Professional Documents
Culture Documents
�CRYPHON: HIVE MOTHER against the imprinted memory’s values, the attempt gains Disadvantage and
This move can only be gained by using Metamorphosis to trade that move for this
the GM reveals one of the Covenant cores within. When both cores are
revealed, you can form a Rank 1 Covenant with the Relic using those cores;
� WINDFALL
If Momentum would go over +3, erase a Surplus and pick 1:
one. The user emerges from that cocoon as a Cryphon Hive Mother, towering and when they apply, the Relic will Aid your attempts to Manifest. ◊ Gain a Decree.
sagacious. They gain an additional minor harm slot (Grazed), the Hefty tag, the On a 10+, you fully sense the memory within and may form a Rank 1 Covenant ◊ Gain fleeting Advantage on your next House Move.
ability to send messages to their Hive from any distance, and Advantage on all immediately. ◊ Gain 2 Lore or Arts in any combination.
Compromise and Unearth rolls where their instinctual legal code is relevant.
◊ Build a free Memorial to a Hero.
victims are and how you become more like them. �PEERLESS BRUTE □
Foci: Potent, Swift, Precise, Wide, Lasting � Prophet: Mark when you go through experiences When you use pure strength to destroy something
Gear: too strange for other peoples to comprehend. standing in your way, roll +Might. On a hit you do it,
State one fundamental truth about the world you but pick 2:
realise thanks to the experience. ◊ Nothing of value is destroyed.
� Traitor: Mark when you embark on a bloody- ◊ It doesn’t attract a lot of attention.
handed crusade. State your target and say what ◊ No one else is hurt or killed.
this awakens in you: hot fury or lethal efficiency. On a 10+ gain fleeting Advantage dealing with your
Notes: � Outsider: Mark when this society disappoints you next physical challenge.
greatly. Wander away into the wilds and say if you
become wiser or simply stranger.
When you mark a role in play, Advance.
�ETERNAL MEMORIES □
When you find a remnant of the past, roll +Wisdom.
On a hit, get 1-Lore and the GM tells you something
you remember about it from before the world was
broken. On a 10+ you can ask a follow-up question.
◊ Shining eyes, ‘normal’ eyes, no eyes, inhuman eyes, ... � Alien �REFLEXIVE ADAPTATION □
◊ Tattooed glowing sigils, grafted inhuman limb, incised crystal
circuits, an aura subtle as starlight, ...
COVENANTS � Haunted
� Surging
When you take Harm, pick how your body protects itself
for the length of this conflict:
Name Core Strength
◊ Original Ancestry, patchwork Ancestry, unique Ancestry, shifting
Ancestry, ... HARM ◊ Enduring: Gain a Garment tag.
◊ Overpowering: Gain an Arsenal tag.
� Exhausted ◊ Adapting: Gain Advantage moving here.
Covenants � Angry
Choose a core for your bond with the player on your left and on your ◊ Outliving: Heal 1 Major Harm when you Recover.
� Shapeshifting (-1 Cunning)
right: Change, Violence, Army, Sickness. Fuse this core with theirs to
decide together how each bond was forged – describe a brief scene
� Hallucinating (-1 Prowess)
� Mutated
�STRANGE FASCINATION □
based on this two-word concept. Give one Rank 2, one Rank 3. When you spend time alone with someone, they can
When you mark off your Mutated box, you enter a become fixated on you. Roll +Roles marked. On a 10+
Relic chrysalis. An hour later you’ll emerge fully-healed, hold 3, on a 7-9 hold 2. They can remove 1 hold by
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and assign it giving you something they think you want, spying for
and with a new Protean Form configuration that
to a Relic absorbed within your shifting form. It can’t be stolen, but if it you, protecting you from harm or introducing you to
would have helped you resist what killed you. But
ever destroyed you will suffer 3-Harm. Use the two Covenant cores someone important. As long as you have hold, get
you lose all your memories, even if your Covenants
you didn’t pick earlier to describe a memory bound to this Relic. Advantage when you Compromise with them.
remain as a lingering and mysterious bond.
NAME ROLE MOVES FIREBRAND MOVES
MIGHT
Trigger one at Hero creation:
� Leader: Mark when your House rises up against an �THE SECRET ARMY
oppressor. When you yourself confront them, say When you spend a few days gathering rebels and
where your forces are waiting in ambush. idealists around a cause, gain Companions with one
PROWESS � Agent: Mark when you infiltrate a group to bring it of these tags per Role you have marked: Shadowy,
down. Say someone there who trusts you; GM Vicious, Horde, Astute, Rogues.
CUNNING says one who suspects.
� Rebel: Mark when your House betrays your creed.
Choose an Inheritance Move and one of these:
WISDOM Name a rule; those who break it this age risk ruin.
� Prophet: Mark when you uncover evidence of
�WORDS OF REVOLUTION □
When you seek the counsel of the oppressed and
society’s stagnation and decay. The GM will say disenfranchised, roll +Cunning on Unearth. On a 10+
Foci: Potent, Swift, Precise, Wide, Lasting what bastion of order must be brought low to you’re also given access to a safe house you can use
Gear: avert this decline. Describe the golden age you while you’re in this area.
expect their downfall to usher in.
� Traitor: Mark when you sacrifice the oppressed to
raise your power across the Borderlands. Name
�ICONOCLAST □
When you reveal the dark secret of an authority
the leaders who come to listen to your principles. figure to their community, roll +Cunning. On a 7-9
The GM will tell us about those who have seen choose 1, on a 10+ choose 2:
Notes: through your actions and vowed bloody
◊ Their allies stop providing them support.
vengeance upon you.
◊ Their followers plot revolution.
� Outsider: Mark when your actions cause suffering
◊ Their enemies offer you aid.
to a group you have no quarrel with. Say which
group you most need to make amends with, and
the GM says who profited from the suffering.
�A SHADOW IN THE WIND □
When you sneak through cover, nothing that hasn’t
When you mark a role in play, Advance. already spotted you will notice you. If you would be
revealed, the GM will warn you in time to hide. Even
when you attack, there’ll be a period of confusion for
you to exploit.
MAKING YOUR MARTYR your past, your present, and your future. The GM harm until this bonus is gone.
�GLAZED SIGHT
describes those who leave everything behind to
Stats join your quest for wisdom. □
Assign Ω to Might or Prowess, and Δ to Cunning or Wisdom. Then When you find enlightenment in pain and sorrow, roll
When you mark a role in play, Advance.
assign +1, -1 for the remaining. See Harm for details on Ω and Δ. +Δ instead of +Wisdom. When you are hurt while
Looks EMBODIED AMBIENCE Rapturous or Sanctified, gain 1-Lore.
◊
◊
Masculine, feminine, concealed, ambiguous, ...
Bent body, wiry body, flabby body, lanky body, ...
� Alien
� Haunted
�HOLLOW STARE □
When you confront a tormentor, describe for the
◊ Blank eyes, fiery eyes, sad eyes, steady eyes, ... � Surging
◊ Weathered face, ordinary face, stern face, scarred face, ... COVENANTS group a time you felt great pain and sorrow to evoke
a response of your choice from the tormentor:
◊ Boulron, Cryphon, Esrith, Human, Onygauros, ...
Name Core Strength HARM ◊ They gloat over their power.
Covenants Stats marked by Ω and Δ start at -1. For each harm ◊ They seek to humiliate you.
Choose a core for your bond with the player on your left and on your listed in their tracks their value goes up by 1. You ◊ They go out of their way to cause you more pain.
right: Charity, Childhood, Injustice, War. Fuse this core with theirs to can only mark your Dead box when both tracks are ◊ They try to convince you that you deserve
decide together how each bond was forged – describe a brief scene fully marked. punishment.
based on this two-word concept. Give one Rank 1, one Rank 2. Ω Δ
Each can only be picked once in a given
Relic � Twisted joint � Anguished
confrontation. If you evoke three, describe the fatal
You are a wondrous and terrifying font of ambience, somehow able to � Torn flesh � Fearful
weakness they expose.
manipulate the Qoam arts without a Relic. Pick a Focus from Potent, � Broken bones � Hopeless
Swift, Precise, Wide, or Lasting that you hold within you, and also � Blinding pain � Despairing �STEELY CONTEMPLATION □
describe a plain and unassuming keepsake. Use the two Covenant cores � Dead When you shield another from certain death, gain +2
you didn’t pick earlier to describe a memory bound to this keepsake and When you die, your death becomes a rallying point Armour against the harm that they would have suffered.
to your strange power. for those touched by your sacrifice. Say who they
are, and what your death inspires them to do.
NAME ROLE MOVES PROWLER MOVES
MIGHT
Trigger one at Hero creation:
� Leader: Mark when your leaders falter and you �AGENTS OF THE NIGHT
take charge. Tell us your underhanded plan to When you infiltrate a location or community, roll
overcome the crisis. The GM says how it makes +Roles marked. On a 10+, pick 3. On a 7-9, pick 2:
PROWESS your people venal or avaricious. ◊ You enter unnoticed.
� Agent: Mark when your House sends you to steal a ◊ You have an escape route.
CUNNING legendary treasure. Say which rival thief wants it
at any cost; the GM says why it’s so important to
◊ No violence is needed.
◊ You find a route to the most valuable thing there.
�HEROISM IS OPTIONAL □
When you look for an avenue of escape, you’ll always
MAKING YOUR PROWLER find one. When you make use of it, roll +Prowess. On
a hit, you get away. On a 10+, pick 1. On a 7-9, pick 2.
Stats
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning and Wisdom, and ◊ You get hurt during the escape.
add your House bonus. ◊ You end up in another dangerous situation.
◊ You leave something important behind.
Particulars
◊ Masculine, feminine, concealed, ambiguous, ... EMBODIED AMBIENCE ◊ You owe someone for your escape.
◊
◊
Weathered face, weasel face, dashing face, twisted face, ...
Sardonic eyes, angry eyes, cold eyes, one-eyed, ...
COVENANTS � Alien
� Haunted �NIGHT WALKING □
Name Core Strength When you ambush your pursuers under the cover of
◊ Agile body, scarred body, lanky body, stout body, ... � Surging
darkness, you inflict savage damage, terrifying those
◊ Boulron, Cryphon, Esrith, Human, Onygauros, ...
Covenants
HARM who witness it.
� Cut Off When you’re ambushed under the cover of darkness,
Choose a core for your bond with the player on your left and on your � Pinned you may always throw an ally into danger to create
right: Crime, Passion, Vengeance, Friendship. Fuse this core with theirs � Gut wound (-1 Prowess) safety for yourself.
to decide together how each bond was forged – describe a brief scene � Broken (-1 Might)
based on this two-word concept. Give one Rank 1, one lRank2. � Dead �ON THE EDGE □
Relic When attacked, you can respond before the first
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and assign it When you mark your Dead box, you escape the
blow lands. You’re impossible to surprise as long as
to a Relic weapon with three Arsenal tags of your choice. Describe it scene and die on your own terms. If escape is
you have your senses.
and say who you took it from, and use your two remaining Covenant impossible, you leave an Echo to forever haunt the
cores to describe a memory bound to it. area or your killers.
NAME ROLE MOVES SENTINEL MOVES
MIGHT
Trigger one at Hero creation:
� Leader: Mark when your House is at war with a �HOLDING BACK THE TIDE
more powerful faction. Single out their champion, When you stand in defence of a person, place or thing,
and tell us two of their strengths; the GM will tell roll +Stat appropriate to the threat, as defined by the
PROWESS you of their secret weakness. Beat them to break GM. On a 7-9, pick one. On a 10+, pick two.
your foe’s morale. ◊ No harm comes to the thing you defend.
CUNNING � Agent: Mark when you swear to keep someone
safe. Say what about them reminds you of your
◊ No harm comes to you even as you stand in its way.
◊ You force the threat back and away.
WISDOM past. The GM will say who among their loved ones
will fall for you.
Choose an Inheritance Move and one of these:
�ARTIST’S SOUL
an overwhelming menace. Your people will rally
under your presence and make the menace pay □
now or later, your choice. The GM says how the When Manifest backlashes leave you Alien, you avoid
menace retaliates specifically against you. ranking down a Covenant so long as you immediately
� Traitor: Mark when you go on a quest for a cursed channel the impulses into your art. When you compose
song. Tell us of the mayhem or tragedy it’ll cause a new song, erase one Embodied Ambience within you.
�FASCINATING PERFORMANCE □
if performed. The GM will describe the eldritch
guardian who seals away the song with their life.
� Outsider: Mark when you stand ready to sell your When you bare your soul in a performance, roll +Cunning.
soul in a place of power. The GM introduces an On a 7-9 pick 1, on a 10+ pick 2 conditions that
arcane horror who’ll offer you your heart’s desire. affect your audience during your performance, and
Decide if you’d rather name the price you’ll pay, or roll with fleeting Advantage acting on them:
MAKING YOUR SINGER the time when you must to pay it. The GM will ◊ You hold all of their attention.
Stats decide the other. ◊ They are affected by the core theme of your song.
Set Cunning to +2. Distribute 0, 0, and -1 among Might, Prowess, and When you mark a role in play, Advance. ◊ They forget pain or fear.
Wisdom, and add your House bonus. ◊ One of them becomes enraptured with you for good.
Particulars EMBODIED AMBIENCE �BATTLE HYMN □
◊ Masculine, feminine, concealed, ambiguous, ... � Alien
◊ Long and flowing hair, shaved head, tight locks, short and messy, ... � Haunted When you sing, those with a Covenant to the song
◊ Willowy, curvy, robust, rugged, coltish, ... COVENANTS � Surging gain an extra Harm Slot: “Disheartened”. When you
Confront a Titan with your music, you may roll +Song
◊ Jerky and aggressive motions, a flowing sway, timid and discreet Name Core Strength
posture, grand and dramatic gestures, ... HARM Covenant as the stat appropriate to your offensive.
◊ Boulron, Cryphon, Esrith, Human, Onygauros, ...
Covenants
� Disheartened.
� Drained.
�MYSTIC CHANT □
When you Manifest Qoam arts through your music, roll
Choose a core for your bond with the player on your left and on your � Panicking (-1 Wisdom). +Song Covenant instead of +Wisdom.
right: Birth, Change, Music, Lovers. Fuse this core with theirs to decide � Bleeding (-1 Prowess).
together how each bond was forged – describe a brief scene based on
this two-word concept. Give one Rank 1, one Rank 2.
� Dead �SOULFUL HOWL □
When you mark off your Dead box, you cease to be in When you perform a song made for the ears of beasts
Focus a burst of energy, light and emotions. From this and Titans, roll +Cunning. On a 7-9 pick 1, on a 10+ pick 2:
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and assign it moment on, your Covenants can sing your songs to ◊ Your song calls them from across great distances.
to a Relic outfit with three Garment tags of your choice. Tell us how summon your Echo - who will provide a dramatic ◊ You affect all beasts and titans who hear the song.
you won this regalia, and use your two remaining Covenant cores to performance. Effectively, each one of them gain one ◊ They follow a command fitting its core theme.
describe a memory bound to it. use of A Kind of Magic at +3. ◊ They become or cease to be Disturbed.
NAME ROLE MOVES STORYTELLER MOVES
�TALES AND LEGENDS
Trigger one at Hero creation:
MIGHT � Leader: Mark when you tell your House a story of a
fabled treasure. Whatever you say will grow and When you relate the story of a marvel or mystery,
spin out of proportion. Say who looks to you to state one fact per Role marked about its (arcane,
PROWESS advise their pursuit of it. brutal, dramatic, horrific, romantic, savage) (origin,
� Agent: Mark when you’re asked to bring a parable power, weakness, fate). If you make one fact an
CUNNING to a community. Say who it affects most deeply,
and the GM says how it mutates as it’s retold.
untrustworthy fiction, gain 1-Lore as a clue to find
out the truth behind the myth. Your audience gains
fleeting Advantage to act on the true lore, and
WISDOM � Rebel: Mark when you satirise your own people’s
values or failures. Name someone important who fleeting Disadvantage to act on the false one.
takes your words to heart. The GM names Choose an Inheritance Move and one of these:
Foci: Potent, Swift, Precise, Wide, Lasting someone who never will again.
Gear: � Prophet: Mark when you learn of a new discovery. �1001 NIGHTS □
Describe how this discovery will capture the When you tell an agressor a moving story, Resist Danger
imaginations of Montara for generations to come – with Cunning. On a 10+, they’ll let slip a vital secret.
or else describe an application of it that they will
fear and mistrust for just as long. �ANCIENT BESTIARY □
� Traitor: Mark when you fabricate a story to When you relate rumours, half-truths, and glimpses
Notes: demonise and vilify. Tell us how widespread of an elusive creature/phenomenon, name three of
acceptance of this story destroys your target. The these, and the GM will secretly pick one as false:
GM will tell us what part of your monstrous ◊ Why it’s difficult to directly observe;
depiction they live up to as a result. ◊ What it’s driven to do;
� Outsider: Mark when you teach your own version ◊ Where it came from, or what first caused it;
of your House’s core philosophy. The GM says ◊ What makes it wondrous or fascinating;
which part of this story you’re most viciously ◊ What hidden peril it brings or heralds.
mocked for, at least for now. You say what part
Your audience has fleeting Advantage acting on the
will gradually be assimilated into their orthodoxy.
true lore, and fleeting Disadvantage acting on the
When you mark a role in play, Advance. false one. Once per Cycle, you can introduce the
MAKING YOUR STORYTELLER object of your story into a scene of your choice.
Stats
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning and Wisdom, and �DARKEST BEFORE DAWN □
When your stories give someone solace and purpose,
add your House bonus.
Particulars EMBODIED AMBIENCE Heal any mental/emotional Harm they’re suffering.
� Alien
◊ Masculine, feminine, concealed, ambiguous, ...
◊ Matter-of-fact prose, stage whispers, academic formality, hellfire-
� Haunted �ROAD TALES □
and-brimstone speeches, ... COVENANTS � Surging When you Explore wild country, gain hold 1 per Role
marked. Spend 1 hold to frame one of these scenes.
◊ Playful eyes, haunted eyes, appraising eyes, excited eyes, ... Name Core Strength After each scene, form or rank up a Covenant.
◊ Perpetual smile, down-turned lips, luscious lips, thin lips, ...
◊ Boulron, Cryphon, Esrith, Human, Onygauros, ...
HARM An encounter with noble foes; An ancient threat eluded;
� Isolated A beautiful vista; A natural hardship overcome.
Covenants � Lost (-1 Prowess)
Choose a core for your bond with the player on your left and on your � Confused (-1 Wisdom) �VOICE OF THE ICONS □
right: Dreams, Music, Pride, Faith. Fuse this core with theirs to decide � Babbling (-1 Cunning) When you tell a House stories that make their
together how each bond was forged – describe a brief scene based on � Dead champions into legends, offer their Hero a new Role:
this two-word concept. Give one Rank 1, one Rank 2. � Knight. Something must be found, rescued or
When you mark your Dead box, say who you trust to
Relic tell your story. If they do, they may mark one of your conquered. If you swear to do this, add +1 to Prowess
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and assign it unmarked roles in the process. If they refuse or fail or Might. Say how your House will suffer if you fail.
to a Relic that manipulates sound; tell us of the stories it holds and the to tell your story, it’s up for grabs. If no one tells it � Scoundrel. A terrible threat must be confronted. If
mentor who gave it to you. Use your two remaining Covenant cores to before the age is done, then you are truly forgotten, you draw first blood, add +1 to Prowess or Cunning.
describe a memory bound to this Relic. even as the stories you told in life live on. The GM says what you’ll have to sacrifice to win.
NAME ROLE MOVES SURVIVOR MOVES
MIGHT
Trigger one at Hero creation:
� Leader: Mark when the thing you survived �THE THINGS I’VE SEEN
threatens your House. Say how they’ll need to Choose what destroyed your life:
change to survive it. � Arcane Monsters: When you Exploit the Covenant to
PROWESS � Agent: Mark when you are sent where the action commune with them, declare one thing that will help
is thickest. Name one aspect of the menace that you survive their onslaught. You and those who take
CUNNING ties it to The Things I’ve Seen.
� Rebel: Mark when another faction is threatened by
advantage of this insight gain fleeting Advantage.
� Wounds of the World: When you Resist Danger
from raging arcane energies, roll with Advantage.
WISDOM the thing you survived. Leave at once to provide
them with much-needed aid, orders be damned! � Dark Hearts: When you form a new Covenant with
Tell us how those you save will express their their victims, set its initial value to 2.
Foci: Potent, Swift, Precise, Wide, Lasting undying gratitude. � Fateful Disasters: When disaster befalls your
allies, you can show up right where you are
Gear: � Prophet: Mark when a new calamity looms over
needed the most, in the nick of time.
your people. Name places, things or people
important to your House it threatens. Warn Choose an Inheritance Move and one of these:
everyone before it’s too late! The GM will make
sure you arrive barely in time. �THE PLACES I’VE BEEN □
� Traitor: Mark when you steer the tragedy you When you lead others to safety, gain 2-Armour until
Notes: survived towards your foes. Say how they were you are clear of danger. Those who follow your lead
never prepared for this. The GM will tell us how it gain 1-Armour.
will rage out of your control.
� Outsider: Mark when you can’t stay here any
longer. Say what you were missing in your House;
�THE ONES I’VE LOST □
While you fight to avenge a fallen friend or
GM says where you might find it. companion, you can rank down any other Covenant
When you mark a role in play, Advance. when you Exploit the Covenant with your fallen
friend. After losing so many, you learned to
steadfastly defend their legacy.
�TOUGH IT OUT
� Outsider: Mark when your world or those you love
change too much. Withdraw where no one can □
follow. As long as you remain distant and Name the loved one you endure all this for. Whenever
unchanged, you can endure and thrive in the most your Covenant with them would be reduced to 0,
MAKING YOUR TOILER hostile of territory. Name a loved one that can instead tell us how circumstances have changed your
Stats bring you back. bond and rewrite one of the Covenant’s themes.
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning and Wisdom, and When you Exploit a Rank 1 Covenant, permanently
When you mark a role in play, Advance.
add your House bonus. erase it to gain +3 to your next roll.
Particulars
◊ Masculine, feminine, concealed, ambiguous, ...
�FIGHT ROUGH □
◊ Leathery face, rugged face, plain face, ruined face, ... EMBODIED AMBIENCE When you get into a fight...
◊ Large shoulders, sinewy limbs, barrel chested, simply huge, ... COVENANTS � Alien
� Haunted
◊ Gain Melee if you go barehanded.
◊ Gain Brutal if you trash the place.
◊ Impassive eyes, grizzled mane, a faded scar, stern voice, ... Name Core Strength ◊ Gain Area if you’re outnumbered.
◊ Boulron, Cryphon, Esrith, Human, Onygauros, ... � Surging
◊ Gain Armoured if you’re intoxicated or enraged.
Covenants
Choose a core for your bond with the player on your left and on your HARM �PARTY HARDER □
right: Construction, Challenge, Party, Accident. Fuse this core with When you celebrate a completed job with your crew,
� Indifferent
theirs to decide together how each bond was forged – describe a brief say how it gets too rowdy and choose one. Rank
� Angry
scene based on this two word concept. Give both Rank 1, and name a down the Covenant with your crew to pick another.
� Strained
loved one who you have a Rank 3 Family Covenant with. ◊ You make a friend: gain a new 2-tag Companion.
� Mutilated (-1 Might & Cunning)
Relic ◊ You hear about a new job: the GM describes a
� Dead
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and assign it new crisis that people will pay richly to mitigate.
to a simple but robust Relic. It will endure Breaking once without When you mark your Dead box, name one final ◊ Someone falls for you… hard! The GM tells who
shattering. Use your two remaining Covenant cores to describe a problem to solve and an inglorious task that will sort now loves you, in spite of all your best efforts.
memory of how you won this fine gift. it out. Your crew and all of those who once loved you ◊ Your gambling pays off. You win an unattuned Relic!
will see it through, no matter how hard.
NAME ROLE MOVES VAGABOND MOVES
�MYSTERIOUS STRANGER
Trigger one at Hero creation:
MIGHT � Leader: Mark when you set up a camp in the wilds.
The destitute and the desperate will flock to your As long as your real identity remains unknown, treat
protection. Name three existing Companions that one of your stats as if had a rating of +Roles marked.
PROWESS leave their current Houses to join your band; the GM Whenever you adopt a new persona and introduce it
secretly picks one of them to be a double agent. to a community, you can change your chosen stat.
CUNNING � Agent: Mark when your skills impress a powerful
patron. The GM describes the bloody vendetta
Choose an Inheritance Move and one of these:
WISDOM they hire you to end, by any means necessary. �DANGEROUS OUTLAW □
Name your price – the higher it is, the harder the As long as your real origin remains unknown, choose
opposition. two of the following:
Foci: Potent, Swift, Precise, Wide, Lasting � Rebel: Mark when a ruler becomes too greedy or ◊ When you fight close-up you gain Lingering.
Gear: callous. Craft a persona you’ll use to strike at ◊ When you strike from range you gain Tether.
them. So long as your true identity remains secret ◊ You garments always has Subtle.
you gain an superior Mount or Companion, ◊ Your Mount always has Canny.
described by the GM. If you lose access to this move, regain it by establishing
� Prophet: Mark when you face down a dogmatic, a new identity or removing those who know your secret.
hypocritical organisation. Publicly denounce their
Notes: ways and launch your attack: the bolder you are, �MASTERLESS CHAMPION □
the larger the following that forms to support your As long as your real intentions remain unknown, you
cause. can bring in an extra Focus tag when you Manifest.
� Traitor: Mark when you turn against a powerful This free tag still leads to an additional backlash.
�EXOTIC OUTSIDER
figure in or allied to your House. Say how they’ve
personally wronged you. The GM will say how you □
can best them in a fair fight – good luck getting When you arrive in a community where you’re a
that! You are locked in this Role as long as your complete stranger, you will catch the eye of your most
foe lives. desirable partner there as a rank 1 Covenant. Take
� Outsider: Mark when you embark on a long journey them on a wild adventure to win their heart for life.
home. The GM describes the strange places you
�GHOST WALKER □
MAKING YOUR VAGABOND must visit to reach your goal. Choose what you
seek there: everlasting love, a priceless relic, When you stalk a foe through wilderness and ruins,
Hold 1 per Role marked. As long as your foes don’t
Stats reclaimed prestige. Those who travel with you
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning and Wisdom, and know what is harassing them, spend Hold 1-for-1 on
split the other rewards.
add your House bonus. these options. Each option may be picked multiple
When you mark a role in play, Advance. times to repeatedly twist the knife.
Particulars ◊ Waylay them. Critically delay their movement or
◊
◊
Masculine, feminine, concealed, ambiguous, ...
Lean and mean, tall and proud, short and brutish, light and quick, ... COVENANTS EMBODIED AMBIENCE force them to take a route of your choice.
◊ Harry them. Pick their numbers apart, paving the
◊ Laughing eyes, dead eyed stare, fiery gaze, ironic glances, ... � Alien
Name Core Strength � Haunted way for your Assault.
◊ Shaggy hair, cropped close, lank and matted, always hooded, ...
� Surging ◊ Sabotage them. Destroy their cargo, their
◊ Boulron, Cryphon, Esrith, Human, Onygauros, ...
vehicles, or their supplies.
Covenants HARM ◊ Elude them. Hide your position or identity.
Choose a core for your bond with the player on your left and on your
right: Passion, Pride, Travel, Woods. Fuse this core with theirs to decide
� Bruised
� Stressed
�HAUNTED HERO □
together how each bond was forged – describe a brief scene based on When you take action during a chase, bring up a new
� Bleeding (-1 Force)
this two-word concept. Give both Rank 1. flashback of battle and loss to add a complication to
� Crippled (-1 Force)
Relic � Dead
your opponent’s path and force them to do one:
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and assign it ◊ Risk harm to maintain your distance.
When you mark off your Dead box, you return as a
to a battered and timeworn Relic. Use your two remaining Covenant ◊ Lose ground.
Revenant, dead set on fulfilling one last task. Keep
cores to describe a memory of your loved ones, whose last memories ◊ Be exposed to an attack.
all your penalties, but heal two Harm boxes. You
are trapped within it. gain 3-Armor until the completion of your task, at If you force all three, the chase comes to an end –
which point you finally find rest. in a place of your choosing.
NAME ROLE MOVES VETERAN MOVES
MIGHT
Trigger one at Hero creation:
� Leader: Mark when you take over control of your �ABLE COHORTS
House. They’ll bring concerns to you before Pick two agents who are always with you:
opposing you. � Bodyguard: Get +1 Might when they fight at your
PROWESS � Agent: Mark when you become another leader’s command.
adviser. Say a topic they’re seeking instruction in, � Guide: Get +1 Prowess when they scout ahead.
CUNNING GM says a topic they’re over-confident in.
� Rebel: Mark when you seek allies to bring a corrupt
� Courtier: Get +1 Cunning when they sweet-talk
your target.
� Scholar: Get +1 Wisdom when you heed their advice.
WISDOM leader down. Say a group who’s suffering under
them, GM says another group they’re favouring. Write their names in your empty Harm slots. When
� Prophet: Mark when you focus on your House’s you mark those harm boxes, the blow takes them
Foci: Potent, Swift, Precise, Wide, Lasting youth, certain they’ll become better leaders than out. To Heal those slots, convince someone equally
Gear: you ever were. Say if they’ll be wiser, stronger, or skilled to join you, or spend time healing them in a
kinder. The GM says what upheaval they must place of safety with access to a relevant surplus.
overcome to mature. Choose an Inheritance Move and one of these:
� Traitor: Mark when you depose the leaders you
advise. The GM will say who else you need to hurt �RENOWN AND NOTORIETY □
or sacrifice to assert control. Name who will step When you draw on your reputation in another’s court,
Notes: in to take over and purge their weakness. roll +Cunning. On a hit, everyone seeks out and
� Outsider: Mark when you reveal your membership values your opinion. On a 7-9, choose a group that
in a secret society. Say which other groups they’ve plots against you: the one in charge, their advisers
infiltrated. and allies, or the lesser masses.
When you mark a role in play, Advance.
�SECRETS AND DEALS □
When you enter a new court, roll +Wisdom. On a 7-9
name one secret of the leaders, and an enemy of
theirs. On a 10+ you’ve helped one of those parties
in a major way. Say how.
MAKING YOUR ARCHITECTS Surpluses: � ALLIANCE MOVE on the map, or to remove all sectors and set down the
same number of new ones on your map.
When another group protects the City and its citizens
Stats
Choose one:
under your guidance, gain Influence over them.
PICK ONE MORE:
◊ Reach 0, Grasp +1, Sleight +1 if you work to turn every city into a Needs: � CONFLICT MOVE � A MASON’S CEREMONY □
part of the First City. Geomantic Sabotage: When you enter a Conflict with a
When you perform a Ritual to build a structure or
◊ Reach +1, Grasp 0, Sleight +1 if you act as messengers between the faction, turn an area of the map important to them into
reshape the land, the Surplus created is lasting and
continent’s living cities. a Hostile Ground.
does not need to be immediately used.
◊ Reach +1, Grasp +1, Sleight 0 if the War mysteriously awakened
� AN ETHICAL IMPERATIVE
Montara and you are slowly piecing together its mysteries. Start with 2 as Surpluses, and the rest as Needs:
Crops, Defences, Engineering, Fresh Water, Scholars □
Traditions When you Support or otherwise protect another faction
Choose one of each, or create something else: before they ask for your help, gain 1 Decree to use on their
Populace: Strange inhabitants of the First City; Homeless orphans, SOCIAL INFLUENCE behalf. If they succeed or avoid danger thanks to your
raised and nurtured by the City; A secret fraternity drawing members Faction Name I A C D intervention, gain Surplus: Morale, Leadership or Prestige.
from every polis.
Style: Geometric tattoos that change to suit the City’s humours; A
bejewelled symbol of office; An intricate monocle of sapphire and brass.
� A DIVINE GARDEN □
When you spend a Decree and tend a Forbidden Loci,
Governance: A professional code of civility and progress; Independent turn the area into a Source of Solace and Beauty.
cells led by a venerable sage; Seers debating the City’s many subtle signs. When you spend a Decree and tend a Source of Solace
History and Beauty, add an Anchor to it. As long as the Anchor
Ask for volunteers: lasts, people can Heal there without needing Surpluses
“Which of you fought alongside us in the First City? We have a watchful – this place mends flesh and bone and cures any
Alliance against future incursions.” The volunteer says what kind of disease, poisoning or malady of the mind.
enemy you both stood against. The Anchor fades at the end of the Cycle; at that point,
“Which of you has angered the City? We have Influence over you, as we or if the Anchor’s removed earlier, the Garden withers.
appeased the City before it was too late.” The volunteer says what they
did, and you say how the City lashed out against them. � A MYSTICAL ENGINE □
And tell everyone: When you Employ a Surplus to build a permanent
“One of Cabal also treads the Maze Beyond, and we have an ongoing structure atop a Place of Power, treat the structure as
Conflict with them.” The GM will say what power the Cabal gains from an Anchor. While the structure lasts, you ignore 1
that place. Requirement for any Wonder built around it.
Influence, Alliance, Conflict, Dominion
HOUSE MOVE QUICK REFERENCE
ARCHITECT HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Architect Heroes can start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�GATE PEREGRIN not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
When your character ritually requests admission into the First choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
City, they can Manifest to instantly travel between Anchors. ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
�WISE ENGINEER
target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
When you study a towering, historic or impressive structure, your victory. On a 7-9 ambience bleeds into the affected area
◊ Understand how the danger is tied to an existing
you can dictate one fact about its origins or weaknesses. ◊ Hurt a faction accidentally; they gain Influence and its inhabitants. Pick one:
Factor, and get fleeting Advantage acting on the
over you. ◊ A faction hurt by the Bleeding starts a Conflict
answer.
with you.
ASSETS ◊ Spark a Conflict with a faction of the GM’s choice.
◊ Your Breaking of shared land destroys one of On a 10+ the trial brings your House together. Gain
Architect Heroes get +1 to Cunning or Prowess. In addition, a Surplus of the GM’s choice, whatever the other
each hero may pick one option from each list as their signature
gear:
� NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
How do you fight? the leaders of another faction, say what you want would go above +3 or below -3.
◊ An esoteric martial art of arcs and pivots (Melee, Hidden). them to do and roll +Reach:
� EMPLOY
◊ A builder’s mallet (Melee, Hefty).
◊ A ritual sickle (Melee, Heirloom).
◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
How are you defended? demands.
your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
◊ Sliding dodges and cutting angles (Mantle, Subtle). ◊ Trade one Surplus for another.
◊ “How do I get Surplus: ”.
� GEAR UP
◊ Reflexes amplified by secret herbs and potions (Mobile, ◊ Cease a Conflict.
◊ “How do I remove Need: ”.
Armoured). On a hit, those you meet must perform the action.
When you spend a Decree to outfit your Hero for a ◊ “What’s the truth behind ”.
◊ Tattooed Qoam circuits (Arcane, Subtle). On a 7-9, either lose Influence over them or give
particular task, pick one for each relevant Surplus: ◊ “How can we best make use of ”.
How do you travel? Influence to another faction who intervened and
helped you seal the deal. On a 10+, pick another ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
You travel the paths of the First City; mundane transportation
request from the above list that your delegates ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
is unnecessary.
you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
What useful expertise can you draw on?
◊ A mendicant mystic (Scholarly). � CELEBRATE � SUPPORT
◊ One of the City’s automata (Drilled). � CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
◊ A wise herbalist and surgeon (Physician). When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
and describe how they contribute to the festival. offer them a die. If they take it, they roll alongside
within another faction, roll +Sleight. On a hit,
their own as if they had Advantage.
choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the If your die is the highest, say how you made the
moment. energies of the land – erase one form of ambience difference and gain Influence over them.
◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
◊ Frame someone else for a previously-anonymous over them.
On a 10+, the owner(s) of the highest die gains a
House Move.
Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
DOCTRINE PICK ONE MORE:
Every Crowned Hero must choose one per Role marked:
� Eternal Passion. Name your obsession: a person, � A SHIMMERING LIGHT □
place, treasure. You’d rather die than see it harmed. When you spend a Decree and host an event in the
� Echoes of the Past. Describe a set of actions from the Redoubt, those invited must either oblige or lose their
NAME past and repeat it in ritual fashion whenever possible. Influence on you.
When the event begins, the Redoubt’s faded luxuries
� Predators of Dust. Name one thing you must take
REACH from others for consumption. regain their lustre and its defences lower to allow entry.
Describe the decadent festivities that will shape the
As long as the Crowned Hero follows these strictures,
guest’s mood to Sorrow, Belligerence, Horror, or Revelry
GRASP they gain a ‘Deathless Torpor’ harm box. Marking your
Deathless Torpor box takes you out of action, dead to
for as long as they remain.
SLEIGHT the world and immune to further harm. See The Last
Redoubt for details on how this box must be Healed. � LORDS OF HEAVENS □
When you spend a Decree and submerge your House in
LOYALTIES profound emotion, Montara’s ancient rituals hear and
obey. Over the city the weather changes accordingly,
LORE You inhabit the Last Redoubt – a looming and ominous
fortress, the seat of your power. Place it on the map. As spreading a further day’s travel out after any Endeavour
you regain your former glory, so does the Redoubt: you perform. While the weather reigns, the listed
ARTS � 1+ Dominions: The Redoubt can always keep an internal Surpluses are made unusable:
◊ Sorrow: A frigid fog or simmering haze (Scouts & Safety).
threat imprisoned, or keep out an external threat.
MOMENTUM � 2+ Dominions: The Redoubt’s ghostly defenders
relentlessly hunt intruders.
◊ Belligerence: A fierce sandstorm (Crops & Trade).
◊ Horror: Raging thunderstorms (Morale & Leadership).
� 3+ Dominions: The Redoubt’s shifting halls sprawl out ◊ Revelry: A fae and inebriating wind (Recruits & Justice).
MAKING YOUR CROWNED Surpluses: into the Maze Beyond, and its capacity is unlimited. This lasts until you end it or someone Negotiates to
Cease it.
Stats � ALLIANCE MOVE
� ANCIENT WRATH
Choose one:
◊ Reach 0, Grasp ★, Sleight 0 if the Empire conquered Montara by Needs: When another faction realises the key role your current □
Hero played in their history, you gain Influence on them. When you marshal your forces to fight for your legacy,
force of arms.
get 1 hold for each point of ★. You can spend Arts to
◊ Reach ★, Grasp 0, Sleight 0 if the Empire conquered Montara with
wealth and treachery. � CONFLICT MOVE get extra hold, 1-for-1. While you battle, you may spend
◊ Reach 0, Grasp 0, Sleight ★ if the Empire conquered Montara by Fortified: When you enter a Conflict with a faction, the 1 hold to command the Redoubt to:
sorcerous might. Start with 2 as Surpluses, and the rest as Needs: Redoubt adapts to their greatest strengths – say how. ◊ Remove a foe from the battleground.
The ★ Stat starts at -1. For each Role marked by your current Hero, the Luxury, Morale, Prestige, Safety, Wealth ◊ Negate an incoming attack.
★ stat increases by 1, up to +3. CORE MOVE ◊ Force your foes out into the open.
�EVERLASTING LIFE
◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
your victory. On a 7-9 ambience bleeds into the affected area
◊ Understand how the danger is tied to an existing
You have vanquished age and death. When you Unearth, gain ◊ Hurt a faction accidentally; they gain Influence and its inhabitants. Pick one:
Factor, and get fleeting Advantage acting on the
1-Lore – you’ve lived long and remember much. over you. ◊ A faction hurt by the Bleeding starts a Conflict
answer.
When others Unearth, they can always choose to ask “How [the ◊ Spark a Conflict with a faction of the GM’s choice. with you.
◊ Your Breaking of shared land destroys one of On a 10+ the trial brings your House together. Gain
Crystal-Crowned Hero] played a key role in this” in addition to a Surplus of the GM’s choice, whatever the other
their other questions.
� NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
ASSETS When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
Every Crystal-Crowned Hero starts with a free Advance. In the leaders of another faction, say what you want would go above +3 or below -3.
addition, each hero may pick one option from each list as their them to do and roll +Reach:
� EMPLOY
signature gear: ◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
How do you fight? confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
demands.
◊ A blasting bronze staff (Melee, Ranged, Area). your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
◊ Trade one Surplus for another.
◊ Voice amplification necklace (Ranged, Weird, Area). ◊ “How do I get Surplus: ”.
� GEAR UP
◊ Cease a Conflict.
◊ Ring of power (Melee, Brutal, Area). ◊ “How do I remove Need: ”.
On a hit, those you meet must perform the action. ◊ “What’s the truth behind ”.
How are you defended? When you spend a Decree to outfit your Hero for a
On a 7-9, either lose Influence over them or give ◊ “How can we best make use of ”.
◊ A cloak of draconic leather (Regal, Hardy, Arcane). particular task, pick one for each relevant Surplus:
Influence to another faction who intervened and
◊ Ancient bracers of power (Heirloom, Arcane, Mantle). ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
helped you seal the deal. On a 10+, pick another
◊ Ornate plate armour (Regal, Arcane, Armoured). ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
request from the above list that your delegates
How do you travel? you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
◊ Death on Wings (Mount, Swift, Canny). � CELEBRATE � SUPPORT
◊ A land fortress (Drawn, Hulking, Durable).
◊ A finely bred charger (Mount, Luxury, Mighty).
� CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
What useful expertise can you draw on? and describe how they contribute to the festival. offer them a die. If they take it, they roll alongside
within another faction, roll +Sleight. On a hit,
◊ Your veteran master at arms (Vicious, Drilled). their own as if they had Advantage.
choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ Your chief scientist (Scholarly, Genial). ◊ Sabotage a Surplus, making it fail at the worst If your die is the highest, say how you made the
the harmony among your people realigns the
◊ Your loyal shadow (Shadowy, Astute). moment. difference and gain Influence over them.
energies of the land – erase one form of ambience
◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
◊ Frame someone else for a previously-anonymous over them.
On a 10+, the owner(s) of the highest die gains a
House Move.
Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
DOCTRINE CORE MOVE
When a Titan attacks, you gain a free... (pick one)
� Learned Cultists: ...Research action. � HUNTER’S WARNING
� Noble Knights: ...Command action. When you spend a Decree and scout for signs of Titan
� Mystic Survivors: ...Ritual action.
NAME attack, reframe a detail you’ve seen as an omen of
incoming danger.
LOYALTIES Say how it threatens the Houses and Cabals of your
REACH You aren’t from here, but you’re not strong enough to choice; they become Warned. You can Command Warned
face Titans alone. Gain benefits based on your deepest Factions, even if you don’t have Dominion over them.
GRASP relationship with any one House.
� Influence: When a Titan attacks, you say where you
If the Titan is stopped before the threat becomes
plausible, each Warned Faction gains Influence over you.
SLEIGHT can find a Surplus to help fight it off.
� Alliance: When any other House’s holdings are
If you stop it once it’s a clear threat, gain Influence on
every Warned Faction.
menaced by a Titan, you may narrate the arrival of
your forces. If someone else stops it once it’s a clear threat, you
LORE � Dominion: When you Command to Seize one of your
vassal’s Surpluses, you also gain Surplus: Safety,
gain an automatic Alliance with whoever stopped it.
If the Titan assault happens as you foresaw, you and
ARTS Morale or Leadership. each Warned Faction gain a Need of your choice.
� ALLIANCE MOVE
MOMENTUM When your Order saves a faction from a Titan attack, gain PICK ONE MORE:
Surpluses:
Influence over them.
� HELLDIVERS □
� CONFLICT MOVE When you sound Hunter’s Warning, you may describe
MAKING YOUR ORDER No Warning: While you are in Conflict with a faction, the Hostile Ground that your target brings with them. If
you defeat the Titan, your Heroes become immune to
they Endure Titan attacks and Henakor surges with
Stats Needs: lasting Disadvantage. the effects of that environment for the rest of this
Choose one: Cycle, and can spend 1-Arts to grant this effect to their
◊ Reach -1, Grasp +2, Sleight -1 if the Empire unleashed Titans over companions.
Montara during the war.
◊ Reach +1, Grasp 0, Sleight -1 if Titans have rampaged across the � TITAN WISDOM □
Borderlands since the Empire retreated. Start with 2 as Surpluses, and the rest as Needs: If the Titan of your Hunter’s Warning is killed and you
◊ Reach +1, Grasp +1, Sleight -2 if the lands around Montara have Transport, Warriors, Scouts, Defences, Scholars get access to its remains, you gain Surplus: Arcane
always belonged to the Titans. Remains. When used in a Wonder, this replaces any two
of its regular requirements. Tell us how this warps the
Traditions
Choose one of each, or create something else:
SOCIAL STANDING project in alien ways.
Faction Name I A C D
Populace: Hunters carrying out a duty inherited from their ancestors; A
war cult of brutal and fearless zealots; An honourable corps giving their
� THE SUMMONING □
When you spend a Decree and lure a Titan towards an
lives for the greater good. Warned House or Cabal, roll +Lore spent, up to +3. On a
Style: Extensive body art marking each kill; Flowing robes of hit the Titan destroys one of their Surpluses for each
shimmering colours; Plated armour and heavy, hooded cloaks. point of Lore; on a 7-9 it also destroys one of your
Governance: Clinging onto remembered traditions of lost Kyradar; Surpluses. On a 6- it unleashes great power, creating a
Interpretations of an apocalyptic text; A council of oracles, each new Hostile Ground. Don’t miss.
attuned to a particular titan.
History � LEGENDARY ARSENAL □
Ask for volunteers: Choose what gives your Order the means to fight the Titans:
“Which of you has shown signs you know things about the Titans we � The animated skeletons of long-dead giants.
don’t? You gain Influence over us.” � Ill-tempered but devastating Relics.
“Which of you fought alongside us in the Dulkodel War, and let us down � Rites that briefly grant titanic power to a single warrior.
at the worst possible moment? We gain Influence on you.” Start each cycle with 3-Arsenal. Spend 1-Arsenal to:
And tell everyone: ◊ Send a Titan reeling away from the battlefield.
“One Cabal is lead by a hero of one of our past battles with the titans. ◊ Drastically alter the battlefield or your place in it.
We have an Alliance with them.” ◊ Ward a wide area from harm.
Influence, Alliance, Conflict, Dominion
HOUSE MOVE QUICK REFERENCE
KYRADAR HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Kyradarian Heroes can start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�MONSTROUS DIVINATION not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
When one of your Covenants faces a Titan, you may gain choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
insight into the Titan’s nature as if you had Exploited the ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
Covenant, no matter your distance from it. target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
�TITAN SOUL your victory. On a 7-9 ambience bleeds into the affected area
and its inhabitants. Pick one:
◊ Understand how the danger is tied to an existing
When you Exploit the Covenant to gain an insight into a Titan, ◊ Hurt a faction accidentally; they gain Influence Factor, and get fleeting Advantage acting on the
over you. ◊ A faction hurt by the Bleeding starts a Conflict
you can create a free and immediate Opening to Confront it. answer.
◊ Spark a Conflict with a faction of the GM’s choice. with you.
◊ Your Breaking of shared land destroys one of On a 10+ the trial brings your House together. Gain
ASSETS a Surplus of the GM’s choice, whatever the other
Kyradarian Heroes get +1 to Might or Wisdom. In addition, � NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
each hero may pick one from each list as their signature gear: When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
How do you fight? the leaders of another faction, say what you want would go above +3 or below -3.
◊ A bone harpoon (Ranged, Tether, Stun). them to do and roll +Reach:
� EMPLOY
◊ A legendary longbow (Ranged, Far, Piercing).
◊ An heirloom lance (Melee, Hefty, Weird).
◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
How are you defended? demands.
your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
◊ Tinted plated mail (Armoured, Uniform). ◊ Trade one Surplus for another.
◊ “How do I get Surplus: ”.
� GEAR UP
◊ A mystical amulet (Arcane, Mobile). ◊ Cease a Conflict.
◊ “How do I remove Need: ”.
◊ A hunter’s cloak (Hardy, Subtle). On a hit, those you meet must perform the action. ◊ “What’s the truth behind ”.
On a 7-9, either lose Influence over them or give When you spend a Decree to outfit your Hero for a
How do you travel? particular task, pick one for each relevant Surplus: ◊ “How can we best make use of ”.
◊ A loyal and friendly winged lizard (Mount, Flying, Swift). Influence to another faction who intervened and
helped you seal the deal. On a 10+, pick another ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
◊ A ferocious barely-tamed warbeast (Mount, Canny, Mighty). ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
◊ A floating fortress (Ship, Hulking, Mighty). request from the above list that your delegates
you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
What useful expertise do you draw on?
� CELEBRATE � SUPPORT
◊ Your grizzled crew (Horde, Strong).
◊ Your younger sister (Mystic, Drilled). � CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
◊ Your roguish uncle (Shadowy, Vicious). offer them a die. If they take it, they roll alongside
within another faction, roll +Sleight. On a hit, and describe how they contribute to the festival.
their own as if they had Advantage.
choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the If your die is the highest, say how you made the
moment. energies of the land – erase one form of ambience difference and gain Influence over them.
◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
◊ Frame someone else for a previously-anonymous over them.
On a 10+, the owner(s) of the highest die gains a
House Move.
Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
DOCTRINE CORE MOVE
Gain a free Decree when you Employ/Harness... (pick one)
� Insurgence ...Surplus: Safety. � RUNNING IN SHADOWS
� Resistance: ...Surplus: Morale. You don’t have their connections, their power, their
� Initiative ...Surplus: Leadership. influence – you must plot carefully and act decisively to
NAME survive. You alone can hold up to 5 Decrees. Any
LOYALTIES Decree gained beyond this limit is wasted, and your
REACH You’re pushed to the margins of Montara. As you gain
stored Decrees are erased by The Turn.
GRASP
allies and make a home here, your fortunes will improve.
Consider your deepest relation with any local Faction, PICK ONE MORE:
and gain the cumulative benefits of your stances
� THE CANT IN THE NIGHT □
SLEIGHT towards them.
� Influence: You have shelter always ready. Authorities
Your share a language kept secret from the rest of the
world. Pick two for conversations:
can’t find you if you lay low in the City.
� Alliance: Your Allies must always Support you when � It’s discreet, hiding its true meaning in colloquial use
LORE you Conspire, or else they lose Influence over you.
� Dominion: You are an accepted part of the City, and
of the mainstream language.
� It’s safe, and no one outside your House understands
it… yet.
ARTS your opinion carries great weight with the masses.
� It’s rich, and you can express complex ideas in a
� ALLIANCE MOVE variety of topics.
MOMENTUM When a faction overcomes their prejudice to seek your And two for an alternate method of communication,
help, gain Influence over them. that you must describe:
Surpluses:
� CONFLICT MOVE
� It’s instant, to deliver and understand.
� It’s safe, and it won’t be recognised as a message or
Whispers & Lies: As long as you are in Conflict with a language.
MAKING YOUR REMNANTS House or Cabal, their Research costs 1 extra Lore. � Its long-ranged, reaching far or wide.
Stats Needs: � It’s lasting, delivering warnings and tales from the
Choose one: past and into the future.
◊ Reach -1, Grasp +1, Sleight +1 if the citizenry rose up against Kitrea
in the occupation’s final days, burning mansions and garrisons. � LISTENING TO THE ABYSS □
◊ Reach +1, Grasp 0, Sleight -1 if the city’s new rulers sheltered Start with 2 as Surpluses, and the rest as Needs: When you spend a Decree and gather your loremasters
Kitrean remnants in exchange for co-operation. Justice, Leadership, Morale, Prestige, Safety and spies in council, gain one point of Lore and Arts for
◊ Reach 0, Grasp -1, Sleight +2 if the Kingdom purged all trace of the each of your remaining stockpiled Decrees.
Kitrean occupation, forcing survivors deep underground.
Traditions
SOCIAL STANDING � WALKING THE LABYRINTH □
Faction Name I A C D When you spend 3 Decrees and put in motion a grand
Choose one of each, or create something else:
Populace: Kitrean civilians left behind in the evacuation; Secret police plot, gain an extra Fortune in The Turn or the Wonder
following a clandestine agenda; A radical sect who refused to abandon roll that closes this Cycle. You can only have one plot
the mysteries of Montara. active at any one time.
Style: Punishment brands, now worn with pride; A dark uniform,
covering all identities; Colourful ropes and arcane knots, quickly � STORMING THE GATE □
donned and removed. When you spend 3 Decrees and field all your agents in a
Governance: Cryptic orders from the homeland; A secret council, carefully-planned action, spend 3 Decrees to combine
meeting masked and anonymous; Scattered cells with limited contact. two of Conquer, Conspire, or Negotiate, targeting the
same faction in a simultaneous action. Pick one to roll
History with fleeting Advantage.
Then, read these out and ask for volunteers:
“One of you is secretly in league with us. We have an Alliance no one else
knows about.” They say how they are helping you.
And tell everyone:
“One Cabal has infiltrated us. I’ll say which cabal I suspect, and I’m in
Conflict with them.” The GM says who the spy truly works for, and they
have Influence over you.
Influence, Alliance, Conflict, Dominion
HOUSE MOVE QUICK REFERENCE
REMNANT HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Remnant Heroes can start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�TO HONOUR THE SCORNED not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
When you try to rally the City’s poor, oppressed, and shunned choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
towards your goal, you always gain an extra Objective from ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
Compromise – no matter what you roll. target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
Stats � CONFLICT MOVE spend 1-Lore to tie one of the target faction’s Surplus to a
character in their organisation. If you can kill, incapacitate
Choose one: Hit and Run: While you are in Conflict with a faction, or recruit the character, the faction loses the Surplus.
◊ Reach +1, Grasp -1, Sleight 0 if the farms and earthworks outside These are your key resources - you can have multiple you can withdraw one of your Key Resources to safety
the city remain mostly intact, and life is returning.
◊ Reach -1, Grasp +1, Sleight 0 if Montara’s outlying wilds were
instances of each. Take any three as Surpluses, and
take one other as a Need:
whenever you spend a Decree.
�A MOUNTAIN TALLER □
When you Endure to protect your traditions and territory,
twisted and scarred during the city’s conquest. Hunters, Labourers, Spies, Scouts give your opponent a Need of your choice on a 7+.
◊ Reach +1, Grasp 0, Sleight -1 if displaced citizens and refugees are
struggling to survive and causing ecological disruption in the city’s
satellite settlements. SOCIAL STANDING � RITES OF THE MOON □
Faction Name I A C D When you spend a Decree and perform traditional rites to
Traditions strengthen your bonds with the natural world, spend 1-Arts
Choose one of each, or create something else: to gain Surplus: Hunters, Scouts, Spies or Scavengers.
Populace: Rural labourers, farmers and ranchers; Hunters and herbalists
taught secret lore; The nobility’s landscapers, now masterless.
Style: Intricate tattoos, leathers and feathers; Defiantly rustic and
�ARTS OF THE WILDS □
While you hold Key Surpluses, gain these bonuses on
practical outfits; Bone trinkets, crystal gadgets and mysterious vials. your Hero’s moves:
Governance: A code of ecological responsibility; Omens seen in weather, ◊ Surplus: Hunters. Add “Terrify: gain Influence on a
flora and fauna; A labour union whose president represents the clan. witness of your ambush” to the character list of
History Assault options. How do you strike deep?
Ask for a volunteer: ◊ Surplus: Spies. Gain 1-Lore on any Encounter hit.
“Which of you tried to claim what’s ours, underestimating our mastery of this What secret do you uncover?
land?” They say what caused bloodshed, you say how peace was achieved. ◊ Surplus: Scouts. Gain 1-Lore on any Explore hit.
And tell everyone: What calls this place home?
“An important Cabal splintered off from us, years ago. We have an ◊ Surplus: Labourers. Gain 1-Arts on any Unearth hit.
Alliance with them.” Work out with the GM what difference of opinion or What do you make, inspired by this event?
practice caused the schism.
Influence, Alliance, Conflict, Dominion
HOUSE MOVE QUICK REFERENCE
UNTAMED HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Untamed Heroes can start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�SOUL RIDERS not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
You are ritually bonded to an exceptional Companion or Mount choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
– give them two extra tags. When this familiar takes a hit for ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
you, erase its tags to absorb harm you would have taken, 1-for-1. target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
So long as any tags remain, restore all other tags when you ◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
your victory. On a 7-9 ambience bleeds into the affected area
Heal your familiar. ◊ Understand how the danger is tied to an existing
◊ Hurt a faction accidentally; they gain Influence and its inhabitants. Pick one:
Factor, and get fleeting Advantage acting on the
�EYES ALWAYS OPEN over you. ◊ A faction hurt by the Bleeding starts a Conflict
with you.
answer.
When you first reach a location, pick one thing you ◊ Spark a Conflict with a faction of the GM’s choice. On a 10+ the trial brings your House together. Gain
◊ Your Breaking of shared land destroys one of
immediately notice: a Surplus of the GM’s choice, whatever the other
◊ A perilous vantage point.
◊ A dirty shelter.
� NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
◊ An unpleasant escape route. the leaders of another faction, say what you want would go above +3 or below -3.
You can always find a trace left by the last being to cross this them to do and roll +Reach:
� EMPLOY
location, and sense the direction they left in. ◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
ASSETS demands.
your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
Untamed Heroes get +1 to Might or Prowess. Each hero may ◊ Trade one Surplus for another.
◊ “How do I get Surplus: ”.
� GEAR UP
pick one option from each list as their signature gear: ◊ Cease a Conflict.
◊ “How do I remove Need: ”.
How do you fight? On a hit, those you meet must perform the action. ◊ “What’s the truth behind ”.
On a 7-9, either lose Influence over them or give When you spend a Decree to outfit your Hero for a
◊ Bows (Ranged, Silent). ◊ “How can we best make use of ”.
Influence to another faction who intervened and particular task, pick one for each relevant Surplus:
◊ Blades, fangs, and talons (Melee, Elegant).
helped you seal the deal. On a 10+, pick another ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
◊ A ritualistic morningstar (Melee, Brutal).
request from the above list that your delegates ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
How are you defended? you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
◊ Familiar’s senses (Subtle, Mobile).
◊ Leathers and furs (Subtle, Hardy). � CELEBRATE � SUPPORT
◊ Mystical body painting (Arcane, Mobile). � CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
How do you travel? offer them a die. If they take it, they roll alongside
within another faction, roll +Sleight. On a hit, and describe how they contribute to the festival.
◊ Mounts with the Canny tag and one more from: Durable, their own as if they had Advantage.
Mighty or Swift. choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the If your die is the highest, say how you made the
What useful expertise can you draw on?
moment. energies of the land – erase one form of ambience difference and gain Influence over them.
◊ A hunter skilled in pack hunting (Drilled, one of Strong or
◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
Vicious).
◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
◊ A lurking scavenger (Astute, one of Shadowy or Vicious).
◊ Frame someone else for a previously-anonymous over them.
◊ A wise earthshaper (Astute, one of Hardy or Mystic). On a 10+, the owner(s) of the highest die gains a
House Move.
Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
DOCTRINE CORE MOVE
Choose the Priesthood’s sacred duty
� To Nurture: Spend 1 Seed instead of a Decree to � THE VERDANT CREED
perform a Ritual that provides critical resources to When you act in sacred harmony you materialise the
an Ally.
NAME � To Shelter: Spend 1 Seed instead of a Decree to
flux of mystical energy as living seeds of power.
Whenever you use or receive Support and the result is
perform a Ritual to protect an Ally from danger. two matching dice, generate 1 Seed.
REACH � To Enlighten: Spend 1 Seed instead of a Decree to
perform a Ritual to understand the inhuman and the When you act on your own trusting in the verdant
uncanny. blessings, spend 1 Seed to change the value of any die
GRASP to the highest result present.
LOYALTIES PICK ONE MORE:
SLEIGHT You understand that all living things are connected and
interdependent – so, you seek nothing but to build
Alliances. Gain the cumulative benefits of every listed
� THE VERDANT ARTS □
When you flood an area with plants and magic, you may
condition for as long as you meet them:
LORE � 1 Alliance: You can always communicate feelings
spend Seeds in addition to Lore and Arts to perform a
Ritual. If you use any Seeds, you can choose one of the
and sensations to your Allies, wherever they are. following effects for the Ritual:
ARTS � 2 Alliances: You gain access to a second Doctrine.
� 3 Alliances: You gain access to all three Doctrines.
◊ Hold a Menace in place.
◊ Summon a Titan, ethereal and wise.
MOMENTUM � ALLIANCE MOVE ◊ Harvest the key to a creature’s essence.
MAKING YOUR PRIESTHOOD When an Ally forms a new Alliance, you thrive on the � SOWING THE SEEDS □
Stats Surpluses: interwoven connections and gain Influence on them. When you spend a Decree and work the land with sacred
� CONFLICT MOVE
Choose one: magic, spend 1 or 2 Seeds to enchant Surplus: Land.
◊ Reach 0, Grasp +2, Sleight -2 if the Verdant were born from the After a few nights the enchanted Surplus will yield your
Empire’s terrible experiments in the chasms under the city. Rooted Deep: When you enter a Conflict with a Faction, choice of Surplus: Fresh Water or Crops, or both if you
Needs: mark on the map one spot where you will make your spent 2 Seeds.
◊ Reach +2, Grasp 0, Sleight -2 if the Verdant have always been a
stand - nothing can force you to move if you don’t want to.
reclusive group in the city’s outer wilds.
◊ Reach +1, Grasp +1, Sleight -2 if the Verdant creed germinated in the � RAISING AN ARMY □
refugee camps around Montara’s walls, giving the dispossessed When you spend a Decree and use sacrifices to infuse
newfound strength. the world with magic, spend 1 or 2 Seeds to enchant
Start with 2 as Surpluses, and the rest as Needs:
Surplus: Crops or Fresh Water. After a few nights the
Crops, Fresh Water, Land, Prestige, Safety
Traditions enchanted Surplus will sprout your choice of Surplus:
Choose one of each, or create something else: Recruits or Defences, or both if you spent 2 Seeds.
Populace: The hurt, desolate and lost, seeking a new body; Acolytes SOCIAL STANDING � BLOSSOMING MEMORIES □
mutated in a lengthy rite of passage; Altered survivors of exposure to a Faction Name I A C D
terrifying anomaly. When you spend a Decree and enter into communion
Style: Bark and thick vines; Leaves, flowers and thorns; Velvety and with your roots, spend 1 to 3 Seeds to enchant Surplus:
colourful “flesh”. Recruits with the wisdom of your ancestors. Over the
Governance: The wisdom of an ancient priest, rooted and gigantic; course of a few nights the Recruits will be replaced with
Dreams and visions sent by spirits from the deep Verdant; Irresistible one of Surplus: Artisans, Scholars or Warriors, for each
seasonal impulses. Seed you spent.
History
Then, ask for volunteers:
� THE BLACKBRIAR HEDGE □
When you spend a Decree and exert your mastery over
“Which of you sought to destroy us when our faith first took root here? trees and vines, spend 1 or 2 Seeds to enchant Surplus:
You have Influence over us.” They say the reason behind the aggression, Defences. Over the next few nights these Defences will
and you say how the priesthood contained it. animate and expand on their own, yielding your choice of
“Which one of you embraced the Verdant creed as your official faith? We Surplus: Land or Safety - or both if you spent 2 Seeds.
have an Alliance and we have Influence over you."
An enchanted Surplus remains available throughout the
And tell everyone:
process. If the Surplus is given away, lost or destroyed,
“One Cabal knows the secret of our transformation. We have Influence
any and all Seeds invested in it are destroyed. Once an
over each other.” The GM says when this happened, and you describe
enchanted Surplus has yielded its bounty, it must lay
the priceless treasure they gained from this encounter.
Influence, Alliance, Conflict, Dominion fallow for the rest of the City Phase.
HOUSE MOVE QUICK REFERENCE
PRIESTHOOD HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Verdant Heroes gain this move: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�GROWN, NOT BORN not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
Your wooden body suffers no spear or hammer, and even the choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
hardest blades can’t quite cut it. Replace your Minor and Major ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
Harm slots with: Resource if you lose the Resource, you lose the must immediately use as per Employ. On a 7-9 willing and able to respond says how they mitigate
� Marked Surplus and vice versa. ambience bleeds into the affected area and its the danger, and gains Influence over you.
� Cracked ◊ Bear a Need of the GM’s choice as the cost of inhabitants. Pick one: ◊ Understand how the danger is tied to an existing
� Burnt your victory. ◊ A faction hurt by the Bleeding starts a Conflict Factor, and get fleeting Advantage acting on the
� Splintered ◊ Hurt a faction accidentally; they gain Influence with you. answer.
All have no stat penalties, but cannot be restored with Recover. over you. ◊ Your Breaking of shared land destroys one of On a 10+ the trial brings your House together. Gain
Instead, when you root yourself for a day in rich soil and ◊ Spark a Conflict with a faction of the GM’s choice. your Alliances. a Surplus of the GM’s choice, whatever the other
embrace sunlight, Heal. ◊ Your ritualists are shattered and made Alien, and outcomes are.
� NEGOTIATE you gain Need: Scholars.
This move can be purchased with an Advance:
When you spend a Decree and seek a meeting with � RESEARCH
�WOOD WHISPER the leaders of another faction, say what you want � EMPLOY When you take a moment to consult your House’s
When you extend your senses across the Verdant tapestry, you them to do and roll +Reach: When you spend a Decree and use a Surplus to scholars, spend 1 or more Lore. For each spent, pick
experience the feelings and sensations of your Covenants, ◊ Support your next House Move. confront a problem, erase the Surplus and say how one:
Companions and Cohorts, no matter how far away they are. ◊ Execute their next House Move according to your your action resolved the situation in your favour. ◊ “How do I get Surplus: ”.
The connection is two-way – though you control if they receive demands. ◊ “How do I remove Need: ”.
your emotions and senses. ◊ Trade one Surplus for another.
◊ Cease a Conflict.
� GEAR UP ◊ “What’s the truth behind
◊ “How can we best make use of
”.
”.
ASSETS On a hit, your allies must perform the action. On a 7-
When you spend a Decree to outfit your Hero for a
You may answer yourself, or look to the GM.
Verdant Heroes get +1 to Wisdom and Might, but they can particular task, pick one for each relevant Surplus:
9, either lose Influence over them or give Influence to ◊ Grant them a new asset with one tag. Whoever answers introduces a Factor tied to the
never truly hide their plant nature. Each hero may pick one
another faction who intervened and helped you seal ◊ Add an extra tag to an existing asset. answer, and you gain Fleeting Advantage acting on
option from each list as their signature gear:
the deal. On a 10+, pick another request from the the answer.
How do you fight?
◊ Killing vines (Melee, Flexible).
above list that your delegates managed to convince
them to accept. � CELEBRATE � SUPPORT
◊ A living wooden sword (Melee, Heirloom). When spend a Decree and gather in a grand
When you help another House with their actions,
◊ A cloud of death spores (Area, Subtle).
How are you defended?
� CONSPIRE celebration, each of your allies may also spend a
Decree and describe how they contribute to the
offer them a die. If they take it, they roll alongside
When you spend a Decree to activate your agents their own as if they had Advantage.
◊ The hardest bark (Armoured, Hardy). festival.
within another faction, roll +Sleight. On a hit, If your die is the highest, say how you made the
◊ A cloud of leaves (Mobile, Subtle). choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ A crown of flowers and thorns (Regal, Arcane). difference and gain Influence over them.
◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the
How do you travel? energies of the land – erase one form of ambience If your die is the lowest, the acting player says how
moment.
◊ A floating mass of tamed Kodror mold (Ship, Hulking). lingering in this area and within the celebrants for you jeopardise the effort and you lose Influence
◊ Mask the true nature of a Factor.
◊ A striding tree (Mount, Mighty). each House helping. over them.
◊ Conceal your involvement in your next House Move.
◊ A chariot drawn by wings and shadow (Drawn, Swift). ◊ Frame someone else for a previously-anonymous On a 10+, the owner(s) of the highest die gains a In case of failure or partial success, you’ll share in
What useful expertise can you draw on? House Move. Decree as their House is energised by the festivities. any danger, retribution or unforeseen
◊ A novice, still human (Shadowy). On a 7-9 your agents leave a clue behind for a consequences.
◊ A warlock drawn by the Priesthood’s secrets (Scholarly). faction of the GM’s choice, which sees through the
◊ A witch, master of simple Verdant magics (Mystic). deception and gains Influence over you.
DOCTRINE CORE MOVE
Gain 1-Arts when you... (pick one)
� Sacred Authority: ...dictate policy with Command. � SACRED GEOMETRIES
� The Source of Truth: ...mask a Factor with Conspire. As long as you honour the sacred Henakor energies in
� For the Common Good: ...Support another House, rites and gestures, whenever you discard a 1, 2 or 3
NAME and they use your die in the result. thanks to Dis/Advantage you place it in one of these slots:
GRASP
Your Ancestral Guild starts with Dominion over you. Gain
cumulative bonuses to Sacred Geometries according to
ARCANA □□□ WEALTH
their control over you: WHISPERS □□□ MIRAGE
SLEIGHT � Neutral: The Guild’s knowledge gives you power. You
may treat the boxes next to Pride or Wealth as if they Once any row has a sequence from 1 to 3 in any direction,
held a 3. the work is complete and you are considered Infused with
� Influence: Qoam energies sing in your blood. You the quality next to the 3. Set the row’s dice to 5: when you
LORE may treat the boxes next to Faith or Mirage as if they
held a 3.
invoke this power before your House or Hero takes
action, substitute in an Infused dice for a guaranteed 5.
The Infused die is then lost. Once all Infused dice are
ARTS � Dominion: You are willingly mutated and uplifted by
sacred ambience. You may treat the boxes next to gone, you are no longer considered Infused; if you lose
Arcana or Whispers as if they held a 3. the Infused quality otherwise, also lose the linked dice.
MOMENTUM
MAKING YOUR FAITHFUL � SUBJUGATION MOVE PICK ONE MORE:
Stats When you beg your ancestral guild for aid, increase their
Your start with Reach 0 Grasp 0 Sleight 0. Choose one:
Surpluses: control over you and describe the dilemma you offer up � UNCANNY JUDGEMENT □
◊ If your Guild led the crusade to crush the heretic Empire: to the Henakor. At the start of the next City phase the GM When you pronounce judgment on disbelievers and spend
always roll Grasp with Advantage. will describe the Henakor Surge, Cerulean Storm or a decree, lose Influence on them to give them your Infused
◊ If your Guild acted to alleviate the misery caused by the War: Needs: Arcane Horror that assaults the city, and the answer to quality as a Need. You’re no longer considered Infused.
always roll Reach with Advantage. your dilemma your mystics divine from this event. Take When someone has 3 such Needs, a terrible fate befalls
◊ If your Guild is seeking to quell schisms and bring doubting souls fleeting advantage acting on this answer. them: describe a Titan assault, Henakor Surge or Fateful
back into the fold: always roll Sleight with Advantage. When a House performs a Ritual in public, you may Disaster. Gain Influence on every Allied Guild and Cabal.
Traditions
Choose one of each, or create something else:
Start with 2 as Surpluses, and the rest as Needs:
offer them free access to your store of Arts and Lore
and give their Ritual Advantage. If they accept your
� DIVINE REVELATION □
Justice, Leadership, Luxury, Prestige, Safety Once the Sacred Geometries sequence is complete, you
Populace: A lineage mutated by the Henakor’s Ambience; A sect of offer, say what element of their practices is expunged
can lose the Infused quality to gain it as a Surplus.
those who survived an inhuman intelligence’s judgment; Ascetics to fit Lusman doctrine and gain Influence over them.
SOCIAL STANDING When Employed in a Wonder, this Surplus can replace
replacing flesh with holy crystal.
Style: Simple robes in dark colours; Gems pierced through bone and skin, Faction Name I A C D � CONFLICT MOVE any of its regular requirements - tell us how the project
is warped in arcane and alien ways.
proudly displayed; Loose clothes and long hair, floating weightlessly as Sacred Interdiction: While you are in Conflict with a
you move. faction, they perform Rituals wiith Disadvantage. � JOIN THE CORNERS □
Governance: An ancient Onygauros hoarding centuries of holy relics; When you offer power to a faction participating in with
Prophetic dreams that brand the flesh of the chosen; Trained your Rituals, you can lose your Infused quality and grant
geomancers casting crystal lots to divine the will of the Five. it to them as a Surplus – and gain Influence on them. As
long as they have this Surplus, you can claim dice they
History discard from Dis/Advantage rolls for Sacred Geometries.
Ask for volunteers:
“Which of you adopted rites of our doctrine into your own practices? We
have Influence on you.” They say when they adopted your rites; you say
� SHATTER IMPERFECTIONS □
When you whip your worshipers into a frenzy and send
the details of this practices. them into battle, lose any number of Infused qualities
“Which of your harbours a breakaway sect of our faith? We are in a quiet and pick one of the following for each lost:
and subtle Conflict.” They say why they shelter them, and you say why ◊ Invoke a storm to cloud your enemies’ eyes, allowing
you’re scared of this heresy spreading. you to take them by surprise.
And tell everyone: ◊ One chosen champion of your House will be
“One Cabal worships entities that we censure and fear. We have an unharmed by the foe’s attacks.
ongoing Conflict with them, but they have Influence over us!” The GM ◊ The site of the battle will be marked and forever
describes this Cabal and their faith. Influence, Alliance, Conflict, Dominion stand as a testament to your righteousness.
HOUSE MOVE QUICK REFERENCE
FAITHFUL HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Lusma Heroes can start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�A RIGHTEOUS ACCUSER not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
When you condemn a powerful figure or organisation in public, choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
roll +Cunning. On a 7-9, pick one; on a 10+ pick two: ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
◊ You’ll suffer no reprisals. target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
◊ The crowd delivers a representative of your foe to you. ◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
your victory. On a 7-9 ambience bleeds into the affected area
◊ The audience riots, forcing your enemy into retreat. ◊ Understand how the danger is tied to an existing
◊ Hurt a faction accidentally; they gain Influence and its inhabitants. Pick one:
Factor, and get fleeting Advantage acting on the
�A SAINT OF HARMONY over you. ◊ A faction hurt by the Bleeding starts a Conflict
with you.
answer.
When you use the Qoam arts to promote harmony, you can ◊ Spark a Conflict with a faction of the GM’s choice. On a 10+ the trial brings your House together. Gain
◊ Your Breaking of shared land destroys one of
spend an Infused die to: a Surplus of the GM’s choice, whatever the other
◊ Get an insight towards your current goal – gain 1-Lore.
◊ Gain a free Focus on your next Manifest attempt.
� NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
◊ Plant the seeds of your faith in the mind of another – form the leaders of another faction, say what you want would go above +3 or below -3.
or rewrite the cores of a Covenant with them. them to do and roll +Reach:
� EMPLOY
◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
ASSETS demands.
your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
Lusman Heroes get +1 to Cunning or Wisdom. Your hero may ◊ Trade one Surplus for another.
◊ “How do I get Surplus: ”.
� GEAR UP
pick one option from each list as their signature gear: ◊ Cease a Conflict.
◊ “How do I remove Need: ”.
HOW DO YOU FIGHT? Your chosen weapon gains the Heirloom On a hit, those you meet must perform the action.
When you spend a Decree to outfit your Hero for a ◊ “What’s the truth behind ”.
tag. On a 7-9, either lose Influence over them or give
particular task, pick one for each relevant Surplus: ◊ “How can we best make use of ”.
◊ A Qoam sceptre (Ranged, Area). Influence to another faction who intervened and
◊ Sacred Words of Power (Melee, Hidden). helped you seal the deal. On a 10+, pick another ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
◊ A crystal blade (Melee, Lingering). request from the above list that your delegates ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
HOW ARE YOU DEFENDED?
� CELEBRATE � SUPPORT
◊ Protective charms and amulets (Subtle, Armoured).
◊ Holy Mantle (Arcane, Regal). � CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
◊ Padded Armour (Subtle, Mobile). offer them a die. If they take it, they roll alongside
within another faction, roll +Sleight. On a hit, and describe how they contribute to the festival.
HOW DO YOU TRAVEL? their own as if they had Advantage.
choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ A beast no one would dare riding (Mount, Hulking). ◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the If your die is the highest, say how you made the
◊ A battle chariot (Drawn, Mighty). moment. energies of the land – erase one form of ambience difference and gain Influence over them.
◊ A blessed chunk of Qoamstone (Ship, Durable). ◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
WHAT USEFUL EXPERTISE CAN YOU DRAW ON?
◊ Frame someone else for a previously-anonymous over them.
◊ Inquisitors (Shadowy, Astute). On a 10+, the owner(s) of the highest die gains a
House Move.
◊ Legates (Drilled, Genial). Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
◊ Magistrates (Hardy, Scholarly). On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
DOCTRINE CORE MOVE
Gain a free Conquer Action when... (pick one)
� Terrifying Marauders: ...you start a Conflict. � ARTS OF WAR
� Stalwart Defenders: ...someone starts a Conflict With proper supplies, your war machine is unbeatable.
with you or an Ally. The following benefits are cumulative, as long as you
NAME � Opportunistic Warmongers: ...someone ceases a have all the listed Surpluses:
Conflict. ◊ The Tides of Conquest: So long as you have Surplus:
REACH Morale and Warriors, gain +1 Grasp.
ANCESTRAL CONTROL ◊ The Engines of War: So long as you have Surplus:
GRASP Your Ancestral Guild starts with Dominion over you. Gain
cumulative bonuses according to their control over you:
Morale and Leadership, gain +1 Reach.
◊ The Web of Destruction: So long as you have Surplus:
Spies and Scouts, gain +1 Sleight.
SLEIGHT � Neutral: Your Guild stands proudly alone, together
against the world. You have lasting Advantage on
rolls to rescue or avenge one of your people. PICK ONE MORE:
LORE
� Influence: Discipline is high, and your guard patrols
will quickly alert you if anything hostile crosses your
� AN IRON FIST □
When you take over a settlement, roll +Grasp. On a 10+
borders.
pick 2, on 7-9 pick 1:
ARTS � Dominion: Your soldiers’ speed and endurance
assures that no other force can hope to keep up with
◊ The community’s leaders conspire with you to keep
the people peaceful and cooperative.
you. You have Advantage moving as a group over
MAKING YOUR MERCHANTS MOMENTUM When you beg your ancestral guild for aid, increase their in Trade you don’t have marked to invest it. Once you
invest all three listed Surpluses, add that Stock in Trade
control over you and receive a Surplus of your choosing
Stats at the start of the next City phase. to your list, gaining an additional boost each session.
Surpluses:
Choose one:
◊ Reach +2, Grasp -1, Sleight +1 if the war devastated Montara’s
At the start of each Cycle, the GM will pick out a type of
Surplus that is in demand in Volarees’ markets. Any
PICK ONE MORE:
economy, leaving only a basic barter system between survivors. House that sells that Surplus to your Ancestral Guild via � THE LAW OF RETURN □
◊ Reach +1, Grasp 0, Sleight +1 if the local trading cabals were able to Needs: you gains 1 Decree, but you gain Influence over them. When you trade someone a Surplus linked to one of
make themselves useful to both sets of occupiers. your Stocks in Trade, gain 1-Stake. If this takes you to
◊ Reach 0, Grasp 0, Sleight +2 if smugglers and black marketeers
found huge demand for their services during the occupation.
� CONFLICT MOVE 3-Stake, gain any one other listed Surplus from that
Trade Embargo: As long as you are in Conflict with a Stock in Trade’s product range and set your Stake to 0.
Traditions
Choose one of each, or create something else:
Start with 2 as Surpluses, and the rest as Needs:
faction, they Negotiate with lasting Disadvantage.
� THE LAW OF ATTRACTION □
Artisans, Barter Goods, Prestige, Spies, Trade When you give your Hero something special from your
Populace: A federation of independent traders backed by private
reserves, you may Gear Up without spending a Decree.
military; Local employees signed up to an arduous franchise contract;
Merchant-princes and indentured servants. SOCIAL INFLUENCE The GM will give you 1-3 downsides to these items; you
may then decide if you still want to take them.
Style: Luxurious silks and furs; Meticulous body paint and jewellery Faction Name I A C D
◊ They will be useless afterwards.
marking status; Woolen tunics decorated with patterns of a secret code.
◊ Their value will be immediately obvious to anyone
Governance: A rigid hierarchy appointed by the Ancients; An open
who sees them.
market of favours and votes; Independent traders under a strictly
◊ You’re taking them away from an agreed buyer, and
enforced charter.
there’ll be consequences if they aren’t returned.
History ◊ You’ll need help from a specific player character or
Tell everyone: NPC to use them well.
“Everyone, like it or not, has to trade with me. I gain Influence on all of you.”
“A Cabal has stayed independent thanks to their shrewd information � THE LAW OF PREDATION □
brokers. They have Influence over me.” The GM says what kind of When someone gains a Windfall, lose Influence over
compromising leverage they have over you. them to gain an extra Decree or their Erased Surplus,
And ask them for a volunteer: your choice. When someone faces an Affliction, gain an
“Which one of you holds a great treasure that our masters have extra Decree.
� Influence: When you declare someone an outlaw, What does your moral code prevent you from doing in
they’ll find no shelter anywhere in Kingdom- the name of justice?
LORE controlled lands.
� Dominion: When your envoys arrive at a new court, name
__________________________________
Your House and Hero roll with lasting Disadvantage on
all moves if you go further, until the GM thinks you’ve
ARTS one thing your hosts will now always (or never) do.
made amends. Options: theft, beatings, kidnapping,
� SUBJUGATION MOVE extortion, murder, betrayal, etc.
MAKING YOUR NOBLES MOMENTUM When you beg your ancestral guild for aid, increase
PICK ONE MORE:
their control over you. Next City phase, announce the
Stats
Choose one: Surpluses: arrival of a legendary hero of Volarees. Treat them as a
Cohort with two Cohort Moves and +1 to any two stats;
� RULE OF LAW □
As long as your House actively patrols a region and
◊ Reach +2, Grasp -2, Sleight +1 if before the Empire, Montara was they’ll help you for the duration of this crisis, but have keeps its citizens safe, they’ll know through rumours
ruled by scheming nobles surrounded by opulence. their own agenda. and whispers when someone breaks your laws.
◊ Reach -2, Grasp +2, Sleight +1 if before the Empire, Montara was Needs: At the start of each Cycle, name a new law for Montara When a region has been patrolled for an entire cycle,
ruled by a council of oligarchs, landowners and capitalists.
to follow. Anyone who publicly breaks your laws lose name one part of their lifestyle they forget as their lives
◊ Reach +2, Grasp +1, Sleight -2 if before the Empire, Montara was
Influence over you. are shaped by your principles.
ruled by enigmatic priests of a bloody-handed cult.
Traditions
Start with 2 as Surpluses, and the rest as Needs:
If any House makes it to the end of the Cycle without
breaking any laws, you gain Influence over them.
� FORTUNE OF SCIONS □
Choose one of each, or create something else: When your House hits -2 Momentum, you may roll +Reach.
Populace: An alliance of noble bastards; The best and brightest of a Defences, Land, Leadership, Prestige, Safety When you strike one of your laws from the list, increase On a hit gain Surplus: Prestige, Luxury, or Wealth, on a 10+
disgraced noble family; A chapter-house of anointed knights. your ancestral guild’s control over you as they resent erase a Need. Say how other nobles provide for you in
Style: The finest leather cloaks, covering crystal finery; Dragon masks SOCIAL INFLUENCE your weakness. your moment of need. On a miss, any faction not in an
� CONFLICT MOVE
and fine golden silks; Golden chains and piercings, body painting and Faction Name I A C D Alliance with you can freely declare a Conflict with you –
little else. they smell blood and stand ready to take you down.
Interdiction: While you are in Conflict with a House or
Governance: Quests and duties taken by honour-bound volunteers; A
fluid chain of command based on status and wealth; A mirror of the Cabal, every Command they try has Disadvantage. � HERALDS OF HELL □
Capital’s rigid monarchic hierarchy. When you spend a Decree and march upon an opponent,
bringing to bear all your finest troops, roll +Grasp. On a
History 7-9 choose 1, on a 10+ choose 2:
Ask for volunteers:
◊ Their allies will not provide them support.
“Which of you do we honour above all others for your unwavering
◊ Their followers start rioting in panic.
support? We have an Alliance and you have Influence over us.” They tell
◊ One of their enemies pays you a Surplus in tribute.
everyone else of a serious chink in your armour that you ignore.
“Which of you served on the front line under our banner? We gain
Dominion over you, but you have Influence over us.” They describe the
� SUMMON VOLFYIRION □
When you spend a Decree to summon the great dragon
crimes they saw you commit during the conquest.
and unleash it upon your enemies, kill a Titan or raze a
And tell everyone:
landmark or Surplus held by another faction. Then roll
“One of city’s Cabals has just used treachery most foul to weaken us.
+Reach. On a 7-9 choose 2, on a 10+ choose 1:
Obviously, we have an ongoing Conflict with them.” The GM describes
◊ You cause wide and unintended collateral damage.
the Cabal, and the dishonourable method they used to attack you. You
◊ You galvanise your foes against you.
tell everyone about the scion of your line that they grievously hurt.
◊ Lose Influence on everyone not in Conflict with the
Influence, Alliance, Conflict, Dominion target.
HOUSE MOVE QUICK REFERENCE
NOBLE HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Volarees Heroes can start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�LOYAL SUBJECTS not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
When you brandish your House’s authority anywhere in the choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
Kingdom’s reach, you can recruit citizens under the King’s ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
commands. As long as you abide by The Duty of Nobility, you target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
can use them as Companions with 2 tags of your choice. ◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
your victory. On a 7-9 ambience bleeds into the affected area
Reduce the Harm you take by 1 if they fight alongside you. ◊ Understand how the danger is tied to an existing
and its inhabitants. Pick one:
�THE KING’S LAW
◊ Hurt a faction accidentally; they gain Influence Factor, and get fleeting Advantage acting on the
over you. ◊ A faction hurt by the Bleeding starts a Conflict
answer.
When you go into a community hunting for the Kingdom’s foes, ◊ Spark a Conflict with a faction of the GM’s choice. with you.
◊ Your Breaking of shared land destroys one of On a 10+ the trial brings your House together. Gain
roll +Cunning. On a 7-9 learn 1, on a 10+ learn 3: a Surplus of the GM’s choice, whatever the other
◊ Where to find their lair.
◊ Who their allies are.
� NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
◊ How dangerous they are.
the leaders of another faction, say what you want would go above +3 or below -3.
◊ What they’re planning.
them to do and roll +Reach:
� EMPLOY
ASSETS
◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
Volarees Heroes get +1 to Might or Cunning. Each hero may demands.
your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
pick one option from each list as their signature gear: ◊ Trade one Surplus for another.
◊ “How do I get Surplus: ”.
� GEAR UP
How do you fight? Your chosen weapon also gains Heirloom. ◊ Cease a Conflict.
◊ “How do I remove Need: ”.
◊ A gleaming longsword (Melee, Piercing). On a hit, those you meet must perform the action. ◊ “What’s the truth behind ”.
On a 7-9, either lose Influence over them or give When you spend a Decree to outfit your Hero for a
◊ An ancient battle axe (Melee, Brutal). ◊ “How can we best make use of ”.
Influence to another faction who intervened and particular task, pick one for each relevant Surplus:
◊ A hunting longbow (Ranged, Lingering).
helped you seal the deal. On a 10+, pick another ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
How are you defended? request from the above list that your delegates ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
◊ Your gala uniform (Regal, Uniform). you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
◊ An officer’s armour (Regal, Armoured). � CELEBRATE � SUPPORT
◊ A luxurious fur coat (Regal, Hardy).
� CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
How do you travel? When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
and describe how they contribute to the festival. offer them a die. If they take it, they roll alongside
◊ A steed with a pedigree as long as yours (Mount, Canny). within another faction, roll +Sleight. On a hit,
their own as if they had Advantage.
◊ A four-in-hand carriage (Drawn, Luxurious) choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ Your sky-frigate (Ship, Hulking). ◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the If your die is the highest, say how you made the
moment. energies of the land – erase one form of ambience difference and gain Influence over them.
What useful expertise can you draw on? ◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
◊ A cousin and royal guard (Hardy, Drilled). ◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
◊ A trusted seneschal (Scholarly, Mystic). ◊ Frame someone else for a previously-anonymous
On a 10+, the owner(s) of the highest die gains a over them.
◊ Your favourite paramour (Genial, Artisan). House Move.
Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
DOCTRINE CORE MOVE
Gain a 1-Lore when you... (pick one)
� Mystical Legalists: ...Endure, but you must pick � ACADEMIC INVESTIGATION
‘Understand how the danger is tied to an existing Factor’. Your House has a well-curated and extensive store of
� Arcane Economists: ...Harness a Strategic Resource. records in certain fields. Choose one:
NAME � Enlightened Engineers: ... Employ a Strategic � The construction of grand Architecture, ancient and
Resource. modern.
REACH � Catalogued relics and artifice of ancient and foreign
ANCESTRAL CONTROL peoples.
� A bestiary of Arcane Horrors and Titans
GRASP Your Ancestral Guild starts with Dominion over you. Gain
cumulative bonuses according to their control over you:
� The geography and mysteries of Mysthea.
� Persons and Proceedings of Historical Significance
SLEIGHT � Neutral: When you encounter an object, artwork or
structure from a non-Ilvashan culture, its cultural When your scholars Research a creature, item or
significance is clear to you. situation covered by one of your specialty fields, tell
� Influence: When you Research, you may also ask an everyone a fact about it and how one can Harness a
LORE additional question not on the list.
� Dominion: You may spend 3-Lore instead of a
Strategic Resource from it. Employ Surplus: Scholars
and 2-Lore to unlock yet another specialty field.
�PROPHET □
When someone acts in a way contrary to your
House’s Doctrine, ask the GM how it’ll spell their
doom. When you act on this information, roll with
Advantage.
When you die, name a Cabal you preached to – they
will honour your Doctrine above all others from here
on out.
MAKING YOUR COHORT �TRAITOR □
Stats
Distribute +1, 0, 0, -1 between your stats, and add your House bonus. COVENANTS EMBODIED AMBIENCE When you betray kith and kin, hold 3. Spend hold to
gain access to: a critical location, secret lore, a Relic
Gear Name Core Strength � Alien
that can be weaponised, or a leader in their moment
Pick one gear option from your House’s assets. Describe the simple � Haunted
of weakness.
Qoam shard that grants you a single Focus. � Surging
When you die, name your truest nemesis and how
Particulars HARM your misdeeds will cause their downfall.
◊ Presentation: Feminine, masculine, ambiguous, concealed, ...
◊ Pronouns: They, She, He, ...
� Drained
� Winded
�OUTSIDER □
◊ Face: Trusting, scowling, angular, worried, ... You are a mystic or a zealot, probably both. Pick a
� Hurt (-1 to a stat)
◊ Eyes: Rebellious, squinting, calculating, wise, ... stat: you can take 1 harm to roll it with Advantage.
� Mangled (-1 to each stat)
◊ Body: Muscular, bony, heavyset, graceful, soft, squat, ... When you die, terrible ambience Bleeds into the
� Dead
◊ Name: Ada, Isis, Brigit, Leo, Lux, Cato, Lin, Anders, Bull, Nemo, Silver, area. Those that brave these Hostile Grounds can
Telron, Anuth, Celethe, Leheir, Sanya, Kolbor, ... find a Relic on your body.
◊ Relationship to the House’s Hero: Sibling, child, cousin, aunt, rival,
protege, peer of the House’s Hero.
Spend 5 Charges to gain one of these moves:
CHAMPION MOVES
�A THOUSAND FACES �HERO’S JOURNEY □ �THE MASKS OF GOD □
When someone becomes your mentor, rival, beloved, When you give a piece of your gear a name, spend 1
Moving beyond a House banner, a Champion shapes or nemesis, gain 2 Charges and form or rank up a Charge to give it a new relevant tag, even above the
fate… and by fate they are changed in return. Covenant with them. 4-tags limit.
�HONOURED HOLDINGS
When a Champion hits one of these triggers, they gain When you risk your life to protect or oppose this
2 Charges and adopt that Role. While the Role is yet to Covenant, spend 1 Charge to get advantage on a roll. □
be resolved, they can’t activate any other triggers. Under this roof your will is law. Here, you bow to no one.
� Hero: Mark when you take on the quest to find, �SACRED FOUNTAIN □ Describe the Surplus that grants your base its
rescue or conquer something or someone. Choose You have secured a stable Place of Power, with laws importance:
who will suffer if you fail: your former House, the that all must obey. Form an Alliance with a relevant � Defences: Mighty walls, hard to reach gates, it
Kingdom, Empire, or Free Borderlands as a whole, or House or Cabal of your choice. roves wherever you wish it.
the City’s common people – the GM will tell you how. Choose 2 laws that bind those that visit, and the � Land: It commands a vast valley, it guards vast
� Mentor: Mark when you teach, guide and protect a penalties for breaking them: fields, the only port to a large island.
Jewel of History. Tell us of how they can reach the � Luxury: A rich heritage of relics and artefacts,
full extent of their power. The GM will say one Laws Penalties exotic goods from distant lands, enchantments to
thing that can twist their nature or spoil their � Offer sacrifices. � Exile. keep and serve the holding.
potential. � Lay down your arms. � Execution. � Trade: A respectable emporium, a privileged
� Antihero: Mark when you stand alone against a � A slave who crosses the � Forced labour. location, finest infrastructure.
Bastion of Order. Tell us what unexpected threshold is free. � Restitution.
You can Employ this Surplus and it will become
advantage you can gain over them when you draw � Leave your grudges outside. � Imprisonment.
available again at the beginning of the next Cycle,
first blood. The GM will say how they reveal their � Everyone drinks. Everyone � Public humiliation.
unless the fiction dictates it has been destroyed.
innermost corruption to the world while lashing eats. No one goes without. � Disfigurement.
back at you. � Do no violence and no � Punitive violence. When your Champion holds court with emissaries from
� Trickster: Mark when you provoke an Icon of Old. intentional harm. other Houses & Cabals, spend 1 Charge as an
Tell us what treasure or secret you can gain from � Honour the Henakor/the Endeavour to Negotiate with one of these emissaries.
them. The GM will tell us of the hidden Titans/all living things.
� Everything belongs to Your Holdings now have Momentum and can roll
advantages the Icon of Old has in store to use Endure, and they’re subject to Windfall and Affliction.
against you. everyone. Give freely.
� Martyr: Mark when you suffer terribly so others � Don’t touch what isn’t yours.
� Keep your agreements.
�ESTEEMED HOSTS □
BECOMING A CHAMPION may live. The GM says who is changed by your
sacrifice: your tormentors, those under your care, � Settle your grievances
Many people have gathered under your banner over
time and pledged fealty to you, and you alone.
To become a Champion, you must have fulfilled four Roles and privately.
or the privileged witnesses. You tell us how.
established your own power base – a fortress or place of power or When you send your Companions out on mission,
� Villain: Mark when someone needs to be brought When you honour its ancient laws, spend 1 Charge
faction that owes its allegiance only to you. spend 1 Charge to give Conquer or Conspire fleeting
to heel. Tell us what part of your legacy you must instead of a Decree to perform a Ritual.
Core Effects sacrifice to accomplish this. The GM will tell us Advantage.
◊ A player who chooses to elevate a Hero can’t play a new Hero from Describe its overall mood with two Covenant cores
about the innocent who embraced your wicked When you hold a ceremony so your Companions can
their House as long as the Champion is in play. from the main list, and choose one special quality:
ways for good. pledge fealty, spend 1 Charge to turn them into a
◊ Whenever a House targets a Champion with a move, the Champion � It’s the only stable Place of Power on the map, and
Surplus (Artisan, Engineering, Scholars, Recruits, Scouts,
can’t Endure – instead, the Champion’s attempts to mitigate the can destabilise other Places of Power if you let it.
Spies, or Warriors) and erase them as Companions.
damage are resolved by Stepping In or Diving Deep. � It has healing properties, and can count as the
◊ A player controlling a Champion can decide whether to assign
Decrees gained at the start of the City phase to their House’s stock
CHARGES relevant Surplus for Heal.
� It is sacred to a group of unique creatures, or a
You can Employ this Surplus, and it’ll be available
again at the beginning of the next Cycle – unless the
or their Champion’s. Titan of your choice. fiction dictates the cohort has been destroyed.
◊ A Champion can’t hold Influence, Alliance, or Dominion – until they � It contains a gate to the Maze Beyond.
Employ a Surplus that completes a Wonder. Your Hosts now have Momentum and can roll Endure,
◊ Champions can no longer gain Roles in their House or granted by and they’re subject to Windfall and Affliction.
other Hero’s moves (such as the Storyteller’s Voice of the Icons).
Instead, see A Thousand Faces. If you have both Honoured Holdings and Esteemed
◊ Your Harm slots and Death Move remain those from your Hero Hosts, combine the Surpluses and Needs together for
playbook. Momentum purposes.
HOUSE MOVE QUICK REFERENCE
SCHOLAR HEROES � CONQUER � PERFORM A RITUAL � ENDURE
INHERITANCE When you spend a Decree and direct your House to When you spend a Decree and enact world-shaping When your House decides to resist a threat to their
Magista Heroes may start with one of these moves: seize or maintain control of a Strategic Resource, Qoam Arts, describe the crystal-empowered marvel lives and resources, roll +Momentum. On a hit
Location or Factor, roll +Grasp. On a hit it’s yours, but you put into motion and roll with: you’re able to react to the danger; pick 1.
�ARCANE CRAFTER not without cost. On a 7-9 choose two; on a 10+, ◊ +1 if you spend 1-Arts; or -1 if you don’t. ◊ Erase a Surplus right now to completely prevent
When you spend 3 Arts and craft a Relic, pick a Focus and two choose one: ◊ +1 if you spend 1-Lore; or -1 if you don’t. the damage.
Covenant themes for the artificial mind within. If you bind the ◊ Commit one of your Surpluses to secure the On a hit you create a phantom Surplus, which you ◊ Call out for support. Whichever faction is most
relic to you, you don’t roll Unleash and get an automatic Rank 1 target: if you lose one, you lose the other. must immediately use as per Employ. willing and able to respond says how they mitigate
covenant with the memories inside it. ◊ Bear a Need of the GM’s choice as the cost of the danger, and gains Influence over you.
On a 7-9 ambience bleeds into the affected area
�SIGHT BEYOND EYES
your victory. ◊ Understand how the danger is tied to an existing
◊ Hurt a faction accidentally; they gain Influence and its inhabitants. Pick one:
Factor, and get fleeting Advantage acting on the
When you open your mind in a place of power, spend 1-Lore to over you. ◊ A faction hurt by the Bleeding starts a Conflict
answer.
uncover one in the scene: ◊ Spark a Conflict with a faction of the GM’s choice. with you.
◊ Your Breaking of shared land destroys one of On a 10+ the trial brings your House together. Gain
◊ A hidden treasure from the past. a Surplus of the GM’s choice, whatever the other
◊ A key to the future.
◊ A source of solace, beauty and hope.
� NEGOTIATE your Alliances.
◊ Your ritualists are shattered and made Alien, and outcomes are.
When you spend a Decree and seek a meeting with you gain Need: Scholars. See Windfall/Affliction (p. 36) for when Momentum
the leaders of another faction, say what you want
ASSETS would go above +3 or below -3.
Magista Heroes get +1 to Prowess or Wisdom. Each hero may
them to do and roll +Reach:
� EMPLOY
pick one option from each list as their signature gear:
◊ Support your next House Move.
◊ Execute their next House Move according to your When you spend a Decree and use a Surplus to � RESEARCH
confront a problem, erase the Surplus and say how When you take a moment to consult your House’s
How do you fight? Your chosen weapon gains the Heirloom tag. demands.
your action resolved the situation in your favour. scholars, spend 1+ Lore. For each spent, pick one:
◊ A Qoam staff (Ranged, Hefty). ◊ Trade one Surplus for another.
◊ A jewelled headband (Area, Brutal). ◊ “How do I get Surplus: ”.
� GEAR UP
◊ Cease a Conflict.
◊ A spiked chain guided by your arts (Melee, Flexible). ◊ “How do I remove Need: ”.
On a hit, those you meet must perform the action. ◊ “What’s the truth behind ”.
On a 7-9, either lose Influence over them or give When you spend a Decree to outfit your Hero for a
How are you defended? particular task, pick one for each relevant Surplus: ◊ “How can we best make use of ”.
◊ Orbiting crystal plaques (Arcane, Regal). Influence to another faction who intervened and
helped you seal the deal. On a 10+, pick another ◊ Grant them a new asset with one tag. You may answer yourself, or look to the GM. Whoever
◊ Jewelled bracers (Arcane, Armoured). ◊ Add an extra tag to an existing asset. answers introduces a Factor tied to the answer, and
◊ A long cape, adorned with Qoam circuits (Arcane, Hardy). request from the above list that your delegates
you gain Fleeting Advantage acting on the answer.
managed to convince them to accept.
How do you travel? � CELEBRATE � SUPPORT
◊ A stubborn beast of burden (Mount, Durable).
◊ A rambling fortress (Drawn, Durable)
� CONSPIRE When spend a Decree and gather in a grand
When you help another House with their actions,
When you spend a Decree to activate your agents celebration, each of your Allies may spend a Decree
◊ A shard of crystal propelled by your Arts (Ship, Swift). and describe how they contribute to the festival. offer them a die. If they take it, they roll alongside
within another faction, roll +Sleight. On a hit,
their own as if they had Advantage.
What useful expertise can you draw on? choose one thing you want them to do: You roll +Reach, with each Ally’s Support. On a hit,
◊ Qoam Inscribers (Scholarly, Artisans). ◊ Sabotage a Surplus, making it fail at the worst the harmony among your people realigns the If your die is the highest, say how you made the
◊ Bodyguards (Drilled, Astute). moment. energies of the land – erase one form of ambience difference and gain Influence over them.
◊ Scavengers (Astute, Shadowy). ◊ Mask the true nature of a Factor. lingering in this area and within the celebrants for If your die is the lowest, the acting player says how
◊ Conceal your involvement in your next House Move. each House helping. you jeopardise the effort and you lose Influence
◊ Frame someone else for a previously-anonymous over them.
On a 10+, the owner(s) of the highest die gains a
House Move.
Decree as their House is energised by the festivities. In case of failure or partial success, you’ll share in
On a 7-9, your agents leave a clue behind for a any danger, retribution or unforeseen consequences.
faction of the GM’s choice, which sees through the See also Memorial (p. 32).
deception and gains Influence over you. See Social Grace/Fall Into Disgrace (p. 34) for when
you gain Influence but already have it, or would lose
See also Command (p. 35). Influence but don’t have any.
FOR THE GM
YOUR AGENDA PRINCIPLES REACTIONS FACTORS
These four are the basic philosophy of Shattered City. How do you hit your Agenda? Use these on a 6-, when everyone’s looking to you to see what Event
Everything you do should serve your Agenda; it’s your aim ◊ Show a defiant land ravaged by war happens, or when the players give you a golden opportunity. ◊ Fateful Disaster: Lives and property are in terminal
for the game. ◊ Help them dream of a better world ◊ Reveal an unwelcome truth. danger due to fate and negligence or malice.
◊ Fill the world with ruins ◊ Put someone in a spot. ◊ Vicious Outlaws: People turn their back on society and
Make the world seem real ◊ Reveal an eerie world ◊ Tell them the consequences and ask. try their luck in the wilds or unclaimed ruins, resorting
If the world’s not believable, you’re going to have ◊ Begin and end with the fiction ◊ Separate them. to crime to meet their needs.
problems. Make sure to stay grounded and human even in ◊ War has no status quo ◊ Take away their stuff. ◊ Works Collapse: Vital infrastructure is destroyed,
the most fantastical situations. ◊ Draw maps, leave blanks ◊ Capture them. resulting in dire consequences.
◊ Write histories, and reference them ◊ Deal Harm (as established). ◊ Imperial Push: A desperate Imperial offensive breaches
Paint a world encrusted with arcana ◊ Name people, know who backs them ◊ Erase a Surplus. the front lines and threatens the Borderlands.
Magic, anomalies, and the Qoam crystals that make them ◊ Be excited to see what they do next ◊ Add a Need. ◊ Dreadful Plague: A disease gets out of control and
possible are everywhere in the universe of Mysthea. Look ◊ Apply consequences elsewhere ◊ Turn their move on them. spreads like a wildfire, killing rich and poor alike.
out for opportunities to show how the residents of this ◊ Ask questions and use the answers ◊ Give them recourse, solace or comfort. ◊ Weird Weather: Changes in weather dislodge the
land have adapted to the strange world they live in, and ◊ Be flexible with your responsibilities ◊ Offer an opportunity, with or without a cost. people and beasts from a once fertile and pleasant
use the inhuman monsters in the book as scenery – or ◊ A House is a group of individuals ◊ Show a remnant of the past, used in new ways. region.
potential allies – just as much as antagonists. ◊ Make your reactions look natural ◊ Show the consequences of past decisions.
◊ Show a downside to their playbook. Personage
◊ Arcane Horror: Singular creatures whose alien actions
MAKE THEIR LIVES EPIC
Everyone’s here to make interesting stories. The Hero’s
DECISION-MAKING ◊ Change the environment.
◊ Highlight a weakness of their House. and hungers clash with the needs of your community.
When a question becomes really important to the game, it ◊ Use a reaction from a threat. ◊ Bastion of Order: People of prestige and power, whose
successes should be momentous and their failures should can be better not to just decide by fiat which way it’ll go. In shoulders bear the weight of the pride and
◊ After every reaction: “What do you do?”
be infamous – give them every chance to avoid mediocre those cases, there are a few other ways you can do things: responsibility for a people or community.
or petty outcomes. ◊ Dark Force: Inhuman or no-longer-human organisations
◊ Put it in your NPC’s hands: consider, given the
PLAY TO FIND OUT WHAT HAPPENS situation and who they are, what they would do.
◊ Put it in the player’s hands: work out a particular
THREATS AND HARM that seek to overthrow or conquer the Kingdom.
◊ Icon of Old: A dignitary who has shaped history with
This is your reward and your goal: there’s no pre-planned The borderlands are tough to survive in. Its many threats their might, wisdom, wealth, or sacrifice.
action they might do that’ll decide how things go. If
story, and no assumed future. Just the logical take effect in a few different ways: ◊ Jewel of History: Those of great talent and potential
they do it, great! If they don’t, too bad.
consequences of the players’ actions in the world, and the ◊ Put it in the story’s hands: write it down and keep it in Hostile Grounds. When you’re somewhere hostile to that could one day change the course of history.
story they create. Avoid getting bogged down in planning: the back of your mind as you steer play towards human life - a snow-covered tundra, a raging Henakor ◊ Sinister Heart: Those whose crimes and sins whither
feel free to imagine possible situations and interesting resolving the question. Once this bit of the story’s Surge, an acid-filled lake - you roll with disadvantage. To society and present great risk to life and soul.
conflicts to bring out, but stay ready to ditch everything in done, settle the question according to the path that’s overcome this disadvantage, find specific gear or make
response to the player’s choices. clever use of Qoam arts. Stage
taken you here.
Harm. Active threats to life and limb need a more lasting ◊ Forbidden Locus: Where ambience poisoned the land,
WHAT TO SAY THE QOAM ARTS impact. For these we use Harm – physical, mental, twisting life, haunting the mind, and perpetuating the
anguish of death in Echoes.
◊ What the Principles demand. emotional or spiritual trauma dealt on a scale from 1 to 5:
◊ What rules demand. When you command a Qoam shard with your mind, its ◊ Hostile Ground: Where the harsh environment can
movement might be: 1-2: Unarmed blows, animal attacks, stress headaches. surely kill the unprepared or the non-native.
◊ What the fiction as established demands.
◊ What honesty demands. ◊ Potent: smashing stone and metal, lifting great weights. 2-4: High-quality weapons, Qoam-twisted monsters, or ◊ Place of Power: Where barely contained mystical
◊ Swift: faster than an arrow, reacting in an eyeblink. sustained mental assault. energies converge and overflow.
A key part of running a game well is being fair. You shouldn’t ◊ Precise: delicate care, perfect stealth. 4-5: Natural disasters and strange Qoam weapons. ◊ Perilous Path: Where the risks usually bar travel
negate a player’s unexpected victory by inventing new ◊ Wide: encompassing a broad area, one of a horde of and/or whose destination is unknown.
threats or rewriting old ones, but neither should you change ◊ Artery of Trade: A route deemed safe enough to
things about to make things easy for them.The characters shards.
should live interesting lives, but not effortless ones. ◊ Lasting: lingering long after you set it in motion, enable regular travel and steady commerce.
moving without your concentration. ◊ Source of Solace & Beauty: A place where beauty
Any prep you’ve done isn’t sacrosanct; players will always heals the soul and comforts the body.
come up with left-field solutions to the problems they face,
and it’s important to keep an open mind. When they try
something unexpected, consider the situation in the
fiction, the rules, and the Principles, and say what makes
sense to you.
When the Cycle turns, roll +Momentum.
On a 10+ choose two Fortunes. On a 7-9 choose one Trial and one Fortune. On a miss choose two Trials.
If an option would take a House stat above +3, instead gain an appropriate Surplus, as determined by the GM.
All Windfalls, Afflictions and changes in Influence should be resolved on the spot.
TRIALS FORTUNES
◊ Your House suffers persecution and violence, but it pushes them to adapt and grow. Gain a ◊ Your House goes through a golden age, questioning old philosophies and forging new
new House move, but gain Need: Justice. paths. Gain a new House move and Surplus: Leadership.
◊ Your House was dominated by another House of the GM’s choice, and have only recently ◊ Through marriage and trade, you learn a strength of another House. For the next Cycle your
managed to break away. For the next Cycle your Heroes can choose from their Inheritance Heroes can choose from their Inheritance moves, and you form an Alliance.
moves, but you are now in Conflict.
◊ Your House spends its time brokering deals and making friends. Erase a Surplus via
◊ Starvation and poverty forced your House to try raiding and thieving, and it pissed people spending on gifts and trades to gain Influence over a Cabal of your choice.
off. Gain 2 Surpluses, your choice, but declare a Conflict with a Cabal.
◊ Your House found a hidden vault containing secrets of the Empire, or other Borderland
◊ A heretofore unknown Arcane Horror took a particular dislike to your House and has been culture. Say what its true treasure was and gain 2 Arts. However, your delving has left you
hounding you all ever since. Say some secret you’ve learned about it and gain 2 Lore, but isolated; gain Need: Trade.
take lasting Disadvantage on House moves against it.
◊ Your House finds a windfall by absorbing a smaller Cabal. Gain 2 Surpluses of your choice,
◊ A plague ravaged your House, and in spite of other Houses’ promises of future help, no one but internal conflicts are still to be settled; gain Need: Morale.
sent help. Gain Influence on all the Venture‘s Houses, but take Need: Medicine.
◊ Your House builds a place of safety and commerce, creating a new haven in this land. Gain
◊ Your House saved Montara from some great threat, whether invading armies or natural +1 Reach and Surplus: Prestige, but take Need: Crops.
disaster, but at great cost to themselves. Gain +1 Reach and Surplus: Morale, but take Need:
Recruits. ◊ You go to war, whether for justice or spoils. Gain +1 Grasp and Surplus: Warriors, but someone
out there has a grudge. Declare a Conflict against a Cabal and all their Allies.
◊ Your House fell apart into feuding factions. The eventual victors are stronger, more unified,
but looked down upon by old allies. Gain +1 Grasp and Surplus: Leadership, but gain Need: ◊ A series of messy public disagreements caused many House members to leave, but it was
Prestige. all according to plan. From their new homes, your exiles send you regular reports on their
host’s activities. Gain +1 Sleight and Surplus: Spies, but take Need: Recruits.
◊ Disaster scattered your House. You abandoned your holdings, but you know now how to
stay hidden better than ever. Gain +1 Sleight and Surplus: Scouts, but take Need: Land.
⬜ ENGINEERING ⬜ FRESH WATER ⬜ LAND ⬜ SAFETY ⬜ TRADE
PERMANENT BONUS:
Whoever controls the Bastion has access to an extra one of their Loyalty benefits there.
TRIALS FORTUNES
◊ The Slums: Your people failed to adapt to the Bastion’s rules and ended up filling its ghettos ◊ Cathedral: Your House contributed to the Bastion’s glory with a temple to your Doctrine. Tell
and slums. The owner tells us what went wrong and you describe why your people remain us what it professes and what it looks like. The Owner tells us why it attracted much more
there. At the beginning of a Cycle, whoever controls the Slums can Transfer two Surpluses to people than expected. Whoever controls the Cathedral increases their Reach by +1.
the Owner to unlock an (extra) Prowler move for their Hero.
◊ University: A centre of knowledge and arts. Tell us how your House supports the University
◊ Plague: Nobody knows if you brought it in or if the Plague simply chose you. Tell us about the and the Owner tells us what it looks like. At the beginning of every Cycle, whoever controls
symptoms and the Owner tells us how the city contained it. Gain the Needs: Medicine and the University gains Surplus: Scholars and Shares it with the Owner.
Recruits. If the Owner donates a Surplus matching any of your Needs right now, give them
Influence. ◊ The Central Bank: Somehow your people ended up in control of all investment and credit in
the Bastion. The Owner tells us how far your reach goes and you tell us the circumstances
◊ Crime Wave: So much to gain, so much to lose… Tell us what crimes your House that led your House to this position. With your permission, Houses and Cabals can Exhaust
perpetrated, and the Owner tells us how it all ended. Transfer one of the Owner’s Surpluses Surpluses in the Central Bank and then withdraw their invested Surplus at the beginning of
to yourself, but lose Influence on the Owner and every other House or Faction with a Fortune the next Cycle, also erasing one of their Needs. If you ever deny the Owner, you lose
in the Bastion. Influence on them.
◊ The Riots: Civil unrest swept the Bastion and your House was right in the middle of it. Tell ◊ Hospital: Indirectly or not, your House tends for the weak and the wounded of the Bastion.
us about your role in it and the damage it caused. The Owner tells us how the Riots were Tell us what the Hospital looks like and the Owner tells us why your House is perfectly suited
repressed. Erase 2 Surpluses of the Owner’s choice. Your Hero and the Owner’s start the for the task. With your permission, Houses or Cabals can Heal in the Hospital. If you ever
next Cycle with one (extra) Firebrand move of your choice. deny the Owner, you lose Influence on them.
◊ Horrible Pollution: The by-product of civilisation overflows and threatens the health of the ◊ The Great Market: You control the flow of trade that keeps the Bastion alive. Tell us how you
Bastion. Tells us how your House is related to the source of this pollution. The Owner tells exert this control and the Owner tells us how your influence is kept in check. At the
us of the consequences. Take 2 Needs of the Owner’s choice and 1 Surplus of your choice. beginning of every Cycle, you can give a House or Cabal Surplus: Barter Goods to remove
Share one of your Surpluses with the Owner. their Influence over you. The Owner always receives the Surplus and does not lose
Influence.
◊ Shortage: A city is always three meals away from chaos. The Owner tells us how it all
started and you tell us why your House suffered the worst of it. Transfer all the Owner’s ◊ Garrison: Your House defends the city. Describe the outlook of these forces and the Owner
Needs to you, and for every Need gain one Decree for the next Cycle. tells us about the greatest challenge you faced on the pursuit of duty. The Owner and
whoever controls the Garrison gain Guards Companions (Drilled, Horde) when Gearing Up.
◊ Corruption: Worms eat away at the Bastion’s frame, undoing everything great people
worked so hard to build. Tell us why your House suffered the worst of it and the Owner tells ◊ A Palace: Your House built a safe haven in the Bastion. The Owner tells us how you achieved
us of the consequences to the city at large. For each -1 to Reach you accept Transfer one of such lofty status and wealth in the city. You describe what is the most valuable thing there
your Needs to the Owner. and how it is kept safe. Gain +1 Reach as long as you hold the Palace. The Owner’s Hero
gains +1 Cunning as long as the Palace is occupied.
⬜ MEDICINE ⬜ SCHOLARS ⬜ 3 LORE ⬜ 3 ARTS ⬜ A KEY TO THE
SUBJECT’S VERY BEING
A NOTE:
This Wonder is special in not requiring a Wonder roll. Houses who don’t play a role in this transformation sit on the sidelines,
though they still have their own voice on the impacts on Montaran society.
The Binding can be cooperatively built and attended by up to four Houses, who will divide the duties above. One House can embrace any number of these duties.
� Mark when the Visitant’s prophecies reveal the fate of your loved ones. Intertwine their future
with that of a Cabal of your choice. The GM will tell us if the Visitant has seen their
corruption, glory or downfall.
⬜ LEADERSHIP ⬜ LUXURY ⬜ PRESTIGE ⬜ SCHOLARS ⬜ WEALTH
PERMANENT BONUS:
Whoever has authority over the collective gains Surplus: Scholars at the beginning of every Cycle.
TRIALS FORTUNES
◊ Bend the Knee: Your people embrace the Owner’s culture in lieu of their own. Gain one of ◊ Philosophy School: Your House’s wise ones create a lasting pillar of knowledge. Tell us of
the Owner’s Inheritance moves for your Heroes during the next Cycle. Also, Transfer its essence and the Owner tells how their culture embraced (and changed) it. You gain the
Leadership or Morale to the Owner. Tells us what aspect of your culture your people ignored Owner’s Alliance Move for the next Cycle, and they gain yours – permanently.
and the Owner tells us what you embraced of their culture.
◊ The Fostering: The brightest minds of your House joined the Owner’s House. Tell us how
◊ Bitter Farewell: The brightest minds of your House leave to join the Owner. Tell us who left they made your House proud, and the Owner tells us why most never returned home. You
and the Owner tells us what they have achieved. Transfer Scholars and Leadership to the and the Owner gain each 3-Arts and Lore in any combination.
Owner and gain Influence on the Owner, as your former kin intercede in your favour.
◊ The Great Finding: Bold explorers found a ruin in your lands, full of treasures and relics. You
◊ Great Dungeon: Your House donates (or downright loses) all its Arts to the Owner, but and the Owner salvage 2-Arts each. Also, name 3 Surpluses that can be found there, and The
describe a haunting menace that emerged from their careless research of the past. If you Owner describes the risks that need to be braved in order to acquire them.
have no Arts to give, the menace afflicts your House instead as the Owner digs too deep for
answers in your domains. ◊ Paradigm Shift: The Owner’s doctrine validates and spreads your most basic beliefs. Tell us
what aspect of your culture was embraced across the Borderlands and the Owner tells us
◊ One Truth: The Owner Doctrine put your most basic beliefs in check. Tell us what belief was how people changed it over time. Any House who gives you Influence gains your Doctrine
questioned and the Owner tells us how this new notion spread across the entire move for the next Cycle in addition to their own. The Owner gets yours for free.
Borderlands. Transfer Morale to the Owner.
◊ Building the Future: The deeds and names of the Cycle will be remembered forever. Tell us
◊ Erase the Past: The future is so bright that you struggle to hold onto your past. Tell us what what tradition your people decided to elevate above all others. For the next Cycle your
tradition your House held on to above all others, and the Owner tells us of the Heroes and the Owner’s can choose the Magician Role: “Mark when you lead your House in
consequences. Gain a new House move, but give Influence to the Owner and another House a great work of creation to change the world. Say what it’s meant to achieve; the GM says
or Cabal of the GM’s choice. They provided for what you were lacking during this Cycle. what you must change to make it a reality.”
◊ Censured Heresy: A dangerous new custom was adopted during the Golden Age with ◊ Radical Notion: Your people are infected by enlightened ideas and a rebellious spirit. Tell us
dramatic consequences for your House. The Owner tells us what it is and you tell us why what changed in your governance. The Owner tells us how it affected their House as well.
you were particularly vulnerable to it. You and whoever else the Owner decides gain Need: Your Hero and the Owner’s start the next Cycle with one (extra) Firebrand move.
Safety, Justice or Medicine.
◊ Cultural Integration: Your House embraced change and became an integral part of the
◊ Close the Border: Your House fears being swallowed whole by the Owner, and decides that broader culture ushered by the Golden Age. Tell us how it changed your House’s essence.
xenophobia is the only possible answer. Tell us what sacrifices were made. Set you Reach Form a three way Alliance between you, the Owners, and a Cabal of the Owner’s choice.
to -1 for the next Cycle, but tell us how the new House Move your just gained saved your
people.
⬜ JUSTICE ⬜ LEADERSHIP ⬜ MORALE ⬜ SCOUTS ⬜ SPIES
PERMANENT BONUS:
So long as you hold the authority of the Revolution you may declare a single simple rule for society to follow at the beginning of each Cycle.
Anyone who breaks the rule immediately loses Influence on you.
TRIALS FORTUNES
◊ Peasant Uprising: Your workforce supports the Revolution. The Owner tells us what tragic ◊ The People Unite: The ideals of the revolution spread and create a cohesive response
event sparked riots, and you tell us how they were harshly put down. Erase one of your across the Borderlands. Tell us what shattered this peace, and the Owner tells us what
Surpluses and gain a Need of the Owner’s choice. Any Martyr Hero you have during this traces of this widespread alliance remains. You and the Owner gain Influence with every
Cycle starts with one extra Move. other Cabal as the current of goodwill overcomes all differences.
◊ The Wheels Break: The Revolution’s upheaval brings your economy to a screeching halt. ◊ Charity Without Frontiers: In this time of turmoil you become the gentle arm of respite in
Describe for us a striking sign of these lean times. Transfer one of your Surpluses to the the Borderlands, whether you support the Revolution or not. If you have Needs in common
Owner, and gain +1 Grasp as your House becomes hardened by the harrowing times. with any faction, both of you Erase it. The Owner tells us what ended this noble enterprise.
◊ Colonial Exploitation: The Revolution failed to improve the lot of your people. You ended up ◊ The Company: The Revolution was an opportunity for your House to exploit less united
being conquered, subtly or not, by a Cabal chosen by the Owner. They gain Dominion over groups. Pick a Resource no other House or Cabal has and gain it as a Surplus. Distribute it
you. Tell us how the new House Move you just gained saved your people. as a Surplus or Need to every other House or Cabal. The Owner gains Influence on every
House and Cabal but yours, making a united front against your mercantilist oppression.
◊ Cycle of Servitude: In spite of the Revolution’s winds of change, the shadow of slavery
covers your domain. Tell us who enslaved who, and the Owner tells us how the abominable ◊ Cycle of Freedom: People worked for freedom across the Borderlands. Describe your
practice ended. You gain the Need: Justice, and you and the Owner Share Surplus Recruits. House’s revolutionaries, and the Owner tells us how they fought for the cause. Your Hero
and the Owner’s start the next Cycle with one (extra) Firebrand move of your choice.
◊ The Coup D’etat: Your leadership failed in face of the Revolution. The Owner tells how
plotters attempted to depose them, and you tell us how your leaders faced the challenge. ◊ Enlightened Rule: The rulers of your people smoothly embrace the Revolution. The Owner
Start a Conflict with a House or Cabal of the Owner’s choice, and tell us of their role in the tells us what aspect of the Revolution you embraced. You tell us how much your House
Coup. changed because of that. Your Hero and the Owner’s start the next Cycle with one (extra)
Veteran move of your choice.
◊ Anarchy Reigns: Your hierarchy collapses in the face of the new order. Tells us of the riots
and their consequences. You have no choice but to default on old deals: break every ◊ Disaster Relief: A disaster struck the Borderlands and the Revolution closed ranks to
Alliance and Cease every Conflict right now. You gain Need: Safety. provide humanitarian relief. The Owner tells us of the disaster, and you tell us how the rulers
managed the crisis. You and the Owner both gain Influence over a third House or Cabal of
◊ The Masters’ Leash: The rulers of your people react harshly to any signs of the Revolution, the Owner’s choice.
stomping it out. Tell us what sacrifices were made to preserve the status quo. Gain +1
Sleight as your people become devious and militant, but gain the Need: Justice and Safety. ◊ The Militant Arm: Your House couldn’t simply watch the Revolution unfold without taking
And you give the Owner nothing! action. Tell us if you stood for or against the Revolution. Give any House or Cabal but the
Owner the Need(s): Justice, Recruits, and/or Safety. Take each different Need you distribute
as a Need for yourself.
⬜ CROPS ⬜ FRESHWATER ⬜ LAND ⬜ MORALE ⬜ RECRUITS
PERMANENT BONUS:
The Owner can erase an outstanding Crisis, defused by the exploding population or abated by the plenty and prosperity ushered in by the Verdant Defiance.
TRIALS FORTUNES
◊ The Curse: Prosperity becomes excess and vice and the hard earned bonanza starts to be ◊ The Rangers: A whole new frontier opened up under your watchful guidance. For the next
taken for granted. Gain Surplus: Barter Goods or Recruits, but also gain a special Need: Cycle your Heroes and the Owner’s can choose the Ranger Role: “Mark when you vow to
Curse. Erase 3 instances of Surplus: Morale, Trade, and/or Wealth to finally lift the Curse. defend the Defiance wilds. The GM says what you need to leave behind to become a Ranger.
Say how you learned to turn the land against invaders and predators”.
◊ The Lore of the Fields: Your people depend wholly on others to provide for them. Gain
Surplus: Barter Goods or Recruits, but give Influence to the Owner and a Cabal of their ◊ The Keepers: The rituals used to create the Defiance also awakened natural constructs to
choice; they provided for you during this Cycle. tend over this beauty. Your Awoken Heroes and the Owner’s start each Cycle with one extra
Awoken move of your choice – as long as they are made of verdant matter.
◊ The Great Famine: Hunger can’t be tolerated when abundance prevails. Over the next Cycle,
if you don’t have Surplus: Crops and Freshwater gain Need: Morale, Luxury and Recruits. You ◊ Care for the Land: Your people thread layers of verdant streets, well tended land with
and the Owner gain 2 Decrees to abate the tragedy. bountiful harvests and healthy woods. Pick one settlement important to your House and
fulfil two requirements for the Bastion Wonder there. If someone invests this Fortune in the
◊ No Way Back: The Defiance revealed a deficiency so severe that your people refuse to go same settlement, they gain Advantage on its Wonder roll.
back. Share Surplus: Barter Goods or Trade with the Owner. If at any point during the next
Age you don’t have both Surpluses, gain Need: Morale. ◊ Care for the Waters: You harvest fresh water with a profound respect for its cycle. Add two
new rivers or lakes to the map, near your holdings. They become connectors, and whoever
◊ Exodus: Grass is indeed greener on the other side. The Owner places newly cleared Surplus: controls them gain Surplus: Fresh Water and Crops.
Land and Fresh Water on map. Draw a settlement of your people close by. Make it into a new
Cabal and Transfer two Surpluses to them, while the Owner Transfers two Needs to them. ◊ Care for the People: Well fed, motivated, healthy; it is no surprise your people flourishes and
their numbers multiply. Over the next Cycle, when you acquire two of Surplus: Recruits,
◊ The Company: The Defiance was an opportunity for your House to exploit the less united. Barter Goods, and/or Medicine, you gain whichever one you don’t already have.
Gain a Green Defiance requirement as a Surplus. Distribute it as a Surplus or Need to every
other House and Cabal. The Owner gains Influence on every House and Cabal but yours, ◊ The Sacred Garden: Gain Surplus: Medicine and Progress and place both on the map as the
building a united front against your profiteering. Garden. Whoever controls it holds the cure for any disease and can Heal, even after the
Surpluses are spent.
⬜ ENGINEERING ⬜ LEADERSHIP ⬜ SCHOLARS ⬜ WEALTH ⬜ HOLD THE THREAT IN
PLACE
PERMANENT BONUS:
Tartarus banishes or imprisons the threat; the Owner describes the Hostile Grounds that form around it.
TRIALS FORTUNES
◊ Tainted Land: There was no way to stop the Threat’s poison from seeping to the lands ◊ The Fortress: Your House has sworn to stand watch over Tartarus to eternity. Draw a
around Tartarus. The Owner says how quickly the Hostile Grounds are growing. Each Cycle, fortress you built overlooking Tartarus. Name 3 Surpluses that will always be available to
Houses/Factions bordering the Hostile Grounds gain Need: Land or Freshwater. This can whoever holds the fort, and the Owner names a Surplus that must be erased each Cycle in
only be stopped by a Warlock, who can Unlock Crops if successful. order to maintain it.
◊ The Doomsday Cult: There will always be carrion birds, living off ruins and misery. The ◊ The Architects: Some chosen members of your people worked side by side with the Owner
Owner tells us where these cultists came from. Every Cycle, Houses/Factions bordering to build Tartarus. Start the next Cycle as the Toiler, the Veteran, or the Warlock, picking an
Tartarus gain Need: Safety or Trade. This can only be stopped by a Sentinel, who can Unlock extra move when building them. Others can start with an extra move as one of the other two
Prestige if successful. Heroes if they give you Influence.
◊ Pilgrimage: There are those who come from far and wide to worship Tartarus and all it ◊ The Groundskeepers: Your House has formed an order to maintain Tartarus and fend off
means. The Owner draws on the map their route and the slums they now inhabit. Every invaders who might release the Threat. Start the next Cycle as the Awoken, the Sentinel, or
Cycle, Houses/Factions bordering the Hostile Grounds gain Need: Justice or Luxury. This the Veteran, picking an extra move when building them. Others can start with an extra move
can only be stopped by a Singer, who can Unlock Recruits if successful. as one of the other two Heroes if they give you Influence.
◊ Grave Robbers: There are those who lust for the perceived riches Tartarus might contain. ◊ The Quest: It is not over! The Threat might return and it has fallen to you and your people to
The Owner tells us about the lowlife behind this vilified gang. Every Cycle, Houses/ Factions finish what the Owner has started. Start the next Cycle as the Awoken, the Chimera, or the
bordering the Hostile Grounds gain Need: Wealth or Defences. This can only be stopped by Warlock. If you manage to fulfil all four Roles you may neutralise the Threat once and for all.
a Survivor, who can Unlock Trade if successful. Gain Influence from every House and Faction across the Borderlands if successful.
◊ Cursed Lineage: The twisted forces contained by Tartarus mutated some of your people ◊ The Prophecy: From your House come words of wisdom on how to heal the land. State four
into these wretches, who banded together for mutual protection… and bloody revenge. The Roles distributed between at least two, and no more than four, different Heroes. If the
Owner tells us of the powers this Lineage now wields. Every Cycle, your House gains Need: sequence you predicted is fulfilled and Heroes are successful in their prophesied Roles,
Medicine or Justice. This can only be stopped by a Warden, who can Unlock Wealth if erase the Hostile Grounds and place 3 Surpluses of your choice there.
successful.
◊ A Shadow of the Past: You can feel it calling you and your people, and you are sure it can
◊ Exodus: The memories of the horror won’t leave you, and your people can only find peace be tamed and used for the greater good. State a Wonder that, if completed, will unleash the
far away from Tartarus. The Owner tells us about their destination and the trials they face Threat once again into the Borderlands, perhaps greatly changed. Gain through fate and
on their journey. Every Cycle, your House gains Need: Morale or Recruits. This can only be chance 3 required Surpluses for the stated Wonder.
stopped by a Toiler, who can Unlock Leadership if successful.