grazes peacefully on mushrooms and fruit, creating a deeply pleasant experience for
travelers that has attracted many spiritual orders to seek pilgrimage through it.

Dormant Quarry [CHALLENGING · TEMPERATE · FAIR]


A series of tunnels dug deep beneath a mountain ring. It once served as an extraction
facility for a blue crystal mineral that was exploited until it ceased to form. The
Quarry is now largely abandoned—dim lamplights, old equipment and crude hovels
left behind as the only reminders of its workers—but cave fungi and the giant insects
it attracts have filled the forgotten tunnels with new underground life.

Dunes Of Sherkenna [CHALLENGING · WARM · BARREN]


A twisting wasteland of sand and rock. Sherkenna is covered in rock “chimneys” that
cut deep beneath the dunes and reach natural furnaces hidden under the sands.
With nothing but the occasional rolling wyverns and turtle-drakes passing from one
end of the desert to the other, Sherkenna serves as a very efficient safeground for a
Haven that has—quite literally—carved the chimneys into a home of their own.

Grave Of Beacons [DANGEROUS · WARM · BARREN]


A Farland of dust and stone. The beacons light the way across the haze, and the
imposing shadow of the Monoliths can be seen for leagues ahead. There are rumors
of dormant machinery of an age long past, and the metallic echoes of industry can be
heard humming and grinding in the brown-gray mist. Despite the complete lack of
sunlight, the air is always hot and dry, like the innards of an overworked machine.

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JOURNEYS AND WANDERINGS

JOURNEYING
Traversing the landscape between a point of departure and a point of arrival mainly
involves mapping and measuring distances, taking into account the challenges of
the landscape, tallying the passage of time, and planning their route and activities
along the way. From then on, it’s a grueling Test of endurance and coordination to
reach the group’s goal safely—and who knows what awaits Vagrants on their way?
b
Author’s Note: The Arbiter should generally provide a hex map that marks local Regions
and the most prominent features of the environment, leaving the rest up to the Vagrants.

Waypoints and Pathways


Waypoints are particular points of interest scattered across the landscape, which
can be either mentioned in passing or marked on a map. Settlements, sites, natural
landmarks, thresholds between regions and crossroads, anything that can be used
as a point of departure or a point of arrival can be used as a Waypoint.
Pathways are what define the length of the journey by taking into account both the
distance between landmarks and the setbacks of the terrain to be traversed. As such,
they are the primary method through which wanderers are able to plan their journey.
Pathways are measured in Strides—a distance equal to 4 Leagues, the approximate
distance that a Roving Band can hike on foot in normal conditions over the course of
a Watch. Using hiking as a point of reference, Strides are also used to estimate the
travel speeds of all ways of travel, noting their own number of Strides per Watch.
For Example: Hiking on foot has a speed of 1 Stride per Watch and Mounting increases
speed to 2 Strides, while most Vehicles have a speed of 4 Strides.

Planning the Journey


When embarking on a journey, Vagrants draw a route between two Waypoints,
choosing which regions to traverse, which obstacles to circumvent or cross through,
and gauging which ways of travel they may use. A new Waypoint is created every time
the route crosses from one Region to another, dividing journeys into smaller and
more manageable Pathways as they advance.
The distance between Waypoints is modified by the Terrain of the Region, resulting
in the total number of Strides needed to complete the Pathway.
B Known Pathways: Sometimes, Vagrants backtrack through previous Pathways
or gather knowledge of particular roads and trails across the wilderness. Instead of
planning and measuring them by hand, Known Pathways are already established by
the Arbiter ahead of time. It’s faster to traverse a Path that has been documented or
trod in the past, and thus, their Terrain penalties are reduced by one category.
For Example: Crossing the Death-Forest of Hürn was quite a Dangerous adventure, but
there is a known shortcut following a narrow creek that is only Challenging at worst.

182 the vagrant path


9

b JOURNEYING AND EXPLORATION


Exploration
When tasked to survey the landscape in search of something in particular or simply
choosing to explore blindly through a given region, Waypoints and Pathways are set
aside in favor of Hexes. By default, Hexes are 4 Leagues across—roughly equivalent
to 12 Miles or 20 Kilometers—making each Pathway from one Hex to another a single
Stride long before Terrain modifiers are applied.
The same rules of traveling via Waypoints apply to Exploration, but only using the

b
adjacent Hexes as destinations rather than specific points of interest.
Note: There is no guarantee that a Hex will hold any special significance amidst the rest, but
most Hexes have a feature or minor landmark, and the most prominent features—which can
be later used as Waypoints—are quite apparent while traversing through a Hex.

Surveying Hexes
Instead of advancing onward, the group can choose explore the current Hex more
thoroughly to seek anything of interest that may be hidden away by the grasp of
nature. This is done by “advancing” 2 Strides—modified by the Terrain—in a pattern
that allows the group to survey the Hex and circle back to their safe spot, allowing
them to pace the exploration over the course of many days if necessary.
B Let’s Split Up: As long as each Vagrant is communicated with the others, the
Band can split into smaller groups to survey more areas of the Hex at the same time.
This accelerates the search as each group or individual reports their progress from
afar, lowering the Hex’s Terrain by one category, but is a far riskier venture.

5
pathways, hexes, and pathways again
Since Journeying and Exploration use the same rules, albeit with different
methods, it’s not uncommon for groups to switch between both methods of
travel depending on the amount of information they have about the trail ahead,
or the obstacles they may come across during their journey.
For Example: The group easily traverses the Pathway through the meadows until they
come across a woefully under-mapped swamp. If they are to find their way through the
mire, it might be best to take things slowly and Hexcrawl westward...

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JOURNEYS AND WANDERINGS

WAYS OF TRAVEL
The modes of transportation chosen by the Roving Band have a direct effect on the
speed at which they will move forwards, the obstacles that they may face, and the
considerations they need to take into account before departing.
Note: This section offers an overview of the ways of travel across the board, but certain
mounts and vehicles may have unique speeds and quirks that deviate from the norm.
b

5
Endurance Travel
Physical methods of travel that hinge on the endurance of the Roving Band, allowing
them to face land and waterways as long as they can withstand the needed effort.

Hiking [1 STRIDE/WATCH]
Hiking on foot is the slowest and most dangerous way of travel, but it’s also the most
versatile and reliable. It allows people to find their way through places where neither
beasts nor vehicles would be able to cross; climbing steep cliffs, swimming and
diving into narrow waterways, entering winding underground tunnels, and a myriad
other passageways that can be found in the wilderness.

Riding [2 STRIDES/WATCH]
Riding grants immediate benefits to the group’s travel speed, but comes alongside
the caveats of bringing along a beast big enough to carry a Vagrant or two. Beasts are
stopped by most obstacles and cannot be mounted in Dangerous terrain, but may be
brought along on foot while crossing, or set loose before entering the Region.
Note: Riding Beasts do not need to have their Rations tracked, as they can take care of their
own sustenance by grazing or foraging over the course of the day, even in Barren regions.

Rowing [2 STRIDES/WATCH]
The traditional design of archaic boats equipped with oars and auxiliary sails have
seen some slight improvements since the advent of the Ark, but they still require the
physical effort of anyone who isn’t currently Leading the Way across the water.
B Rivers: In addition to being subject to Terrain—as all waterways are—Rivers have
currents with a specific direction. Rowing against the current slows the Roving Band
down, and proves impossible during Poor Weather.

184 the vagrant path


9

b WAYS OF TRAVEL
Vehicular Travel
Ark Vehicles are much faster than other ways of travel, but require the presence of a
trained Navigator to stay on course, and burn through 1 Unit of Fuel for every Watch
spent Advancing, making each journey an investment to consider ahead of time.
Note: Save for a few small-sized machines, most vehicles can easily bear the weight of a full
Roving Band alongside all of their belongings, helping them stay together at all times.

Overland Rovers [6 STRIDES/WATCH]

b
Rovers travel much faster than anything else on land, built with resilient wheels to
tread across most terrain or engines that hover at low altitudes above ground.
B Heavy Duty: Rovers can cross vast distances with remarkable ease, but they are
forced to circle around Challenging and Dangerous Regions, as they are too large and
difficult to maneuver through narrow passages littered with obstacles.

Watercraft [4 STRIDES/WATCH]
Ark vessels aren’t too far removed from their traditional counterparts, subject to the
same rules when traversing waterways. However, they are equipped with advanced
engines that allow them to course through rivers and open waters with relative ease
and protection, offloading the effort of moving forwards to the engines beside them.

Flying Ships [8 STRIDES/WATCH]


Skyships are equipped with hover-engines and synthetic sails that allow them to fly
through the open skies, ignoring Terrain modifiers and other ground-bound obsta-
cles completely as they ride the winds. However, they require 2 Units of Fuel to
Advance, as the vehicle needs to maintain altitude in addition to travel onward.
B Eyries: Eyries are resilient structures built in high altitudes where Skyships can
safely depart and arrive, making them commonly used Waypoints for aerial travel.
B Wild Landing: Skyships can only land in open terrain or clearings. Finding safe
ground in harsher terrain requires passing a Focus+Awareness Test against the
region’s Terrain difficulty by the end of a Watch.
B Hovering: If unable to land, Skyships may Hover in place at a cost of 1 Fuel per
Watch. Without Fuel, backup energy is enough to travel for one Watch at half Speed
to find safe ground. Once this grace period has passed, the ship falls from the sky.

Walker Suits [1 STRIDE/WATCH]


Exo-Suits are not built to travel long distances efficiently. They are slow, heavy, and
offer very little space in their cockpit for the Navigator’s companions to squeeze into,
subjecting them to exhaustion as if they were Hiking themselves. However, they are
the only ground vehicles capable of adapting to any Terrain with relative ease, offer-
ing a steady advance through the wilderness.
B Stalwart: Exo-Suits ignore the terrain modifiers of Mild and Challenging terrain,
and reduce Dangerous terrain to ×2. Likewise, they are unaffected by Poor Weather.

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JOURNEYS AND WANDERINGS

FIELD TASKS
At the start of each Watch, Vagrants are free to choose how they’ll spend their time
by taking on various tasks, some of which may slow down or halt their advance.
B Field Roles: Some tasks require assigning a role to at a Vagrant who will take care
of a particular task. Multiple people can take on the same role during a Watch,
helping each other through a Cooperative Test or splitting into smaller parties.
b
B Daily Routines: Roving Bands usually plan an orderly cycle of tasks divided in
Watches ahead of time, distributing roles among them and only improvising on the
spot when something unusual or unexpected occurs.

On the Road
Advance [EVERYONE]
Travel through the Pathway towards the next Waypoint or Hex, tallying a number of
Strides equal to the Roving Band’s speed. The group arrives at their destination once
the total Strides tallied are equal or greater than the length of the Pathway.
Note: If the Pathway leads to another Pathway, extra Strides are tallied towards the next
Waypoint—never lost or rounded down.

B Know Your Limits: Vagrants can only Advance twice before needing to stop to
rest, and traveling further requires them to Push Onward.
B Slowed: Though many situations may slow the Roving Band down to half their
speed—accounting for bad weather, weariness, injury or mere cautiousness—these
events do not stack with one another. The Band is either Slowed, or it isn’t.

Push Onward [EVERYONE · WHILE ADVANCING]


Advancing for more than 2 Watches before stopping to rest can prove quite difficult
for most travelers. At the start of the Watch, all Vagrants who intend to continue
traveling make a Moderate Might+Traversal Test.
If they succeed, the Vagrant can continue their journey, but suffers 2 Fatigue by
the end of the Watch. If they fail, they cannot continue traveling until they rest.
Note: The Roving Band can only continue onward if all Vagrants succeed in this Test.

5
186 the vagrant path
9

b FIELD TASKS · ON THE ROAD


Lead the Way [PATHFINDER · WHILE ADVANCING]
In order to stay on course, a Pathfinder is chosen at the start of the Watch to scout
ahead and lead the group as they advance through the Pathway. The Pathfinder
makes a Focus+Awareness Test against the region’s Terrain difficulty:
pathfinding
The Pathfinder finds a shortcut across the wilderness, allowing the Band to Advance
at double their speed for the next 2 Watches.

b
The Pathway ahead is clear. Advance at a normal travel pace for the next 2 Watches.

The Pathway is winding and treacherous, and requires extra care to traverse. The
group is slowed down to half their speed for the next Watch.

You become lost or travel in circles for the next Watch, losing valuable time and
making no progress on the Pathway as you retrace your steps.

Note: Both the benefits and the setbacks of Pathfinding stop when entering a new Region.

Navigating [NAVIGATOR · WHILE ADVANCING]


When using an Ark vehicle to travel, the Pathfinder is replaced by the Navigator, who
maintains the vehicle on course using Technology instead of Awareness.
B Aided Navigation: There may only be one Navigator at a time, but a helping Guide
can make a Focus+Awareness Test to aid the Navigator through a Cooperative Test.
B Dang Moochers: Any Vagrants who aren’t Guiding the Navigator treat the Watch
as Downtime, and as such, only the Navigator and the Guide are considered to be
Advancing and affected by the limits and effects of Push Onward.
Note: Many travelers have more than one Pilot on board, switching roles every other Watch.

Keep Watch [SENTINEL · WHILE ADVANCING OR HALTED]


A Sentinel looks out for nearby dangers at the start of any Watch by making a Focus+
Awareness Test. Should threats arise during the Watch, a successful Test allows the
Sentinel to notice threats before they notice the Band.
B Fresh Footprints: Securing an Advantage on this Test warns the Sentinel of
any early signs of activity or threats, long before they are a problem for the Band.
B Quietly, Carefully: The Sentinel gains Favor while the group is Sneaking.

Sneak [EVERYONE · WHILE ADVANCING]


Advancing stealthily to avoid unwanted attention slows down the Band to half their
speed, and requires a Prepared Cooperative Finesse+Stealth Test, using the Band’s
cooperative result against any Tests made to notice the passing Band.

book ii · rules of play 187


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JOURNEYS AND WANDERINGS

Halting
Some activities bring the journey down to a halt, either to address a particular situa-
tion, or because it is much more efficient to address them without moving.

Find Shelter [QUARTERMASTER · WHILE HALTED]


A Quartermaster is chosen to search the surroundings for a safe place to set up a
safe camp, making a Focus+Wilderness Test against the region’s Terrain. If they
succeed, they finish setting up a safe and resilient camp by the end of the Watch.
b
B A Bed of Branches: Without a proper camp, all Vagrants must attempt the Test
on their own to find a little safe spot to sleep in. Should they fail, they may still rest
just enough to continue advancing, but still suffer the effects of Exhaustion.
B Fleeting Safety [RISK]: If the Arbiter is using the optional Risk rules, the camp
only offers safety for a number of Watches equal to the Quartermaster’s Hits. After-
wards, Risk is triggered for every Watch in which the Roving Band lingers in the area.

Forage [FORAGER · WHILE HALTED]


A forager, hunter or fisher surveys the surroundings, looking for sources of Food and
Water through a Focus+Wilderness Test against the region’s Environment. The
day’s Rations are subtracted from the Forager’s total yield, and any surplus Rations
may be stored or distributed as desired.
B Only So Much Yield: After foraging an area, you cannot forage again until the
Band advances somewhere else.
B Hunting and Fishing: Instead of foraging, you may fish in waterways or track
down wild game to provide sustenance for the Band, using Finesse in place of Focus.
B Gather: When surveying the area to gather herbal medicine, Materials, and other
resources, the difficulty of the Test is contextual to the Resource itself rather than
the Environment, and the Forager obtains a number of Units equal to their Hits.

Gruntwork [WORKER · WHILE HALTED]


Any lengthy or exhausting task that requires a Watch doing hard labor to surpass
falls under Gruntwork. While traveling, Gruntwork usually arises when there are
obstacles on the road that need to be cleared or surpassed, halting the advancement
of the Roving Band lest they find a different route to follow.
Note: Gruntwork commonly involves an Extended Test with an Interval of 1 Hour.
B Sweat and Blood: Gruntwork counts as Advancing for the purpose of determin-
ing the need to Push Onward, and can be extended in the same fashion.

188 the vagrant path


9

b FIELD TASKS · HALTING


Downtime [ANYONE · WHILE HALTED]
Any light activity that takes little effort and can be done over the course of a Watch
while halted—or as a companion in a vehicle—is considered Respite. Such as:
B Rest and Recovery: Spend the Watch sitting idle or sleeping, passing the time
and recovering from wounds and exhaustion before carrying on with the journey.
You need to Rest at least two Watches every day to prevent suffering exhaustion.
B Wander: Spending a Watch wandering around bestows Favor to future Tests to

b
Forage in the area or Lead the Way onward, and reveals any sites or minor landmarks
surrounding the Roving Band’s location.
B Training: Spend the Watch investigating or practicing your skills, or lending aid to
another Vagrant who might need a hand to improve their technique.
B Rituals: Sorcerers may use their own Downtime to perform any Rituals they
desire, distributing the 4 hours of the Watch as needed for their arts.

5
alternative approaches
Though the tasks in this section suggest the use of specific Attributes and Skills
by default, there isn’t one universal way to carry them out. Challenges on the
road can be approached in a wide variety of ways, as the possible contexts in
which they arise are as vast as they are unexpected. Furthermore, even more
options arise if multiple people complement one another to complete a task.
For Example: The Pathfinder could be using their ranks in Lore, following old maps
and tales to recognize the signs in the path, aided by an artificer using their Technology
skill to collect data on their auto-mapper to scan the terrain in the area around them.
• Clearing out an obstacle by hand requires Might+Traversal, but what if a Vagrant
decides to use Focus+Alchemy to blast it off using carefully-placed explosives, or their
knowledge of Craft to find an ingenious and safer solution to open the way?
• Foraging could be carried out by an Evoker of Water who has very little knowledge of
survival in the wilderness, using their connection with nature to find the nearest
waterway and, thus, fertile land with lush plant life to pick from.

book ii · rules of play 189


9
JOURNEYS AND WANDERINGS

SURVIVAL
The fight for survival isn’t solely a battle against the environment. Sustenance and
rest lie at the heart of each day’s struggle, followed closely by the need for shelter and
the invisible threats that conspire against physical well-being from within.
The effects of unmet Needs and lingering Conditions are reflected by Burdens, a
type of damage that reduces maximum Health or Stamina and cannot be healed
b
through conventional means. Rather, all Burdens vanish when the unmet Daily Need
causing them is satisfied, or when condition-specific recovery is performed.
For Example:
health stamina
This character has a maximum of 4 Health and 6 Stamina, but Burdens have reduced their
trackers to 2 Health—leaving them Weary—and 3 Stamina.

Daily Needs
Characters suffer Impairment and a Burden if one of their Needs isn’t met by the
end of the day, and suffer 1 further Burden every day until their needs are satisfied.
B Iron March: In times of dire necessity, you can fulfill only half of a Daily Need,
slowly advancing on the downwards spiral of Burdens by half a day at a time.
For Example: Consuming only ½ Food Ration causes the Impairment and the first Burden
to take its toll by the end of the following day, as the day’ Need has been partially addressed.

Hunger [ HEALTH]
Daily Need: 1 Food Ration, 2 Food Rations in Cold regions
Starvation slowly drains your remaining strengths the longer it’s allowed to advance.
Hunger affects both strength and balance, impairing any activities that rely on phys-
ical strength, speed or endurance.

Thirst [ HEALTH]
Daily Need: 1 Water Ration, 2 Water Rations in Warm regions
Water is the most vital need for a living being, and thus, it takes the least amount of
time before you take a toll for its absence. You have trouble speaking properly by the
end of the second day, and you can barely speak at all by the time the third one ends.

Exhaustion [ STAMINA]
Daily Need: 2 Watches of Rest
Lack of sleep leaves you tired and unfocused, and causes your thoughts to wander
further and further astray the more you deprive your mind of rest. Eventually, you
begin to experience hallucinations that interfere with your perception of reality.

190 the vagrant path


9

b SURVIVAL
Conditions
In addition to Needs, there are three more causes of Burdens that require attention
through a countermeasure, all of which involve risks from outside sources.
B A Ticking Clock: Unlike Needs and Diseases, Burdens caused by Poison and
Exposure are suffered at the end of the Watch, rather than at the end of the Day.
B A Heavy Toll: Rather than becoming Impaired and suffering a penalty on a limited
number of tasks, Poison and Disease causes the victim to feel Weary.

b
Poison [ HEALTH]
Recovery: Short Recovery with +1 Healing Supply
Falling prey to insidious blights causes the body to rot from within, causing immea-
surable pain and advancing towards certain death in a matter of hours. Nature is ripe
with sources of deadly Poison, many of which will cause their own unique path down
the fading spiral; curling joints, vomiting, hallucinations, bloody tears and other
horrors that few can stomach, leaving wanderers weak and weary as it advances, and
understandably paranoid when near known sources of blight.
B Stabbing Pains: While suffering from Shock, the advancement of Poison triggers
the Success Test needed to stay conscious.

Disease [ STAMINA]
Recovery: Long Recovery with +1 Healing Supply
Contracting a Disease is not always deadly, but it’s a slow process that leads down
the path of suffering regardless of the final outcome. The effects and causes of
Disease are countless, from stray bugs to ill-prepared sustenance, unseen carriers
and unsavory environments. Illness can leave wanderers bothered and cause loss of
focus, lack of sleep, even severe pains at unexpected and inconvenient moments, or
the loss of senses and the control of bodily functions.
B Contracting a Disease: Illnesses are slow-acting threats, and the symptoms and
effects are only felt 1d5 days after having been exposed to its source.

Exposure [ STAMINA · SPECIAL]


The wrath of the elements incurs Exposure, as explained under the Climate section
in this chapter. Though it holds special considerations that don’t require repetition,
Burdens caused by Exposure work no different from other Needs and Conditions.

5
book ii · rules of play 191
9
JOURNEYS AND WANDERINGS

HEALING
Taking a break during the course of an adventure takes only a moment to catch your
breath and patch your wounds, but can be extended based on the time available and
the severity of the group’s ailments. Vagrants may Rest overnight, or over a few days
in a safe location—the day’s camp, a household, an inn, or a Skyship’s quarters.
B Natural Healing: Without access to Healing Supplies and unable to perform First
b
Aid, characters only heal from 1 Wound and 1 Fatigue over the course of a full
Watch of rest. Worse yet, they can only benefit from Natural Healing once each day.

First Aid
Applying First Aid only requires a brief moment but is quite limited in its scope, only
healing from 2 Wounds, 2 Fatigue and 1 Injury of the healer’s choice.
Tending to oneself or an ally’s wounds requires spending a Unit of Healing Supplies
and succeeding in a Focus+Healing Test –or– a healing spell from a Lifesinger.
Note: Medkits are more costly, but they don’t require a Success Test to be used.
B Patched Up: Though the healer may choose to hastily treat a Severe Injury,
they can only address its ongoing effects and not its long-term consequences, reduc-
ing its impact to only cause Impairment until the target undergoes a Long Recovery.

Short Recovery
Recovering from one’s wounds requires halting in a safe spot that can last, at the
very least, a full Watch for the target to rest at ease.
First Aid is performed at the start of the Watch, healing an amount of wounds equal
to ½ of the target’s Health and Stamina, all Lesser Injuries they are suffering,
and treats the ongoing effects of all Severe Injuries over the course of the Watch.
B Fully Healed: A Short Recovery can be extended into the next Watch, restoring
Health and Stamina completely, without any extra costs besides the added time.
B Not All Is Lost: If the Healer suffered a Setback on their Test or if the target’s
Rest is interrupted, the incomplete Short Recovery is reduced to the normal effects
of First Aid, rather than being wholly unsuccessful.
Note: When this happens, the healer declares which Injury they chose to treat first.

Long Recovery
Properly addressing the lingering effects of severe impairments is a much more deli-
cate process than those of wounds and lesser injuries. A Long Recovery requires six
full days of inactivity and 3 Units of Healing Supplies, without the need for a Test, and
heals all Wounds, Fatigue and Injuries.
Scars, handicaps and lost limbs don’t have any further ongoing effects outside of the
more apparent consequences, and Bionics can be implanted within this time frame.

192 the vagrant path


9

b HEALING
Injured Vagrants
The weariness of wounds suffered in combat or from having fallen victim to hazards
is a grave danger on the road, interfering with the pace and duties of a journey.
B Careful, Now: Vagrants suffering Severe Injuries or in a Weary state are
slowed down to half their speed, unless they are being carried safely in a vehicle.
B Shock: Characters can still be subject to Shock while on the road, and follow the
same rules: one Test to stay conscious upon entering this state, and one more Test

b
every time they suffer from Wounds or Poison until they are healed.
B Act Fast, or Expire: Outside of a Skirmish, there is only one immediate window of
opportunity to offer First Aid to a Vagrant if they’ve run out of Health or Stamina. If
the chance is not taken before the end of the scene, the wounded character Falls.

book ii · rules of play 193


9
JOURNEYS AND WANDERINGS

EVENTS
The world is a living, ever-changing place, moving forwards in time regardless of the
involvement and the advancement of the Roving Band. As such, it is impossible to
plan ahead for everything that may happen—events that arise while traveling which
can be roughly placed in one of three categories.

World Events
b
World Events are phenomenons planned ahead of time by the Arbiter, entering play
at an—usually—undisclosed time and place. Whether the Vagrants are able to
perceive these events as they happen, see the signs to prepare ahead of time, or only
learn about the aftermath is a matter for the Arbiter to decide, depending on where
the Roving Band is located and various other considerations that arise naturally.
For Example: The Vagrants hear a loud whistling from above, and soon after they see a trail
of fire in the sky: a Skyship, falling only a few miles away. The shouts of desperation that
crackle on their comms are heavily distorted, but the message is hauntingly clear.

Encounters
Wandering denizens and other groups may, under various circumstances, happen to
come across or take notice of one another. All creatures in the wild have lives of their
own, as do the spirits of nature and the very landscape through which the Roving
Band treads. Likewise, Vagrants are rarely the only people crossing the wilderness.
An Encounter is a meeting between two parties with uncertain motives, which may
align, clash, or be indifferent to those of the Players. The nature of each Encounter is
left in the hands and words of the Arbiter, and anything that happens after the initial
setup is largely for the Players to handle and follow up with.
For Example: From among the woods, a Treewolf Matron emerges slowly, rage in all five of
her eyes, the grass burning beneath her. She drops a dead pup in front of the Vagrants, its
neck pierced open by one of their arrows. She exhales a thick smoke, and prepares herself.

tracking risk
Instead of planning ahead or eyeballing the situation on the spot, the Arbiter
may choose to tally the Risk that the Roving Band is facing, which starts at 0.
Whenever the Vagrants make a dangerous or unwise decision or they make a
mistake on their field tasks, the Arbiter increases Risk by 1, and rolls a d10. If
the result is equal or lower than the current Risk, the Vagrants must face a
dangerous Encounter or Hazard during the Watch, and Risk returns to 0.
Players can lower their Risk by 1 by making wise choices, planning ahead to
ensure their safety, or by securing an Advantage on their tasks. Risk auto-
matically resets down to 0 when the Roving Band reaches a safe settlement.

194 the vagrant path


9

b EVENTS
Hazards
The environment itself can prove to be a much greater threat than any adversary.
Hazards represent dangerous risks that can arise at any moment—falls from great
height, impacts against terrain, being caught in flames or exposed to a source of
poison... Dangers which cause an amount of damage dependent of their threat level,
of a damage type appropriate to their source.
For Example: While crossing a volcanic valley pockmarked by small “geysers” of lava, a

b
Vagrant caught in the rising burst could risk suffering 2 Burning Wounds and an Injury.

B Watch Out!: When exposed to a Hazard, there are usually two options: Dodge
to avoid it—assuming it’s something that can be avoided—or brace to Resist it,
reducing the damage taken by one category and completely negating Minor Hazards.
The difficulty of this Test is always contextual, regardless of the Hazard’s lethality.
B True Damage: The damage and injuries caused by Hazards is not affected by
Armor. It can only be reduced by Resistances and choosing to Resist it.
Author’s Note: Rather than an arbitrary punishment or display of danger, Hazards should
be reserved as the fail-state of an avoidable threat or a severely mishandled challenge. In
various, specific situations, more options can be given to prevent or avoid Hazards.

Minor [1 WOUND]
Tripping over harsh terrain, nasty scrapes, bloodied hits and impermanent loss of
senses. These are minor, but avoidable threats, and are very common when quickly
traversing a difficult area.

Moderate [2 WOUNDS + LESSER INJURY]


Twisting joints, breaking fingers, losing teeth, and other nasty injuries that leave
impermanent scars. These are the most common type of Hazard experienced during
a journey, which can easily deplete your Healing Supplies.

Major [4 WOUNDS + SEVERE INJURY]


Falling from great height, breaking or losing limbs, and threats that potentially cause
permanent disfigurement or loss of senses. These are the most dangerous risks that
can be taken during a campaign short of risking death directly, and yet, they may still
leave the character at death’s door if suffered at the wrong time.

Fatal [ FATAL WOUND]


Falling into an abyss, being smashed or crushed to death, destroying vitals without
the chance of recovery. These Hazards cannot be Resisted, and cause immediate
Death upon failing to avoid them.

Blight [ DISEASE OR POISON]


Instead of suffering damage directly, some Hazards expose characters to a source of
disease or poison that can—usually—only be Resisted to prevent either ailment
to take root within the target’s system.

book ii · rules of play 195


9
JOURNEYS AND WANDERINGS

PLACES
Though journeys are generally focused on the broader strokes of the horizon, there
are various smaller places of interest scattered across the landscape that may be
taken into account for various purposes—points of reference, Waypoints, or even as
the very goal of the journey, providing the stage for the Vagrants to delve deeper into
the unknown.
b
Landmarks and Locations
Most Regions tend to have minor landmarks or locations of interest scattered across
their entire expanse. These are special places that may have a story around them,
elements that break the mold of the rest of the landscape beyond its general charac-
teristics, and that can be used as a point of reference to map a journey more effi-
ciently or create a narrative through exploration.
These can be things like details in the environment, caves, constructions, weirdly
shaped or strangely large trees, and other smaller points of interest that can help a
Region feel more alive, creating new narrative opportunities.
For Example: The Shrine of the Allmother is a tree that has grown, under magical influence,
into the calm expression of a middle-aged nomad woman. It is said that this is the resting
place of the leader of a small witch covenant, and resting in her shadow offers great calm and
peaceful rest. Many travelers consider this to be hallowed ground.

Sites
Sites are areas of particular interest that cover a wide variety of locales that may be
found in the wilderness. Ruins of a past age, labyrinthine passages, or unnatural
locales in which magic or unknown forces have warped the landscape, filling it with
dangers and challenges that the Vagrants must overcome to advance. They usually
carry some sort of significance to the current Contract or the Journey as a whole,
though they may be found by chance while exploring a region.
For Example: While searching for water during a break, the group’s Foragers come across a
strange looking opening on the cliff side, reminiscent of a serpent’s open maw. They cross
the shallow pool to get a closer look, taking in the sheer size of the opening, which looks
much more threatening from up close.
– “Watch your step, this cave looks quite deep,” one of them says, looking down the angled
slope that descends into the cliff, the light of his lantern fading out only a few paces in.
Their partner ponders for a moment, fixated on the petrified fangs of the serpent’s remains
and the distinct marking of its scales. He then speaks, and the air gets colder for a moment.
– “It’s not a cave.”

196 the vagrant path


9

b SOMEWHERE OUT THERE


Delving Sites
Sites vary greatly in size, but their layouts are always complex enough to warrant a
more organized approach to their exploration—similar to the use of Tempo and
Zones used in Skirmishes—called a Delve.
Note: Site exploration generally takes place over the course of a single Watch, but the
Arbiter may increase this time frame as needed.

Areas and Connections

b
Sites can be divided into various connected Areas, each with distinct characteristics
and elements of interest that set it apart from one another.
Areas serve to organize the Site into easily tracked segments, and are connected by
corridors, stairs, passages, bridges, and all sorts of connections that aren’t kept
track of too closely.

Bell Tower Entrance

Barracks
Keep Proper Courtyard Watchtower
Shrine

Balcony Lookout Point

Shoreline

For Example: The Vagrants have come across an abandoned keep atop a cliff, overlooking
the southern sea. Though its residents are long gone, the structure holds promise of some
equipment may have been left behind. Unbeknownst to them, a group of brigands has holed
into the keep months prior, and aren’t keen on visitors...

Delve Turns
As the delve advances, the Arbiter keeps track of the passing time by accounting for
roughly 10-minute “turns” used to keep a general track of the activity taking place in
a given location, including the time moving in and out of it. Relevant activities such
as exploring an Area, spending time interacting with the environment, taking a brief
rest, or participating in a Skirmish within the Site’s limits counts as one of these
turns.
Other activities that barely involve an Area, such as simply passing through to
another location of the Site, aren’t accounted for as a turn, unless the path from one
Area to the next presents some kind of challenge to be overcome.
Note: This does not have any direct effects on the game’s mechanics, but can serve as a tool
for the Arbiter to decide things such as timed objectives, the pace of movement of wandering
denizens or hostiles, how long it takes for an event to happen as the Band explores, or just
for the sake of narrative consistency.

book ii · rules of play 197


9
JOURNEYS AND WANDERINGS

BETWEEN JOURNEYS
Vagrants do more in their lives besides traveling from place to place, exploring the
wilderness and engaging in grueling encounters with wild monsters. Sometimes, the
characters simply wish to rest in a safe place for a given time, spending their earnings
in well-deserved acquisitions and entertainment to taking things easy for a while.
Author’s Note: Nothing in this section is necessary for normal play. It’s mainly just a
b
summary of the common activities players will likely engage in when encountering small
settlements, and a way for them to track the amount of time it takes within the specific
context of a long journey, eschewing the minutiae in favor of a more structured approach.
Usually, this is either accompanied or wholly replaced with normal roleplaying. Take these
notes with a grain of sand.

The Settlement Phase


When entering a settlement or trade hub, characters will usually seek to interact
with the inhabitants and established entities that they find in just a handful of ways.
At the start of the day, players may choose to spend their time doing up to three of
the following activities, usually during the Midday, the Afternoon, and the Evening:

Trade
Hit the market and look for acquisitions, refill your ammunition, purchase goods,
and interact with merchants. The Arbiter will tell if you can find something or if you'll
need to investigate first, especially if it's something that skirts the limits of the law.

Research
Find new information about a mission or subject in particular, aiding your tasks or
the week's training, or finding secret information that may be of use. This generally
involves an Extended Test, with four intervals that usually last an hour.
Given enough time and effort, characters may even build or come across a network
of people in the area that helps them acquire more specific or obscure information.
For the right price, of course.

Enterprise
Find new, productive things to do with your time. At the end of the Endeavour, the
Arbiter will provide you with the gossips and possible jobs that you've found in the
settlement, helping you find new contracts for the roving band or possible side jobs
should you wish to sojourn for a time in the settlement.

Wander
Roam around the settlement and spend the Watch with the locals, resting and
having a decent time off. Perhaps you'll hear gossip or find some stuff on your own,
or meet new and interesting people. There are no rolls involved or tasks to complete,
just roleplaying to your heart’s content.

198 the vagrant path


9

b BETWEEN JOURNEYS
Sojourning
Without getting into any specific activities, characters may Sojourn for a number of
months of their choice, retiring them from the campaign until their return. They may
spend some time in a settlement, getting by everyday through a more settled
seasonal profession, or simply spending time with their family and friends.
B A Commoner’s Life: Characters gain 1 Insight for every full Month that has
passed since the character started their sojourning, having rested and dealt with

b
things beyond their usual realm of expertise for a while.
B Work and Trade: Every month, if the character has a profession to dedicate their
time and work, they earn 2 Trade Points. It might not be much, but it’s honest work.
B Learning and Training: Beyond work and rest, sojourning characters dedicate
some of their time to self-improvement, learning new things and training old ones,
granting them a Rank, Talent, or Path of their choice with each passing month.

book ii · rules of play 199


j
• Book III •

j
j

THE ARBITER
200 the vagrant path
—· Arbiter’s Oath ·—
I am the Arbiter.
I am the world and the rules that bind it.
My words weave truth.
My judgment begets order.

I am incomplete.
I am only the beginning of what others must end.
I am the silent watcher of the loom of fate.

I am just.
I am the voice that guides, but does not command.
I do not favor one among many.

Let these words be the stars that guide me.

201
Chapter 10

RUNNING
THE GAME
bb
j
The Role of the Arbiter
The task of running an adventure for a group can be as overwhelming as it is
entertaining. To create a world, to weave it through narration, to describe every land-
scape and detail, portray all its people, imagine its stories and communicate its
colors... is a daunting venture. The Arbiter is the one player who steps forward to play
not a character, but an entire world full of possibilities, dangers, and excitement.
A campaign is very often only as good as the person running it, so it’s important to
know the tools you have at your disposal at all times to expand on your creative
repertoire through inspiration and guidelines, and to learn and understand the way
the game is intended to be run by design.

The Narrative Cycle


The Arbiter is neither the screenwriter nor the storyteller of the campaign. Always
keep in mind that though this game is heavily rooted in narrative play, games are not
novels. The Arbiter exists to serve as the narrator of an ongoing, evolving play: their
task is to set a scene, let the Players act in response to the current situation, and
respond accordingly with the way the situation has changed.
The Arbiter should never decide what the Players do, nor should they assume that
things are going to go a certain way. A well-purposed structure can make for a very
immersive and memorable experience, but obligatory linearity and the illusion of
choice are the bane of an enjoyable campaign.

Homebrew & House Rules


Much like many other RPGs, this game is built to be bent and modified to suit a
group’s playstyle with ease. When Homebrewing—creating new or edited content
for the game by yourself—you can use the present rules to create new approaches to
the provided narrative and make it truly your own. When simply working alongside
the rules doesn’t cut it, you can always bend the rules to fit your wants and needs.
Just remember that any mechanical changes should fit with the goals and style of the
base game, and that rules are in place for a reason: to create consistency within a
shared, evolving narrative. As such, always communicate changes you make to the
game that everyone expects to play to avoid confusion.

202 the vagrant path


10

b RUNNING THE GAME


Honoring the Oath
The poem that opens this Book is not merely a metaphorical way to present its
contents. Rather, it’s a reminder of the Arbiter’s role within the context of the game,
and a set of guidelines to keep in mind while donning the Arbiter’s mantle.

“I am the world and the rules that bind it.”


As the Arbiter, you agree to be the narrator of the campaign—a neutral voice whose
word is the final canon of the in-game world. Whether things happen or not is ulti-

b
mately your choice, and events unfold because you allow them to unfold. You are the
primary pillar upon which the heft of the rules of this game rest, and it’s your duty to
uphold them or to shift them to improve the experience of the game.
“My words weave truth. My judgment begets order.”

By agreeing to your position as the Arbiter, the Players agree upon a contract in
which you have the ultimate say in matters of narrative and rules. This does not make
you in any way an authority over them, mind you, it is simply your role within the
structure of the game—which leads to the second verse.

“I am only the beginning of what others must end.”


Roleplaying is a back and forth between the Arbiter and the Players. Upholding the
narrative cycle is paramount to ensure that the game runs properly. Likewise, both
the Players and the Arbiter are subject to the roll of the dice—the element that
decides when fate enters the scene.
“I am the silent watcher of the loom of fate.”

Once the dice are cast, it is them who decide the outcome that must be narrated by
the Arbiter and respected by the players. You, as the Arbiter, may not intercede
between the outcome of the dice and its consquences unless it is absolutely certain
that this abstraction will result in a detrimental experience for all involved.

“I am the voice that guides, but does not command.”


Above all—always, always be mindful of others.
As the Arbiter, you are obligated by the same social contract to mediate between
players, offering them choices to proceed, ideas, cues and hints should they fail to
commit to a possible action, but it’s not your duty to play their character for them. It
is ultimately the Players’ decision whether they should listen to your advice or not.
“I do not favor one among many.”

Finally, you should not, under any circumstance, shed the spotlight on one player
and help them pass through the campaign untouched as though they are the main
character of an unwritten story. This is a collaborative experience, after all, and being
singled out will undoubtedly prove unfair and unfun to the rest of the players.

book iii · the arbiter 203


10
RUNNING THE GAME

BUILDING A WORLD
The World presented by the Arbiter serves as the backdrop of each session and the
entire campaign. Some Arbiters can run a game quite well with very little planning
regarding the world at large, but others prefer a more in-depth approach to world-
building, in which all elements in the background work together to support a given
narrative thread or sandbox.
b
Landscape and Lore
At the largest scale available, a world is created from broad strokes of these two
elements. Landscape is the world’s physical characteristics at large, the landmasses,
the environments it harbors, the heights and lows of its geographical structure and
the colors that paint it. Lore is the history that surrounds the world itself, the narra-
tive context at large of the way that societies work, the greater forces at work in the
background, the world’s relationship with natural and supernatural elements.
Both of these elements are of great help to Arbiters who favor the worldbuilding
aspect of their role, and a compelling narrative can naturally come from an interest-
ing world and how the players choose to react and adapt to it. Paying attention to the
Landscape and Lore are very important aspects of a sandbox campaign.

People and Places


On a more personal scale, the places that the Players go directly through and the
people that they meet are where most of the content of a campaign will be about.
While it’s very important for a larger campaign to know of the world at large, a
campaign can be wholly played within the confines of a city or in a small area that
focuses more on smaller scale scenarios and situations.
The ways that people interact with their surroundings and one another can
immensely help out when creating a feeling of immersion that remains closer to the
level of the Players and their characters, and it will be the most important tool of a
more narratively oriented campaign where players will often seek out to interact with
other characters within the game world.
j

204 the vagrant path


10

b BUILDING A WORLD
Filling the World with Color
It’s all in the little details, some say. It’s a sentiment that easily applies to any sort of
creative work—and narrating a campaign is no exception. What good is a vast world
with conceptually interesting places, after all, if the players are left to wonder around
an empty landscape?
You see, it’s not only about the world itself and its own story and denizens. The world
is a playground for the group, where new narratives are woven through each session.

b
And for this, you need an environment that feels tangible to them, something that
they can be actively involved in. You’re not just a creative mind—you are also an
entertainer of sorts, a mason that must carefully place each little tile to create a
mosaic of opportunities for the players, and they themselves will give you plenty of
things to add to the world, making it not only your world, but their world as well.

Finding a Direction
One of the primary ways in which the players are engaged with the world and the
campaign is through objectives. Without them, all but the most proactive of players
will usually stay right where they are, playing around at the table and absentmindedly
building little dice towers without feeling any particular need to pay attention—a
monument to the sheer boredom that they’re being subjected to.
These tools of engagement are more commonly known as hooks, missions, quests,
and other such terms, but they all serve the same purpose: to provide a sense of
direction and purpose to the players. These can be overarching objectives that play a
role in the long run of the campaign, or smaller, shorter term objectives that they can
solve within the confines of the ongoing session, or those that will soon follow. Most
importantly, they should hold a level of relevancy to the goals and expectations of the
players, and finding those out is mostly a matter of communication—and poking
around to see what makes them tick.
For Example: A more tactically-minded player with a combat-oriented character may feel
the most gratification while being engaged in a skirmish, while others may feel more inclined
to participate in more social interactions with NPCs, plan-making and puzzle-solving. In
this case, hooking them with a mission that involves both subterfuge and combat in equal
measure might be a good way for all players to find their moment to shine throughout its
completion.
On the other hand, trying to send them out into the wilderness where there are no people
and combat is preferably avoided to ensure prolonged survival would surely result in a boring
slog of an objective for all parties involved.
j

book iii · the arbiter 205


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RUNNING THE GAME

The Supporting Cast


NPCs serve as a sort of supporting cast for the game, creating unique new opportu-
nities for different kinds of relationships between them and the Vagrants and popu-
lating the landscape and places with their presence. Depending on their relevance to
the context and the events happening throughout the campaign, they may serve
different purposes and affect the experience in unique ways.

Background Characters
b
Unimportant or lesser characters that provide a general sense of what society is like.
Background Characters are generally nameless and, in a way, “featureless”, but may
be given unique aspects and turn into more important characters later on. Back-
ground Characters are locals, one-time merchants, crowds, and other kinds of
people that either reflect the reality of a larger group or don’t have any significant
immediate narrative value.
For Example: The interaction between a Player and a local merchant may be implied or
skimmed over, as the character in question is rather unimportant.

Named Characters
Important NPCs that actively feature in the campaign and engage with the Players
are a step above Background Characters, and the primary features that set them
apart are a memorable name, a description of their appearance, and direct involve-
ment with the narrative. These characters serve as a bridge between the Players and
the Arbiter, and serve a role or higher purpose in the woven story of the campaign.
They may be patrons that give errands and missions to the Vagrants, influential indi-
viduals in a given group, Followers, companions, family, friends, and any other
person that the Vagrants care or know about.
For Example: Dorian is a reclusive Technomancer that resides in a ruined stone tower that
gives off an eerie glow at night. The locals don’t trust his methods, and he’s been rumored to
steal Artifacts during the night for an unknown purpose, but he swears he means well.

Groups and Factions


Settlements, groups of people, and famed factions that make up a common ground
for Background and Named Characters alike can be met throughout the entirety of a
campaign, and tend to share collective traits and beliefs that give individuals a more
grounded context. The relationships between groups and individuals may affect the
perception of one another, and create emerging narratives of their own.
For Example: The Guild of Artisans is an established entity that regulates the prices and
resources managed by individual artisans within the Vestari city of Northaven, and has
gained a rather notorious reputation among traders due to their unorthodox beliefs and
professional practices.

206 the vagrant path


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b
b THE SUPPORTING CAST
j

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SETTING A SCENE
Think of a Scene is any period of time in which the Arbiter and the Players are in a
single location, engaged with a specific, focused purpose in mind.
Many Scenes are played throughout each session, and it’s generally quite easy to tell
them apart from one another. They are generally not taken into account literally,
happening in the background without either party really defining it, but breaking
b
them down and understanding what goes into a Scene can help you create memo-
rable moments throughout the campaign.

Location
The scene’s Location is, in a general sense, where the scene is taking place. It could
be a forest, a settlement, the inside of a Skyship, or maybe a building. It’s great to
know where you are, but a more important question is, what is it like? How does this
place differ from other places like it? What are its familiar and distinctive characteris-
tics? Knowing a bit about the Location can help to set a general mood for the scene,
and it may be used for various scenes throughout the session, or the campaign.
For Example: Broken Keep is a small Haven built in the ruins of a solitary stone keep,
inhabited by three large families with barely enough space for all of their numbers. The Keep
was built atop a solitary yet lively peninsula, with autumn-colored ivy covering large patches
of the gray and black stonework. The old wagons have been dismantled and rebuilt into
rather cozy wooden huts, and each family’s clan-banner decorates their lands with distinct
colors and symbols. The lookout tower in the middle has been lit and repurposed as a
meeting place, and children climb and play near it while their parents and older siblings take
turns keeping watch atop the tower’s lookout point.

Backdrop
While the Location helps to define and detail the surroundings of each scene, the
Backdrop is what is immediately around the Players, and what they may be able to
engage with throughout the scene. It’s a smaller focus within the Location itself,
allowing you to make something just a bit more detailed without needing to fine-
tune the entire location at once.
The scale of Backdrops is not an exact measure, more of a gut feeling regarding what
serves the scene. Backdrops can serve other purposes as well, such as dividing a
Location in different areas for placing elements or for different types of action
happening within them, such as when using Zones to measure space in a Skirmish.
For Example: If the Location is a Tavern, its division into various Backdrops can be loosely
defined as the bar, the open tables, a set of more discreet booths, the pantry, the stairs,
the upstairs balcony, and every inn room on the upper floor; each with its own set of
elements and details that can be used throughout a Skirmish or scene.

208 the vagrant path


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b SETTING A SCENE
Actors
Though the Players are always at the helm of each scene, Non-Player Characters
(NPCs), are generally present in some way. Actors are the people and adversaries
involved in the current Scene—Players, NPCs, companions and adversaries alike.
What they bring to the table and their own details can greatly improve and populate
the scene with new colors, and understanding what Actors are like and why they are
in a scene can help create a more engaging and immersive interaction and dialogue.

b
Note that since Players are Actors in each Scene, their motivations, traits and identi-
ties should always be taken into consideration for the Scene’s development as well.
For Example: A woman in her mid-twenties greets the Vagrants without looking up from
her laborious quill writing. She’s clad in dark blue and silver garments like the recruits
around her, but the ornaments on her shoulders and the symbols in her chest are clear signs
of a position of authority. Further observation reveals that her boots are tipped with iron,
and there are small, faded numbers branded in old ink just above her left eyebrow.
– “Take a seat.”she says with a flat tone, signaling at two small chairs in front of her desk. She
raises her eyes, looking directly at the Arken of the group for a brief moment, and adds:
“Except the machine. It can wait outside.”

Elements
The Elements of a Scene are all the objects and features of interest that the Actors
can interact with in a variety of ways. This includes parts of the environment, items
that they can pick up, details that they can observe and use, and other such details
that can be useful for both narrative and gameplay purposes. You don’t have to know
all the Elements of a scene, but it can help to know in broad strokes what the players
can interact with to greatly enhance a Scene or Skirmish.
For Example: The scene takes place at the bottom of an enormous tree with glowing
crystal-like growths on the sides, as well as sturdy knots of branches that grow on their own
directions or surround the crystals. The bottom of the tree separates into gigantic roots that
create a small dome beneath it, and the roots resurface many times in ever smaller sizes,
making the ground far from steady.

Purpose
Purpose creates a goal for all Actors involved, for the scene in itself and for its place
in the larger chain of events created each session. Finding and keeping in mind a
specific purpose behind the current Scene can help you determine many things,
such as why Actors act the way they act, or why Players see the things they see.
Perhaps most importantly, it can help you tell when you shouldn’t try to include a
scene at all, as the unnecessary bloat of descriptions and idle dialogue can lead to
confusion and boredom that is ill-fitting for a roleplaying game.
For Example: In this scene, the Vagrants spot a small recon skyship moving quickly above
their heads. They don’t recall hearing any other Band being interested in the region, and the
colors and patterns on the ship weren’t familiar to them. The purpose of this scene is rather
obvious: to let the Players know that someone in the area is watching.

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NARRATING THE UNKNOWN


The world of Vandren doesn’t exist solely within the physical limits of reality. Coming
into contact with hidden worlds that exist within the arcane and technological
realms is not a terribly uncommon occurrence, and many characters will find them-
selves wandering into the unknown—whether by chance or fate. Even in the material
world, the landscape of Vandren is rather strange at times, and knowing how to
b
immerse Players into this strange reality is important for their experience.

The Natural World


Vandren is filled with a palette of biomes not unlike our own, but with vistas that
differ in strange ways with what we know from our own world. The variety of colors,
shapes, and sizes extends far beyond what we consider mundane, making the
natural landscapes a fantastical sight and experience for the Players. When narrat-
ing these landscapes, it’s helpful to keep in mind that the world itself is its own char-
acter, and each landscape is a little glimpse of its personality.
Skies that change in hue to harmonize with the colors of the world beneath, plants
that grow into marvelous weaves of bronze and burgundy leaves and offer biolumi-
nescent fruit, even entire chunks of solid earth that have “fallen upwards” through
some geomagnetic wonder, held together with roots, plants, and arcane lights to
create an ethereal landscape bathed in eternal sunset. Even the most quaint of land-
scapes, those of fields, calm rivers, and woods, are often the hosts of a myriad of little
changes that make the world a living painting, a dreamscape made tangible through
the Arbiter’s narration.
Fantastical creatures, hidden histories and supernatural quirks permeate every
surface and horizon, and hinting at these aspects through narration helps to convey
how the characters experience the world around them. Little encounters with fauna
and detailing parts of the flora, narrating sights, scents and sounds, or even unique
challenges that have the Vagrants interact with nature directly are fun ways to make
the Players visualize the reality that surrounds their characters.
j

210 the vagrant path


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b NARRATING THE UNKNOWN


j

b
The Arcane
Sorcerers have a special relationship with the world that exists past the physical and
into the realm of spirits. All of their talents, in one way or another, come into being
through the seams between these two worlds, as do the ethereal denizens that
wander the landscape after having passed the veil between realities.
When a character uses magic—or comes across the arcane—they come into direct
contact with what people of Vandren call the “Tides of Magic”, an ebb and flow of
arcane energies that pass through the world constantly. They draw power from this
intangible plane of existence that filters into reality, channeling its energies into
unique effects that they themselves may partially narrate.
These energies manifest in forms that reflect the way they are being used. Evokers
cause the natural to glow faintly when being manipulated, with ethereal weaves and
silk-like trails dancing between their fingers. Weavers create hard strokes of golden
flames, its shapes sometimes filled with a translucent surface. Mystics are not unlike
Evokers, but their magic manifests in subtler ways—dancing smoke from their fires
and entrancing scents from their herbs, and the faintest of glimmers in their other-
wise unrecognizable illusions.
Theurges are the ones who break past the material and come into direct contact with
the spiritual world. When wandering into the tides, the physical world fades away
into a realm bathed in eternal twilight, where the light of their lantern and that of
spirits themselves are the only things that break through the barrier of darkness that
only faintly allows the viewer to look into the horizon. The landscape itself is some-
what of a warped reflection of reality, manifesting desires into tangible shapes.
For Example: Powerful entities may be hidden away in large temples that don’t exist in the
real world, a spirit that wishes to be left alone may have created a tall spire to reside atop it
without realizing it, and vast chasms may be braved by the Theurge by manifesting a bridge of
floating stones through sheer willpower alone.

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RUNNING THE GAME

Ark Technology
Though there is undeniably an ethereal and quasi-supernatural aspect to the tech-
nology brought by the arrival of the Ark, it’s important to understand that the people
of Vandren can absolutely tell the difference between magic and technology at a
glance, and techworkers would take offense to such comparisons of their craft.
While magic is a strange force that manifests through willpower and is deeply rooted
within the spiritual and emotional, Ark tech is something innately tied with logic and
b
scholarly studies, and unlike the arcane, it can be understood quite clearly when
given time to research it properly. Ark technology is largely deterministic, functional,
and filled with purpose rather than any vague notion of what it might be able to
create, even when it comes to the most wondrous of inventions and discoveries.
Thus, when introducing and interacting with technology, you as the Arbiter should
know that if a piece of technology functions, it is because someone out there under-
stands it. It’s a kind of wonder that differs from the natural and spiritual worlds, and
it should be treated as such within the narrative.

The Array
The Array is a technological network of signals and information that works in short
range whenever there are array-accessible artifacts close to each other. It’s not so
much a separate realm of reality like the spirit world, but describing it as such can
help to visualize its nature. Rather, it’s more akin to a simulation that exists within a
virtual reality, an amber-monochrome landscape where connections, barriers, infor-
mation, and sprites are represented by vectors of light and self-made reflections of
the minds of others, as well as the presence of artifacts.
Within this world of lines and icons, techworkers and machine spirits can wander
freely, interact and communicate with one another, and control artifacts from
within, confined to the extent of the artifact’s limitations.
For Example: If a techworker were to enter the Array through means of a headset that gives
them limited control over other artifacts (a Seer’s Crown), they would witness the Array with
the full extent of its connections and be able to access an entire network by floating around
these connections and interacting with them directly.
However, if they were to access the Array by connecting their tools to a simpler artifact that
represents these connections as a two-dimensional projection (a Radiant Tome), they would
only be able to interact with artifacts through a simplistic interface that shows nothing but
the most barebones and logical of functions, and wouldn’t be able to see the presence of
sprites and machine spirits in the vicinity.
j

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b
b 10 RUNNING THE GAME
j

book iii · the arbiter 213


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RUNNING THE GAME

RANKS AND ROLEPLAYING


One of your many tasks as the Arbiter is to act as a mediator between the intentions
of the Players and their ability to use the rules provided to act through their charac-
ters. There will be many times in which you’ll have to recognize and take a leading
decision to resolve a situation where a Player’s skill, knowledge or performance of a
subject or task is not in sync with their character, which can end up tipping the
b
scales unfairly in favor of either of them.
Though the approach in such cases is sometimes solved through pure roleplaying or
some other system-agnostic solution that varies among different groups, the truth
of the matter is that the rules of the game should apply equally to everyone. Players
are, most likely, very different from their characters in many ways, and this should be
something that both you and the players should be taking into account at all times.
Note: You should try to rely on Passive Tests as a way to determine if a character can succeed
on a task or not when there aren’t any stakes involved, and either roleplay or roll according to
this rule. This not only involves the initiative to interact with the environment, but also to
situations usually left up solely to roleplaying.

Senses and Awareness


Far too many variables that depend on context and subject go into establishing what
a character can sense to write comprehensive rules on the subject. As such, it’s
wholly up to the Arbiter to gauge the extent of what characters can sense when they
are not actively on the lookout, taking into account things like special senses granted
by their Ancestry, their ranks invested into Focus and Awareness, and any sensory
augments that they may have acquired since the start of the campaign.
Likewise, any environmental conditions that would diminish or increase the visibility
or ability to perceive the surroundings should inevitably have a toll on what they can
or cannot see. In the end, perception is primarily a narrative tool, a way to set the
stage of a Scene and its elements rather than something to get deeply into specifics.

Social Challenges
Socials in particular are easy prey for the misuse of rules. Many players will feel confi-
dent in their roleplaying skills and portray a very charismatic persona, regardless of
their character’s actual ability to handle such situations as described by their charac-
ter’s ranks. Some other times, shy players that are not as outspoken or comfortable
in such situations will want to play a natural leader or a cunning knave, but fail to
make them shine.
You, as the Arbiter, should intercede in this kind of scenario. Always check the char-
acter’s ability to determine the outcome before it carries onto the shared narrative.
Warn Players acting out of character and trying to make their Player Skill work on its
own, and encourage and help those underusing their Character Skill to ease up.

214 the vagrant path


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b RANKS AND ROLEPLAYING


Solving Puzzles
Though Social Ability is a much more common ground for this kind of discrepancy,
the same guidelines apply to more intellectual challenges that the characters may
face, with the difference that you have a major input on the preparation and solvabil-
ity of the puzzle itself.
Puzzles can be great tools to create a level of engagement and challenge outside of
Skirmishes, allowing Players to think of different ways to approach an uncertain

b
situation that requires thought and creativity.
They can be strictly logical puzzles that make use of memory and problem solving, or
obscure riddles that tread on the ground of philosophy and art. Some other times,
it’s simply a matter of research, or recognizing the right moment to act in a certain
way. As such, there will be many times where the Players are quicker than their char-
acters, and the other way around. This can also be a severely, sadly misused element
of the adventure, and may have a very negative impact on everyone’s experiences if
handled poorly. As these are inherently more complicated to solve than a social situ-
ation, here are a couple of guidelines that may help you out with them:

Avoid Roadblocks
Failure without consequences cheapens the experience, making Players feel like
their decisions and actions don’t actually matter, widely considered one of the
biggest sins in roleplaying. However, you should avoid dead ends and roadblocks
that completely block off the possibility of advancement for the Players, specially in
situations where either the Players are really invested in the woven narrative, or the
roadblock is not awfully important in the long run.
When thinking of puzzles and challenges, think of different ways that they can be
solved, and leave even more breathing room for solutions that the Players come up
with on their own. Leave ample room for failure, and allow different pathways and
methods to achieve their goal should they ultimately fail in this particular challenge.
Challenges should serve as a catalyst for excitement and involvement, and obtuse,
pre-solved displays of petty logic lead to neither.

Use Character Skills


As stated before, you should always take into account the skills of all involved char-
acters when describing, advancing, and solving a puzzle. Game elements such as the
Focus Attribute should not be forgotten, especially in these situations. If a character
is able to notice, remember, observe, or think up things that may be of help, make
sure to use them to the advantage of the narrative thread.
Give out clues if characters have been stated to be observing carefully. Allow Players
to passively succeed at certain stages of the puzzle if the situation calls for it, even if
they aren’t trying! It’s important to let players know that their characters and how
they’ve decided to build them truly matter for the experience and consequences of
the campaign, and it’s in your power to deliver on those expectations.

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RUNNING THE GAME

ABRIDGED JOURNEYS
Traversing a vast landscape can be a very exciting venture, and the rules provided in
Chapter 9 aim to offer a solid structure to handle journeys and exploration with
great detail and versatility.
However, this structure can prove to be quite a burdensome ordeal for some groups,
taking away from the fun of those who are not interested in the survival aspect of
b
travel rather than adding up to an enjoyable experience. As the Arbiter, you can adapt
these rules to whatever creates a more comfortable experience for the Players by
simply tweaking some of its aspects, or ignoring parts of the rules entirely.
Author’s Note: Bear in mind, however, that the game is largely designed and balanced
around the full extent of this chapter in mind. You may find that many rules and elements of
the game do not work properly with your combination of simplified rules, and may need
further tweaking from your part to be addressed. That’s expected of any house rules you
introduce to the game, though, so make them your own!

Time Skips
The simplest way to deal with journeys and exploration for a group that isn’t really
that interested in the minutiae of travel is to just... skip the whole thing!
Think of whatever goal the Roving Band is setting out to find, whatever ways of travel
they have available, and simply skip over a number of days or even weeks to match
their journey. You can describe a sort of “montage” to encompass all the things that
the group is assumed to have been doing over the course of the journey or all the
interesting bits that may have occurred during exploration, and simply have them
reach the destination by the end of your description.
Optionally—though, it is encouraged for this sort of method—you may “zoom in” on
their activities when an Encounter or Event takes place during their journey, once,
twice, or more times depending on the length of the journey.
Time is still a factor to consider, at least vaguely, as training and commissions hinge
on tallying weeks, and changes in the seasons should be reflected over time for other
aspects of the game to function correctly.
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216 the vagrant path


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b ABRIDGED JOURNEYS
Simpler Options
Perhaps ignoring the rules entirely is a bit harsh, and you want to meet the Players
only halfway instead. Here are some suggestions on how to simplify the Journey
rules, which may be taken individually or all at once.

Field Tasks
Instead of creating your own Routine, you follow a default pattern: You travel for 8
Hours (2 Watches) every day, and Rest for 2 Watches at the end of each day. The two

b
remaining Watches are either spent Foraging or enjoying Downtime.
B Skilled Vagrants: You don’t need to Lead the Way, Keep Watch or Find Shelter,
finding the path and safe ground with ease and being warned beforehand of any
obvious threats that may arise over the course of the day.

Travel
If you find that having five distinct categories of terrain is not for you, you can reduce
terrain to be either Normal (×1), Difficult (×3), or Overwhelming.
Likewise, instead of having various speeds across many ways of travel and individual
vehicles, Hiking has a speed of 1 Stride, Mounts and Boats move at 2 Strides, and all
ark vehicles have a speed of 6 Strides. You don’t need to tally Fuel, either.

Needs and Survival


You completely ignore the rules for Daily Needs, and assume that the Band either
successfully Forages every day, or that they prepared enough Rations ahead of time.
B Climate: Vagrants are assumed to take into account the different intake of
Rations and the cares needed to avoid exposure, and thus, Climate has no effect on
the characters, remaining only as a narrative feature.
B Blights: Poison & Disease are still taken into account, as they’re emergent occur-
rences rather than a necessity.
j

book iii · the arbiter 217


Chapter 11

MONSTER
WORKSHOP
bb
j
On Account of Monsters
The deeper one ventures into the wilderness, stranger and stranger beings begin
to appear. Whilst the vast majority of them account for the natural denizens of the
world’s landscape, it is not unheard of to encounter bizarre creatures thought not
too long ago to be only found in ancient tomes of forgotten lore. Mythical beasts that
soar the sky with scaled wings, insects and shadows that click and crawl in the
echoing depths, apparitions that harrow weary travellers at night... Many are the
monsters that stalk the world and terrorize its inhabitants, sometimes even found
among them, hiding in plain sight.
The constant threat of these monstrous creatures has created the need for many
settlers and commoners to take up arms against them, protecting the meek and
fragile under their own valiant wing. But beyond protection, many have found them-
selves willingly taking the mantle of the Vagrant and an oath to the Hunt, dedicating
their lives out of need or vocation to tip the scales to their favor. Those who brave the
darkness and face danger head on quickly find themselves on the role of the hunter,
instead of the prey.
Valuable rewards and praise befall those who seek and vanquish mythical quarries,
bathed in fleeting and eternal glory with the growth of their renown; for as frighten-
ing as monsters are, the unique treasures they hide within them are greatly valued by
advocate seekers of wealth and lore.
Go forth, Hunter, and face what lurks beyond these roads.
j

218 the vagrant path


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b MONSTER WORKSHOP
ANATOMY OF A MONSTER
Monsters, in the eyes of these rules, are entities created by the Arbiter that serve an
adversarial role against the players, comprised of three primary elements:

b
me
e
tiv

ch
ra

ani
nar

cs
e n c o u nt e r

Narrative
A monster’s narrative is a summary of its most fundamental traits as described by
the Arbiter. Its appearance, the way it moves, the striking or memorable features it
posesses that will help to solidify the idea behind the monster, allowing it to evolve
from a simple concept into a tangible threat.

Mechanics
The mechanical nature of the monster is the translation of the narrative into the
rules of the game. This creates a solid structure for the Arbiter to use as they control
the monster’s actions, and allows the characters to tangibly interact with them.
Monsters work slightly different when compared to player characters, with their
existences being driven and defined by their place within a skirmish.

Encounter
The encounter that surrounds the monster is what gives it a proper backdrop for a
fight against it, placing it upon the world to roam free and face the players in an
arena of the Arbiter’s design. This includes defining the scope, goal, and tactics that
will be required to come out victorious—primarily a matter of how the monster will
interact with the players, the environment, and other monsters that will fight along-
side them. And finally, the rewards that the players will reap for dealing with them.

book iii · the arbiter 219


11
MONSTER WORKSHOP

OVERVIEW
j
Creating a monster involves a series of steps that will be covered in this chapter. This
section serves as a quick reference sheet of all the steps, to simplify the process once
you have become familiar with this chapter.
Author’s Note: Use these rules as a series of general guidelines to create monsters that are
somewhat fair and consistent with one another, but nothing more. The goal of this chapter
b
is to provide you with the tools to translate your concept into tangible mechanics, but the
faith in your concept and creativity is a lot more important than balance, and a good strategy
and a creative adversary will always be a lot more memorable than a bunch of numbers.
If at any point you feel like this chapter is getting in your way, it is your duty to ignore it.
j

Narrative
Every monster starts as a simple idea, and developing the initial concept
into something worth creating is a fundamental building block of creating
interesting monsters.

1 Descriptive Traits
j j j j j

Start by describing the monster’s appearance, its striking features, and the
aspects of the monster that make it memorable.

2 Monster Lore
Find the Monster’s place in the world, weave its presence into the narrative
tapestry of the campaign. Make it belong to its surroundings.

3 Kind
Choose whether your monster is a Beast, Demihuman, Spirit, Mycoflora,
Construct, a Monster, or a mixture of multiple categories.

Mechanics
With a strong, developed concept in mind, it’s time to translate it into the
rules of the game—turning them into tangible denizens of the game world.

4 Bearing
Pick a number on a scale from 2 to 5—this will be the monster’s measure of
their importance, influence and power, which will affect many of the
monster’s mechanical aspects later down the line.

5 Size and Toughness


j

Choose your monster’s Size: Small, Medium, Large or Gargantuan, which


will grant benefits and drawbacks to their attacks and defenses, and will
grant a bonus to their Health and Stamina (+0/+2/+4/+6, respectively).

220 the vagrant path


11

b 11 MONSTER WORKSHOP
6 Attributes
j j
You have «Bearing×2½» points to spend on Attributes: Threat, Protection,
Agility, Cunning, and Arcana. Attributes cannot be higher than «Bearing».

7 Skills
Basic actions (attack, defense, using special abilities) have a bonus equal to
the monster’s Bearing. Additionally, they have «Bearing» freeform skills,
which receive the same bonus.

b
8 Weapons
j

You have a number of points equal to Bearing×2 to spend on Weapons. You


can spend 1 point to give them a Weapon with 1 Trait, or add a Trait to an
existing Weapon. Monsters cannot have more than «Bearing» Weapons.

9 Defenses
j

Choose any kind of Armor, applying their effects to Agility. Monsters have a
number of free Resistances equal to ½ of their Bearing, rounded up, and
any further Resistances are paired with a Weakness.
Medium-sized and larger monsters have a Weak Spot. For every extra Weak
Spot you add, the monster gains 2 stacks of Resistance.

10 Special Abilities
j

Create up to «Bearing» Special Abilities, each of which may be classified as


an active Power, a passive Trait, a conditional Event, or a wide-
spread Aura effect that affects others.
j j

Encounter
Lastly, take some time to prepare the skirmish that the monster will partici-
pate in—the events that led to it, the monster’s role in it, and its aftermath.

11 Setting the Stage


Prepare an Arena that complements the monster and serves as an exten-
sion of its place within the world and the campaign. Figure out the reasons
that sustain the encounter, and what will be needed to end it.

12 Monster Nature
j

Describe the monster’s behavior, its preferred tactics, targets, and quirks,
and assign a behavioral archetype to it: Fearful, Peaceful, Territorial, Preda-
tory, Violent, or Underling.

13 Spoils
j

Bestow the monster with a short list of possible rewards the players may be
able to obtain should they end victorious. Resources that can be harvested
from them, equipment to loot, and other valuables that they could recover.

book iii · the arbiter 221


11
MONSTER WORKSHOP

NARRATIVE
j
The most fundamental foundation of a Monster’s design is the concept behind it,
the basic ideas and descriptive traits that represent them. When first describing or
coming up with a monster, leave aside the rules for a moment, you can worry about
them later. For the time being, let’s focus on the monster itself.

Descriptive Traits
b
Beasts and adversaries alike will often be seen before they are known, and their most
striking traits can serve as a telltale sign of their threats and tactics without any prior
knowledge of what they do in practice.
For Example: “Many have heard the tale of the Wardrake of Ashan. Its long, scaled body is
covered in scars of previous battles, and many arrows and broken weapons puncture the
extent of its back, as if wearing mementos as a trophy. Its fangs are sharp as spears and
protrude from its long mouth, their inner face charred with soot and burnt blood from a
previous meal. It has no eyes to see, but its tongue is long and serpent-like, and waves
around when searching for pray.”

This kind of description helps immensely to create a shared, solid idea of what the
players will be up against, allowing everyone to visualize the narrative scene more
clearly. From here onwards, any further descriptions that refer to this core idea may
help to reinforce the concept behind the monster and make it more tangible. When
hunting it down, perhaps the players can be guided by the trail of charred remains of
animals and plantlife that leads to its lair, and an increasingly strong smell of sulphur
that permeates the area. The monster isn’t physically present, but its presence can
be felt through these small exchanges.
Furthermore, in the example above, the description of the “Wardrake of Ashan” not
only provides the basic ideas behind its appearance, but also things that may serve as
crucial information when putting it together through mechanics. Drakes are terres-
trial dragons, the broken weapons lodged on its back imply it is quite resistant to
physical harm, the mention of “mementos” hints at some form of intellect, it fights
with sharp fangs and fire breath and has a taste for meat. It’s blind, but clearly uses
its tongue as guidance to take in its surroundings—and that being the case, it’s a
potential weakness that can be exploited in the roving band’s favor (cutting it off will
render it truly blind), but also a hindrance that can play against them (fighting in the
dark would be deadly to them, but the monster wouldn’t even notice).
j

222 the vagrant path


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b NARRATIVE
Monster Lore
No creature exists as a separate entity of the world around them. Well, most of them,
anyways. A decent idea of the monster’s narrative backdrop can be a helpful addition
to solidify its place in the world and the memorable traits that they possess, as well
as valuable information that it can yield for potential encounters.
For Example: The Black Iron Coven is a group of wild witches who have adopted the ways of
bionic enhancement, but have no knowledge of the technology that allows it to function.

b
They raid havens and caravans in search of bionic limbs that can be ripped out of their
original owners and added to their own bodies, haphazardly installing them through a sort of
ritual that can be heard for miles. This vile grafting of bionic frameworks results in robed
figures with multiple limbs that move independently from one another—the machine spirits
subdued by them in complete disarray, only forced to follow the witch’s whims through the
invasive procedure that they were made to endure. It’s not clear how they find their prey or
how they replace these bionic artifacts, but a common practice is to turn off any bionics,
navigation and communication systems that could give away their position in the Array.

This short paragraph is more than enough to give these chaotic technomancers a
proper foothold on the world that surrounds them. They interact with others by
raiding and attacking groups with bionically enhanced individuals, they may be able
to sense technology (perhaps through stolen tech, or through supernatural senses).
Notice how, in this example, the description of the witches themselves is rather
minimal, only told from the viewpoint of rumors and hearsay. A more thorough and
head-on description may mention details such as their blue robes being strikingly
similar to the ones that were once worn by the 8th Chapter of the Northern Artificer
Orders. Are these witches former chapter members, or were they the first victims of
their onslaught? If that is the case, what can you find in the ruins of the Northern
Sanctum that could be used in a search against the Coven?
As opposed to describing the monsters themselves, this kind of description helps to
illustrate their effect on the world or the context in which they exist. It allows them
to be more than just an encounter in a vacuum, and something that inherently has
ties to the landscape and the folklore of the world itself.
j

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MONSTER WORKSHOP

Kind
A monster’s Kind is a broad label used to understand shared traits that Monsters may
have among them. In general terms, Monsters fall in one of five distinct categories,
but there are many cases in which individual creatures blur the threshold between
two or more categories, displaying traits from various groups at once.
For Example: While a wolf is clearly a Beast and a brigand is undoubtedly Demihuman, a
great spirit of the woods that has taken roots in a deity’s stone statue would display a
b
mixture of traits from Demihumans, Spirits and Constructs.

Beast
Beasts encompass any ordinary or monstrous animals that may show some form of
survivalistic, basic intelligence, but otherwise lack the ability of language and fine
reasoning. They are the primary inhabitants of the wilderness, and are shaped into a
myriad forms by their surroundings in both natural and supernatural ways.
Though they are not particularly intelligent, they can display behaviors such as group
tactics, be trained to follow orders, or even make use of crude tools in a few cases.
For Example: Wolves, Boars, Giant Beetles, Drakes, Storm Serpents, Gryphons

Demihuman
Demihumans include civilized beings and other creatures that showcase a funda-
mental resemblance to them, both in the sense of basic physical traits and the
capacity for reasoning beyond instinctive drives.
These beings most commonly belong to the same ancestries that the Vagrants them-
selves fall into, but may also be a part of offshoot bloodlines, or be distinct creatures
that resemble the descendants of the First Kin through evolutionary mimicry or by
grace of sheer natural chance.
For Example: Mercenaries, Assassins, Soldiers, Archers, Generals, Sappers, Vagrants

Spirit
Spirits are beings of pure energy that exist in the threshold between the physical and
spiritual realms. Their intellect and influence increases alongside their power, and
their goals are as mysterious as their origins. Some spirits may choose to engage in
trickery rather than any form of combat, while others will gladly face against beings
from beyond their side of the veil in a gamble to gain a newfound vessel to inhabit.
Their otherworldly abilities and semi-ethereal forms make them quite difficult to
control when encountered, to the extent that some sorcerers train in methods that
seek to explicitly fight against them.
For Example: Wisps, Shades, Firefly Guides, Gate Sentinel, Death Wardens

224 the vagrant path


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b KIND
Mycoflora
Mysterious and eternal, Mycoflora is a vast array of creatures that exists alongside
the realms of beasts and other natural beings, but display traits born from the world
of sentient plants and fungi rather than those of animals. These creatures grow all
across the landscape and have been locked in their own evolutionary arms race for
aeons, developing natural alchemical systems that can achieve a great number of
effects to fend for themselves in the ever-changing world that surrounds them.

b
For Example: Spriggan, Treewolves, Wailing Willows, Serpent Vines, Fungal Trap Pits

Construct
Constructs are artificial beings that don’t follow the natural rules of living creatures,
made with materials such as metal or stone and functioning through means of ark
technology, arcane mechanisms, or puppeteered by an outside force that inhabits
them—a spirit or mycofloral organism that takes root within its framework to
control it from within.
More often than not, these creatures are built with an express purpose in mind, and
specialize in a sort of protocol that they are made to follow. In other cases, their
hollow bodies are used as a vessel by natural beings, and benefit from both a set set
of artificial skills and a natural drive for survival—a truly terrifying combination.
For Example: War Drones, Crystal Golems, Iron Guardians, Malfunctioning Merchant

Monster
Creatures that fall outside of the natural or known categorization of other beings
can only be described as Monsters. Creatures that morph and shift their physical
forms or that display aberrant physiology, anomalous behavior or abilities that defy
conventional understandings of magic and arcane forces. These creatures are often
shrouded in mystery regarding their origins and what makes them tick, and are
almost always a unique creature that goes beyond anything the world has known.
As such, the “Monster” category is an umbrella term for anything that falls outside
the other five categories, from commonly known creatures that don’t seem to follow
any kind of natural rules, to eldritch beings that scour the landscape surrounded by
shadows and uncertainty.
j

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MONSTER WORKSHOP

MECHANICS
j
Once the Monster’s concept is established, they must be translated into the game’s
system of rules so that they can be used properly during play. In certain ways, this
section uses a method similar to the creation of characters, with the exception of a
number of fundamental components switched around to be less focused on an ever-
evolving player character, and more of an ephemerous token of war.
b
Bearing
A monster’s Bearing is a rather simplistic measure of the Monster’s power when
compared to other beings, a reflection of their threat level and potential influence
over the events of the campaign. In terms of Mechanics, their Bearing level defines a
fundamental Attribute with Ranks that will be used to measure many other mechan-
ical aspects, and the number of Ranks they can distribute among all other Attributes.
Author’s Note: In simpler terms... Pick a number between 2 and 5, with 2 being common
mooks and simpler beings, and 5 meaning ground-shattering threats and other “bosses.”

Lesser [BEARING: 2 · ATTRIBUTE POINTS: 5]


Creatures of a lowly caliber that can be easily swatted aside in numbers by any
warrior worth their salt. They aren’t very strong, and often act in the shadow of
greater beings, but can quickly prove to be a nuisance when left unattended.
For Example: Large rodents, small war drones, fledgling spirits, drunk commoners,
common beasts found in the wilderness without any supernatural or impressive traits.

Middling [BEARING: 3 · ATTRIBUTE POINTS: 8]


Middling monsters have enough of a grasp of their abilities to be roughly comparable
to the threat level of a lone wanderer, putting skilled individuals on equal grounds
against them on a one-on-one scenario.
For Example: Brigands, treewolves, war beasts, young dragons, militia overtaken by Rot.

Greater [BEARING: 4 · ATTRIBUTE POINTS: 10]


Greater creatures can easily overpower a single wanderer, and require cooperation
and tactical precision to be dealt with. Only the strongest and most skilled warriors
could hope to face them head-on by themselves.
For Example: Mountain trolls, giant snakes, seelie assassins, fae generals, earth dragon.

Mythic [BEARING: 5 · ATTRIBUTE POINTS: 13]


Mythic monsters go beyond anything encountered on the wilderness by chance. As
their name suggests, these creatures are beings of immense power that have made
their way into common folklore, with supernatural attributes and abilities.
For Example: Nemrung the Old Guardian, Hamat the Flame Serpent, Wandering Mountain

226 the vagrant path


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b MECHANICS
Size and Toughness
Monsters can greatly vary in size, ranging from small animals that skitter around the
battlefield hiding in nooks and tunnels to towering giants who shatter the earth as
they advance. Size not only affects the Monster’s endurance, but also brings some
extra things to consider when fighting against them.
B Toughness: A Monster’s Health and Stamina—Toughness, for short—is equal to
their Bearing+Protection+Size Bonus.

b
Small [TOUGHNESS BONUS: +0]
Anything that’s smaller than the average wanderer can be considered Small, allowing
them to enter narrow spaces and making them harder to hit. These creatures are
nimble and swift, and gain Favor on Tests that rely on Agility.

Medium [TOUGHNESS BONUS: +2]


Understood as the average size of demihuman creatures and ordinary beasts that
can find when traversing the wilderness. Actual measurements within this size cate-
gory varies greatly, as any creature roughly between a Goblin and a riding beast in
size is considered a Medium creature.

Large [TOUGHNESS BONUS: +4]


Considerably larger than the average wanderer, standing at double their height and
weight at the bare minimum, and remarkably tougher to boot. During a Skirmish,
wanderers can usually climb onto Large creatures, treated more or less as a moving
obstacle within the Arena.
Due to their increased size, their attacks are much harder to dodge and much more
painful to endure, but they are also considerably harder to miss. As such, they gain
Favor on Threat Tests, but suffer Ruin when Dodging attacks.

Gargantuan [TOUGHNESS BONUS: +6]


Gigantic creatures of such tremendous size are a rare but terrifying sight, lumbering
over the horizon like a wandering landmark and paying little mind to whatever
happens on the world beneath them. These creatures are on such a massive scale
that wanderers will usually opt to bring out vehicles of war to deal with them rather
than considering any form of head-on assault.
These monsters gain two stacks of Favor on Threat Tests, but are completely unable
to Dodge incoming attacks. Additionally, their attack ranges gain the reach of one
category higher, being large enough to cover entire Zones on their own, and may
even be able to provide new Zones within the Arena if they are sufficiently large on
this category’s spectrum.

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MONSTER WORKSHOP

Monster Attributes
Unlike the Attributes used by characters—which reflect fundamentally humane
aspects and are used for a wide variety of activites during a campaign—Monster
Attributes are primarily focused on the important interactions within a skirmish.
B Spending Ranks: You have a number of Ranks defined by the monster’s Bearing
to distribute among all Attributes. Bearing is established before all other Attributes,
and defines both its own Ranks and the maximum amount of Ranks that can be
b
invested into other Attributes.
For Example: A Greater Monster has a Bearing of 4 and 10 points to distribute among its
attributes, which may be anywhere from 0 to 4.

Bearing
As an Attribute, Bearing represents the Monster’s presence, its status among lesser
creatures and the intimidation and leadership that it can inspire against others that
would dare oppose it. It’s rarely used in an active manner, and instead serves to
define baselines and limits for other Attributes and important mechanical aspects.

Threat
The monster’s Threat indicates the level of danger of the monster, and is used to
measure accuracy and damage across all attacks, both melee and ranged, as well as
any potential destruction the monster might be able to cause.

Protection
The monster’s Protection represents its defensive capabilities, used in rolls to Block
attacks and endure pains and ailments. Likewise, it’s a measure of the Monster’s
ability to maintain defensive positions and protect others from harm.

Agility
Similarly enough to a wanderer’s Finesse, a monster’s Agility focuses primarily on
the realms of mobility and maneuverability. It’s a measure of the monster’s ability to
skillfully move around the arena and Dodge attacks.

Cunning
A monster’s Cunning is a measure of their tactical acumen, their ability to use intelli-
gent maneuvers that rely on stealth, perception and problem-solving, as well as their
capacity to set up traps and ambushes effectively.

Arcana
Not every monster has a knack for the arcane, but most of them have special traits
and abilities that rely on supranatural instincts to be used. As such, Arcana is a
catch-all measure of the monster’s capacity to make use of unique senses and abili-
ties that go outside of the realm of physical and measurable attacks and maneuvers,
and instead display a more magical or supernatural nature. Spells, spell-like abilities,
and other such actions fall under this Attribute.

228 the vagrant path


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b MONSTER ATTRIBUTES
Monster Skills
When performing basic combat actions (attacks, defenses, special ability rolls, etc.)
monsters receive a number of bonus dice equal to their Bearing.
B Unique Skills: Additionally, monsters have a number of freeform skills equal to
their Bearing, and benefit from the same bonus as their basic skills.
For Example: A Rolling Drake is a Middling monster, with a Bearing of 3, and has 3 Skills:
“Flying Maneuvers”, “Locating Prey”, and “Breaking Things”. Whenever they roll for attacks,

b
defenses, or actions that benefit from their freeform skills, they roll the most appropriate
Attribute plus a bonus of 3 dice.

j
hi i’d prefer some normal human mooks, please
As an alternative course of action, you may choose to create Demihuman adver-
saries that function similarly to Vagrants by ignoring this spread’s Monster-ori-
ented Attributes and Skills and using character-oriented ones instead.
Likewise, feel free to ignore the Special Abilities of the next spread, and focus
on keeping these adversaries on equal grounds to the abilities of the players.
You may treat Demihumans as Middling monsters, keeping in mind their
Bearing score of 3 without needing to use it in play. Distribute 8 ranks across
Might, Finesse, Focus and Spirit, 8 Ranks to invest into Skills and Talents, and
8 more Ranks to invest into Disciplines and Paths.
Rules for Weapons and Armor remain the same, except for any use of the Resis-
tance, Weakness, or Weak Spots rules.
Author’s Note: Do keep in mind, though, that while this would make it easier to keep
a balanced power level compared to the players, characters built in this manner make
for far less exciting adversaries during a skirmish. My honest advice is to use the
regular monster rules, and only stat them as common characters if they make their way
into the players’ party as a backup character or as a follower.
Save yourself the headache unless you know what you’re doing, is all I’m saying.

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Monster Weapons
Monsters have a number of Weapons that represent their natural attacks and equip-
ment when dealing with mundane aggressions aginst their enemies.
When creating Weapons for monsters, you have a number of points equal to their
Bearing+Threat. You can spend 1 point to give them a Weapon with 1 Trait, or add a
Trait to an existing Weapon.
B Weapon Limits: Monster can have a number of Weapons up to their Bearing,
b
and these Weapons with a maximum number of Traits equal to their Bearing as well.
For Example: A Greater Monster with a Bearing of 4 has 8 points to distribute. This
particular monster has a main weapon with 4 traits, and 2 side weapons with 2 traits each.

Monster Defenses
Monsters may choose any Armor category to represent their natural defenses, with
the same benefits and drawbacks of player-worn Armor being applied to Agility
instead of Finesse.
Resistance: Monsters gain a free stack of Resistance of your choice for ½ the
Ranks invested into their Protection, rounded up.
Weakness: Once all free Resistances are spent, you may choose to grant extra
Resistances to your monster by trading them for a Weakness against a different
damage type to go alongside it.
Weak Spots: Every Medium-sized monster or larger has a Weak Spot—an under-
protected part that can turn the tide of battle if struck with a deft attack, ignoring all
Armor and Resistances when tallying damage. You may choose to give your
monster additional Weak Spots, in exchange of a stack of Resistance of your choice.
Author’s Note: Weak Spots are a fantastic way to come up with creative strategies to fight
against monsters. Feel free to shroud them and make them not so obvious so that players
have an incentive to find that precious advantage on their own. Hide it away during different
phases of the skirmish if you’d prefer to make things more challenging, but don’t make them
impossible to find and exploit. Nobody likes to play against an unstoppable tank without a
single minimal chance to fight back. You’re better than this.
j

230 the vagrant path


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b WEAPONS, DEFENSES, ABILITIES


Special Abilities
Monsters have a number of Special Abilities up to their Bearing-1 which allow them
to break the mold of the normal back and forth of attacks and defenses by introduc-
ing special cases and interactions with their enemies, allies, and their environment.

Power
Powers are active abilities that require an Action to be used. These abilities often
serve as special attacks that go outside of the scope of the monster’s normal

b
weapons, showcasing a particularly unique strength. Some other times, Powers are
a gateway to apply unique effects with their own special considerations.
For Example: A Gorgon with Stone Gaze may use their power to attempt to petrify their
enemies within their line of sight. Unlike normal attacks, this ability has a stipulation of its
own: anyone facing the monster must pass a Focus Test or be rendered immobile for 3
rounds, fixed in place and unable to act until the effect ends.

Trait
Traits are passive abilities that are always in effect, or which allow the monster to use
them freely as a unique consideration to keep in mind. These range from distinct
movement types that allow the monster to break the mold of the movement rules to
defensive abilities that create unique protections for the monster.
For Example: A Faerie Stalker with the Shadow Meld Trait is invisible whenever it steps
into the shadows, completely undetectable by sight or sound until they step into the light
once again. When attacking from this state, the monster gains Favor and may spend another
action crawling back into the shadows immediately after.

Event
Events are abilities that automatically come into play when certain conditions are
met, as specified by the ability itself—a response to a specific event, a countdown of
rounds reaching its end, a number of external conditions being met, and other such
cases that may arise outside of the monster’s direct control.
For Example: A Powder Slime’s Event ability, Self-Destruct, comes into play the very
moment they reach 0 Health or 0 Stamina, causing an area-wide explosion. Likewise, their
complementary Event ability, Regroup, causes their charred remains to group up and
revive the Powder Slime after 3 rounds, unless all the pieces were destroyed beforehand.

Aura
Auras are abilities that influence the monster’s surroundings rather than affecting
themselves, interacting with allied monsters, affecting their enemies, or allowing the
monster to interact with their surroundings within the Arena itself in unique ways.
For Example: The Boarc General’s Drums of War Aura causes its underlings to be
inspired and afraid of its presence, allowing them to ignore Rough Terrain and granting them
Favor when making cooperative attacks. Without their General, the underlings become
clumsy and fearful, tripping over the battlefield and losing their leader’s tactical guidance.

book iii · the arbiter 231


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MONSTER WORKSHOP

ENCOUNTER
j
By now, you should have a solid and interesting concept for a monster, and a devel-
oped enough structure to transport your ideas into the realm of the game. The only
thing left to do is to place it upon the world for the players to interact with it—and in
the context of a roleplaying game, this means giving them a reason to face each
other, a proper Arena, and preparing ahead for what might happen after the skirmish
b
has come to an end.

Setting the Stage


The most basic and fundamental element of an encounter with a monster is its place
within the context of the campaign—the things that led (or that will lead) the players
to face the monster, the purpose it serves for the narrative and the experience
provided by the game as it advances, and where exactly the skirmish is taking place.
B Why are they fighting?: Giving the encounter a reason for it to happen is crucial
to determine the stakes and objectives of the fight for both parties involved, giving
clear goals to tailor the monster’s tactics around its own motivation. Simply put,
what do both sides stand to gain from this battle?
For Example: Are the players hunting down the monster to collect a bounty or fulfill a
contract? Did the monster hunt them down, and now they must fight to survive? Are the
monsters in the way, protecting something that must be destroyed?

B Where are they fighting?: Creating an Arena that complements the monster is
an important feature of the skirmish. Not only does it give the monster a proper
battleground in which they belong, but it also allows the players to interact with
their environment, rather than the monster alone. Much like the monster itself, the
Arena can serve to shape the skirmish and create additional challenge that the
players must surpass in order to attain victory.
For Example: A faerie archer that resides in a ruined temple with many pillars may hop from
one pillar to another, always staying distant from the players. Not only are these pillars the
only way to cross the river, the archer is dancing circles around them by only stepping onto
the strongest ones, and tricking the Vagrants to jump on the loose pillars that will make
them fall. Now, though the archer is alone, she is a much more dangerous nuisance.

B How does the skirmish start?: Understanding the events that led to the skir-
mish is an important tidbit of information needed to ease the transition from the
normal pace of the game to the thick of battle, and to establish the advantages and
drawbacks of both sides at the beginning of the skirmish.
For Example: The players chase an assassin that has cunningly tricked them into a series of
maze-like ruins. Once they arrive, they are at the mercy of the band of assassins awaiting
them, armed and ready to go. Now, the players are faced with a choice: either they make a run
for it, kill the assassin, and risk getting turned into a pin cushion on the first turn, or they
negotiate with the assassin to gain a more advantageous position before shit hits the fan.

232 the vagrant path


11

b ENCOUNTER
Monster Nature
Though monsters exist within the realm of the rules as a construct whose existence
is tailored around combat, they are not mindless puppets that advance and attack ad
nauseam. A monster’s Nature is composed of two parts: a choice among six broad
behavioral archetypes, and a more in-deth description of the general behavior and
tactics that a Monster displays both in and out of combat—their disposition to fight,
preferred targets, and other such traits that affect their role during an encounter.

b
Fearful
Fearful monsters will attempt to stay away from potential predators and threats as
much as possible, avoiding any sort of direct confrontation. As such, they will never
participate in a skirmish willingly, unless they have no other options than to fight.

Peaceful
Peaceful monsters can be approached with care, without fear of any confrontations
or erratic behaviors. If provoked or threatened, however, a Peaceful Nature is cast
aside in favor of a different archetype.
For Example: A Peaceful/Fearful creature will run away if it senses danger, but a Peaceful/
Territorial creature will fight with tooth and claw if their peace is threatened.

Territorial
Territorial monsters become defensively hostile when approached within their
domain, or when they perceive their offspring, peers, dwelling or treasures to be
threatened. They will not attack or pursue if the threat escapes or is subdued, as its
only objective is to drive threats away from what they are protecting. However, they
will go to great lengths and risk themselves if the threat remains in their presence.

Predatory
Hostile creatures that actively hunt down weaker prey for survival or sport, valuing
stealth and the element of surprise to trick potential adversaries.
Predatory creatures will usually only remain in a Skirmish for as long as they main-
tain the upper hand, becoming Fearful if they are sufficiently threatened or hurt.

Violent
Violent creatures act uprovoked, attacking anything and everything that approaches
them or catches their attention until they or the target of their aggression is dead.
These reckless beings will not stop at any cost to be victorious, risking themselves to
the very end to fulfill their motives.

Thrall
Some Monsters forever live in the shadow of a more assertive leader figure, loyally
following orders from them and putting aside their own safety and sense to the very
end regardless of their true courage and nature. However, should their leader figure
faulter, their tactics and willpower are shattered, becoming Fearful with ease.

book iii · the arbiter 233


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MONSTER WORKSHOP

Spoils
Once a monster is vanquished, they almost always leave behind an array of valuable
items, materials and resources that many patrons will handsomely pay for, or that
may prove to be of use to the wanderers. Monsters can prove to be rich sources of
exotic parts and substances, Beasts can be harvested for sustenance, and Demihu-
mans often carry a whole inventory’s worth of useful and valuable equipment.
What a monster can provide is ultimately up to you, and may be interacted with in a
b
handful of different ways. Pieces of the creature itself may be removed with ease or
require spending a Watch to harvest properly, while more exotic or fragile resources
may require a Test involving skills such as Alchemy, Nature, or Healing. A good eye for
appraisal or experience in monster hunting may give insight on valuable things that
can be obtained, even without the practical ability to obtain them.
Author’s Note: Remember to give spoils an appropriate Rarity for future trades!

Rations and Exotic Resources


Most Beasts and ordinary creatures can usually be harvested for an amount of Food
Rations roughly equal to ½ of the creature’s Health, rounded up. Food harvested in
this manner requires a Watch and an Alchemy Test to be prepared for consumption.
Technological Constructs offer a similar opportunity: You can recover the Fuel Core
of a rogue machine for an amount of Fuel roughly equal to ½ of their Stamina.
Other monsters may carry similarly useful resources and consumables, which can be
comparable to ordinary resources, or rare, unique discoveries that cause different
effects when consumed, spent, or refined through the use of Alchemy.
Author’s Note: Exotic food and alchemical concoctions can be a good opportunity to
prepare special dishes that grant boons to the Vagrants, bestowing them strange temporary
abilities and benefits that reflect the meal’s origins in some way and boosting the general
morale of the roving band.

Belongings & Special Items


Demihumans, Constructs, and other intelligent beings may be using valuable tools
and equipment to fight, which will likely be left behind for whoever desires to claim
them for their own. These items will generally follow the same guidelines as normal
equipment that the Vagrants can acquire, or they may have special, unique proper-
ties attached to them that should be left up to the Arbiter’s consideration.
Otherwise, in more common cases, players may find mundane, useful items that
they may want to use or resell—Artifacts, Ammo, advanced Armor; even Gear is fair
game among Belongings left behind by an adversary. They won’t be using it anyways.
Author’s Note: You can decide, for example, that one of the Special Abilities of the monster
were attributed to the Item instead of the creature itself, granting the benefit of their usage
to the Player that claims it. These items can be incredibly interesting, fun, and rewarding, but
be careful not to give Players abilities that can be too powerful or unfair to the other Players.

234 the vagrant path


11

b
b SPOILS
j

book iii · the arbiter 235


Chapter 12

SHORT
BESTIARY
bb
j
Reading This Chapter
The world hosts a wide variety of monsters, and though the very idea of the previ-
ous chapter is to help the Arbiter to create monsters and adversaries of their own, it
would be a disservice to their time not to provide some manner of reference. This
chapter is rather brief, but it serves the purpose of giving Arbiters a few examples to
use as a practical guide to the things they can create on their own. Likewise, it offers
a small selection of monsters that can be used in a campaign as they are, in case that
time or inspiration are a little scarce to get fully involved in the creative process.
Monsters showcased in this chapter are given a brief introductory section that goes
into cursory detail about their narrative and lore, alongside an information sheet
displaying mechanical and encounter-centric elements for ease of reference:

Monster Name 0
size · bearing · kind
bearing 0 threat 0 protection 0 agility 0 cunning 0 arcana 0
skills Skill · Skill · Skill
Resistance · Resistance
defenses Armor Type
Weakness · Weakness
weak spots Location · Location · Location
Weapon Name
range – damage – trait · trait · trait
Description of the weapon or attack, as well as how the monster uses it.

Ability Name · type

Description of the ability and any considerations to keep in mind when using them.

Nature · archetype
Description of the monster’s behavior, preferred tactics, etc.

Spoils: A brief list of lootable valuables and their utilities.

236 the vagrant path


12

b SHORT BESTIARY
Humming Clan Brigands
Far too many roads cross the Inner Lands just far away enough from civilization for
petty crime to run rampant. Bands of brigands tend to have a chaotic history of
stealing things that they shouldn’t have, and in the case of the Humming Clan, their
bounty was nothing other than a series of prototype artifacts for teleportation. One
moment they’re there, and a flash of light later, they’re gone—and so is your coin.

Humming Clan Brigand

b
medium · middling · demihuman 7
bearing 3 threat 2 protection 2 agility 2 cunning 2 arcana 0
skills Stealth · Thievery · Trapmaking
Ballistic 1 · Frost 1
defenses Medium Armor
Blight 1
weak spots Head
Raider’s Axe
melee – rending – swift · cleave
The Bandit makes wide, fast swings with their axe, attempting to hit anything nearby.
Firebrand Crossbow
ranged – ballistic+burning – hybrid · precise · area (blast)
This crossbow shoots bolts coated in a flammable alchemical compound that activates as it
travels through the air, exploding into a rain of small burning chunks that cover a Zone.

Strength Through Unity · trait

The Bandit gains Favor on Attacks, Maneuvers, and Cooperative Tests performed when
their allies are in the same Zone as them.

Unity Through Strength · event

When a Nearby Bandit causes an Injury, the Bandit may spend a Reaction to make an attack
of their own. This Event can only be triggered once per Zone.

Displacement · power

The Bandit uses a stolen Artifact to vanish and reappear in a Zone within Short range. After-
wards, the Artifact breaks, and cannot be used again or looted from the Bandit.

Nature · predatory
The Bandit is part of a wandering and raiding group of brigands. They will work together to
get the drop on the Vagrants, focusing on the weakest links to take them out as quickly as
possible—singling them out before moving onto bigger targets. If they lose the upper hand,
they will attempt to steal whatever they can before making a quick getaway.

Spoils: Axe · Crossbow · Medium Armor (Ballistic/Frost Resistance)


Displacement Artifact (if the associated Power was not used)

book iii · the arbiter 237


12
SHORT BESTIARY

Faerie Flame
Capricious forest spirits resembling blue-teal flames that attract wanderers in
groups, either guiding them into the right path or tricking them into a certain death
using the terrain around them. They glow dimly in the night, and are most often
found in forests, swamps, and other places where people can easily get lost.

Faerie Flame 2
small · lesser · spirit
b
bearing 2 threat 0 protection 0 agility 1 cunning 2 arcana 2
skills Hide in Plain Sight · Trick of the Light
Radiant 2
defenses Light Armor
Frost 1 · Sonic 1
Spark
ranged – storm – area (chain)
The Faerie Flame sparks an annoying little arcane lightning that bounces between targets.
Ignite
melee – burning – cleave
When enemies get too close for comfort, the Faerie Flame puffs out a burst of arcane fire.

Hypnotic Flames · power

Roll 4d10 against the target’s Spirit. If succesful, the target is forced to move up to 1 Zone
towards the Faerie Flame, and the little spirit gains Favor on future Opposed Tests against
the target. This Favor stacks upon further uses, making it increasingly difficult to dispel.

Mischievous Teleport · power

The Faerie Flame fades away in an instant, and reappears somewhere up to 2 Zones away
from their current location. Their next attack gains Favor.

Nature · predatory
Wisps are rarely ever alone. They are attracted by their kin and plot together to create longer
chains of themselves in order to create more effective traps, as they can share the essence
released by the victims of their tricks if they get away with it.
They’re cunning tricksters, attracting unsuspecting wanderers from afar, and will only
attack directly if they or any of their peers are provoked, damaged or banished. If suffi-
ciently threatened or ignored, they will simply fade away to try against another fool.

Spoils: Wisp Ash (2): A Rare alchemical compound used for the creation of cloaks of
invisibility, weaving its arcane properties into specially curated threads.
j

238 the vagrant path


12

b FOREST SPIRITS
Wailing Willows
Many strange tales have been told by woodland travelers—crying voices calling out
for them during the night, encounters with trees with ghoulish faces, spirits that
trap unwary travellers with thorned roots. Most are quick to dismiss these tales as
nothing but myth, and yet... noises in the woods can sound strangely familiar at
times, leaving one to wonder and doubt, if only for a brief moment: “what if the tales
are true after all?”

b
Wailing Willows 9
large · middling · mycoflora/spirit
bearing 3 threat 1 protection 2 agility 0 cunning 2 arcana 3
skills Remain Hidden · Mimic Sounds · Drag Creatures
Radiant 2 · Crushing 2
defenses Heavy Armor
Burning 2 · Rending 1
weak spots Wicked Mask
Essence Siphon
ranged – stress+blinding – hidden · hybrid
The Willow’s mask is revealed to the target, obscuring the world around them and slowly
consuming their spiritual energy.
Thornroot Whip
melee – crushing – catching · cleave
The ground surrounding a Willow is covered in roots and vines that slowly grasp at passing
creatures, sneaking up on them and holding them tight.

Murmuring Veil · aura

The leaves cover everything in the Willow’s zone and whisper names and sorrows, a faint
echo of past victims crying in an entrancing anguish. Creatures within the Zone cannot
hear or be heard by their allies, and vision is obstructed in, through, and out of it.
Vagrants must pass a Spirit Test to leave the zone, or they fail to go past the veil.

Harrow Roots · trait

The Wailing Willow cannot move. Instead, it may attack or affect anyone within their Zone,
treating everyone as Engaged with it.

Nature · violent
Wailing Willows grow in close groups, forming tight rings that trap unsuspecting creatures
passing through their clearing. They attract prey by mimicking the sounds of their kin with
an incredible accuracy, and try to catch their targets with their twisted roots. Their vaguely
demihuman faces remain hidden until they start to feed, revealing a visible trail of glowing
mist that twirls towards their open mouths and hollow eyes. With nowhere to run, they will
attack hostile prey regardless of their own suffering.

Spoils: Wicked Wooden Mask (Rare) · Thornroot (Scarce Resource / Whip Weapon)

book iii · the arbiter 239


12
SHORT BESTIARY

Rolling Wyverns
Dracoboros or Rolling Wyverns are a subspecies of dragon found in deserts and
steppes, scouring the dry terrain in search of prey. They attack by dropping at high
speeds, biting their tails, and forming an unstoppable ring of spiked rock that main-
tains forward velocity, ramming creatures and crushing them on the way.
Rolling Wyverns will usually travel in groups of no more than three at a time, as
anything more proves a difficult task when going on hunts and sharing meals. They
b
hang onto rocky pillars and relatively low platforms atop passes and canyons, hiding
against the rocks, and will always initiate a hunt and warn others if they sense any
movement beneath them.

Pillbug Dragons
Though quite resilient, and able to wreak havoc with ease, these protodragons aren’t
particularly courageous when it comes to hunting. Anything that proves too tough
to be moved or manages to flip them over becomes a huge threat to them, and they
are easily scared away when they are bludgeoned on their heads. Catching them by
the tail is particularly effective, their own bites breaking away the protective scales
and leaving them quite sensitive.
j

240 the vagrant path


12

b ROLLING WYVERNS
Rolling Wyvern 5
medium · middling · beast
bearing 3 threat 2 protection 3 agility 2 cunning 1 arcana 0
skills Flying Maneuvers · Locating Prey · Breaking Things
Ballistic 2 · Rending 2 · Stun 1
defenses Medium Armor
Bludgeon 1 · Sonic 1

b
weak spots Abdomen · Tail End
Battering Ram
melee – crushing – heavy · lunge · shielding
The Wyvern sprints a short distance towards the closest enemy in view and rams its entire
body head-first against them. When attacked, it quickly bows its head, protecting itself
from danger with the thick plaques of bone on its skull.
Vicious Bite
melee – rending – swift · catching
The Wyvern uses its sharp teeth to tear into its prey. If it catches something, it won’t let go.

Dragon Flight · trait

The Rolling Wyvern is able to soar high into the sky with ease after a short sprint. After it has
taken flight, the Wyvern may stay in the air indefinitely (acting as a Distant target for enemy
attacks) and return to the fray using Tumblewheel or using an Action to land onto any
Zone of their choice.

Ricochet · trait

Ballistic attacks absorbed by the Wyvern’s defenses are reflected against a random target.

Tumblewheel · power

Flies by and drops at a high velocity as a resilient ring of rocky hide covered in spikes. Main-
tains the momentum of the fall and becomes nearly unstoppable, running over every crea-
ture in its path until it’s obstructed or it leaves the Arena. This effectively works as an Area
(Line) attack and is treated like a Moderate Hazard (Crushing).
Whenever possible, it will prioritize path where they can run over as many prey as it can in a
single roll. Otherwise, they will always go for the slowest-moving prey in sight.

Nature · predatory
Rolling Wyverns will always seek to crush enemies through Tumblewheel, taking to the
skies whenever the chance arises and resting on the ground once their prey is sufficiently
weakened or cornered. If ground-bound, the Wyvern will attempt to ram its prey using its
armored hammer-head to daze and crush enemies.
Even on the ground, they can move across the terrain masterfully, sorting the obstacles of
their desert homes and crushing anything that stands between them and the way forward.
If the fight turns against them, they are likely to flee to find easier prey.

Spoils: Food Rations (3) · Drake Plates (Scarce Armor Material, grants Ballistic 1)

book iii · the arbiter 241


12
SHORT BESTIARY

Shade Spiderlings
These monstrous arachnids inhabit caves and tunnels not too distant from the
surface, but always hidden from the light of the sun. They are fast and dexterous,
and are always found in groups of no less than seven at a time.
Though they look strikingly like overgrown spiders, close inspection of these crea-
tures reveals more of their true nature. They have significantly more than eight legs,
each of a varying length, and ending in a cluster of minuscule, demihuman hands.
b
Their eyes—five to thirteen of them—are unevenly distributed across their grotesque
faces. Their stingers are a malformed mass of sharp tusks. Their caves are full of
scrawled writing in an unknown language, and crude esoteric figures and symbols
are drawn in acidic blood and poisonous ink.

The Spider Barrows


There aren’t many accounts surrounding Shade Spiders, and the few, archaic
sources on their origin use a diminutive to indicate that these are but the spawn of a
much bigger, much more horrifying creature that has not been seen in centuries.
They were first discovered in deep underground burial grounds, after a chance
encounter revealed one of them as the source of the disappearing corpses, leading to
an investigation that followed these strange creatures up close. Attempts to study
the odd fragments of the deranged, broken culture displayed through their paintings
have been rather vague and have led to very few conclusions. Some scholars say that
the figures of a great spider are a simply metaphorical, hinting at a more powerful
and cohesive past, while others pose that it may have been a cult to a devious god-
like spirit that warped its followers into what they are today for unknown motives.
Whatever the case, their tunnels were sealed soon after the investigation ended, and
the Spiderlings were thought to be no more. And yet, more and more of them appear
to have unearthed themselves in various places, farther and farther away from their
original location, posing the question—how much does this network of horrifying
tunnels extend today?
j

242 the vagrant path


12

b SHADE SPIDERLINGS
Shade Spiderling 3
small · middling · monster
bearing 3 threat 3 protection 0 agility 3 cunning 2 arcana 0
skills Hiding in Shadows · Climbing Surfaces · Silkweaving
Blight 2 · Frost 2
defenses Light Armor
Blinding 2 · Radiant 2

b
Noxious Sting
melee – rending+blight – hybrid · precise · swift
The Spiderling attempts to impale a creature within reach with its stinger, preferring those
that are caught in the network of webs it inhabits. Triggers the effects of Shade Venom.
Slingshot Stingshot
ranged – ballistic+blight – hybrid · precise · catching
Shoots a barbed stinger, tethered to the Spiderling through a silk thread, in an attempt to
hook into the target and climb onto it. Triggers the effects of Shade Venom.

Shade Venom · event

When damaged by a Spiderling’s attacks, the target risks being affected by a Blight Hazard
(Poison) immediately after tallying damage. Shade Venom is paralyzing, and causes all
terrain to be considered Difficult by the target until they are treated or a few hours pass.
If a target Resists the exposure to the Shade Venom, they are declared immune to it.

Blightcrawler · trait

The Spiderling is able to crawl onto walls and ceilings, and ignores dry Difficult Terrain.

Shade Skitter · power

The Spiderling hurriedly moves out of view and crawls through a pocket between physical
and ethereal reality, then reappears in a zone within Long range.

Nature · predatory
Spiderlings don’t hunt on their own. Rather, they wait for prey to crawl through their lairs,
which are covered in strong silk webs. They mimic the behavior of normal spiders: they’re
afraid of light, will crawl towards the nearest hole if sufficiently threatened, but won’t let go
of a good catch if it can’t defend itself. They burn and melt in direct sunlight.

Spoils: Poisonous Rations (Lure or Trap, 2 Units) · Shade Silk (Scarce Resource)
Shade Venom (Resource, 1 Unit: Adds Hybrid (Blight) to a weapon for a Watch)
j

book iii · the arbiter 243


12
SHORT BESTIARY

Treewolves
Deep within magic-scarred forests and livingwoods, the plant creatures known as
Treewolves hunt wandering animals, mimicking the behavior of the common wolves
they’re shaped after. Their bodies are made of wood and protected with a thick bark,
their backs and legs are cloaked with leaves that change with the seasons, and their
eyeless heads have a large gap in the shape of a mouth full of sharpened teeth. Young
ones tend to die out during Winter, with only the Matrons remaining to endure it.
b
Young Treewolf 2
medium · lesser · beast/mycoflora
bearing 2 threat 2 protection 1 agility 1 cunning 0 arcana 0
skills Long Jumps · Climbing
Blinding 2 · Bludgeon 1 · Storm 1
defenses Light Armor
Burning 1 · Ballistic 1 · Rending 1
weak spots Forehead
Bite
melee – rending – catching · lunge
The Treewolf lunges towards the target and delivers a strong, piercing bite that grabs onto
them. While grabbing onto an enemy, they can continue spitting sap or biting them.
Bark
ranged – blight – swift
The corrosive sap of treewolves can be formed into a ball of goop and launched at enemies
with ease. It’s rather imprecise, but can quickly become a toxic nuisance if unattended.

Noxious Sap · aura

The constantly dripping ooze from a Treewolf’s mouth leaves a sticky trail on the ground on
Zones where they’ve moved. If treewolves move at least 3 times through or within a Zone,
its Terrain becomes Difficult. Other Treewolves are unaffected by the black pools of sap.

Anguished Howl · event

When a Treewolf dies, it cries out for its mother. The Arbiter rolls a d10: if the result is equal
or lower than the amount of Treewolf Pups killed, a Treewolf Matron arrives in response to
the anguished cries of her pups. If a Matron is already present when this Event is triggered,
she prioritizes whoever killed her pup as a target.

Nature · predatory
Treewolves hunt in packs, and they never wander too far away from their Matron. They have
a tendency to sneak up and gang up on unsuspecting travelers or lone Vagrants to gain a
number advantage. They are deathly afraid of fire and loud noises, and they will often Howl
and call their Matron if they feel sufficiently threatened, cornered, or damaged, but will
instead run away if they have the chance to do so.

Spoils: Tar Vial (Common, Flammable Resource), Evocation Materials (Fire/Life, 1)

244 the vagrant path


12

b TREEWOLVES
Matrons
Treewolves do not reproduce on their own. Instead, a sufficiently aged and grown
Treewolf turns into a Matron, which can carry, plant, and grow the seeds that spawn
them in their own gardens. They’re quite larger and tougher to take down than their
young, and will often have further growths, such as extra limbs, horns, or protective
mushrooms. Though there is a slight color variety with each season, Matrons tend to
carry on the colors of Fall with them until they shed their last leaves.

b
Treewolf Matron 8
large · greater · beast/mycoflora
bearing 4 threat 4 protection 2 agility 2 cunning 0 arcana 1
skills Long Jumps · Climbing
Blinding 2 · Bludgeon 1 · Storm 1
defenses Medium Armor
Burning 1
weak spots Flame-Core Throat · Abdominal Fissure
Infernal Maw
melee – rending+burning – catching · lunge · heavy · hybrid
The smoking mouth of the beast quickly and brutally rends the target, rending and searing
their flesh and armor.
Powerful Shove
melee – bludgeon – heavy · lunge · cleave · shielding
The matron puts all her weight into a powerful back-shove that pushes enemies away from
her cubs, or uses their back as a barrier when surrounded by threats.

Wrathful Wildfire · power

The matron opens her maw, inhales, and releases a powerful burst of flames that covers
two adjacent Zones in Short Range, causing a Major Hazard (Burning). This attack does
not affect the Matron’s young, angled carefully to give them space to duck under it.

Head of the Pack · aura

The Matron’s presence inspires and strengthens her young, granting Favor to every Young
Treewolf on all Tests for the remainder of the Skirmish.

Fury · trait

The Matron gains one stack of Fury for each of her Young killed during the Skirmish. When
attacking, she can spend Fury instead of suffering Fatigue when using Strain Dice.

Nature · peaceful » territorial


A Matron will do everything it takes to protect her young. If found wandering or scavenging
for food, it may not pay attention to Vagrants, but if encountered near her garden or her
pups, she will most definitely attack until the Vagrants are dead or gone.

Spoils: Tar Vial (4) · Evocation Materials (Fire/Life, 4) · Treewolf Seeds (5, Scarce)

book iii · the arbiter 245


j
—· i’ve taught you all i could, vagrant ·—

GO FORTH,
AND WANDER
—· and perhaps our paths will cross again ·—

j
246 the vagrant path

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