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SOULBOUND

DARK INDUSTRIAL FANTASY

Andi Lynn Licht


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AUTHOR'S NOTE

Hello and thank you for picking up Soulbound. This game has been
a passion project for the entirety of my adult life, and nothing would mean
more to me than for you and others to play and enjoy it. While the game
itself is interesting, and I have worked so diligently to refine all of its
details, the opportunity to sit about with friends to tell stories and build
memories is its most valuable asset.
This game was created, written, and illustrated almost entirely on
my own. Friends and fellow creators, however, assisted by producing new
content and challenging my more outlandish ideas. This is not a game made
by a major corporation or publisher, as such I am confident there will be one
or two flaws, holes in the canvas. When such issues do arise, I would not let
them interrupt the session's flow or, worse yet, allow them to impact
anyone's enjoyment of the thing. Ultimately, it is the larger concepts that
should guide one's game and the stories they tell.
As you play Soulbound, I hope there is a chance you will see its
world in the same light I do. A place wrought with mystery, despair, and
rare slivers of hope. The dark nature of this game is not intended to lower
one's spirits but instead to cultivate them. Throughout life we all face our
own terrors, and while fighting them in the real world is no small task, I
hope hunting the beasts in this book is a welcome release.

With Love,
Andi

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Created, Written, and Illustrated
Andi Lynn Licht

Additional Writing and Creative Development


Marcus Nelson - Olivia Nefzger - Paige Messmer

Editing
Betsey Lindsey - Marcus Nelson

Playtesters
Aaron Loveday - Brimrún Birta - Claire Heppenstall - Cory Petersen
Dalton Genzlinger - Derek Follett - Derek Nelson - Jeremie Berlanga
Jonathan Vottero - Keegan Spencer - Nick Chemileski - Nolan Zoller
Riley Skea - Simon Cardinal

Programs Used
Blurb BookWright - Autodesk Sketchbook Pro
BeFunky Photo Editor - Viva Designer - Pexels

In Memory of Olivia

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I: INTRODUCTION - Making Rolls ...............102
(1) Playing Soulbound .....................8 - Advantage ....................104
- Automatic Successes ...104
(2) Combat Rules .........................106
II: WEAPON CREATION
- Starting Combat ..........106
(1) Weapon Generation ..................12 - Rounds and Turns ........107
- Rolling Guide ................16 - Taking Actions ............107
- Roll Tables ....................17 - Free Actions .................113
- Origins of a Bond ..........19 - Damage and Armor .....115
- Weapon Modifiers .........20 - Status Effects ...............117
- Traits ..............................21 (3) Injuries ....................................117
- Damage Types ...............24 - Death and Dying ..........118
- Weapon Slots .................25 (4) Combat Rules Outline ............119
(2) Weapon List .............................25
- Swords ...........................26
- Polearms ........................29 V: THE INDUSTRIAL AGE
- Maces, etc ......................32 (1) Hunting Guilds .......................123
- Daggers .........................35 - Hunting Houses ...........123
- Shields ...........................36 - Using Items .................124
- Bows ..............................39 - List of Guilds ..............128
- Throwing .......................41 - Guild Ranks .................136
- Exotic ............................43 - House of Battle ............139
- Firearms ........................50 - House of Scouting .......143
(3) Example Weapons ....................57 - House of Occult ..........147
(2) Trades .....................................151
III: CHARACTER CREATION - Striker ..........................153
- Bruiser .........................159
(1) Brainstorming ..........................72
- Guardian ......................165
(2) Making the Character ...............77
- Sharpshooter ................171
- Player Stats ....................78
- Ranger .........................177
(3) Skills ........................................84
- Trapper ........................183
(4) Leveling Up .............................89
- Scholar ........................189
(5) Equipment and Silver ...............93
- Arcanist .......................195
- Adventuring Gear ..........95
- Oracle ..........................201
(6) Wielder Creation Outline .........97
- Freelance Wielders ......207
(3) Industrial Upgrades ................209
IV: PLAYING THE GAME (4) Layered Armor .......................229
(1) Basic Rules .............................100 - Armor List ...................231

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VI: ARCANE CORRUPTION - Villages ........................356
(1) Strains of Corruption ..............235 - Urban Life ...................358
(2) Arcane Powers .......................239
- Glyphs .........................241 VIII: THE STORYTELLER
- Casting Powers ............243 (1) Running a Session ..................362
- Power List ...................246 (2) Building a Story .....................365
- Ruin Powers ................247 - Plot Hooks ...................365
- Decay Powers ..............251 - Story Arcs ....................367
- Sorcery Powers ...........255 (3) Locations and Travel ..............369
- Slaughter Powers .........259 - Travel Times ................371
- Vanity Powers ..............263 - Random Encounters ....374
- Madness Powers ..........267 (4) Creating a Scenario ................374
(3) Arcane Tricks .........................271 - Managing Dice Rolls ..376
(4) Vilis Coronam ........................286 - Giving Out XP ............378
- Ruin Crowns ...............289 - Deceiver Encounters ...379
- Decay Crowns .............291 - Akuma Encounters ......381
- Sorcery Crowns ...........293
- Slaughter Crowns ........295
IX: BESTIARY
- Vanity Crowns .............297
(1) Sample NPCs .........................385
- Madness Crowns .........299
(2) Animals ..................................391
(3) Deceivers ................................394
VII: WORLD OF SOLUM - Novice .........................399
(1) Origins of Solum ....................302 - Adept ...........................405
(2) The World ...............................306 - Expert ..........................411
- Wielders ......................308 - Master ..........................417
- Akuma .........................309 - Grandmaster ................423
- Deceivers .....................311 (4) Akuma ....................................430
- Map of Solum ..............313 (5) Arcane Horrors .......................441
(3) Nations and Regions ..............315 (6) Variants and Corruption .........442
- Primium .......................315 - Corruption Tables ........443
- Uhyre ...........................321 - Deceiver Variants ........445
- Agrewin .......................327 - Animal Variants ...........446
- Qray Ralim ..................333 - Akuma Variants ...........446
- Rajan ...........................339
- Sozo .............................345 - Glossary .....................................447
- Landmarks ...................351 - Backers and Patrons ..................452
- Islands .........................354 - Epilogue ....................................453

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CHAPTER I: Introduction
Soulbound is a tabletop game about wielding unique and powerful
weapons to slay mythic beasts. It is set in the golden age of invention, a
time plagued by giant fauna and corrupted demigods. As wielders of
soulbound weapons it is your duty to slay these horrors and protect the fine
people of Solum.

Playing Soulbound
Soulbound is pen and paper role-playing game. It is designed to be
played around a table, in a comfortable space, and with a group of friends. It
is a game for creativity and imagination, focused on individuality, mortality,
and despair. Through playing you will transported to a realm wrought with
darkness, struggle, and survival. To learn about playing the game and to
ensure that all of the necessary supplies (characters sheets, pencils, dice,
etc.) have been gathered, jump ahead to Chapter IV: Playing the Game.
In Soulbound, players assume the role of Wielders, regular
humans who have been bestowed unique weapons with supernatural
powers. A Wielder is no one kind of person. They are heroes and villains,
thieves and saints. The universe has granted a small population with these
soulbound weapons, roughly every one in one-hundred people, but how
each person chooses to use their gift is what determines their fate. Such
people live in turmoil, shunned by those who fear their powers and
controlled by those who wish to abuse them. If you will be assuming the
role of a player, jump a few pages ahead to Chapter II: Weapon Creation to
create a soulbound weapon for your Wielder.
Finally, one person within your group must assume the role of
Storyteller, an omnipotent crafter of the game world and controller of its
events. Often referred to as the Dungeon Master or Game Master, this
person is responsible for narrating the the party's adventure and can find all
of the tools to do so in Chapter VIII: The Storyteller.

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Nature of Play
Tabletop games capture what no computer ever could through the
use of human imagination. They are without exact structure, subjective, and
if something can be said or thought, it can be done in the game. Because of
this, tabletop games are played in an endless variety of styles, always
contingent on the group that plays them.
Before playing, groups may want to discuss what each person
expects from the session. New players will likely go easy on the rules,
preferring to explore the world through roleplay and narrative. Playing a
tabletop game can be daunting at first, and it is easiest to pick one up when
numbers and stats aren't overbearing. As people become more comfortable,
new rules and greater complexity can be integrated. Other more experienced
parties might want to play the game by adhering strictly to the rules and
numbers provided. This book includes instructions for playing on a
hexagonal battle grid for a more measured experience, and involved groups
are welcome to make their own rules to expand on the game as they see fit.
The beauty of tabletop games is the way players and their
Storyteller can collaborate to weave a continuous story over many sessions.
Groups should discuss how long and how often they would like to play. An
average session of Soulbound is recommended to last anywhere from two
to five hours, depending on the style of play and eagerness of the party. Of
course, groups are able to sneak in a brief one hour session or play for the
entire day if they so choose. Next, discuss when the group will meet to play
the game. It is suggested that the group meets once every one or two
weeks around the same time to continue building their characters and their
story. This isn't necessary of course. When time is limited groups might play
a one-off, a single session that is begun with fresh characters and then
concluded in a sitting. Lastly, be sure that the ambiance is appropriate for
Soulbound. Dim lighting, candles, and ominous music all help to create a
proper mood.

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Dark, Industrial, Fantasy
Soulbound lies at the junction of three concepts: the despair of
survival, the ingenuity of man, and horror of the unknown.

Death is common in Soulbound. Commoners live in squalor, never


rising above their circumstances and often falling victim to the brevity of an
unforgiving life. Those who become too bold, too curious, won't see the
light of day. Beasts the size of buildings roam the lands. Tales of old
demons might really be true. Wielders, supposedly saviors, only ever bring
trouble within the walls. For those who hide from such evils, life is but sand
running through one's fingers. Those who fight them will die a young and
merciful death, or live long enough to wish they had.
Soulbound is set in an industrial golden age when, through
technology, humans hope to make a safer world where they no longer live in
fear of these beasts and demons. Cities are vast, rife with the smog of mass
production. Their walls tower above the trees, lined with cannons and
repellents, only black pillars of smoke rising above them. Within them,
inventors and tinkerers create haphazard devices for saving lives or taking
those of dreadful monsters. Despite this, all of human knowledge is but a
torch in a sea of the unknown.
In Soulbound, all which is fantastical, supernatural, and arcane
hides beyond the shadows. The commoners of Solum lead simple, ignorant
lives. Magic means little to them, as it won't affect the way they harvest
grain or polish shoes. Yet if one dares to steal a glance at the face of truth,
they will see the unthinkable. Deceivers, enormous beasts that roam beyond
the walls, hide a sinister secret behind their masks of bone. Akuma,
corrupted gods from eons passed, are said to take the form of man, even
walking within city walls. To know that such things exist makes one
question the role of humans, so small, so fragile, in an endless abyss of
things so impossibly unlike them.

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CHAPTER II: Weapon Creation
The ability to create unique weapons with inherent magical
properties is Soulbound’s core concept. This chapter will show players how
to create their own soulbound weapons, or Bonds, as well as some of the
game’s weapon mechanics. This is the origin of any great Wielder and a
catalyst to the journey they will take.

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Section 1: Weapon Generation
A Soulbound weapon is much more than a tool used to rid the world
of monsters and beasts. It's a blessing from Solum itself that melds with a
Wielder’s soul. It’s a curse bestowed upon Wielders, dooming them to hunt,
kill, and protect. A soulbound weapon is the first thing players will need
when creating their characters.

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Players are able to generate their soulbound weapon by three
different methods. First, they are allowed to simply imagine the weapon
most representative of their character's soul and then match it on the tables
provided. The second option, recommended for most players, is to roll
three weapons using dice and tables. Once the player has rolled these
weapons they must either select one of these three or reroll a fourth. Be
warned, the player must accept the results of the fourth weapon and
cannot select one of their previous choices. Note that some weapons might
be illogical enough to
warrant a reroll at the
Storyteller's discretion.
Each weapon should
present some interest
or value. The last
option is to use the
random weapon forge,
located at
www.soulboundrpg.co
m/forge in the same way.
Although it is quite rare and not recommended for beginners,
players may choose to make a character without a soulbound weapon.
Playing in this manner will greatly disadvantage the character but can make
for an interesting challenge. For more rules on playing as an Unbound
hunter, refer to page 76.
It is important that players consult with their ST before choosing
how to create their weapons. Someone may already have a design in mind
and want desperately to play with that weapon. Other times, players may
want the authenticity of rolling actual dice on a table. Some will choose to
have their weapons generated for them to expedite the process. Players
should ask about any house rules the Storyteller may have as well.

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Party Style Rules
If all players in the group will be creating their characters
simultaneously, they may choose to do so from a list rolled by the ST rather
than rolling on their own. For this party style, the ST should roll a number
of weapons that is twice the amount of players. While doing this, the ST
may skip Bonds that are particularly silly or outlandish. Once the list of 6, 8,
10, or 12 weapons has been rolled, the ST should read these off to the
players one at a time. From here the players should be allowed time to
discuss which weapons each of them would prefer, or roll off to settle the
matter if necessary. Players might want to consider how their Bonds will
complement or contrast each other.

Designing the Bond


A soulbound weapon, or Bond, is everything to its Wielder. This
single weapon is much more than an object. It is the core of one’s entire
being. The Bond represents a character's story from start to finish. It is a
monument to their best and worst qualities. Because of this, it is important
for the player to carefully consider each facet of their weapon during
creation.
Go beyond what the weapon is. Where did the character first
encounter their Bond? Was it crafted by mortal hands, or did the weapon
spontaneously appear from another realm? What does this soulbound
weapon say about its owner? Use this information to then inform the Bond’s
design. If the weapon was stolen from a wealthy duke, it should have ornate
embossing and precious metals. A Bond discovered as a relic from lost ruins
should have ancient script or bizarre construction. If the weapons are Paired,
how so? Were they crafted as set or bound together afterwards? If the
weapons are Combined, how have they been fixed together? Does it shift
between two forms or is it a solid piece? Simple pictures and diagrams can
help to explain the Bond to other players and the Storyteller.

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- ROLLING A WEAPON -
A visual guide to the weapon creation process

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ONE - Roll a d100 to select a weapon.

TWO - Roll a single die to determine the weapon's build. 1-2 is an Attuned
weapon, 3-4 is a set of Paired weapons, 5-6 is a Combined weapon.

(1-2) If the player rolls an Attuned weapon, they begin the game with
two arcane Powers instead. Jump ahead and repeat step number three
two times.

(3-4) If the player rolls a set of Paired weapons, they will roll another
d100 for a second weapon, splitting their soul between the two.
Characters may cast their arcane Powers and Tricks through either of
the weapons.

(5-6) If the player rolls a Combined weapon, they will roll a second
d100 to determine what other weapon the first has been merged with.
a. The Combined weapon possesses the higher Attack and Defend
Modifiers of the two weapons but the lower Recover Modifier.
b. Combined weapons receive the damage types and Traits from both
weapons.

THREE - Roll one die to determine what strain of Corruption the weapon's
Power stem's from, and then another die to select the Power itself. Attuned
weapons make these rolls twice.

REPEAT - Repeat these steps twice more and select one of three options, or
if you don't like any of them, take your chances on a fourth!

CONCEPT - Design the weapon(s)! Find pictures, draw sketches, or write a


description that will bring this soulbound weapon to life. Take some time to
consider the kind of character that might wield such a weapon.

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- WEAPONS -
Roll 1d100 for a weapon, and then 1d6 to determine its build

SWORDS 24 - Flail 48 - Crossbow


1 - Longsword 25 - Hammer 49 - Repeating
2 - Shortsword 26 - Great Hammer Crossbow
3 - Rapier 27 - Warpick
4 - Scimitar 28 - Hand Axe THROWING
5 - Katana 29 - Great Axe 50 - Shurikens
6 - Bastard Sword 30 - Kanabo 51 - Throwing Knives
7 - Great Sword 52 - Darts
8 - Kukri DAGGERS 53 - Boomerang
9 - Khopesh 31 - Dagger 54 - Tomahawk
10 - Zweihander 32 - Push Dagger 55 - Javelin
33 - Punching Dagger 56 - Bola
POLEARMS 34 - Curved Dagger 57 - Chakram
11 - Poleaxe 35 - Shiv
12 - Halberd EXOTIC
13 - Bardiche SHIELDS... 58 - Atlatl
14 - Spontoon 36 - Buckler 59 - Slingshot
15 - Short Spear 37 - Heater Shield 60 - Claw
16 - Quarterstaff 38 - Kite Shield 61 - Ulu
17 - Lance 39 - Tower Shield 62 - Blowgun
18 - Polehammer 40 - Sai 63 - Tonfa
19 - Naginata 41 - Parrying Dagger 64 - Hook Sword
20 - Trident 42 - Gauntlet 65 - Kama
66 - Shotel
MACES, AXES... BOWS... 67 - Rock
21 - Bludgeon 43 - Shortbow
68 - Pillar
22 - Mace 44 - Compound Bow
69 - Scythe
23 - Great Mace 45 - Longbow
70 - Pickaxe
46 - Great Bow
71 - Nunchaku
47 - Hand Crossbow
72 - Bladed Fan

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- BUILD -
(1-2) Attuned - Roll for two arcane Powers
73 - Staff
74 - Caestus (3-4) Paired - Roll for another, separate weapon
75 - Brass Knuckles (5-6) Combined - Roll a second, merged weapon
76 - Patta
77 - Twinblade - POWERS -
78 - Cane Roll 1d6 for a Corruption type, and another 1d6
79 - Macuahuitl for a Power (page 239)
80 - Chain (1) RUIN (4) SLAUGHTER
81 - Whip 1 - Breaching 1 - Animated
2 - Devastating 2 - Sadistic
FIREARMS 3 - Explosive 3 - Form Shifting
82 - Flintlock
4 - Flame Imbued 4 - Furious
83 - Derringer
5 - Superheated 5 - Vampiric
84 - Revolver
6 - Volcanic 6 - Symbiotic
85 - Handgun
86 - Hand Cannon (2) DECAY (5) VANITY
87 - Machine Pistol 1 - Corrosive 1 - Alchemic
88 - Submachine Gun 2 - Deathly 2 - Blinding
89 - Blunderbuss 3 - Fertile 3 - Divine
90 - Sawed Off Shotgun 4 - Festering 4 - Petrifying
91 - Pump-Action Shotgun 5 - Poisoned 5 - Shielding
92 - Semi-Auto Shotgun 6 - Restorative 6 - Wind Imbued
93 - Automatic Shotgun
94 - Muzzleloader (3) SORCERY (6) MADNESS
95 - Manual-Action Rifle 1 - Bridging 1 - Insane
96 - Semi-Auto Rifle 2 - Frost Imbued 2 - Lightning Imbued
97 - Automatic Rifle 3 - Lunar 3 - Prophetic
98 - Light Machine Gun 4 - Soul Capturing 4 - Possessive
99 - High-Caliber Rifle 5 - Totemic 5 - Talking
100 - Culverin 6 - Damning 6 - Thought Stealing

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Origins of a Bond
A soulbound weapon, or Bond, is something not entirely of this
world. It would seem that a Wielder does not choose their Bond but, in fact,
the weapon chooses them. Once an individual has been selected, there is no
going back, and even those who reject the gifts bestowed to them will be
followed by chaos and turmoil. These weapons are permanently tied to their
user and will always reappear within days if lost or destroyed.
How exactly does someone discover they are a Wielder? Bonds
appear in one's life during a period of change or transformation, but the
exact nature of when and how is unique to each person. Often the weapon
makes itself known during a dramatic or life changing event, such as the
death of a loved one. Perhaps a household servant noticed a rifle they had
never seen, snatching it from the gun case right at the time of a bandit
invasion. A lost child might back into an ancient sword at the bottom of
some pit before being consumed by an monstrous spider. Bonds that
spontaneously appear in this way are known as manifested Bonds, since
they did not exist in the physical realm until their Wielder made it so.
In other cases, a weapon that previously existed in the world can
become soulbound. This typically occurs if fate deems that the person has a
natural affinity for a certain weapon. For example, a young soldier might
train with the same mace for years only to discover that it has become a
Bond on his 16th birthday. A poor mother might steal a jeweled dagger for
coin, only to have it start glowing the next morning. These are known as
awakened Bonds.
Lastly, some Bonds will pass themselves along to the Wielder's own
kin. Upon death a Wielder’s weapon might bind itself to the next person of
that bloodline. Bonds are often passed down as heirlooms for this very
reason, and it is not uncommon to encounter a family of Wielders. These are
known as dynastic Bonds. Whatever the case, soulbound weapons usually
don’t appear with much fanfare. Great figures oft have humble beginnings.

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Weapon Modifiers
Weapons in Soulbound provide
statistical bonuses that make their Wielders more
effective hunters at the cost of slowing them
down. The three weapon Modifiers relate
directly to a character's combat Actions by
adding or subtracting dice from them. In the
weapon list, they are shown as +A +D (-R).
They are as follows:

(+A) ATTACK - Empowers the Wielder's


Attacks with added force. For melee weapons,
this bonus is determined by factors such as the
weapon's length, size, and weight. For ranged
weapons, the projectile's size and velocity,
among other factors, are taken into
consideration. If a character holds two melee
weapons, they may add the Modifier from each
to their Attack rolls.

(+D) DEFEND - Grants the character added defense and poise. This stat is
determined by a weapon's length, balance, and center of gravity. A weapon's
Defend Modifier only applies when Defending melee Attacks (with the
exception of weapons possessing the Shield Trait). A character wielding two
weapons may add the Modifier from each to their Defend rolls.

(-R) RECOVER - Reduces a character's stamina based on the weight of


their weapons. Cumbersome equipment can slow a hunter down and often
leaves them exposed during combat. If a character wields two weapons,
they must apply the Modifiers from both to their Recover rolls.

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Weapon Traits
Many weapons have special Traits that affect their performance. These
Traits are as such:

• Ammo X - The amount of


ammunition a weapon can store and
fire before it must be reloaded.
Each Attack consumes one unit of
ammo, and once the user has made
X number of Attacks with this
weapon, they must take a Reload
Action to refill it (page 109).
• Angled - Any weapon that strikes
at an angle by using a swinging
motion. If the user of this weapon
rolls three or more Successes when
Attacking, a single point of damage
automatically hits, regardless of
how successful the enemy's Defend
Action was.
• Buckshot - A weapon that Attacks
in a cone pattern, well suited for close ranged encounters. If two enemies
are on adjacent tiles this weapon's Attack may strike both of them
simultaneously. Additionally, a weapon with this Trait receives an
Automatic Success on Attack rolls that are made against targets within its
ideal range. When Attacking targets beyond its ideal range, this weapon
Attacks receive an Automatic Failure.
• Charge - A Trait for melee weapons. Weapons with Charge receive
Advantage when taking a Charge Action in combat.
• Chop - A heavier weapon that cuts deep into anything it strikes. If three
or more Successes are rolled when Attacking with a Chop weapon, the

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Attack ignores a single point of Armor.
• Collateral - A Trait for melee weapons that swing in a wide arc.
Weapons with Collateral may hit multiple foes at once with same Attack,
up to a total of three, so long as each of them is within the weapon's
reach. These foes do not need to be standing next to each other and may
even be on opposite sides of the Wielder.
• Combo X - The weapon is lightweight and may be swung multiple
times in quick succession. A unit may take up to X Attacks during their
Turn, so long as each is made using only the Modifier of this weapon.
Characters wielding two weapons with this Trait may use the Attack
Modifiers from both, but must use the lower of the two X values. If a
character is wielding two weapons that possess the same Combo X Trait,
then the value of X is increased by one.
• Concealed - A weapon which is quite easy to hide due to its shape and
size. This weapon may not be seen with a Spot roll.
• Crush - A weapon with immense weight that knocks the wind out of its
foes. If a weapon with Crush Attacks with three or more Successes and
manages to deal an Injury, the unit struck loses an Action Token.
• Disarm - This weapon has a chance of disarming an opponent when
the opportunity arises. If one Defends with a weapon using the Disarm
Trait, so long as they roll at least one Success and their Attacker rolls
zero Successes, the Attacker will be disarmed, losing their weapon.
• Firearm - A weapon that launches projectiles with great force due to its
engineering. All weapons with Firearm Attack with Advantage (4+)
because of their devastating impact.
• Flexible - This weapon is bends and twists as it Attacks, making it
quite difficult to guard against. Defend rolls made against this weapon
receive one Automatic Failure.
• Full Auto - A character may hold down the weapon's trigger, spraying
large amounts of ammunition in a single Action and providing good
burst damage. Weapons receive an added layer of Advantage when

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Attacking in this manner (page 104). Making an Attack with Full Auto
doubles the amount of ammo consumed.
• Parry - A weapon that is especially well suited to deflecting and
redirecting attacks. A character using this Trait makes their Defend roll
with Advantage (4+) when they choose to Parry an Attack (page 112).
• Penetration - Projectiles from this weapon pack an incredible amount
of force. As such, they automatically ignore a single point of Armor.
• Range X - The characteristic for ranged weapons, which Attack using
the Perception stat. Their distances are categorized as Range S (Short),
Range M (Medium), and Range L (Long). Weapons will not take a
penalty as long as they are within the given range; Short (6 tiles),
Medium (12 tiles), and Long (18 tiles). For each tile a target is outside of
this ideal range, the Attack roll will use one less die. For example,
Attacks against a target 8 tiles away with a Range S (6 tiles) weapon
would be rolled 2 less dice. Weapons with Range M or Range L make
Attack with Disadvantage against enemies on adjacent tiles.
• Reach - A Trait for melee weapons. Weapons with Reach allow the
user to Attack enemies up to 2 tiles away.
• Rending - This weapon leaves ghastly wounds that are not easily
mended. If an enemy is Injured by such a weapon, they must pass a Tier
1 Endurance check on the beginning of their next Turn or receive an
additional Injury from blood loss.
• Set X - The weapon is found as set containing multiple units where X
is the amount. If these weapons are soulbound, the entire set is
considered bound to the Wielder. The listed price pays for the whole set.
• Shield - A sturdy barrier, useful for guarding oneself from all kinds of
harm. Unlike most weapons, those with the Shield Trait may add their
Modifier when Defending against ranged Attacks.
• Tossed - A throwing weapon that benefits from a strong arm. These
weapons Attack using Strength instead of Perception.

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Damage Types
Each weapon possesses one or
multiple damage types; Slashing, Impact,
and Piercing. Slashing weapons primarily
deal their damage along the length of a
blade, rather than a point, and attack with
a swinging motion. Impact weapons deal
their damage through brute force, bending
armor and crushing bone. Lastly, Piercing
weapons deliver wounds through a sharp
point. Piercing is the most common
damage type for ranged weapons. Some
weapons possess multiple damage types,
indicating that the user may select which
damage type to use when making an
Attack. Enemies will each have their own
strengths and weaknesses against various
damage types.

Buying Weapons
Wielders are inseparable from
their Bonds, but this doesn't always
prevent them from needing an extra
weapon in their arsenal. Any of the 100
weapons listed in this chapter may be purchased using silver across the
world of Solum. However, their availability and price must ultimately be
determined by the Storyteller. For example, the majority of merchants
would not possess a Machine Pistol to sell, or the average Primium smith
wouldn't have a Twinblade sitting around their shop. Depending on their
craftsmanship, some weapons may cost more or less silver.

24
Single Weapon Fighting
For many hunters, a single weapon is more than sufficient. Fighting
with one weapon alone frees up the hands and allows them operate
unencumbered. Characters receive an extra die to their Recover Action
for each unused weapon slot (up to a maximum of two if the hunter is
unarmed) as a way to reward this fighting style.

Two Weapon Fighting


The dangers which lie beyond the walls are immense and it is not
unwise for hunters to bring multiple weapons on their journey. This being
said, carrying two weapons can encumber a Wielder, forcing them to take
breaks more frequently in combat. If a character holds two weapons, the
Modifiers from both should be applied to their Recover rolls. Players
should use discretion when deciding how their weapon Modifiers apply to
Attack and Defend rolls. If the character holds two melee weapons, they
may add the Modifiers from both to their Attack and Defend rolls. Ranged
weapons should be applied separately, with discretion. If a hunter would
like to use a Trait from either of their weapons, only the Modifier of that
weapon should be applied to the roll. Use common sense and refer to the
Storyteller when needed, or check out Chapter IV: Playing the Game.

Section 2: Weapon List


On the following pages is a list of 100 weapons ordered as they are
on the random generation table. While these weapons are not all created
equal, but their stats have been balanced in such a way that each character
begins the game with their own strengths as weaknesses. Their information
is listed as follows:

+Attack | +Defend | (-Recover) | Damage Types | Price | Traits


_____________________________________________________________

25
Swords
Swords are timeless weapons used by heroes and villians from every age,
favored for their balance and versatility. Even in the industrial era, these
weapons retain their usefulness. Swords use Slashing and Piercing damage.

Longsword
+1 | +1 | (-1) | S/P | 30 sp | Combo 2
__________________________________
A standard straight sword, versatile, and dependable. An iconic weapon that
has seen countless iterations through every culture.

Shortsword
+1 | 0 | (0) | S/P | 25 sp | Combo 2, Parry
_______________________________________
A shorter, quicker variant of the normal straight sword. This balanced blade
is a great weapon for the weak or a useful backup for the strong.

Rapier
0 | +1 | (0) | P | 42 sp | Combo 3, Parry
_____________________________________
A traditional duelist’s weapon that allows its user to fight with speed and
finesse. The weapon is only capable of Piercing damage, but strikes in the
blink of an eye.

26
Scimitar
+1 | 0 | (0) | S | 38 sp | Combo 3
________________________________
A slashing sword first popularized on the open sands of Qray Ralim. A
curved blade slices with the fury of the winds.

Katana
+1 | +1 | (-1) | S | 40 sp | Combo 2, Parry
______________________________________
A thick, folded blade capable of delivering terrible wounds. This curved
weapon is a timeless classic and a testament to its maker’s craftsmanship.

Bastard Sword
+2 | +1 | (-2) | S/P | 50 sp | Charge
__________________________________
A hand-and-a-half straight sword. This is a sword sized well enough to hunt
men and monsters both.

27
Great Sword
+3 | 0 | (-2) | S/P | 60 sp | Charge, Collateral
__________________________________________
A heavy two-handed sword. This weapon is favored by Sozonian berserkers
and Primian paladins alike for its ability to cleft limbs.

Kukri
+1 | 0 | (0) | S | 30 sp | Chop, Combo 2
_____________________________________
A short sword with a forward curving blade. Useful for its ability to hack
through dense foliage or thick Deceiver hides.

Khopesh
+2 | 0 | (-1) | S | 42 sp | Chop, Combo 2
______________________________________
A curved sword designed for chopping and slashing. Outclassed by more
modern designs but still favored by some for its unique shape and style.

28
Zweihander
+3 | +1 | (-3) | S | 80 sp | Charge, Collateral, Crush
_______________________________________________
A monstrously heavy sword which swings in a broad arc. This massive
weapon is iconic for its wide crossguard.

Polearms
Spears, halberds, and anything else with a pole handle. These weapons are
typically held by guards and soldiers. Weapons in this class often have
Reach, enabling them to hit a target within a two tile range.

Poleaxe
+1 | +1 | (-1) | S | 45 sp | Chop, Reach
____________________________________
An axe head on the end of a long pole. Allows the user to chop at their
opponents without the worry of risking their own skin.

Halberd
+2 | +1 | (-2) | S/P | 60 sp | Charge, Chop, Reach
_____________________________________________
A functional combination of axe and spear, the halberd allows for thrusts
and chops while attacking from a safe distance.

29
Bardiche
+2 | +1 | (-2) | S | 60 sp | Collateral, Reach
________________________________________
Heavy blade on a long pole, allows for huge sweeping slashes. It can deliver
gruesome wounds on multiple foes but fares poorly in a duel.

Spontoon
+1 | +1 | (-1) | P | 30 sp | Charge, Parry
____________________________________
Known as a half-pike, this spear is used for arms length engagements. A
crosspiece at the blade helps to better protect the user, but prevents effective
slashing.

Short Spear
+1 | +1 | (-1) | S/P | 28 sp | Charge, Range S
________________________________________
A favorite of guards, mercenaries, and hunters. The spear is effective both in
hand-to-hand combat or thrown at a range.

Quarterstaff
0 | +2 | (-1) | I | 28 sp | Combo 2, Reach
______________________________________
A long staff adjusted for battle. A well trained user can manage lightning
fast blows with quick defense.

30
Lance
+3 | 0 | (-2) | P | 64 sp | Charge, Reach
_____________________________________
An incredibly long jousting weapon, designed to be used on horseback.
Unbearably heavy and slow but strong enough to puncture armor.

Polehammer
+2 | +1 | (-2) | I | 55 sp | Crush, Reach
_____________________________________
A long hammer on a pole. Strikes hard and is capable of cracking monster
bones with a single blow.

Naginata
+1 | +1 | (-1) | S | 40 sp | Combo 2, Reach
_______________________________________
Polearm with a long sharpened blade at the end of a staff, favored by monks
and assassins. Makes elegant slashes that cut deep wounds.

Trident
+1 | +1 | (-1) | P | 45 sp | Charge, Reach
_____________________________________
Similar to a spear, but featuring three prongs instead of one. A unique
weapon historically used for fishing and whaling.

31
Maces, Axes, and Hammers
Weapons that strike with great force, for those who wish to break their foes.
Traditionally powerful against armor, capable of snapping bones and bodies.

Bludgeon
+1 | 0 | (0) | I | 22 sp | Crush
_____________________________
A crude club for bashing enemies. Appears in various forms from heavy
branches to military batons. The first weapon bore by humans before
soulbound weapons.

Mace
+2 | 0 | (-1) | I | 30 sp | Crush
______________________________
Standard infantry weapon, a metal head affixed to a handle. Swings from a
Wielder can crush bone or rock.

Great Mace
+3 | +1 | (-3) | I | 65 sp | Collateral, Crush
________________________________________
A mace so massive that no normal human would think to wield it. Any
opponent with a weapon this size should be avoided.

32
Flail
+2 | 0 | (-1) | I | 43 sp | Crush, Flexible
_____________________________________
A spiked mace head affixed to a chain. Deals heavy damage by building
momentum, and makes blocking difficult.

Hammer
+1 | 0 | (0) | I | 21 sp | Crush
_____________________________
Blacksmith's tool. Not designed for combat but effective due to sheer
weight and force. Wielded in countless riots by angry commoners.

Great Hammer
+4 | 0 | (-3) | I | 75 sp | Collateral, Crush
_______________________________________
A stout combat hammer of incredible weight. In
the right hands, it can turn bone to dust,
although its wind up leaves users open to
attacks.

Warpick
+2 | 0 | (-1) | I/P | 38 sp | Angled, Crush
______________________________________
Modified mace with a penetrating beak on the opposite side. Armor
wearers will be smart to avoid taking a direct hit from a warpick.

33
Hand Axe
+1 | 0 | (0) | S | 24 sp | Chop
_____________________________
Bladed head at the end of a short wooden pole. Hand axes are great for
cutting wood, pounding stakes, and even chopping up Deceivers.

Great Axe
+3 | 0 | (-2) | S | 70 sp | Chop, Collateral
_______________________________________
A hefty axe with two heads facing opposite directions. A weapon typically
reserved for barbarians and warmongers.

Kanabo
+2 | +1 | (-2) | I | 45 sp | Crush
_______________________________
A thick rod, covered in studs or spikes, connected to a long handle. This
unique two-handed mace is quite popular with Sozonian brutes.

34
Daggers
These short blades are lightweight and deadly, allowing fighters to stay
mobile and dodge attacks with ease. Not to be underestimated, an assassin
with a blade can change the fate of a nation.

Dagger
0 | 0 | (+1) | S/P | 22 sp | Combo 3, Parry
_______________________________________
A generic, all purpose dagger. A common backup weapon that is lethal in
the right hands, favored by everyone from farmers to thieves.

Push Dagger
0 | 0 | (+1) | P | 25 sp | Combo 3, Concealed
_________________________________________
A small blade that rests in the palm of the hand,
designed specifically for thrusting. Easy to conceal
in a sleeve or boot.
Punching Dagger
+1 | 0 | (0) | P | 30 sp | Combo 3
________________________________
A short, wide blade mounted on a metal
or wood grip. Quick and lethal. What a
Punching Dagger lacks in defense it
makes up for in brutality.

Curved Dagger
0 | 0 | (+1) | S | 25 sp | Combo 3, Parry
_____________________________________
Similar to the average dagger, but with a curved
blade. Quite stylish, and incredibly useful when
filleting fish.

35
Shiv
0 | 0 | (+1) | P | 10 sp | Combo 3, Concealed
_________________________________________
A small weapon for stabbing, usually improvised
from available materials. Great for surprise attacks
but not intended for use in all out combat.

Shields and Parrying Tools


Tools built to defend their user from harm. Shields deal Impact damage by
bashing. Unlike other weapons, those with the Shield Trait may apply their
Defend Modifier to ranged Attacks.

Buckler
0 | +1 | (0) | I | 35 sp | Parry, Shield
__________________________________
A small, round shield designed to parry
blows. The Buckler's size and weight
makes it easy for any combatant to dash
and roll about a battlefield without the
typical burden of a shield.

Heater Shield
0 | +2 | (-1) | I | 50 sp |
Parry, Shield
___________
An average sized shield in the
classic style. Good for both
bashing enemies and blocking
attacks.

36
Kite Shield
0 | +3 | (-2) | I | 75 sp | Parry, Shield
____________________________________
A tall shield with a rounded top and pointed
bottom. A rather heavy piece of equipment
that can block attacks quite well.

Tower Shield
0 | +4 | (-3) | I | 100 sp | Parry, Shield
_____________________________________
A huge, rectangular shield that nearly covers
the entire body. Blocks incoming attacks and
projectiles with absolute ease.

37
Sai
0 | +1 | (0) | P | 42 sp | Disarm, Parry
____________________________________
An exotic weapon designed to catch swords. The Sai is typically
unsharpened and poorly built for attacking.

Parrying Dagger
0 | 0 | (+1) | P | 35 sp | Combo 2, Disarm, Parry
____________________________________________
A short knife, designed to deflect blows. Not explicitly built for striking
enemies but still quite useful in a fight.

Gauntlet
0 | +1 | (0) | I | 35 sp | Combo 2, Parry
_____________________________________
A large metal gauntlet that allows the user to
parry blows with their hand. It has been
redesigned and reinforced beyond that of a
regular armor gauntlet.

38
Bows and Crossbows
Bows are the timeless alternative to modern firearms, constructed in a wide
variety of designs. Each of these weapons possesses the Range X Trait,
meaning they Attack using Perception in combat.

Shortbow
+1 | 0 | (0) | P | 35 sp | Range S
_______________________________
A lightweight shortbow carved from wood. Used for hunting and warfare by
countless generations since the dawn of humanity.

Compound Bow
+2 | 0 | (-1) | P | 55 sp | Range M
________________________________
An improved bow design favored by modern hunters of the industrial age. A
system of levers and pulleys gives this weapon great handling and control.

Longbow
+3 | 0 | (-2) | P | 48 sp | Range M
_________________________________
A tall recurve bow with speed and power that could only be replaced by
firearms of the new age. The design is elegant and simple.

39
Great Bow
+4 | 0 | (-3) | P | 75 sp | Penetration, Range L
___________________________________________
A ranged weapon of incredible size, designed to protect walls from beasts.
The arrows for this bow are so massive that shops must sell them for twice
the cost (page 95).

Hand Crossbow
+1 | 0 | (0) | P | 80 sp | Ammo 1, Firearm, Range M
_______________________________________________
The ancestral link between bows and modern firearms.
This crossbow’s size makes it ideal for traveling and
espionage. It may be fired from one hand but requires two
to reload.

Crossbow
+3 | 0 | (-2) | P | 110 sp | Ammo 1, Firearm, Penetration, Range L
__________________________________________________________
A sturdy crossbow with enough power to punch through hides and armor
both. While this weapon is cheaper than any firearm, it is held back by the
single shot capacity.

40
Repeating Crossbow
+2 | 0 | (-1) | P | 180 sp | Ammo 6, Firearm, Full Auto, Range M
_________________________________________________________
A specially modified crossbow which can fire multiple shots in rapid
succession. The design has been around for centuries but industrial tech has
only improved it further.

Throwing Weapons
Throwing weapons make an excellent ranged substitute for bows and
firearms. One must make sure of their aim however, since a missed shot
must be retrieved by hand. If a throwing weapon connects with its target it
remains attached to that unit until recovered. If the weapons misses the ST
must roll a d6 to randomly determine which tile it lands on adjacent to the
target. The Recall Trick (page 281) is great way for Wielders to overcome
this minor issue.

Shurikens
0 | 0 | (+1) | P | 45 sp | Range S, Set 5
____________________________________
Bladed stars to be thrown at enemies. Not intended
for killing outright, but still quite dangerous in the
right hands.

Throwing Knives
0 | 0 | (+1) | P | 30 sp | Range S, Set 3
_____________________________________
Small knives designed for throwing. These
makes an excellent backup weapon for a
dexterous adventurer.

41
Darts
0 | 0 | (+1) | P | 21 sp | Range S, Set 5
____________________________________
Metal darts, hurled at foes. Small and easily
concealed, but perhaps best used for bar games
rather than hunting.

Boomerang
+1 | 0 | (0) | I | 24 sp | Range S, Return
______________________________________
An arc of wood, designed to be thrown and
then returned to the user. A traditional game
weapon. This weapon possesses the Return
Trait, meaning that if an Attack with this
weapon misses its target, it will return to its
user.
Tomahawk
+1 | 0 | (0) | S | 22 sp | Chop, Range S, Tossed
___________________________________________
A small hand ax designed for throwing, but still effective in melee combat.
Wielders might find themselves using this to take out unsuspecting foes.

Javelin
+1 | +1 | (-1) | P | 36 sp | Charge, Range S, Tossed
_____________________________________________
A spear used for throwing. One should be advised to carry a backup weapon
or perfect their aim when wielding a javelin.

42
Bola
0 | 0 | (+1) | I | 18 sp | Range S, Trip
___________________________________
Three metal balls strung together with rope. Used to
incapacitate foes rather than damage them. This
weapon possesses the Trip Trait, meaning
that enemies will become Ensnared (page
117) by a successful Attack, however, they
may free themselves with a Tier 3 Agility
roll. Cannot be used against beasts.

Chakram
+1 | 0 | (0) | S | 36 sp | Range S, Tossed
______________________________________
A saucer-sized ring of metal, bladed on the
edges, designed for throwing. Much practice is
needed before such a weapon can be tossed
effectively.

EXOTIC and OTHER WEAPONS


Non-traditional weapons. Be it a stone picked up from the ground, a bizarre
hooked blade, or a pillar pulled up from wreckage, these weapons are not
the everyday tools of battle. Some are effective. Some are not.

Atlatl
+2 | 0 | (-1) | P | 35 sp | Range M, Tossed
_______________________________________
A curved length of wood or bone that increases momentum and velocity
when throwing spears. The atlatl comes with three Javelins, but they are not
bound to the Wielder.

43
Slingshot
0 | 0 | (+1) | I | 12 sp | Range S
_______________________________
A sling designed to hurl stones. More akin to a
child's toy than a weapon, but still capable of
dealing damage.

Claw
+1 | 0 | (0) | S | 25 sp | Combo 2, Rending
_______________________________________
Similar to a punching dagger, but used for
slashing rather than stabbing. This weapon
augments bare-handed combat.

Ulu
0 | 0 | (+1) | S | 16 sp | Combo 3
________________________________
Traditional knife used for food preparation.
Crescent shaped blade can deliver cuts, but
isn't intended for combat.

Blowgun
0 | +1 | (0) | P | 28 sp | Range M
________________________________
A thin, hollow tube which is used to blow darts. Traditionally poisoned, but
usable without.

44
Tonfa
0 | +1 | (0) | I | 30 sp | Parry
____________________________
A pole crafted of wood or metal, held against the arm for blocking and
striking. A bizarre yet effective martial arts weapon.

Hook Sword
+1 | +1 | (-1) | P | 40 sp | Angled, Disarm
______________________________________
An exotic sword that possesses a bladed hook in place of a pointed tip. This
makes the weapon quite effective at catching attacks. As a pair, two blades
can be interlocked and swung at a distance. If the Wielder possess a pair of
the weapons they are granted the Reach Trait.

Kama
+1 | 0 | (0) | P | 28 sp | Angled, Combo 2
______________________________________
A hand sickle capable of stabbing with a point or slashing from the inside of
the blade. Not intended for it, but these weapons could make excellent
climbing tools.

45
Shotel
+2 | 0 | (-1) | P | 40 sp | Angled, Curved
______________________________________
A sword resembling a sickle, designed to reach around shields. It may not
dice someone like a thicker sword would, but is quite difficult to properly
block. A shotel possess the Curved Trait, meaning that any opponents using
a shield takes an Automatic Failure when Defending against this weapon.

Rock
0 | 0 | (+1) | I | 0 sp | Range S, Tossed
____________________________________
A stone. Neither intended as a weapon, nor
effective as one, but it’ll do.

Pillar
+3 | +1 | (-3) | I | 0 sp | Collateral, Crush
______________________________________
A stone or wooden pillar removed from a
building. Slow and unwieldy but heavy enough
to deal serious wounds.

46
Scythe
+2 | 0 | (-1) | P | 18 sp | Angled
_______________________________
A farmer's tool, retrofitted to be used for combat. A decent replacement for a
purpose-built weapon, popular in uprisings and rebellions.

Pickaxe
+3 | 0 | (-2) | P | 28 sp | Angled, Crush
_____________________________________
A pickaxe traditionally used for mining,
improvised as a weapon. Slow, but still a
dangerous tool.

Nunchaku
+1 | 0 | (0) | I | 34 sp | Combo 3
_______________________________
Two rods bound together via chain or rope.
Fighters idolize these weapons for their
incredible speed and fluid motion.

47
Bladed Fan
0 | 0 | (+1) | S | 42 sp |
Combo 2, Concealed
_________________
A collapsing fan of thin metal blades.
Traditionalist weapon, used by
assassins and martial artists.

Staff
0 | +2 | (-1) | I | 12 sp | Parry
_____________________________
A wooden staff used primarily for travel, still suitable for defending oneself.
Can be purchased from a store, but the best of them are picked from the
woods.

Caestus
0 | 0 | (+1) | I | 18 sp | Combo 3, Set 2
_____________________________________
A pair of studded leather wraps used for hand-
to-hand combat. Often found in brawling
rings and arenas.

Brass Knuckles
0 | 0 | (+1) | I | 22 sp | Combo 2, Concealed
_________________________________________
A solid piece of metal designed to be easily
gripped and concealed in one hand. Such a weapon
is typically associated with cutthroats and thugs.

48
Patta
+1 | +1 | (-1) | S/P | 65 sp | Parry
_______________________________
A traditional longsword built directly into a handguard. One of the first
combined weapons created, favored by guards and lamplighters.

Twinblade
+1 | +1 | (-1) | S/P | 50 sp | Combo 3
__________________________________
A sword, with another blade protruding downward from the hilt. Capable of
multiple fluid attacks in trained hands.

Cane
0 | +1 | (0) | I | 18 sp | Concealed, Parry
______________________________________
A wooden or metal cane, typically embossed or decorated for style. Mostly
just an accessory, but capable of deflecting blows in a pinch.

Macuahuitl
+2 | 0 | (-1) | S | 42 sp | Chop, Rending
_____________________________________
A wooden sword with sharp stones affixed to its edges. A rather primitive
weapon, but one that leaves jagged wounds which heal into ghastly scars.

49
Chain
+1 | 0 | (0) | I | 10 sp | Flexible, Reach
____________________________________
A length of metal chain. Improvised, but rather effective.

Whip
0 | 0 | (+1) | S | 22 sp | Flexible, Reach
_____________________________________
A long, lithe piece of leather. Not a weapon
strictly speaking, but its intended use allows
for damage to be dealt.

FIREARMS
The development of firearms has changed the world of Solum
forever. Their improvement over the last century has given humans a boon
against their opponents that was previously unthinkable, but great strife has
followed with it. Guns are powerful, but also incredibly expensive to
maintain when compared to other weapons, and because of this they are
often held exclusively by the wealthy and well-connected. This presents a
large problem in cities when commoners have little to no means of fighting
back against such powerful weapons, a cruel dynamic which only further
reinforces of the power of the elite.
Firearms were also thought to be humanity's savior against beasts,
but it would seem humans are not so lucky in this regard. While they have
proved effective, bullets can only do so much against Deceivers, each
weighing several tons of flesh and bone, and Akuma, being mostly resistant
to material weapons. Humans must rely on other technology now, such as
that of the guilds, to combat these threats properly.

50
Flintlock
+1 | 0 | (0) | P | 110 sp | Ammo 1,
Firearm, Penetration, Range S
_________________________
A single-shot, black powder pistol. Has
the reputation of being used carelessly
by pirates and vagabonds.

Derringer
0 | 0 | (+1) | P | 150 sp | Ammo 2,
Concealed, Firearm, Range S
________________________
Small pistol holding two rounds in two
break-action barrels. Designed to be easily
drawn and fired in an instant.

Revolver
+1 | 0 | (0) | P | 225 sp |
Ammo 6, Firearm, Range S
_______________________
A classic six-shooter revolver.
Its design is well tested,
cherished as an icon of modern
industry across Solum.
Handgun
+1 | 0 | (0) | P | 250 sp |
Ammo 8, Firearm, Range S
_______________________
A regular, semi-automatic
handgun used by travelers for
defense against grotesque
monsters. Serves as a valuable
backup weapon in any situation.

51
Hand Cannon
+2 | 0 | (-1) | P | 325 sp |
Ammo 5, Firearm, Range S
_______________________
An extremely powerful, high-
caliber handgun. This weapon
is loud enough to be heard for
miles and has enough kick to
leave bruises after use.

Machine Pistol
+1 | 0 | (0) | P | 375 sp |
Ammo 12,
Firearm, Full Auto, Range S
_______________________
A rapid-firing automatic handgun
for those who can afford the best in
personal defense. The weapon’s
design is truly ahead of its time.

Submachine Gun
+2 | 0 | (-1) | P | 350 sp | Ammo 16, Firearm, Full Auto, Range S
__________________________________________________________
An automatic weapon that uses handgun ammo. This machine gun is
capable of shredding targets with ease, but is expensive to carry and
maintain.

52
Blunderbuss
+3 | 0 | (-2) | P | 150 sp | Ammo 1, Buckshot,
Firearm, Penetration, Range S
________________________
A large-barreled, black-powder shotgun. The design is quite simple, but has
incredible impact.

Sawed Off Shotgun


+2 | 0 | (-1) | P | 250 sp | Ammo 2,
Buckshot, Firearm, Range S
_______________________
A double-barreled shotgun that has been
sawed down for better handling. Perfect
for two enemies, fares poorly against
three or more.

Pump-Action Shotgun
+3 | 0 | (-2) | P | 275 sp | Ammo 4, Buckshot, Firearm, Range S
_________________________________________________________
A basic pump-action shotgun, the best home defense available for those
who can afford it. An iconic close-quarters weapon that sends foes running.

53
Semi-Auto Shotgun
+2 | 0 | (-1) | P | 325 sp | Ammo 6, Buckshot, Firearm, Range S
_________________________________________________________
A shotgun that automatically chambers another shell after each shot. This
weapon can shred any terror that dares venture too close.

Automatic Shotgun
+2 | 0 | (-1) | P | 400 sp | Ammo 8, Buckshot, Firearm,
Full Auto, Range S
________________
A rapid-firing shotgun capable of dealing out massive damage. The gun
chews through ammo when fired in full-auto but sports an external
magazine for easy reloading.

Muzzleloader
+3 | 0 | (-2) | P | 150 sp | Ammo 1, Firearm, Penetration, Range M
___________________________________________________________
A single-shot, black powder rifle that was once the standard. Somewhat
outdated now but still capable of punching a hole through monster hide.

54
Manual-Action Rifle
+3 | 0 | (-2) | P | 300 sp | Ammo 4, Firearm, Range L
_________________________________________________
A powerful rifle which must be manually chambered after each round is
fired, using either a bolt or lever. The weapon uses an internal magazine and
must be reloaded one round at a time.

Semi-Auto Rifle
+3 | 0 | (-2) | P | 375 sp | Ammo 6, Firearm, Range L
_________________________________________________
A well rounded weapon used for anything from hunting to all out warfare. A
long rifle with substantial firepower.

Automatic Rifle
+2 | 0 | (-1) | P | 425 sp | Ammo 12, Firearm, Full Auto, Range M
__________________________________________________________
An advanced firearm capable of fully automatic fire while still maintaining
good range and accuracy. A weapon whose complexity is only understood
by the most advanced smiths.

55
Light Machine Gun
+3 | 0 | (-2) | P | 500 sp | Ammo 30, Firearm, Full Auto, Range M
___________________________________________________________
A heavy, fully automatic weapon that marks the pinnacle of firearm
engineering. Sprays an enormous amount of ammunition which allows the
gun to eviscerate groups of enemies.

High-Caliber Rifle
+4 | 0 | (-3) | P | 480 sp | Ammo 1, Firearm, Penetration, Range L
___________________________________________________________
A devastating firearm designed for extreme, long-range encounters.
Unsuspecting foes will likely never see their killer with this rifle.

Culverin
+5 | 0 | (-4) | P | 210 sp | Ammo 1, Firearm, Penetration, Range M
___________________________________________________________
A portable cannon to be wielded down by the waist. The culverin requires
cannonballs for ammo, each one costing 20 silver.

56
Section 3: Example Weapons
Selecting and designing a weapon can be intimidating for new
players. How should it look? In what way is it combined? Each weapon on
the following pages has been created with love and care by an experienced
Wielder. They should serve as inspiration for new weapons, or perhaps be
held by other characters that the party might encounter. Enjoy!

Abyssal Eater
Furious, Soul Capturing Great Sword

+3 | 0 | (-2) | S/P | Charge, Collateral


___________________________________
An ancient blade of unknown origins, whose creator perished long ago.
Abyssal Eater belongs to no single Wielder, instead being passed along
through generations of
unfortunate souls that discover it.
When held, its bearer is filled
with an insatiable lust for blood,
doomed to a life of battle. The
weapon is a manifestation of their
rage, changing in appearance as
their fury grows. With each
enemy slain the weapon hungers
for greater carnage. Death is
quick to find those who wield
Abyssal Eater, after which the
weapon remains at the site of
their demise like a sinister
tombstone, waiting for the cycle
of blood to begin anew.
Created by Gillard Gueric.

57
Bahamut and Fenrir
Talking Katana, Bahamut

+1 | +1 | (-1) | S | Combo 2, Parry


________________________________

Talking Curved Dagger, Fenrir

0 | 0 | (+1) | S | Combo 3, Parry


_______________________________
Two blades, both belonging to a Grandmaster
hunter. As the hunter grew old and sickly, she
entrusted each blade into the care of of her two
loving daughters, one of which was adopted at a
young age. When their mother passed, the younger
daughter revealed herself to be an Akuma and to
have caused the woman's sickness. Both blades
soon became bound to the woman's only child,
now firmly set on avenging her mother's death.
Created by Kerri Coffee.

Baton Rouge
Symbiotic Bludgeon combined with a Tonfa

+1 | +1 | (0) | I | Crush, Parry


____________________________
A Combined weapon that belongs to a Wielder from the swamplands of
Uhyre. In their youth, this person fought with aggression and vigor,
throwing themselves recklessly at the enemy. These qualities placed them in
danger far too often, something the Wielder would learn and grow from.
Now, they are a seasoned fighter who takes their time in battle, waiting for
the right opportunity to strike a devastating blow. Created by Bruce H.

58
Cloudsplitter
Lightning Imbued, Frost Imbued Great Axe

+3 | 0 | (-2) | S | Chop, Collateral


________________________________
An Attuned axe that manifested to its Wielder
during a violent winter storm. A group of refugees,
displaced from their village by attacks from
rampant Deceivers, traveled in search of new
shelter. More trials were yet to come, however. A
cold storm, made of frigid winds and thunderous
clouds, obscured their path. Many were lost. Only
in their time of greatest need did this axe appear to a
the young Wielder. Through an act of will alone, the
Wielder used this axe to split the storm in two,
forging a path ahead. This Wielder continues to
fight the storm in whatever form it may come.
Created by Andrew Gough.

Dhaja
Petrifying Kama combined with a Chain

+1 | 0 | (0) | I/P | Angled, Combo 2, Flexible


_________________________________________
A Combined weapon, Dhaja is a relic from
battlefields long vanished. Passed down through a
dynasty of Wielders for many generations, this
Bond is viewed by its owners as a member of the
family, rather than a commonplace weapon. Its
simple appearance belies its lengthy history. When
a Wielder of Dhaja passes, they turn to stone, a
final act by the weapon to immortalize them and
thank them for battles well fought. Created by
Devin Talton.

59
Eyepry
Thought Stealing, Possessive Curved Dagger

0 | 0 | (+1) | S | Combo 3, Parry


______________________________
An Attuned weapon, the dagger Eyepry is used to see an
adversary's past through their own eyes, literally. Using the tip of
this Bond, a Wielder may remove an opponent's eye (typically
after they have been slain), and in doing so they may view
everything that person has seen in their life. This weapon is
passed down through generations of assassins, each one trained in
the art of reading lips. By seeing these memories, and reading the
lips of people within them, an assassin may learn information that
would be otherwise unattainable. Created by Michael Nason.

Full Crescent
Lunar Khopesh

+2 | 0 | (-1) | S | Chop, Combo 2


_______________________________

Lunar Chakram

+1 | 0 | (0) | S | Ranged S, Tossed


________________________________
A pair of manifested weapons, representing the moon's
phases. One night, during a full moon, an aspiring hunter was
exploring near the city of Haihval. This foolish decision was
noticed by a roaming pack of wolves, and soon the young
Wielder was pursued by the carnivores. They ran, and then
tripped. The wolves closed in.
Instinctively, the Wielder
swung their arm, slicing a
wolf's jaw as the crescent blade
formed in their hand. Created
by Philip "Neko" Kenny.

60
Hexlith the Ravager
Explosive Sawed Off Shotgun combined with an...

+2 | 0 | (-1) | P | Ammo 2, Buckshot, Firearm, Range S


_________________________________________________

Explosive Warpick

+2 | 0 | (-1) | I/P | Angled, Crush


_______________________________
A Combined weapon, sporting both melee and ranged
capabilities. The owner of this weapon was trained as an
alchemist and an inventor. They spent many years tinkering,
hoping to create a new variety of weapon that could aid any
mortal in their fight against Deceivers and Akuma.
However, this weapon, constructed as a prototype, had
become bound to the creator's soul. Now, they would no
longer idly sit by in the battle against the Akuma. Created
by MrNowhere.

Knight's Bane
Corrosive Longsword combined with a
Twinblade

+1 | +1 | (-1) | S/P | Combo 3


____________________________
A Combined weapon, used by an unforgiving
Wielder who chooses to fight people rather than
beasts. At early age, the Wielder of Knight's
Bane was conscripted by the Akasa to fight in
Rajan's ceaseless clan war. The soldier showed a
particular talent for bloodshed, and soon their
weapon manifested before them. The ability to
corrode armor has made this Wielder a true terror
to other warriors. Created by Orlando Nieves.

61
Life Drinker
Sadistic, Lightning Imbued Scythe

+2 | 0 | (-1) | P | Angled
________________________
An Attuned weapon, Life Drinker haunts its own
Wielder, draining their very life force. Long ago, the
Wielder of this weapon was caught alone in the woods,
pursued by Deceivers. They found themself backed
into an old crypt, surrounded by corpses. Life Drinker
appeared, allowing them to slay the beasts. This Bond
has haunted and cursed the Wielder's ancestors since. It
hungers for life, and without fresh blood, it will drain
the user of their vitality. The bearer of this weapon
often appears pallid and corpse-like from this
unfortunate fate. Created by Nenatechae S. Mars.

Mercedes von Corduroy


Talking, Shielding Cane

0 | +1 | (0) | I | Concealed, Parry


_______________________________
An Attuned weapon, Mercedes von Corduroy is
an heirloom that has been passed along through
generations of the von Corduroy bloodline. This
soulbound cane did not begin speaking until the
untimely passing of Mrs. Mercedes Von
Corduroy, who was known for her persistence.
Her soul now inhabits the cane, and through this
she can guide descendants for generations to
come. She is quite verbal and rather blunt with
her heirs, but only because she wishes to
preserve the Von Corduroy bloodline in the most
dignified way. Created by Betsey Lindsey.

62
Nature's Grasp
Fertile Gauntlets (Paired)

0 | +2 | (0) | I | Combo 3, Parry


______________________________
A pair of gauntlets, used to breathe life into a world that is dark and
unforgiving. The owner these gauntlets once roamed with a group of
bandits, pillaging and killing wherever they saw fit. They became
emboldened by their crimes, even going so far as to ransack a remote,
wilderness estate. The home,
and its beautiful gardens, were
burnt to the ground. Only upon
seeing this loss of beauty did
the Wielder change, their
gauntlets becoming soulbound.
Ever since, they have sought to
restore beauty in the world and
to atone for their past crimes.
Created by Aiden Pyre.

Occam's Razor
Animated Hand Axe combined with Chakram

+1/+1 | 0 | (0) | S | Chop, Range S, Tossed


_______________________________________
A Combined weapon, carried by a Wielder who has little
time for assumptions or inquiries. The Wielder of this
weapon was already a dedicated hunter who had applied
Upgrades to Occam's Razor when the weapon became bound
to their spirit. This hunter had fought for much in their life,
and often preferred to confront problems directly, rather than
dealing with subterfuge and bureaucracy. In combat, this
Animated chakram may fly about the battlefield before
returning to its handle. Created by Vladimir Dzundza.

63
Plain Speaker
Talking, Wind Imbued Manual-Action Rifle

+3 | 0 | (-2) | P | Ammo 4, Firearm, Range L


_________________________________________
A talking, Attuned firearm that served as its Wielder's sole companion for
many years on the road. The owner of Plain Speaker grew up as a noble in
Agrewin, where the firearm was gifted to them at an early age. The Wielder
was discovered speaking to the weapon, even having conversations with it.
Their parents were upset, and upon realizing that the weapon had acquired
magical properties, the young Wielder was cast out. The exiled noble was
fearful, and unprepared, for the world outside. However, with their weapon
as a companion and guide, they were not alone. Created by Jack Holmes.

Rocky
Animated, Talking Rock

0 | 0 | (+1) | I | Range S, Tossed


_______________________________
An Attuned rock, capable of both flight and speech. Rocky was selected by
its Wielder, hand-picked from the ground, to be a friend. Once his charming
face was painted on, he was ready to go. The Wielder had many
conversations with Rocky. The Wielder did not know, however, that they
were speaking with the spirit of an age old Akuma, long deceased, and now
imprisoned within this stone. Not being terribly bright, the young hunter
now assumes that all rocks are this intelligent and conversational. The
imprisoned spirit, however, did not assume there could be a human so
unbearably dim. Created by Cordude.

64
Roots of the Steadfast
Fertile Tower Shield combined with a Pillar

+3 | +4 | (-3) | I | Collateral, Crush, Parry, Shield


_____________________________________________
A Combined weapon, pulled from ancient ruins, that is now carried by a
Wielder of incredible might. One hot afternoon, a drunken and foolish band
of Sozonian fighters wandered into the jungle, set on a finding a Deceiver
and resolving some bet that they would soon forget. The group stumbled
upon abandoned ruins, and a Deceiver attacked. In their drunken arrogance,
the fighters had forgotten their weapons and would have to face the beast
unarmed. The strongest of them tore this pillar from the ground. Their
movements were clumsy from intoxication, but the plants beneath their feet
shifted about, guiding their steps and cushioning their falls. Only through
nature's grace did the drunkards survive. Created by Joshua Niday.

65
Staff of the Storyteller's Guild
Prophetic, Blinding Spontoon

+1 | +1 | (-1) | P | Charge, Parry


______________________________
A charming, handmade spontoon. During the elections
process, this staff of legends manifested itself before the
founding members of the Storyteller's Guild. A radiant
glow shown from the weapon, and it bound itself to the
one who would become their first Headmaster. The staff
had chosen, and would continue to choose, great leaders
to guide and advise member of the Guild. Upon retiring,
their name would be inscribed on the weapon, and it
would reveal itself to the
next chosen Storyteller.
Created by The
Storytellers Guild at
SUNY Oswego.

The Blood Star


Flame Imbued Great Sword combined with a Warpick

+3 | 0 | (-2) | S/I/P | Angled, Charge, Collateral, Crush


_________________________________________________
A Combined weapon that belongs to a dynasty of Sozonian
berserkers. For generations, The Blood Star was used as an
instrument in countless acts of violence. Before inheriting the
weapon, each new Wielder of this sword would witness a
crimson star shooting across the sky. This continued for ages,
until its current Wielder witnessed a brilliant, sapphire star
instead. Perhaps this signaled the end of an era, or the
beginning of something new. The weapon itself took on a
new appearance, a vibrant blue flame, filled with hope, to
match this Wielder's spirit. Created by Fox Wing.

66
The Breaker
Breaching Buckler

0 | +1 | (0) | I | Parry, Shield


____________________________

Breaching Chain

+1 | 0 | (0) | I | Flexible, Reach


______________________________
Paired weapons, given an Upgrade that allows them to form into something
new altogether. The Breaker is carried by a hunter who formerly worked as
a stone mason. One day, out of frustration, they swung this chain against a
block of stone, shattering it to dust and rubble. It was here that they learned
of their newfound powers. The shield followed soon after, inherited from a
friend, and their Bonds were set. As the hunter grew in strength, they sought
out a blacksmith, seeking to transform these simple weapons into something
truly destructive. Their ability to break stone, and enemies, now far exceeds
what it once was. Created by Robert Valdez.

67
The Friar
Superheated Bludgeon combined with Brass Knuckles

+1 | 0 | (0) | I | Combo 2, Concealed, Crush


________________________________________
A Combined weapon, equally effective at combating
Deceivers and cooking them. Its Wielder is a traveling
monk with a special passion for food, and someone
who has spent many years cooking for the less
fortunate members of society. This chef would often
step in to the protect the weak, an action that left them
with just as many wounds as those they sought to
defend. Solum showed mercy and transformed a skillet
into the friar's Bond. This Wielder now travels the land slaying beasts and
collecting recipes for the world's most unique cookbook. Created by Jon.

The Gentle Herald


Totemic Claw

+1 | 0 | (0) | S | Combo 2, Rending


_________________________________

Totemic Caestus

0 | 0 | (+1) | I | Combo 3
_________________________
Paired weapons, formed from the spirit of a loyal
companion. Before discovering The Gentle Herald, its
Wielder fought as a mercenary in many wars and
battles. After choosing to retire from combat, one of
this veteran's few comforts was his cat, Russ. The
feline stayed with him for years, often resting on or
near his left arm. Russ grew old, and one day, vanished.
In his place were two weapons. The Wielder's
companion had not died, but was instead immortalized
in these Bonds. Created by Geoffrey M Allen.

68
Trailblazer
Superheated Pump-Action Shotgun

+3 | 0 | (-2) | P | Ammo 4, Buckshot, Firearm, Range S


_________________________________________________

Superheated Scythe

+2 | 0 | (-1) | P | Angled
________________________
Paired weapons, used by a
commoner who wished to brave
a life beyond the walls. Tired of
city life, and skeptical of any
real danger in the outside world,
this Wielder established a
homestead far from civilization.
Inevitably, they were attacked
by Deceivers. To defend
themself, this commoner
grabbed a shotgun (which they
had spent most of their of their
silver on) and a scythe. A heated
rage filled their heart, and after
having emerged from the fight
victorious this Wielder was
truly ready to face the
wilderness. Created by Hunter
Shumate.

69
Tripwire
Explosive Longbow combined with Throwing Knives

+3 | 0 | (-2) | P | Range M, Set 3


_______________________________
A Combined weapon, belonging to a
Wielder from Tajara's Controlled
Detonation Training Facilities. In a dire
situation this hunter had constructed an
elaborate explosive trap to repel
approaching Deceivers. Sadly, the trap was
placed with faulty fuses and remained
undetonated even as the beasts approached.
In a desperate effort the hunter launched a piece
of scrap metal from their bow (having used all
of their arrows) to strike the trap. It detonated,
and Tripwire was born. Created by Lewis John.

Wind Dancer
Bridging Boomerang combined with Brass Knuckles

+1/0 | 0 | (0) | I | Combo 2, Concealed, Range S, Return


___________________________________________________
A Combined weapon, useful for getting from one location to the next. At a
young age, the owner of Wind Dancer found themself corned by thugs in a
back alley. As an act of desperation, this young hunter took a wild swing.
The Bond manifested in their hand mid-strike, breaking the thug's jaw. The
criminals were impressed by this
tenacity, and extended a job offer.
After being working with their
criminal enterprise for several years,
the Wielder now seeks to right their
past wrongs. Created by Andy Toth.

70
CHAPTER III: Character Creation
Now that each of the players has created a Bond for themselves,
either randomly or hand-picked, they are prepared to design a character.
This chapter will cover all of the necessary steps to imagine a Wielder and
fill out a character sheet to match. If the players do not yet have character
sheets, they can be printed out from www.soulboundrpg.com/downloads.

71
Section 1: Brainstorming
Before assigning any stats or buying adventuring gear, it is
important to consider what kind of character each player would like to
portray. The player has a good deal of freedom to do this. Often it is helpful
to look at one’s favorite movies, books, and games for inspiration. Be vocal
with other players and the Storyteller during character creation. Strive to

72
make characters that compliment, or contradict, each other’s traits.
Additionally, some Storytellers will choose to start the party in a situation
that might require the players to fill a certain role, such as a group of thieves
looking for a precious artifact. It's important to note that a character doesn't
need to be made in full at the very start of the game. As the story unfolds, it
is okay to reveal new aspects or changes in one’s identity. The topics below
are an excellent place to start if a player is unsure of who they would like to
be or what a Wielder does in the world of Solum.

A Wielder’s Life
Wielders are the cursed
few who have been granted
arcane weapons by a higher
power. Roughly every 100th
human born becomes a Wielder,
although only a fraction of that
amount will ever achieve
greatness. Many are ostracized
and outcast upon the discovery of
their curse. Those who do find a
place in society will likely perish
on the battlefield or during a hunt.
For the few who can overcome
this adversity life holds many
wondrous things. Some go on to
become heroes and lords. Others
explore places never before
touched by man. Ultimately, a
Wielder's destiny is their own to
decide.

73
Bearing the Curse
Receiving one’s Bond is only the beginning of the story. Once this
has been decided the player must consider how their character lives with
such a curse. Much of what makes a character in Soulbound is contingent
on this very question. Did the character accept or reject their fate upon
initial discovery? Did these powers give them new hope in a bad situation or
did its arrival only make things worse? Most people can no longer enjoy a
regular life once a Bond has entered the picture. Many choose to find work
where their abilities are needed. This is typically for a hunting guild, but it
could be as a mercenary or in the employ of wealthy aristocrats. Those who
don't care for such ventures often become criminals and outcasts, instead
using their gifts for personal gain. Some choose to do neither, wandering the
land from one village to the next, although such a life can prove difficult
even for someone with the talents of a Wielder.
Those cursed with soulbound weapons have a natural affinity for
trouble. Whether it be other Wielders, Deceivers, or Akuma, these magic
users seem to have a penchant for misfortune. For those who attempt a
regular life, such as that of a shopkeeper, this eternal draw of chaos will
never rest. In terms of storytelling, this makes for a great transition from
daily activity to boundless adventure. Perhaps this shopkeeper's goods were
stolen on the road, and now she must team up with other Wielders to
recover them. A Deceiver might attack the village in which she lives,
forcing the use of her magics to repel the beast. Anyone can become
something greater when pressured by fate itself.

Playing a Role
After it has been determined how the character lives as a Wielder
one should consider how they live as a person. Even for those cursed with a
soulbound weapon, life is much more than battle and bloodshed. There are
countless factors involved when creating a character, and designing

74
somebody truly interesting is a complex art that writers practice for years.
For a game such as this, a player will be filling the role of someone else.
Ideally they should aim to be someone unlike the person they are in real life.
If one's personality is normally brash and sarcastic, they might try a
character who is reserved and thoughtful. For a person who is kind and
caring, they might trying being assertive and reckless. The beauty of
tabletop games is that they provide insight on a life other than one's own.
Below are a handful of elements that can guide the brainstorming process.

• Personality - Try describing the character with a handful of adjectives.


A good character will alternate between these and may even have
contradictions. A character might be greedy but show charity towards
those who are downtrodden and weak.
• Backstory - One or two paragraphs is enough to suffice for a
character's initial backstory. Leaving some holes in their journey can
allow a player to fill things in as the group learns more through their
adventures.
• Motivations - A character is nothing without proper motivations. What
things in the world do they desire? Is it silver, prestige, or acceptance?
How does their journey contribute to the character's wants and needs?
• Fears - What would the character like to avoid at any cost? Often fears
are founded on that which we cannot control. These can be superficial,
such as a fear of deep water, or meaningful, like fear of rejection.
• Quirks - One or two quirks help to set a character apart from the
crowd. Are they missing an eye? Do they talk with a lisp? Why are they
wearing that coat?

Living the Life


Take some time to imagine what the daily life of this individual
would be like. Everyone has unique habits which define them as a person.

75
Do they prepare a proper breakfast every
morning, even when out on the road? Or
instead, do they shave with a large knife
and no cream? Do they often socialize or
simply keep to themselves? How do they
dress? Is there any series of rituals or
traditions they have adopted from their
past? Where do they keep their weapon? Is
it openly brandished at the hip or stored
away from prying eyes? Are they someone
who always carries a pack of supplies at all
times, or do they prefer to travel light

around the city? Doing some research on the world of Soulbound (page
301) can help paint a picture of what daily life is like in Solum. Believable
characters are the most memorable, and ultimately it is the details that make
a character believable.

Unbound Characters
With everything going on in Solum, it may seem as though
Wielders are all there is to talk about or be. However, one should not forget
the common man. For purposes of storytelling, or for those who like a
challenge, it may be appealing to play as a character who does not possess a
Bond. Unbound characters will create their hunter in the regular way by
assigning the values 3, 4, 5, 5, 6, and 7 among their six stats. These mortal
humans level up slower, however, gaining an extra stat point every 5th level
(5, 10, 15) instead, but they do gain Skills at the regular rate. Such
characters lack arcane Powers and Tricks, placing them at a serious
disadvantage, but their existence is not without merit. Wielders are often
treated with scorn or suspicion, while Unbound characters live without such
fears, enabling them to act as speakers and negotiators for the party.

76
Section 2: Making the Character
Compared to designing a character, filling out the character sheet
itself is a trivial task. There are only a handful of steps that must be taken
before the character is ready to use. While filling out a character sheet it is
important to make decisions
that most accurately
describe the individual
being portrayed.

77
Personal and Weapon Information
All information at the top of the character sheet is personal
information, meaning it qualitative rather than quantitative. The fields
should be filled out as follows...

• Character Name - The character's given name.


• Player Name - The name of the individual who made the character.
• House or Trade - A hunting House or Trade that the character has
joined during their travels. All characters begin in one of three Houses
(Battle, Scouting, or Occult), as described on page 123. If they so
choose, players may start as a freelance Wielder instead (page 207).
• Bond One and Two - The soulbound weapon(s) assigned to the
character, such as a Kukri Paired with a Revolver. If two weapons are
present, be sure to mark whether they are Paired or Combined.
• Weapon Name(s) - A specific name given to the Bond(s). This does
not need to be decided immediately, as events throughout the game may
inspire names for the weapon. (Ex: Kingslayer, Silver Wind)

Player Stats
Characters have their physical and mental attributes represented
through six core statistics. These six stats define who a character is, and if
they really are a studious researcher or just a strong man pretending to be.
Player stats improve slowly so one should consider their choices carefully...

• STRENGTH - A character's might and brute force. Strength is rolled


when Attacking with melee weapons, Forcing heavy objects, performing
Athletics, and Intimidating the weak.
• ENDURANCE - A Wielder's fortitude and stamina. Endurance is used
to gain Action Tokens in combat and determines how many Injuries a
character can take before they begin Dying.

78
• AGILITY - A character's ability to move about the world with finesse
and dexterity. Agility is used to Defend against enemies in combat and
determines a character's Move speed.
• PERCEPTION - A character's awareness and the keenness of their
senses. Perception is rolled when Attacking with ranged weapons in
combat, as well as being used out of combat for Spotting and Listening.
• KNOWLEDGE - Determines the amount of factual information a
character has learned. This includes the names of cities, the anatomy of
monsters, and the usage of technology.
• CUNNING - Shows how clever or quick-witted a character is.
Cunning is rolled when conversing with other characters, casting Tricks
or Powers, and performing numerous Skills.

Once the players understand what each stat does and how it affects
their character, they are prepared to assign values. Stat values in Soulbound
are predetermined, meaning that all characters start on equal footing. The
values 3, 4, 5, 5, 6, and 7 should be assigned between the six core stats,
with higher values granting more dice and greater proficiency. Try using
these values to accurately represent the character, such as giving 7 Strength
to a brutish fighter or 3 Knowledge to an ignorant thief.

Combat Actions
Players have three essential combat Actions listed on their character
sheets; Attack, Defend, and Recover. These values are determined by
adding weapon Modifiers to a character's stats, meaning they will fluctuate
as a character gains levels or changes weapons. These three Actions should
serve as a quick reference to save time in combat, they are not stats
themselves. For example, someone with 7 Endurance wielding a Longsword
(-1) and a Heater Shield (-1) would roll 5 dice to Recover (page 108). They
could then mark their Recover Action as 5 to save time in the future.

79
Injuries
Damage in
Soulbound is represented on
the character as Injuries.
When receiving damage,
players should mark out a
circle for each point of
damage taken. For example,
Arthur rolls 2 Successes to
Defend, but the Deceiver hits
3 to Attack. Arthur has no
Armor resistance so he takes
a single Injury by marking a
dot. If Arthur had completely
failed his block he would
need to mark three dots
instead. A character begins
Dying once they have taken
Injuries equal to their
Endurance stat (page 117).

Weapon Slots
Players may wield up to two weapons at any given time, seen on
the top right side of the character sheet. Here they should mark their
weapon's Modifiers, damage type, and Traits. Players receive an extra die to
their Recover Actions for each empty weapon slot, up to a total of 2 if the
character is entirely unarmed. When making a Recover Action in combat
players must apply the Modifiers from both of their weapons to the roll, as
each encumbers them. More info on weapon slots and their various
elements can be found on page 25.

80
Armor Table
The Armor table allows players to mix and match armor while
upgrading their overall Armor resistance one piece at a time. Players should
mark any pieces of armor they
have equipped by writing them on
the table. Each piece of armor
provides some coverage for
Slashing, Impact, Piercing, and
Elemental damage types. These
values should be recorded next to
each piece and then totaled at the
bottom. For every 10 armor
points a player possesses against a
certain damage type, they receive
one point of Armor resistance.
For more on Armor resistances go
to page 115, or to page 231 to
purchase armor pieces.

Arcane Powers
Any Bond granted to a
Wielder begins with a single
arcane Power (Attuned Bonds begin the game with two of these instead). If
player has not rolled a Power for their weapon, they should do so now on
page 18. The full list of magic Powers can be found starting on page 247.
Players should mark down the Caster Rating, or CR, and a brief description.
Lastly, fill in a single bubble next to the Power to note it as rank one.
Powers are gained by slaying Corrupted enemies and Akuma, acts that
imbue the Bond with new abilities and allow the Wielder to improve their
existing ones (page 442).

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Arcane Tricks
Arcane Tricks are lesser magical effects that a Wielder has learned
to produce through their weapon over time. Such abilities are the bread and
butter of a Wielder's supernatural powers, often responsible for much of the
mischief that Wielders are known to cause. Each character begins the game
with a single Arcane Trick (page 271).

Vilis Coronam
After slaying a beast so legendary as the great Akuma, Wielders
stand a chance to absorb some of their energy and become mutated. This
disease, only found in Wielders, is known as Vilis Coronam. If a player
contracts such a condition they should mark it in the corresponding boxes.
More information about Vilis Coronam can be found on page 285.

Guild Items
Character's should select from one of three hunting Houses
starting on page 139 to receive useful inventions and equipment. If they do
not wish to join a House they may choose to be a freelance Wielder instead
(page 207). Characters may carry five dots worth of equipment in their
loadout. This toolkit will start small but increase in quantity and quality as
the character becomes a more renowned hunter, gaining an additional dot
for each rank beyond Novice.
When in town players should

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take time to consider what equipment they will need for the next journey
and adjust their selections accordingly.
Although it is not marked anywhere on the character sheet, players
should know that their Wielder received some training when joining the
House they belong to. This could either be at a formal academy or under the
instruction of a Master. Such training allows a Wielder to be proficient with
Guild Items from their House, as
well as granting them an extra Skill
point (page 127).

Industrial Upgrades
Players are encouraged to
enhance and modify their weapons
as they progress through the game
(page 209), most often done in town
by paying a smith with silver. These
can be marked under the industrial
Upgrades box with a name and
quick description. Note that players
may choose to
improve any regular
weapons they carry as
well as their
soulbound weapon. A
Bond which is lost or
destroyed will always
reappear in a number
of days, but the
Upgrades it
possessed are lost.

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Inventory
The inventory space keeps track of all adventuring gear being held
by the character. Players don’t need to record every item on their person (for
example, undergarments, a small leather pouch, or cigarettes), only notable
items that might affect gameplay. Items worth listing are traveling gear
(ropes, lanterns, etc.), rations, quest items, and extra weapons to name a
few. If a player fills all inventory spots on the page, they have run out of
storage space on their character. They might be able to carry more
depending on the weight and size of the items or amount of storage space a
character has (satchels, packs, etc.), however all of this should be monitored
at the ST’s discretion. Guild Items should not be listed here. To find
inventory items for a new Wielder turn to page 93.

Silver Moves the World


In the world of Solum everyone wants silver. It has a vast array of
applications in science and crafting, not to mention its supposed
effectiveness against Akuma. Silver is molded in three
forms, pieces, bars, and blocks, denoted under the
Inventory section. One-hundred pieces constitute a bar
of silver, whereas one-thousand pieces make up a block.
To determine a character's wealth turn to page 93.

Section 3: Skills
Skills are unique tasks that a character has trained over
time. For instance, opening an unlocked door requires
no talent and is something that any person could do
with ease. However, if a door was locked the player
may need to use Force or Infiltrate to break the door
down or pick its lock. This is the benefit of Skills.

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Gaining Skill Points
Each Wielder begins the game with 3 Skill points, regardless of
who they are. These points should be assigned to the desired Skills by
marking a number next to them. A first level character may not place more
than one point in any Skill. When allocating ranks try to place them in
fields related to the character and their development, rather than adding
them where they would provide the greatest advantage. A character who
grew up outside the walls would likely have a rank in Survival, or the
daughter of a merchant might take a rank in Barter.

Using Skills
For each rank a
character has in an
appropriate Skill they will
receive an extra die
when rolling. In the
previous example of
forcing a door, the player
has a Strength of 4. To
break open the door they
would typically roll 4
dice, but if they had a
point in Force they would
roll 5 instead. Players
may not have an amount
of ranks greater than
their character's level in
any Skill. True mastery
of anything requires time
and patience.

85
Skills List exchange of silver, so long as
Acrobatics (Agility) something of value is involved.
Allows a character to maintain
balance while jumping, tumbling, Bluff (Cunning)
and dashing. This allows the Determines how gifted the character
hunter to maneuver their body in is at lying or deceiving people in an
ways that most people would attempt to make them believe
struggle with. something untrue.

Anatomy (Knowledge) Calm (Cunning)


Gives the character knowledge Helps the character to calm someone
about the bodily structure of or something else down. The ability
humans, animals, and Deceivers. to soothe and relieve a person of
Used when carving parts from their emotions. Also effective in
monsters or for identifying a calming animals.
beast's Weakness (page 395).
Disguise (Cunning)
Athletics (Strength) Allows characters to disguise
Determines how well a player someone or something (including
character can run, swim, and themselves) to conceal its true
climb. Any athletic feat that nature. Might be used to hide a
requires great precision or balance wagon in foliage, pass as a city
might also be paired with an guard, or fake someone's voice.
Acrobatics roll.
Finesse (Agility)
Barter (Cunning) Used to slyly remove or place
Allows characters to persuasively objects into the environment or onto
haggle the price of an item. The characters. A necessary Skill for
Barter Skill can also be used for thieves and pickpockets. Also used
trade or negotiation beyond the in scenarios which would require
especially deft handwork.

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Force (Strength) Listen (Perception)
Used when trying to push, pull, Used to focus one's ears and hear
lift, or otherwise move an object. things they might otherwise miss.
Those who train in Force know
how to position themselves and Lore (Knowledge)
leverage their own weight, Used when studying ancient history,
achieving feats which would often pertaining to Akuma and their
typically require more muscle. culture. Common uses of this might
be for deciphering Akuma script or
Heal (Knowledge) guessing at such a demon's behavior.
Determines a character's ability to
provide medical attention. The Navigation (Knowledge)
Heal Skill is most effective with a Allows the character to calculate
Medical Kit, but makeshift distances, travel times, and locations.
treatments may be improvised in Often aided by the use of a map,
dire situations (page 118). spyglass, sextant, or compass.

Infiltrate (Agility) Persuade (Cunning)


Used to quietly pick locks or gain Used to convince someone through
access to sealed places. One might charm, wit, or reason. Persuade
Infiltrate a closed window, an iron should not be used when haggling
strongbox, or a trap door. Often (Barter), lying (Bluff), soothing
used in conjunction with the (Calm), or threatening with violence
Sneak Skill. (Intimidate).

Intimidate (Strength) Repair (Knowledge)


Allows characters to get their way Mends an item and make it
through fear and aggression. functional. Repairs are usually
Much less a matter of words and improvised with spare materials, but
much more about how scary one a cautious adventurer would be
looks. smart to carry extra parts and tools
with them.

87
Sneak (Agility) Custom Skills
Used when a character wishes to
During the course of their
move about silently or be unseen.
travels players may wish to learn a
Sneak is also used when
Skill which does not fall into any
remaining still and hiding from
of the categories listed here. Under
others.
the Skills section on each character
sheet are three blank lines which,
Spot (Perception)
Used for spotting at a distance or with the ST's approval, players may
finding notable things when use to write in their own entries.
searching an area. When making custom Skills try to
be specific rather than general and
Survival (Knowledge) ere away from combat related
Used to identify shelter and food activities. For example,
when out in the wilderness. Blacksmithing would be a more
Survival encompasses knowledge appropriate Skill than Crafting.
of botany, the natural world,
weather patterns, and ecosystems.

Tracking (Perception)
Used when following the trail of a
human or beast. A high enough
roll might provide information
about the target and its condition.

88
Section 4: Leveling Up
Players will be growing their characters in two major ways. One is
by developing their personalities through experiences and journeys. The
other is by developing their talents through combat and problem solving,
granting experience. When a Wielder kills a terrible beast or completes a
daunting task they will be awarded experience, or XP. Experience gained is
cumulative and does not disappear when leveling up. Upon acquiring
enough XP their level will increase and they will receive the following:

• Stat Increase - A character may increase one of LEVEL XP


their core stats by a single point every third level, 1 0
starting at level 3 and occurring again at levels 6, 9, 2 40
12, and 15. For example, a Bruiser might want to
3 100
increase their Endurance to wield heavier weapons.
• Skill Points - A character gains 3 Skill points each 4 180
time they level up. These should be alloted based on 5 300
the Wielder's growth and interests, rather than
6 480
simply placing them in ways that provide the
greatest advantage. The amount of ranks in any one 7 720
Skill may not exceed the character's own level. 8 1080
• Arcane Tricks - Each time a character levels up
9 1540
they may learn a new arcane Trick, something
10 2000
which they've practiced in their down time.
11 2600
As they grow stronger, players may notice 12 3400
that their abilities are exceeding those of any normal
13 4400
human. This is no accident. A heightened exposure to
magic accelerates the Wielder's development at an 14 5600
alarming pace. Unnatural speed, strength, and wit are 15 7200
common in such people.

89
Creating Leveled Characters
Creating a character at the first level and watching them grow is an
unforgettable experience, and recommended for any new players if time
allows. However, it may be necessary to create a fresh character at a higher
level. On the next page is a table for creating such Wielders.

• Stat Bonus - The number of stat increases granted to a character. For


example, a level 8 character could increase their Perception and
Knowledge by one point each.
• Skill Points - Each character gains 3 Skill points per level. As
mentioned previously, a character may not have an amount of ranks that
is greater than their current level in any one Skill.
• Arcane Tricks - The number of arcane Tricks a Wielder has learned.
All characters learn a single Trick per level as these abilities take time to
practice and grow.
• Powers - Roll a number of dice listed, with each roll of a 5 or 6
granting a Power. Once the amount is determined, players should roll for
their Powers randomly, however, they may choose to spend their Powers
unlocking higher ranks and new Glyphs instead (page 241).
• Equipment - An amount of silver to be spent on weapon Upgrades and
Armor. Characters may not keep this silver, as it represents what they
have accrued during their travels, but they may spend their own silver to
further their arsenal.
• Vilis Coronam - Roll a number of dice listed, with each 6 granting the
character a set of Vilis Coronam. Each set of horns should be rolled for
randomly, using a die to determine their Corruption type and a second
die to determine the specific crown. A character may not begin with
more than two crowns, for a Wielder's fate is sealed at three.
• Silver - An amount of silver acquired from one's travels, this money is
earned through hunting and ignores one's upbringing.

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LEVEL Stat Bonus Skill Points Arcane Tricks

1 0 3 1

2 0 6 2

3 +1 9 3

4 +1 12 4

5 +1 15 5

6 +2 18 6

7 +2 21 7

8 +2 24 8

9 +3 27 9

10 +3 30 10

11 +3 33 11

12 +4 36 12

13 +4 39 13

14 +4 42 14

15 +5 45 15

91
Powers (5+) Equipment Vilis Coronam (6+) Silver

0 0 0 -

Roll 1 100 sp 0 5d6 x5

Roll 2 200 sp Roll 1 6d6 x6

Roll 3 300 sp Roll 1 7d6 x7

Roll 5 400 sp Roll 2 8d6 x8

Roll 7 600 sp Roll 2 9d6 x9

Roll 9 800 sp Roll 3 10d6 x10

Roll 11 1000 sp Roll 3 11d6 x11

Roll 13 1200 sp Roll 4 12d6 x12

Roll 15 1400 sp Roll 5 13d6 x13

Roll 18 1700 sp Roll 6 14d6 x14

Roll 21 2000 sp Roll 7 15d6 x15

Roll 24 2300 sp Roll 8 17d6 x17

Roll 27 2600 sp Roll 10 19d6 x19

Roll 30 3000 sp Roll 12 21d6 x21

92
Section 5: Equipment and Silver
Characters will begin the game with silver and equipment
determined by their background. All characters begin with a week's worth
of dried and canned rations, a bedroll, a canteen, and a common outfit.
Adventuring gear like rope and lanterns are determined by a character's
background along with their starting silver. Players should feel free to pick
any fitting background for their character, with the Storyteller's permission.
Beyond this the ST may have extra starting gear available to the players.
For example, a group of cultists from Primium might begin with robes,
sacrificial knives, and religious text. Don't forget to keep some spare change
for food and bed at the local inn.

• Nomad (3d6 silver) - Single person tent. 30 feet of rope. Bandages.


Scarf. Box of matches. Torch. Common outfit.
Life outside the walls is harsh and terribly foolish, but worth it so that one
may see all the world has to offer.

• Peasant (6d6 silver) - Box of matches. Common outfit.


Society has never treated you well and fate has not been any more kind.
The factories are too full to accept you, or you reject them on principle.

• Commoner (6d6 x2 silver) - City Newspaper. Box of matches. Torch.


30 feet of rope. Donkey or mule. Common outfit.
Many grueling hours spent tilling endless fields or breathing fumes within
the factories has allowed you to maintain a simple life.

• Criminal (9d6 x2 silver) - Lock picks. Scarf. 30 feet of rope. Common


outfit. Oil lantern. 8 fluid ounces of oil.
Life in back alleys and slums has left you jaded, forcing a career of theft
and petty crime to support yourself.

93
• Craftsman (9d6 x3 silver) - Oil Lantern. 8 fluid ounces of oil. 30 feet
of rope. Nice outfit. Cloth peacoat.
Your craft, an honest living which requires talent and patience, has
provided ample silver and simple comforts within the walls.

• Woodsman (6d6 x3 silver) - 30 feet of rope. Cooking set. Single person


tent. Box of matches. Torch. Common outfit. Scarf. Bandages. Compass.
Bravery and cunning have allowed you to hunt for game outside the walls.
Fresh meat fetches a good price in the city.

• Mercenary (9d6 x3 silver) - Oil Lantern. 8 fluid ounces of oil.


Clotmoss. Compass. Cloth cape. Common outfit. Dagger (page 35).
A life of battle against humans and beasts, all in the name of silver, has
left you scarred and grim.

• Academic (12d6 x3 silver) -


Nice outfit. Tobacco pipe.
Average horse.
From your work in a certain
field of research you have
amassed a healthy pile of
silver. You are known respected
for your contributions.

• Aristocrat (12d6 x6 silver) -


Exquisite outfit. Tobacco pipe.
Wealth, likely through
inheritance, is at the center of
your identity. Much of your
time has been spent mingling
in the city's tallest buildings.

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BASIC SUPPLIES ALCOHOL
Rope (30 ft) - 2 sp Mug of Mead - 1 sp
Torch - 1 sp Mug of Beer - 1 sp
Oil Lantern - 4 sp Glass of Whisky - 2 sp
Oil (8 oz) - 3 sp Glass of Wine - 3 sp
Bed Roll - 9 sp
Tent, Single - 18 sp CLOTHING
Tent, Group - 36 sp Common Outfit - 5 sp
Leather Knapsack - 5 sp Nice Outfit - 30 sp
Canteen (32 oz) - 3 sp Exquisite Outfit - 90 sp
Box of Matches - 1 sp Cloth Peacoat - 28 sp
City Newspaper - 1 sp Cloth Long Coat - 37 sp
Compass - 9 sp Cloth Cape - 21 sp
Tobacco Pipe - 3 sp Winter Coat - 42 sp
Cooking Set - 20 sp Scarf - 3 sp
Lock Picks - 30 sp
ARSENAL
FOOD Compressed Gas - 25 sp
Bread Loaf - 1 sp Liquid Fuel - 30 sp
Fish - 2 sp Battery Pack - 35 sp
Roasted Chicken - 3 sp Explosive Charge - 40 sp
Steak - 4 sp 10 Iron Arrows - 10 sp
Crab - 5 sp 10 Iron Bolts - 15 sp
Oyster - 1 sp 10 Pistol Rounds - 100 sp
Corn - 1 sp 10 Shotgun Shells - 125 sp
Cabbage - 1 sp 10 Rifle Rounds - 150 sp
Potatoes - 1 sp 10 Silver Arrows - 20 sp
Apples - 1 sp 10 Silver Bolts - 30 sp
Bag of Rice - 2 sp 10 S. Pistol Rounds - 200 sp
Canned Beans - 2 sp 10 S. Shotgun Shells - 250 sp
Canned Fruits - 3 sp 10 S. Rifle Rounds - 300 sp

95
CURATIVES LODGING
Bandages - 5 sp (5+ when Commoner's Room - 5 sp
healing overnight, single use) Traveler's Room - 15 sp
Clotmoss - 10 sp (4+ when Merchant's Room - 30 sp
healing overnight, single use) Noble's Suite - 60 sp
Lifefern - 15 sp (3+ when
healing overnight, single use) TRAVEL
Medical Kit - 30 sp (Restores Average Horse - 350 sp
Injuries equal to the amount Purebred Horse - 500 sp
Successes rolled on a Heal Donkey or Mule - 120 sp
check, three uses) Open Cart - 75 sp
Surgical Kit - 50 sp (Restores Covered Wagon - 150 sp
Injuries by rolling a Heal check Powered Wagon - 3000 sp
with Advantage, three uses) Train Ticket - 30 sp /day
Elixir - 10 sp (Heal 1 Injury Boat Ticket - 5 sp /day
instantly) Powered Boat Ticket - 15 sp /day
Strong Elixir - 40 sp (Heal 3
Injuries instantly)
Life Elixir - 100 sp (Heal 6
Injuries instantly)

96
- WIELDER CREATION OUTLINE -
A brief guide to speed up the creation process!

Roll three random soulbound weapons (page 16).


Select one of the three, or take your chances on a
fourth. Design the weapon through words or pictures
and add some flavor!

Decide on a name for your character and write your


own name below! Record your level (1) and your XP
(0). Record your soulbound weapon(s) on the right
side, circling "Paired" or "Combined" if necessary.

Assign the values 3, 4, 5, 5, 6, and 7 between the six


player stats. Consider how these stats reflect the
character's strengths and weaknesses.

Equip your Wielder with their Bond(s) on the top right


side. Mark down its name, Modifiers, damage type,
and Traits. A character receives an extra die to their
Recover rolls for each weapon slot they have free.

Each character begins the game with 3 Skill points


which they should assign to three different Skills from
page 86. Each rank in a Skill provides on extra die on
related rolls (maximum of one per Skill at 1st level).

Record your weapon's arcane Power(s). Look up the


Caster Rating and fill in a single dot to mark its rank
as one. Select a single arcane Trick for your character
on page 271.

97
Select a hunting House (Battle, Scouting, or Occult)
starting on page 139. Choose five dots worth of Guild
Items from any of the Houses for your toolkit. Select a
hunting guild or mentor which has granted you an
extra Skill point (page 127). If you do not wish to join
a House you may begin as a freelance Wielder instead
(page 207).

Determine your character's wealth by selecting an


appropriate background on page 93. Use this silver to
purchase inventory items or save some for a warm
night at the local inn!

Purchase armor for your character if desired on page


231. Every ten points provides one Armor resistance
against that type of damage.

98
CHAPTER IV: Playing the Game
Soulbound is, at its core, a game. An entire world has been created
for it, yet without the rules, it is but a story. In this chapter, we will be going
over the various game mechanics players will need to explore the
mysterious realm of Solum and fight the terrible beasts within it. These
rules are meant to help, not hinder, one's enjoyment of the game.

99
Section 1: Basic Rules
The true charm of any pen and paper role-playing game is the
ability to accomplish what a video game or movie never could. A tabletop
role-playing game gives both the players and the Storyteller complete
creative freedom, restricted only by the limits of human imagination. The
next chapter will teach players the basic rules needed to play a session of

100
Soulbound. Before getting started it is important to have all the necessary
supplies gathered for an enjoyable game session. The recommended
components are as follows:

• A group of four to six friends (one of you must be the Storyteller)


• This rulebook!
• Plenty of six-sided dice (usually sold for cheap at local game stores)
• Two ten sided dice or a d100 for rolling weapons (optional)
• Character sheets (found online at www.soulboundrpg.com/downloads)
• A hexagonal battle map and some tokens (optional, but often useful)
• Pencils and erasers
• A surface to play on
• A fitting soundtrack
• Dark, moody ambiance
• Snacks and drinks
• Imagination!

Finally, all players must have their own unique Wielder written onto
a character sheet before the game can begin. If any or all players have yet to
create a character, jump back to Chapter 3: Character Creation before
continuing. It is also of utmost importance that the Storyteller has come
prepared ahead of time for the session. If the ST has yet to make a scenario
or needs a little help, they should refer to Chapter 8: The Storyteller.

The Basics
At its core, a pen-and-paper RPG could not be more simple. The
Storyteller describes a scenario, giving as much detail as possible, in the
same way one might read a book to a group. What is different from a book
is that our players will fill the role of heroes, or villains, in this story, and
ultimately decide how things will end. The Wielders, our protagonists, will

101
listen to the Storyteller and react when they deem it necessary. All players
must do to act or react is simply state the action which they would like their
character to attempt. When speaking as their Wielder, players should use a
character voice so that others may distinguish between the two.

Simple Tasks
Most actions in a tabletop RPG will have little to no chance of
failure. These simple tasks are everyday activities that one has performed
thousands of times. For example, the Storyteller speaks the following...

“The three of you have recently arrived in the village of Petram,


which sits out on the red plains of Primium. You have a look about the
agrarian town. Squared buildings of stone and plaster rise up two or three
stories around you. Wagons stuffed with bundles of vibrant orange wheat
line the narrow streets. In the center of town is a saloon, a workshop, a
tailor, a traveling merchant, and a couple of guards chatting. What would
you like to do?”

At this juncture, the players are free to do as they please. One


chooses to go and speak with the tailor. Another decides to look around the
tavern. Things such as walking, opening doors, or speaking to characters in
the world all pose little to no chance of failure and therefore do not require
dice to be rolled. Players are only asked to make dice rolls when the task at
hand presents some challenge.

Making Rolls
Players are required to roll dice for any task that has a reasonable
chance of failure. In the scenario from before, the party's Bruiser has gone
to purchase, armor but found the price unreasonably high. Luckily, she can
use the Barter Skill to try and lower this price. The player cannot simply say

102
they haggle the price down,
since they stand a decent
chance of failing to do so.
The Barter Skill (as
discussed on page 86) uses
the attribute of Cunning.
When making any
challenging roll out of
combat, the player will roll an amount of dice equal to their
corresponding stat, as well as an additional for die for each rank in a
matching Skill (only when applicable). Each result of a five or six counts
as a Success towards the attempted action. The effectiveness of a player's
action is determined by the number of Successes rolled. In this scenario, a
Tier 1 Barter check was required to lower the price, forcing the Bruiser to
roll at least one Success to haggle the price down to a set amount. Had this
been a rare piece of armor, a higher number would be required, such as a
Tier 3 Barter, which would require three Successes instead.
It is the Storyteller’s job to determine the effectiveness of the action
based on the player’s roll. If a player is haggling the price down and rolls
three Successes when only one was required, the ST should compensate
them by giving a much larger discount. With the Listen Skill, for example,
the ST may give the players a different answer depending on the number of
Successes. If the highest roll is one Success the ST may simply tell the
player, “You hear talking around the corner, but cannot make out what the
guards are saying.” If the roll were two Successes, the ST might tell the
player, “You hear guards talking about a thief that’s been hitting shops in
the area.” This effect can have negative consequences as well. If a player
were attempting a rather difficult Athletics (Strength) check to climb a cliff
face and rolled no Successes, that player would then fall, possibly suffering
injury or death.

103
Advantage and Disadvantage
While players will most often increase their odds by rolling more
dice, a roll might also be improved in other ways. When a roll is given
Advantage, its Successes are counted on numbers four and higher (written
as 4+) instead of just results of 5 or 6. This greatly increases the potential of
a roll without increasing the amount of dice. There are other cases, however,
when players might need to make rolls with Disadvantage. A roll with
Disadvantage only counts results of 6 as Successes (written as 6+). If
players receive Advantage from more than one source this bonus can further
improve to three and up, and finally two and up. For example, weapons with
the Firearm Trait are naturally given Advantage (4+), but when fired using
the Full Auto weapon Trait, this improves to Great Advantage (3+) instead.
Advantage and Disadvantage move along the same scale and are able to
counteract each other's effects.

Automatic Successes
Rolls in Soulbound can be altered by having more or less dice,
Advantage or Disadvantage, and lastly by receiving Automatic Successes.
Certain items and magics have such little chance of failure that they
automatically add one Success to the attempt after it is rolled. In other
situations, a roll might be subject to an Automatic Failure, meaning that one
Successes will be immediately subtracted from the roll.

104
Sample of Play
Storyteller: "The three of you have been trodding through the Hollowfoot Marsh
for an hour now. Tall, spindly trees with no leaves extend above you into the dull
gray sky. This swamp is known for its abundance of cattails. These head height
plants create natural pathways, and barriers, throughout the marsh. Some of
these cattails are blood red, a byproduct of Dr. Rigby's experiments. Based on this
alone, you must be close to his infamous estate. What would you like to do?"
Tyrius: I would like to take a Navigation check to find our way to the mansion. I
have one rank in the Skill, plus two extra die from my Scouting Glass. [Tyrius
rolls 5 dice from his Knowledge stat, plus 1 more from Navigation and 2 more
from his Scouting Glass for total of 8 dice. He rolls 3 Successes.]
Storyteller: Tyrius, you flip through coordinates and area maps stored in the
eyepiece. In a moment, you have an accurate bearing on your location. If you're
correct, the party is only ten minutes south of the estate.
Tyrius: We travel North while keeping our eyes open for anything out of the
ordinary. I have my weapon at the ready.
Storyteller: The group of you travels north. Nearly all of the cattails in this area
are blood red. Finally, you push through the fog and approach the estate of Dr.
Rigby. It's a massive four story building perched on a dry hill above the marsh.
There are no lights on.
Aluna: I make myself presentable and walk to the front door. I knock.
Storyteller: This place gives you a feeling of unease as you approach it. You
swing a heavy brass knocker against a pair of polished oak doors. There is a long
pause and ultimately no response
Aluna: Assuming no one is home, I withdraw my sword's Auto-Key and attempt
to open the door. I am still suffering from last session's blight so my Agility rolls
have Disadvantage. [Aluna rolls 6 dice with Disadvantage from her Agility stat,
plus 2 Automatic Successes from the Auto-Key. She rolls a single Success, plus
the 2 from her weapon's Upgrade, for a total of 3 Successes.]
Storyteller: You finesse your Auto-Key into the lock with a grinding, mechanical
sound, but your hands are still shaky from the affliction you suffer. Any regular
lock would have popped by now, but it has become apparent that Dr. Rigby has
spent good money on this one.

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Section 2: Combat Rules
Combat is the most technically complicated part of learning how to
play Soulbound. It may take a few combat scenarios before players feel
entirely comfortable with the system and its intricacies, and that’s okay. It is
always fine to refer to this portion of the book during combat, or even to
have it open while playing. There are two instances under which combat
would begin. They are as follows:

• A player wishes to Attack. In this scenario, each unit will determine


their starting Action Tokens by making a Recover Action (page 108).
Afterwards, combat begins in the ally Phase and that player may take their
Attack first. If the enemy was unaware of this Attack, they receive
Disadvantage on their Defend roll, assuming they choose to Defend.
• A player is Attacked. In this scenario, each unit makes their initial
Recover roll and combat begins in the enemy Phase, with the Attacking
enemy going first. The player may choose to Defend, although they do so
with Disadvantage if they were caught unaware.

Combat Phases
Combat in Soulbound is broken into two Phases, one belonging to
the Wielders and the other to their enemies. All units included in a Phase
will take their Turns simultaneously. This means that all players, plus any
allied NPCs, will take their Turns during the ally Phase. All hostile units,
whether they be human or beast, will take their Turns during the enemy
Phase (essentially a Phase for the Storyteller). It should be noted that taking
Turns simultaneously in a literal sense will result in utter chaos. Instead,
Turns during a Phase should be taken one at a time, although for purposes
of storytelling, these Turns should be thought of as occurring in unison.
Phases are meant to be quick, ultimately resulting in combat that keeps
everybody engaged rather than idly sitting around.

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Rounds and Turns
Beyond Phases, the time frame of Soulbound’s combat is broken
into Rounds and Turns. A Round is the duration of combat containing both
Phases. It begins at the start of combat, and concludes when both Phases are
complete. Assuming neither side has emerged victorious a new Round
begins. Each Round of combat lasts 6 seconds. A Turn constitutes a unit's
individual set of Actions during the Round. Units may only take Actions
during their Turn, with the exception of Defending. A Turn in combat
requires roughly 3 seconds to complete. All humans and simple creatures
may take a single Action during their Turn. Deceivers may take two
Actions per Turn, and Akuma may take three. Characters may also take a
Free Action during their Turn (page 113).

Taking Actions
Each human character may take a single Action during their Turn.
Keeping this in mind, all units is Soulbound have their stamina represented
by Action Tokens, or AT. Characters will need to spend AT to take most
Actions, depending on how much energy and focus they require. Some
Actions, such as Recover, require no AT whatsoever. Other Actions such as
Attack, Defend, and Move require a single AT and are absolutely essential
for fighting in any battle. Lastly, complex feats like Charge, Dodge, and
Parry will require multiple AT for a single Action. All units will eventually
run out of Action Tokens, at which point they must Recover to gain more.

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• Recover - Spend 0 AT and gain more Action Tokens.
• Reload - Spend 0 AT and replenish ammunition or fuel.
• Power - Spend 0 AT and cast an arcane Power.
• Move - Spend 1 AT to dash across the battlefield.
• Attack - Spend 1 AT to use a melee or ranged weapon.
• Defend (Reaction) - Spend an 1 AT to avoid incoming damage.
• Charge - Spend 2 AT to Move and Attack with a weapon.
• Dodge (Reaction) - Spend 2 AT to Defend and dash away if successful.
• Parry (Reaction) - Spend 2 AT to Defend and retaliate if successful.

The depth and


challenge of Soulbound’s
combat is based in
managing Action Tokens.
Staying alive in a fight
while still working to take
down foes is a delicate
balancing act of
Recovering, Attacking, and
Defending. In a dangerous
position, players might use
all of their AT just to
survive, leaving none left
to Attack with. If a Wielder spends all of their Action Tokens on offense,
they will find themselves entirely vulnerable during the enemy Phase. A
hunter must know when to take risks and when to exercise caution if they
wish to survive beyond the walls.

Recover (0 AT)
Recovering grants a unit Action Tokens. While all combatants naturally
begin combat with some AT, everyone must eventually Recover if they wish

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to gain more. When a character Recovers, they automatically gain a single
Action Token. In addition to this, the character must roll a number of dice
equal to their Endurance stat minus any Recover Modifiers (page 20),
gaining the amount of Successes as additional Action Tokens. Wielders who
lack stamina will find themselves Recovering rather often, especially if they
are Defending against multiple foes or a ravenous beast. Planning time to
catch one's breath is essential for survival. Recovering too early in combat
gives enemies the first strike, but waiting can leave a hunter exposed with
little AT to protect themselves. Characters may still take a Free Action even
if they Recover during their Turn.

Endurance minus all Recover Modifiers (-R)

Reload (0 AT)
Anyone who fights with a firearm knows that making time to Reload in
combat is essential. Although such an Action is not particularly strenuous, it
does require attention to stow magazines and prepare new ones. Weapons
with the Ammo X Trait, mostly crossbows and firearms, must be Reloaded
after they have Attacked X number of times. A Reload may also be
necessary for certain equipment, like Upgrades or Guild Items.

Power (0 AT)
Arcane Powers, abilities granted exclusively to Wielders and Akuma, can
change the tide of battle in an instant. To use one of these Powers, the unit
must spend a single AT and roll their Cunning stat. The Power activates
regardless of the result, but there is a chance the Wielder will spawn
horrendous vermin into the world. A Haunt (page 243) is spawned into
existence for each point the Caster Rating is above the number of Successes
rolled. If the number of Successes is equal to or greater than the Power's
CR, then no Haunts are spawned. More about magic and casting can be
found in Chapter VI: Arcane Corruption.

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Move (1 AT)
Repositioning during combat is vital for both slaying foes and staying alive.
For a single AT, a unit may travel a number of tiles equal to their Agility
stat. Tiles marked as difficult terrain by the ST require twice as many tiles
of movement to traverse. This could be swampland, a rocky steppe, deep
snow, mud, or any other terrain at the ST’s discretion. The Move Action
should be thought of as an extended dash, whereas players may step a single
tile is any direction by using their Free Action instead (page 113).

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Attack (1 AT)
In combat, Attacking is often the only way to emerge as a victor. To make a
melee Attack, characters will roll their Strength stat plus any Attack
Modifiers from their weapons. For a ranged Attack, they will roll
Perception plus the weapon's Attack Modifier. The amount of Successes
is then directed towards the enemy as damage. If the enemy has chosen to
Defend, they may subtract their Successes from the damage of the incoming
Attack, as well as applying any Armor resistance. Note that the Attacker
must declare what damage type they are using before they strike. That
enemy then takes the remaining damage of the Attack as Injuries. If a player
wishes to target a specific body part, or perform an Attack while unarmed,
they must roll with Disadvantage to do so.

Strength or Perception plus Attack Modifiers (+A)

Defend (1 AT)
Defend is the only Action in Soulbound which may be performed during the
enemy's Phase (Dodge and Parry also being included). When being
Attacked, a unit may spend a single AT to Defend themselves by blocking,
dashing, and deflecting as best they can. The unit must declare that they are
Defending before the Attacker rolls their dice. It is good practice to ask if
someone or something is Defending before rolling to Attack. Defending is
performed by rolling Agility plus all Defend Modifiers from one's
weapons. The Successes of the Defend are then subtracted from the
Successes of the incoming Attack. Any leftover damage is then absorbed by
Armor or taken as Injuries. Characters will take the full force of an Attack if
they lack the AT to Defend. A weapon's Defend Modifier does not apply
when avoiding ranged Attacks, with the exception of those possessing the
Shield Trait.

Agility plus all Defend Modifiers (+D)

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Charge (2 AT)
Charging allows a character to Move and then Attack as a single Action
for the price of 2 Action Tokens. A Charge is most often performed using a
melee weapon. While ranged weapons may perform a Charge, they do so
with Disadvantage. Weapons that possess the Charge Trait roll with
Advantage when using this Action.

Dodge (2 AT)
Dodging allows a character to Defend and then Move for the price of 2
Action Tokens. Players must declare that they are performing a Dodge
before their Defend is rolled. Players cannot decide that they would like to
perform a Dodge after the Defend roll has already been made. If a character
successfully avoids an Attack with the Defend portion of their Dodge, they
may take their full Move immediately after. If a character does not
successfully avoid an Attack, they may only travel a single tile instead.

Parry (2 AT)
Parrying allows a character to Defend and then Attack for the price of 2
Action Tokens. Players must declare that they are performing a Parry before

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their Defend is rolled. If the Defend successfully negates incoming
damage, the player may follow up with an Attack which they receive
Advantage on. The enemy cannot Defend themselves from this Attack. If
the Defend does not block all incoming damage, then the Parry, and the 2
Action Tokens, are wasted.

Free Actions
Once per Turn each
player character is presented a
split second opportunity to
complete a Free Action. These
small movements take a sliver
of time and may be used in
addition to a character's
regular Action. A Free Action
may take many forms, so long
as it lies within the
Storyteller's discretion,
including the ones listed here.

Target
Concentrate momentarily to
aim at a specific point on an
enemy. Focusing on this spot
negates the Disadvantage

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penalty for targeting a specific window, or pulling a lever. With the
body part when Attacking an ST’s discretion, some tasks of this
enemy (page 111). kind may require an Action to
complete instead, or Actions across
Use a Trick multiple Rounds.
Arcane Tricks have been
rehearsed hundreds of times and Inventory Item
as such they may be cast in the Along with Guild Items provided by
blink of an eye. They pose little a hunting hall, players may also
threat of spawning a Haunt, but bring along helpful equipment which
one should still exercise caution. they have found or purchased.
Elixirs (page 96) are the most
Use a Guild Item common example, drinking these
Items provided by the hunting during combat will keep a Wielder
guilds are indispensable during up and fighting, but a simple box of
combat, able to change the tide matches could save the battle if
at a crucial moment. While some preparations were made.
Guild Items require an Action to
use, such as the Striker's Step
Hunter's Grasp, or extended The character may take a quick step
time, such as the Oracle's Astral in any direction, traveling a single
Compass, most only require a tile as they do.
Free Action.
Throw
Interact Characters may find it necessary to
At many points during an toss items both harmful and helpful.
adventure players might find it Whether it be a grenade, trap, or just
necessary to interact with the a rock, players roll on their Strength
world as they fight. Typically with Advantage when throwing an
these are quick movements like item, having an object travel the
closing a door, breaking a amount of Successes in tiles.

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Damage and Armor
All Attacks in Soulbound are given one of four damage types;
Slashing, Impact, Piercing, and Elemental. When any character Attacks
they must specify the damage type being used before dice are rolled. If
multiple damage types are present they must be rolled separately. The
Armor values of a unit, represented by four numbers (S/I/P/E), determine
how many Successes of each damage type will be negated, as seen below.

Samuel Ria
Attack 5 Slashing Attack 4 Piercing
Defend 5 Injuries 6 Defend 6 Injuries 5
Recover 5 Armor 3/1/0/3 Recover 5 Armor 3/1/0/3

1. Samuel Attacks Ria, using Slashing damage as well as Elemental


damage from his sword’s Power, Flame Imbued. He rolls 5 dice of
Slashing with three Successes and 2 dice of Elemental with one Success.
2. Ria Defends, rolling six dice with zero Successes.
3. Armor reduces the incoming damage, lowering Samuel's Slashing
damage by three and his Elemental damage by three (3 - 3 = 0 and 1 - 3
= (-2)). Ria receives no Injuries and Samuel's Turn is over.
4. Ria Attacks Samuel, using Piercing damage. She rolls 4 dice of
Piercing and gets two Successes.
5. Samuel Defends, rolling 5 dice with one Success. This reduces the
damage of the Attack by 1 point (2 - 1 = 1).
6. Armor does not deflect the incoming damage as since Samuel has no
resistance to Piercing damage. Samuel takes an Injury.

As seen above, using damage types an opponent is weak to greatly


increases their chance of being wounded, whereas using a damage type they
are resistant to makes it quite difficult to land a blow.

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Playing with Tiles
While it is not necessary to play using tiles, all of the rules in
Soulbound are written with tile measurements in mind. Some Storytellers
may prefer to play with a mind's eye approach, painting the entire combat
scenario using only imagination. For those who prefer a more structured
approach to combat there are a few concepts which are important to know.

Measuring
Each tile in Soulbound is roughly 2 meters
across. This can be used to measure out
distances not listed in the book. It is also
helpful when drawing a map to scale. Note
that units like Deceivers may be larger than
the tiles they occupy as limbs, heads, and tails
can hang outside of these boundaries.
Radius
Some abilities in
Soulbound have a radius.
Typically this just includes
each of the six tiles
surrounding a unit, but can
change with the size of the
unit and size of the radius.

Line
Certain abilities and Attacks travel in a
line. This line does not need to follow a
specific line of tiles, but instead should be
tracked by noting each tile that the line
passes through. Defer to the ST's judgment
when unsure.

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Status Effects
As players traverse the world of Solum, they may find themselves
subject to a wide variety of afflictions. The following status effects can be
caused by any number or sources. Some are simple inconveniences while
others are a death sentence.

• Blinded - This unit can no longer see. A unit that has been Blinded takes
Attack and Defend rolls with Disadvantage, and their Move speed is
halved (rounded down). Additionally, they cannot take any Actions which
require sight as a primary component.
• Ensnared - The unit is restrained and cannot move from their current
location. The unit may still make Attack and Defend Actions but they do
so with Disadvantage.
• Stunned - The unit is temporarily stunned. A stunned unit immediately
loses 1d6 Action Tokens.
• Obscured - The unit has visual cover from ranged Attacks. Any ranged
Attacks targeting to the unit do so with Disadvantage.
• Unconscious - The unit has lost consciousness. In combat, it may roll a
single die at the start of each Round with the roll of a 6 bringing it awake.
Out of combat this roll may be made once every hour.

Section 3: Injuries
Players must be mindful to manage their character's well-being as
they travel across Solum. Entering combat with a wounded character will
often have undesirable results and such reckless behavior can endanger the
entire party or bring about a swift death. If a character fails to Defend
themselves and their Armor is not sufficient to absorb the damage, they will
take Injuries. Players should fill in an Injury dot for each point of
damage they receive. A character begins Dying once they have taken a
number of Injuries equal to their Endurance stat.

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Death and Dying
When a character has sustained a number of Injuries equal to or
greater than their Endurance stat, they enter the Dying state. At this point
they are bloodied and beaten, still on their feet but struggling to remain
alive. In this unstable condition the character makes all of their rolls with
Disadvantage. The Wielder must now roll to stay alive on each Turn that
they begin in this Dying state. Resisting death is done by rolling a Tier 1
Endurance save (made without Disadvantage), although the difficulty of
this roll increases by a single point for each Injury the Wielder has taken
beyond their maximum. For example, a character with 5 Endurance that has
sustained 7 Injuries would need to make a Tier 3 Endurance save to stay
alive. If a Wielder fails this Endurance save they have died. Only players
and NPCs will enter into the Dying state, enemies are considered dead once
they have taken a set number of Injuries. As a final note, Solum is a place
teeming with otherworldly magic. If the deceased ever could be resurrected,
the immortal Akuma would certainly know how...

Rest and Recovery


Hunters naturally heal their Injuries while they rest, and wise ones
will take the time to do so. At the beginning of each day, players may roll
their Endurance stat with Disadvantage, where each Success removes a
single Injury. Dressing wounds with Bandages (5+) or Clotmoss (4+)
provides levels of Advantage and allows one to heal more rapidly.
Players may also heal themselves or others with a Medical Kit
(page 96) by rolling a Heal check, removing an Injury from the target for
each Success rolled. Surgical Kits have the same effect but with Advantage.
This healing is an involved process and requires a (1 AT) Action to perform
during combat. In dire situations, hunters may use spare clothing and
alcohol to make an Improvised Medical Kit, a single use item that heals with
Disadvantage. Lastly, hunters may drink Elixirs to recover Injuries instantly.

118
- QUICK RULES -
Make a roll for any challenging task the character attempts out of combat.
An amount of dice are rolled, with results of 5 or 6 counting as Successes.

When Rolling
Player Stat + Skill Ranks (if applicable) =
Dice Rolled

Example
Strength (4) + Athletics (2) =
6 Dice Rolled

Johann is attempting to scale a cliff face. He


makes a Strength roll adding his Athletics for a
total of six dice. He hits two 5s and one 6 for a
total of 3 Successes.

- STARTING COMBAT -
Combat begins when any unit, friend or foe, makes an Attack against
another. That unit's group takes their Phase first.

Recover for Action Tokens


(Roll Endurance minus Recover Modifiers) + 1 = Starting AT

When combat begins all units take a Recover Action. For most unit's, their
Recover stat will be listed. Player will need to find their Recover stat by
subtracting their weapon's Recover Modifier(s) from their Endurance stat.
Each unit will roll dice equal to their Recover stat, gaining that many
Successes as Action Tokens. Recovering automatically grants a single
Action Token as well, so each unit should add one extra AT. Combat then
begins in the Phase of the Attacker's group.

119
- TIMING -
Combat is broken up into Rounds, Phases, and Turns.

Phases
Units which are allied together
take their Turns during the same
Phase. Once all units in a Phase
have completed their Turn, it
moves to the next group.

- COMBAT RULES -
Humans may take a single Action per Turn, Deceivers two, and Akuma
three. Players may also take an optional Free Action as well.

Action in Combat
Recover (0) - Rest and gain more
Action Tokens.
Power (0) - Cast an arcane Power
or use Vilis Coronam.
Reload (0) - Reload a firearm or
piece of equipment.
Move (1) - Dash across the
battlefield.
Attack (1) - Attack with a melee
or ranged weapon.
Defend (1) - Defend against an Free Actions
Once per Turn a human unit may also
enemy's Attack during their Turn.
take a Free Action. This is something
Charge (2) - Move and Attack.
small which does NOT consume an
Dodge (2) - Defend and then
Action Token. Casting an arcane Trick,
Move if successful.
using a Guild Item, pulling a lever, or
Parry (2) - Defend and then
drinking an elixir are all Free Actions.
Attack if successful.

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CHAPTER V: The Industrial Age
For many years, humans lived in darkness, surviving on instinct
alone, at the mercy of beasts and demons. This lifestyle developed a natural
cunning in the humans. Centuries worth of impending extinction forced
development that would bring the people of Solum into an industrial golden
age. New technologies were created. Old world alchemy was combined
with modern science for stunning results. Hunting guilds formed, supported

121
by their host cities, which trained specialists to defend against such vile
beasts. These improvements have changed life irreversibly both inside and
outside of the city walls. As Wielders slay monsters and progress through
the game, they will have the opportunity to access advanced mechanical
tools, as well as weapon improvements and tailored gear. This section will
cover Guild Items, weapons Upgrades, and layered Armor as such. Each of
these industrial boons will provide an essential benefit.

122
Section 1: Hunting Guilds
As humans grew in number and expanded to every corner of
Solum, it became apparent that their fight for survival would be unending.
Relentless hoards of Deceivers consumed anything in sight, and the
vengeful Akuma would remain ever elusive. Humans would learn to adapt,
a struggle that brought about innovation. Hunting guilds were formed. The
process did not happen overnight. Academics, researchers, fighters, and
woodsmen had to combine their talents. Specialized Wielders working as a
team could combat humanity's threats in ways an army never could, and so
nations were quick to adopt these new hunting guilds. The cities provided
funding, and in return the guilds offered protection. Such institutions could
administer training and equipment to new recruits, most of them being
Wielders, but even commoners could now do battle with human ingenuity
as their aide (assuming they were foolish enough to join such fight).

The Hunting Houses


As time passed, these guilds communicated and organized
themselves into three distinct Houses. These Houses have laid the
framework for what a guild should be, but they do not set standards or
regulate. Instead, the oaths and symbols of each House serve as a beacon to
unify those of similar talents. Any guild worth their salt is aligned with the
House of Battle, House of Scounting, and House of Occult. Each was
created to fill a niche and safeguard humanity's future. Players may select a
House at the beginning of the game to become proficient with their Guild
Items. They should note the House and their starting rank, Novice, on their
character sheet.
Training is key for any new hunter, most easily obtained from a
guild hall or mentor. Guilds, sometimes choosing to name themselves as
academies or schools, provide Skill bonuses with their training. Mentors are
hard to find but offer invaluable experience (page 127). Perhaps someone

123
was taught in Elvnir by a retired ex-Ranger, or instead went to the Des
Natus' School for Holy Paladins and learned under the finest Grandmasters.
Anyone can toss a grenade, but an Expert would pull the pin first.

Guild Items
Each of the three Houses provides a wide array of adventuring tools
to assist their new members, known as Guild Items. Many of these tools are
quite simple to use, others require some training or experience. All Guild
Items, whether they be from a House or Trade, have a Load which is
represented by dots next to the item. Characters may equip up to five dots
worth of items from their House, plus one extra dot for each rank they are
beyond Novice. These dots represent how much each Item is worth to a
guild when rationing out supplies. Some items come in sets which allow the
player multiple uses. This is marked as Qty (Quantity) next to their Usage
Rating and represents the number of items per unit.

Using Items
Guild Items have a Usage Rating, or UR, which measures how
much experience and training is required to properly use the item. Players
do not need to roll to use Guild Items within their House or Trade, as it
is assumed they have received the proper training. When using a Guild Item
from a different House or Trade, players must roll equal to or above an
item's UR on the their Knowledge stat. If a player fails this roll, they must
wait until the next day to try again. If a player rolls no Successes when
using a Guild Item, the equipment is broken or the item is wasted.

Resupplying
Out in the world, Guild Items can be refilled at any hunting guild.
Players may choose to take Guild Items from any of the three Houses,

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but they are only proficient with equipment from their own. Guilds have
established themselves across most of Solum, so an item resupply is often
just a quick trip away, but players should choose their items carefully as
they travel into dangerous or uncharted lands. Guilds offer all of their items
for free to members, but smart rationing only allows each person to take a

125
certain amount at once. This, more than actual carrying capacity, is the
reason for items having a Load. This system is not perfect, however, and
many of poor conscience have attempted to cheat it before. Either through
lying, disguising, or deceit, guild members (and players too) might try to
obtain more than their fair share of items, or items above their rank. Guilds
are keen on watching such behavior. Most often getting caught for such
crimes will have the member banned from returning to that hunting hall. In
serious cases the guild might even have the perpetrator expelled from their
hunting House or Trade altogether.

Agency in the Guilds


While hunters align themselves with the Houses for equipment and
prestige, most are not slaves to any group or party. Their status as guild
members is paired with the expectation and oath that they will do what's
best for the good of humanity, seeking to quell the spread of darkness
wherever it may be. Akuma can travel great distances across multiple
nations and as such it is only expected that Guild members will travel as
well to finish their duty. This being said, many long years on the road can
make hunters jaded, and after a while they might forget what they even hunt
for. The words of their oaths become jumbled and it means little if those
they protect live or die, so long as silver is involved. With enough time
Wielders become much alike the beasts they hunt.
Some guild halls, such as the Paladins of Primium, enforce a strict
regiment to prevent this kind of behavior. Wielders are too powerful to be
ignored by any government, abducted at an early age for a life of military
service. These Wielders do not travel free, and instead obey the orders of
their superiors to serve a nation, for a grander purpose. Empires use these
Wielders to fight their wars and fulfill their agendas, each magic user being
worth twenty men in a battle. Wielders can always be found serving in the
upper echelon of any government as a demonstration of power.

126
Guild Education
When humans were first born onto Solum, they suffered from a
physical disadvantage compared to the creatures around them. Humanity
would not have been able to continue without their perseverance and
ingenuity. They made incredible tools and inventions to fight the colossal
Deceivers that hunted them, but many of these devices were complex and
required proper training to utilize. Hunting guilds are both education centers
and beacons for aspiring Wielders to learn about this new equipment. All
across Solum, nations have recognized the need for trained fighters and
funded guilds accordingly. As cities grew, many became concerned about
vagrant Wielders. These new organizations became havens for such
magicians to gather, and helped put their myriad talents to use. No two
hunting guilds are alike. Some are designed as formal academies that
require years of training, others are a place for grizzled veterans to trade
stories by firelight. Most major cities have a hunting guild, and each has at
least one Grandmaster present at all times. By attending a school, players
will receive an extra rank in the related Skill during character creation.
When choosing a guild, it is important for players to consider how
their decision affects roleplay, as well as the bonus it provides. If a character
is born in Stein, but they attended the Arrow Viper Institute in Ki-Ti, they
will need to explain how this came about. Perhaps their father was a
notorious thief and had always spoken of the refined arts they taught there,
or maybe they were ransacked on a lavish trip through Sozo and were
forced to spend time learning from this secretive guild until they had
amassed enough silver to return home.
There is also a chance that the character is not able to access a
college and would rather learn from a trained Master. Any guild member of
the rank Master or higher may take on an apprentice, and if they so choose,
retain this apprentice up to the rank of Adept. If the character is taught in
this way, they may choose their own Skill to be given an extra rank in.

127
Primium Guilds
Anyone with a soulbound weapon is required to join a hunting guild
and serve a mandatory period guarding the people of Des Natus. The work
is not so bad and provides one with good experience, but many seek to
avoid this draft by concealing their Bonds or fleeing the nation.

Des Natus' School for Holy Paladins


City: Prim Bonus: Calm
This divine hunting guild is said to have been founded by long ago by Natus
himself and his early followers. Students believe this wholeheartedly and
will meditate for hours in an attempt to hear Natus within them. This intense
practice grants the students incredible control over their emotions. A Des
Natus graduate is often referred to as a Paladin by fellow alumni, nobility,
and locals. This title comes with great respect in Primium.

Military Training Facility of Prim


City: Alta' Murus Bonus: Athletics
A guild that is attended by simple guards and prodigious hunters of
Primium. The Alta’ Murus Training Facility believes that no matter their
physical prowess, every hunter should be able to traverse the land quickly
and effectively. Hunters are of no benefit to society if they cannot cross
rough terrain to arrive where they are needed. This specialization makes the
school especially popular with the House of Scouting.

Primian Guilds for the Swift & Observant


City: Terenium and Sepulcur Bonus: Listen
Both Terenium and Sepulcur are adjacent to thick, Deceiver-infested woods.
These dense forests can make spotting quite difficult and a trained ear can
save lives out in the field. The guilds in these cities teach hunters to employ
their senses to remain ever vigilant when out in the field.

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Naval Academies of Maritime Combat and Cartography
City: Setus and Quaestus Bonus: Navigation
Traveling to the flat blue horizon of the sea is a foolhardy task, and yet this
is the very thing the Naval Academies attempt to do. Boats from these
guilds sail far beyond any other vessel in an attempt to find the oceans
greatest secrets, often encountering grand leviathans, taking care to chart
their course along the way so they might stand a chance of returning home.

Uhyre Guilds
Wielders in Uhyre are expected to join a hunting guild but only so
they might stand a better chance of defending their families and
communities. Even if they receive training far away, many hunters return
home for this very reason. Beyond just fighting, hunters are known to help
with community service in the area, whether it be protecting the walls from
Deceivers or repairing flooded homes.

Byrworth’s Scouting Guild


City: Elvnir Bonus: Infiltrate
Byrworth’s has a notorious reputation in Uhyre for its brutal training
regimen and cutthroat members. People from all Houses are encouraged to
attend, but Byrworth’s focuses on espionage in and outside of city walls.
There is no building that Byrworth's hunters cannot enter or exit with ease.
Skilled graduates have a chance to become members of the Raven Guard, an
elite fighting force carries out Uhyre's clandestine operations.

Haihval Hunting Lodge


City: Haihval Bonus: Survival
This school was originally built to teach the ways of forestry, fishing, and
hunting game. Now, two centuries later, this hunting lodge handles more
fierce targets, but maintains its woodland charm. The best trophies from the

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rarest game adorn this guild's hearth lit walls. The most cunning hunters
may become Vulture Outriders, a veteran scouting group that locates and
identifies the corpses of large Deceivers.

Holmidi Hearth Guilds


City: Baomir and Stein Bonus: Acrobatics
Being inspired by the Deceivers that often taunt them, the locals of Baomir
and Stein have erected guilds to train students for grace and swiftness when
moving about the woods. With or without their gear, members of these
guilds can dash from tree to tree quicker than most people walk. High
performing members from either of these guilds may join the Kingfisher
Watch, renowned protectors of Uhyre's most honored elders and politicians.

Verogin Lodge of Battle and the Arts


City: Verogin Bonus: Persuade
A guild funded by the city's entertainers and community donations.
Originally constructed to teach battle, fine arts have now overtaken this
guild hall in the golden age. Hunters here wear stylish, hand painted gear
not seen anywhere else in the realm. The Verogin Lodge teaches that
collaboration is always more effective than riding solo, and working
together on projects has given the alumni persuasive tongues. The most
charismatic graduates may become members of the Owl Court, groups of
assassins that work in unison to earn a target's trust and dispose of them.

Agrewin Guilds
Guilds in Agrewin are exclusive, and many of them require a
payment of silver just to join. The poor can't attend for this reason, and the
rich are given an edge because of it. Talent scouts from these guilds search
across Solum to find new recruits since few locals are worthy of filling the
halls, and skilled graduates stick around to part the rich from their silver.

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Ponsteph’s Upgrade Research Lab
City: Snyring Bonus: Weapon Upgrade (Good quality or lower)
Ponsteph’s guild is one of the foremost leaders in developing industrial
Upgrades for soulbound and conventional weapons. This college cooperates
with nearby mines for resources in return for new technologies. Massive
blacksmithing machinery is used to create Upgrades not available anywhere
else, and hunters will travel from great distances to buy and inspect such
marvels. Members learn no particular Skill, but may begin their journey
with a single weapon Upgrade of Good quality or less (page 210).

Amel-Las School for the Unfortuante


City: Amel-Las Bonus: Repair
A school made by and for unfortunate souls. Long ago, four Grandmaster
Wielders, who had each risen from the belly of Agrewin's ash and mud,
created this ramshackle place for others like them. There is no invitation
required to join this hall, unlike other Agrewin colleges. Only a limited
amount of supplies are available because of this, so all students are taught
how to improvise equipment or repair older models. The school provides
warm food and simple housing, all driven by people with enduring spirit.

Agrewin’s Charter House for the Perceptively Gifted


City: Amel Bonus: Tracking
One of the most renowned guilds in Solum, only accepting those who with
significant talent or silver. All of the money produced is used to hire
Grandmaster hunters to teach from their decades of experience. This no
nonsense academy is focused entirely on the elimination of Deceivers and
Akuma. Although their skills are superb, members of this guild often find
their way to comfortable, safe positions after training. From such positions
the Alumni will often refuse work unless silver is involved.

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Revered Church Guild of Grishelm
City: Grishelm Bonus: Bluff
Founded in honor of the Des Natus School for Holy Paladins, this guild
teaches hunters how to control riots and civil unrest. Members are taught to
handle the masses through the use of force or deception. Even lying is
acceptable when blessed by Natus. Because of this specific skill set,
Revered Church Guild of Des Natus alumni are referred to as Inquisitors.

Qray Ralim Guilds


Hunting guilds in Qray Ralim are funded purely for and by the
research they promote. The hunting halls of this desert nation are open to
anyone who can spare a little silver, but members are expected to guard the
rails or accompany an expedition after training.

The Grand Dhaki College


City: Barria Bonus: Anatomy
The most prestigious, and one of the largest, of all education centers. This
college houses some of humanity's greatest treasures, and anyone attending
should feel privileged to know they are being taught by the brightest
scientific minds of the age. If there were ever true hope in the battle against
Akuma, a solution, it would lie here.

Jahiyra’s Universities for Archeological Study


City: Kayira and Arkhabil Bonus: Lore
These guilds function both as archaeological survey groups and hunting
guilds. Much of the learning at Jahiyra’s Universities is done away from the
hall, usually at the site of ancient ruins or buried tomb. Both staff and
students must be ready at all times if their work unleashes an ancient evil.
Members of these schools become seasoned dungeoneers, wise academics,
and talented hunters.

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Controlled Detonation Training Facilities
City: Tajara Bonus: Repair
This academy has a penchant for combating Deceivers through
unconventional methods. Hunters here are taught to construct mines,
explosives, and pyrotechnics to combat Deceivers. Such technologies are
often used in conjunction with lures to great effect. Many hours are spent
repairing equipment that has been accidentally damaged in a blast.

Torzone’s Guild for the Honest


City: Rajul Alai Bonus: Finesse
One might not expect a hunting guild in middle of this detached city, but
there it lies. Members have learned to expect shady dealings amongst the
staff at this less than honorable guild, and hunters receive education on a
number of unsavory topics which they will seldom discuss. The students
here are said to have quick wits and quicker hands. Instead of guarding the
rails, graduates will be expected to guard caravans with questionable wares.

Rajan Guilds
Hunting guilds in Rajan are popular for their wealth of materials
and beautiful scenery. Being accepted into one of these guilds is no
challenge for aspiring members that are willing to pledge their allegiance to
one clan or another.

Pascal’s Grand Bazaar and Guild Hall


City: Navari Bonus: Barter
Thievery had become so common in the Grand Bazaar that a hunting guild
was formed to protect it. The founder, Pascal, will allow anyone into the
school so long as they are willing to defend the bazaar and its wares while
in training. Spending so much time in the marketplace has granted members
of this guild a knack for talking to merchants.

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The Akasa Society
City: Ahmdi Bonus: Force
Choosing to emulate the Tempus they worship, members of this guild are
slow moving but possess incredible strength. Brawn and patience are
emphasized here. Hunters are blessed with the title, “Shaded by Tempus.”

Dragana House of Flight


City: Parada Bonus: Disguise
Members of the Dragana choose to hunt as their revered Dragyns do, in a
sinister way. Those who watch will find Dragyns hunting from Tempus
blind spots, flying above or below where they cannot be seen. These beasts
are also known to camouflage themselves with the mountains, waiting for
Tempus to pass before making their strike. Students mimic this behavior by
learning to disguise themselves, striking when their enemy least expects it.

The United Bhiri Coalition


City: Vypara and Sinarazi Bonus: Persuade
Ornate guild halls with a focus on maintaining peaceful routes of travel
across Rajan, and a remarkable disdain for both of the region's clans. Many
innocent travelers have been eaten or Corrupted while guild members
belonging to one clan or another were preoccupied with their own conflict.
The businesses of Rajan could not transport their goods, causing a group of
wealthy gem barons to fund these lavish guild halls.

Sozo Guilds
Hunting guilds in Sozo are not run by the state, nor are they created
out of necessity. Instead, people defend themselves through the might of
their walls and weapons, as they have since the dawn of time. Hunting
guilds here are more often formed for sport or as a way to legally pursue
criminal activities.

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Arrow Viper Institute
City: Ki-Ti Bonus: Sneak
This hunting guild was established in honor of the arrow viper, a legendary
snake with venom strong enough to fell twenty men, for hunters wishing to
match its lethality and stealth. Entering this secretive facility is only
possible by referral, but it is said to be operated in the ruins of an old factory
building. Members of the guild are known to be thieves and rogues, even if
they choose not to advertise it.

Tsurine Medical Center and Tutoring Hub


City: Tsurine Bonus: Heal
The people of Tsurine have spent many generations studying and practicing
the medicine of their local herbs and fish. Much of this guild's population is
locale since acquiring proper knowledge to find such ingredients is a
lifelong process. Hunters wishing to save their companions on the
battlefield have flocked to this guild to learn from this ancient tradition.

Yosai School of Politics


City: Yosai Bonus: Intimidate
Strength is not only used for defense from the natural world in Sozo, but for
political gain as well. This worn and weathered academy focuses on
channeling inner power into results through conversation and intimidation.
Graduates often become political figures in Sozo.

Stormwatcher Shipping Association


City: Hanabi Bonus: Spot
After many damaged and lost shipments, a coalition of sailors combined
their silver to erect this coastal guild. A portion of money coming into the
dock is used to support the place, and in return the association protects
traveling vessels. From days spent atop a lighthouse and on a boat, the
students here have developed keen eyes.

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Guild Ranks
NOVICE
Not yet members of a Trade, this rank is comprised
entirely of fledgling hunters. These new recruits have
little to no experience and are best suited to the
assistance of their more skilled mentors.

ADEPT
Hunters of a Trade, these talented individuals have
learned to use their equipment efficiently. They gather
among the halls, travel where their skills are needed,
and strive tirelessly to earn a reputation. Such hunters
work for silver, fame, and power.

EXPERT
Professionals in the field who are tasked with daunting
assignments, these hunters have earned a reputation.
The threats they face are truly terrible, and their survival
is never guaranteed.

MASTER
Revered and influential members in any guild hall. Such
remarkable fighters have survived countless battle and
endured unimaginable horrors. A single Master is
enough to fell fifty men.

GRANDMASTER
The most elite of the guilds, this upper echelon of
otherworldly hunters act as leaders and guides to all
others. Their skill is unmatched, their keenness only
ever clouded by hubris.

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Increasing Guild Rank
Guilds members are each assigned a rank; Novice, Adept, Expert,
Master, and Grandmaster, of ascending importance in that order. Rank is
determined by accolades, which are acquired by completing contracts for a
guild. Contracts are missions that further a guild's objectives, assigned by a
hunting House to a specific group or as a general bounty. All contracts are
given a rank from Novice to Grandmaster based on their difficulty. For
example, the guild might offer an accolade to slay a notorious Deceiver in
the area, or instead offer one to the party if they deliver an important relic.
Guilds typically require some from of proof that the contract has been
completed, such as a Deceiver's mask or a sealed letter. The hunting Houses
allows multiple members to receive accolades for the same contract as well,
so long as they completed it together. A member must gain three accolades
of their current rank to advance to the next. While most contracts only
give a single accolade, other more challenging objectives might provide two
or three instead. Hunting Houses will usually offer contracts that further
their own interests as seen on the next page.

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Battle Contracts
The House of Battle typically offers contracts that involve outright
combat with beasts and demons, work that requires direct force.

• Slay a Deciever that has been killing livestock


• Escort a caravan between villages
• Protect a city wall while it is being repaired
• Destroy a Deciever nest (2 accolades)
• Slay an Akuma in an ancient crypt (3 accolades)

Scouting Contracts
The House of Scouting offers missions that expand humanity’s
presence and make new discoveries, work for the adventurous and daring.

• Forge a new trail through a mountain range


• Explore an unmapped cave system
• Check on the status of a remote village
• Locate a missing person
• Travel to an undiscovered island (2 or 3 accolades)

Occult Contracts
The House of Occult offers jobs that provide knowledge and new
insights to the academic world, work best suited for curious minds.

• Retrieve an artifact
• Gather rare ingredients from the wilderness
• Decipher an ancient tome
• Discover a natural anomaly
• Solve the puzzle of an old relic (2 or 3 accolades)

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“I relinquish my flesh and bone to slay that which must be slain. I give my shield
to those weaker than myself, and I give no quarter to the beasts that threaten
them. The walls on which I stand shall never crumble beneath me, yet if they do, I
will take their place. There I will remain, betwixt humans and beasts, unwavering
in the face of adversity, for failure would be a greater loss than death itself.”

House of Battle
The House for engaging in head on combat. When a crisis arises,
those from the House of Battle are first to charge into the fray. Their
warriors possess devastating strength and tireless endurance. The House of
Battle is favored by those who use melee weapons and prefer direct combat
with the enemy. Those aligned with this House may become Strikers,
Bruisers, or Guardians by Trade. Many criticize those from the House of
Battle for becoming mercenaries and warmongers.

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Guild Items, Battle
HAND CHALK
⚫ UR: 1 Qty: 3
Powdered chalk to be spread on hands and hilts,
useful for both combat and climbing. Grants the
user Advantage on the first Recover roll of combat
or an additional die to Athletics checks when
climbing. Expires after the bonus is applied.

BLADE OIL
⚫ UR: 2 Qty: 2
A slick oil that helps blades glide more easily,
providing an extra Attack die when applied. After
three successful Attacks the oil is wiped off and its
effect expires. Alternatively, Blade Oil may be
applied to three bladed projectiles, like arrows or
throwing knives. Only compatible with Slashing or
Piercing weapons.
WHETSTONE
⚫ UR: 3
A block of rough stone used for grinding a weapon's edge. Sharpening a
blade allows the weapon to ignore 1 point of Armor, an effect that expires
after three successful Attacks as the blade grows dull. A whetstone may be
used a limitless amount of times (within reason) but doing so requires a (0
AT) Action in combat. Only compatible with bladed Slashing or Piercing
weapons.

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SCALING GLOVE
⚫⚫ UR: 2
A series of metal barbs fitted for the
palm, fingers, and thumb which allow
the wearer to latch onto a Deceiver
mid-combat. To mount a monster the
hunter must take a (1 AT) Action while
adjacent to the beast and pass a Tier 3
Acrobatics check. If the character fails
the check they cannot grip the beast
and the Action is wasted. If the check
is passed, the user successfully climbs
the monster. While mounted, a hunter receives Advantage on their Attacks,
they cannot be Defended against, and the creature may not Attack them. The
monster may spend a (1 AT) Action to attempt shaking the mounted
character off their back, at which point the character must pass another Tier
3 Acrobatics check. Each subsequent attempt to shake the hunter will
increase the check difficulty by one point until the hunter has been tossed. If
the hunter rolls no Successes on their roll to stay mounted, they suffer an
Injury from impacting the ground.

SALUM JUICE
⚫ UR: 3 Qty: 2
A special mixture of horn powder and various
components which heightens the user's awareness
and finesse. The powder and solution must be
mixed and then consumed after a three second
pause for the best effect. A character who has
consumed Salum Juice may reroll any Defend
once during the combat scenario, choosing the
higher of the two rolls.

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VIRIBUS JUICE
⚫ UR: 3 Qty: 2
A concoction of fungus and other alchemical
ingredients which grants the user vigor and fury.
The fungus and solution must be mixed and then
consumed immediately after. Once ingested the
user may reroll any Attack once during the combat
scenario, choosing the higher of the two rolls.

FORS DUST
⚫ UR: 1 Qty: 2
The powdered extract of a forsimmian plant, a red
mountain fern, stored in a small vile. Grants its user a
short-lived but potent burst of energy, giving them an
extra die on Recover rolls for the duration of the combat
scenario. Used by inhaling through the nose.

CARVING BAR
⚫ UR: 3
A small crowbar with razor sharp
edges, used for removing hard parts
from Deceivers (page 229). The
Carving Bar is necessary for prying
loose parts such as claws, shells, and
masks. A hunter may harvest hard
parts from a monster by passing a
Tier 3 Anatomy check, although the
parts are ruined if the check is failed.
They may attempt this once for each
tile the beast occupied.

142
“I relinquish my flesh and bone to find that which must be found. I will seek to
guide those without direction, for I know there is light yet in this world, and I
must shepard the lost from the dark. This realm holds no grotto I cannot delve,
nor any mountain I cannot ascend. At the precipice of world’s end, I will push to
go further, for the journey ends not where trails diminish, but spirit.”

House of Scouting
The House specialized in tracking and exploration, evolved from a
need to fight beasts outside the city walls. The scouts of this House are
known for their hawkish perception and fox-like agility. The House of
Scouting is preferred by those with lightweight or ranged weapons who like
to assist their allies from a distance, or meld into shadows to hear unnerving
secrets. Members of this House may become Sharpshooters, Rangers, or
Trappers by Trade. When left unchecked, those from the House of Scouting
are thought to become thieves and rogues.

143
Guild Items, Scouting
TRAIL MARKER
⚫ UR: 0 Qty: 10
A wooden stake with a colorful length of fabric tied
around the butt end. Used when venturing into
dangerous or uncharted territory to retrace one's steps.

TRIPWIRE
⚫ UR: 2 Qty: 2
A length of wire with two metal stakes fastened to each
end. By using a mallet or brute force, the stakes may be
planted, causing any unsuspecting passersby to trip and
fall victim. The Tripwire can be stretched across 3 tiles. A
unit that crosses this must pass a Tier 3 Agility check or
fall, losing 3 AT. A tripwire does not break on use.

BELLED TRIPWIRE
⚫⚫ UR: 2 Qty: 2
Similar to regular Tripwire, but with metal bells attached
at intervals along the length of the rope. Any unit
affected suffers the regular consequences of a Tripwire as
well as alerting all units in the area.

FLARE STICK
⚫ UR: 2 Qty: 3
A chemical flare stick. With a forceful clockwise twist, this
stick emits a brilliant orange light which can be seen from
miles away. Additionally, the heat and sparks produced
may prove useful in survival situations.

144
FLARE GUN
⚫⚫ UR: 3 Qty: 3
A specialized handgun designed
to ignite and launch a flare high
into the air. When launched
skywards, the light can be seen
up to 20 miles away, useful for
signaling to distant allies.
Supplied with three flares. In
dire situations, the Flare Gun may also be used a weapon which possesses
the stats 0 0 (+1) - E - Ammo 1, Firearm, Range S.
SPYGLASS
⚫⚫ UR: 2
A conventional spyglass, first pioneered on the open seas. An indispensable
item in the scout’s toolkit that allows for spotting from great distances.
Provides an Automatic Success on the next Spot check (at a distance).

SEXTANT
⚫ UR: 4
A mechanism designed of metal and glass
that allows its user to easily track celestial
bodies in the sky. When used properly, the
sextant provides Advantage for a Navigation
roll taken at nighttime. Astronomy is difficult
and using this item is challenging for those
unaffiliated with the House of Scouting.

145
HOUND'S TONGUE
⚫ UR: 2
A concoction of fatty oils and forest herbs that grants its
user a heightened sense of smell and taste. Said to be like
"a hunting hound in a bottle," this brew grants its user
Advantage on all Tracking rolls for the next hour. Must be
shaken vigorously before consumption.

BEAST HORN
⚫ UR: 3
A horn which has been
carved and shaped to
produce a wailing sound,
like that of a wounded
animal. When blown, any
predatory animal within 3 miles of the sound must
pass a Tier 1 Cunning save or come to investigate the
area.
CARVING KNIFE
⚫ UR: 3
A curved knife designed for skinning beasts and removing soft parts (page
229). The Carving Knife is used to acquire monster hides, scales, and tails
by passing a Tier 3 Anatomy check. Materials are useless if the check is
failed. This roll may be attempted once for each tile the beast occupied.
Note that harvesting soft materials does not prevent others from harvesting
hard parts or vital parts on the same creature, and vice versa.

146
“I relinquish my flesh and bone to know that which must be known. I will learn
this world’s secrets and safeguard those too frail to wander in the abyss, for
thought itself is our only torch. If any madness be too wicked, then let it be I who
brings the scorch of reason to burn to its abode, and if such knowledge leaves
scars upon the mind, let it be I who bears them.”

House of Occult
The House concerning all things arcane and eldritch. This study of
magic developed from the need to combat and understand humanity's
greatest threats. The academics of this House are revered for their limitless
knowledge and devilish cunning. The House of Occult is for hunters who
wish to aide their party through study over swordsmanship. Researchers
within this House may become Scholars, Oracles, or Arcanists by Trade.
Critics accuse the House of Occult for breeding heretics and necromancers.

147
Guild Items, Occult
WITGRASS
⚫ UR: 1 Qty: 2
A soft grass with a bluish hue, known to improve
mindfulness. Typically used during times of meditation or
research. When burned as incense, Witgrass grants those
who inhale it an additional point of Knowledge for the
next hour. One unit is enough to benefit an entire party.

TAROT CARDS
⚫ UR: 3
A deck of Tarot Cards used for
divining an individual's fate. While
some ignore such superstition,
observing the future can have a very
real effect on it. When divining a character's future, roll a single die. A 1 is
bad luck, a 6 is good, and everything in between does nothing. When a
character has bad luck, the Storyteller may have them retake a roll once
during the day. When a character has good luck, that character may choose a
roll to retake once during the day. In either case, the rerolled number is
final. A character’s fate may only be divined by Tarot Cards once per day.

RESEARCH JOURNAL
⚫ UR: 0
A field journal for making
notes, sketches, and maps. This
item is indispensable for those
who wish to study the world.
This Research Journal comes

148
equipped with a fountain pen and ink. Additionally, any good student will
have already taken notes during training, granting them 1 rank in a Skill of
their choice (one time only).

MALUMETER
⚫⚫ UR: 4
A complex, fist-sized device which
uses arcane theory to detect nearby
Corruption. Fine particles imbued
with magic will begin to move
erratically as anything arcane or
Corrupted comes within 30 meters
of the user (15 tiles). This dark
sand is known to make tessellations and fractals when exposed to magic.
The item can be attuned with Bonds so they will not trigger the meter.

NULL OIL
⚫ UR: 2
A natural oil which possesses magic dulling properties.
When applied, this opalescent liquid is excellent at
concealing the aura of soulbound weapons or other
magical sources. One vial contains enough to conceal a
weapon five times, or five weapons at once, for a
duration of 24 hours. Avoid contact with skin and eyes.

HAUNT BANE
⚫ UR: 3
Salted water and bitter teas leave combine to make this antidote, a cure for
those who have been possessed by a Haunt. Administering this antidote to
an afflicted will remove the Haunt from their body as they cough up the vile
parasite, restoring them to a healthy and grateful state, if not a bit shaken by

149
the experience. The tea leaves should be allowed to
steep for one minute, after which the drink should be
consumed immediately.

PHOTOTUBE
⚫⚫ UR: 3 Qty: 10
A chemical-based camera housed
inside a pitcher sized tube. This
camera is capable of producing
simple, black and white photographs. The device must be held steady for 15
seconds as the image is captured, making it well suited for documenting
ruins but not creatures. The Phototube is supplied with 10 squares of
chemical film which may capture a single image each, although more may
be purchased for one silver a piece.
CARVING SCISSORS
⚫ UR: 3
A pair of surgical scissors that allow for
the clean removal of vital parts from
beasts (page 229). Carving Scissors are
used to procure the innards and organs of
a creature, useful in myriad applications,
some of a questionable nature. The
hunter must pass a Tier 3 Anatomy check
to harvest vital parts, a roll which they
may attempt once for each tile the
creature occupied.

150
Section 2: Trades
As hunters complete contracts within their House, they will be
noticed for their skills and eventually promoted to a specialized hunting
Trade. Graduating into a Trade gives the character access to a plethora of
unique items, including core Guild Items which would otherwise be
inaccessible. Each of the hunting Houses opens into three distinct Trades,
which players may select one of when graduating from Novice to Adept.

Hunters by Trade
Trades are unique professions within the hunting Houses, each
designed to fulfill specialized roles. These positions are sought after by
many, and although guilds seldom turn away aspiring members, those
without proper training or a good mentor will perish quickly. Plenty of
foolish young villagers from the country have died in search of silver and
fame at a guild's expense. There is no one type that is fit to be a hunter of
beasts. Some are the poor and downtrodden, willing to risk their lives in
hopes of bettering it. Others are rich and seeking excitement. People from
all corners of Solum and all walks of life come to gather at the hunting
halls, but regardless of their background, the vast majority of guild hunters
are Wielders. Unbound hunters (page 76) occasionally possess the grit to
pursue a Trade (with the aid of silver weapons), but Wielders are key to a
guild's success for their natural ability to wound and kill Akuma.
Once a guild member has received three Novice accolades, they
will acquire the rank of Adept, and from here they will choose the Trade
that defines their future. This occupation opens new doors, allowing them to
earn more silver and access better gear. A Scholar could be asked to solve
the riddle of an ancient tome. Strikers might be needed for their aerial
prowess to defend a city high rise. A Ranger would be excellent for spying
on an isolated cult. With their combined talents, these professionals are truly
a force to be reckoned with.

151
Core Items
Each Trade is easily identified by their core item, an invaluable
piece of equipment in their line of work. Unlike most items, core items may
not be used by anyone outside of the Trade. Each is granted to a hunter
upon choosing their Trade and has three upgraded forms, one for each rank
above Adept. These items do have a Load and players will need to be
selective with their toolkit as they receive new items.

Selecting Guild Items


When selecting items for their journey, players are not limited to
those from their Trade, and may choose Guild Items from any Trade
within their House, excluding core items. This allows hunters to diversify
their equipment and prepare themselves for virtually any situation. Trade
members are, however, only proficient with their own items. This means
players do not need to roll when using items from their own Trade, but must
roll to use items from another. Players may not select items from another
Trade outside of their House, although if the opportunity presents itself,
they may still attempt to use these items.

152
STRIKER

153
Striker
Aerial attackers who are first to the fray. Strikers use their Hunter's Grasp
to cover great distances in flash and mount monsters with ease. They prefer
lightweight weapons and avoid anything that might slow them down.
Because of their lightning speed, bold maneuvers, and stylish takedowns,
they often have the greatest stories to bring home and the fewest limbs.

HUNTER'S GRASP
⚫⚫ Core: Adept
A gas-operated, arm-mounted
contraption which launches a
metal spike tethered by a steel
cable. The Hunter's Grasp is
primarily used for mounting
monsters, although it does
allow its wearer to scale
buildings as well. When fired, the Hunter's Grasp functions as a Piercing
weapon with the Trait Range S. If the hook deals any Injuries against a
beast, the player may use their Free Action to pull themselves forward and
mount it by taking a Tier 3 Acrobatics check. Once mounted, this item
functions as a replacement for the Scaling Glove. Hunter's Grasp requires
Compressed Gas (page 95) to operate and must be Reloaded every 5 uses.

SHARPSTONE
⚫ Rank: Adept UR: 4
A rare and naturally forming
Whetstone with outstanding
qualities. Sharpening a blade
allows it to ignore 2 points of Armor, an effect
that expires after 3 successful Attacks.

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GLIDE CAPE
⚫ Rank: Adept UR: 4
A billowing cape designed to catch air
and slow falls. Passively allows the
wearer to travel 4 tiles in any direction if
they are tossed from a monster or jump
from a ledge.

LOCK CHALK
⚫ Rank: Adept UR: 2 Qty: 3
A coarse, blueish chalk which allows its user to hold on like a padlock. This
chalk provides two extra dice to the first Recover roll of combat (if used
beforehand), or two extra dice in Athletics (Str) when climbing.

PIERCING GRASP
⚫⚫ Core: Expert
An upgraded version of the Hunter's Grasp which features absolutely
vicious barbs on the cable's head, designed for rending foes. The cable
possess a +2 Attack
Modifier instead, and
monsters automatically
take a single Injury when
the hunter is tossed or
chooses to dismount as
barbs tear through its flesh.

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HUNTER'S TALONS
⚫ Rank: Expert UR: 2
Tough leather boots equipped with
retractable iron spikes by the toe and heel.
Designed to assist with clinging atop
beasts, these talons provide Advantage on
rolls to remain mounted, as well as an extra
die on climbing (Athletics) checks.

FLIGHT CAPE
⚫ Rank: Expert UR: 4
A parachute-like cape woven of a rose
spider's silk. Functions as the Glide Cape,
but allows the wearer to travel 7 tiles
instead.

THUNDEROUS GRASP
⚫⚫ Core: Master
A further improved version of the
Piercing Grasp that possesses the
ability to electrocute its foes.
Players may use their Free Action
to send this electric charge through
the cable (if it has connected) and
into the target. The shock deals 13
dice of Elemental damage. Each
shock consumes a single Battery
Pack (page 95), and a Reload
Action is required to reset the
device after each use.

156
SUPPORT CABLES
⚫ Rank: Master UR: 5
Twin cable launchers, one
mounted to each hip by a
harness, that pull a fighter
about the battlefield and
away from harm's reach.
Upon successfully
Defending an Attack, or as a Free Action, the hunter may choose to travel
up to 6 tiles away from their location as the cables latch to nearby objects
and draw them away in a swift retreat. Support Cables must be refilled
separately from a Hunter's Grasp, and require a new canister of Compress
Gas every 5 uses as well. These cables provide an added layer of mobility
for Strikers when swinging around high rise buildings or tall forests.

AUTO-SHARPENER
⚫⚫ Rank: Master UR: 4
A mechanized sharpener with superb
results. Requires liquid fuel to operate,
with one unit providing enough power
to for 2 uses. Functions as a Whetstone
that allows the weapon to ignore 3
points of Armor for the next three
successful Attacks. Unlike other Whetstones, the Auto-Sharpener grinds
edges in a single motion and only requires a Free Action to use in combat.

VOLCANIC GRASP
⚫⚫ Core: Grandmaster
The final evolution of the Hunter's Grasp that includes features from all
previous versions, as well as the ability to deliver a shaped explosive blast.

157
This device is a true
technological marvel
that condenses some
of humanity's most
advanced science into
an arm-mounted
package. As an Attack,
the user may detonate
a shaped explosive
from the glove's palm dealing 16 dice of Elemental damage at a range of 3
tiles. The Attack is made with Advantage against a mounted target. Volcanic
Grasp consumes one Explosive Charge (page 95) per use, and the blast may
only be used once per combat scenario as the mechanism takes several
minutes to cool down to a manageable temperature.

SUPPORT BOOSTERS
⚫⚫ Rank: Grandmaster UR: 6
Shaped combustion rockets, one mounted to each hip by a harness, that
allow the Striker to make an explosive retreat. These replace Support
Cables and allow the wearer to move nine tiles after their Defend, or as a
Free Action, instead. Additionally, when a hunter relocates using Support
Boosters, the resulting blast automatically deals 9 dice of Elemental damage
to the Attacking
unit. This item
requires a Reload
Action after every
two uses, and is
powered by
Explosive Charges
(page 95).

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BRUISER

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Bruiser
Heavy-hitting powerhouses on the battlefield. Using their Iron Skeleton
battleframes, Bruisers are capable of delivering blows with unbridled
ferocity. Fighters of this Trade prefer hefty melee weapons, although
bringing a shield for defense is also quite common. These warriors are
feared for the absolute carnage they leave behind, and admired for their
purely reckless behavior.

IRON SKELETON
⚫⚫ Core: Adept
The workhorse item of the
Bruiser, a powered metal
exoskeleton that attaches at the
shoulders and runs the length
of both arms to the wrist. The
Iron Skeleton battleframe is
fueled by a small motor on its
back side and requires Liquid
Fuel to function, giving it
limited usage. The Iron
Skeleton consumes a single
unit of fuel for every five
Actions that it affects, although
the battleframe can store two
units of fuel at time. Refueling
the skeleton takes roughly a minute, making it unthinkable in the heat of
battle. Starting up the exoskeleton requires a Free Action, after which it
provides an Automatic Successes on all Strength-based rolls (including
melee Attacks), allowing the Bruiser to deliver devastating strikes. Liquid
Fuel can be purchased on page 95.

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IMPROVED OIL
⚫ Rank: Adept UR: 3 Qty: 2
An ultra slick oil that helps blades glide effortlessly.
When applied, this oil provides two extra Attack dice
which expires after three successful Attacks. Compatible
with both Piercing and Slashing weapons.

THORN CAPE
⚫ Rank: Adept UR: 2
A heavy canvas cape which has been
laced with outward-facing metal
spikes. When worn, any beast that
lands an Attack on the wearer
receives 3 dice of Piercing damage
that cannot be Defended against.
Wearing the cape slows the users
Move by a single tile.

IRON MUSCLE
⚫⚫ Core: Expert
An improved version of the Iron
Skeleton that offers even greater
strength by means of reinforced
pistons and a more powerful
engine. The Iron Muscle
battleframe grants 2 Automatic
Successes while active.

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FLAME OIL
⚫ Rank: Expert UR: 3
An oil that ignites easily and burns with lasting ferocity,
designed to coat the user's weapon in flames. Once
applied, the weapon functions as if it were enchanted by
Flame Imbued (page 249), lasting for five minutes or
until the end of combat.

DRAGYN'S FIST
⚫⚫ Rank: Expert UR: 4
The precursor to a Striker's Volcanic
Grasp, this hand-mounted explosive
rests in the users palm and detonates
outward with a flick of the wrist.
This deals 12 dice of Elemental
damage at 3 tiles range which may
be avoided with a Tier 5 Agility save. This item consumes one Explosive
Charge (page 95) per use, and may only be fired once per combat scenario
as the mechanism cools.

VIRIBUS SERUM
⚫ Rank: Expert UR: 3 Qty: 2
An improved version of Viribus Juice that contains an
especially rare strain of fungus. This serum allows its
user to reroll up to 2 Attacks during the combat scenario,
choosing the higher of the rolls when they do.

IRON BODY
⚫⚫ Core: Master
A greatly improved model of the Iron Skeleton battleframe, built with high-
grade metals and precision engineering. Offers outstanding strength. When

162
activated, the Iron Body provides 3
Automatic Successes to all Strength
rolls. The Iron Body, due to its
increased power, uses a unit of
Liquid Fuel every 3 Actions,
although the frame can store up to
three units at a time. Refueling
requires roughly a minute and
cannot be done in combat.

VIRIBUS NECTAR
⚫ Rank: Master UR: 4 Qty: 2
A highly sought after mix of Viribus Juice that is typically
reserved for elite Bruisers. The potion is brewed using a
special mountain fungus which only grows once a decade,
making it a rarity. When consumed, this nectar allows its
user to reroll up to 3 Attack Actions during the combat
scenario with the ability to choose the higher of the two rolls.

RAZOR CAPE
⚫ Rank: Master UR: 3
Similar to the Thorn Cape, but
this piece has been affixed with
hundreds of razors instead. When
worn, any beast that lands an
Attack on the wearer receives 5
dice of Slashing damage, which
cannot be Defended against. The
Razor Cape slows a hunter's
Move by a single tile.

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IRON SOUL
⚫⚫⚫ Core: Grandmaster
The absolute pinnacle of battleframe engineering, the Iron Soul offers its
wearer unparalleled strength, as well as an extra set of limbs to assist during
combat. This second pair limbs extends from the engine of the machine and
is entirely mechanized. They possess enough dexterity to fight with, and are
controlled by the user's own movements. When activated, the Iron Soul
provides its wearer 4
Automatic Successes
on Strength-based
rolls, as well as
granting them a third
weapon slot (page
25). The Iron Soul
consumes a unit
of Liquid Fuel
every 3 Actions
and may hold 3
units of fuel at
one time.

ALCHEMIST'S OIL
⚫⚫ Rank: Grandmaster UR: 4
An oil with bizarre properties, created through
alchemy and science, which coats a weapon in
scalding blue flames. Once applied the weapon
functions as if enchanted by Flame Imbued III for
the remainder of combat (page 249).

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GUARDIAN

165
Guardian
Stalwart defenders of any party. Guardians stand between their group and
danger, blocking themselves from harm with an Auto-Buckler shield. The
mighty combatants of this Trade prefer melee weapons, especially anything
that will give them an advantage for staying alive. Guardians are known for
being a bulwark in the field. They are equally concerned with taking their
enemy's lives and saving their companions.

AUTO-BUCKLER
⚫⚫ Core: Adept
A block of clockwork
machinations affixed to
the wearer's shoulder
which expands into a
full sized metal buckler
instantaneously. This is
the bread and butter
item of the Guardian profession, as it allows hunters to avoid serious death
and injury in otherwise inescapable situations. During combat, the wearer
may Defend once per Round as their Free Action, using a +1 Defend
Modifier. The Auto-Buckler functions using
Compressed Gas (page 95), consuming one
unit every 5 Defends made and requiring a
Reload Action to refill in combat (page 109).

PLANTED BARRIER
⚫ Rank: Adept UR: 3
Two metal poles with an ultra-durable metal
weave suspended in between. Once in hand the
poles extend outward, allowing them to be

166
planted in the earth. This creates a barricade that stretches across a two tiles
and stands four feet tall. The cover is considered impenetrable and remains
until it is retrieved and collapsed.

PHEROMONE DISPENSER
⚫ Rank: Adept UR: 3 Qty: 2
A belt-mounted contraption that emits a cloud of pheromones when
activated, consuming a single vial. When in use, all Deceivers in the area
must take a Tier 3 Cunning save at the beginning of their Turn or direct their
Attacks towards the
wearer. This pheromone
effect lasts for three
Rounds. Additional vials
may be purchased for 15
sp each.

SHIMMER CAPE
⚫ Rank: Adept UR: 2
A cloak adorned with reflective metal
and loud bells. When worn, the cape
greatly helps to attract the attention
of large monsters, excluding Akuma.
At the start of each Round, all
Deceivers must pass a Tier 1 Cunning
save or direct all Attacks towards the
wearer for the rest of that Round.

AUTO-HEATER
⚫⚫ Core: Expert
An upgraded version of the Auto-

167
Buckler which expands to the size of a
heater shield, allowing the hunter to
make their free Defend Action with a
+2 Modifier.

PLANTED WALL
⚫ Rank: Expert UR: 3
An improved version of the Planted Barrier
which extends even further, stretching across
a distance of four tiles instead.

VITALIZER
⚫⚫ Rank: Expert UR: 4
A single-use device that injects the
wearer with powerful curatives as
they enter a critical condition, giving
them strength to remain on their feet.
The Vitalizer is affixed to the
hunter's arm with leather straps,
measuring their flow of blood, and
delivers medicine automatically
using a short needle. When a hunter enters the Dying state, the Vitalizer will
automatically restores a single Injury to them. If this is not enough to
remove them from the Dying state, the Vitalizer's stabilizing medicine will
allow the Guardian to reroll a single Endurance save to avoid death.

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SALUM SERUM
⚫ Rank: Expert UR: 3 Qty: 2
A special brew of Salum Juice that has been crafted
using ingredients of a superb quality in a process that
lasts several months. When consumed, this nectar
allows its user to reroll up to two Defends during a
combat scenario, choosing the higher of their rolls.

AUTO-TOWER
⚫⚫ Core: Master
A further upgraded version of the Auto-Buckler that expands to the size of a
tower shield, offering superb protection. The Auto-Tower allows hunters to
make their free Defend Action
with a +4 Modifier. However, due
to its size and
weight it,
consumes a
unit of
Compressed
Gas every 3
uses.

IMPROVED CURATIVE
⚫ Rank: Master
A distilled form of the curative used by a
Vitalizer, renowned by all hunters. This potent
medicine restores 3 Injuries when the hunter
enters a Dying state, typically enough to carry
them from death's door.

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IMPROVED PHEROMONES
⚫ Rank: Master Qty: 2
A putrid mixture of pheromones with significantly
increased potency. When using these vials, the
Pheromone Dispenser attracts creatures on a Tier 5
Cunning roll instead.
SALUM NECTAR
⚫ Rank: Master UR: 4 Qty: 2
A draft of Salum Juice with legendary reputation,
typically reserved the most venerated Guardians. This
special brew is made using horn powder from a white
stag, the rarest of forest game. When consumed, the user
is allowed to reroll up to 3 Defend Actions during a
combat scenario, taking the higher of the rolls.
AUTO-WALL
⚫⚫⚫ Core: Grandmaster
The final evolution of the Auto-Buckler, this device can expand to such a
size that it will shield nearby allies as well as the wearer. When an ally
adjacent to the user is
Attacked, the hunter may take
their free Defend Action to
shield that individual as well as
themselves. The Auto-Wall
Defends with a +6
Modifier, but
consumes a canister
of gas every two
uses, after which it
must be Reloaded
(page 109).

170
SHARPSHOOTER

171
Sharpshooter
Hawk-eyed fighters that rain death from afar. The Sharpshooter is a ranged
attacker who slays beasts through artillery and precise aim, assisted by their
signature Scouting Glass. Ranged weapons are not required, but any
Sharpshooter without will be mocked wherever they go. These lethal
combatants are becoming increasingly popular for their devastating arsenal,
aided by the continued improvement of modern firearms.

SPOTTING GLASS
⚫⚫ Core: Adept
A mounted clockwork
eyepiece that allows its
wearer to more easily spot
targets at a greater distance.
While the Spotting Glass is
equipped, the wearer receives
an extra Attack die with
ranged weapons, as well as 2
Ranks in the Spot Skill. SLEEP GEL
⚫ Rank: Adept UR: 3 Qty: 6
A foul smelling paste which can be
applied to the tip of various
ammunition (bows and firearms
alike), designed to induce sleep in
its target (humans, Deceivers, and
Akuma alike). For each Injury dealt
with this gel applied, the target
must pass a Tier 3 Endurance roll
or fall Unconscious. If the target is currently Ensnared (page 117) by a trap,
then they are considered trapped and at the mercy of the hunter. A single jar

172
of Sleep Gel is enough to coat 6 pieces of ammunition. A target cannot be
put to sleep more than once per scenario as their body builds up an
immunity.
STUN GRENADE
⚫ Rank: Adept UR: 3
A cone-shaped grenade that emits a screeching,
high-frequency sound when thrown. The hunter
may toss the grenade a number of tiles
determined by their Strength with Advantage
(page 114), at which point the item detonates,
deafening anything in a single tile radius. Units in
this radius must pass a Tier 4 Endurance save to
persist through the unbearable piercing noise or
become Stunned (page 117).

SCOUTING GLASS
⚫⚫ Core: Expert
An improved version of the
Spotting Glass which boasts
greater magnification,
granting two extra Attack
dice with ranged weapons.
In addition to this, the
eyepiece now includes
multiple lenses with helpful
information for traversing
difficult terrain and finding
one's direction, providing an
additional 2 ranks in
Navigation as well as Spot.

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CAUSTIC GEL
⚫ Rank: Master UR: 4 Qty: 6
A gel that stinks of sulfur, which burns away flesh and fur in seconds. Any
Attacks on organic targets, such as animals or Deceivers, that are coated
Caustic Gel ignore 3 points of Armor. Best wear gloves when applying it.

FLASH GRENADE
⚫ Rank: Expert UR: 3
An upgraded version of the Stun Grenade, this
item emits blinding light as well as deafening
noise when activated. The Flash Grenade
requires a Tier 4 Agility save to avert one's eye
from the piercing light, otherwise the affected
units in the radius becomes Blinded (page 117).
Each unit must still make a Tier 4 Endurance
save to avoid being Stunned.

HUNTING GLASS
⚫⚫ Core: Master
A greatly improved model
of the Spotting Glass that
possess excellent
magnification, granting its
wearer an extra 3 Attack
dice with ranged weapons.
Additionally, the Hunting
Glass adds a series of lenses with information about the habits and patterns
of terrible beasts, granting the user an additional 2 Ranks in Tracking, as
well as previous Skills.

1 74
EXHAUST GEL
⚫ Rank: Master UR: 4 Qty: 6
A gray, buttery gel which affects its
target's muscles by draining them of
energy. For each successful Injury dealt
by ammunition with Exhaust Gel, the
target must pass a Tier 5 Endurance
check or lose 1d3 AT. This effect can
trigger multiple times, quickly draining
targets who fail to defend themselves.

HAND GRENADE
⚫ Rank: Master UR: 4
A devastating weapon, this fist-sized grenade
detonates with incredible force just seconds
after being activated. All units within a single
tile of the grenade receives 15 dice of
Elemental damage. However, cautious
enemies may pass a Tier 4 Agility save to
notice the item and dive to the earth in time.

SLAYING GLASS
⚫⚫ Core: Grandmaster
An overtly complex
eyepiece that provides its
wearer unparalleled
precision and clarity,
granting five extra dice
with ranged Attacks. This
contraption holds a library
of information inscribed

175
on many lenses using various color pairings to hide and reveal information.
In addition to all previous information, the Slaying Glass holds collected
data on monster anatomy and weak points, providing its wearer 2 Ranks in
Anatomy, as well as all previous Skills.

HELLFIRE GEL
⚫⚫ Rank: G. Master UR: 5 Qty: 6
A legendary coating which is most
often found locked away in a
fireproof box. This gel is a
combination of thermite and fatty oils,
as well as a few unnamed ingredients,
which erupts into sparks and flames
on impact. Hellfire Gel deals an extra
6 dice of Elemental damage with each
round of ammo, as well as ignoring a
single point of Armor. Apply with
care.
SOLAR GRENADE
⚫⚫ Rank: Grandmaster UR: 5
This fist-sized object is crafted of gold and
brass, etched with markings of the sun. A
feat of engineering designed to sow chaos
upon the battlefield, the Solar Grenade
combines elements from both explosive
and specialty grenades in one item. When
thrown all units in a single tile radius are
affected as if a Hand Grenade had been
used, while all units in a two tile radius are
affected as if a Flash Grenade had been
thrown.

176
RANGER

177
Ranger
Nimble specialists within a hunting group. The Ranger is a lithe scout who
specializes in reconnaissance and subterfuge, hidden by their Field Ghilie.
Those who practice this Trade mostly use ranged and lightweight weapons,
as they are best suited for the work. These swift trackers also possess a
number of supply items with which they disable and interrupt their foes,
making them a valuable asset on the battlefield.

FIELD GHILLIE
⚫ Core: Adept
A ghillie suit which has been designed for
quick access. The cloak is packed and
folded into a tight container which can be
rapidly deployed as a Free Action. Once
deployed, the ghillie provides one
additional rank in Sneak or complete
visual concealment in brush and foliage.

DEODORANT
⚫ Rank: Adept UR: 2 Qty: 5
Bottled paste with a unique hue, this
Deodorant eliminates smells on and near
its user. When applied, monsters may not
locate the wearer through scent alone, nor
can scent reveal the wearers location.

FOX FEET
⚫ Rank: Adept UR: 3
Durable leather balloons affixed to the bottom of the
wearers boots. These have no effect nor do the hinder

178
the wearer while deflated, but can
be inflated in a moment using
Compressed Gas (page 95). When
in use, the wearer cannot be
noticed for the sound of their
footsteps. One canister will
provide three uses.

BARBED TRIPWIRE
⚫ Rank: Adept UR: 2
An upgraded type of Tripwire that sports sharp metal
spines at intervals along its rope. Functions the same as
before, but any unit which falls victim also receives 4
dice of Piercing damage.

SMOKESTONE
⚫ Rank: Adept UR: 3 Qty: 2
An oily, pale green stone which smells of timber.
This substance reacts to flame and once ignited
creates a smoke cloud around the area in a 3 tile
radius, Obscuring all units within (page 117). Great
for hiding within or when tossed near searching eyes.

COMBAT GHILLIE
⚫ Core: Expert
An improved version of the Field Ghillie, this item has been crafted for both
concealment and protection. Small cuts of strengthened leather and cloth
have been woven into this cloak as well as more convincing faux plants.

179
When deployed the Combat Ghillie acts as
a piece of armor with the stats 2/2/2/0, as
well as providing 2 ranks in Sneak.

REPELLENT DISPENSER
⚫ Rank: Expert UR: 3 Qty: 3
A hip mounted device which emits a
bizarre odor upon activation. The repellent
is a special concoction of spices and
chemicals that, while having little effect
on humans, will turn the nose of most
monsters for the remainder of combat.
Any beast wishing to Attack the user must
pass a Tier 3 Cunning save each Turn to
do so. However, failing this save
does not waste the creature's Action.
The dispenser comes with three
vials, but more can be purchased for
20 sp each.

IRON STEP
⚫⚫ Rank: Expert UR: 2
A small scale battleframe affixed to the
wearer’s calf, ankle and foot. The Iron
Step uses powerful spring mechanisms
which passively allow its user to travel
an additional tile per Move Action, as
well as granting an additional rank in the
Athletics and Acrobatics Skills. Ideal for
accessing hard to reach places.

180
THINWIRE
⚫ Rank: Expert UR: 3
An item which functions just as Tripwire, but is made of
superb quality wire rather than rope. This ultra-thin, super
durable wire slices into its victims with ease, dealing 6 dice
of Slashing damage on its victims plus the regular effects.

WAR GHILLIE
⚫ Core: Master
A ghillie cloak that excels in defense and
stealth. This reinforced version has
leather and splint plates sewn in for
improved protection. Functions as armor
with stats 4/4/4/0 as well as providing 3
ranks in Sneak.

IRON STRIDE
⚫⚫ Rank: Master UR: 3
An enhanced version of the Iron Step, which allows the user to travel even
greater distances. This equipment grants an additional 2 tiles of Move speed
to the wearer, as well as 2 ranks in both the Athletics and Acrobatics Skills.

181
IMPROVED REPELLENT
⚫ Rank: Master Qty: 3
Vials that contain a more potent mixture of
spices and chemicals for use with the Repellent
Dispenser. When activated, Attacking beasts
must pass a Tier 5 Cunning save instead. Comes
with 3 vials that are sold for 30 sp each.

VEILED GHILLIE
⚫⚫ Core: Grandmaster
The pinnacle of stealth technology,
coveted by thieves and spies across
Solum. In addition to highly reinforced
armor this cloak has replaced its faux
foliage with the ultra rare lensleaf, a
unique piece of arcane foliage that bends
light around its edges. This grants the
wearer natural cloaking properties, and
near invisibility, when worn. The Veiled
Ghillie gives its wearer 6/6/6/0 in armor
points, as well as 5 ranks in Sneak and
total concealment in dark or dimly lit
areas when remaining still.

CLOUDSTONE
⚫ Rank: Grandmaster UR: 4 Qty: 2
A round, balmy stone with pastel hues of purple, yellow,
and blue. When ignited this rock functions similar to the
Smokestone, but instead covers a 5 tile radius around its
location. The thick, white smoke created by this stone
only allows units to see a single tile ahead of them.

182
TRAPPER

183
Trapper
Patient hunters who are always thinking three steps ahead. Trappers work to
get an edge before the battle has begun, or to ensnare beasts in the midst of
it using their Trap Caster. These sly machinists use a combination of ranged
and melee weapons, as their tools do much of the work. The Trapper gains
their name from the arsenal of devious mechanisms they employ to wound
unsuspecting targets, be they human or beast.

TRAP CASTER
⚫⚫ Core: Adept
A metal box that hangs at the hip, affixed
with various levers and hinges, which tosses
and deploys traps in one swift
motion. The user may take a Free
Action to activate and launch one
of their traps at Range S.

BEAR TRAP
⚫ Rank: Adept UR: 3
A timeless yet brutal invention
designed to clamp down on its
victim’s leg with two powerful metal jaws. The Bear Trap occupies a single
tile which, when stepped on, delivers 12 dice of Piercing damage to the
target. This trap may be avoided with a Tier 4 Agility roll. The victim is
Ensnared (page 117) until
they can stand to pry
themselves free by
passing a Tier 3
Endurance roll.

184
FOLDING CALTROP
⚫ Rank: Adept UR: 2 Qty: 3
A monster-sized caltrop, designed with three folding
legs for easy storage. When deployed the item stands
about knee height and occupies a single tile area.
Any beast which passes across this tile receives 9
dice of Piercing damage, however, targets
who are aware may take a Tier 2 Agility roll
to avoid stepping on the trap. The Folding
Caltrop does not need to be reset after each
use. Due to its size, this item has little effect
on humans.
SCENT LURE
⚫ Rank: Adept UR: 2 Qty: 2
A simply putrid smelling cone-shaped container for
attracting monsters. When the vents have been
opened and the scent released, all creatures (common
animals and Deceivers both) in a 5 mile area must
pass a Tier 2 Cunning save or come investigate.

NET CASTER
⚫⚫ Core: Expert Qty: 2
A Trap Caster that has been
specifically modified for launching
nets as well. The user may launch a
weighted net at Range S. Targets
must pass a Tier 3 Agility save to
avoid this net or become Ensnared,
after which they must pass a Tier 4
Endurance roll if they wish to free

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themselves. A unit may attempt to
free themselves once per Round.
Delivered with two nets.

BOLT TRAP
⚫ Rank: Expert UR: 3
A trap intended for wounding men
and beasts alike. The Bolt Trap is a
oaken box which releases five crossbow bolts in rapid succession, either
triggered manually or when attached to a Tripwire. The target must pass a
Tier 4 Agility save or receive 14 dice of Piercing damage. Must be reloaded
with five bolts after each use.

SPIKE MAT
⚫ Rank: Expert UR: 3
A long, narrow mat
which has been affixed
with hundreds of small,
metal spikes. When
deployed the Spike Mat
covers a 3 tile line. Any
unit which steps into
this area, human or beast, receives 7 dice of Piercing damage. This may be
leaped over with Tier 3 Agility roll. The Spike Mat does not need to be reset
after each use.

SLEEP CASTER
⚫⚫ Core: Master Qty: 2
A Net Caster that has been modified to launch volleys of sleep darts. The
invention launches ten darts at once in a cone pattern, each packed with
tranquilizer, which units may avoid with a Tier 4 Agility check. If a unit

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fails this save they have been stuck by a dart and
must take a Tier 5 Endurance check or fall
Unconscious (page 117). Ideal for neutralizing
trapped beasts that still pose a threat. Delivered
with two volleys of darts.

DEVIL'S HAND
⚫ Rank: Master UR: 4
Similar to the Bear Trap in
function, yet completely unique in
design, this trap uses four twisted
metal stakes to completely skewer
the targets leg. This trap occupies a
single tile and when triggered deals
18 dice of Piercing damage to its
victim. This trap may be evaded
with a Tier 6 Agility save. The
victim is Ensnared (page 117) until
they can withstand the pain of
freeing themselves by passing a
Tier 6 Endurance roll.

PHEROMONE LURE
⚫ Rank: Master UR: 3
A highly sought-after lure which releases
pheromones that are irresistible to beasts. When
deployed all Deceivers in a 10 mile radius must
come to investigate unless they pass a Tier 3
Cunning save.

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DEATH CASTER
⚫⚫⚫ Core: Grandmaster
A Sleep Caster with a built in
fireworks launcher. This single
use weapon unleashes an
inferno of pyrotechnics at
Range S in a cone pattern.
Targets must take a Tier 5
Agility roll. Those who fail
suffer 16 dice of Elemental
damage, as well catching fire,
as if hit by Flame Imbued III
(page 249).

DEVIL'S MAW
⚫⚫ Rank: Grandmaster UR: 5
A superb contraption with absolutely lethal results. The Devil’s Maw trap is
nearly identical to the classic Bear Trap in design but uses two ultra-sharp
blades instead of jagged teeth. The trap closes with incredible force, causing
any limb caught inside to be sliced clean in an instant. When triggered, the
Devil’s Maw deals an automatic 8 Slashing damage (Armor applies as
normal) as well as another 15 dice of Slashing damage. The victim is not
Ensnared, as the limb in question no longer restrains them.

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SCHOLAR

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Scholar
Knowledgeable academics that that act as walking libraries. Scholars are the
brain of any hunting guild, chronicling information in their Volumn Mask
readers. What they lack on the battlefield, they make up for in preparation.
Whether it be unveiling a hidden weak point, cracking a code, or steering
the group past danger, the Scholar can always provide advice to further a
party's objective.

VOLUMN MASK
⚫⚫ Core: Adept
A face-sized box that contains
hundreds of pages of
information, all contained on
microfilm. The device is affixed
to the head by leather straps,
allowing its user to browse the
microfilm by cranking a small
dial. A scholar may spend five
minutes to search for any information imaginable, after which they receive
Advantage on their next Knowledge related to it.

BOOK OF TONGUES
⚫ Rank: Adept UR: 4
A quintessential text for those
wishing to study the Akuma,
artifacts, and their ruins. This book
details most academic knowledge to
date on reading and speaking in
Akuma tongue. Any hunter possessing this book receives Advantage on
speech related rolls against Akuma, as well as an extra die on their Lore
rolls. Available as a traditional manual or as microfilm.

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PORTABLE PRESS
⚫ Rank: Adept
A compact typewriter, designed for
quickly recording notes and
observations out in the field. The
Portable Press is an apt
replacement for the Research
Journal and allows its user to write
thrice the speed.

VOLUMN SIGHT
⚫⚫ Core: Expert
A more complex version of the
Scholar's microfilm box that allows
its wearer to rapidly find helpful
information. Using the Volumn Sight
requires a single minute and grants
its wearer Great Advantage (3+) on
the next Knowledge roll related to
that info.

BOOK OF BONDS
⚫ Rank: Expert UR: 5
A text detailing all known
information on soulbound
weapons. This includes topics
such as bloodline theory,

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spontaneous manifestation, energy transfer,
cosmic selection, and more. A person who
possesses this book may attempt to absorb
arcane Powers from old Bonds, once per
weapon, on the roll of a 6. For example, a
Wielder may absord an ancient sword's
Alchemic Power. Available in microfilm or
paper.

MICROFILM PRESS
⚫ Core: Expert
An improved version of the Portable
Press that allows a Scholar to produce
notes in microfilm, saving on a space
and adding security from prying eyes.

SIGIL PAPER
⚫ Rank: Expert UR: 5
Specially produced papyrus paper that
has been cured and oiled, used for
drawing magic sigils. By studying a
Bond for ten minutes, the Scholar may
record one of its Powers onto the Sigil
Paper for later use. The Scholar may
cast this Power as if it were one of their
own, but they do so with Disadvantage when casting, and the paper is
destroyed in the process. Sigil Paper possesses all ranks and Glyphs of the
copied Power as well.

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VOLUMN THOUGHT
⚫⚫ Core: Master
A wildly sophisticated device that
crams volumes of information into a
space no bigger than a loaf of bread.
This contraption grants the Scholar
Superb Advantage (2+) on the next
Knowledge based roll related to the
topic after only thirty seconds of use.

BOOK OF MAGICS
⚫⚫ Rank: Master UR: 6
A lengthy volume detailing all
academic knowledge on magic,
the Corruption which infests
Solum. This highly guarded text
covers topics such as arcane
osmosis, hexology, lunar fractals, and type mapping. Those who have
studied this book understand magic at its root level. This allows the reader
to reroll any attempts to resist the effects of magic and take the higher of the
two. Additionally, the reader makes reroll attempts to acquire new Powers
or Vilis Coronam. Available in microfilm or paper.

FINE SIGIL PAPER


⚫ Rank: Master UR: 6
The highest quality Sigil Paper, cured and
dried for five years time. Allows a Scholar to
cast the recorded Powers as if it were their
own, without Disadvantage.

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VOLUMN MIND
⚫⚫ Core: Grandmaster
A legendary device, said to contain all
of humanity's knowledge in a single
box. Volumn Mind has the same
function as its predecessor but allows
the wearer to gain Advantage on any
Skill check related to the searched
information, regardless of the stat it
uses. One might find tips on anything
from effective bartering to leveraging
a gate. The mask has is equipped with
an optical piece that allows its wearer
to see through it at all times.

ARCANOMICON
⚫⚫⚫ Rank: Grandmaster
A book so precious and so
dangerous that silver cannot
buy it and no thief dare steal
it. Only a dozen copies have
ever been made of this hand
written text, and each dates
back centuries. One who has
read this book sees the world as it truly is. The owner of this book may
freely trade one of their Powers, once per day, for a different Power of the
same Corruption type at the same rank. All applicable Glyphs are
transferred as well. This process requires 30 minutes of careful reading and
transmuting. Once the Power has been exchanged, the Bond retains the new
Power permanently until it is changed again. An Arcanomicon cannot be
acquired by any other Trade.

194
ARCANIST

195
Arcanist
Fiery scholars who manipulate Corruption with devastating results.
Arcanists are both a blessing to their allies and bane to their enemies by
using the Malveus Torch. This clockwork contraption allows these
academics to imbue their weapons with vile energy while also preventing
Haunts from manifesting. As part of their studies, Arcanists are also
equipped with alchemic ingredients.

MALVEUS TORCH
⚫ Core: Adept
A lantern shaped contraption affixed with
copper wiring, small gears, and an unnatural
stone. As Powers and Tricks are cast, the
Malveus Torch will draw in excess energy
towards a malcrystal, a stone designed to hold
such magics. This device may absorb a single
Haunt before it spawns into the world (page
243), at which point the malcrystal gains a
single charge and no longer absorbs energy.
Moving a charged crystal from the Malveus
Torch and into a Siphon Box requires a Reload Action in combat.
Malcrystals retain their charge until used in a Siphon Box, after which 24
hours are required for them to cool down.

SIPHON BOX
⚫ Core: Adept
The second half of the Malveus Torch
system. This weapon Upgrade has room for
a single charged malcrystal. Activated by
taking a Free Action, the box siphons all

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energy from the malcrystal into the weapon with an enormous rush of
power, granting an extra 6 dice of Elemental damage to the next Attack.
Loading another malcrystal into the Siphon Box in combat requires a Reload
Action.
FINE MALUMETER
⚫⚫ Rank: Adept UR: 5
An improved version of the Malumeter
which can detect magic up to 50 meters,
as well as providing directional
information. This is especially useful for
those working in urban areas or tight
underground spaces.

FOXCORN
⚫ Rank: Adept UR: 3
A coffee colored acorn, shaped like a
spinning top. When ground or mashed, this
nut is said to provide its user with
improved senses, making the item quite
popular with explorers and woodsmen.
One who consumes a ground Foxcorn
receives an extra die on their Spot and
Listen rolls for the next hour.

MALVEUS LANTERN
⚫ Core: Expert
Functions similar to the Malveus Torch,
but with more power for drawing excess
energy and preventing Haunts. The
Malveus Lantern comes equipped with two

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malcrystals instead of one. These malcrystals charge as Powers and Tricks
are cast, so both may be filled at once if two Haunts would have been
summoned. Note that only one malcrystal may be loaded into the Siphon
Box at a time.

AUTO-PESTLE
⚫⚫ Rank: Expert UR: 3
A metal canister roughly the size of a mug. This
device is the compact version of a classic mortar and
pestle with a variety of grinding options. When
prepared in an Auto-Pestle the Arcanist's field
ingredients may be used twice rather than once.

BLOODROOT
⚫ Rank: Expert UR: 3
A meaty, white root which excretes a blood red
liquid when squeezed or mashed. This ingredient
is difficult to find and many have perished deep
in the woods searching for such an item. When
ground and consumed, the root's blood is said to
replace one's own, restoring 3 Injuries to the
user. Additionally, the user may roll to heal their
Injuries as if they used Clotmoss (page 96)
during the night.
MALVEUS HEARTH
⚫ Core: Master
An even further improved version of the Malveus Torch, this device
contains three total malcrystals to be charged. With the ability to negate

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three Haunts, Wielders may
comfortably cast a single Power or
a few Tricks near this hearth. The
cooling components required to
build such a device do not come
cheap.

SUPERB MALUMETER
⚫ Rank: Master UR: 6
A Malumeter which has been
enhanced with finely tuned
instruments capable of
detecting Corruption at
different wavelengths. Within a
100 meters, this instrument can
determine both the direction of
the the magic as well as its type
(e.g. vanity, slaughter).

WITCH FINGER
⚫⚫ Rank: Master UR: 4
A disgusting, sickly, purple fungus which grows into the
rough size and shape of a finger. Despite its revolting
properties, this fungus is said to enhance magic in the area.
When crushed, Witch Finger releases spores that give
Advantage on Attacks from any magical sources in the area
(friend or foe alike, and those from a Siphon Box included).
Additionally, any rolls to acquire a weapon Power or Vilis
Coronam may be rerolled while the spores are airborne.

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MALVEUS SUN
⚫⚫⚫ Core: Grandmaster
The ultimate tool for an
Arcanist, this device is
absolutely overrun with
wiring and cooling units. This
is the final form of the
Malveus Torch. It contains 5
malcrystals held suspended in
the device like a chandelier,
enough to prevent even an
Abomination from entering
the world.

DEATH STALK
⚫⚫ Rank: Grandmaster UR: 5
A plump stalk of fungus with a brilliant
violet hue, this item is reserved for Arcanists
who have built a historic reputation. When
ground, this ingredient makes a poisonous
paste yielding lethal properties. The Death
Stalk paste may be applied to any weapon.
On the next successful Injury the target must
pass a Tier 6 Endurance check or
immediately succumb to 9 Injuries as their
insides are dissolved.

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ORACLE

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Oracle
Mystical sages that guide and support those in need. Oracles use the science
of arcane astrology to divine the future through an Astral Compass. These
wise mystics can be found wielding all manner of weapons since their true
fight is made before the battle. By manipulating the fate of their party,
Oracles can change the tide of combat. These soothsayers also employ a
variety of different incenses to aide their party, making them a first choice
for supporting a hunt.

ASTRAL COMPASS
⚫⚫ Core: Adept
A clockwork sphere roughly the size of a
cantaloupe. At first glance this item
appears, despite its complexity, entirely
useless. In the right hands, it is a
powerful tool for reading the ebb and
flow of the universe. Such practices,
historically regarded as phony magic,
have been made scientifically
quantifiable. This means divining one’s
future can have measurable benefits. Stat Affected Modifier
When divining a target’s future, the 1 - Strength 1 (-2)
Oracle should roll two dice. The first
2 - Endurance 2 (-1)
determines which of the target’s stats is
affected, the second determines how the 3 - Agility 3 (0)
stat is modified. The Astral Compass 4 - Perception 4 (+1)
divines on a -3 modifier, meaning the
5 - Knowledge 5 (+2)
effect of the divination is 3 less than the
result of the second die. The results are 6 - Cunning 6 (+3)
as follows:

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An individual may only have their future read once per day, and the
modifier provided by the divination last 24 hours. An Oracle may not read
their own future.

SNAPLEAF
⚫ Rank: Adept UR: 2 Qty: 2
A disc-shaped leaf known for the distinctive
snapping sound it makes when broken. This
leaf is quite popular as a recreational item
amongst the elite, albeit hard to find. When
consumed (eaten or smoked), the leaf is said to heighten one's charisma and
affinity with those around them. Because of this, the plant has become a
staple for Oracles. When consumed, the leaf provides an additional rank in
the Bluff, Calm, Barter, and Persuade Skills for 1d6 hours. A unit is only
enough for one individual, but can benefit an entire party if burned in a
Thurible.
SAGE'S CARDS
⚫ Rank: Adept UR: 4
A deck of Tarot Cards that boasts added
astrological information around the
border of each. The artwork on each of
these is colorful and well detailed.
These function like regular Tarot Cards,
but grant good luck on the roll of a 5 or
6 instead.

ASTRAL CHART
⚫⚫ Core: Expert
An updated model of the Astral Compass with more precise instruments and
numerology. This added precision allows the Oracle to see more favorable

203
results, and even change future outcomes,
as they divine a target’s future. The Astral
Chart divines on a -2 modifier instead.

THURIBLE
⚫ Rank: Expert UR: 3
An ornate metal container for burning
incense, suspended by a chain. Often used
in churches, this item has been adopted as
commonplace among Oracles. The
Thurible makes for a longer burn and more even
distribution of incense, allowing ingredients to
benefit an entire party rather than a single
individual.

FORTEGRASS
⚫ Rank: Expert UR: 3
A thick, red, and coarse
grass that boasts
fortifying properties, and
is burned preoperatively
for surgeries or to help
sickly patients feel better.
This special herb raises a
Character's maximum Injuries by one for the next
24 hours. Additionally, affected hunters are
granted Advantage on their Endurance rolls to stay
alive in the Dying state. May benefit a single
person or the entire party if burned in a Thurible.

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ASTRAL GLOBE
⚫⚫ Core: Master
A mechanism of superior
craftsmanship, this sphere is capable
of quantifying time and magic in
ways never thought possible. The
Astral Globe allows a skilled Oracle
to read the fate pool like a book. This
item divines on a -1 modifier.

RAIDER GRAIN
⚫ Rank: Master UR: 4
A long grass which grows with a daisy yellow hue,
typically gifted to revered Oracles who have mastered
the hunt. When burned, the grain releases a black smoke
that invigorates and excites. Historically used by raiders
before a battle, this grass grants those who inhale it
Advantage on their Recover rolls the entirety of the
combat scenario.

MAGICIAN'S CARDS
⚫ Rank: Master UR: 5
A truly beautiful deck of Tarot Cards, each one hand
painted and inlaid with gold. Holding such a deck truly
puts fate at one's
finger tips.
Functions as Tarot
Cards, but grants
good luck on the
roll of a 4, 5, or 6.

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ASTRAL MIND
⚫⚫⚫ Core: Grandmaster
An Oracle cannot buy with silver what this item offers. Instead, years of
careful practice and meditation are required to attain such benefits. An
Oracle who is gifted an Astral Mind has taken each and every position,
reading, and measurement a diving sphere can make and committed them to
memory. Because of this, the sphere is no longer necessary. The Astral Mind
is an ornate metal circlet crafted of arcanite, a heavenly metal, which allows
its wearer to feel the fate pool with greater sensitivity. A Grandmaster Oracle
can divine in this manner with a +1 modifier.

SAINT HAIR
⚫⚫ Rank: Grandmaster UR: 4
Hair-like grass that shines with a
beautiful opalescent quality. This
ultra rare plant is said to be like hair
from Natus himself. When burned, it
grants immeasurable luck to those
who inhale it by allowing them to
reroll any roll once per Round
during combat. However, the second
roll is final. Out of combat, the
effect lasts a single hour and those
affected may reroll any check taken,
with the second roll being final.

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Freelance Wielders
Most Wielders join a hunting guild, either voluntarily or through
necessity. However, some lead a more chaotic lifestyle. Those who are not
trained in one of the Houses roam the land, and in doing so become more
connected with their weapons and surroundings. Rather than choosing a
hunting House, players may opt to be a freelance Wielder instead. If they
choose to do so, they will begin the game hindered by a lack of useful
hunting supplies, but they will benefit from an increased sensitivity to the
arcane. Freelance Wielders gain two arcane Tricks per level instead of one.
Additionally, they may reroll any attempt made to receive an arcane weapon
Power or Vilis Coronam.
Freelance Wielders are not inherently bad people, but many of them
forsake a hunting guild in pursuit of more selfish goals. Thievery, deceit,
and wanton murder are not uncommon acts amongst such folk. Every
Wielder, upon receiving their Bond, is forced to recognize the power they
hold. They must decided to serve the many or to serve themselves alone,
and often they find the latter to be more lucrative. Their otherworldly gifts
allow them to excel wherever they go. Bandit kings, crime bosses, pirate
captains, assassins for hire; any of these are likely rolls for Wielders who
roam free in the world.
There are others that choose to live free of the Guild so as to be
unrestrained by their laws and codes. Such wanderers earn enough silver
through their unique talents, taking odd jobs wherever they appear. These
neutral sellswords can pick their battles as they please, free from a higher
authority. Such warriors spends hundreds of hours training and thousands of
silver pieces refining their armor, all to rely solely on themselves rather than
the hunting guilds and their dogma.
Lastly, some freelance Wielders wander the lands in search of a
higher purpose, something greater than themselves. These seekers of the
divine understand that there must be some ultimate truth, an unseen law,

207
which governs the world around them. Being granted a Bond has peeled
back the first layer of reality, and with each step afterwards what was once
known begins to
unravel. To such
people silver,
prestige, and power
mean little. To
understand their role
in the cosmic order
is everything.

208
Section 3: Industrial Upgrades
Soulbound weapons are known to gradually alter themselves over
time, but this hasn't stopped golden age tinkers from making their own
modifications. Humans, both those with and without Bonds, have taken
matters into their own hands. With access to more new inventions than ever,
hunters across Solum are dutifully customizing their weapons in countless
different ways. Industrial Upgrades are physical additions to weapons
achieved through normal, material means. They could be anything from
reworked handles to a built-in grappling hook. A weapon can fit as many
Upgrades as it has room for, within the ST's discretion, so players are
encouraged to buy these Upgrades often. They can be applied at any time,
but the weapon being modified must satisfy the prerequisites for Upgrade.
For example, a Serrated edge cannot be applied to weapon that does not
have a blade. Additionally, the character must locate a blacksmith and forge
who possess the necessary skills and tools. The best Upgrades will require a
superb facility with a veteran blacksmith. Lastly, the Wielder must pay the
blacksmith through silver, bartering, or favors.

Building the Upgrade


There are a few factors which play into the construction of any
Upgrade. These are listed next to the items name as follows:

• Requirements - Certain requirements or prerequisites that must be met


before the Upgrade can be built. For certain weapons, and with the
Storyteller's permission, exceptions may be made to these requirements.
• Build - Describes the level of skill required from the blacksmith and
forge to craft such an Upgrade. Note that this is the minimum quality
required to craft it, any smith or forge of greater quality will also work
and even further improve the Upgrade. An Upgrade requires time to build,
one day plus an extra day for each rank above the first. For example, an

209
Advanced Upgrade would requires 4 days in the shop to complete.
• Cost - Lists how much the Upgrade will cost, including both the
necessary materials and craftsman fee. This price can be haggled
depending on the quality of the Upgrade.

Forge Ranks
The quality and complexity of these Upgrades varies greatly and, as
such the forges and smiths that produce them have been categorized into
five ranks. These ranks serve as a general guidelines to describe the quality
of any given forge and smith across Solum.

• Basic - A basic forge features only a furnace and essential equipment. A


basic smith, most commonly makes tools and parts for everyday life.
• Average - The forge has tools necessary for pounding out dense metals.
A blacksmith familiar with making weapons and armor.
• Good - The forge contains a variety of tools to make intricate shapes and
mechanisms. A blacksmith with a broad skill set, capable of achieving
quality details.
• Advanced - Both the forge and blacksmith are of a higher caliber in
quality and technical prowess. Talent sought after by warriors and
inventors alike.
• Master - A forge that could be used to craft weapons for the gods.
Blacksmiths of this quality are sought after by lords from nations across
the land.

The next few pages will cover a wide variety of weapon Upgrades
available for purchase. However, these only reflect a fraction of what could
be possible. Weapons are broad and possibilities are endless, so players
should work with the ST to build their ideal Bond while keeping things fair
for everyone.

210
Industrial Upgrades
AIRBORNE
Req: None Build: Advanced Cost: 400 sp
An incredibly complex Upgrade which uses advanced flight technology to
provide a safe descent by integrating a collapsible flying device (e.g. hang
glider, parachute) into the weapon. This Upgrade can be deployed
immediately any time before or
after falling. When activated, the
user will take no fall damage and
may fly at a speed of 8 tiles per
Move until they touch ground.

AUTO-KEY
Req: None Build: Advanced Cost: 380 sp
An automated lockpick built directly into the
weapon, typically at the base of the hilt. A
series of grinding picks and teeth wear away
the lock's mechanism until it finds the
correct combination of pins or breaks the
thing apart. This device consumes one unit
of Compressed Gas every 3 uses and
provides 2 Automatic Successes when
making an Infiltrate check on a lock.

211
BAYONET
Req: Any Build: Basic Cost: 100 sp
A simple bayonet, affixed to the end of a weapon. This pointed piece grants
a weapon the Charge Trait and enables the weapon to make melee Attacks
with Piercing damage.

BIPOD
Req: Crossbows and firearms Build: Good Cost: 90 sp
A barrel-mounted pair of rods designed to greatly increase stability when
used in conjunction with cover or in a prone position. Deploying the Bipod
may be done as a Free Action so long as the user is near cover. When
deployed, the user receives 2 extra dice to their Attacks, as well as an extra
2 tiles of range, but their next Defend is made with Disadvantage and
removes any of the Bipod's benefits.

BREACH HEAD
Req: Impact weapons Build: Advanced Cost: 360 sp
An advanced mechanism that allows for ultra high-
impact blows with a blunt weapon. Installs one or more
metal plates on the face of the weapon that rapidly
extend outward on impact, causing a second shock with
additional force. The breach plate is pushed outward by
Compressed Gas (page 95) and may be used 3 times
before needing a Reload Action. This Upgrade is
mainly used for breaching through walls, but can also
dish out great damage. Priming the Breach Head must

212
be done between each use and requires a Free Action. Upon the next
successful Attack, the Upgrade provides an automatic 2 Impact damage.

BUOYANCY
Req: None Build: Basic Cost: 40 sp
Uses buoyant materials to keep the weapon afloat in case it falls overboard.
This Upgrade can be as simple as pieces of material strapped to the sides or
ends of the weapon, but higher levels of craftsmanship can integrate the
Upgrade so it is entirely unseen.

CHAINBLADE
Req: Slashing weapon Build: Advanced Cost: 410 sp
A chainsaw blade integrated along the edge of a weapon. An engine crafted
with the Upgrade is either integrated into the weapon or held externally with
a sling or backpack. Activated as a Free Action, Chainblade consumes one
unit of Liquid Fuel every 3 Rounds. During this time, the weapon Attacks
with Advantage and ignores a single point of Armor. When inactive, the
weapon cuts poorly and Attacks with one less die.

COLLAPSING
Req: None Build: Good Cost: 180 sp
Reworks the weapon into collapsing segments that allow it to become only
a fraction of its former size. By decreasing in size, the weapon is easier to

213
conceal and store, making it ideal for
travel and espionage. Grants the
Concealed Trait (page 22).

COMBINED WEAPON
Req: Two separate weapons Build: Good Cost: 250 sp
Combines elements from two pre-existing weapons to make something new
altogether. For example, a rifle could be integrated into a lance to make a
gunlance. A Combined Weapon acquires the damage types and Traits from
both weapons, as well as a combination of their stats (page 16). Unlike a
Combined soulbound weapon, this Upgrade will disappear if the Bond is
lost or destroyed, reverting to its original form.

CROSSGUARD
Req: Melee weapon Build: Average Cost: 70 sp
A broad hilt allows the weapon to more easily
deflect Attacks at key moments. Grants a weapon
the Parry Trait.

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DART LAUNCHER
Req: None Build: Advanced Cost: 240 sp
Integrates a small gas-powered tube with the weapon for launching sleep-
inducing darts. Dart Launcher is fired as a Range S weapon with no Attack
Modifier. If the dart would deal an Injury, the target must instead pass a Tier
4 Endurance check or fall Unconscious (page 117).

DRAGYN'S BREATH
Req: None Build: Advanced Cost: 440 sp
A flamethrower attachment for any weapon. Adds a fire-breathing device to
the weapon as an Attack for the user. The Dragyn’s Breath Upgrade
functions as a Range S weapon with the Buckshot Trait (page 21). Firing the
Upgrade consumes one unit of Liquid Fuel per every two uses and deals 12
dice of Elemental damage. This Attack does not use the Wielder's
Perception as aiming the weapon is a trivial task.

DRILL HEAD
Req: Piercing melee weapons Build: Advanced Cost: 430 sp
A mechanism that violently spins the head of a weapon, tearing into
anything it touches. The Upgrade involves a small engine to power it. Drill
Head grants Advantage and ignores a single point of Armor when activated,
but consumes one unit of Liquid Fuel every 3 Rounds. The weapon Attacks
with one less die when the head is not spinning.

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EXTENDED MAGAZINES
Req: Firearm Build: Good Cost: 140 sp
Entirely redesigns the weapon's magazine to accommodate more
ammunition. The Upgrade price is for a single magazine, unless the
weapon’s magazine is internal. A firearm with Extended Magazines has
twice the original ammo capacity but requires a (1 AT) Action to reload in
combat.

HAFT EXTENSION
Req: Melee weapon Build: Average Cost: 100 sp
By lengthening the existing hilt, or adding a new hilt altogether, the
weapon's effective reach can be drastically improved. This new shape grants
the weapon Reach (page 23).

FANGS
Req: Melee weapon Build: Average Cost: 140 sp
Adds two metal "fangs" which are perpendicular to the weapon's blade.
These fangs grant the Angled Trait (page 21) to a weapon and allow it to
deal Piercing damage in addition to its regular damage types.

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FAST MAGAZINES
Req: Firearm Build: Basic Cost: 45 sp
Small loops attached to the firearm’s
magazines allow for a quick Reload, only
requiring a Free Action instead. The
Upgrade cost is per one magazine.

FOREGRIP
Req: Range M or L, firearms and crossbows Build: Average Cost: 75 sp
A handle connected to the front portion of a weapon that enables a quicker
aim. The Foregrip allows weapons with Range M or L to Attack targets on
adjacent tiles without Disadvantage.

GRAPPLING HOOK
Req: None Build: Advanced Cost: 340 sp
A grappling hook, used for scaling buildings, tall ledges, or perhaps even a
beast. The device employs a complex series of internal mechanisms to both
launch the hook and pull the user towards their target. The grappling hook
can reach a maximum of 40 feet vertically and consumes one canister of
Compressed Gas every 3 uses. This item can be used to mount beasts akin
to a Hunter's Grasp (page 154) but it does so with Disadvantage.

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GRIP LOCK
Req: None Build: Average Cost: 80 sp
A magnetic locking system that prevents the
user from being disarmed or dropping their
weapon. Powerful magnets are built into the
weapon and a special glove, or any piece of
hand armor that the user might own. A small
mechanism is employed to separate the
weapon from its glove when the time comes.

HIDDEN ACE
Req: None Build: Advanced Cost: 360 sp
A concealed firing mechanism is built into the body of the weapon, housing
a single shotgun shell. The push of a pin will reveal this mechanism and a
trigger to fire it. Hidden Ace functions as a shotgun with a +2 Attack
Modifier and the Traits Ammo 1, Buckshot, Firearm and Range S.

HIDDEN COMPARTMENT
Req: None Build: Good Cost: 100 sp
A small compartment carved into the weapon itself,
concealed to be invisible by the naked eye. This
Upgrade is most commonly found in the form of a
sliding panel on the shaft or a removable cap on the
hilt. While this Upgrade usually relies on
camouflage to protect its contents, a Tier 3 lock can
be added for an additional 50 silver pieces.

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HIGH-TENSION FRAME
Req: Any bow or crossbow Build: Average Cost: 160 sp
An Upgrade that fully reinforces the arms and body of any bow type
weapon to increase tension and allow for more powerful shots. Raises the
Attack Modifier by +1 and grants an extra tile of range.

IMPROVED RIFLING
Req: Firearm Build: Good Cost: 200 sp
Reworks the entire barrel of any firearm
to greatly improve bullet accuracy and
power. Raises the Attack Modifier by +1
and grants an extra tile of range.

INDUCTION COIL
Req: Any metal melee weapon Build: Advanced Cost: 430 sp
By wrapping the weapon in a copper induction coil, and using an electric
phenomenon that scientists are only beginning to understand, the weapon
may be heated to a glowing orange state. This consumes a single Battery
Pack (page 95) for every five Rounds it is active and allows the weapon to
function as if enchanted by Superheated II. Loading a new Battery Pack
requires a Reload Action in combat (page 109).

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INTEGRATED LAMP
Req: Any Build: Average Cost: 100 sp
A miniature oil lantern may be affixed
to the weapon, providing a convenient
lighting source while freeing up the
user's hand. Examples of this fixture
might be placed on the face of a shield,
along the barrel of gun, or in the head
of mace.

INTEGRATED THURIBLE
Req: House of Occult Build: Good Cost: 150 sp
By hollowing out an intricate network of tunnels within the weapon, this
Upgrade allows the user to burn incense as if the weapon were a Thurible
(page 204). The Upgrade features a flint striker to ignite the incense.

INSPIRING
Req: None Build: Good Cost: 280 sp
This Upgrade uses precious materials to make the weapon a fine piece of
art, boasting ornate and heroic designs. Such a valuable weapon helps the
user inspire and rally those about them, granting two extra die for both
Calm and Persuade checks.

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INTEGRATED ARMOR
Req: A piece of armor Build: Average Cost: 130 sp
Reworks a piece of armor to house the weapon. This Upgrade gives the
armor no special qualities but allows the user to more readily access the
weapon, granting them an extra die on the first Recover roll of combat.

INTIMIDATING
Req: None Build: Average Cost: 140 sp
The weapon has been transformed into a vile, sinister object. Added spikes
and ornamentation will cause weaker beings to flee at the sight of the
weapon. The Upgrade grants 2 extra dice on Intimidation checks.

MAKESHIFT AMMUNITION
Req: Any firearm Build: Master Cost: 510 sp
An Upgrade that entirely reworks the receiver portion of a firearm, allowing
it to accept nearly any metal scrap as ammunition. This Upgrade operates on
a complex series of magnets and mechanisms that require great technical
craftsmanship. The Upgrade comes with a single custom magazine, but
additional can be purchased for 150 sp. Firing with Makeshift Ammunition
is done with one less Attack die, but the weapon may still accept regular
ammunition when necessary.

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MUSICAL INSTRUMENT
Req: None Build: Good Cost: 330 sp
Elegantly integrates a musical instrument into the weapon itself. Combined
with a Tier 3 Listen check and at least one month of owning the instrument,
a motivating song can be learned. Playing it before a battle will provide an
extra die on the first Recover roll of combat for all party members within
hearing distance.

OPTICS, REFLEX
Req: Any firearm Build: Good Cost: 180 sp
A short-range sight for any gun designed to allow for quick target
acquisition in close quarters. The sight provides little magnification but
gives the shooter something more accurate than iron sights. Raises the
weapon's Attack Modifier by +1.

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OPTICS, MARKSMAN
Req: Any firearm Build: Good Cost: 220 sp
A mid-range sight designed for hitting targets at distance. Provides
significantly better magnification than the Reflex Optics. Raises the
weapon's Attack Modifier by +1, and grants it and two extra tile of range.

OPTICS, LONG-RANGE
Req: Any firearm Build: Advanced Cost: 260 sp
A large scope with superior magnification, capable of spotting targets from
great distances. Features in-scope range markings to assist with target
acquisition. Raises the weapons Attack Modifier by +1 and grants it four
extra tiles of range.

PLANTED DEVICE
Req: None Build: Master Cost: 390 sp
An extremely complex Upgrade that allows the weapon in question to
become a portable trap. A crossbow could be set to fire when a wire is
tripped, or an ax could be rigged to swing down from the ceiling upon

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activation. The trap
requires a Tier 4
Agility check to
avoid and rolls dice
as if the player were
Attacking. This can
be improved to a
Tier 6 trap for an
additional 100 sp.

POISON COMPARTMENT
Req: Any melee weapon Build: Good Cost: 220 sp
A hidden compartment designed to coat the weapon with the user’s desired
poison. A rawhide pouch is installed within the weapon, and cloth is used to
slowly drip poison from container. Poison Compartment allows the weapon
to function as if it had Poisoned II activated at all times (page 253).

QUICKDRAW HANDLES
Req: Requires handle Build: Average Cost: 160 sp
An improved handle which provides better grip and allows the weapon to
be combat ready in an instant. This automatically grants the user an extra
Action Token at the start of combat.

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REINFORCED BLADE
Req: Slashing Build: Average Cost: 160 sp
Forges extra metal onto the weapon which allows it to strike with great
force. Reinforced Blade grants a weapon the Chop Trait, allowing it to
ignore a point of Armor against its target when an Attack is made with 3 or
more Successes.

SEGMENTED
Req: Any melee weapon Build: Advanced Cost: 220 sp
A special mechanism that allows the weapon to divide itself into segments,
connected along a single piece of capable. When the Segmented Upgrade is
activated, the weapon gains the Flexible Trait. Activating the Upgrade can
be performed as the weapon is drawn or as a Free Action.

SELF DESTRUCT
Req: Any Build: Good Cost: 110 sp
Attaches a high-impact explosive to the body of the weapon, allowing it to
self destruct on a countdown timer. Activated as a Free Action, Self Destruct
requires a full Round in combat or 6 seconds to detonate. The explosion
deals an automatic 12 Elemental damage to all units in a three tile radius
unless they pass a Tier 5 Agility save. A Bond's other industrial Upgrades
are lost upon use of Self Destruct.

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SERRATED
Req: Slashing Build: Basic Cost: 80 sp
Reshapes the edge of a blade into a saw-like pattern. Weapons with this
Upgrade gain the Rending (page 23) Trait as they leave brutal, jagged
wounds.

SILVERED
Req: Melee only Build: Good Cost: 200 sp
Melts down two silver bricks and coats the weapon with them, permanently
fusing them with the blade or head. Silver is valuable for its potency against
the arcane, and as such allows weapons to function as if they were Bonds,
ignoring an Akuma's damage resistance to physical arms.

SHIELD ATTACHMENT
Req: None Build: Average Cost: 160 sp
An attachment that integrates a large reinforced surface with shield-like
properties. Grants a weapon the Shield Trait, allowing it to Defend against
ranged Attacks, as well as raising its Defend Modifier by +1.

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SUPPRESSOR
Req: Any firearm Build: Good Cost: 180 sp
A metal front piece for any firearm that greatly reduces noise created when
shooting. Decreased exit velocity reduces the weapon's range by two tiles.

SWORD CATCHER
Req: None Build: Average Cost: 140 sp
A simple Upgrade that improves a weapon's defensive capabilities, giving
it the ability to disarm an opponent with the flick of a wrist. Grants the
Disarm weapon Trait (page 22).

ULTRA LIGHT
Req: None Build: Good Cost: 200 sp
By replacing elements with lighter, high-grade materials, the weapon's
weight is significantly reduced, making it much easier to handle. This
Upgrade raises a weapon's Recover Modifier by +1.

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ULTRA SHARP
Req: Slashing or Piercing Build: Master Cost: 360 sp
Continuously reforges the weapon to achieve peak density and sharpness.
Allows the weapon to negate one point of Armor when Attacking.

UNBREAKABLE
Req: None Build: Master Cost: 300 sp
Reforges the weapon to maximize on durability. The Upgrade requires
advanced machines only found in high-end forges to achieve such a refined
state. Upon completion, the weapon is rendered entirely indestructible.

WEIGHTED
Req: Melee weapon Build: Average Cost: 150 sp
An Upgrade which forges a hefty chunk of metal onto the weapon.
Weighted provides weapons with the Crush Trait, causing targets to lose a
single AT if the Attack was made with 3 or more Successes and dealt at least
one Injury.

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Section 4: Layered Armor
Adventurers face a diverse range of different enemies, and as a
result their armor must adapt to keep up. No longer is a traditional set
appropriate out in the field. Deceivers will chase down those in armor too
heavy, bullets will pierce that which is too thin. Because of this, hunters
layer armor to fit their needs, mixing plate mail of the old age with durable
and stylish weaves of the new.

Armor List
Armors are listed by type, with their cost and armor points on the
opposite side. These armor sets are purposely disassembled into various
pieces so that players may mix and match as they please. For every ten
points in a damage type, that character will receive one Armor
resistance to that type of damage. The armor points provided are listed as
(Slashing/Impact/Piercing/Elemental).

Armor Improvements
The armor list provided in this book serves as a guideline for what
adventurers might find on their travels, but it is not the end-all and be-all.
Hunters have been refining their gear for generations, and those who wish to
live to an old age are wise to upgrade their armor. Listed are the
improvements that can be applied to armor. These enhancements can either
be payed for with silver, or crafted from monster parts by using a Carving
Bar, Knife, or Scissors (page 142, 146, and 150). Some are effective against
a specific type of damage, others are an all around improvement. A smith
must be allowed a single day to apply the improvements, or multiple days
for Great, Excellent, Superb, and Masterwork gear (two, three, four, and
five respectively). A piece of armor is only allowed one improvement at a
time, although the old one may be removed and replaced during the upgrade
process.

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General Improvements
• Fine (+1 All) - This piece is of an improved quality and craft. It provides
an extra point of armor in all categories. Can be crafted with a single
monster part or purchased for 50 silver.
• Great (+2 All) - This armor was made with considerable time and
energy. It stands a notch above others of its kind. Crafted with two
monster parts or purchased for 100 silver.
• Excellent (+3 All) - Armor pieces of such quality are reserved for
veterans and the wealthy. Crafted with three monster parts or 150 silver.
• Superb (+4 All) - A truly remarkable piece of armor which excels in
function and style. Its design is one of a kind, only paralleled by its
strength. Crafted with four monster parts or purchased for 200 silver.
• Masterwork (+5 All) - A piece so divine, it's more akin to art than
armor. Commoners might only ever see such a thing of beauty once in
their life. Crafted with five monster parts or purchased for 250 silver.

Special Improvements
• Hardened (+3 Slashing) - The surface of the
armor has been hardened so even the sharpest
of blades might not slice it. Crafted from a
hard monster part or purchased for 30 silver.
• Padded (+3 Impact) - The armor has been
fitted with cloth and furs to cushion violent
impacts. Crafted from a soft monster part or
purchased for 35 silver.
• Layered (+3 Piercing) - The armor has been
built with two or three layers of material, too
much for most weapons to pierce. Crafted
from either two soft or hard monster parts, or
purchased for 40 silver.

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• Insulated (+3 Elemental) - The armor has been insulated, made
retardant to flame and harsh elements, through cloth, gels, and oils.
Crafted from vital monster parts or purchased for 30 silver.

LEATHER PRICE S/I/P/E


Wide-Brimmed Hat 30 sp 0/0/0/3
Leather Cape 70 sp 0/0/0/5
Leather Gorget 14 sp 2/0/0/2
Leather Vest 50 sp 4/0/0/4
Leather Peacoat 80 sp 5/0/1/5
Leather Long Coat 100 sp 6/0/2/6
Leather Chestplate 90 sp 8/2/2/5
Leather Pauldrons 25 sp 2/1/0/3
Leather Elbow Pads 10 sp 1/0/0/1
Leather Bracers 20 sp 4/0/1/5
Full Leather Pants 30 sp 3/0/0/3
Leather Thigh Pads 25 sp 2/0/1/1
Leather Knee Pads 12 sp 1/0/0/2
Leather Boots 40 sp 6/0/1/5

STUDDED
Studded Leather Gorget 20 sp 2/0/1/2
Studded Leather Vest 75 sp 5/0/2/4
Studded Leather Long Coat 130 sp 7/2/3/6
Studded Leather Chestplate 150 sp 10/4/3/5
Studded Leather Pauldrons 40 sp 3/2/1/3
Studded Leather Elbow Pads 15 sp 2/0/0/1
Studded Leather Bracers 30 sp 6/2/2/5
Studded Leather Thigh Pads 35 sp 3/0/1/1
Studded Leather Knee Pads 20 sp 2/0/0/1
Studded Leather Boots 60 sp 7/1/2/5

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SPLINT PRICE S/I/P/E
Splint Mail Chestplate 270 sp 14/8/5/2
Splint Mail Pauldrons 60 sp 5/4/1/2
Splint Mail Bracers 75 sp 6/5/2/2
Splint Mail Greaves 80 sp 7/5/3/2

SCALE
Scale Helm 120 sp 6/1/4/2
Scale Chestplate 350 sp 14/5/8/1
Scale Pauldrons 75 sp 7/1/4/1
Scale Gauntlets 100 sp 7/2/4/1
Scale Greaves 90 sp 6/2/5/1

LIGHT PLATE
Light Plate Helm 125 sp 8/1/5/1
Light Plate Gorget 80 sp 4/2/3/0
Light Plate Chestplate 375 sp 16/8/12/0
Light Plate Pauldrons 90 sp 6/3/4/0
Light Plate Elbow Guards 40 sp 3/1/2/0
Light Plate Gauntlets 120 sp 8/3/5/0
Light Plate Knee Guards 75 sp 5/1/3/0
Light Plate Plate Boots 130 sp 9/4/5/0

FULL PLATE
Full Plate Helm 150 sp 10/3/8/1
Full Plate Gorget 140 sp 8/4/8/0
Full Plate Chestplate 450 sp 22/11/16/0
Full Plate Pauldrons 140 sp 8/7/6/0
Full Plate Gauntlets 150 sp 9/4/7/0
Full Plate Legs 200 sp 14/5/9/0

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CHAPTER VI: Arcane Corruption
Solum is all at once a being, a time, and a place that is comprised of
unfathomable amounts of magic. This magic is the very essence of creation
itself, encompassing all of Solum's qualities, both good and bad. In the
beginning, Solum's realm was born from six guiding principles of magic;
Creation, Life, Reality, Peace, Pride, and Sanity. As eons passed and Solum
grew old, it fell from grace, and these principles were twisted into corrupt

233
iterations of what they once were. Through sickness they became Ruin,
Decay, Sorcery, Slaughter, Vanity, and Madness. In this new industrial
golden age, all magics within the realm manifest as one of six Corruptions.
Magic is uncommon in the world of Soulbound. There are no
wizards of legend or floating castles in the sky. Instead, there are regular
people, a few of which have been given extraordinary gifts. Magic is
seldom used, and met with terror and suspicion when it does appear. Even

234
Wielders themselves are often hesitant to cast their Powers for fear of the
destruction it might bring. Much like Solum itself, Wielders do not know
from where their power stems. Its results are chaotic, unpredictable at best.
This is not the greatest of evils across Solum, however, and while Wielders
are to be feared, it is what lies in the shadows away from humanity's prying
eye that poses the greatest threat. Akuma, aside from Wielders, are the only
sources of magic in Solum. All things arcane stem from Akuma and
Wielders alone. Woodlands which shift on their own during the night, old
stones which hum and whisper, expanses of tundra that exist in perpetual
twilight. All of these are the byproduct of Akuma, or perhaps even
tampering by Solum itself. Whether it be from a Wielder of Akuma, all
magic is witchcraft to commoners.
This chapter will cover the all of the ways a Wielder might use their
soulbound weapon and the abilities it grants them. There are three magical
effects for players to take advantage of; Powers, Tricks, and Vilis Coronam.
This arcane arsenal is what makes a Wielder the center of any good story.
For commonfolk, such abilities seem unholy, profane, and otherworldly. For
a Wielder, they are part of one's life, and ultimately a means to achieving
their goals.

Section 1: Strains of Corruption


All magic in Solum is drawn from a vast ocean of untold energy
known as the fate pool. This pool is a spectrum of Solum's aspects, and
when energy is drawn from this pool, it is like light through a prism,
dividing the whole of the energy into its individual components. Each strain
of Corruption has its own place in the world, and is easily identified where
it appears by the marks it leaves. Perhaps a soulbound hammer with Powers
of vanity is laid with precious metals or beautiful carvings. Statues might
cry blood near an Akuma of slaughter. Players can use these signs to
navigate the world and identify their foes.

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RUIN - Overwhelming
destructive forces that
shape the world, natural or
otherwise. Ruin dictates
the annihilation of things
and places through raw
power. Solum knows that
it, ultimately, is
responsible for the
disasters its children
endure. Ruin is often seen
as magma, sulfur, and ash.

DECAY - The Corruption


of each living thing’s
eventual demise. Concerns
all things of nature within
its circle of life and death.
Solum sees death in its
own creations and knows
that it will one day suffer
the same fate. Decay is
often seen as fungus, rot,
and bones.

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SORCERY - The most
mysterious and arcane of
Solum’s aspects. Sorcery
represents all which comes
from the beyond and is
unknowing. Solum fears its
own power, for even it does
not know the origin.
Common symbols are
ravens, ivory, and effigy
dolls.

SLAUGHTER - All of the


violence and rage within
Solum. The plane knows its
children are doomed to destroy
each other. This Corruption
represents the bloodshed,
murder, and chaos of battle.
Common symbols are blades,
chains, and spikes.

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VANITY - Solum’s
arrogance, conceit, and
self-preservation. It
dreads the day that its
world, so meticulously
crafted, will collapse to
be forgotten in time and
space. Vanity is often
represented by mirrors,
statues, and precious
metals.

MADNESS - Solum’s true


insanity manifested
throughout the plane.
Madness is the insecurity of
humans, their fears and
deliriums. Solum has
seemingly gone mad by
sending Wielders to kill its
own children. This aspect is
symbolized by the brain, the
eye, and lightning.

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Section 2: Arcane Powers
As each and every soulbound weapon enters into the world, it is
granted an inherent magic ability. These arcane Powers are diverse in their
effects, always quite potent and never to be used lightly. A Wielder will,
upon meeting their Bond, have an innate understanding of the weapon's
Power, but will need practice to use it properly and discover the potential
applications. The initial ability granted to a weapon says much about what it
is and the person it belongs to, but Wielders may gain additional Powers
beyond the first by slaying foes Corrupted with magic.
Obtaining new arcane Powers is accomplished by slaying
Corrupted enemies (page 442), any human or beast which has been altered
by an Akuma. The new Power will be rolled randomly and of the same
Corruption type as the foe it was taken from. However, players may choose
to sacrifice this new Power to improve an existing Power's rank or
purchase a Glyph.

Power Ranks
Powers in Soulbound are given three ranks, beginning at rank one.
Each subsequent rank is stronger than the first, but has a higher Caster
Rating as it draws more energy into the realm. Players may choose to cast a
Power at its current rank or lower. By doing this, Wielders might prevent
themselves from endangering the party with a dangerous ability.

Power Types
Powers come in three varieties; Charms, Enchantments, and Spells.
They function as such:

• Charm - Powers that provide a single use which is activated upon


landing a hit or firing the weapon. If the Attack hits the target's Armor, but

239
does not cause an Injury, the Charm may still take effect depending on its
type. If the Wielder is using a projectile-based, ranged weapon the Charm
is consumed whether it hits or misses. (e.g Festering, Explosive)
• Touch-based - The Charm activates wherever it makes contact. In
combat, Wielders may attempt to touch a target without dealing
Injuries by making a Agility roll with Advantage against the target's
Defend roll, landing if the their Agility roll was higher.
• Injury-based - The weapon must deal an Injury on its target for the
Charm to activate. If the hit lands but is absorbed by Armor, the
Charm is wasted.
• Enchantment - Powers that imbue the Bond with energy that lasts the
entire combat scenario without the need to be reactivated. (e.g. Flame
Imbued, Alchemic)
• Spell - Any single use Power that is not a Charm. Spells may also be
cast on the projectiles of ranged weapons as Charms to grant them extra
distance. (e.g. Prophetic, Volcanic)

Combining Powers
Thousands of options exist for unique application of Powers. For
example, the Wind Imbued Power sends forth gusts of wind when attacking,
while combining this with a Power such as Flame Imbued could create
blazing torrents of air. The way in which multiple Powers may combine is
ultimately up to the ST, so long as the game stays fun and fair.

Appearance
All of the Powers listed in this section are up to interpretation by
the ST and players in regards to their appearance. For example, if a witch
doctor receives Flame Imbued, but wants to maintain a certain style, it
would be acceptable for them to have ghostly green flames. Feel free to
tweak the aesthetic of any Powers to reflect the character they belong to.

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Glyphs
When a Wielder slays a Corrupted foe, they absorb a Power, but
those who are keen can control the way this new energy is absorbed. Glyphs
are a way for Wielders to reinvent their Powers, augmenting them with
unique effects and applications. Players must choose to keep the new Power
or instead purchase a Glyph for an existing one immediately upon slaying
the Corrupted enemy. Powers can only be given certain Glyphs,
abbreviated next to their title. These Glyphs can be combined for endless
results. For example, a Wielder could pelt their target with ice spikes by
using (A)ttuned Frost Imbued (D)arts. Using any earned Glyphs is optional.

(S) - Sigil
An ink sigil containing the Power's effect that is placed by the wave of a
hand. The sigil can act as a trap if the Wielder so chooses, triggering when
stepped on. The Agility save on the trap is two less than the Wielder's
Cunning stat. Sigils which deal damage use their caster's Cunning with
Advantage. The trap may also be triggered through other events by the
Wielder's design, such as the turning of a door knob or opening of a chest.
Otherwise, the sigil lies dormant, waiting to be activated on command as a
Free Action. Sigils remain indefinitely and cannot be wiped away, however
destroying the surface they are attached to will disable them.

(D) - Dart
Sends a dart of energy containing the Power's effect sailing towards its
target. Darts will always seek their mark and are made as a Range S Attack
using the Wielder's Cunning stat with Advantage. If the Attack lands, the
Power takes effect, although it leaves no Injuries. Charms function as they
normally do, requiring simply that the dart lands for touch-based Charms or
that the dart passes Armor for Injury-based ones. Some darts are used for
dealing damage and may add a number of Attack dice to the Cunning roll. A
dart's target may be a living thing, an object, or even a point in space.

241
(L) - Link
Copies the Power's effect to be given to an ally at Range S. For example, a
Wielder could choose to imbue both their weapon and an ally's with
Breaching, allowing them to break into a room in unison. The linked Power
is the same rank and benefits from all of the same Glyphs as the original,
such as giving the ally an Explosive dart to sling across the map.

(A) - Attunement
Attunes the Wielder's mind with their Power, allowing them to cast it as a
Free Action in combat. Similar to a Trick, the Wielder may conjure a Power
simply by thinking of it, no longer requiring an extended casting gesture.
Some Powers cannot be attuned due to the sheer concentration they require.

(M) - Multicasting
Allows the Wielder to cast another arcane ability simultaneously for the cost
of one, but the higher of the two CR's must be used. Multicasting works
with Powers, Tricks, and Vilis Coronam. For example, a Wielder might
Relocate to their weapon while lighting it ablaze with Flame Imbued in the
same stroke. If an attuned Power is multicast, it still requires an Action,
unless both abilities can be performed as Free Actions. If a linked Power is
multicast, only the linked Power is shared, unless both abilities have the link
Glyph.

Caster Rating
All arcane Powers are given a Caster Rating. This number, typically
only 2 or 3 but sometimes upwards of 10, represents how much energy is
required to cast the Power and is listed in parentheses next to its name.
Powers that require more energy have a higher chance to bring Haunts or
Abominations into the world, causing trouble for everyone. Powers still
activate even when their casting roll is failed so players shouldn't be
discouraged from accepting a new Power because of its CR.

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Casting Powers
To cast an arcane Power, one only needs a brief moment to connect
with the forces around them. It requires that energy be drawn from the fate
pool into the physical realm through a casting motion, typically fashioned
by the person themselves. The exact motion does not matter, so long as the
Wielder has repeated and rehearsed it a thousand times. This motion
requires a (0 AT) Action in combat. When casting, the player must make
a Cunning roll to perform their gesture. If the player rolls a number of
Successes that is less than the Caster Rating, they release the difference as
Haunts into the world. For example, one Success when casting Volcanic
(CR 3) would release two Haunts, which the Wielder would be smart to kill
then and there. Powers activate regardless of the caster succeeding or
failing their roll, the gesture is only needed to control the channeled energy.

Summoning Haunts
Wielders are granted incredible power by Solum itself, but this
power does not come without a cost. Soulbound weapons produce magic by
drawing energy from the fate pool into the physical realm. This energy is
the essence of creation itself, and while it can be used to produce fantastic
effects, it is also capable of conjuring devilish horrors. To properly use a
weapon's Power, the Wielder must bring energy into the realm without
allowing any excess. When this surplus energy flows into the physical
world, it manifests into a living thing, a demon, which exists as a shallow
imitation of its creator.
Energy that enters the physical realm in this manner is converted
into a flesh and blood creature. These beasts, generated as byproduct of
using magic, are known as Haunts. In size, they range anywhere between a
mouse and small dog. Their bodies are twisted, asymmetrical, and
grotesque. Similar to Bonds, Haunts will often appear with aspects of a
Corruption. A Haunt of slaughter might appear with vicious claws and a

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bloodied mane. Haunts of vanity are often adorned with feathers or strands
of ribbon. A Wielder's summoned Haunts will never appear the same, as
each one is haphazard, accidental formation of energy.

Trail of Destruction
Haunts operate by a specific set of rules which allows them to
function as a gameplay mechanic and a worldbuilding component. Players
may use their Powers an unlimited number of times without receiving any
direct penalty. Instead, they are punished indirectly by the Haunts they have
summoned into the world. These demons will follow their creator and keep
a close proximity whenever possible, but thankfully they are quite small and
pose no threat to Wielders. A Haunt will never attack Wielders. Instead,
these devils will trail their creators and wreak havoc on their surroundings.
Haunts are completely malignant and will take any opportunity to worsen
the lives of all things. Soiling crops, destroying property, and attacking
livestock are all common examples the mischief that these imps cause.
Understandably, villages and cities are more likely to turn away adventurers
who bring such chaos with them, and professional hunters are expected to
keep theirs in check. This is a Wielder's curse to bear.

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Corruption from Haunts
While all of this would be bad enough on its own, these horrors also
possess the ability to slide down the throat of any mortal human to Corrupt
them as an Akuma would. When this happens, the victim receives stat
changes as if they were Tainted (page 442) but without the possession from
a higher, commanding force. Haunts are quite unintelligent and will use
their newfound bodies to cause the same chaos as before, this time with
greater consequences. The fate of a Corrupted individual is most often
death, as killing a host will end the Haunt's life, although this isn't a
glamorous solution. Such a parasite could be lured out of its host, but only
under drastic circumstances. Perhaps the Haunt has spotted and even more
appealing host, or its creator has strayed too far away. The only surefire cure
for such an affliction is Haunt Bane from the House of Occult (page 149).
Slaying someone Corrupted by a Haunt does not provide new Powers.

Abominations
Mischievous Haunts are enough to worry about, but energy drawn
from the fate pool can manifest into something even more sinister under
extreme circumstances. If a Power is cast and five or more Haunts would
be created, an arcane Abomination is born instead. Extra Haunts still spawn
in addition to this. For example, if casting failed by seven points, an
Abomination and two Haunts would enter the world instead. These
monstrosities are birthed of random magics with no direction, something
that is apparent after a single look. Their bodies are disfigured and painfully
contorted. Limbs are far too many, or too few, and it is often difficult to
distinguish head from tail. Worst of all, these terrors harbor a deep hatred
for the world they've been brought into. Unlike Haunts, Abominations will
attack other Wielders and even their own creators. While it may be
seemingly harmless to leave a trail of Haunts wherever a party travels,
Abominations are a threat which must be faced and slain immediately. On

245
their own, this challenge is not so great, but during a fight with other more
powerful foes, it can be the difference between life and death.

Heart of a Power
At the core of each Power is a raw concept, nothing more than
thoughts and ideas which are fragments of the greater Corruption it comes
from. During their travels players may wish to use their Powers in ways not
listed, and the ST should allow for this so long as it falls within the Power's
heart or core concept. For example, the Festering Power is normally used to
rot away flesh and bone, but if a player wished to prove a point to a
merchant by rotting an apple instead, they may do so. When using a Power's
heart, the CR is subjective and determined by the Storyteller. This
mechanic should be used in minor, contextual ways to aid the narrative
rather than ways that significantly affect gameplay.

(1) RUIN (2) DECAY (3) SORCERY


1 - Breaching 1 - Corrosive 1 - Bridging
2 - Devastating 2 - Deathly 2 - Frost Imbued
3 - Explosive 3 - Fertile 3 - Lunar
4 - Flame Imbued 4 - Festering 4 - Soul Capturing
5 - Superheated 5 - Poisoned 5 - Totemic
6 - Volcanic 6 - Restorative 6 - Damning

(4) SLAUGHTER (5) VANITY (6) MADNESS


1 - Animated 1 - Alchemic 1 - Insane
2 - Sadistic 2 - Blinding 2 - Lightning Imbued
3 - Form Shifting 3 - Divine 3 - Prophetic
4 - Furious 4 - Petrifying 4 - Possessive
5 - Vampiric 5 - Shielding 5 - Talking
6 - Symbiotic 6 - Wind Imbued 6 - Thought Stealing

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Ruin
BREACHING
Charm (Touch)

Glyphs: All
Heart: Force, impact, collapse

Breaching (2) - The weapon is imbued with incredible force which allows it
to break down walls, doors, and other hard surfaces. This Charm has enough
power to destroy up to 5 feet of wood, a foot of stone, or an inch of
reinforced metal. Breaching is less effective on organic targets but still
provides an extra Attack die.
Breaching II (3) - The Charm now has enough strength to break through 10
feet of wood, 3 feet of stone, and three inches of metal. Against organic
targets, Breaching II provides 2 bonus Attack dice.
Breaching III (5) - Weaker structures can be toppled by the strength of this
Power. The Charm now decimates lighter materials and can punch through a
foot of reinforced metal. Breaching III is more effective against organic
targets and provides an Automatic Success for the Attack.

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DEVASTATING
Charm (Touch)

Glyphs: M
Heart: Armageddon, obliteration, finale

Devastating (6) - An ultimate move that decimates


any target in its path, this touch-based Charm imbues the weapon with the
raw fury of Solum itself. Upon activation, the Bond glows with energy that
seldom graces mortal eyes. Attacking with this Charm grants Advantage as
well as 6 automatic Injuries that ignore Armor.
Devastating II (8) - The Power is more difficult to control, but now grants
Great Advantage (3+) instead.
Devastating III (10) - The Power is impossibly difficult to control, but
guides the Attack with Solum's own hand by granting Superior Advantage
(2+) instead.

EXPLOSIVE
Charm (Touch)

Glyphs: S D L M
Heart: Blast, demolition

Explosive (4) - A Charm that imbues the weapon with explosive energy,
causing a huge blast on impact. Once the Attack makes contact, the
explosion triggers, dealing 12 dice of Elemental damage to the target, along
with all units within one tile of the target. The Wielder cannot be damaged
by their own explosion, but other party members can be. The explosion can
be dodged with a Tier 4 Agility save for units on adjacent tiles. The Wielder
may Attack a space with no units to catch multiple enemies in the blast
radius.
Explosive II (6) - The explosion now deals 14 dice of Elemental damage
and requires a Tier 5 Agility to dodge.
Explosive III (8) - The explosion now affects all units within two tiles of the

248
target, deals 16 dice of Elemental damage, and requires a Tier 6 Agility to
dodge. Units affected by the explosion have a chance to be set ablaze as if
by Flame Imbued.

FLAME IMBUED
Enchantment

Glyphs: All
Heart: Ignition, sparks, fire

Flame Imbued (2) - A Power that sets the


Wielder's weapon ablaze. Flame Imbued provides 2 dice of Elemental
damage alongside the weapon's regular dice. If the Wielder rolls any
Successes with the Elemental damage, the target must pass a Tier 3 Agility
save to put out the flames. Failing this check results in the foe being set
ablaze. Enemies that have caught fire must make a Tier 2 Agility save at the
beginning of each of their Turns or receive an Injury. The target is no longer
ablaze once this check is passed. Flame Imbued may be used to deal
damage as a dart or sigil with an extra die and the chance to set its target
ablaze as well.
Flame Imbued II (3) - This rank of Flame Imbued provides an additional 3
Elemental damage and requires a Tier 3 Agility to avoid and extinguish the
fire. This rank provides 2 extra dice when Attacking with a dart or sigil.
Flame Imbued III (5) - This rank of Flame Imbued provides an additional 5
Elemental damage and requires a Tier 5 Agility to avoid and extinguish the
fire. This rank provides 4 extra dice when Attacking as a dart or sigil.

SUPERHEATED
Enchantment

Glyphs: L A M
Heart: Heat, forging, searing

Superheated (2) - An Enchantment that heats

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the dangerous end of a weapon until it is red hot, giving it the ability to melt
through most materials. When Attacking with Superheated, the Bond
ignores one point of Armor resistance. Deflecting blows with Superheated
active causes severe damage to most weapons, causing them to be sliced in
two after 3 successful Defend Actions.
Superheated II (3) - The Power now ignores 2 points of Armor and can slice
a weapon into pieces after only 2 successful Defend Actions.
Superheated III (4) - The Power now ignores 3 points of Armor and can
slice another weapon in twain after only a single successful Defend.

VOLCANIC
Spell

Glyphs: S M
Heart: Ash, smoke, magma

Volcanic (3) - Shatters the earth with an


eruption of ash and magma from below. Covers a single tile radius from a
point selected at Range S. Units within this area must pass a Tier 3 Agility
save or be scorched, melting boots and hooves alike, dealing 3 Injuries that
ignore Armor. Units must take this save on each of their Turns which they
begin inside the radius. This broken terrain remains until the end of the day,
spewing lava and smoke, before finally cooling. The Wielder themself may
pass across this shattered earth unaffected.
Volcanic II (4) - The oozing magma and stone pull at anything atop it,
transforming the area into difficult terrain (page 110) and requiring a Tier 4
to avoid.
Volcanic III (5) - The land itself is torn asunder, the Power extends to a two
tile radius and may be cast at Range M. As an alternate casting, the Wielder
may convert any non-living thing to magma, such as an iron door or cave
wall.

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Decay
CORROSIVE
Charm (Touch)

Glyphs: All
Heart: Rust, weathering, entropy

Corrosive (1) - All metal will begin swiftly rusting upon contact with any
Bond imbued with the Corrosive Power. Successfully landing a hit on an
enemy wearing metal armor will permanently reduce their Armor resistance
by one for Impact, Piercing, and Slashing. If an enemy with a metal weapon
is Defended by or Defends against an Attack with this Charm, the metal
weapon will crumble to flakes of rust.
Corrosive II (2) - Now corrodes two Armor resistance worth of metal armor
instead.
Corrosive III (3) - Now corrodes all metal equipment, armor, and weapons
held by the target after a single touch, reducing Armor from metal
equipment to zero.

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DEATHLY
Spell

Glyphs: L M
Heart: Death, afterlife, bones

Deathly (1) - This Power allows the Wielder to see


and converse with the spirits of the dead, regardless of the long ago they
passed, near their site of their burial or death.
Deathly II (2) - This Power not only allows the Wielder to converse with the
dead, but also enables them to understand the whispers of the perished,
providing Advantage on all speech Skills with spirits of the deceased.
Additionally, the Wielder may force spirits to act out the hour before their
death so that they might glean new information.
Deathly III (5) - The Wielder is now an expert at communicating with the
dead and passively receives Great Advantage (3+) for all speech Skills with
spirits. The Wielder may now choose a single spirit to bring into the mortal
realm for one hour to fight at their side. This phantom uses their combat
stats as if they were living, and returns to the afterlife upon being slain.

FERTILE
Spell

Glyphs: S D L M
Heart: Rebirth, growth

Fertile (2) - Grows a lush bed of plants, fungus,


and mosses about the Wielder's feet in a two tile radius. Any friendly
character within this radius may roll an additional die when Defending
during combat, as the plants improve their footing and provide a soft
cushion. Additionally, Move Actions made atop the fungal growth by
friendly units do not count towards their distance traveled in tiles. The bed
of plants remains indefinitely, so long as the environment can support them.
Fertile II (4) - The area covered increases to a 3 tile radius instead.

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Characters within this radius may now roll 2 extra dice when Defending.
Fertile III (6) - The roots and mosses now shift about in a beautiful dance
with those it favors. The radius of Fertile III is 4 tiles and grants any
friendly unit an extra 3 dice when Defending. Additionally, spending a night
resting within the Fertile III oasis will automatically heal all Injuries.

FESTERING
Charm (Injury)

Glyphs: All
Heart: Decay, rot

Festering (3) - A Power that causes the affected


limb to become a putrid green and black, quickly rotting away. Once a unit
receives an Injury with Festering, they must take a Tier 3 Endurance save or
completely lose the affected limb as it rots away, taking an additional 3
Injuries. On larger targets like Deceivers, this rotting might only affect a
portion of the limb or body.
Festering II (4) - The affected unit must now pass a Tier 4 Endurance save
or completely lose the affected limb, taking an additional 4 Injuries.
Festering III (5) - The affected unit must now pass a Tier 5 Endurance save
or completely lose the affected limb. Human targets will rot to a corpse
from head to toe if effected by Festering III. The Charm now deals 6
Injuries against Deceivers and Akuma.

POISONED
Enchantment

Glyphs: All
Heart: Exhaustion, fatigue

Poisoned (2) - Allows the user’s weapon to synthesize


a constant and potent supply on the surface of the weapon. Any unit dealt an
Injury while Poisoned is active must roll a Tier 1 Endurance save the next

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Turn and each Turn after for the remainder of combat. Each failed save
delivers an unavoidable Injury to the target. The afflicted target must roll the
Endurance save 5 times in total, or until combat is over, taking any
remaining rolls after combat has finished. This poison is non-lethal, so
targets cannot be placed into a Dying state, even when past their Injury
threshold, but other Injuries will quickly finish them off in this weakened
condition. A target may only be poisoned by the same source once. Poisons
the target on touch as a dart or sigil.
Poisoned II (3) - Now requires the target to roll a Tier 2 Endurance each
Turn. At this stage, the poison has become lethal, meaning that targets may
be killed by Injuries from the poisoning alone.
Poisoned III (5) - The target is now required to roll a Tier 3 Endurance save
each Turn to avoid the poison. The toxin has now grown into a truly sinister
venom which deals 2 Injuries per each failed roll instead.

RESTORATIVE
Spell

Glyphs: S D M
Heart: Life, vitality

Restorative (3) - A Spell that heals its target rather than


harming it, mending flesh and relieving pain on an adjacent unit through the
touch of a hand. A target affected by this Spell instantly recovers 2 Injuries.
Restorative II (4) - Now restores up to 3 Injuries. Also removes all ailments
from the target (such as Blinded), even magical ones (such as Damning).
Restorative III (5) - Now restores up to 4 Injuries instantly. Restorative III
allows a target to ignore the next Injury they take by bolstering their health
to new levels, although this Power may not be cast on a target whose health
is already improved in this manner.

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Sorcery
BRIDGING
Charm (Touch)

Glyphs: S D M
Heart: Travel, space, distance

Bridging (4) - Bridging grants the Wielder means to open a portal on one
surface, and then create a linked portal in a different location. These two
openings act as if they are in the same immediate space, meaning that
anything pushed through one will emerge through the other (anything
includes light, sound, magic, etc.). If something is halfway through the
portal when it closes, that object will forcibly be split in two on the portal’s
edge. The player may only have one set of portals open at any time,
connecting only those two points in space. To summon a portal, the player
must Attack with their weapon on each surface they wish to create one.
Ranged weapons may "shoot" at the location to summon a portal. The
portals remain until the Wielder chooses to dispel them or summon a new
set. The casting cost pays for two portals, two darts, or two sigils.

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Bridging II (5) - Bridging II allows the Wielder to create three interlinked
portals between which they can travel. Objects that travel through these
portals emerge from one of the other two at random.
Bridging III (6) - Bridging III allows the Wielder to create four interlinked
portals to travel between. Additionally, these portals may now be concealed
at any point to prevent detection, only able to be reopened by their original
caster.

FROST IMBUED
Enchantment

Glyphs: All
Heart: Cold, isolation, void

Frost Imbued (2) - Imbues the user's weapon with ice, freezing anything it
touches on contact and granting the Wielder an additional 2 dice of
Elemental damage. If the user rolls any Successes with the Elemental
damage, the unit targeted must make a Tier 3 Endurance save. Failing this
save causes frostbite, causing the target to Defend with Disadvantage for the
remainder of combat. Chilling shards of ice grant an extra die when
Attacking as a dart or sigil and have a chance to cause frostbite.
Frost Imbued II (3) - Now deals 3 Elemental damage and requires a Tier 4
Endurance save to avoid. Darts and sigils now gain 2 extra Attack dice.
Frost Imbued III (5) - As Frost Imbued, but dealing 5 Elemental damage and
requiring a Tier 5 Endurance save to avoid frostbite. Darts and sigils now
gain 4 extra Attack dice.

LUNAR
Enchantment

Glyphs: All
Heart: Mysticism, phases

Lunar (2) - Unlike other Powers, Lunar may

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only be activated during the night time. This includes any point from dusk
until dawn. When activated, the Power absorbs energy from the moon itself,
granting the Bond an extra 3 dice worth of Elemental damage. Darts and
sigils may Attack with 2 extra dice.
Lunar II (3) - The weapon now gains 4 Elemental damage. Darts and sigils
may now Attack with 4 extra dice.
Lunar III (4) - The weapon now absorbs 6 Elemental damage. Darts and
sigils now Attack with 6 extra dice. Additionally, the power of the moon
now travels into the Wielder's body, fortifying and revitalizing them. Each
night, as a passive effect, they may heal as if treated with Clotmoss (page
96).

SOUL CAPTURING
Charm (Touch)

Glyphs: S D M
Heart: Death, imprisonment, control

Soul Capturing (2) - This devilish Power passively absorbs the souls of
nearby enemies as they are slain, with each human soul granting the Bond a
single charge. Deceivers are worth 4 charges and Akuma are worth 7. When
Soul Capturing is activated, the user may choose an amount of charges to
consume, providing a number of extra Elemental dice equal to this amount
for the next Attack. This Power may also Attack as a dart or sigil, gaining a
number of extra dice equal to the souls consumed.
Soul Capturing II (4) - The Bond now absorbs 2 charges per soul as well as
5 charges for Deceivers and 8 charges for Akuma. While souls are now
passively absorbed at a higher rate, the Wielder may now only cast Soul
Capturing II and cannot access the first rank of the Power.
Soul Capturing III (6) - The Bond now absorbs 3 charges per soul as well as
6 charges for Deceivers and 10 charges for Akuma. Just as before, the
Wielder may now only cast Soul Capturing III.

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TOTEMIC
Spell

Glyphs: L M
Heart: Transformation, change

Totemic (4) - A rough animal totem is found carved


into the weapon. This allows the Bond to assume the form of an animal
listed on page 391 or 392. The Wielder may still cast any of their Powers
and Tricks, even casting Powers on the weapon in animal form. For
example, a Festering Wolf could be sent to pursue foes. The animal is
obedient to its Wielder and returns to weapon form when it dies in combat
or at the end of the day.
Totemic II (4) - The totem has grown and the weapon may transform into a
second creature. The carvings of these two forms decorate the Bond.
Totemic III (4) - The Bond may now transform into a third animal which
now decorates the Bond alongside the other two.

DAMNING
Charm (Touch)

Glyphs: All
Heart: Misfortune, tragedy, witchcraft

Damning (1) - A touch-based Charm that marks


the target as a vessel for suffering, turning them to a living pin cushion. The
affected target must roll a six-sided die every time any other unit on the
battlefield, including the caster, receives Injuries. If a 1 is rolled, the
accursed receives that same amount of Injuries in similar locations.
Damning II (3) - A roll of a 1 or 2 will cause the afflicted to receive Injuries.
Damning III (5) - A roll of a 1, 2, or 3 will cause the afflicted to receive
Injuries. The Wielder's soul is entwined with the target, and any Injuries
dealt to the caster are automatically applied to the accursed.

258
Slaughter
ANIMATED
Enchantment

Glyphs: L A M
Heart: Battle, awareness, combat

Animated (2) - A Power that allows the Wielder's Bond to come to life. The
weapon hovers in the air, Attacking a target of their choice during the
Wielder's Turn. An animated weapon may take a single Move or Attack
once per Round, using the Wielder's stats as they do, however this Action
does not require any AT from the Wielder. It is recommended that one
prepares a backup weapon so they are not left empty-handed.
Animated II (4) - The weapon may now Defend its owner or others from
Attacks as well, using the stats of the Wielder. The weapon must be adjacent
to an ally or user to Defend them. This Defend counts as the weapon's single
Action for the Round.

259
Animated III (6) - The weapon may now take up to two Actions per Round,
choosing between any combination of Move, Attack, and Defend.

SADISTIC
Enchantment

Glyphs: L M
Heart: Blood, sacrifice, determination

Sadistic (1) - Upon activating Sadistic, the


Wielder may deliver up to 2 Injuries on themselves, so long as the amount
they choose does not place the them into a Dying state. Blood is then
absorbed into the weapon giving it 2 dice of Elemental damage per Injury
inflicted on each Attack for the remainder of combat. Sadistic may only be
cast during combat as it requires hot blood which is filled with rage. A
linked target need not inflict damage on themselves to receive the same
benefit as the caster.
Sadistic II (2) - Allows the Wielder to inflict up to 3 Injuries on themselves,
gaining a maximum of 6 extra Elemental Attack dice.
Sadistic III (3) - Allows the Wielder to inflict up to 4 Injuries on themselves,
gaining a maximum of 8 extra dice. The Wielder may cast Sadistic III out of
combat as well, such as in preparation for a fight.

FORM SHIFTING
Enchantment

Glyphs: L A M
Heart: Armory, arsenal, preparation

Form Shifting (1) - The Bond is transformed


into an entirely different weapon for the remainder of the day. It is possible
to take the form of ranged weapons and firearms, but these weapons do not
appear with ammunition. The Wielder may choose to shift the weapon into a
new form at any time by recasting the Power, or may choose to revert the

260
weapon to its original form as a Free Action.
Form Shifting II (2) - The user may now transform weapons other than their
own, including those which are not soulbound, for the remainder of the day.
The Wielder may recast this Power to change a weapon's form again, or
return it to its original state at no cost.
Form Shifting III (3) - The Wielder has absolute control over the
transformation process and can now create a full clip of ammunition when
transforming into any ranged weapon. This ammo dissipates as the weapon
reverts to its original form.

FURIOUS
Enchantment

Glyphs: A M
Heart: Rage, ferocity, violence

Furious (2) - Once activated, Furious grants the


Bond one extra Elemental Attack die for each Injury it inflicts during the
combat scenario. Injuries caused by the Elemental Attack dice granted by
this Power do not generate more Attack dice. Furious can grant a total of
four extra Attack dice.
Furious II (3) - Furious II can grant up to maximum of 6 extra Attack dice.
Furious III (5) - Activating this Power sends a wave of rage through the
Wielder's body. The extra dice granted by this Power can now create
additional dice as well, up to a maximum of 8 extra dice.

VAMPIRIC
Enchantment

Glyphs: All
Heart: Sadism, cruelty

Vampiric (3) - A dark Power that allows a Bond


to absorb the lifeforce of its target. Every 2 Injuries

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dealt with the Bond while Vampiric is active will replenish an Injury for the
Wielder. Darts and sigils transfer 3 Injuries from the target to the user if
successful.
Vampiric II (4) - The user may now recover an Injury for every 2 Injuries
they inflict from any source. This might be Guild items, other weapons,
Upgrades, etc. Darts and sigils transfer 6 Injuries if successful.
Vampiric III (6) - Vampiric III transfers health at a 1:1 ratio, healing a single
Injury for each point inflicted. Darts and sigils now transfer 9 Injuries if
successful.

SYMBIOTIC
Enchantment

Glyphs: L A M
Heart: Savagery, might, power

Symbiotic (2) - Horrendous, vile tendrils


spring forth from the Bond, immediately latching onto the Wielder's limb,
entwining the two into a writhing mass. These tendrils provide extra muscle
and augment their owner's natural strength. However, such added weight
makes the Wielder more cumbersome. Symbiotic temporarily provides an
additional point in Strength but reduces the Wielder's Move speed by a
single tile.
Symbiotic II (3) - The tendrils have grown even larger, granting 2 additional
Strength and reducing Move speed by two tiles.
Symbiotic III (5) - The tendrils have evolved into a grotesque, undulating
mass of flesh which envelopes much of the body. The Wielder now receives
3 additional Strength, has their Move speed reduced by three tiles, and
receives an additional die to their Defend roles as the affected arm can be
used to absorb blows.

262
Vanity
ALCHEMIC
Enchantment

Glyphs: L A M
Heart: Wealth, prosperity

Alchemic (1) - A faint ringing sound hangs about the weapon, after which it
converts the blood of living things to silver. Each Injury dealt while this
Enchantment is active produces 10 silver pieces, formed of the target's
blood as tiny silver droplets. These droplets can be smelted into a more
traditional shape, but their value is unchanged either way.
Alchemic II (2) - The Enchantment now produces 15 silver pieces of blood
per Injury dealt.
Alchemic III (3) - The Enchantment now produces 20 pieces of silver per
Injury, or any rare material of the same value. For example, a Wielder could
transmute blood into precious gems, gold, or crystals so long as they focus
on that material when casting the Enchantment.

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BLINDING
Spell

Glyphs: S D L M
Heart: Sun, holiness, guidance

Blinding (2) - A Power that creates a brilliant,


blinding light from the Bond when activated. This light appears normal to
the user and leaves them unaffected. When Blinding is activated, all units
within two tiles of the user must make a Tier 3 Agility roll, where any unit
that fails becomes Blinded (page 117). The effect caused by Blinding
remains on its targets until the end of the next Round. Sigils and darts serve
as the center of the light when activated.
Blinding II (4) - Blinding II requires a Tier 4 Agility roll to avoid being
Blinded and extends to a radius of three tiles.
Blinding III (6) - All units attempting to resist Blinding III must successfully
roll a Tier 5 Agility, and the radius of the Power extends a full four tiles in
all directions. Those affected by Blinding III are blinded for two full Rounds
in combat.

DIVINE
Enchantment

Glyphs: All
Heart: Judgement, justice

Divine (2) - An Enchantment that greatly


increases a Bond’s effectiveness against any opponent which possesses
magical properties (Corrupted, Akuma, Haunts, etc.) that are not of vanity
Corruption. Activating Divine grants the weapon an Automatic Success of
Elemental damage, however this damage is only effective against the
aforementioned targets. When used as a dart or sigil, this Power Attacks
with 3 extra dice against such targets.
Divine II (3) - Divine II grants two Automatic Successes. Darts and sigils

264
now Attack with 6 extra dice.
Divine III (5) - Divine III grants three Automatic Successes instead. Darts
and sigils now Attack with 9 extra dice. Those who possess this Power are
natural hunters of demons and receive an added point of Armor resistance
against Akuma while this Power is active.

PETRIFYING
Charm (Injury)

Glyphs: S D M
Heart: Preservation, beauty, permanence

Petrifying (4) - A Power that has the ability to


turn its targets from flesh to stone. A target must pass a Tier 3 Endurance
save or become petrified when affected by this Charm. Only human targets
can be entirely petrified while Deceivers and Akuma have portions of their
body converted to stone, dealing 4 Injuries in the process.
Petrifying II (5) - Now requires a Tier 4 Endurance save to avoid turning to
stone. Petrifying II can be used against Deceivers, with a successful use
delivering 5 Injuries.
Petrifying III (6) - Now requires a Tier 5 Endurance save to avoid turning to
stone, and deals 6 Injuries to Deceivers and Akuma. This petrification now
works in reverse as well, allowing the Wielder to convert stone into flesh.
This flesh is amorphous and of indiscernible flavor. Wielders may convert
up to a 5 foot cube per use, enough to feed a village. People who have
become petrified can't be saved and are simply reverted to heaps of flesh.

SHIELDING
Enchantment

Glyphs: L A M
Heart: Defense, resilience

Shielding (2) - Generates an illuminated,

265
arcane shield from the Bond which acts as a buckler, hovering above the
ground only an arms length away. The shield swivels around its owner to
block incoming Attacks. Once per Round the Wielder may choose to have
the shield block an Attack for them without spending an AT, rolling 7 dice
for the barrier's Defend Action.
Shielding II (3) - The arcane barrier has grown to that of a kite shield, and
Defends the Wielder with 9 dice instead.
Shielding III (4) - The arcane barrier has grown to the size of a tower shield
and Defends its Wielder with 11 dice. The Wielder may instead choose to
manifest the shield as protective bubble around themself covering a single
tile radius, planted in the position it was cast. A (0 AT) Action is required
each Turn for the Wielder to maintain this bubble, but nothing may enter or
exit it (Attacks, Powers, enemies, etc.). The bubble is dispelled once the
Wielder stops using Actions to maintain it.

WIND IMBUED
Enchantment

Glyphs: All
Heart: Swiftness, grace

Wind Imbued (2) - Gusting wind surrounds the weapon, allowing the
Wielder to deliver Attacks that knock back enemies. Wind Imbued does not
deal Elemental damage, but instead pushes a target away by one tile for
each point of damage they failed to Defend. This amount is halved and
rounded down for Deceivers and Akuma. As a dart or sigil, the target is
pushed 1d6 tiles in a direction of the user's choice.
Wind Imbued II (3) - Wind Imbued II grants an Automatic Success to the
user's Recover rolls, as the breeze aides their movements.
Wind Imbued III (5) - Wind Imbued III grants two Automatic Successes on
Recover rolls and 2 extra tiles of Move speed. Also allows the target to glide
through the air as they sprint, ignoring difficult terrain.

266
Madness
INSANE
Charm (Touch)

Glyphs: All
Heart: Confusion, despair

Insane (2) - A touch-based Charm that drives the target to madness. When
affected, the unit must pass a Tier 3 Cunning save or succumb to insanity. A
crazed unit cannot take Actions during their Turn. The unit must retake the
save at the beginning of their next Turn and each Turn after until they are no
longer overcome with madness. Cannot affect Deceivers, Akuma, or those
who are Corrupted.
Insane II (3) - The target must now pass a Tier 4 Cunning save to overcome
madness. The Wielder may now choose the subject of their delusions,
whether it be dead family members or giant spiders.
Insane III (5) - The target must now pass a Tier 5 Cunning save or
immediately and entirely succumb to madness. A target affected by Insane
III is permanently mad, a pitiful husk of their former self. The crazed person
may be given one final task that they will perform tirelessly until death.

267
LIGHTNING IMBUED
Enchantment

Glyphs: All
Heart: Energy, chaos

Lightning Imbued (2) - Gives the weapon an electric charge, granting it two
extra Elemental dice with all Attacks. If either die is Successful, Lightning
Imbued will chain to all enemies within Range S of the target, dealing
another 2 dice of Elemental damage to each. Any dice that are Successful
will continue to chain the Attack at Range S. This process repeats until no
more Successes are rolled. Darts and sigils Attack with an extra die and the
chance to chain.
Lightning Imbued II (3) - Lightning Imbued II uses 3 Elemental dice for
Attacking and chaining. Lightning now chains at Range M. Darts and sigils
now Attack with 2 extra dice.
Lightning Imbued III (5) - Lightning Imbued III uses 5 Elemental damage
for the initial Attack and each chained Attack. The lightning can now chain
at Range L, and darts and sigils Attack with 4 extra dice.

PROPHETIC
Spell

Glyphs: None
Heart: Fate, inevitability

Prophetic (5) - Speak Solum's will into prophecy, declaring a mishap that
will occur within a day. The prophecy must be minor, directed at a target,
and something that could occur naturally, such as food stores spoiling.
Prophetic II (10) - Speak Solum's will into a misfortune that will occur
within a day. This event is more than an inconvenience, and could be as
serious as a carriage running off the road or a small building burning down.
Prophetic III (30) - Speak Solum's will into a disaster that will occur within
one week. This event is enough to irreversibly change the area, such as a

268
flood, a swarm of locusts, an earthquake, etc. This event is of a scale that
causes unrest in cities or catastrophe for villages.

POSSESSIVE
Charm (Touch)

Glyphs: All
Heart: Weakness, submission

Possessive (3) - A manipulative Charm that allows the Wielder to take


control of another human or animal. This is a touch-based Charm and
requires a Tier 3 Cunning save to avoid. Once possessed, the target may
retake the Cunning save each hour to break free. The Wielder decides all
Actions taken by the possessed target through spoken commands. The
possessed target may not be ordered to inflict harm upon themself, but they
could be ordered to protect their master from an especially dangerous beast.
Possessive II (4) - Any affected unit must now pass a Tier 4 Cunning save to
resist the Charm or free themself.
Possessive III (5) - Any affected unit must now pass a Tier 5 Cunning save
to resist the Charm or free themself. The Wielder may now channel their
senses through a possessed unit as well (page 273).

TALKING
Spell

Glyphs: None
Heart: Loneliness, voice, identity

Talking (1) - A spirit, perhaps from another realm or a time long passed, has
made its home within the Bond and can communicate to the Wielder
telepathically. The spirit is all-knowing, yet vague, snarky, and sarcastic at
the best of times. When a small amount of energy is drawn as payment, the
spirit will provide its Wielder with information, giving an Automatic
Successes on one Knowledge roll out of combat. The Wielder may

269
communicate freely with the voice at all times, but its answer might only
prove so useful.
Talking II (1) - For better or worse, the Wielder and the spirit have grown
more accustomed to each other's company. The soul is now comfortable
with offering more information, providing two Automatic Successes to a
Knowledge roll when presented payment.
Talking III (1) - The Wielder and spirit now have a close bond. This
otherworldly voice provides invaluable information for a small price,
granting 3 Automatic Successes to any Knowledge roll. The spirit has
become so strong that it may now communicate with others nearby
telepathically, friend or foe.

THOUGHT STEALING
Charm (Touch)

Glyphs: All
Heart: Memory, perception, sanity

Thought Stealing (1) - Allows the Wielder to absorb a single thought


telepathically through a touch-based Charm. The target may resist this with
a Tier 2 Cunning save so long as they are aware of the magic occurring. The
piece of information gained is acquired as the answer to a question. For
example, asking a questions such as, "Where did you hide the Map of
Ashes?" would get an answer like, "At the lighthouse in Sparrowport!" in
response. A target cannot give information they do not know. This Power is
undetectable as a dart or sigil.
Thought Stealing II (2) - The Wielder may now ask the target’s mind up to
two questions and the Charm now requires a Tier 3 Cunning save to resist.
Thought Stealing III (3) - The Wielder may now ask the target’s mind any
amount of information with a Tier 4 Cunning save to resist. The Wielder
may also choose to plant a few new memories and facts into the target's
head which they will believe to be their own thoughts and ideas.

270
Section 3: Arcane Tricks
When soulbound weapons first appeared in the world, their Solum-
given Powers awed and startled, but for all they could accomplish, even
these innate abilities only got Wielders so far. Over the years, with time and
practice, Wielders learned to channel energy through their Bonds to produce
new results otherwise not thought possible. These effects were minor, but
their applications were endless. Unlike arcane Powers, which are randomly
given to weapons, arcane Tricks are chosen by their Wielder.
Players have a chance to acquire one or multiple Tricks each time
they level up. Since their effects are usually minimal, all arcane Tricks
have a Caster Rating of 1, meaning a Wielder can only summon a single
Haunt even if they fail completely. Arcane Tricks also require less
concentration since they come from the Wielder's own mind rather than
another realm, meaning they only require a Free Action to cast in combat.
Wielders are met with scorn and suspicion wherever they travel, but
not without reason. Plenty of well-intentioned commoners have been fooled
by those who possess a Bond, often because they are simply unaware of
what magic can do. Whether it be using Charm to pry secrets, selling a
merchant fake trinkets with Form Object, or simply lifting a coin purse with
Telekinesis, many of these Tricks can be used for evil. Not all of these
abilities cause mischief, however, and noble hunters will still find many
worth learning. Shown below and on the next page is an abbreviated list of
all available Tricks for quick reference, listed as they appear on the
following pages.

Adjust Climate - Create a bubble of comfort to endure harsh conditions


Blink - Teleport a short distance in an instant
Channel Senses - See, hear, smell through the weapon
Charm - Make someone more cooperative with the touch of a hand
Create Scent - Produce an odor around the weapon, pleasant or foul

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Detect Corruption - Sense arcane Corruption with the touch of a hand
Dimensional Storage - Dissolve the weapon into nothing to conceal it
Disembodied Strike - Attack without lifting a finger
Disguise - Contort the features of one's own body
Duplicate Weapon - Create a functioning replica of the weapon
Elemental Strike - Extend the weapon's range with a slash of energy
Familiar - Summon a Haunt which acts as friend instead of foe
Form Object - Create a simple object in the palm of one's hand
Fortify - Temporarily heal one's own wounds
Grow Moss - Harvest Clotmoss from the weapon itself
Guide - Points the Wielder towards a subject of their memory
Ignite - Set a flammable object ablaze with the snap of one's fingers
Illuminate - Produce light from the Bond to act as a lantern or torch
Increase Gravity - Weigh the weapon down, pinning targets in place
Leap - Jump through the air at a great distance
Levitate - Hover just above the ground temporarily
Liquid Shape - Transform the weapon into a liquid state
Multistrike - Strike at two enemies simultaneously
Negate Gravity - Imbue a ranged projectile to travel indefinitely
Recall - Draw the weapon towards its Wielder, or reform it in hand
Relocate - Teleport to the weapon's location in an instant
Repair - Channel energy to mend a simple object
Repel - Push away adjacent enemies with a wave of energy
Reveal Tracks - Highlight tracks left in the area
Seek Target - Cause Attacks to hone in on their target at a range
Sense Life - Detect life in the area, even through walls
Shatter - Crush something in the palm of one's hand
Silence - Create a bubble of silence around the Wielder
Swift Reload - Reload using a form of telekinesis
Telekinesis - Move objects remotely using energy from the weapon
Voice - Speak from the weapon as if it contained one's own voice

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ADJUST CLIMATE
Creates a bubble of comfort in a single tile
radius that travels with the Bond, lasting until
the end of the day. The climate within the sphere
is perfect. This bubble has enough room for the
entire party making it excellent for navigating
frigid tundras, blistering deserts, and thermal
wastes.

BLINK
A short range teleport that allows the Wielder to instantly reappear up to 2
tiles (12 feet) away from their original location. Ranged Wielders are
infamous for blinking away from attackers, and melee Wielders are feared
for blinking towards them. Wielders
may only blink into a space which
they can visibly see, preventing them
from traveling through walls (with
the exception of a conveniently
placed window or keyhole).

CHANNEL SENSES
The Wielder may channel their senses through
the Bond, seeing, smelling, and hearing what
the weapon might from its position. For ranged
weapons, this may be used on the projectile
itself, such as an arrow. The Wielder may not
be harmed through these senses, but they may
still feel pain.

273
CHARM
Through the touch of a hand, the Wielder may
transfer energy onto another, making them feel
amiable and free of inhibitions, especially
towards the caster. The target of this Trick
believes that these feelings are genuine and from
their own heart. The caster receives one
Automatic Success on all speech Skills against
this person for the next hour before their
newfound affections fade away. A person may be
less receptive if they are the Trick is being used.

CREATE SCENT
By imagining it, a Wielder may create an
odor, pleasant or foul, in a three tile
radius around their weapon or a projectile
from it. The scent of alluring food might
bring people near, while a stench of decay
might drive them off.

DETECT CORRUPTION
By placing their hand upon something,
the Wielder can determine whether or
not, and even how much, Corruption
that thing possesses. Detect
Corruption works on living targets as
well, assuming the Wielder can draw
close enough to use it. An invaluable
Trick on investigations, especially if
one came without a Malumeter.

2 74
DIMENSIONAL STORAGE
By returning it to the raw energy from which it
was made, a Wielder may store their Bond(s)
in a dimensional pocket. Upon activation, the
weapon dissolves into thin air, after which the
Wielder may summon it back to their hand
instantly when the time is right. A Bond will
remain stored for up to one hour before the
fate pool can hold it no longer and the weapon
manifests back into reality near its Wielder.
DISEMBODIED STRIKE
Allows a Wielder's next Attack to strike the
air ahead of them as if their weapon was
swung, but without lifting a finger. The
weapon need not even be drawn, by simply
touching their Bond a hunter might deliver
a devastating blow to any target before
them. Attacks made in this manner are
quite difficult to predict, forcing the target
to subtract one Success from their roll if
they choose to Defend against it.
DISGUISE
Channel magic to contort the shape and features
of one's body. The user may assume the form of
anyone they've met or create something entirely
new. People may notice slight differences in
family or friend, depending on how well they
know each other, with a strong Spot check. This
rearranged muscle and bone lasts until the end
of the day before squirming back into place.

275
DUPLICATE WEAPON
Creates an exact duplicate of one's soulbound
weapon in the palm of their hand. This new
copy is a functioning replica with all of its
Upgrades, whether it be a sword or shotgun,
and the caster may even activate Powers
through the replica as if it were the original.
After one hour, the weapon dissolves back into
nothing, which is plenty of time to trade it
with a smith and get out of town.

ELEMENTAL STRIKE
A slash of energy mirrors the weapon's
swing, but is placed five feet ahead of
it. This Trick extends the range of any
melee weapon by a single tile and
transforms its damage type to
Elemental for the next Attack.

FAMILIAR
After many runaways and bitten fingers, the
Wielder has finally summoned a Haunt that
will act as friend rather than foe. This Haunt
maintains its regular stats (page 441) and will
obey the Wielder's commands without
question, although only one such devil may be
tamed at a time. The familiar lasts until it is
slain or dispelled back to the void. Truly
devious hunters might use this Haunt to
Corrupt others for their own purposes.

276
FORM OBJECT
The Wielder may draw a small bit of energy
into the realm, forming it into a basic object
in the palm of their hand. The object is only a
rough imitation of the real thing, distorted in
minor ways, and others may notice it's a fake
with a Tier 3 Spot check. This object is
temporary as well, made of energy as it is,
and will disappear after one hour. Common
subjects for such a Trick might be a knife, a
lockpick, or even silver coins.

FORTIFY
Allows a Wielder to draw energy into themselves
through their Bond, using it to briefly clot their
wounds and ease their pain. This burst of vigor
temporarily restores a single Injury on the
Wielder for the next hour. If a Wielder has not
found proper medical attention by time the Trick
expires, they may stand a chance of entering the
Dying state. Fortify may not be used more than
once per hour.

GROW MOSS
By fertilizing it with small bits of
energy, the Wielder may grow Clotmoss
(page 96 and 118) upon their Bond. The
moss requires a single day to grow,
making it ready to harvest the day after
it is cast, and a single weapon may only
grow one lump of moss at a time.

277
GUIDE
By using this Trick, a Wielder may think of any
person, place, or thing they have encountered
during their travels and be directed towards it.
Upon activation, the Bond snaps into position
like a compass needle, guiding the Wielder
when commanded until a new target has been
selected. Guide will point directly towards its
target, making it difficult to use in caves and
cities.
IGNITE
Sets a nearby, flammable object ablaze with a
snap of the fingers. Only effective within 2
tiles of the user and against easily lit targets
such as cloth, paper, and grass. While Ignite
might target a foe during combat, it stands no
real chance of burning someone in any
serious way. A Trick of the trade for
lamplighters.

ILLUMINATE
Pulls energy into the Bond, illuminating it to
act in place of a lamp or torch. A Wielder may
alter the color and intensity of the light
emitted from their glowing weapon as they
see fit. Lasts for one hour or until dispelled.

278
INCREASE GRAVITY
Greatly increase gravity's effect on the weapon
or its projectile, preventing any human or
beast from lifting it. A Wielder may activate
this Trick after an Injury has been dealt to pin
the target in place, causing them to be
Ensnared (page 117). Examples of use might
be a small hammer crushing a cultist's arm for
an interrogation, or an arrow pinning a
Deceiver's paw in place. The target may free
themself with a Tier 3 Endurance check which
they can attempt at the start of each Turn.
LEAP
Sail through the air with a powerful leap,
fueled by channeled energy. The user may
travel 4 tiles (roughly 24 feet) in any direction,
enough to scale buildings or cross chasms.
Leap may be used during combat, but only in
conjunction with a Move Action, adding the
two distances together.

LEVITATE
Using energy from their Bond, a Wielder
may make themselves light as feather,
levitating just a foot above the ground.
This effect lasts for an entire minute
during which the Wielder may ignore
difficult terrain and muddy boots. When
free falling, this Trick slows one's
descent to a gentle float.

279
LIQUID SHAPE
Transform the Bond into a liquid state. This
liquid is dark with a metal sheen, its amount is
relative to the size and mass of the Bond. At
any time, the Wielder may reform it to the
weapon's original state. If the weapon is
reformed after being drank by a person or
beast, the results may be dire...

MULTISTRIKE
If activated before Attacking, the Wielder may
strike two targets simultaneously, the second
one being hit by a phantom of the Wielder.
The dice pool for the Attack should be split
between the two targets as evenly as possible,
and each enemy may Defend the Attack if
they so choose. Additionally, both targets
must be within range of the Wielder's weapon.
When used with a ranged weapon, this Trick
still only consumes a single unit of ammo.

NEGATE GRAVITY
A Trick for ranged weapons that entirely negates the effects of gravity,
extending the range of the weapon's next Attack to an endless number of
tiles. Even a throwing weapon, with good enough aim, might theoretically
be used to snipe at a target hundreds of feet away with this Trick. The
Attack is still affected by external
factors such as wind. Due to the
difficulty of aiming, weapons affected
by this Trick still have a range of 24
tiles and take the drop off penalty (-1
per tile) beyond this.

280
RECALL
This Trick dissolves the weapon wherever it
may be, turning it to dust and instantly
reforming it in the palm of the caster's hand.
Excellent for throwing weapons and ripping off
unsuspecting merchants. If they possess a
melee weapon, the Wielder may instead pull the
Bond towards their hand, hitting an enemy in
the process. If they do so, the Attack is made as
normal but uses the Cunning stat instead.

RELOCATE
A timeless Trick that teleports a Wielder to their
weapon's location, materializing with their hand
wrapped about the hilt. The trip between
locations is almost instantaneous. Many Wielders
use this Trick to close distance after tossing their
weapon (page 114), or retreat to safety if things
get too dangerous. The magic used in this Trick
is identical to Recall, but its subjects are
reversed. Used in conjunction with Seek Target,
this Trick will a bring a hunter right to their foe.

REPEL
Sends a forceful wave of energy out in
all directions from the Wielder, pushing
back nearby foes. All units in a single
tile radius around the Wielder, friend or
foe, are pushed two tiles away unless
they pass a Tier 3 Agility save.

281
REPAIR
Channels energy into a broken object to
reform its parts. Only effective with simple
objects such as tools and lanterns. Repair is
not capable of creating complex patterns or
wording, nor is it able to create any additions
to the object beyond its original form.

REVEAL TRACKS
Highlights all tracks in the immediate area
with a faint glow, visible only to the caster.
Provides an Automatic Successes on any
Tracking check when activated. This effect
lasts for a single hour before wearing off.

SEEK TARGET
After being thrown, the weapon sails towards its target, seeking it with a
magnetic attraction. This Trick affects the projectile rather than the weapon
itself for ranged weapons. Attacks with Seek Target are made using the
Cunning stat and adding an Automatic Successes, either at Range S for a
melee weapon or the regular distance
for a ranged one. Note that activating
this Trick only requires a Free Action,
whereas tossing the weapon requires a
regular Attack. Once thrown, the
Wielder will need to recover their
weapon, although learning to Recall is
a simple solution.

282
SENSE LIFE
Sends out a wave of energy from the
Bond that highlights all living things
within Range L (about 100 feet). For a
few seconds after the Trick is used, the
Wielder will see rough outlines of any
living thing, even through walls.

SHATTER
By channeling the Bond's energy betwixt
their fingers, a Wielder may crush anything
they hold in the palm of their hands, reducing
it to dust. The material being shattered must
fit in the Wielder's closed grasp, such as a
padlock or length of chain.

SILENCE
Creates a bubble of silence around the
Wielder, preventing any sound (the
crack of gun, the screams of a guard)
created within it from leaving. Anyone
using this Trick may not be detected by
a Listen check. This bubble extends a
meter away from the Wielder in all
directions, lasting a single minute before
dissipating, plenty of time to sneak past
a resting Deceiver.

283
SWIFT RELOAD
This Trick allows the Wielder to make
their Reload Action for ranged
weapons as a Free Action instead. This
modified version of Telekinesis
completes the reload process with
swiftness and precision a human could
never accomplish, stowing used
magazines where they can be reused.

TELEKINESIS
Through much practice, the Wielder
has learned to manipulate objects at
a distance, using energy from their
Bond. This simple telekinesis only
works within 2 tiles (12 feet) of the
user and isn't strong enough to cause
any harm, but certainly has enough
strength to open doors and lift coin
purses. This Trick must be activated
again for each object.

VOICE
Allows Wielders to speak through a
Bond, or a projectile launched from it, as
if their own mouth was attached to it.
The Wielder may only speak in this
manner, not listen, unless they learn
Channel Senses as well. Great for
espionage or outright confusion.

284
285
Section 4: Vilis Coronam
“Do not stray far from the trails. When one steps out of sun’s light,
they are swallowed by the darkness from powers above them. If one
wanders too deep, they may never again bask in the merciful sun.”
- Raven Guard adage

A Wielder’s life is a battle, each day, to reconcile their sanity with


the horrors they have faced. To entangle oneself with Solum’s most terrible
foes is to see oneself within them. Deceivers bear the face of man while
Akuma possess the body, and such horrendous revelations are not lost on
those who combat them. Naturally, it is only a matter of time before
Wielders themselves enter into this unholy trinity and become something
less than human.
As is learned by all who attend the hunting guilds, Akuma possess
otherworldly amounts of energy. When such a terror is slain much of this
energy disperses into the nearby surroundings, Corrupting the area and
leaving an arcane fallout, the aftermath of which is not easily avoided even
by Wielders. In fact, this energy is known to be attracted to their soulbound
weapons. In rare circumstances, this energy flows through a Bond, up the
Wielder's arm, and directly into their skull. This is the cause of an ancient
mutation, old as humans themselves, known as Vilis Coronam, or the “Vile
Crown.” The affliction is permanent, manifesting itself as horns, antlers, or
some form of ornamentation upon the head. Such a growth is usually made
of strange materials like glass or wood, and possesses unintelligible
markings. Many are quick to note how similar these growths appear to those
found atop and about an Akuma.

Living with the Vile Crown


Being turned away from villages and scorned by the cautious is
nothing new to a Wielder. In many situations, those who are cursed can hide

286
their weapons away and pass themselves off as regular travelers. Vilis
Coronam, however, makes this impossible. The horns which rest atop the
skull of an afflicted seldom allow for helmets and hoods (unless they have
been altered to make space) and serve as a constant reminder of what the
Wielder has become. This is a bane when moving amongst common folk.
Not all is lost, however, as some people have great respect for the warriors
who bear this curse. Within Guild halls and elsewhere those who possess the
"Vile Crown" are treated with great reverence, for it is made apparent
they've battled an Akuma and emerged the victor. Such an achievement, and
the horrors of such a condition, command respect.

Acquiring the
Condition
Characters are able
to contract "Vile Crown"
after slaying an Akuma, and
only then. Once the battle
has concluded, all
characters should roll a
single die, similar to slaying
a Corrupted foe. On the roll
of a 6 the character will
contract Vilis Coronam. The
player should then roll
another die to randomly
determine which of the
three crowns they have
gained from the Akuma's
Corruption type. Any roll

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other than a six will grant an arcane Power. This affliction, while changing
its host irreversibly, provides unique and bizzare abilities to those who carry
it. Using these abilities is performed in the same manner as casting
Powers in that it may produce Haunts when activated.

Descent into Madness


Despite what excellent abilities the character may have received
through their affliction, Vilis Coronam is, ultimately, a disease. The first
time a Wielder contracts it, their life will be changed irreversibly, for better
or worse. They may even feel empowered by their newfound gifts. A single
growth atop one’s head is not so bad. The second time a Wielder contracts
the "Vile Crown," they will begin to change. Their abilities will have
expanded and reached new heights. The Wielder may even feel akin to that
of a god over men. At this point, two unique crowns protrude from the skull,
gnarled and twisted between each other. Skin will toughen. Nails and teeth
may grow pointed. This juncture is where a Wielder rides the line between
man and beast. The third time a Wielder contracts Vilis Coronam, they are
mortal no more. Power, arcane energy, has overtaken them. The thing they
have become is no longer sane, and the player must relinquish control of
their character. They are more than human but less than Akuma, a
monstrosity that lives between worlds. Such an abomination is referred to as
a wight or feral Wielder amongst the huntings Houses and should be slain
at any cost. A wight is controlled by the ST and will still use all of their
Guild Items and Powers to full effect when fighting.
Wielders must always take the roll to gain Vilis Coronam as an
Akuma dies, but they may resist its effects with a Tier 6 Cunning save. The
Houses are well aware of this terrible fate which awaits those who battle
Akuma and have sought to prevent it with little avail. It would seem that
being lost to the abyss is a Wielder's true destiny, an unfortunate side effect
of the cosmic forces at play.

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Vile Crowns of Ruin
RUNIC HORNS
Thick horns cast of solid iron, engraved with indistinguishable markings
from another place or time.
Runic Arm (3) - Upon activation, the arm of the afflicted transforms into a
living metal. This metallic limb extends up to the should and is riddled with
arcane runes. This grants the user 2 extra dice when Defending and allows
the accursed to easily catch and pull blades, granting them the Parry and
Disarm Traits. By nightfall, the arm reverts to its normal state.
Runic Body (5) - After a swift gesture, pieces of ancient runic armor begin
to manifest about body of the accursed. This armor is forged of a brilliant
metal, same as the horns, and provides the user with 2 points of Armor
against all damage types for the day or until it is dispelled. The caster has
their Move speed slowed by 2 tiles while the armor is present.

CHARRED MANTLE
Devilish horns seared black at the tip like charcoal. They emanate heat.
Scorching Bolt (3) - The accursed conjures heat energy into a fist before
sending a bolt of fire screeching forward. This Attack is made at Range S by
rolling 10 dice of Elemental damage. Like Flame Imbued, this ability has a
chance of setting its target ablaze (page 249).
Flame Affinity (2) - The user may imbue any weapon with a coat of flame,
soulbound or otherwise. This functions as Flame Imbued (page 249). If the
user possesses the Flame Imbued Power at a higher rank, they may receive
the increased effects instead for the same cost.
Immolation (6) - A burst of flame engulfs the space around the afflicted. The
fire does not harm the caster, but everything in a two tile radius, friend or
foe, must pass a Tier 4 Agility save or receive 14 dice of Elemental damage.
Damage dealt in this way may set foes ablaze as it were Flame Imbued
(page 249).

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SHATTERED CROWN
A headpiece made of obsidian, shattered in one-hundred places yet
somehow held together.
Shattered Weapon (1) - Shards of obsidian peel away from the horns and
glide through the air until reforming as a weapon of the user’s choice. The
shards can only form melee or throwing weapons. This weapon lasts until it
is dispelled, until another ability from this Vilis Coronam is activated, or
until the end of the day.
Swarm of Razors (3) - The accursed designates a target, after which their
horns disassemble into 100 pieces. This volcanic glass sails towards the
target as a swarm, tearing it to ribbons. Swarm of Razors Attacks using 13
dice of Slashing damage at Range M.
Wall of Razors (3) - The broken obsidian swirls about its user before
coalescing into a shield-like barrier. Once per Round, as a Free Action, the
user may Defend with this barrier using a +1 Modifier. This wall remains
floating near the user until the end of the day, until another ability of the
Vilis Coronam is activated, or until it is dispelled.

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Vile Crowns of Decay
MANTLE OF THE HIVE
Porous horns that have been hollowed to make space for a hive of insects.
Hive Mentality (1) - The bugs fly freely, scouting about the area. The user
may channel their senses through the insects, although this process is
intensive and does not allow for other Actions. The bugs can travel no
further than a mile from their master.
Swarm Mentality (3) - When commanded, the hive of insects hastily
swarms a target. On activation, and at the beginning of each Round
afterwards, the target is Attacked with 5 Piercing damage. The swarm can
only be slain by Elemental damage (2 Injuries), but will repopulate in a
matter of hours.
Reanimate (4) - As directed, the swarm will fly to a nearby human corpse
and enter it through any and every orifice. Once inside, the swarm will
move about to reanimate the subject, following their master's commands.
Due to its nature, the animated corpse receives Disadvantage on all rolls in
and out of combat, and will return to the grave at the end of the day.

FUNGAL CROWN
A set of horns coated in half-disc mushrooms. The base is caked in
disgusting fungal growth.
Harvest Corpse (3) - The accursed may grow a bed of fungus from a corpse
by touching it. The fungus grown may then be eaten to heal the accursed or
others. Harvest Corpse produces a unit of fungus for each tile the enemy
occupied in size, each of which heals the eater for 3 Injuries. Large corpses,
such as those of Deceivers, will provide bountiful harvests.
Spore Cloud (3) - The horns of the afflicted erupt in a cloud of toxic spores
which fill up a 2 tile radius around the Wielder. Any units caught within this
cloud must pass a Tier 3 Endurance save or be knocked Unconscious (page
117) as they succumb to fits of coughing.

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Trap Corpse (3) - Similar to Harvest Corpse, the accursed may grow a bed
of fungus on the deceased. When enemies approach near, or on the
Wielder’s command, the fungus will release a cloud of toxic spores similar
to Spore Cloud. The cloud of spores covers an area with the radius totaling
one plus the number of tiles the corpse occupies (e.g. a 3 tile Deceiver
would produce a 4 tile radius of toxic spores).

PUTRID CREST
Dried, rotted skin stretches over bone horns which have taken on a sickly
green and yellow hue.
Decay Matter (2) - On touch, the accursed can rot away any organic matter.
This is enough to wither down most plants, even trees, and functions as
Festering against living targets.
Undeath (0) - The accursed has taken on a bony physique with pallid skin,
but despite these corpse-like qualities, their body is more durable than ever.
Undeath is a passive ability that grants the Wielder 3 extra maximum
Injuries, as well as allowing them to roll with Advantage when avoiding
death in the Dying state.

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Vile Crowns of Sorcery
EBONY HORNS
Ebony horns with small black feathers growing around the base.
Nightwalker (1) - When the accursed is mostly or completely hidden in
shadow, they may choose to teleport to a nearby shadowy area at Range L
as a Free Action.
Feather Form (4) - The afflicted may transform their entire body and all of
its belongings into a flock of crows. Out of combat, this gives the Wielder
an incredible advantage for traveling. In combat, the Wielder gains a Move
speed of 9 tiles through the air, an Attack stat of 6 Slashing, and a Defend
stat of 9. The character's Recover is also increased to 9. Feather Form lasts
until the end of the day or until it is dispelled. Injuries sustained while using
Feather Form remain even after the caster returns to their original self.

GLACIAL SPIKES
Horns which have been coated in a layer of ice that emanates a cold fog.
Frost Spike (3) - The accursed condenses the surrounding air into dagger
sized shard of ice before slinging it towards the target. Frost Spike Attacks
with 10 dice of Elemental damage at Range S. Like Frost Imbued, this
ability has a chance of chilling its target (page 256).
Ice Affinity (2) - The user may enchant any weapon with a chilling frost,
soulbound or otherwise. This functions as Frost Imbued (page 256). If the
user possesses the Frost Imbued Power at a higher rank, they may receive
the increased effects instead for the same cost.
Deep Freeze (6) - After a moment of focus, the afflicted encloses
themselves in a massive chunk of glacial ice. While frozen in this block, the
Wielder cannot take Actions but is entirely impervious to any effects, both
physical and magical, from the outside world. The ice can only be broken
after receiving 30 Injuries, otherwise the user may choose to dispel it by
taking a (0 AT) Action.

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ETHEREAL MANTLE
These horns have a transparent, opalescent quality which reminds one of
the night sky.
Disillusion (3) - Grants the Wielder perfect invisibility, save for the
occasional translucent shimmer caused by moving. Disillusion remains
active for the entire day or until dispelled. It grants the user 5 Automatic
Successes for Sneak checks while moving, and perfect invisibility when
still. Disillusion loses its effect during combat.
Disembody (5) - The Wielder and their items enter an incorporeal state
where the world cannot interact with them and vice versa. All that remains
is the appearance, the phantom, of the Wielder. In this state, the Wielder
may freely pass through all walls and objects except for the earth itself. The
accursed may still speak, look, and listen, but they cannot Attack or be
Attacked. Disembody lasts until the end of the day or until dispelled.

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Vile Crowns of Slaughter
JAGGED CROWN
Bone protrusions atop one’s head that possesses a savage, bestial nature
with many sharp, razor-like edges.
Feral Form (7) - Through a repulsive metamorphosis, the body of the
accursed transforms into something hideous. Jagged teeth extend from the
mouth, the lower face grows forward, and knife-like claws extend from the
fingers. When complete, the afflicted stands roughly 10 feet in height, their
back arched in a gruesome curve, with a tendency to walk on all fours. In
this state, the accursed is given combat stats of 12 Attack (Slashing), 6
Defend, and 6 Recover, as well as a +9 bonus to their maximum Injuries,
however their Armor does not apply as it has been shed due to the growth.
The 9 temporary Injuries are subtracted first before affecting the character's
base Injuries. The accursed may not use their weapon but they may activate
their weapon's Powers on their body as an Akuma would (page 433). This
form lasts for ten minutes or until dispelled.

BLOODIED CREST
Horns that glisten with a fresh coat of blood which hardens and flakes
around the base.
Consume (0) - Peers may noticed sharpened front teeth through crooked
smiles, and with these, the accursed may consume the flesh of recently
deceased corpses. The amount consumed has no effect, but with each fresh
taste of blood, the desire to kill increases, granting the user 1 extra die on
Attack rolls for the remainder of the day, as well as immediately restoring a
single Injury. Humans, Deceivers, and any flesh-bodied foe may be
consumed, but all of these grant the same benefit. The Attack benefit maxes
out at five bonus dice each day before reseting, but there is no limit on how
many Injuries a Wielder may recover from their feasting.

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HELLISH MANTLE
Thin chains are wrapped up and down these horns. Tattered rags hang near
the base.
Grasp of the Dead (3) - Upon activation, cries of a thousand dead soldiers
echo from all sides. Pale, bloodied arms then erupt from the ground,
grabbing hold of all targets with a 3 tile radius of the user. Enemies may
dodge these with a Tier 3 Agility save. These disembodied limbs hold tight
at the ankles and feet, causing the victim to be Ensnared, but targets may
free themselves by dealing 3 Injuries to the limbs or passing a Tier 5 Agility
check, which they may attempt at the beginning of each Turn.
Specters of the Dead (7) - The accursed may summon the spirits of two
ancient warriors to their aid. These phantoms act in accordance with the
Wielder's commands, so long as they maintain their dignity. Such phantoms
remain for ten minutes or until dispelled, use the stats of a Knight (page
387), and ignore difficult terrain by floating above the ground.

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Vile Crowns of Vanity
GLASS CROWN
Transparent horns made of pure glass. They reflect light brilliantly in the
sun, akin to a prism.
Mirror Image (X) - The accursed may create phantom images of themself.
Mirror Image creates X number of duplicates where the user selects their
own Caster Rating. These phantoms are entirely convincing even to the
trained eye. In combat, these phantoms have the stats of their caster and an
unlimited supply of AT. Phantoms cannot Attack or deal harm, but possess
the same Defend stat as their caster. These mirror images can only sustain a
single Injury. Mirror Image lasts until the end of the day or until being
dispelled. The duplicates are controlled by the caster and may not travel
further than Range L without being dispelled.
Reflection (1) - Allows the Wielder to redirect incoming projectiles back
towards their foes. If the accursed is being targeted by a ranged Attack, they
may use this ability in place of their Defend Action, although an Action
Token is still required. The ranged Attack is then completely redirected, and
the Wielder may choose a new target for it.

GOLDEN CREST
Horns cast of solid gold. Perhaps worth more than the body they belong to.
Golden Touch (5) - The accursed rests their hand upon an object which,
after a moment, transmutes into gold or ash. When doing this, the user must
roll a single die. On the roll of a 5 or 6 the object turns to gold, while any
other result will destroy the object, leaving only ash. The item being
transmuted may be no larger than a water bucket or cannon ball. The value
of a golden object must be determined by the ST, but it is typically
immense. Golden Touch has no effect on living things.
Golden Grip (3) - Functions as Runic Arm does (page 289), transforming
the entire arm of the accursed into a living gold.

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SILKEN HORNS
Delicate horns wrapped in beautiful, patterned silk which extends in a
weave between them.
Stitching (0) - As a passive ability, the wounds of the accursed will stitch
themselves shut with thin strands of silk. This allows the accursed to heal as
if they were using Clotmoss (page 118) each night.
Patchwork (6) - The entire body of the accursed is transformed into a woven
silk. This mesh of fabric blends itself with all armor and clothing the
Wielder is wearing, creating an animated outfit in the process. In this form,
the user is the armor and clothing itself, with no wearer inside. The
Wielder’s maximum Injuries now equal the sum of their Armor resistance (S
+I+P+E). The caster's Armor is reduced to 0/0/0/0. If the user’s Injuries
place them in a Dying state, they will revert to their human form with their
previous amount of Injuries, but their most valuable piece of armor is
destroyed. The user may choose to revert forms before this, but it requires a
(1 AT) Action in combat. Patchwork lasts for ten minutes or until dispelled.

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Vile Crowns of Madness
THUNDEROUS CREST
Horns which hum with electric energy, occasionally discharging it from one
to the other.
Arc Bolt (3) - The accursed summons electric energy in a fist before casting
an arc of lightning towards the target. Arc Bolt is made as an Attack with 10
dice of Elemental damage at Range S. Like Lightning Imbued, this ability
has a chance to chain between foes (page 268).
Lightning Affinity (2) - The user may imbue any weapon with crackling
energy, soulbound or otherwise. This functions as Lightning Imbued (page
268). If the user possesses the Lightning Imbued Power at a higher rank,
they may receive the increased effects instead for the same cost.
Thunder Storm (6) - After a moment of focus, the afflicted begins to conjure
a storm of lightning in the area. Up to three units of the Wielder’s choice at
Range L are struck by bolts of lightning, which may be dodged by a Tier 5
Agility save. This lightning does 10 dice of Elemental damage to each
target. Damage from this lightning may chain to nearby targets with 10 dice
of Elemental damage at Range L similar to Lightning Imbued (page 268).

OMNISCIENT CROWN
Horns, accompanied by a single eye, tilted vertically, which rests on the
forehead of the cursed.
True Sight (0) - As a passive ability, those who possess the Omniscient
Crown can detect any lies, dishonesty, or uncertainty from others. When an
individual is lying, it will appear as if their mouth is foaming and their
features are distorting, a manifestation of their sin.
True Knowledge (5) - For a price, the Wielder may know the truth to any
question they held. The question must have a yes or no answer, but the ST
may not lie and must answer it to the best of their ability. Note that while all
answers are true at the time of asking, the world itself is always changing.

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MANTLE OF THE ABYSS
Hundreds of tortured faces, which seem to move on occasion, are embossed
across these horns.
Enter the Abyss (21) - An ability which permanently transforms the
surrounding area into a hellscape. Upon activation, the ground begins to
undulate, growling and shifting as it does. Massive, hideous faces emerge
from the earth. Stray limbs and bones replace rocks and ferns. This
shocking scene covers a 10 tile radius around the Wielder. At the end of the
next Round, mangled, humanoid husks come shambling from the orifices of
these wagon-sized faces. Their limbs are either too many or too few. Each
one holds a grimacing expression. All units in the radius (except for party
members, but only if they been informed ahead of time) must pass a Tier 7
Cunning save or succumb to madness akin to the Insane II Power (page
267). This abyss will create 3 shambling husks per Round, given the stats of
a Drunkard on page 386. Husks cannot be controlled and will attack
anything, including the Wielder and their party. The hellscape that has been
created will last indefinitely. The husks it births will wander and explore the
surrounding landscape until someone sends both them, and their unholy
nest, back to Solum.

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CHAPTER VII: The World of Solum
Our story begins on the plane of Solum, a place filled with diverse
fauna, flora, and cultures. It is a land where legends are made. To begin
playing, it is only necessary for players to understand that they exist in a
world where magic and technology meet, and where devilish things lurk
within the shadows. This chapter will explain the specific forces at play, as
well as anything one might need to know about this mysterious realm.

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Section 1: The Origins of Solum
Imagine a landscape that exists in a state of perpetual movement, an
existence destitute and without form, free of time itself. This ethereal plane
is the very fabric of reality. Within this waste is a being that wanders,
headed towards a destination unknown, daydreaming as it does. One cannot
determine whether this waste is the walker's creation, or vice versa. Perhaps
they exist for each other. As it traveled, this dreamer built a beautiful world,

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both within its own mind and in the lands around it. However, this wayfarer,
known as Solum, has grown ill. Eons have passed and now it suffers from
an incurable ailment, a resilient Corruption brought on with age and
forgotten mistakes. The great walker still moves through the timeless
wastes, but it is now slower, with a tiresome sway, and unsure of its fate.
The early days of the dreamer were simple, when its destination
was clear and its head strong. Solum sculpted jagged mountains, deep
valleys, and illustrious skies. The world’s inhabitants were quaint animals
such as birds, foxes, and fish. Though content at first, with immeasurable
time came a disdain for the simplicity of its realm. The plane sought to craft
complex beings who could feel love and despair. It imparted its own essence
onto the animals, but their forms only became twisted and hideous,
creatures which became known as Deceivers. In a second attempt, Solum
created beings in its own image, from pure essence. The Akuma were born.
Over several millennia, these Akuma gave birth to sprawling civilizations
and great works of art. Wars were fought. Cultures would come to glory and
then vanish just as quickly. While lesser animals would suffer from death
and decay around them, the Akuma remained untouched by the grasp of
time. They believed themselves immortal. Sadly, even gods cannot live
forever. As Solum grew ill and mutated, so did his kin. The Akuma,
humanoid in appearance, began to develop strange limbs, claws, fangs, and
wings. Many transformed into bestial, savage monsters, overtaken with
arcane energy. Those who mutated less struggled to find a quick solution to
the madness. Perhaps there existed an antidote which could reverse the
plague's effects. One such Akuma, a witch doctor by the name of Renae,
attempted to cleanse her kind of the Corruption. By her command, a
desperate crowd of Akuma entered a dark lake and submerged their bodies,
hoping to be reborn anew by her magics. The spell went awry, however, and
reduced the Akuma to pitiful animals of flesh and bone, creating Solum’s
first humans.

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The spell Renae cast created exactly 99 humans who emerged from
this lake, her cauldron of creation. She knew not what to do with these
humans as they had been stripped of their magical abilities and proved little
use to her. Their minds had been reduced as well, and survival was now
their only instinct. From animals, they found food and made clothes. Using
the forest, they built homes and grew crops about the pond. In only a few
months, the first human was born rather than created. This was the 100th
human to exist, and his name was Natus. The boy grew up strong, smart and
courageous. Over the course of Natus’ childhood, Renae had become
devilishly, violently mutated. Solum noticed the creation of these humans,
and more importantly, conceived a use for their existence. The great walker
knew its time was coming to an end, existing in a tormented state of illness
and wishing only for a swift demise, and that the humans could deliver a
death onto the Corruption, the Akuma, and the dreamer itself. Solum would
use its remaining strength to grant these humans magic weapons in hopes
that they could slay his mutated children, and by doing so put an end to all
things. Natus was the first human to receive this blessing. At the age of
twelve, the boy found a spear forged of pure gold out in the woods; this was
the first soulbound weapon. Upon reaching the age of fifteen, Natus
ventured into the lair of Renae and slew the demon using his spear. He
returned to the village with her head that morning. From that day forward,
the humans only grew stronger. Their village would become the great city
of Prim, and Natus would be worshipped as a god.
Some nine centuries have passed since then. In that time, humans
were quick to use the Akuma’s technologies to spread and prosper. They
have now colonized much of Solum, while the mutated Akuma have been
pushed into hiding. Now, with time, the Akuma only grow more twisted,
more devilish, and more powerful.
This being said, the humans have all but forgotten the true way they
were created. Most people and religions follow their own version of this
story. The Church of Des Natus believes that Natus himself was a god that

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created the world as humans know it. Prominent scholars have differing
beliefs. Some see him as little more than legend, perhaps formed as a way to
justify Primium's holy doctrine. Regardless, Natus would inspire much of
Solum even in falsehood. Other nations, such as Uhyre with their totems or
Rajan with their Deceivers, would deify the natural world around them.

Section 2: The World


The world of Solum is a grim one, riddled with despair and danger.
Since the first humans came into existence, mystical beasts have lived to
hunt them. Animals grow to abnormal sizes and Deceivers prowl every
corner of the land, all while the Akuma scheme in hiding. For humans, this
makes life dangerous. Traveling a road alone and away from any city is
considered suicide. Not a settlement exists that does not have walls
towering above its buildings. Any civilization that attempted to do otherwise
would quickly perish. This common fear of dreadful monsters has united all
people, thus only cultural differences show how they stand apart.
Solum’s people vary greatly throughout the land. From the
logically-minded scholars exploring Qray Ralim to religious fanatics who

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hold a tight grasp of Primium; no two nations are exactly alike. There are,
however, many technological similarities across the board. Solum’s
inhabitants enjoy privileges such as plumbing, organized city planning, and
other more modern conveniences, even electricity in rare cases. Fashion and
style resemble that of the real world's late 19th century. Eccentric dresses,
corsets, and delicate wide-brimmed hats are all the rage. Nobles are often
found sporting long coats, high-collared shirts, and tall leather boots.
Commoners are spotted in tweed jackets, overalls, and a layer of soot from
the factories. Transportation is conducted through horse-drawn carriages,
steamboats, and the occasional train. Many of these advancements would
not have been possible if not for the knowledge left behind by the fading
Akuma. Ruins of the old demons, which were once a mystery, are now seen
as a vessel of new technology that is far beyond human understanding. The
most extreme inventions have been geared towards combat, such as those
which are provided by hunting guilds, to fight the endless Deceivers.
It is estimated that roughly one in one-hundred people of Solum
has been blessed with a soulbound weapon, or Bond. For those who do
possess Bonds, known as Wielders, combat can often feel like second
nature. Wielders reign supreme on the battlefield, only paralleled in strength
by others of their kind. Those who have not been blessed with Bonds have
sought to match this power through mortal means, thus creating firearms.
These weapons have grown quickly in lethality and quantity, especially in
regions with access to necessary resources from mines such as in Agrewin
and Rajan. It has not been long since the first soulbound firearms began
appearing across Solum. Many speculate that Bonds will only appear in a
form recognizable to their Wielder, a theory which would explain these new
soulbound weapons. Guns have gradually advanced in speed, accuracy, and
durability. Even high caliber rifles and automatic weapons are available to
those who can afford to maintain them. Such weapons provide great safety
when available, but in many regions of Solum, only a handful of firearms
might ever be present. Instead, bows and swords must fill their role.

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Wielders
“Listen, Tommy, Wielders are nothing but trouble, take it from me.
As you get older, you’ll hear all sorts of rumors. Some call them our worldly
saviors and even gods amongst men. Take my advice, those freaks are
nothing but witches and doombringers. Where they go only trouble follows,
so stay outta their path. Now, go find your mother.”
- Ivan Dominque speaking with his son, Thomas

Wielders, despite their rarity, are the focal point of most conflict
throughout the realm of Solum. It is their immense potential for individual
power that attracts a plethora of enemies and allies alike. Wielders will often
find themselves beset upon by kings, dukes, warlords, and anyone seeking
their unique abilities. When fortune favors them this can provide
unimaginable wealth and prestige, however, it is rare that a Wielder will live
long enough to cherish it. Influential figures are not the only ones seeking
Wielders. Their power attracts bloodthirsty Deceivers and worst of all,
Akuma. For this reason alone, a Wielder's life will often be plagued by a
trail of ruin and despair. They may find themselves turned away from small

308
villages, greeted at gunpoint in cities, and distanced from their comrades for
fear of the chaos they might bring.
Thankfully, there is one set of people who can keep pace, other
Wielders. Due to their unique situation, these magicians will often form
together in pairs or small groups. Having companions similar to themselves
increases their odds of survival as well as their potential, and perhaps just as
important, it allows them to make friends who can truly understand their
plight. A well organized group of Wielders, such as Paladins of Des Natus
or Uhyre’s Raven Guard, is no laughing matter either. Such a group can
change the tide of war between nations.
All that being said, not every Wielder becomes an influential, world
changing figure. Many attempt to hide their gift, which they, as well as
common folk, consider a curse. Some are executed by the paranoid or are
outcast by locals at too young of an age to realize their true potential. It is
quite common for battle-ready Wielders to offer a village protection from
roaming beasts in return for a place to stay, so long as they keep out of
trouble. If they are unwilling to fight, the world will devour them.

Akuma
Within its dream, Solum had created something beautiful. The great
wanderer sculpted jagged peaks and sprawling forests, but it knew that
simple flora and fauna could not fully appreciate its creation. After failed
attempts to reform some of these creatures in its own image, Solum decided
to try an entirely new process. The plane set to crafting beings that would
possess its own essence within and its own body without. The Akuma were
born and the creator loved them dearly. It allowed them to pull from its pool
of energy without worry, a tender relationship between parent and child.
Such harmony lasted until Solum was afflicted with a dark Corruption, and
the Akuma fell ill in turn. Since then the Akuma’s beauty has been forgotten
and the relationship with their creator tarnished. They now wander the land

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as twisted abominations,
shadows of the people they
once were.
No two Akuma are
alike. Some are frail and
genius, others are colossal
and lack self-awareness.
These Corrupted demigods
share few similarities and
many differences. This
makes the hunt for Akuma
one of true adaption. Only
the most prepared and
experienced hunters will
recognize what exactly
they are dealing with.
Perhaps it's a demon which
has enslaved an entire
town for sport or an
isolated killer driven only
by revenge. There is no
saving an Akuma from its
Corruption.

It is a combination of their physical strength, devious minds, and


untold arcane potency that make Akuma the subject of legends. Due to their
position over all other creatures in Solum, as well as their tendency for
devious schemes, Akuma will be the focal point of a classic Soulbound
campaign. Their introduction to any scenario should not be taken lightly,
and players should be prepared for all possible scenarios before hoping to
face one in battle.

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Deceivers
“Alexandrus! The factory has been destroyed! The factory’s gone
and Arnie is dead! He's dead and there was nothing I could do! The
snapping, oh dear Des Natus, the snapping of his bones from that terrible
beast. I was able to see its face as it ate. I saw it's damned face, and now I'm
damned! Behind that wretched monster’s horrid mask was a human face!
Oh dear Des Natus, what does that mean?”
- Ol’ Hobo Demeterus the night he lost his job

Deceivers are the primary aggressors against humanity itself. All


land outside of the city walls is their domain, making the roads dangerous
by daylight and a deathwish after dark. Life across Solum is centered on
avoiding and retaliating against such beasts, making them an integral
element of any good Soulbound campaign.
Despite their abilities paling in comparison to those of the Akuma,
Deceivers are nearly old as Solum itself. Back when Solum was a young
walker, it struggled to make children such as the Akuma, instead casting its
own image onto simple animals and resulting in grotesquely mutated
abominations. Countless botched attempts produced a endless variety of
monsters. As they were of its own creation, Solum could not vanquish the
creatures. The great walker pitied these beasts, and chose to grant them
masks with which to hide their disgusting visages. Years passed, and Solum
would finally go on to create the trueborn, the Akuma themselves. In the
time that followed, the Deceivers would grow, mutate, evolve, and adapt
with the land.
The name “Deceiver” was originally derived from the creature's
ability to hide its true nature behind plates of bone. This mask conceals the
actual face that exists as a result of Solum’s tampering. Appearances vary
greatly, some faces even sprout vestigial hands and teeth, but always bear an
uncanny resemblance to a human’s. Seeing this true identity is a cause of

311
great strife for the weak minded. Thankfully, these beasts only open their
masks of condolence to screech and eat. Hundreds of unique Deceivers have
been identified to date, covering the broadest possible spectrum, and yet this
unifying characteristic still holds true. In terms of shape, size, behavior, and
so forth, these twisted beasts have appeared to find a niche in every part of
the ecosystem.

Other Creatures
While Akuma, Wielders, and Deceivers are the most powerful
forces on Solum, other, lesser creatures are just a prevalent. Common
animals roam the wilderness, serving as food for humans and Deceivers.
Some of these woodland fauna can grow tremendously if left unchecked,
posing just as much of a threat to villages as anything else. Haunts and
Abominations, byproducts of magic, are known to trail Wielders and sow
destruction wherever they go. This is all excluding humans, who are often
the greatest enemy to themselves. Deceivers and Akuma are truly menacing,
but hunters should be wary against threats of all kinds.

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313
314
Section 3: Nations and Regions
Primium, Plains of the Godking
[pronounced prim-ee-um]

Primium is a place of whispered myths and brazen lies. Many insist


that Prim was the birthplace of all humanity, a tale that is only reinforced by
the Church of Des Natus. This church makes Primium the theocracy it is,
and its reach extends far beyond the homelands. The people, the Church,

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and the government of Primium are irreversibly fused. Primium itself is
founded upon the idea that Natus was a god among men, and that him and
his descendants are all powerful rulers. These Godkings have overseen the
Holy Council, a court of eleven members that manage affairs of great
importance, for centuries. It is through the Godking's guidance and wisdom
alone that members are appointed. The Council acts as both a government
body and a spiritual guide to the people. It is their responsibility to produce
and disseminate the teachings of Des Natus across the nation's many
churches, condensing ages of worship into easily digested literature.
Whispers claim that the Council themselves is truly in charge, and that the
Godking is nothing more than puppet for their schemes, but those who
would make such an accusation quickly vanish.
Not everyone is fond of The Church of Des Natus. Because of their
pompous, self-involved antics the government has bred many rebellions,
and the crowds of opposition only continue to grow. These factions can be
written off as bandits, heretics, and cultists, but their cause is all the same.
They wish to take power from their oppressors, to free the weak from their

Sepulcur at Dawn

316
labor. The great war machine of Primium continues to build its armies day
by day, and the resources required are immense. Factories produce weapons
and armor by the thousands, farmers must keep up with demand to feed the
hungering battalions. This tireless labor causes many workers to rebel, but
their movements seldom last long. Heretics are mercilessly hunted by
Paladins and guards. Often they are left to die, hoisted from the massive
stone pillars that sit outside the city walls, either eaten alive by Deceivers or
torn apart by the birds.
Despite this all of this, Primium is thought to have the highest
quality of living. Its people, aside from their fanaticism, are polite and law
abiding. There is always work to be done and silver to be made. The soil is
fertile and the sun shines often. Even the terrain in Primium is rather lovely.
Outside of city walls, one can find quaint forests, colored hills, and pleasant
grasslands with placid streams. Due to these conditions, agriculture has
become Primium's principle trade. Wheat and other vegetables are major
exports to the rest of Solum, supplying food to places where it might be
difficult to acquire. Primium is an excellent locale to begin a first time
Soulbound campaign.

The church's higher echelons are quite reclusive...

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PRIM, the CAPITAL
[pronounced prim]

Prim is the largest city in all of Solum. This sprawling metropolis is the
epicenter of humanity, a stalwart achievement that houses over a million
souls. The endless roads run into one another as a web that connects old
houses, stacked apartments, and industrious factories. Occasionally, one
stumbles across small parks or wealthy fenced neighborhoods. All roads in
Prim eventually lead back to Lancer's Lane, a street which runs to the heart
of the city. At the very center is the Grand Chapel, which is where Godking
Stultus himself resides, as wells as the Holy Council and the Pantheon of
Saints. The Pantheon is home to colossal golden statues for all of the 23
past Godkings, starting with Natus himself.
Aside from its major holy buildings, the city is also booming with
trade from nearby farmers and blacksmiths. It is a place ripe with business
and naive tourism, but among the back alleys and slums lies a much more
sinister scene. Heretics infest the rat holes of this city. Gunfire and the
clashing of steel can be heard in the streets. Fighting between guards and
cultists never seems to cease. The citizens of this great city need not fear
however, so long as they keep their eyes turned towards the light.

SEPULCUR
[pronounced sep-el-ker]

A small but well armed outpost of Primium that is used to guard the border
of Uhyre and invite traders into the holy land. This small city was built to
provide housing and protection for the employees working at the grand
bridge, Morvan’s Pass, but has lived beyond its original intention and now
wears a layer of moss on its cobblestone paths. At one point this was a
diverse town full of Uhyrians, Primians, and occasionally a Qray Ralimite.
It now houses almost exclusively working Primians, traveling rich folks,
and forgotten Uhyrian settlers. Ruins of old and once-cherished farms can
be found in the outlying area.

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ALTA' MURUS
[pronounced alt-uh-mur-us]

The military capital of Primium. Its location is far away from the beaten
path and any prying eyes wishing to catch a glimpse of the true Primium
military. However, this fortress city is close enough to the nation’s borders
that it might easily send troops to intercept the armies of Uhyre if needed.
Those born in Alta' Murus are likely tied to the military in some way,
whether their parents be a general or janitor. This city has a reputation for
being the cleanest, most well-kept place in all of Solum. Its streets are quiet
albeit the clamoring of a paladin's armor. From the highest captain to the
lowest plebeian, everyone here respects the rule of the Godking.

QUAESTUS
[pronounced kway-stuss]

A major port city for Primium and a trade hub for Sozo, Rajan, and Qray
Ralim. Quaestus has a sprawling port district which is forever bustling with
foreigners and commerce, a trait which has made the populace more open
minded and cosmopolitan than other parts of Primium. All of this trade and
travel has its evils, too. Crime itself is imported and exported; opiates,

Quaestus at Dusk

319
gambling, and killers for hire are not uncommon in the underbelly of
Quaestus. One can smell the mold and vermin from rotted old houses in the
slums, a harsh juxtaposition to the elegant rugs and luxury perfumes of the
noble trading halls.

TERENIUM
[pronounced ter-en-ee-um]

A large, circular city with 3 major districts, each with its own massive wall.
The inner district acts as a city center, with most of the city’s apartments,
homes, and trade. The middle district is for factories, industry, and
craftsmen. The outermost district is farming and agriculture. Terenium, like
Prim, acts as a hub for the Church of Des Natus, although its surroundings
are much less pleasant. Deceiver attacks are quite common near the city,
and the people are hardened because of it. They value grit and hard work
over metropolitan luxuries. The garments of such folks are crafted by hand
and years of hard work shows on their faces.

SETUS
[pronounced sett-us]

Another Primium port city, similar to Quaestus but roughly half the size. It's
narrow streets weave between each other, full of commerce with trade from
Uhyre and Agrewin. Setus also functions as Primium’s foremost fishing
community, bringing in hauls that dwarf those from anywhere else in the
nation. Setus is often victim to dangerous weather of the western ocean and
hordes of beasts which emerge from nearby wetlands. Due to its location,
Setus also functions as the headquarters for Primium’s navy. Their vessels
will undertake lengthy explorations into deep water, often encountering
creatures that would best any lesser fleet. When the ships do return, they are
usually a few sailors short. The people here take care of the shipmen,
revering them as local heroes for the leviathans they face.

320
Uhyre, Heart of the Woods
[pronounced yur]

Uhyre is the second nation to be established by the human race. It is


told that Uhyre was founded by a man named Armen, a mystic and one of
the first 99 humans. When Armen was young, he accidentally saw a
Deceiver's pitiful, unmasked face while it was under experiment by Renae,
the witch doctor. This struck a chord of unease within him and cast a dark

321
cloud over his childhood. Renae pitied him and chose to feed his curiosity,
teaching him the truth of the world. She kept him close and guided his
thoughts, sculpting his mind until it could bear the full knowledge of the
universe. As she taught him, over many years, the two fell in love and
conceived a child. The offspring was a monstrosity, a crime against nature,
an Akuma-human crossbreed. The two then banished this child for its own
safety as the other humans had displayed a seething hatred for the creature.
Sadly, banishing the twisted offspring was not enough. The humans,
with the lead of Natus, were preparing to rebel against Renae and murder
her. Within mystic visions, the witch doctor had witnessed her own death, a
fate which she accepted. Before it was too late, she urged Armen to travel
far away, sending him off with a magic seed as her final gift. With this seed
Armen escaped to the northern mountains, across the sea, leaving his lover
to die. He planted the seed, and it grew into a truly beautiful woman which
he named Arbor. These two alone gave birth to what is now Stein, the
ancient capital of Uhyre. Or so the story is told. Armen and Arbor taught

Elvnir's Southern Entrance

322
A Uhyrian Winter

their sons and daughters to have a strong connection to each other and to the
land. Because of this, Uhrye’s government is based in a caste system where
rank and community respect is valued above all else. The more you do for
the people and Uhyre, the higher you climb on their animal totem. This can
be a challenge for foreigners, as they must start from the bottom, unlike
those who are native to Uhyre. The animal caste is a six creature totem pole
found all over the cities of Uhyre; Rabbit, Fox, Lynx, Elk, Wolf, and Bear in
order of least to greatest honor.
Uhyrians are attuned with the land in ways that make them innate
hunters and gatherers. Many of their foods and supplies are gained by
making trips beyond the walls. Berries, hearty roots, animal meats, and pelts
are common rewards of a successful day's work. The bravest hunters will
often delve into the dangerous, ancient forests to partake in hunting trips
and tournaments for the largest game. Such traditions have lead to the death
of many overzealous hunters, something that Uhyrians accept as a sacrifice
to the land. The most honored Wielders and hunters of Uhyre are typically
covered in various flowers and flora, decorations that allow them to be
worshiped as a necessary part in the cycle of life and death.

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STEIN, the CAPITAL
[pronounced styne]

Stein is considered by its people to be the birthplace of love and family


bonds. The people that live here focus on growing their community and
their family structures above all else. Much of the city is suspended on
massive wooden supports, held safely above the swamp below. Those in the
higher castes, however, often build their homes in the trees, suspended
where no monster can reach. Stein is by no means the biggest city in Uhyre,
but it is the oldest and the most cultured. Little trade comes out of this city,
but many donations come in from other Uhyrian cities as people pay respect
to their elders and their roots. Scattered about the city are totems and statues
of animals that hold importance to its people. The architecture in Stein, and
even parts of the woods themselves, are carved with runes and pictures from
generations worth of inhabitants. Old secrets, riddles, and puzzles tell the
story of Uhyrian history. It is said that those who dishonor their family are
the quickest to have their wooden supports rot away into the swamp below.
Though Stein may not be as heavily populated as other capitals, its
importance is derived from tradition and history.

ELVNIR
[pronounced elv-near]

A well-fortified outpost designed to guard the southern border, built after


Primium began sneaking scouts into Uhyrian territory. Tensions between
Uhyre and Primium have settled since, and now Elvnir is home to a diverse
cast of travelers from across Solum. More so than in other parts of Uhyre,
the worship of Des Natus is tolerated here, although the city keeps a close
watch on such activities. The local economy is mostly sustained by
exporting lumber from the nearby wilderness. Legend has it that Elvnir is
home to the fabled Crow Guard. This elite fighting force watches Uhyre's
borders, ever vigilant of threats from within and without.

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HAIHVAL
[pronounced hi-val]

Haihval is the one of largest cities in all of Solum, only second to Prim.
Though streams surround the place, it is one of the few Uhyrian cities that
rests on flat earth with true paved roads leading to and from it. Fungi line
the walkways, and the people believe it to be a sign of good fortune as if
Armen himself were alive in the city. Stacked along the streets are small
shops that offer homemade trinkets, trade goods, and a great variety of food
from deep in the forest and fresh out of the canal. With the waters next to it
running as slow as they do, fishing and riverboat transportation thrive here.
Although the city does not have a direct trade route with Agrewin, its
proximity still enables large exports of food to be exchanged with valuable
guns and minerals. This trading allows Haihval to be more industrious than
other Uhyrian cities. Its totem polls are milled by machines, its hunters
often use rifles in the place of bows. The roads to and from Haihval are
often overtaken by rapidly growing flora, making constant upkeep essential.
Much of the forest growth that is cut is processed for lumber or burned to
stave off beasts at night.

A Lakeside Village, Uhyre

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BAOMIR
[pronounced bay-oh-mir]

The skypines of Myrk's Dreadwood are nearly impossible to traverse, and as


such the city of Baomir is the only gate of passage between such dangerous
lands. The city's primary goal is to protect Stein and northern Uhyre from
attack. Plenty of experienced travelers work as guides in Baomir. These
entrepreneurs are willing escort parties north, for a hefty sum of silver, and
are known to exaggerate the dangers that lie upon the well-traveled route.
Baomir also functions as a lumber mill, cutting down the garganutan
skypines of the nearby woods and planting new ones in the process. The
city is well fortified and boasts walls that rival the nearby forests in height.
Beasts in the area are notorious climbers, meaning the walls in these parts
require constant protection. Such creatures, like the Holmidi, are so feared
they have become part of local folklore. Some have even come to worship
the Holmidi as a balancing act of nature, carving totems and deifying the
beasts for protection of the woods.

VEROGIN
[pronounced vair-oh-gin]

Verogin is Uhyre's gem of the south. Because of its location, the place
receives much trade from all across the realm, and the screeching of desert
trains can be heard running tirelessly throughout the day. This diversity has
bred life into the city; air here breathes of creativity. Verogin is known for
its exquisite architecture and the open gardens which float atop pristine
canals and ponds. Renowned artists frequent the place for rich dyes, and
Primium’s most relevant fashion designers come searching for silks from
the east. Even the shanty towns of Verogin have a charm about them, being
built amongst the trees. The poor lead simple lives, content with the natural
beauty around them. Flowers, bugs, and birds flourish here amongst the
city's endless display of greenery, color, and life.

326
Agrewin, Wasteland of Riches
[pronounced ah-gree-win]

Agrewin is a cold, isolated, miserable hellscape. The nation of


Agrewin, most notably its capital, was once an extension of Primium’s
government, but with time and distance this nation has become something
of its own. Many centuries ago, Primian forces were sent by the church to
explore an untouched island of the world’s rarest ores. The church was

327
initially optimistic, but soon received horrifying news. The place was
riddled with monsters. The flow of dead miners was greater than the
minerals themselves. This would not persuade the church to leave, however.
Instead, they sent a legion of paladins to fortify the area. An underground
base was constructed, with shafts that cascaded deep into the region's caves.
One by one, buildings were erected above this base. Soon walls appeared,
and a city was born. As for workers, the holy council elected to send their
unwanted members of society, murderers and thieves, to perform such
menial labor. The lost, the jobless, and the deviant would all find a new
home in the underground city of Grishelm Primus. Their mining was
ordained as a holy duty to be fulfilled in honor the Godking. Centuries past,
and Primium has stopped sending their criminals to Agrewin. The nation
still abides by the laws of Des Natus, but stands independent from Primium.
Through hard work, silver, and a few riots, the people here have won their
independence. Despite this, few have ever saved enough money to escape
the hellish continent. Life on Agrewin is brutal. Tireless work in the mines,
grossly unequal distribution of wealth, and an unforgiving landscape make
the island a prison of its own.

A Coastal Village of Agrewin

328
The nation of Agrewin is home to an unforgiving landscape,
comprised of jagged cliffs, withered forests, and frozen wastes. Nature is
stifled here. This land only sees a handful of sunny days in any given year,
the rest being filled with fog or snow or rain. The rocky earth is cracked and
shattered in places, exposing deep mineral rich caverns. These caves are a
prime location to collect iron, flint, coal, sulfur, and rare metals. However,
these holes are home to more than mineral riches. Spiders the size of bears,
escaped convicts, and subterranean Deceivers all dwell within. Further yet
and a dark Corruption is said to rest in such caves. Because of the harsh
conditions here and the roots of their culture, Agrewin commoners are
devout followers of Des Natus. They believe that through prayer they will
survive another day in such brutal lands. Churches run much or all of the
government, as people are willing to put their faith in a higher power.
This being said, the folks of Agrewin are realists and cannot rely on
the church alone. Anyone who can afford it owns a firearm. Guns are
integral to the culture of Agrewin, and the people here are ready to shoot
anyone and anything that seems inhuman or unholy. Agrewin natives are
wary of outsiders coming into their cities, and often suspect that foreigners
come to steal the wealth or place a curse upon their simple way of life.
Inspections at city gates are thorough and commonplace. Guards are often
checking for runaway miners and disguised criminals, although folks here
are no less fearful of Wielders and Akuma. Paranoia manifests itself on the
very barricades of such cities, too. Mortars and many-barreled guns are
affixed atop city walls while massive spotlights are used to pierce through
the fog, searching tirelessly into the unknown.

GRISHELM, the CAPITAL


[pronounced griz-helm]

The capital of Agrewin. This city is famous for extending as far below the
surface as it does above. Grishelm itself is a juxtaposition. Being a
theocracy, the government focuses all of its funds on improving that which

329
What lies beyond the fog?

glorifies the Godking and all of Des Natus. Churches become more
illustrious, mansions become more grandiose, and the nicer parts of town
become more exclusive. The upper districts are provided with plumbing,
protection, and electricity. Far below these gold trimmed edifices is a
different scene. Factories that convert minerals into ingots, iron into steel,
and sulfur into gunpowder belch smog into the air. Folks living in these
parts of Grishelm must fend for themselves if Deceivers bypass their
crumbling barriers. The city government only puts effort into structuring
new factories and businesses, paying little attention to the walls or
neighborhoods that surround them. Housing and commercial planning is left
to the squabbling residents. Many take advantage of the poor, building
shoddy apartments about the slums in an effort to collect what little silver
they might have to offer. Even further below this, in the city's underbelly,
sinister dealings are said to take place. A labyrinth of old mine shafts and
tunnels has now become home for black market deals, prostitution, and
countless thieves. The wealthy only venture below their golden palisade to
partake of what services this underworld has to offer.

330
SNYRING
[pronounced sneer-ean]

Considered to be the mining capital of Solum, its only competitor being


Tajara of Qray Ralim. The city surrounds a massive open air quarry that
extends hundreds of feet into the earth, a focal point for all of culture and
lifestyle within Snyring. Both the rich and poor have claimed their stake on
its edges by building saloons, houses, and shops that gaze into the abyss
below. Beyond the walls are mountains and cliffs filled with rich minerals
and ores. Much of Solum’s granite and iron come from Snyring and its
surroundings. This digging is profitable, but exposing the natural caverns of
Agrewin draws forth Pagodas and other unspeakable horrors. This is no
issue, however, when wealthy coal barons can easily replace any missing
workers for a few silver bars. Mount Mormut is visible from the higher
reaches of Snyring, making it a destination for crowds to gather during the
volcano's biennial eruption. Although many claim that the eruptions are
fueled by the rage of an ancient demon, plenty researchers have made their
homes here to observe the seismic activity and dispute this claim.

An Aristocrat's Remote Estate

331
AMEL
[pronounced am-el]

Also known as "The Golden City," Amel is a place of endless riches and
divine architecture. It stands out as a brilliant spot of orange against the
heavy blue of an Agrewin night. Amel exists separate from the mainland on
a small island to the north, isolated from the evils of the world. Here, the
wealthy, the fortuante, and well connected have all gathered together to
party their worries away. Amel is for the rich to escape their worldly
struggles. Under the guise of political gatherings or social balls, the
privileged are rumored to enjoy dark pleasures; opiates, whores, the taste of
human flesh. The chefs are of the highest renown, the servants have looks
that could cut stone. Aside from this ceaseless indulgence, Amel serves as
an ideal location for explorers to launch their northern expeditions.

AMEL-LAS
[pronounced am-el-loss]

The poorest shanty town to exist on Solum’s aimless wander. Amel-Las lies
on the northern tip of Agrewin, across the straight from Amel. Living
conditions are dreadful and many folks have made their homes in small
caves, natural or hand carved, dug into the mountains themselves. The folks
who live in these conditions are mostly miners, and the strong walls
surrounding the city are just as much to keep them in as they are to keep
monsters out. Death is common in Amel-Las. Between earthquakes,
collapses, Deceiver attacks, and disease, the weak don't last more than a few
months. These frequent deaths open up new homes for the poor, or even
vagrants and criminals that wish to hide amongst the masses. The squalor
here is unbelievable, and inquisitors have been known to raze an entire
neighborhood if they fail to find the person they're looking for. Many have
attempted to launch a rebellion in Amel-Las, but the stupid are killed
quickly and the smart never stick around for long.

332
Qray Ralim, Sands of Discovery
[pronounced ray-rah-leam]

The vast desert nation of Qray Ralim stretches across the entire
distance of middle Solum. This arid landscape is home to timeless ruins,
untold mysteries, and brilliant discoveries that have all irreversibly altered
the course of humanity. It is thought that the great desert here was once a
bountiful forest and home to the Akuma, but millennia later, the past is

333
buried beneath the sands. The journey to uncover this lost history and
knowledge eventually gave life to the nation of Qray Ralim. Early explorers
and cartographers returned with news of ancient structures, and the world's
academics quickly scrambled to see them. As researchers arrived,
merchants, smiths, and workers followed after. Encampments grew into
metropolitan hubs, made possible by the countless, sprawling railways left
behind by the Akuma. Humans, upon discovering the existence of these
rails, built dune trains to travel along them. Such machines were equipped
with angular plows to push sand, grip-lock wheels to hold them on course,
and cannons to guard their cargo from raiders or beasts. These powerful
machines allowed the world to become interconnected in a way never
foreseen, and now humans repair and construct new railways everyday to
ship supplies to distant excavation sites. The ruins that Qray Ralim is so
notorious for are wildly dangerous. Traps, cave-ins, and old Akuma are
known to wait deep within these architectural relics.

The Outskirts of Kayira

334
KAYIRA, the CAPITAL
[pronounced kai-year-uh]

Kayira can be noticed from miles away by its towering architecture and
colorful palette. The city is a rolling sea of patterned tents, dusty libraries,
and sandstone towers. At one time, this was the only habitable city in Qray
Ralim, but it now acts as the foremost research hub in Solum. Kayira is
tirelessly innovating, seeking new knowledge by exploring and excavating
the endless sands around it. The residents of this great city are either
academics or people attracted to their cause. Wielders flock for a chance to
try new technology. Akuma worshipers, Des Natus reformists, and black
market traders come seeking opportunity. Locals spend their time gossiping
under dim lighting of a shaded tent. While their goals vary greatly, everyone
here is an ally against the harsh desert itself. In scalding desert heat, even
the most unlikely allies can find common ground. A small respite from this
heat is the Arkhabil River, flowing from its northern delta, which travels to
and through Kayira. This provides greenery and life to the desert city, as
well as improving trade in the area.

TAJARA
[pronounced tah-jha-rah]

A city founded to produce cement and sandstone. Tajara was originally


established by an Uhyrian company seeking to expand their profits, but this
effort failed when they were unable to cope with harsh desert life. What was
left over were the hardy folks who now call this city home. Tajara is not far
from Alkathban, a known Corrupted land, and is frequently exposed to
strange happenings. Workers share stories of unexplained phenomenon that
appear in the night, taken more as fact rather than fiction. Despite these
happenings, the quarrymen continue their work. Tajara earns far too much
silver to be left abandoned. Much of this city is submerged in the sand, due
to superstition or carelessness, and has crumbled into modern ruins.

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A Seaside Town, Qray Ralim

BARRIA
[pronounced bar-ee-uh]

Barria rests in a great swamp on the southern edge of Qray Ralim and acts
as the academic capitol of Solum. Unlike much of the nation, this city has
port access, making it the primary trading hub for Qray Ralim. At first,
Barria was ignored by academics who preferred the culture and comforts of
Kayira, but as simple luxuries and lab equipment became imported from
Barria, the scholars moved en masse to this new city. Its location was ideal
for keeping worldwide correspondence with fellow students, enabling them
to freely trade information across all of Solum. Samples from around the
realm could be ordered and shipped in a few weeks time, something
otherwise unattainable for schools. Soon Barria became a melting pot of
academic constituents from every nation in Solum, its Grand Dhaki College
serving as a beacon of knowledge. Humanity's greatest technologies, and
perhaps a solution to the endless Deceivers and Akuma, may very well rest
with this city's walls. Barria is a young city of free thinkers because of its
cosmopolitan nature, but it lacks an enduring tradition or culture.

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ARKHABIL
[pronounced ar-kab-ill]

The islands that Arkhabil sit atop are home to remarkable Akuma ruins.
After centuries of abandonment, the city is now considered safe, as much of
the arcane energy here has faded away and what is left are only remnants of
former dangers. Arkhabil is famous for the immense comfort people
experience upon arrival, a state described by most as being betwixt waking
and slumber. Scientists attribute this to the city's northern location, but this
only goes so far when explaining the connected, recurring dreams of the

Akuma Ruins

337
residents. Townsfolk speak of an ancient city that they share in memory, but
not in the physical realm. The Arkhabil in real life is well kept, but its
buildings are no more special than anywhere else in Solum. Water here
moves slow, plants grow tall, and days in the sun are pleasant. In their
dreams, however, the citizens see a city which dwarfs their own, sculpted of
impossibly angled buildings. The structures are high enough to touch the
clouds, crafted of ornate marble and gold. It is a place where booze is
served endlessly, love is abundant, and one never grows tired. The
population here revels in these dreams and few that show up here ever
leave. Some even claim to have interacted with others from the physical
realm during this shared hallucination. Arkhabil is part of Qray Ralim, but
acts of a sovereign nation is many ways. Its people provide for themselves
through fishing and farming, with some trading from Uhyre.

RAJUL ALAI
[pronounced rah-jool-al-eye]

A criminal stronghold hidden by the sands, difficult to find even when one
knows the way. Rajul Alai was formed by a coalition of black market
leaders who grew sick of fighting Deceivers in lawless areas. This desert
haven was created to provide merchants, engineers, and scholars with a
place to meet behind closed doors. Incredible amounts of illegal silver was
used to build Rajul Alai as an impenetrable fortress, both to keep out
Deceivers and prying eyes. Unlike most cities in Qray Ralim, there is no
railway leading into town, and the closest stop is miles away. Those wishing
to reach Rajul Alai must travel the remaining distance on foot or by camel.
Once in town, travelers will find the people to be callous and unwelcoming,
especially if they are caught looking around in areas they shouldn't be. Rajul
Alai has a serious reputation for hosting the worst kinds of human behavior
and serves as a home for assassins, thieves, and slavers. The city's elite are
no better, such men and women have graduated from petty crimes to large
scale fraud.

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Base of the Great Bhiri Mountains

Rajan, The Clouded Peaks


[pronounced rah-jon]

The endless civil war that defines Rajan is told by the complicated
past of two wealthy families, both of them traveling together by caravan
across the treacherous Qray Ralim desert. Upon arrival at the eastern side,
they found cracked, porous ground. Beyond that, buried in the clouds, were
the spires and peaks of The Great Bhiri Mountains. By traveling further into

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these towering peaks the families came across two mountains that looked as
if they were one long ago. They ascended to the windy summits and each
family claimed a mountain for themselves. Two cities were built, one upon
each peak. The Chakrish Bridge was built connecting the two cities, Ahmdi
and Parada. The Great Bhiri Mountains had fresh water springs and fertile
plateaus to sustain these new communities. Not all was well, however.
Massive flying beasts, Dragyns and Tempus, fought ceaselessly through the
summers. Their enormous corpses fell from the skies. The carcasses of such
giants were large enough to contaminate entire city blocks, soiling crops
and spreading disease. There grew a hatred towards these Deceivers. A
motion was born to kill off one of two species to secure an end to the
fighting. One family saw the Tempus as innocent, gentle guardians, while
the other saw Dragyns as valiant warriors. When the time came to decide, a
fight broke out betwixt the families, and their bonds were permanently
severed. The Chakrish Bridge was demolished. Ahmdi and Parada became
separate. This divide sparked brawls in the streets, and ever since there has
been war between the Dragana and Akasa clans. Land that was once used

Base of the Great Bhiri Mountains

340
for farming now holds outposts and supplies for a war with no end. The
nation must ship in its food to stay alive, resources it can pay for with
precious gems and minerals extracted from the mountains. By idolizing both
Tempus and Dragyns, the people here have become extremely hard workers.
Miners build elaborate networks, artists reinvent stagnant trends, scientists
innovate diligently, and chefs bring foods to splendor. The people live well
in Rajan when there isn’t feuding to be had.

AHMDI and PARADA


[pronounced om-dee and par-ah-dah]

The southern and northern warring capitals, home of the Akasa and Dragana
families respectively. Uniquely, these cities have no walls since their sheer
mountain slopes prevent attack from any war party or Deceiver. The people
of Ahmdi and Parada think quite highly of themselves and of their
respective sky beasts, a fact they will not hesitate to advertise. Temples are
carved into the mountain faces and given grand views to worship such
beasts. Statues of the venerated Deceivers decorate every corner of these
cities. Along with temples, strip mines are dug into the stony cliffs to
uncover hidden mineral deposits. Valuable gems, rubies, and diamonds can
be found here. Charcoal, sulfur, and saltpeter are also dug out of the
mountain side and often manufactured into gunpowder and ammunition for
firearms and cannons. This provides both clans with the fuel to rage on in a
self-indulgent war. The sections of these cities that face each other are
jagged and ruined from the damage of frequent artillery fire. Cannons,
mortars, and ballista are used to by each side to maintain this constant
skirmish, leaving the neighborhoods they target charred and reduced to
rubble. The cities poorest residents, as well as runaways and convicts, often
take up residence in these vacant and dangerous buildings. Neither Ahmdi
nor Parada are frequented by foreigners since few wish to be involved in
such a feud. It is best to reserve one's opinions on anything when visiting.

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A Tempus Village, Rajan

NAVARI
[pronounced na-var-ee]

Those within the clans fight fiercely, but not all care to waste their lives on
such a cause. Distant relatives and newcomers established a city, Navari, at
the base of The Great Bhiri Mountains for those who wished to live without
so much bloodshed. Navari is simple town focused on harvesting and
trading supplies without the concern of battle. They work stone into small
factories and use wood to make charming cabins. If one were not paying
attention, they might imagine they've landed in Uhyre instead. Navari's
main attraction is the centrally located grand bazaar, an interesting
exception in a spot typically occupied by mansions and high-rise estates.
Here merchants sell their wares and banners fly free. Sand crusted travelers
from Qray Ralim, hardened Sozonians, and others gather in this community
melting pot. Entertainment is abundant as musicians tour, painters translate
crowds to canvas, and foreign academics work in open studios. Even
mentioning the Dragana or Akasa clans will result in a swift shunning from
the locals. Still, this doesn’t prevent the clans continuing their eternal feud

342
in private. Both Akasa and Dragana have their interests in manipulating the
markets of such a place, hoping to gain powerful business allies for their
cause. When this fails, they will still resort to all-out brawls between one
another among the city streets.

VYPARA
[pronounced vai-par-uh]

A densely populated metropolis cradled by waterfalls and rivers. Vypara is a


neutral territory for the war between clans where rivalry still exists, but
people here have found a way to fight their battle in a more civil manner.
Rather than swords and guns, the citizens of Vypara settle their differences
through words and pens, frequently holding public forums to address the
many issues facing the city. Through this process, Vypara has become a
beacon of philosophy, debate, and literature. Poets and writers from all
nations visit this verdant city to be inspired. On the streets, parts of the city
may choose to align with one side or another. Colorful signs are placed to
signal a building's allegiance, but even this is considered a right for

A Rajanian Sunset

343
shopkeepers and landlords. Only the waterfalls and rivers themselves are
off limits from the age old rivalry. These pristine streams run about and
through the city, stocked full of fish to catch and carrying life to crops,
although their splendor attracts more than just tourists. Basiths and
Dorutabi are quite common in these shallow waters, and both sides must
unite to repel such threats when they arise.

SINARAZI
[pronounced sin-ar-ah-zi]

Known as "The Great Jewel City," Sinarazi is a place of extravagance and


exuberance. This unique settlement is a true spectacle, being that it is built
inside a massive, naturally formed cavern. When the first Rajanians arrived
they labored for weeks to carve a level floor into this great cave, a place that
would serve as a foundation for the great city to come. It is said that an
ancient god dwelled within, and that brave Rajanian Wielders fought to
secure the city. Sinarazi is hidden from the outside world, only accessible
through one of two tunnels. Using either, one must travel roughly a
kilometer before reaching the city. Massive stalactites and stalagmites of
beautiful crystal will signal one's proximity to the place. These otherworldly
formations are present all throughout the Sinarazi. A small opening in the
cave's ceiling allows sunlight into the cavern, creating a dazzling glimmer
during the daytime. These crystals occupy much of the space in this cave,
some being as large as the houses near them. Roads in Sinarazi are laid
between these grand gems, and the buildings here are structured around
them. The city's most eccentric folk have placed their homes atop the largest
gems, sometime suspended hundreds of feet in the air. The citizens of
Sinarazi have strong beliefs about the healing properties of these crystals.
Such claims have lead to the growth of therapeutic spas, new age doctors,
snake oil salesmen, and the occasional opium den.

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A Remote Village, Sozo

Sozo, The Savage Jungle


[pronounced so-zoh]

Sozo is a nation that judges a person's worth on their brawn alone.


People here worship the tenacity of their mother god, Sozinera. There is
little written word of her mythology, but the verbal tradition is still alive and
well amongst battle weathered elders. It is said that Sozinera lifted the entire
world from a pit of darkness, a feat of strength only she could accomplish.

345
Beyond this, most natives couldn't be paid to recall any other details. Since
the nation's early days, this strength has been a guiding principle. When a
Deceiver attacked, all able bodied fighters in the village would take up arms
against the beast. One creature is no match for twenty maces crashing upon
its back. The strongest warrior of the village would be given the title of
Saisho and sleep in the center of town. They are seen as the embodiment
Sozinera’s will and power. In the golden era, engineers, merchants, and
business people all hold their place, but do not receive respect as they do in
other nations. Might is supreme in Sozo. Warriors are religious officials,
mentors to the young, and political ambassadors. It is not rare to see a
homeless man carrying a pillar, a lawyer wielding a great hammer, or a gang
member twirling a zweihander. Wielders frequently try to capitalize on their
gifts in Sozo, hoping to work up to the top of society, but in many rings,
such supernatural powers are forbidden or shunned.
Laws in Sozo are loosely defined, and most often the people here
adhere to a code of unspoken rules instead. Acts of deceit or cowardice will
result in a lifelong shunning. Cruelty, like striking a helpless person or

A Sozonian Outpost

346
stealing from the poor, will result in the offender being beaten or killed.
However, if one's drink were spilled or their boot scuffed, then an all out
brawl might not be unwarranted. Violence is the supreme law here, and even
those slain in fair combat are not murdered in the eyes of the government. In
the golden era, these unspoken rules still apply, much to the surprise of
outsiders. Sozo is not a land of savages however, and their cities still enjoy
modern conveniences. Large swaths of jungle have been cleared to build
houses and factories, leaving wet grasslands around their settlements. This
space is used for farming goods like rice, tropical fruits, and opiates. One
must be careful, however, as the beasts in Sozo are said to rival the people
in size, strength, and tenacity. Tilling near the thick woodlands has lost
many an unsuspecting farmer their life. Even if the villagers of Sozo can
fight as one, their combined strength might not be enough for some of the
truly fearsome monsters in Sozonian woods.

YOSAI, the CAPITAL


[pronounced yoh-sai]

On either side, the great city of Yosai is flanked by a wide jungle river,
known as the Great Ronotine. This position has made Yosai the
impenetrable gem of Sozo for generations. Although it was initially
established as a military fortress, the security that Yosai could offer attracted
many Sozonians, especially those who could not fight for themselves. The
city is well built, and much like Prim, it houses long paved roads, high rise
apartments, and tall inner walls. Minor differences are found in the palm
trees, hanging vines, and groups of suited businessmen holding colossal
swords. The people of Yosai are ruled directly and openly by the current
political party with the greatest might. These political parties most often
begin as gangs, but are given legitimacy as they grow in power. There is a
shared fear that attempting any alternative system of governance is to give
up all tradition and honor. This is does not come without drawbacks. Day
after day, guards continue to extort local farmers for free food and shop

347
Dangerous Sozonian Woods

owners for profit cuts, but perhaps if people were stronger, they wouldn't be
subject to such cruelty. Yosai has little interest in trading and mostly acts as
a self-sufficient entity, although the rivers that surround it allow for easy
access and transportation. The endless rain forests provide lumber, the
hidden mines in southern Rajan provide ores, and winding jungle rivers
hold bountiful fish.

KI-TI
[pronounced kai-tee]

The southernmost city of Sozo, Ki-Ti is known for its lumber mills and
exports of wood, spices, and other flora to rest of Sozo. Long ago there was
an attack on Ki-Ti that flooded the entire city several times over. No one
alive today witnessed the event, but old shattered buildings and a verbal
history prove that it happened. Small farms rest atop these ruins of old
homes. Trading centers are improvised from vacant factory buildings.
Legend has it that a monstrous Deceiver caused the carnage, but few believe

348
A Riverside Village, Sozo

such a tall tale. Political refugees from Yosai often flee to Ki-Ti to avoid
persecution from their own gangs, finding refuge amongst the ruins. Those
in hiding, the poor, and even those from others nations have managed to
make effective shanty towns in the basements of destroyed industrial
buildings. The city's port lies in a state of disarray, but allows for the arrival
of refugees from other nations, as well as occasional trading. The only ones
who live in luxury here are scheming merchants, weary guild members, and
the owners of vast farms. Nagaseth imagery is etched into many houses in
Ki-Ti and the locals praise them, sometimes even making animal sacrifices
for reasons forgotten long ago.

HANABI
[pronounced han-ah-bee]

Sozo's main trade hub, Hanabi is a coastal city that lies on the Tumili
Ocean. Getting wares to and from Primium, Rajan, and Qray Ralim is no
issue from this location. Trading has bolstered with city's reputation, and

349
allowed it to excel beyond other Sozonian cities with its industry and
academics. Hanabi is quite well known for its locally harvested crab, clam,
and the pelts and bones of monsters. Despite the place's cosmopolitan
nature, the people here are quite fond of their ancient rites, often making
trinkets from bones and shells. Some even say these trinkets hold power, but
studied researchers are wise to remain skeptical of such claims. Trinkets
supposedly help to calm the ocean as well, and as such hundreds of them
can be seen hanging from docks and ships in the area. Communal dancing
festivals are also performed for this same purpose. The people of Hanabi
have become friends with nearby Rajanians, creating frequent splinter
groups of Akasa and Dragana sympathizers.

TSURINE
[pronounced sur-ean]

A tropical city known for its impressive yields of seafood from the Sera
Reef. Everyone here takes pride in fishing, netting, and whaling. Regardless
of profession, the natives are typically spotted eating fresh catches by the
beach, an important time for bonding during the day. Such delicious food
and placid weather attracts the wealthy too, drawing in aristocrats and lords
seeking solace from the industrialized world. Those from other lands have
never experienced the natural joy of a sunny day in the tropics. Tsurine is
also home for those cast out of the vicious Sozonian lifestyle, and there is
no judging of a person who wishes to provide for the community by simple
fishing. The people of Tsurine are known for their generous hospitality,
frequently overwhelming visitors with food and drink. It is not rare for
guests to become intoxicated with the culture and end up staying
permanently. Those who do, however, will learn how difficult life can be for
the locals. Tropical storms can destroy entire neighborhoods, and aquatic
leviathans dwell within the reef. Conditions can change from placid to
torrential in a matter of moments here.

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Landmarks of Solum
ARVA PLAINS (Primium)
An expanse of colorful prairie that rests in the center of Primium, known for
its vibrant hues and seasonal beauty. A ring of villages surrounds the
perimeter of these plains to harvest from the fertile soil, but no village exists
within the plains themselves. The colored grasses and flowers here are
cursed, said to possess a supernatural charm which will convince fools to
stick around until they starve. Skulls and bones can be found under the sea
of flowers for those who look.

MORVAN’S PASS (Primium/Uhyre)


A towering bridge meant to epitomize trust between Uhyre and Primium.
Hundreds of armies, merchants, and travelers have crossed this old bridge
over countless generations. Totems, carved of granite, adorn the Uhyrian
side, while marble figures of past Godkings guard the entrance to Primium.
Parts are now crumbling, but neither side provides silver for its repair.

Edge of the Arva Plains

351
MYRK’S DREADWOOD (Uhyre)
An ancient forest of skypines, legendary trees that stand three or four
hundred feet tall, and shaded old secrets. Monstrous animals, cunning
Deceivers, and timeless Akuma have made these woods their home. The
canopy is thick enough to prevent any sunlight from reaching the forest
floor, and some parts of these woods have been without its rays for
centuries. It is said that dryads, Wielders connected with the land, can even
be found in the darkest recesses.

MOUNT MORMUT (Agrewin)


The largest volcano in Solum, and an active one at that. The frequency and
intensity of Mount Mormut's eruptions have only increased over the
centuries, and now one occurs nearly every two or three years. These
explosions are visible from much of Agrewin and cast ash over the entirety
of it. Legend says that Mount Mormut is home to an old demon, but nobody
dares venture close enough to verify this claim.

ALKATHBAN (Qray Ralim)


The site of an old Akuma metropolis. These ruins cover more territory and
stand taller than most human cities, but they remain an unpopulated ghost
town. Spelunkers, climbers, and brave researchers have attempted to tame
these wild ruins, but a dark energy still remains within them. Alkathban is a
lawless place. Bandits will kill without hesitation, buildings collapse
without warning, and plenty of Akuma still call these desecrated structures
home. The rewards are worth it, of course, as some of the most advanced
Akuma inventions rest within these buildings, lost amongst the sands.

THE ARKHABIL DELTA (Qray Ralim)


An immense river delta that cuts into the heart of Qray Ralim from the
Northern Seas. This water brings greenery and splendor to a nation where

352
such things are highly uncommon. People from all walks of life have made
their home in this delta, from the great cities of Arkhabil and Kayira to
lowly river bandits.

THE GREAT BHIRI MOUNTAINS (Rajan)


The tallest and the most magnificent mountains in all of Solum. These peaks
stand above the clouds with ease. Tempus and Dragyns call these mountains
home, and the two are locked in a constant battle much like the people that
worship them.

SVARGAS PEAK (Rajan)


The tallest peak of The Great Bhiri Mountains and the highest point across
all of Solum. This mountain extends to such heights that its summit is
perpetually concealed by clouds, and only a handful of eyewitness report
claim to have seen what lies beyond them. Observant explorers will note
that many part of Svargas Peak appear artificial or hand-carved in nature.

THE GREAT RONOTINE (Sozo)


A winding jungle river that extends through much of Sozo. This gargantuan
body of water carries millions of gallons to into the ocean every day, it's size
is enough to support complete ecosystems. The city of Yosai uses this river
for transportation, but the water is nowhere as deep as it wide and can't
support any true sailing ships because of this.

SERA REEF (Sozo)


A beautiful coral reef and the largest in all of Solum. Half of all marine
species in Solum live in the Sera Reef and many of them can only be found
here. Fish caught in these waters can reach extraordinary sizes, longer than
the skiffs used by locals, and are said to have phenomenal healing
properties.

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Notable Islands
VELSPAR (Northern Seas)
A remote island that has remained a mystery since it was first discovered.
Few humans have set foot here and returned, and most of what is known
about Velspar is folklore. Witness accounts claim that this frigid northern
island is covered in black sand and obsidian pillars. Sailors gossip about the
foreboding red cliffs that make landing unthinkable. Velspar remains
untouched by humanity, but eventually someone may discover the petrified
woods deep within the island. Legend has it that Akuma still roam freely
here, and that their civilization might still continue in some twisted way.

JAKARI ARCHIPELAGO (Tumili Ocean)


Just beyond the southern coast of Qray Ralim lies a spectacle of islands.
This volcanic archipelago is perfect for sustaining human life, save for the
occasional hurricane that blows through. Ideal conditions drew all types of
seafaring folk, but ultimately pirates conquered these tropics and established

The Northern Coast of Sarrfolk

354
their own perverse settlement. Despite the crime, being a pirate stronghold
has allowed the Jakari islands to remain free from the influence of any one
nation. In the golden age this archipelago is quite accepting to outsiders,
even allowing for legal trade and travel from the six nations.

SARRFOLK (Tumili Ocean)


A lovely but frigid island of grazing fauna, rolling hills, and cannibal tribes.
It lies shortly beyond the waters of Primium’s southeastern edge. People
here believe that the best way to absorb the knowledge of one's elders is
through their flesh, and some tribes will even go as far as to eat the flesh of
their enemies. Regardless of their supposedly savage, ways the tribes here
live free of Deceivers. Passed down as a tradition through the generations,
warriors here seek out Deceiver nests and eradicate the beasts in their
infantile state. Centuries of tribal knowledge has enabled them to locate a
nest (no easy feat) and arrive shortly after breeding season. The warriors of
Sarrfolk place themselves in great danger to accomplish this task, but the
result is a life free of walls and fears.

FORT'S ISLE (Artis Strait)


A highly contested island which rests between the coasts of Primium,
Uhyre, and Agrewin. The position of this isle makes it a strategic gem for
military campaigns and trading, and so all three nations have spent decades
attempting to claim the place for themselves. Each has established a fortress
on their closest shoreline which they use to launch assaults against one
another. Constant skirmishing, artillery strikes, and trench warfare have left
the center of this island muddied and scarred. Even during times of peace,
the bloodshed on Fort's Isle rarely ceases, and nations will use the fighting
here to train new recruits into battle-hardened soldiers. Fearless merchants
and opportunists have established shops here to capitalize on each nation's
need for weapons and ammunition.

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Villages of Solum
There are many reasons to start a village in nightmarish lands
beyond the walls; escaping religious persecution, founding a guild in
untamed land, or leaving the noise and filth of the city behind. Despite their
reasons, anyone hoping to gain a foothold outside of city walls will face
countless hardships. If they hope to survive, the people of such settlements
will need to be cunning, resourceful, and well protected. Early on, villages
are prone to being ransacked by Deceivers that roam freely or even wiped
out altogether by an Akuma. Because of this, village communities are close
knit and weary of anything that might disrupt their delicate lifestyle,
including wandering bands of Wielders.
Villages appear sporadically and disappear often. It’s difficult,
almost impossible, to get an accurate map of their locations. Often they
mirror the culture of their parent cities and perform a similar lifestyle on a
much smaller scale. For instance, a Sozonian village could be started by a
gang seeking to make their own safe haven. A seemingly pleasant hamlet in
Primium might be home to those who worship a false Godking. Uhyrians
may have established a remote mountain village, wishing to escape their
unfair system of social castes. Not all villages are birthed from crime or
heresy. Some just prefer a simpler life. Listed below are examples of village
names based on region.

PRIMIUM UHYRE
Flumen, Iauna, Lacus, Lapis, Fisk, Stolbord, Innsjo, Trelve,
Caute, Sella, Fax Ardebat, Lase, Morkhund, Konge, Fjell,
Lucerna, Triticum, Clauditus, Brannhule, Lommelykt, Skjold,
Malleus, Chartam, Immergo, Spyd, Langvei, Drage, Lykkelig,
Tenebrim, Picitis, Domum, Sint, Utstott, Tyvstole, Ridder,
Ecclesia, Petram, Princeps Slettene

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AGREWIN RAJAN
Mirim, Intuneric, Fericit, Trist, Kukura, Biralo, Ghara, Bagha,
Lanterna, Proaspat, Fura, Dhoka, Sidhi, Manava, Garchu,
Minciuna, Pestera, Masa, Sunadad, Masu, Nimbu, Biminu,
Ascunde, Taratoare, Sidir, Apara, Badalahagu, Naddi, Pathara,
Ajutor, Rame, Vorbis, Roma, Sipara, Munisit, Kursit, Damaldi,
Pielevil, Adleton Kitiimi, Mald

QRAY RALIM SOZO


Alkalb, Ramal, Dayie, Khashab, Ranasine, Tzoriz, Honobi, Sini-
Mawqid, Ghym, Mubarib, Zujaj, Hab, Bolozine, Tobai, Tanaza,
Alqamar, Buhayra, Hayit, Matjar, Soroni, Zonai, Ronota, Dra-Si,
Tariq, Dieama, Almayta, Sura, Hanizai, Tzaki, Titi, Rai-Zai, Lok-
Rayie, Ghytar, Yunfahk, Alttawila, tiz, Nozotai, Zaitrine, Tsuzsu-ki,
Misbah Hotaibe

Only Danger Lies Beyond

357
Urban Life
Since their inception humans have been oppressed by the world
around them. Massive beasts, hazardous terrain, and elusive Akuma have
forced humans to group together for survival. Even into the golden age this
still holds true. Those who choose to live alone, outside of the city walls,
must be resilient or quickly perish. Because of this cities are densely packed
with little room to spare for any one person.
Cities must be responsible for creating more space as populations
grow, and this expansion is much easier to achieve vertically than
horizontally. Expanding a city’s walls is a lengthy process that often results
in the loss of life and endangerment of citizens. Instead, it is an easier task
to build towards the skies. Cities across Solum are expanded in this vertical
manner, resulting in layers of infrastructure and buildings that stand
hundreds of feet tall. New projects are erected atop old ones as the
expansion continues. Older, weaker structures are left to the peasants and
commoners. The poor are forced to live where there is little sun. Trash and
sewage must pass through the lowest level before leaving the city. Much
higher up are the homes of aristocrats and nobles. There lies fresh air,
greenery, and an increasingly good view of the surrounding lands.
A number of different technologies have been implemented to help
navigate these complex urban mazes. In the simplest cases, ladders aid the
poor in traversing the slums. In wealthier parts, stairways of wood or stone
allow one to easily get around. For merchandise, lifts and pulley systems are
installed with the use of rope or steel cable. Where gaps must be crossed,
simple bridges or cable cars move people from one side to the other. In the
most fortunate parts of town powered elevators are employed. While these
methods of transportation are unnecessary in a smaller village they are an
essential component of life in metropolitan areas.
Inside their dwellings the people of Solum enjoy many modern
conveniences and luxuries. Plumbing with hot water, gas for stoves, and ice

358
boxes have irreversibly improved the quality of life. Printed literature and
the pluck of a guitar by lamp light keeps most commoners entertained
through the evening. The rich enjoy a similar experience provide by the
white light of electric bulbs and the humming of a gramophone. Trash and
litter from above most often finds its way down to the underbelly of the city,
either intentionally or by work of gravity, where the poor reuse what they
can to make their pitiful dwellings with few belongings.
The golden age promises a better existence for everyone through
new innovations, but the reality of life within the walls is much more
sinister than this. Hundreds of new products and technologies are produced
in bulk every day, but the creation of such goods often benefits only the
aristocracy of a city. Factory owners, landlords, patent holders; the nobility
of any city will do their absolute best to squeeze every silver piece they can
from those who live below them. Those who are not born within a city's
tallest buildings, or cannot manage to learn a craft, are consigned to life
within the factories. These fiery behemoths are king within the walls. The

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pounding of metal, the orange light of a furnace, the grinding of gears, and a
perpetual air of sulfur and smog is the backdrop of such places. Laborers
who work and live in these parts of town find themselves and their
belongings tainted with soot and ash. The massive machines of production
they use are just as unforgiving the people the people who own them.
Missing fingers, limbs, and lives are all common occupational hazards, ones
that any aristocrat could hardly be bothered to address.
There are desperate folks within the walls who try their hand at
other, less conventional means of living. A city is the ideal environment for
crime. Thousands of people living in a single place makes it quite easy to
slip away unnoticed, and everyone has some vice which they would like to
satisfy. However, even those who defy the law can only make it so far
within the walls. Ultimately, most humans have no other choice but to labor
away. With so many lives at stake the factories cannot close. Hunters needs
their inventions, commoners need their goods, and nobles needs their finery.
Besides, who could argue that life beyonds the walls would be any less
sinister?

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CHAPTER VIII: The Storyteller
While the Storyteller is not the most important role, as all
participants are equal in creating a good session, their position requires
much greater preparation and knowledge than any other. They have
significant influence on how things will run by setting a mood for the
session and building a convincing world for players to explore. Perhaps it is
a harrowing search for a putrid beast, or political intrigue at a royal gala.
This chapter will provide the Storyteller with all of the necessary
information to run a game session, as well as helpful tips and tricks.

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Section 1: Running a Session
The Storyteller, often referred to as the Dungeon Master or Game
Master in other tabletops, controls every aspect of a game's session except
for the players themselves. They alone are responsible for the non-player
characters (NPCs), enemies, plot hooks, environments, and overall
movement of the session. The ST is an omnipotent power in Soulbound,
their word is final and indisputable. With this in mind, it is important to
realize that tabletop role-playing games are not a competition with a winner
and loser. Instead, one can think of them as cooperative storytelling; a

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collaboration between narrator and cast to tell an original story. The role of
Storyteller can be quite complex and many people have spent years, even
decades perfecting their craft. If a session flops or the ST struggles to make
events go as planned, take it slow and try again. The world is full of helpful
material on how to properly run a session. Considering all of this, here are
the essential items that any ST should come prepared with:

• Plot Hook(s) - Every session should contain at least one, if not a few
different plot hooks. These are simple scenarios designed to build interest.
If possible, plot hooks should be naturally integrated into the world. For
example, a wounded soldier might approach the players with reports of a
rampaging monster nearby, and ask for help. If the players choose to
accept, then their quest has begun. If not, the ST may need to try
something different to redirect the players or simply start on a new plot
hook altogether. Regardless, it is important that the ST give the players
something to do with clear objective. Nothing is worse than a session of
bored or unsure players.
• Story Arc - The action in any session begins with the plot hook, but
what happens after? It is important to have a general storyboard laid out,
even if it is only an outline. More often than not the players will do
something other than what is expected by the ST. Because of this, it is not
recommended to write a story word for word, but instead to let the players
create their own story through exploration. The ST should not be offended
if the players derail their plan, but should try using it to their advantage
instead. Ultimately, it is the players’ and the ST’s shared adventure.
• Setting - The Storyteller should start each session with a solid
understanding of where the players are and where they will be going. If
the group is picking up from a previous session, this should be easy to
plan. If not, the ST will need to decide where the players begin their
journey and under what circumstances. Many STs find it helpful to draw
maps of the terrain their group will be traversing, including indoor spaces

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like ruins and caves. Reading through the list of major cities or browsing
regional maps may help STs find a starting point for their group.
• Non-player Characters - To make the world feel populated and lively it
is important that the ST introduce several non-player characters. These
characters can exist for a plethora of different reasons, such as to guide,
mislead, or oppose the Wielders amongst other things. If possible, the ST
should add a little depth to the NPCs that will receive substantial screen
time. This includes giving them unique voices, quirks, likes and dislikes,
and motivations for the decisions they make.
• Enemies - Combat should certainly not be the only thing to happen in a
session, but it does account for a large part of the game. Considering this,
the ST should have several enemies prepared ahead of time, each with
their own combat stats (page 383). These foes can range from human
bandits to Ancient Akuma. The enemies listed in this book are only the
beginning of what's possible, and STs are always encouraged to make
their own challenges for players to catch them off guard.

Section 2: Building a Story


A tabletop session is doomed to fail without a clear objective for the
players. It is the Storyteller’s responsibility to provide the party with quests
while catering to their interests along the way. This section covers plot
hooks, used to draw the Wielders into new quests and story arcs, which
serve as a guideline for the player's journey.

Plot Hooks
Every adventure must have a proper beginning, and plot hooks are
the catalyst that begins any journey. A plot hook is a point of interest for the
players to investigate that will serve as the entrance into a new story.
Perhaps the party stumbles across a wrecked wagon alongside the road.
Maybe the ranger spotted shady dealings happening behind a saloon.

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Players should be presented with multiple plot hooks during a session and
never be forced to pursue something of little interest. This is the importance
of being prepared ahead of time. If the party does show interest and begins
searching for further clues, then it is the Storyteller’s job to follow through
with an adventure. Below are examples of plot hooks.

• Townsfolk have been experiencing the same nightmare for weeks, and
now a child has gone missing under unusual circumstances.
• The corpse of a Deciever is found in the town square with no
explanation. How did it get there, and what killed it?
• The players find an ancient treasure map for sale at an oddities shop.
• A player receives an anonymous letter with a street address in town.
• The residents of a slum cannot stop maniacally dancing.
• Gardens across town have begun withering and rotting overnight.
• The town guard tries to arrest a player for a crime they didn't commit.
• The House of Scouting needs help blazing a new trail through dangerous
woods, and the first party of hunters sent hasn't returned in weeks.
• Factory workers are on strike after being “haunted” by a phantom.
• A blacksmith has plans for a prototype weapon that requires a rare metal.
• Players travel to a village, only to find that everyone has been turned to
stone. Their statues are frozen with faces of terror.
• The guard reports Akuma worshiping rituals happening at night.
• A cult offers the party silver to help demolish a Des Natus chapel.
• The House of Battle has discovered a Deciever's nest within the walls.
• A scholar needs the party to retrieve an ancient relic from desert ruins.
• A massive fissure has opened in town and whispers can be heard from
inside. The pit is seemingly endless.
• A young girl sees demons in town, but no one believes her.
• The House of Occult worries a certain merchant may be an Akuma.
• An aristocrat will pay handsomely if the party finds her missing wife.
• A ship has wrecked along the coast but there are no bodies to be found.

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Storytellers may be hesitant to prepare an entire story ahead of time
for fear that the players will derail it or refuse to even take it on in the first
place. This shouldn't be a worry, players joined the game because they want
to go on an adventure. A group will usually take the first or second plot
hook presented to them. Be open, receptive, and communicative with the
Wielders. If the Storyteller has an adventure they desperately want to tell, it
can be helpful to have multiple plot hooks lead to the same adventure from
different angles. For example, if the ST would like to run a campaign about
heretics attacking the church of Des Natus, give the party a chance to fight
for either side. The best roleplaying comes from stories that both the players
and ST want to see unfold.

Story Arcs
A story arc is any journey the players can follow from start to
finish. Perhaps the party could successfully reunite long lost siblings.
Maybe weeks of fighting have secured a dangerous road. At minimum, the
ST should have an outline prepared for the story they wish to tell. This
includes compiling a list of all necessary enemies, NPCs, and locations that
will be used to illustrate this adventure. That being said, roleplaying is more

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akin to improv than the reading of a book. It is necessary for the Storyteller
to plan how things should unfold and prepare for the opposite. Ultimately it
is the Wielder's legend to make, not the Storyteller's. Below are a few
examples of possible story arcs.

• The party visits a village where Deceiver attacks are becoming


increasingly common. The guard has noticed that some of the beasts are
Corrupted by an Akuma. A scout sent to investigate has not returned in
weeks. The players follow this trail of Corruption until they find the
scout, but he is acting strange. The possessed scout leads players to an
Akuma’s lair where the demon can dispose of the party.
• In a city, the players are hired by a distraught mother to track down her
missing son. He works as an errand boy for a noble's culinary school.
Upon visiting the aristocrat's place, the players are told the boy
mysteriously left for a nearby village. The players investigate this village,
but soon realize they have been purposefully lead astray. They return to
the city to find that the son is held captive by the noble, and will soon be
turned into a stew for some curious aristocrats.
• The Akasa clan is furious about an upcoming election, claiming that the
Dragana candidate is a fraud. Her supporters seemingly appeared out of
nowhere, and the Akasa claim that her votes are being bought with silver.
The players investigate and find nothing unusual about the candidate, but
her supporters do seem strange. The players discover the supporters are
possessed by an Akuma of madness, and the candidate is locked up. The
Akasa win the election, but only then do the players uncover that the
Akuma was aiding them from the beginning.

The story arcs above are rough and need to be expanded upon
before they can be used in a full campaign, but this outline helps guide the
players and the ST. If players deviate from the outline let them do so, then
gently nudge them back in the right direction when the time is right. There

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is no right or wrong way to play a tabletop game. With this in mind, a good
story should be about more than its surface level contents. To build depth,
there must be layers of plot for the players to discover. While the mission
may have started by investigating a missing person, it could end with a
showdown against a deranged band of outlaws.

Section 3: Locations and Travel


Descriptive language and thoughtful world building are key to a
great session. After playing a tabletop game, many people describe it as a
cinematic experience, claiming they could see the story unfold in their
mind. This theatrical quality is the part of the beauty of tabletop, but
achieving this requires careful planning by the Storyteller. For any session,
it is crucial to be aware of the locations that players will most likely fight
their battles and interact with others. Many STs find it useful to draw out a
map of the city and its surrounding area before a session begins, and having
vivid, pre-written descriptions of each zone can help bring the world to life.

• Shopkeepers - In town, the ST should have a list of common


shopkeepers in the area. For small villages, it will be possible to list every
shop, whereas only the common ones will suffice for large cities. Included
entries could be blacksmiths, researchers, hunting halls, general
merchants, stables, inventors, and oddity shops to name a few.
• Landmarks - Each town should have at least one, if not a few, notable
landmarks. Beautiful aquatic gardens, a grand trading bazaar, or an ivory
chapel are all fitting center pieces.
• People - The attitudes and occupations of townspeople can greatly affect
how players view the location. The population could be religious fanatics
who are cold towards outsiders, frantic researchers caught up in their
studies, or brutish fighters ready to prove their worth.
• Culture - Every place will have some culture or tradition for the players

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to explore. Uhyrian cities are well known for their totem poles, while the
Rajanian people are infamous for their eternal clan war.
• Mood - Along with physical details, the Storyteller might describe a
city's mood. Some places are booming with industry and the spirit of
invention. Other towns may feel melancholy and fragile. Describing each
character's gut reaction, such as pity or anger, can tell them much about a
place as well. Creating this tangible mood helps to immerse the party and
guide them in the right direction.

Travel and the Outdoors


Traveling across Solum is dangerous by any method, but some are
safer than others. Modern industry has made transportation more convenient
than ever, and Wielders are presented with an array of options for crossing
the realm. On the next page is a list of all travel methods available to
players and the speeds they move at. If players wish to purchase any of
these, they can find prices on page 96. Storytellers who are focused on
details can find a legend next to each of the maps for measuring distance
covered. A day of travel is considered eight hours spent moving, enough
time to pack up camp in the morning and set it up again in the evening.

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• On Foot (about 10 miles/day) - Wielders carrying their average amount
of equipment can cover about 10 miles a day when walking. One might
travel faster or slower than this depending on the equipment they carry.
Note that traveling on foot is the most dangerous method, and players are
likely to encounter trouble, especially if they remain out after dark.
• Wagon (about 20 miles/day) - Horse-drawn wagons are the most
common way to transport goods across the lands of Solum, and they
provide excellent mobile bases for Wielders. The horse or ox must be well
maintained, but will allow the player to carry up to one ton or more,
depending on the animal.
• Horse (about 30 miles/day) - Riding on horseback has long been the
way to travel great distances, and coming into town atop such an animal
grants the rider stature and prominence. Horses are sturdy enough to carry
the Wielder, their equipment, and extra supplies. Well bred horses can

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travel up to 50 miles during a day.
• Powered Wagon (60 miles/day) - The powered wagon is a recent
invention, still considered a novelty by most. Only a limited number of
these vehicles exist across the plane of Solum. While such a machine is
expensive to operate and repair, it allows one to travel rather fast and with
indisputable style.
• Train (200 miles/day) - Nothing has provided a greater boon to the
expansion of Solum than the locomotive train. These immense machines
spread across Qray Ralim and have their tendrils in all other parts of the
land. Train travel is not necessarily cheap, but it is the modern standard of
getting where one needs to be. Trains that travel through the night can
cover up to 600 miles in 24 hours.
• Sailboat (150 miles/day) - Boats have been the largest mover of goods
and people since their invention, and remain just as effectual today.
Vessels may travel at different speeds depending on the day's weather and
the style of the craft. While sailboats may travel 160 miles every eight
hours, they are in motion 24 hours a day, which allows them to cover up
to 450 miles if weather permits.
• Powered Boats (180 miles/day) - Powered boats are a true catalyst of
trade in the industrial era. These immense ironclad vessels can contain
more cargo, and more firepower, than their wooden ancestors. Riding on
such a transport is not cheap, but these machines can travel up to 540
miles across the sea in 24 hours.

As players travel from one location to the next, it is important to not


become lazy with description. Envisioning a landscape is what gives life to
the world of Solum. One's description should not drag on overly long
(mentioning each turn in the road does little good), but should be thorough
enough to immerse the Wielders in their journey. On the next page is a list
of important factors to consider as players travel, explore ancient ruins, and
visit remote habitats.

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• Environment - The ST should have a clear image of the terrain which
players are traveling through. Describe how gradual or rough it is. What
kind of vegetation is there, or what rock formations are present? Perhaps
there is a river or lake along the trail. What colors are the grasses? Are
grand mountain peaks visible in the distance? All of these details will help
build the adventure. If necessary, find a few reference photos or paintings
that could serve as inspiration to show the players.
• Weather - Ongoing weather affects both how the session feels, as well
as gameplay in certain scenarios. A clear, sunny day is ideal for hunting.
Perhaps a heavy snowstorm will convince players to remain in the city for
a while. Is there a thick fog which makes navigation difficult? Consider
what season of the year it currently is, as this will also impact conditions.
Active weather helps to build a more believable world.
• Wildlife - Aside from Deceivers and Akuma, Solum is teeming with life.
In rural areas, the ST could mention chickens, hogs, and other farm
animals wandering about. In the wilderness, players might notice a
murder of crows or a fox dragging away its kill. Such details can even be
used as clues to guide the story if presented correctly.

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Random Encounters
Random encounters are combat scenarios produced at random,
typically used to make spontaneous excitement or to create a real sense of
danger when traveling from one location to the next. If the ST would like to
use random encounters, they should select foes that are appropriate to the
area, such as a Dulek roaming the grasslands or a group of cultists freshly
arrived in the region. When the party is traveling, the ST should roll a d6
once per day, triggering an encounter if the roll is a Success. Results vary
by how dangerous a region is.

• Settled (6+) - Land which lies just beyond the walls, well traveled and
often patrolled by hunters or guards.
• Wild (5+) - Wild lands, where one may find a weary path or village but
danger always lurks just out of sight.
• Remote (4+) - Distant regions, days or weeks from any civilization,
where only mysteries and dead secrets live.

Section 4: Creating a Scenario


As players progress through the session, they should be confronted
with an array of various challenges to create tension. These could be
enemies, puzzles, obstacles, or anything else that would present some
difficulty. While enemies are listed starting on page 385, this section will
cover everything else that a ST could use to test the party. Remember when
building a scenario that the players can't succeed every time. To keep
players on their toes, try creating situations that are truly daunting and
present real threats as a contrast to easier situations. Additionally, be aware
that these situations have no single answer and often evolve in unpredictable
ways. For example, a battle between rival gangs could end with an unusual
peace agreement under the right circumstances. Allow the players to explore
their options when tackling these problems.

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Weather Events
The world is full of dangerous and overwhelming hazards which
can slow the players. Sandstorms, blizzards, forest fires, and hurricanes are
just a few weather events that would provide difficulty to the party. Most of
these events will requires Athletics, Navigation, Tracking or Survival to
overcome. Players will receive Injuries, lose valuable supplies, or become
lost if they fail to overcome these events, but death is not common.

Obstacles
A physical obstacle is any arrangement of elements that the players
must work around, similar to a puzzle. Perhaps there is a small chasm the
players must cross but the bridge is broken. Maybe a fallen log blocks the
route which party must escort a wagon through. Players might need to enter
an old warehouse, but all of the doors are locked tight. Obstacles like these
allow for creativity from the Wielders and often involve Acrobatics,
Athletics, Force, Infiltrate, or Repair checks to overcome.

Puzzles
Puzzles are typically left behind by somebody who is deliberately
trying to prevent entrance into a place or access to something. Ancient ruins
are a common home for puzzles as Akuma possess much greater knowledge
than humans and use this ingenuity when creating complex riddles to guard
their tombs. Wealthy aristocrats might construe elaborate games to protect
their treasures. Overcoming such challenges often requires Force, Listen,
Lore, and Spot checks to be taken. It can be helpful to provide a rough
map or diagram of each puzzle to avoid confusion.

Traps
While traps have become a staple in hunting large monsters, they
are no less effective against people. Players might encounter traps when

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exploring ancient ruins or infiltrating an Akuma’s lair. Crime bosses and
warlords have no shame about using such methods to protect themselves.
Players can use the Spot Skill to notice such contraptions ahead of time, but
they must take a Agility save if caught unaware. Storytellers are encouraged
to devise their own traps, although Guild Items from the Trapper school
(page 184) may also be used if they party is facing other humans.

Social Challenges
Not all difficulties require might or dexterity, many issues are best
resolved through words and wit instead. Perhaps the players have been
tasked with establishing peace between two factions. Maybe the party is
working undercover to learn delicate information from an enemy. When
players are presented with social situations, it is necessary that they roleplay
the dialogue to the best of their ability while supplementing the
conversation with dice rolls. If a player wanted to Persuade someone, they
would need speak persuasively as well as rolling dice for the attempt. A
wide array of Skills are used in such scenarios, including but not limited to
Bluff, Calm, Disguise, Intimidate, Listen, Persuade, Barter, and Finesse.
When presenting a social challenge, it can be helpful to make the goal clear,
such as striking a trade deal, unless the players have their own plan about
the way things should go. Unlike most other challenges, which allow the
party to freely talk amongst themselves, sharing information between
characters during a dialogue isn't always appropriate (unless the party
wishes to gossip about this aristocrat to his face).

Managing Dice Rolls


Players will be regularly making checks to overcome challenges
laid out for them by the ST, and there are many ways to interpret these rolls.
While players will sometimes know what roll is required of them, the
desired number of Successes is usually kept a mystery and alluded to with

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context clues. For example, if the ST describes a padlock as being, “...of
masterful quality, large as a man’s fist,” then we can assume it will require
close to a Tier 5 or 6 Infiltrate to pick. These rolls appear in several forms as
seen below...

• Yes or No Checks - A yes or no check is something that will either fail


or succeed with little room for variation in between. The lock from the
previous example is a yes or no check because the lock is either picked or
it isn’t. There is no room in between for the lock to be partially undone. If
the player rolled 5 or more Successes they have picked the lock, but any
less and their attempt is a failure. An organized Storyteller may even set
these checks before the session has begun.
• Variable Checks - Many actions have varying degrees of success or
failure within them, and a smart ST will try to incorporate this into most
things the players do. If a player were trying to Barter down an item, they
would set a price, for example, 50 silver. The ST can then adjust how
much of a discount can be given based on the player’s roll and the
situation's context. If the player needs 4 Successes but only gets 3 the
vendor could say, “Hmm, a bit steep for me but I’ll do it for 60.” The
same concept can benefit players as well. If someone were trying to
Repair a wagon and they rolled more Successes than necessary, the wagon
might be improved beyond its original quality.
• Cooperative Checks - Certain situations allow for multiple people to
work together on a single task. For example, if a collapsed wooden beam
is blocking the door, multiple players could attempt a Force check to lift it
in unison. When performing cooperative checks, all of the players
Successes are added for a sum total. To combat this, Storytellers should
have an appropriately difficulty rating for the task. The wooden beam
might require a Tier 9 Force check between four people, which is quite
doable if they are in good health.

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Giving Out Experience
After players overcome one or a series of obstacles, they should be
rewarded with XP. For non-combat encounters, the experience points
awarded to the players is situational. The amount of experience given
should be based on the how difficult the challenge was, as well as how
creative the party was. If the task was too easy, only a small amount should
be given. If the party barely overcame a challenge through quick thinking,
they should be rewarded for their efforts. Experience might also be given
out for appropriate roleplaying. By doing this, players are encouraged to
make decisions based on their character’s interests, rather than their own.
Combat experience is determined by the rank of the enemy fought,
as well as the nature of the enemy. Each type of enemy has its own XP
modifier as shown in the matrix below. Feel free to give more or less
experience than listed as necessary for creativity, roleplay, and well fought
battles. Other factors should affect experience given as well, such as a
Deceiver's size in tiles or the time spent tracking it.

XP Given Novice Adept Expert Master G. Master

Humans 3 6 12 24 48

Animals 5 7 9 11 13

Deceivers 15 30 60 120 240

Akuma 45 90 180 360 720

Session 10 20 40 80 160

RP Bonus 5 10 20 40 60

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Deceiver Encounters
Deceivers are the mortal enemy of man. These immense beasts are
unavoidable in the wild, their seemingly endless numbers inhabit every
ecosystem across Solum. Anyone traveling beyond the walls risks
encountering such horrendous creatures and should prepare accordingly.

• Selecting Deceivers - Deceivers are the most common enemy that


Wielders will encounter. Because of this, the Storyteller should familiarize
themself with the recorded Deceivers that exist across Solum (page 399),
making note of ones that might appear in the their sessions. The beast's
environment should be a determining factor, such as placing a Gabbot in
the swamp, as well as their rank. The Storyteller should not feel
constricted by the monster's rank. Fielding multiple Deceivers that are
below the player's rank can mix up an encounter, or choosing one above
their rank can make for a challenging boss.
• Random Encounters - All land beyond the walls is dangerous, but
some areas less so than others. These terrors are usually less common near
human settlements, not because they are fearful of approaching the walls,

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but because of hard working hunters and guards. As one moves further
away from civilization, their chance of an encounter rapidly increases,
and many remote parts of Solum are havens for these monsters. Refer to
page 374 for rules on using random encounters.
• Tracking a Deceiver - A true hunt starts long before the battle begins.
While Deceivers are a constant threat, hunters will typically find
themselves searching for a particular beast, perhaps one that is wanted by
the Guild or a group of angry farmers. Players will often use the Tracking
and Anatomy Skills when following the path of any Deceiver, but planting
context clues can make this part of the hunt engaging for every member
of the party. Consider the creature itself. What are its habits? How does it
hunt? What kind of trail does it leave? The carcasses of common animals,
markings on trees, or a few stray feathers are all discoveries that any
hunter would be delighted (or perhaps repulsed) to stumble upon.
Additionally, searching for such a beast should be treated as an
investigation. Local farmers, woodsmen, and other hunters might know
the whereabouts of certain clues, or in the worst cases, may even work to
conceal such information.
• Facing the Beast - Finally, after some manner of investigation, our
Wielders have stumbled upon the beast. Hunters should be given a chance
to ambush the creature, but only if they act with caution. Deceivers are
quite receptive to sounds and scents. In a more unfortunate scenario, the
party might stumble directly into a monster's lair where it gains the first
strike instead. Once combat has begun, a Deceiver fights with ferocity and
a hunger for flesh. They should use their Actions aggressively, targeting
as many hunters as possible and focusing those who inflict the most pain.
Only when a Deceiver is wounded will it begin using Defend Actions to
avoid a hunter's strikes. Most Deceivers will fight to the death, but some
are wiser than others (such as those which are Corrupted) and will attempt
fleeing if gravely wounded. Allowing the beast to escape can make for a
great second encounter later on when the party and it have a history.

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Akuma Encounters
Encounting an Akuma is never a small matter. The experience
leading up to such an event is harrowing, and a battle, or even simple
conversation, is enough to leave any mortal permanently changed. Coming
face to face with such a demon typically only happens under dire
circumstances, near the very end of an adventure, or in a time of great need.

• Placing Clues - While animals, Deceivers, and bandits might be tossed


against players at random, a battle against an Akuma should be considered
an event. As such, the ST should lead up to this with context clues, hints
of something terrible. Perhaps the townspeople whisper of an old spirit, or
strange runes are found carved into dead trees. These clues not only help
to direct the party, but set a tone for the fight to come as well. These hints
should correlate to the type of Corruption an Akuma has been affected by
as well, further reinforcing the themes of the campaign. If an Akuma of
slaughter were terrorizing a town, they might find blood smeared across
doorways, or a victim's head placed on a stake.
• Choosing a Lair - Akuma think of themselves as gods, and their chosen
habitat will be fashioned to match. Classic homes for such terrors are
abandoned fortresses, old chapels, mountain peaks, and deep caverns.
Notably, their old ruins are the most popular home for these demons,
sometimes housing multiple in a small radius. Akuma who disguise
themselves, such as those who choose to live among humans, are still
known to maintain lairs, typically hidden far from prying eyes. The
sewers, desolate slums, and even wealthy mansions are all common fare.
• Defending the Lair - Within these lairs, Akuma are known to house
whatever possessions and secrets they wish to hide. These hoards are
typically well guarded by traps, puzzles, and enemies afflicted by
Corruption. Any party foolish enough to venture blindly into such a place
should receive a fitting punishment.

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• Combat Encounters - Akuma are not known to strike first, likely
because they do not consider any mortal a real threat. Instead, they will
wait, even toying with their prey if time allows. In combat, they cannot be
bested. These demons move with inhuman speed and cunning, their
strikes are forceful enough to crush stone. They are also given access to
every Power within their type(s) of Corruption, granting them an arsenal
of magics to use. Akuma are not foolish either. If they can see that they
may actually lose a fight, they are likely to flee. Some might prefer to die
with honor, but Akuma live for centuries and most cannot stand the
thought of their legacies being cut short by humans.
• Non-Combat Encounters - While hunters most often seek out Akuma
to slay them, there do exist other scenarios where this may not be the
goal. These beings are wrought with knowledge and arcane energy,
making them useful allies under the right circumstances. Perhaps a
weaker Akuma can lead the players to an even stronger one. Others might
choose to strike a deal, granting some wish or reviving a party member in
exchange for a terrible deed. Scheming Akuma may even attempt to
recruit the Wielders to their cause, pledging them into a cult or coven.

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CHAPTER IX: Bestiary
Since the first humans were born, terrible beasts have lived to hunt
them. This section will cover different enemies that Wielders may encounter
during their travels, including humans, wildlife, Deceivers, Akuma, and
other arcane horrors. While this section includes a wide variety, it does not
include every enemy in Solum, a vast world with hundreds of unique foes.
Storytellers are encouraged to make their own enemies as they see fit, using
the units provided here as a guideline.

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On the following pages, each enemy will have a number of dice
listed for their Attack, Defend, and Recover Actions. They will also possess
Endurance (End), Agility (Agi), and Cunning (Cun) stats similar to a
Wielder's, meant to be rolled when resisting harmful effects. In addition to
these, each unit is also listed with the amount of Injuries they may take,
their Move speed, and Armor. Unlike humans, many creature's stats will not
directly correlate with how many Injuries they can take or how quickly they
Move. Each unit will also have a letter listed next to its Attack value to

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indicate a Slashing (S), Impact (I), or Piercing (P) damage type. Lastly, note
that all enemies within a certain rank are not created equal. Instead, they
account for a spread of difficulties within that range. The ST should
experiment with multiples of certain enemies, or try selecting foes from
different ranks, to see what presents their party with a fair challenge.

Section 1: Sample NPCs


Novice NPCs
BANDIT (melee)
A roadway bandit with the intention of stealing silver and goods. A trivial
opponent on their own, but dangerous when working in groups. This bandit
has little armor and wields a longsword.
Attack 5S End 5 Injuries 5
Defend 5 Agi 5 Move 5 tiles
Recover 5 Cun 5 Armor 0/0/0/0

BANDIT (ranged)
A roadway bandit who is armed with a shortbow. These thugs usually attack
from a hidden position that is out of harm's reach.
Attack 5P End 4 Injuries 4
Defend 4 Agi 6 Move 6 tiles
Recover 6 Cun 5 Armor 0/0/0/0

CULTIST
An Akuma worshiping cultist who is reviled by society. These feeble
individuals typically wear robes and attack with daggers. Their speed and
vigor in combat is driven by an unhealthy devotion.
Attack 4S End 3 Injuries 3
Defend 6 Agi 6 Move 6 tiles
Recover 7 Cun 6 Armor 0/0/0/0

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DRUNKARD
A muscular, drunken brawler who's eager to get in a fist fight. Dodges
attacks quite poorly, but seems to ignore any damage taken.
Attack 4I End 7 Injuries 7
Defend 3 Agi 3 Move 4 tiles
Recover 5 Cun 3 Armor 0/0/0/0

HIRED MERCENARY
A mercenary for hire, this person bears a scarred face of pure disinterest.
This freelancer has some armor, and wields a mace and buckler.
Attack 6I End 5 Injuries 5
Defend 6 Agi 5 Move 4 tiles
Recover 4 Cun 5 Armor 1/1/0/1

TOWN GUARD
A simple city guard. This protector is equipped with a pike, and a
shortsword for backup. They wear splint mail for defense.
Attack 6P End 6 Injuries 6
Defend 5 Agi 4 Move 4 tiles
Recover 5 Cun 5 Armor 1/0/1/0

WOODSMAN
A woodland hunter who makes their silver selling furs and meats. They are
equipped with keen senses and a longbow.
Attack 6P End 5 Injuries 5
Defend 4 Agi 6 Move 6 tiles
Recover 5 Cun 5 Armor 1/0/0/1

THUG
A sly criminal who has been hardened by the city streets. Often wields a
blunt weapon, such as a tire iron or brass knuckles.
Attack 5I End 6 Injuries 6
Defend 4 Agi 4 Move 4 tiles
Recover 6 Cun 4 Armor 0/0/0/1

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Adept NPCs
KNIGHT
A trained knight, typically found in the employment of a wealthy baron.
They wear light platemail mixed with leather and carry a greatsword.
Attack 8S End 6 Injuries 6
Defend 4 Agi 4 Move 4 tiles
Recover 5 Cun 5 Armor 2/1/1/2

THIEF
A professional thief, dressed in dark fabrics to conceal their identity, who is
noticeably swift. This criminal wields a hand crossbow and a shortsword.
Attack 7P or 4S End 4 Injuries 4
Defend 7 Agi 7 Move 7 tiles
Recover 6 Cun 6 Armor 1/1/0/1

GUNSLINGER
A free-spirited mercenary who wields a handgun. This kind of outlaw is
most often found lazing about a tavern or saloon, and is often little help to
anyone who actually needs it.
Attack 8P End 5 Injuries 5
Defend 5 Agi 5 Move 5 tiles
Recover 6 Cun 6 Armor 1/0/0/2

RESEARCHER
A trained field scholar, proficient with both a blade and a quill.
Attack 5S End 5 Injuries 5
Defend 6 Agi 6 Move 6 tiles
Recover 6 Cun 7 Armor 1/1/0/1

BRUTE
A brutish warrior, adorned with furs and leathers, whose face is scarred
from battle. They wield a two-handed mace the size of a person.
Attack 9I End 7 Injuries 7
Defend 4 Agi 4 Move 4 tiles
Recover 4 Cun 4 Armor 1/1/0/3

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Expert NPCs
GUARD CAPTAIN
A captain of the guard, this person maintains a hawkish gaze. Wields a
longsword and a heater shield, along with light plate armor.
Attack 8S End 7 Injuries 7
Defend 7 Agi 5 Move 5 tiles
Recover 5 Cun 6 Armor 2/2/2/1

ASSASSIN
An agile and lethal individual who makes their living as a trained killer.
Wears all black leather, and wields a crossbow and a rapier.
Attack 9P or 7S End 5 Injuries 5
Defend 8 Agi 8 Move 8 tiles
Recover 7 Cun 7 Armor 2/1/0/1

CRIME BOSS
A criminal mastermind in charge of lesser thugs and cutthroats. Wears
leather armor, a stylish jacket, and wields a submachine gun.
Attack 10P End 6 Injuries 6
Defend 6 Agi 6 Move 6 tiles
Recover 7 Cun 7 Armor 1/1/1/3

DUNGEONEER
An seasoned adventurer who has spent much of their time digging about old
ruins. Wears light armor to avoid the heat and carries a khopesh.
Attack 7S End 6 Injuries 6
Defend 6 Agi 7 Move 7 tiles
Recover 7 Cun 8 Armor 1/2/1/3

BARBARIAN
A gargantuan, densely muscled brute. Fighters such as this reign supreme in
Sozo, often found with little armor and wielding immense hammers.
Attack 10I End 8 Injuries 8
Defend 5 Agi 4 Move 4 tiles
Recover 4 Cun 5 Armor 1/1/0/2

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Master NPCs
PALADIN
A paladin of Des Natus, feared on the battlefield and across all of Solum.
Wields a mighty polehammer and wears brilliant, alabaster platemail.
Attack 9I End 8 Injuries 8
Defend 7 Agi 5 Move 5 tiles
Recover 5 Cun 7 Armor 3/2/3/1

RAVEN GUARD
A highly specialized protector of Uhyre. Wears the pelts of woodland beasts
and reinforced leather. Wields a greatbow and a handaxe.
Attack 8S or 10PEnd 7 Injuries 7
Defend 8 Agi 8 Move 7 tiles
Recover 6 Cun 6 Armor 2/1/1/3

GUNKNIGHT
A gunknight of Agrewin, infamous for their cold demeanor. Bears silver
trimmed armor, a royal blue cloak, and an automatic rifle (page 55).
Attack 11P End 7 Injuries 6
Defend 6 Agi 7 Move 6 tiles
Recover 7 Cun 7 Armor 2/2/3/1

CULT LEADER
A charismatic yet sinister figure who leads a formidable cult. Wears little
armor but wields a scythe and fights with an unnatural prowess.
Attack 8S End 6 Injuries 6
Defend 8 Agi 7 Move 6 tiles
Recover 9 Cun 9 Armor 1/1/0/1

WARLORD
A barbarian warlord who rules with superhuman strength. Wears trophies
from slain enemies and wields an enormous double-headed axe.
Attack 12S End 9 Injuries 9
Defend 5 Agi 5 Move 5 tiles
Recover 5 Cun 5 Armor 1/2/1/2

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Grandmaster NPCs
COMMANDER
The commander of an army, an imposing figure with an aura of unrelenting
determination. They wield a tower shield and a halberd while wearing
heavy platemail.
Attack 9S or P End 8 Injuries 9
Defend 11 Agi 6 Move 6 tiles
Recover 5 Cun 8 Armor 4/4/3/1

BLADE MASTER
A well traveled swordsman of legendary skill. This nomad wears custom
fitted armor, and carries an arsenal of swords from every nation, varying in
size and style, which they are well trained with.
Attack 11S or P End 8 Injuries 8
Defend 9 Agi 7 Move 7 tiles
Recover 7 Cun 7 Armor 3/3/3/3

ROYAL ASSASSIN
A private assassin who serves under a royal house or court. This killer does
not fail, and will complete their task at any cost. They wear dragynskin
armor and wield a longbow of superb quality.
Attack 12P End 7 Injuries 7
Defend 9 Agi 9 Move 9 tiles
Recover 9 Cun 7 Armor 3/2/2/5

GIANT
An individual so large it is difficult to believe they're human. This giant of a
person stands nearly 8 feet tall, wears studded armor, and wields a stout
hammer in each hand.
Attack 13I End 11 Injuries 11
Defend 6 Agi 5 Move 5 tiles
Recover 5 Cun 5 Armor 2/4/3/2

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Section 2: Animals
Animals are not natural enemies of man, but they still pose a threat
to anyone exploring the wilderness. Such creatures make for casual
encounters as they come, or genuine foes if altered by Corruption.

HOUND
A dog used for tracking, hunting, or fighting. Sometimes found in the wilds
where humans have abandoned their settlements.
Attack 4P End 3 Injuries 3
Defend 3 Agi 7 Move 7 tiles
Recover 7 Cun 4 Armor 0/0/0/0

HORSE
A sturdy mount for traveling greats distances. Horses of different breeds
could be granted stat bonuses, like improved Move speed or Injuries.
Attack 6I End 9 Injuries 9
Defend 2 Agi 5 Move 8 tiles
Recover 7 Cun 3 Armor 0/0/0/0

WOLF
A vicious canine found in nearly every part of Solum. These beasts often
roam in groups, but the strongest of them are found hunting alone.
Attack 6P End 5 Injuries 6
Defend 3 Agi 7 Move 8 tiles
Recover 7 Cun 3 Armor 0/0/0/0

BEAR
A fearsome omnivore found near forests and mountains across all of Solum.
A regular bear should not be messed with, let alone one that's been afflicted
by Corruption.
Attack 9S End 11 Injuries 11
Defend 4 Agi 4 Move 7 tiles
Recover 6 Cun 3 Armor 1/0/1/1

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BULL
A wild bull, most often found in Primium and Qray Ralim. This sturdy beast
can quickly gore a man to death when enraged.
Attack 8P End 10 Injuries 11
Defend 2 Agi 3 Move 8 tiles
Recover 5 Cun 3 Armor 0/0/0/0

ELEPHANT
The largest of Solum's natural beasts, still small by Deceiver standards.
Typically found in Qray Ralim and Sozo.
Attack 10I End 13 Injuries 13
Defend 2 Agi 2 Move 5 tiles
Recover 5 Cun 5 Armor 1/1/1/1

CROCODILE
A large reptile with rows of sharp, crooked teeth. Found in most swamps,
especially in Uhyre and Sozo.
Attack 9P End 7 Injuries 7
Defend 2 Agi 5 Move 5 tiles
Recover 6 Cun 2 Armor 1/1/1/0

ELK
A majestic beast, the envy of hunters and woodsmen. Elk prefer the colder
regions of Agrewin, Uhyre, Rajan, and Primium.
Attack 6I End 9 Injuries 9
Defend 3 Agi 6 Move 9 tiles
Recover 7 Cun 3 Armor 0/0/0/1

LEOPARD
An agile cat that hunts in silence. Usually found roaming alone in the peaks
of Rajan, Sozonian jungles, and the woods of Uhyre.
Attack 9S End 7 Injuries 7
Defend 4 Agi 8 Move 9 tiles
Recover 7 Cun 3 Armor 0/0/0/0

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393
Section 3: Deceivers
Deceivers are the most common threat to man. These fearsome
monsters have appeared across Solum in an endless variety of forms,
threatening human life and consuming flesh wherever they tread.

Creature Size
Deceivers are
the most physically
varied beings in
Solum, presenting
themselves in all
shapes and sizes. This
sizing is represented
in game through one,
two, three (long or
round), or seven tiles,
with one of these tiles
marking the
creature's head.

Movement and Arcs


Deceivers move differently than other units in Soulbound. Unlike
humans and Akuma, these beasts have a front facing and back facing arc,
best indicated by any marker that represents a creature's head. The front
three adjacent tiles compose a beast's Front Arc which, when moving, are
the only tiles the beast may travel into. This causes all Deceivers to travel
in a snaking pattern across the battlefield and prevents them from turning on
a dime due to their size and shape. A monster's Rear Arc is comprised of the
three tiles immediately behind them, and its Sides are the tiles which fall in
neither of these spaces.

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Step Aside Rule - If a beast uses its Move
Action to pass through a tile which is
occupied by a character, that character
must move to any adjacent tile out of its
path, but this does not consume an AT.
This movement represents a character
noticing the Deceiver and stepping out of
its way ahead of time, unlike a Charge,
which moves too quick to be avoided.

Attacking and Defending


Because of their size, these beasts
Attack and Defend differently than other
units. Deceivers may only Attack in their
Front Arc, making specials Attacks
necessary to reach outside of this space.
Additionally, Deceivers may Defend
against Attacks from any direction except
for their Rear Arc, which can make
flanking rather effective.

Deceiver Weaknesses
To the common man, it would seem that each Deceiver is an
unstoppable mass of flesh and bone, but those who hunt them understand
that even these otherworldly beasts are flawed. Every Deceiver is listed with
a Weakness, a region of its body which will disable certain abilities when
struck. To learn a creature's Weakness, the hunter must pass a Tier 3
Anatomy check, which they may attempt once per encounter. The difficulty
of the check increases by a single point for each rank the Deceiver is above
Novice, such as requiring 5 Successes for an Expert rank Deceiver. Once a

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party member becomes aware of this Weakness, they may share the
information verbally with other hunters, allowing each of them to make
targeted Attacks against the spot. If a player already knows the beast's
Weakness, but their character does not, they should refrain from making
targeted Attacks until their character learns the information.
Attacking a Deceiver's Weak Point, or a specific part of any man or
beast, is done with Disadvantage. Players may overcome this by spending
their Free Action to target a specific point and negate the Disadvantage
penalty for that Attack (page 111).

Special Attacks
Deceivers have adapted an array of lethal tactics to quickly dispatch
their prey. The following list of special Attacks makes hunting such beasts
especially dangerous, placing any Wielder who has learned these moves at a
distinct advantage. Each special Attack will be followed by a letter (S/I/P/E)
when listed to indicate its Damage type. In addition to the Actions listed
below, each Deceiver possesses its own special ability with unique rules,
which can be disabled by targeting the creature's Weakness. Note that all of

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the Attacks below are made as (1 AT) Actions in combat, but that all
Deceivers may take up to two Actions per Turn.

• Charge - The beast may Move and Attack for a single AT. Each unit it
passes through, as well as the unit it lands on, is subject to an Attack
which is made with one extra die. Units affected by a Charge are moved
to adjacent tiles, out of the beast's path, regardless of how well they
Defended themselves.
• Hip Check - Allows the creature to Attack a target on either of its Sides
by swinging its weight with enough force to crush bone.
• Pounce - The Deceiver makes an Attack by leaping through the air,
traveling its Move distance in tiles, before landing on one or multiple
targets. Each target the Deceiver lands on receives an Attack from the
beast, made with two extra dice. These units are then pushed aside to
adjacent tiles, regardless of how well they Defended themselves.
• Sweep - The beast swipes across the space in front of them, either with a

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head or arm, Attacking each unit in their Front Arc simultaneously.
• Tail Sweep - The Deceiver makes a tail sweep which strikes each target
in its Rear Arc simultaneously.
• Turnabout - The creature swivels its entire body around a full 180
degrees, swinging its head and tail in the process. This Attack affects all
units adjacent to the monster, and flips the beast's orientation in the
process.

Consume - All Deceivers inherently possess the ability to consume flesh.


Once the beast has successfully caused an Injury, it may spend another AT
to begin tearing away at its enemy, forcing the hunter to pass a Tier 3
Agility check, or be eaten alive. If the hunter fails this check, the beast
recovers an Injury while dealing one to the target. This rate of transfer
increases by one for each rank the Deceiver is above Novice. For example,
an Expert Deceiver would deliver 3 Injuries to its target while recovering 3
itself. These wounds cannot be negated by Armor as the Deceiver's vestigial
limbs and teeth tear away any protection to expose soft flesh underneath.
The Deceiver may repeat this move continuously if its attempts are
successful, consuming the entire hunter if time allows.

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Novice Deceivers
MORMUK
Size: 1 or 2 Tiles
Environment: Flat open areas, grasslands, prairies
Special Attacks: Charge I, Bone Shield (Passive) - A Mormuk Defends with
10 dice and uses the Armor stats 2/2/2/0 when being Attacked by any unit
facing its Front Arc.
Weakness: The nape of its neck, where 2 Impact Injuries can break off the
antlers and disable Bone Shield. Cannot be targeted from the Front Arc.
Attack 8I End 8 Injuries 11 or 14
Defend 6 Agi 5 Move 6 tiles
Recover 6 Cun 3 Armor 0/0/0/0

Resembles that of a large bull. Compared to other Deceivers, the Mormuk is


not a significant threat to humanity. This does not mean they should be
underestimated, however, as they still crave flesh. The Mormuk sports an
unusual pair of antlers that have fused together to form a single, conical
growth of bone which protects its entire front side. This prevents the
creature from entering tight forests and jungles, but provides excellent
defense against both ranged and melee attacks. The Mormuk’s mask is also
unique, split into six pieces which open in a spiral formation.

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CAYDID
Size: 1 or 2 Tiles
Environment: Any, prefers woodlands
Special Attacks: Pounce S, Tail Sweep S, Passing Strike (Passive) - Any
units adjacent to the Caydid when it begins a Move automatically receive a
single Attack as the beast's bladed tail whips about. The Caydid does not
spend an AT on these Attacks but still rolls for them.
Weakness: The tail, which 2 Injuries of Slashing may remove and disable
Tail Sweep and Passing Strike.
Attack 8S End 6 Injuries 10 or 13
Defend 6 Agi 7 Move 8 tiles
Recover 8 Cun 3 Armor 1/0/0/0

A hound-like Deceiver with an elongated tail. Caydids are aggressive


predators which are known to work in packs, and while a single beast
already provides enough challenge for Novice hunters, a group of them
could easily consume an entire village. These monsters attack with their
sharp front claws, but often move around and past their prey, granting them
an opportunity to utilize their bladed tail to full effect. Caydids are
adaptable hunters who will not hesitate to kill livestock and unwary
travelers, making them a hated villain of everyday people in Solum. Their
curved masks open from top to bottom.

400
GABBOT
Size: 1 or 3 Tiles Round
Environment: Marshes, wetlands, caves, coasts
Special Attacks: Pounce I, Adhesive Tongue - The Gabbot's tongue is
sticky, capable of striking and drawing in prey at Range S. This Attack is
made with 8 dice of Impact and, if successful, moves the prey onto a tile of
the Gabbot's front facing arc.
Weakness: Below its mask, where the tongue is held. Dealing 3 Injuries of
Slashing or Piercing will disable Adhesive Tongue.
Attack 9I End 8 Injuries 14 or 19
Defend 3 Agi 2 Move 4 tiles
Recover 5 Cun 3 Armor 0/1/0/0

A large beast with the body of a toad and the appetite of a glutton. Gabbots
lead an amphibious lifestyle, which places them out of range for many
cities, but waterside settlements find these monsters a constant nuisance.
The arrival of such a creature is made apparent by significantly depleted
wildlife in the area. As these Deceivers enter a new region, they will
consume all manner of animals that come to drink from the water, gradually
thinning game reserves until the ecosystem is ruined. Due to the size of its
mask (which opens from top to bottom), a Gabbot will often have several
faces and limbs hidden inside.

401
ADDERSNATCH
Size: 2 or 3 Tiles Long
Environment: Any, prefers jungles and forests
Special Attacks: Charge P, Pounce S, Tail Sweep I, Hip Check I, Improved
Pounce (Passive) - The Addersnatch features a single, curved, sinister claw
on each foot which delivers terrible slashing wounds and grants Advantage
on its Pounce Attacks.
Weakness: The talons on its feet. Either talon can be broken with 2 Impact
Injuries, disabling the beast's Pounce Attack.
Attack 8S End 6 Injuries 12 or 15
Defend 6 Agi 7 Move 7 tiles
Recover 7 Cun 4 Armor 1/1/0/0

A bipedal hunter known for its cunning nature. Addersnatches are feared
across all of Solum for their speed and knife-like claws, as well as a variety
of attack patterns that make them a danger to approach from any direction.
Many subspecies of this creature exist, each one adapted in small ways for
various climates, but all of these beasts possess horns and a beak-like mask
which opens from top to bottom. When possible, Addersnatches will climb
to a high place, such as a sturdy tree, to get the drop on their prey and take
advantage of their talons.

402
PIRILAFLY
Size: 1 or 3 Tiles Round
Environment: Any
Special Attacks: Pounce P, Sting - The Pirilafly may Attack using its
enormous, toxic stinger, rolling 8 dice of Piercing damage. Any unit which
has been dealt Injuries by Sting must pass a Tier 2 Endurance save at the
start of their next Turn or lose an AT, a check which must be repeated on
each of their Turns for the rest of combat.
Weakness: The stinger, which can be broken by 3 targeted Injuries,
disabling the insect's Sting.
Attack 7P End 5 Injuries 9 or 12
Defend 6 Agi 8 Move 8 tiles
Recover 11 Cun 2 Armor 2/0/1/1

A winged Deceiver, resembling that of a hornet. These solitary bugs spend


most of their life building a nest from their own spittle, a dwelling which
can dwarf some human houses in size. This putrid hovel contains fatigued
prey which the Pirilafly has yet to consume, as well as numerous eggs
during mating seasons. To find a meal, the pest may travel quite far, carried
by the winds, often venturing into human settlements and causing a great
deal of havoc. Due to their size, these Deceivers can go unnoticed within
city walls for hours or days at a time. A Pirilafly's mask opens from side to
side and is coated in a digestive mucus.

403
VAELRAT
Size: 1 or 2 Tiles
Environment: Caves, woodlands, cities
Special Attacks: Sweep, Bite - Unlike other Deceivers the Vaelrat possess a
nasty bite, made possibly by the two large fangs extending from its mask.
The Vaelrat may Attack a target with 9 dice of Piercing by using its Bite.
Weakness: The vermin's fangs, which may be broken with 2 Injuries of
Impact damage, disabling its Bite Attack.
Attack 8S End 5 Injuries 9 or 12
Defend 6 Agi 8 Move 7 tiles
Recover 9 Cun 3 Armor 1/1/0/1

A lithe beast which possesses qualities of a cat or rodent. Vaelrats are small
by Deceiver standards. They detest sunlight and are most notorious for
lurking about in dank, hidden places such as caves and ruins, usually found
traveling in packs of two or three. All of these qualities make human cities
an ideal environment for such beasts. Whether it be the sewers, the slums,
or just beyond the walls, these vermin have an unnatural penchant for
infiltrating human settlements, eating pets and unwary commoners
whenever they can. A Vaelrat's mask opens from top to bottom, and features
two pointed growths which act as fangs.

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Adept Deceivers
DULEK
Size: 2 or 3 Tiles Round
Environment: Flat open areas, deserts, prairies
Special Attacks: Charge P, Sweep I, Toss (Passive) - A Dulek swings its
mask and tusks about with immense strength, tossing anything it hits. If a
unit is dealt damage by the beast's Charge or Sweep Attack, they are tossed
3 tiles in a random direction, decided by the roll of die.
Weakness: The Dulek's tusks. Either one of these can be broken with 4
Impact, disabling the creature's ability to Toss foes.
Attack 10I End 10 Injuries 15 or 18
Defend 4 Agi 4 Move 6 tiles
Recover 5 Cun 3 Armor 2/1/1/1

A sturdy beast resembling a bison or bear. Duleks prefer open, dry areas
where they have plenty of space to roam. These beasts will only venture
near the woods to sharpen their massive tusks on trees, often leaving a path
of trampled brush and devastation in their wake. These horns emerge from
the creature’s mask, which opens top to bottom. The Dulek is an incredibly
durable animal, in part due to the large bone plates which jut upwards from
both its shoulders and hips, adaptations which give the creature ample
protection to weather intense desert storms and blizzards.

405
CHITTLECAP
Size: 2 or 3 Tiles Long
Environment: Jungles and forests
Special Attacks: Tail Sweep I, Toxin (Passive) - A Chittlecap's quills are
coated in toxin. All Attacks made by the Chittlecap are treated as if they
possess the Poisoned Enchantment (page 253).
Weakness: The quills on its neck and tail. The neck quills mays be removed
with 2 Slashing Injuries, disabling Toxin on regular Attacks, whereas the tail
quills may be removed with 3 Slashing Injuries, disabling it for Tail Sweep.
Attack 9S End 8 Injuries 13 or 16
Defend 6 Agi 6 Move 7 tiles
Recover 9 Cun 3 Armor 1/2/1/1

A bizarre, serpentine Deceiver which moves about on six legs. This beast
spends much of its time in the woods, darting about in the underbrush and
ambushing prey. To avoid larger, more fearsome Deceivers, the Chittlecap
has developed poison quills on its tail and neck. For centuries, the beast has
been observed in and around fields of chittlebloom, a harmless and beautiful
flower, where it eats the plant in great qualities. A chemical process in the
creature's gut is thought to transform this benign flower into a potent toxin.
These beasts live solitary lives and only gather where chittlebloom grows. A
Chittlecap's mask is beak shaped and opens into three parts.

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OCELANCE
Size: 2 or 3 Tiles Long
Environment: Any, prefers open plains and deserts
Special Attacks: Charge P, Sweep I, Improved Charge (Passive) - A
charging Ocelance moves with the strength of twenty men, as such its
Charge Attack is made with Advantage.
Weakness: Its conical, drill-like mask which may be broken with 4 Injuries
of Impact, disabling the Improved Charge.
Attack 10P End 9 Injuries 14 or 17
Defend 5 Agi 4 Move 7 tiles
Recover 7 Cun 3 Armor 1/1/2/0

A muscular, four-legged beast with an oddly shaped head. The Ocelance's


mask opens from top to bottom. It is a conical, unwieldy thing which
prevents the creature from navigating tight spaces like woodlands and
jungles, as such the creature prefers an open habitat. In large spaces, this
beast can use its mask as lance, charging with powerful hind legs and
impaling any prey that moves too slow. Ocelances are temperamental
creatures, often practicing their charge on unwitting trees, cliff faces, and
the occasional boulder. Once such a beast has been enraged, its tantrum will
last for hours or days, making a mess of the surrounding area. During
mating season, Ocelances are known to joust each other for the best partner,
sometimes to the death.

407
BORO-BORO
Size: 1 or 3 Tiles Round
Environment: Peaks, cliffs, tall woodlands
Special Attacks: Turnabout I, Tail Sweep I, Adhesive Tail (Passive) - The
Boro-Boro may make a Turnabout or Tail Sweep Attack. If this Attack
connects with its target, the unit is coated in a thick, glue-like mucus. This
causes the unit to Recover with one less die for the remainder of combat, an
effect which may stack as more mucus is applied.
Weakness: The bird's tail, which may be severed with 4 Slashing, disabling
its Tail Sweep and Adhesive Tail abilities.
Attack 9S End 7 Injuries 12 or 15
Defend 8 Agi 6 Move 5 tiles
Recover 7 Cun 3 Armor 0/1/1/2

An avian monster, the Boro-Boro has long been considered a menace to


humanity for its ability of flight, a gift which renders city walls useless.
Thankfully, these birds are rather territorial, and prefer to guard their chosen
outcroppings from up high, swooping down at anything foolish enough to
contest the area. The Boro-Boro sports two curved ears which run back from
its head and an adhesive tail for exhausting foes, often used on prey it
cannot kill outright. The bird’s mask is divided into three parts, one which
opens up and the other two down at an angle.

408
DORUTABI
Size: 2 or 3 Tiles Long
Environment: Marshes, wetlands, jungles
Special Attacks: Sweep I, Tail Sweep I, Angler - If the Dorutabi is first to
strike in combat, it receives Great Advantage (3+) to this Attack as it lurches
forth from hiding.
Weakness: The lure attached to its head. If a hunter notices this mannequin
and Attacks it to initiate combat, the Dorutabi will be completely stunned,
beginning combat with no Action Tokens.
Attack 10I End 9 Injuries 13 or 16
Defend 3 Agi 6 Move 6 tiles
Recover 6 Cun 3 Armor 1/2/0/1

A long monster with a flattened body, built like a salamander. The Dorutabi
is an ambush predator, similar to the Gabbot with which it shares its
territory, but much more effective. This beast has developed a bizarre
adaption. Growing backward from the creature's head is a life size replica of
the human torso, arms and head included. This human form lacks details,
however, such as hair, eyes, fingernails, and so forth. Working like an angler
fish, the Dorutabi lures in prey, even other Deceivers who seek a human
meal, before darting out from the water or grass. A Dorutabi’s mask opens
from side to side, exposing a grotesque visage connected to the mannequin
body above.

409
HOLMIDI
Size: 2 or 3 Tiles
Environment: Woodlands and jungles
Special Attacks: Pounce S, Sweep S, Throw - Using its tail or hands, the
Holmidi may grab a nearby object and toss it towards its prey. The object
must be of a substantial size and weight, such as a piece of rubble or small
tree, and adjacent to the Holmidi. This Attack is made at Range S with 12
dice of Impact damage.
Weakness: Its two front claws which can be broken with 1 Injury of Impact
each, and a tail which requires 2 Slashing Injuries to remove. The Holmidi
can use either to launch objects, and as such, both claws and tail must be
removed to disable Throw.
Attack 10S End 7 Injuries 14 or 17
Defend 6 Agi 8 Move 7 tiles
Recover 8 Cun 4 Armor 1/2/0/3

An agile and erratic creature like that of a baboon or monkey. The Holmidi
is notorious for its mischievous nature and will take any opportunity to
worsen the lives of people. This foe will seek out and purposefully ransack
supplies, taunt city walls, and ruin construction projects as they begin,
delighting in chaos and conflict more than other Deceivers. Despite a
playful manner, the Holmidi wields claws the size of swords, a prehensile
tail, and an unusual resistance to the arcane. This creature's oval mask opens
from side to side.

410
Expert Deceivers
BESK
Size: 2 or 3 Tiles Long
Environment: Any
Special Attacks: Charge I, Sweep S, Tail Sweep I, Hip Check I, Bloodthirst
(Passive) - The Besk fights with an unusually strong craving for blood,
gaining an additional die on its Recover Action for each human with 3 tiles.
Weakness: The crest atop its mask. This unusual ring contains a scent organ
and may be broken with 4 Impact Injuries, alleviating the creature of its
Bloodthirst.
Attack 12S End 11 Injuries 16 or 19
Defend 5 Agi 6 Move 7 tiles
Recover 6 Cun 3 Armor 2/1/1/2

A muscular beast with a thick mane and strong tail. Besks are one of
humanity's greatest aggressors, with vicious adaptability, combat prowess,
and an unparalleled lust for blood. These monsters are durable in nearly any
environment and reproduce at an alarming rate, making them a
commonplace terror across all of Solum. The Besk moves about and fights
on four legs, but may stand on two when getting a better view. This versatile
creature can be easily recognized by the circular crest atop its mask that is
used for smelling. The mask opens side to side.

411
YILTI
Size: 1 or 2 Tiles
Environment: Jungles, mountains, and forests
Special Attacks: Pounce S, Sweep S, Hip Check I, Awareness (Passive) -
Yiltis are known for their acute senses. Thanks to this keen perception, they
make all Defend rolls with Advantage and may actively navigate around
traps in combat.
Weakness: The antlers atop their head, which may be broken with 4 Impact
Injuries, disorienting the beast and disabling Awareness.
Attack 11S End 8 Injuries 14 or 17
Defend 8 Agi 8 Move 9 tiles
Recover 10 Cun 6 Armor 1/2/0/1

A fox-like Deceiver that moves with poise and agility. The Yilti is renowned
by hunters for its startling intelligence, a quality which makes pursuing this
rare and fickle beast a true game of cat and mouse. Yiltis are the subject of
many timeless fables for leading hunters astray. Leaving fake trails in the
mud, stepping around traps, and isolating party members through deceptive
noises are all common tactics from these mischievous beasts. Although they
do crave flesh, Yiltis will play with their victims for as long as they can.
Because of their elusive nature, these Deceivers are often encountered far
into the wilds and away from any city. This hound's mask opens from side
to side, sporting an antler on each half.

412
WARCHMOGGER
Size: 1 or 3 Tiles Round
Environment: Any
Special Attacks: Sweep I, Turnabout I, Pulverize (Passive) - The
Warchmogger uses its enormous front hooves to crush prey, ignoring Impact
Armor when making a regular Attack against a single target.
Weakness: The tendons in its heels, either of which may be cut with 3
Slashing Injuries, disabling the beast's ability to properly Pulverize its foes.
Attack 12I End 11 Injuries 17 or 20
Defend 6 Agi 4 Move 5 tiles
Recover 5 Cun 3 Armor 2/2/2/1

A towering Deceiver that stands upright. Warchmoggers are most well


known for their muscular front arms that end in hooves, rather than hands,
allowing the beast to trample anything before it. While these arms are most
effective at crushing prey, they do serve other uses in the creature's life. A
Warchmogger's small, hind legs are quite narrow and prone to sinking on
soft terrain like snow, mud, or sand, but by pounding the earth in front of it
the creature may create a flat, hardened surface. These packed trails are a
sight to behold and allow
for easy tracking on soft
terrain. The
Warchmogger's mask
opens from side to side.

413
PAGODA
Size: 2 or 3 Tiles Long
Environment: Deserts, cliffs, caves
Special Attacks: Sweep S, Tail Sweep S, Turnabout S, Burrow - The
Pagoda may take a (1 AT) Action to burrow underground. While beneath
the surface, the Pagoda cannot Attack or be Attacked, although it may still
Move and Recover. At any point, the Pagoda may take another (1 AT)
Action to surface and Attack, dealing 13 Impact dice of damage on the tile
where it emerges and 10 Impact dice in a single tile radius around it.
Weakness: The bottom half of its mask which can be broken with 4 Impact
Injuries, disabling the Burrow ability.
Attack 11P End 11 Injuries 15 or 18
Defend 7 Agi 5 Move 5 tiles
Recover 6 Cun 3 Armor 3/1/3/2

A lanky armored beast similar to a pangolin. While the monster is mostly


sustained by flesh, a unique diet of precious gems and minerals seem to
reinforce the impervious carapace, which covers its body head to tail.
Angular, overlapping plates provide excellent armor, as well as a protective
shell for burrowing, which the Pagoda spends much of its life doing.
Through the use of shovel shaped claws and a jutting lower mask (which
opens side to side), this creature can move one ton of dirt in an hour,
carving giant tunnels throughout the landscape. Once slain, hunters have
been known to find gems and minerals within the Pagoda’s gut.

414
MANOKRIL
Size: 1 or 3 Tiles Round
Environment: Marshes, wetlands, woodlands, caves
Special Attacks: Barbed Hooks - The Manokril launches six barbed hooks
from the center of its body, connected by tendons as strong as steel cable.
These barbs act as an Attack at Range S with 11 dice of Piercing damage,
drawing the target into the Manokril's Front Arc if any Injuries are dealt.
The unit must take a (0 AT) Action to remove the hooks before moving.
Weakness: The tendons that connect its hooks. Dealing 3 Injuries of
Slashing will sever them and render Barbed Hooks useless, although the
cables may only be struck while they are attached to a target.
Attack 13I End 12 Injuries 17 or 20
Defend 9 Agi 2 Move 4 tiles
Recover 5 Cun 2 Armor 4/1/3/1

An ugly crustacean resembling that of a crab or lobster. The Manokril is a


hulking Deceiver which spends much of its time in solitude, laying eggs and
guarding its domain. When this armored giant ventures from its home,
typically only to hunt or mate, it leaves a path of trampled vegetation and
terrain in its wake. The Manokril primarily hunts by launching barbed
hooks as projectiles, drawing prey towards the water before pulverizing it
with pounders the size of men. Due the Manokril's unusual build it must tip
itself forward to consume prey through its side-to-side mask.

415
SORTHE HORDE
Size: 3 or 7 Tiles Round
Environment: Any, prefers deserts and caves
Special Attacks: Swarm - This Deceiver may pass through other units
without following the Step Aside rule (page 395), allowing it to occupy the
same tile as others. When making an Attack, all units occupying the same
tiles (inside the swarm) are also affected by the Attack.
Weakness: The queen, who may be killed with 5 targeted Injuries of any
kind. Slaying the queen greatly scatters the horde, causing it to Recover
with Disadvantage for the rest of combat.
Attack 11P End 10 Injuries 16 or 19
Defend 3 Agi 7 Move 6 tiles
Recover 7 Cun 1 Armor 3/4/5/0

A horde of killer beetles orchestrated by a shield-sized queen. While the


Sorthe Horde itself is not a Deceiver, the queen which commands this
swarm is. Carried by her army of children, the queen moves about the land
on a warpath, consuming flesh wherever it can be found. Due to its nature,
the horde will seize any opportunity to invade a home or structure via
narrow cracks and openings. This army is often observed carrying the bones
of its victims with it, using these sharp, broken bones to attack prey. The
queen’s entire back side is protected by her mask, which opens like a pair of
wings, revealing a disfigured visage.

416
Master Deceivers
BASITH
Size: 2 or 3 Tiles Round
Environment: Wetlands, coasts, rivers, oceans
Special Attacks: Sweep S, Tail Sweep S, Turnabout S, Razor Sharp
(Passive ) - The fins atop a Basith's head and tail are unnaturally sharp,
ignoring a point of Armor when using Sweep, Tail Sweep, and Turnabout.
Weakness: The hardened fins on its head and tail, each of which may be
broken with 3 Impact Injuries. Breaking the head prevents Razor Sharp
from affecting Sweep Attacks, the tail disables it for Tail Sweep, and
breaking both disables the effect altogether.
Attack 13P End 12 Injuries 17 or 20
Defend 5 Agi 7 Move 6 tiles
Recover 8 Cun 4 Armor 3/2/2/2

A four-legged beast with serpentine qualities. The Basith is an excellent


swimmer that thrives in rivers, coasts, and even ocean waters. Also known
as the “fisher’s bane,” this aquatic monster terrorizes coastal cities and
watery marshes. Basiths use their tail's razor sharp fins to shred schools of
fish by swimming through them, or even to slice open boats as they pass
underneath. The Basith’s mask opens from side to side with a saw like
pattern that helps it catch fish underwater.

417
ALUUSK
Size: 3 Tiles Round
Environment: Open areas, rivers, coasts
Special Attacks: Unflankable (Passive) - An Aluusk has no discernible
front or rear, as such every adjacent tile is treated as its Front Arc.
Weakness: The creature's mask, which appears identical to every other
piece of its shell. The mask may be broken with 5 Impact Injuries, disabling
the Unflankable ability. Locating the mask requires a Tier 7 Anatomy roll.
Attack 13I End 13 Injuries 19
Defend 4 Agi 1 Move 3 tiles
Recover 9 Cun 2 Armor 4/3/4/3

An unusual Deceiver that most resembles an otherworldly crustacean. The


Aluusk may lie dormant for weeks or months at a time, most often being
mistaken for a boulder by those who pass it, while it digests previous meals.
This sedentary lifestyle makes the Aluusk a better hunter too, as any
unsuspecting creature who ventures close enough will become a quick meal.
Often an Aluusk will position itself near moving rivers and coasts for this
very reason. When this shelled terror travels, it does so at a snail's pace,
supported by thousands of tiny legs. An Aluusk's mask is nearly identical to
every other shell on its body, making it quite difficult to spot, even for an
experienced hunter.

418
SYRGRIN
Size: 3 Tiles Round
Environment: Any, prefers flat open areas
Special Attacks: Pounce P, Sweep S, Turnabout S, Screech - The Syrgrin
may take a (1 AT) Action to unleash a piercing screech once per Turn,
capable of bursting ears and shattering hearts. All units within a three tile
radius must pass a Tier 3 Endurance save or lose 2 Action Tokens.
Weakness: The bird's mask, which may be broken with 5 Impact Injuries,
disabling its Screech Attack.
Attack 12S End 10 Injuries 16
Defend 10 Agi 8 Move 7 tiles
Recover 10 Cun 5 Armor 3/3/3/2

Four legs, four wings, feathers, and terror. The Syrgrin is a voracious hunter
who will travel many miles in search of prey, choosing its targets
indiscriminately. This beast is a superb flier and possesses the strength to
kill and lift most creatures, even other Deceivers. Like the Boro-Boro, these
monsters nest high up, but prefer open areas where prey cannot take cover.
A Syrgrin's wings are miraculously durable, meaning it can use them like
wagon-sized shields in a brawl. A beak-like mask opens top to bottom,
allowing the creature to easily hold its prey.

419
BOTHEMAT
Size: 3 Tiles Round
Environment: Mountains, cliffs, caves
Special Attacks: Sweep S, Pounce I, Echolocation - A Bothemat has acute
hearing which it uses to target prey. The beast may take a (0 AT) Action to
sense each enemy in a 3 tile radius around it, granting it Advantage on the
next roll made against each of those units (Attacking, Defending, etc).
Weakness: The creature's ears, both of which must be cut with 3 Slashing
Injuries, disabling Echolocation.
Attack 14S End 12 Injuries 18
Defend 6 Agi 5 Move 5 tiles
Recover 8 Cun 4 Armor 3/4/3/1

A bat-like, insectoid monstrosity. The Bothemat is a Deceiver which prefers


to live in darkness, dwelling underground and exploring only during the
cover of night. By using echolocation, the beast can hunt in complete
blackness unhindered. A Bothemat's wings do allow for flight, but only for
brief periods, as its awkwardly shaped body makes it a graceless flier.
Instead, the wings are used to leap and glide about from one ledge to
another, assisted by ten smaller, segmented legs when necessary. These
vermin can produce a silk from their rear end, often tying up dead prey for
later consumption, a telltale
sign that one is approaching
the creature's lair. Their
mask opens from side to
side.

420
LUPITAS
Size: 2 or 3 Tiles Long
Environment: Grasslands, prairies, open woodlands
Special Attacks: Charge I, Sweep S, Hip Check I, Pungent Nodes - The
Lupitas may take a (1 AT) Action to produce a putrid, scent coated ball from
its underbelly. All units in a single tile radius of this point must take a Tier 4
Endurance save each Turn they begin near it, losing an AT when they fail.
Weakness: The underbelly, where six Injuries of any kind will prevent to
beast from creating Pungent Nodes.
Attack 14S End 12 Injuries 18 or 21
Defend 6 Agi 6 Move 8 tiles
Recover 8 Cun 5 Armor 3/3/2/2

A towering canine which sports unique anatomy. Lupitas are not pack
hunters in a strict sense, however proper communication is key to their
hunting methods. These sizable, wolfish beasts are equipped with a series a
glands on their undersides for producing fruit-sized, fleshy balls. These, as
well as lengthy feelers which sprout from their shoulders and appear to float
above them, allow the Lupitas to leave and detect signals from others of its
kind in the form of mucus covered nodes . A vast library of scents allows
these creatures to leave messages and crucial information. The Lupitas has a
hound shaped mask that opens from side to side, revealing an elongated
version of the typical Deceiver visage.

421
RASMUND
Size: 2 or 3 Tiles Long
Environment: Woodlands, jungles, caves, ruins
Special Attacks: Sweep I, Hip Check I, Hive - The Rasmund may take a (1
AT) Action to send a swarm of blood locusts forth from its body, covering a
two tile radius around the second of middle tile or the beast. This swarm
lasts until the end of combat and travels with the Deceiver. Units within the
swarm must pass a Tier 3 Endurance check at the beginning of their Turn or
receive an Injury that ignores Armor as they are eaten alive.
Weakness: The swarm may be eradicated with 5 Elemental Injuries. Unlike
other Weaknesses, the swarm counts as a separate enemy with its own
health pool, although it has no Armor and it may not Defend itself.
Attack 12I End 11 Injuries 17 or 20
Defend 7 Agi 9 Move 7 tiles
Recover 9 Cun 5 Armor 3/4/2/3

A six-legged beast with ferret-like movements, the Rasmund has been the
bane of many an unprepared group who ventured too deep into caves or
ruins. This creature has an affinity for decoration, and will move the
remains of its victims into piles to mark its domain and display its
achievements. The corpses are picked clean by a swarm of blood locusts
that live inside the Rasmund itself, a symbiotic relationship which feeds
both parties. The Rasmund’s mask opens side to side and features bottom
facing hooks for lifting and moving skeletons.

422
Grandmaster Deceivers
DRAGYN
Size: 3 or 7 Tiles Round
Environment: Any, prefers tall peaks
Special Attacks: Charge P, Pounce S, Sweep S, Tail Sweep I, Turnabout S,
Flame Breath - Once per Turn, a Dragyn may take a (1 AT) Action to open
its mask and breathe fire upon its enemies. Functions as a Range S weapon
with the Buckshot Trait (page 21) and deals 16 dice of Elemental damage.
Weakness: Under the Dragyn's neck, where 7 Injuries of Slashing or
Piercing will disable its Flame Breath.
Attack 15P End 14 Injuries 24 or 29
Defend 8 Agi 7 Move 8 tiles
Recover 10 Cun 6 Armor 4/3/3/4

A four-legged beast with two large wings and cat-like movements. The
Dragyn is a Deceiver of legend, renowned for its startling intelligence,
sweeping wings, and ominous presence. These qualities have lead to its
status as a holy symbol for many in the nation of Rajan where the beasts are
lauded, and many forbid them to be hunted. Dragyns are excellent
combatants and have trophies to prove it. These Deceivers will often
stockpile the Bonds of those it slays within a lair, likely to lure more foolish
hunters seeking wealth to it. The Dragyn’s mask open top to bottom and
sports two horns which vary in design.

423
UCHITUTHIS
Size: 7 Tiles Round
Environment: Oceans and coasts
Special Attacks: Turnabout I, One Hundred Eyes - Eyes placed atop this
leviathan's head allow it to spot enemies in a large radius, enabling it to
make its regular and Turnabout Attacks at 3 tiles range.
Weakness: Eyes on it head, which may be sufficiently damaged by 8
Slashing or Impact Injuries, disabling One Hundred Eyes.
Attack 16I End 15 Injuries 32
Defend 6 Agi 3 Move 4 tiles
Recover 8 Cun 5 Armor 3/5/4/1

An ancient leviathan which seldom arises from the depths. The Uchituthis is
an aquatic Deceiver that is thought to live for hundreds of years, hunting
almost exclusively in deep ocean waters, only spotted on land by the
unfortunate souls that witness it come ashore. In the last few decades,
sightings have become more common, and while it is thought that the
restless Akuma draw such creatures up from the abyss, noisy humans taking
to the seas have certainly done their part to enrage such creatures. When
they do walk the land,
Uchituthis move slow.
Using their lengthy
tentacles, they grab
anything in sight, drawing
it into their massive beak-
like mask, leaving only a
path of carnage.

424
FERROK
Size: 3 Tiles Long
Environment: Any, prefers sunny climates
Special Attacks: Charge I, Sweep I, Hip Check I, Tail Sweep I, Stomp -
The Ferrok may take a (1 AT) Action to stomp the ground with its hind legs,
forcing all units in 3 tile radius to pass a Tier 5 Agility save or lose an AT.
Weakness: The bone plates atop its legs, either of which may be broken
with 7 Impact Injuries, reducing the creature's balance and disabling Stomp.
Attack 17I End 16 Injuries 27
Defend 8 Agi 7 Move 9 tiles
Recover 11 Cun 5 Armor 5/3/4/3

A gargantuan Deceiver with a ferocious temperament. Legends tell of a


Ferrok's endless rage, a frenzy which begins with bloodlust and ends with
only the desire for more carnage. Such creatures seem revel in the
destruction they cause, often leveling villages under their enormous feet
without eating a single soul. Unlike other beasts, who take time to rest and
hibernate, it would seem that Ferrok are powered by a perpetual vigor.
Scholars speculate that the bone growths on a Ferrok's legs serve two
purposes. Firstly, they act as a counterbalance for the beast's endless
stomping, and secondly, they are thought to absorb sunlight, perhaps
lending to the creatures endless supply of energy. Ferroks are known to rest
only after a large meal, and only for a brief moment.

425
TEMPUS
Size: 7 Tiles Round
Environment: Any, prefers tall peaks
Special Attacks: Charge I, Cleave - As a (1 AT) Attack, the Tempus may
travel 8 tiles in a straight line. Anything unit it travels over or lands on are
hit with the whale's blade-like fins, dealing 20 dice of Slashing damage.
Weakness: The three sacs upon its back can be deflated with 3 Piercing
Injuries each. Once each of these has been deflated, the Tempus may only
hover above the ground, having its Move speed reduced to 4 tiles and no
longer being able to Cleave.
Attack 17S End 17 Injuries 31
Defend 5 Agi 3 Move 8 tiles
Recover 7 Cun 5 Armor 4/5/2/3

Resembles a whale that floats gracefully through the skies. The Tempus are
revered all across Solum for both their rarity and majesty, especially by the
Akasa clan in Rajan. Like Dragyns, they are a holy symbol to such people.
These gargantuan beasts are granted flight by three gas sacs, which can be
inflated or deflated on command. While Tempus are not inherently
aggressive towards people, and seldom come down to the earth, they still
crave flesh like all Deceivers. Behind their side-to-side masks, these
leviathans possesses countless faces and limbs.

426
GOURT
Size: 7 Tiles Round
Environment: Grasslands, prairies, marshes
Special Attacks: Sweep I, Turnabout I, Trumpet - Once per Turn, the Gourt
may take a (1 AT) Action to produce an immense sound. This low frequency
is enough to bring any human to their knees, reaching a three tile radius and
causing each unit to lose 2 AT unless they pass a Tier 5 Endurance save.
Weakness: The openings near its spine. First one must figure out how to
climb such a great height, after which 8 Injuries of any kind can be dealt
inside one of the openings and the titan may no longer Trumpet.
Attack 19I End 18 Injuries 35
Defend 5 Agi 5 Move 7 tiles
Recover 7 Cun 5 Armor 4/4/4/2

An enormous biped which stands taller than most city walls, sporting two
muscular arms that run the length of its own body. Despite their enormous
stature, Gourts typically reside deep in the wilderness where they can hunt
without the disturbances of humanity. Only when enraged by unwanted
visitors will civilization feel their wrath. When hunting, these monsters
consume their prey through a proboscis which their mask closes around
from both sides. Gourts also sport four large openings along their back
through which they can push
air to use as a horn. Doing this
allows these titans to signal to
others of their kind a great
distances.

427
NAGASETH
Size: 7 Tiles Long
Environment: Woodlands, marshes, jungles, deserts
Special Attacks: Sweep S, Tailsweep S, Leftovers - The Nagaseth may take
a (1 AT) Action to grab an adjacent foe with one of its arms, avoided with a
Tier 6 Agility save. That unit is Ensnared (page 117) and travels with the
serpent until its arm is removed, either by the victim or a friend.
Weakness: The snake's four arms may be removed with 2 Slashing Injuries
each, after which it can no longer carry about its Leftovers.
Attack 18S End 16 Injuries 33
Defend 8 Agi 7 Move 8 tiles
Recover 9 Cun 6 Armor 3/5/4/3

A towering serpent with bladed spines and four arms, colossal enough that it
could scale any city wall with ease. These beasts have terrorized humanity
since the dawn of time, and unlike other beasts of their size, Nagaseth have
an insatiable appetite. These Deceivers will spend many years, even decades
or centuries, lying dormant and processing their last meal. When the time
comes, these serpents awaken and consume everything around them
including wildlife, humans, and other Deceivers. When the Nagaseth has
eaten enough, it uses all
four of its arms to carry
more prey back to its lair
for later consumption.
This monster's mask
interlocks and opens from
top to bottom, revealing
many faces.

428
429
Section 4: Akuma
Akuma are the most devilish opponents within the realm of Solum,
feared for both their physical prowess and limitless magic. These demigods
are born into the world pure and untainted, resembling humans but bearing
otherworldly auras about them. As Akuma grow older and draw upon more
of Solum's power, they become Corrupted. Magic from the fate pool flows
through them, and although this increases their strength and arcane potency,
it also brings about terrible mutations. In time, these beings lose sight of
who or what they once were, their minds become as twisted as their bodies,
and they are reborn into something truly sinister.
The Akuma, or firstborn, are often the centerpiece or finale of any
good Soulbound campaign. As such, they should be placed into the game
world sparingly. Their arrival should be an event like none other. A battle
against them will only be won with careful planning and a helping of good
fortune. The anticipation of hunting such a beast should make its final
demise a cause for celebration. This section covers the combat stats for
Akuma, as well as the special abilities that make them a dangerous and
unpredictable threat.
In combat, Akuma should act rationally, in accordance with their
phenomenal wit and cunning. For example, an Akuma might simply
navigate around hidden traps that would catch a Deceiver off guard. Or,
they may choose to target an injured hunter to finish them off quickly, rather
than simply attacking the nearest living thing. If dealt severe wounds,
Akuma are more likely to retreat than other enemies. Any being that has
lived for hundreds of years and wouldn't allow a simple band of hunters to
end their reign. This being said, Akuma are still individuals with faults and
personalities. They might fall victim to hubris, or greed, or blind rage. Wise
hunters could use these flaws to their advantage. For more information on
crafting encounters with Akuma, return to page 381.

430
Akuma Abilities
Akuma are creatures born of pure magic, a quality which grants
them limitless potential. There are many ways such a demon can use this
magic to affect the world around them, sculpting it to their needs as they see
fit. Although they are worthy combatants, an Akuma's true potential lies in
its ability to manipulate itself and its environment.

• Corruption of Lesser Beings - Akuma have a natural dominance which


they hold over lesser beings; animals, humans, and Deceivers. By
channeling their energy into another creature the Akuma may take control
of it, creating a powerful servant which follows commands without
question. To resist this possession, the unit must pass a Cunning save, a
value that is listed near the Akuma's stats. The Corruption is placed on
contact as a touch-based Charm (page 240). Once a unit has been
Corrupted, they entirely lose control, mindlessly following orders and
gaining stat bonuses to reflect their magic properties (page 443). Signs of
Corruption will often manifest in noticeable ways on the target; black
feathers, protruding spikes, and ashen limbs are all telltale signs. The
possession remains on the living thing until the Akuma has been slain, or
the possessed dies. This ability allows Akuma to form entire networks to
do their bidding with minimal intervention of their own. Wielders
themselves may absorb small amounts of energy after slaying a Corrupted
foe, gaining new arcane Powers as they do. The likelihood of absorbing a
Power increases with the amount of Corruption present in an enemy, with
more Corrupt beings often serving greater roles in a devil's scheme (page
442). Thankfully, due to the magics granted unto them by Solum itself,
Wielders are entirely resistant to this kind of control.
• Shapeshifting - To avoid detection and further their chances of survival,
Akuma will often choose to disguise themselves in a human or animal
form. This allows them to pass unnoticed for many years or even serve as

431
a member of society. A trained eye may be able to detect subtle flaws
however, like bestial eyes or discolored skin. Upon being discovered or
enraged, an Akuma will reveal themselves. This gives the Akuma a

432
significant stat boost as they come into their true selves. Detecting a
hidden Akuma requires a Tier 5 Spot or Listen check, either to see a
bestial essence in the eyes or hear it on their tongue. An Akuma's ability
to shapeshift is even powerful enough to repress its magic essence,
making it undetectable to Malumeters and the like.
• Ambient Corruption - Akuma are beings that absolutely overflow with
arcane energy. By their very existence, they radiate this Corruption onto
their surroundings and the creatures that reside nearby. Because of this,
the beasts, environments, and the fabric of reality itself within a radius of
the Akuma are affected in bizarre, supernatural ways. Water might flow
uphill, alleyways could extend for seemingly endless lengths, or birds
may hang from trees akin to bats. This Corruption alone is the source of
many a fireside tale.
• Resistance to Weapons - Akuma are quite impervious to attacks by
traditional, physical weapons. Their arcane form cannot be bothered by
such useless tools and as such an Akuma will always possess some Armor
resistance against non-magical damage. However, a soulbound weapon
ignores such resistance. This makes the Akuma unstoppable for the
average townsfolk, or anyone lacking a Bond. Silver weapons, although
expensive, are natural counter to this (page 226).
• Natural Powers - Being that they possess such great quantities of
magic, Akuma have access to an array of Powers that would take any
Wielder years to acquire. Once per Round, an Akuma may use any arcane
Power from its corresponding strain(s) of Corruption as a (0 AT) Action,
without rolling to cast it. Additionally, if an Akuma currently has no
weapon to cast Powers on they may imbue themselves with Enchantments
or Charms. For example an Akuma may light its arms ablaze with Flame
Imbued or send light from its hand with Blinding. These Powers increase
in rank with the Akuma’s age and experience. Akuma may automatically
use any of their Powers as darts (D) or sigils (S) but do not have access to
the other three Glyphs.

433
YOUNG AKUMA
Rank: Novice Size: 1 Tile
Corruption: Tier 4 Physical Resistance: 1 Powers: Rank 1
_____________________________________________________
Attack 10 End 7 Injuries 18
Defend 7 Agi 7 Move 6 tiles
Recover 7 Cun 9 Armor 1/1/1/2

An Akuma who has only lived for a few centuries, making it quite young
relative to its peers. Such beings are known to act rashly by the standards of
their kind, and lack the wisdom displayed by their elders. Still, such a
powerful foe should not be taken lightly. Young Akuma are relatively free of
the Corruption that plagues their brethren, and would almost appear human
if not for their stature.
Far away from the prying eyes of humanity, the Akuma do still
gather, scheme, and reproduce. Their offspring are born from twisted,
unholy unions. These young, fledgling Akuma enter into the world
untainted by Corruption, but as years pass, their bodies and minds
inevitably begin mutating. As they grow and develop, each is quick to
realize that it has been thrust into a world
of chaos that does not serve it any longer,
revelations which are often met with
hatred and ambition.

434
LESSER AKUMA
Rank: Adept Size: 1 Tile
Corruption: Tier 5 Physical Resistance: 2 Powers: Rank 1
__________________________________________________
Attack 11 End 8 Injuries 21
Defend 8 Agi 8 Move 6 tiles
Recover 8 Cun 10 Armor 1/1/1/3

Demon Fright 1 - Akuma are a truly terrible presence to behold, and anyone
wishing to strike a blow against them must possess an iron spirit. Before
making an Attack against this Akuma, the unit must pass a Tier 1 Cunning
save. This must be done each Turn the unit wishes to make an Attack.

A monster which has lived for roughly a millenia. Such a creature has seen
the rise of man from its very inception and harbors a disgust accordingly.
These terrors are devious and eager to cause destruction. Lesser Akuma
appear humanoid, with signs of Corruption manifesting across their bodies
and within their thoughts.
Most lesser Akuma were still relatively young when soulbound
weapons were introduced to the world. They saw many of their friends and
family members slain by the
expanding human factions, and as a
result, they harbor a particular
resentment towards Wielders.

435
TRUE AKUMA
Rank: Expert Size: 1 Tile
Corruption: Tier 6 Physical Resistance: 2 Powers: Rank 2
__________________________________________________
Attack 12 End 9 Injuries 24
Defend 9 Agi 9 Move 7 tiles
Recover 9 Cun 11 Armor 2/2/2/3

Levitation - The Akuma has absorbed such large amounts of Corruption as


to float rather than walk wherever it goes. As such, True Akuma and older
avoid difficult terrain, and will not trigger ground-based abilities or Powers,
such as sigils or traps.
Demon Fright 1

An imposing demon. Such a being was conceived long before the dawn of
man, and that time was used to learn and grow into something truly terrible.
These Akuma have become so wrought with energy that they often float
rather than walk. A true Akuma’s features are distorted and bestial, their
form hums with power. These
demons have been around for far
too long to concern themselves
with humanity, instead turning
their attention to larger concepts
and the cosmic order of things.

436
GREATER AKUMA
Rank: Master Size: 3 Tiles Round
Corruption: Tier 7 Physical Resistance: 3 Powers: Rank 2
__________________________________________________
Attack 13 End 10 Injuries 27
Defend 10 Agi 10 Move 7 tiles
Recover 10 Cun 12 Armor 2/2/2/4

Arcane Strike I - An Akuma of this age has garnered such immense arcane
energy that its Attacks strike at the very life force of a target, ignoring a
single point of Armor.
Levitation
Demon Fright II - Units must pass a Tier 2 Cunning save on any Turn they
wish to make an Attack against this Akuma.

A terrible foe which has lived long enough to see the rise and fall of many
nations. Greater Akuma possess wisdom and cunning that is uncommon
even for their kind. These devils know of their eventual fate, and while
some wish to die in peace, many of them intend to take humanity along with
them to the grave. At this stage
of Corruption, the Akuma rides
a blurred line between a
humanoid and some arcane
monstrosity. Its body is distorted
or missing in places. Its skin is
swathed in arcane litany.

437
ANCIENT AKUMA
Rank: Grandmaster Size: 3 Tiles Round
Corruption: Tier 8 Physical Resistance: 3 Powers: Rank 3
__________________________________________________
Attack 14 End 11 Injuries 30
Defend 11 Agi 10 Move 8 tiles
Recover 11 Cun 13 Armor 3/3/3/4

Arcane Strike II - The Akuma's energy is now so great that it ignores two
points of Armor.
Levitation
Demon Fright II

An abomination that has existed for countless untold ages. The passage of
so many eons has made such an entity jaded towards the concepts of life
and death. Corruption has not only distorted this creature’s body, but its
mind and spirit as well. Ancient Akuma are hardly recognizable as
humanoid. They have been
transformed into an ever changing
mass of bestial features and dark
energy. To be in the presence of such a
thing is a death sentence. It is thought
that these Akuma serve as guides and
elders to what remains of their
shattered civilization, carrying on the
history, albeit a twisted version, of
what happened to their people.

438
FIRSTBORN AKUMA
Rank: Grandmaster Size: 7 Tiles Round
Corruption: Tier 9 Physical Resistance: 3 Powers: Rank 3
__________________________________________________
Attack 15 End 13 Injuries 39
Defend 12 Agi 9 Move 8 tiles
Recover 12 Cun 15 Armor 4/4/4/4

Immense Casting - When Akuma of this age tap into the fate pool, they
draw incredible amounts of energy with complete disregard, often
summoning arcane horrors. When using a Power, this Akuma must roll a
single die, with the roll of 5 or 6 producing an Abomination (page 441).
Arcane Strike III - This Akuma is directly linked to the fate pool and Solum
itself, a being made of pure energy. Attacks from Firstborn Akuma ignore
three points of Armor.
Levitation
Demon Fright III - These otherworldly terrors are a true nightmare to
behold, and few mortals can even dare lift a sword against them. Units must
pass a Tier 3 Cunning each time they wish to Attack a firstborn.

A fragment of Solum itself, given life and fallen from grace, just as the
great walker has. To even lay eyes upon such a being is to see a glimmer of
truth in a world of chaos. While all other Akuma were born, these demons
were created, sculpted by Solum in its own image. The fate pool's
Corruption affects these monsters directly, forming them into unspeakable
horrors that are no more flesh and bone than they are thoughts and ideas.
Their minds are eternal, convergent with ebb and flow of all cosmic
energies. As such, their concerns pertain only to the fulfillment of some
timeless prophecy.
Firstborn Akuma can stand, or hover, several stories in height. The
vision of such a thing is both parts beautiful and terrifying. Only a handful
of eyewitness reports exist on these demons, and when such things walk the
land, nothing but a trail of corpses and broken walls remains.

439
440
Section 5: Arcane Horrors
Magic from the fate pool is the epitome of life and creation itself.
When this energy is pulled into the realm with direction, it can produce
fantastic effects, but left to flow aimlessly, it manifests into terrible horrors.
The lesser of these beasts are known as Haunts, and the greater of them as
Abominations (pages 243 and 245). Wielders are often found accompanied
by the former, and powerful Akuma by the latter.

HAUNT
Such creatures manifest in endless shapes and sizes, but just a few templates
are listed here. If it is necessary to the game the Storyteller may roll a die to
randomly select one of three Haunt types as the thing is summoned.

Skittish - Attack 0 End 1 Injuries 1


Defend 9 Agi 7 Move 7 tiles
Recover 9 Cun 1 Armor 0/0/0/0

Impish - Attack 1 End 1 Injuries 1


Defend 8 Agi 7 Move 6 tiles
Recover 8 Cun 1 Armor 0/0/0/0

Vicious - Attack 2 End 1 Injuries 1


Defend 7 Agi 7 Move 5 tiles
Recover 7 Cun 1 Armor 0/0/0/0

ABOMINATION
A hellish collection of flesh and bone, formed of the Power's Corruption
type, that writhes about. Such beings have no thought and seek only to kill.
Special Attacks: Arcane - Such beasts drain the very life force from one's
being. Attacks made by these monstrosities ignore all Armor resistance.
Attack 10 End 9 Injuries 10
Defend 6 Agi 4 Move 4 tiles
Recover 6 Cun 1 Armor 1/1/1/3

441
Section 6: Variants & Corruptions
All of the foes listed up to this point have been examples of
enemies as they are most commonly seen, but Solum is a vast world with
countless terrors. Variants alternate forms of enemies, created with stat
modifiers to make them more (or less) threatening than they might be
otherwise. Corrupted foes are similar, receiving stat changes and appearing
when an Akuma has spread its vile magic to other living things. Storytellers
should use Variant and Corrupted foes to add some diversity to their
campaigns or spice up old enemies. By doing so, the ST can keep players on
their toes and drop contextual hints with smart placement.

Corrupted Enemies
Within the plane of Solum, it is not uncommon to find all manner
of life being used as soldiers by the apex predator, Akuma. The ability to
possess lesser creatures and imbue them with energy is the key tool of an
Akuma’s arsenal, and by doing so, these demons can gain control of entire
regions. The appearance of such pawns is greatly altered to embody the
strain of magic that has afflicted them, making it easy to distinguish a
Corrupted from its regular counterpart. By carefully recording sightings of
Corrupted beings, a hunting guild can locate and vanquish Akuma.
With this improved danger comes greater reward, and since these
monsters have been imbued with arcane energy, they serve as ideal vessels
to grant any Bond a new Power. Upon slaying a Corrupted foe, each
Wielder should roll a single die. A Tainted foe has been granted a small
fragment of energy which can be absorbed on the roll of a 6. An Accursed
foe has received a substantial amount of energy, and is absorbed on the roll
of a 5 or 6. Lastly, a Chosen foe has been specially selected to be an
Akuma's champion. They embody everything about their master and the
worst aspects of its magics. A Wielder may absorb a Power from one of
these dark servants with the roll of a 4, 5, or 6.

442
Corruptions
RUIN
Corruption of a ruinous nature leaves the skin hard as
stone. Points on the body, fingers, and toes, are left
blackened as if charred in fire. Crystals of sulfur and
brine coat the face and body.
Tainted - Attack +1 Injuries +1 Armor +1/0/1/0
Accursed - Attack +2 Injuries +3 Armor +1/1/1/1
Chosen - Attack +3 Injuries +5 Armor +2/1/2/1

DECAY
Those afflicted by the horror of decay will find
their body rotted, devoid of life and blood. Moss
and fungus grow across the skin in patches. Dry
flesh hangs over open wounds, none of it
bothering the Corrupted thing.
Tainted - Injuries +3 Armor +1/0/1/0
Accursed - Injuries +6 Armor +2/0/2/0
Chosen - Injuries +9 Armor +3/0/3/0

SORCERY
Otherworldly Corruption, that of sorcery and the
unknown, causes the skin to become pale and stretched
thin. Hundreds of runes, written in unspeakable
tongues, are etched across this pinkish hide. Black, oily
feathers grow in clumps across the body.
Tainted - Recover +1 Injuries +1 Armor +0/0/0/2
Accursed - Recover +2 Injuries +3 Armor +0/0/0/4
Chosen - Recover +3 Injuries +5 Armor +0/0/0/6

443
SLAUGHTER
Beasts or humans that have been affected by magic
of slaughter often grow devilish claws and fangs.
Spikes of iron and bone jut through their flesh, their
skin is coated in blood of unknown origins.
Tainted - Attack +2 Injuries +1
Accursed - Attack +4 Injuries +3
Chosen - Attack +6 Injuries +5

VANITY
An arcane Corruption that turns its victim albino,
nearly white in color. Strands of fine cloth, even
accents of precious metals, are often found
adorning the cursed, even if nobody was seen
placing them.
Tainted - Defend +1 Recover +1 Injuries +1
Accursed - Defend +2 Recover +2 Injuries +2
Chosen - Defend +3 Recover +3 Injuries +3

MADNESS
The unthinkable evils of madness leave the afflicted
with fatty, mucous skin. Writhing tentacles swing
from the neck and back. Metals rods pierce out from
the body, occasionally arcing a bolt of electricity
between them.
Tainted - Defend +1 Injuries +1 Armor +0/1/0/1
Accursed - Defend +2 Injuries +3 Armor +0/2/0/2
Chosen - Defend +3 Injuries +5 Armor +0/3/0/3

444
Deceiver Variants
STONE FACED
A Deceiver which has lived a few lifetimes, perhaps even centuries, and has
had their mask petrified from bone to rock in the process. These beasts are
especially resilient. Scars run longs trails across their weathered hides, their
fur has turned grey, and moss grows upon their backs.
Attack +2 Recover -2 Injuries +3 Armor +1/0/1/0

TWIN HEADED
This beast has grown a second or even third head, perhaps due to a rare
mutation or an unusual environment. Such Deceivers are especially prized
by hunters and thought to provide good fortune if slain, but few ever see
such rare beasts, let alone dispose of them.
Attack +3 Defend +3 Injuries +2

RAGE BLOOD
The forsimmian plant, when consumed as part of the creature's diet,
transforms any Deceiver into a heated, raging terror. Red veins show
through dense muscle, steam vents out from under the monster's mask as it
breathes. Rage Blood Deceivers will go berserk at the smallest of threats.
Attack +1 Defend -3 Recover +3 Injuries +3

FLEDGLING
A young Deceiver, smaller and weaker than its others of its kind, but still a
real threat to any human. Beasts of this age often roam in pairs or groups for
safety. Hunters should also be weary of facing such monsters in the wild, as
their elders are likely to be nearby. While keeping a Deceiver alive and
captive is considered a fool's pursuit, beasts of this age are helpless enough
to be found in the possession of the wealthy or bold.
Attack -3 Defend -1 Recover +2 Injuries -3

445
Animal Variants
DIRE
Dire animals resemble their kin but with increased size, hardiness, and
ferocity. Such creatures can prove a real threat to hunting parties, some even
possessing strength that rivals a Deceiver's.
Attack +2 Recover +1 Injuries +3

TROPHY
A Trophy animal is pristine in every way and the attention of any woodsman
that lays eyes on them. These animals possess special traits, such as
albinism or extra horns, which make them a truly unique find that's worth
vastly more than others of their kind.
Recover +3 Injuries +1 Move +3

Akuma Variants
HALF HEART
Half Heart Akuma have spent far too long disguised as a human and cannot
revert to their true form because of it. Their powers are not lessened in any
way, but being trapped inside of a human shell they lack the physical
strength an Akuma would normally possess. These Akuma blend into
society more naturally than others, and may only be detected with a Tier 7
Spot or Listen check.
Attack -3 Defend -2 Recover -2 Injuries -5

SPECTRAL
An Akuma that died long ago that now remains in the realm as a phantom
through sheer force of will. Such demons are wiser than others, more
elusive, and keepers of the oldest tales. Since they lack physical bodies,
these Akuma may only receive damage from magical sources.
Attack -3 Defend +3 Recover +1 Injuries -10 Move +3

446
Glossary
A number of words throughout this book have been capitalized,
highlighting them as specific game concepts in an effort to provide greater
clarity to the reader. They are as followers:

Abomination - A terror made of pure energy, formed as the result of


powerful magic gone awry (page 245)
Action - An activity in combat which requires time and energy to perform,
often requiring Action Tokens. Humans may take one Action per Turn,
Deceivers two, and Akuma three (page 107)
Action Token (AT) - A currency used in combat that represents a
character's stamina and preparedness (page 107)
Advantage - A benefit that allows 4, 5, and 6 to all count as Successes on a
roll (page 104)
Akuma - Ancient and powerful beings which have grown corrupt over
many eons (page 309 and 430)
Armor - Negates a certain amount of Damage from each Attack (page 115)
Attack - A combat Action used to create Injuries on its target (page 111)
Attuned - A singular Bond which contains great energy (page 16)
Automatic - Successes that are added after after the roll has already been
made (page 104)
Bond - Common slang for a soulbound weapon (page 11)
Caster Rating (CR) - A value which represents the difficulty involved
when casting a certain Power, Trick, or Vilis Coronam (page 242)
Charge - An Action in combat that allows the unit to Move and Attack in a
single Turn for the price of two AT (page 112)
Charm - A type of Power that is cast on a weapon that only allows for a
single use, taking effect on a touch or Injury (page 239)
Combined - A singular Bond which is formed by the merging of two
weapons (page 16)

447
Corruption - The magic of Solum, grown tainted and sinister, which
manifests in six unique forms (page 233)
Deceiver - Any beast that possesses a mask of bone, humanity's most
common threat (page 311)
Defend - A Reaction in combat which is used to avoid harm (page 111)
Disadvantage - A detriment that only allows the result 6 to be counted as a
Success (page 104)
Dodge - A Reaction in combat which allows a unit to Defend and then
Move for the price of two AT (page 112)
Dying - A state that characters enter when they possess an amount of
Injuries that is equal to or greater than their Endurance stat (page 118)
Elemental - A damage type which is created through energy (page 115)
Enchantment - A type of arcane Power which remains on the weapon for
multiple uses (page 240)
Free Action - A quick, optional activity that does not cost AT and may be
performed in conjunction with a character's regular Action (page 113)
Front Arc - The tiles immediately in front of a Deceiver (page 394)
Glyph - A small symbol that alters a Power's function (page 241)
Guild Item - A piece of equipment that is provided by a hunting guild as
part of one's House of Trade (page 124)
Haunt - An arcane pest, formed as a result of magic gone awry (page 243)
House - Organizations that span across many guilds, each specialized to fill
a certain role in humanity's fight (page 123)
Impact - A Damage type which uses force to crush (page 24)
Injuries - Currency used to measure a unit's current health (page 80)
Load - The value of a Guild Item, represented in dots (page 124)
Modifiers - Values, associated with every weapon, that add or subtract dice
to rolls made in combat (page 20)
Move - An Action in combat which allows the unit to travel a set number of
tiles (page 110)
Paired - Two Bonds which have each fused to the Wielder's soul (page 16)

448
Parry - A Reaction in combat which allows the unit to Defend and then
Attack for the price of two AT (page 112)
Phase - A period of time in which all players or all enemies take their Turns
(page 106)
Piercing - A Damage type which is dealt by thrusting (page 24)
Power - A magic ability used by Wielders and Akuma (page 239)
Range X - Distance measurements in tiles, where X is the following values;
S (6), M (12), L (18) (page 23)
Reaction - An Action which may only be performed when receiving an
Attack from another unit (page 108)
Rear Arc - The tiles immediately behind a Deceiver (page 394)
Recover - A (0 AT) Action, used in combat, which is necessary for gaining
Action Tokens (page 108)
Reload - A (0 AT) Action used in combat to replenish fuel or ammunition to
firearms and equipment (page 109)
Round - A period of time which contains both the player and enemy Phase
(page 107)
Sides - Tiles adjacent to a Deceiver which are not in its Front or Rear Arc
(page 394)
Skill - An activity that can be trained and improved (page 84)
Slashing - A damage type produced by a swinging motion (page 24)
Spell - An arcane Power that is not cast on the user's weapon (page 240)
Storyteller (ST) - The session's host, responsible for creating the world
which players will inhabit (page 361)
Successes - Die results which are used measure the effectiveness of any roll,
gained on a 5 or 6 (page 102)
Tier X - Denotes the difficulty of a roll, where X is the number of
Successes required to achieve a desired result (page 102)
Trade - A hunting profession, earned through the Houses (page 151)
Trait - A unique quality possessed by a weapon (page 21)
Trick - A lesser magic ability, learned through practice (page 271)

449
Turn - The period during which a unit may take their Action(s). Humans
may take a single Action, Deceivers two, and Akuma three (page 107)
Unbound - Guild hunters that do not possess a soulbound weapon (page 76)
Upgrade - Industrial tech which is added to a weapon (page 209)
Variant - An enemy which has had its stats modified (page 442)
Vilis Coronam - An arcane disease that targets Wielders (page 286)
Weakness - A specific part on any Deceiver which may be broken to
disable their unique ability (page 395)
Wielder - Anyone who possesses a soulbound weapon, including the
players themselves (page 308)
XP - Short for experience points, used to measure how much a Wielder has
learned during their travels (page 89 and 378)

450
Backers
This game would not have been possible without the support of 445
wonderful backers who brought it to life. Your involvement, interest, and
kind words have made Soulbound the game it is, and I truly couldn't be
more grateful. Thank you for turning my dream into a reality!

Adam Whitcomb - Aiden Pyre - Alan Walkerdine - Alex Lippert


Alex, the Magpie - Andrew Hovanec - Andrew Mosqueda-Jones
Andrew Guy Myers - Andrew (Andrizo) Paulus - Andromeda Taylor-Wallace
Andy Toth - Armando DiCianno - Audrey Miller - Ben Balmaceda
Bramble Crocuta - Bruce H. - Bryan Keiper - Chaim Simcha Weinberg
Christopher M Watts - Claire Moreau - Cooper Jones - Cordude Pete
Dalton "Jerod Smither" Genzlinger - Danny Hedges (DragonODaWest)
Darren Velez - Devin Talton - Donna & Steve Licht - Douglas M Crawford
Douglas Feld - Douglas Schuster - Dreamers Masque - Drew Wendorf
Ember + Ash - Ender Styx Miles - Eric Edwards - Espen Borgen
Farhad B. - Gabel Gamers - Geoffrey M Allen - Gillard Gueric
Gilles Cherrier - Grimsoldierz - Hunter Shumate - Indigo "Cape Person"
Jacob Dalke - Jacob Miller - Jannek Ehrlich - Jeffrey Osthoff
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Jonathan Finnegan - Jorden K Osborn-Selby - Joseph Delcomte
Josh Horowitz - Joshua Limond - Joshua Niday
Juan Carlos Guardado-Juarez - Justin McCown - Kameron J Hancox
Katherine Booth - Kerri Coffey - Kevin M Campos - Lachlan Fergusson
Laucien Luponis - Leanna Brisky - Lee Barnes - Lily Axelrod
Luca Beltrami - Luke Bentley - Marco A Gutierrez - Mark Hencoski
Mark Trevena - Martin Greening - Matic Kačič - Matthew Enriquez
Matthew Meigel - Matthew Pickrell - MaxManAtArms - Michael Nason
MrNowhere - Murray H Smith - Nathan Lueth - Nenatechae S. Mars
Nick Chandler - Nick Penman - Noah Mackie - Nullpunkt - Pangur Bán

451
Patryk Adamski, Ruemere - Paul Ambs - Paul-Erwan "Thalyum"
Paul Gatterdam - Paul Holmes - Peter Allen - Peyton LaTourrette
Philip "Neko" Kenny - Richard W. Sorden - Rick Hanni - RIUZIE
Ryan 'Benny' Hill - Ryan Willemsen - Sam "Samaritan" Fokker
Sean McCaffery - Shaun Duke - Shawn Gamez - Shelley Tech
Simon Bingel aka Tywèle - sXhanf - Thomas "TruNightmare" Knouse
Tyler Bohanan - Vladimir "Caedo Ghildran" Dzundza - Wesley Teal
Will 'Muppett' Beerman - William Roe - Xavier Nieves - Zachari Dahran
and many, many more...

Patrons
A special thank you to the people to who supported my progress
with Soulbound through Patreon long before it was on Kickstarter. Your
feedback and involvement kept me going day by day. Thank you!

Audrey Miller - Cameron Raia - Cory Petersen - Cullen Gilchrist


Eric Edwards - Joshua Niday - Krista Ann - Lewis John - Médérig Ha
Old Man Coyote - Pansexual_Badger - Screaming Possum

452
EPILOGUE

"A flash of light like the sun arrives before you, and in less than a
blink, more akin to the feeling of a thought just before its arrival, the world
goes black. Less than black. The pain of your wounds is no more, pain itself
is no more. Around you, on all sides, as if you are submersed within, you
can feel them. A billion crying souls put at ease, like a feverish babe finally
put to sleep, merged into a single form. Merged into you. This endless,
warm, powerful sea swallows you up, a maternal embrace. All the things
you've never known are clear now, but even these are familiar, and a
general apathy is felt towards ever having wanted to known them at all.
Thinking back on where you were, who you were, is a unfathomable, even
laughable, in comparison to everything around you. The question itself
means nothing. You care only to remember the warmth. And the current.
And the black. Behind you is only the black, and beyond you is only the
black. And just like the moment after the thought arrives, you can feel once
again. In all this time, only a second has passed, and now you sense warmth
running through your fingers and the current on your face. You raise your
palms and sand drifts off them, you lift your chin and wind beats your
cheeks. Around you is a desert, vast, formless, and endless. Planting one leg
and then the next, you rise, unsure of your footing in a place you've been
before. Walk. You must walk. Forward, and you can reach it in time. Slow at
first, and then with purpose, you step against the wind. Moving puts
thoughts in your head, a daydream that builds itself. Imagine what it will be
like, when you get there. Grand peaks, crystal streams, the chirping of birds.
Just dreaming of the place is enough for now. Just dream, and walk. Dream,
and walk..."

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ABOUT the AUTHOR

Hello! Thank you for reading and playing Soulbound, it truly means
the world to me. I grew up in the Black Hills of South Dakota with a
childhood that offered me much for imagination. Many long days were
spent in the woods pretending to fight imaginary beasts, and many long
nights inside thumbing though D&D manuals and playing games. Art had
always been a part of me, often drawing to show the stories or creatures in
my head rather than for the practice of art itself. This is something I
followed through high school, but ultimately was told that an artistic career
was unachievable. I briefly attended university as a graphic design major for
this reason. In light of unforeseen circumstances this could only endure so
long, and I soon dropped out to save money and refocus myself on the art I
loved. After collecting enough I traveled to Montreal, Canada to attend art
classes for digital concept art at Syn Studio. I learned much there, meeting
so many wonderful people and having such talented instructors. A good
amount of the art in this very book was
made while I took classes. After that I
returned home, class was over and I was
broke. Freelance work occupied a small
amount of my time, but gradually I
continued to craft this book, not wanting
the dream which I had poured so much
time and energy into to die out. And now,
such a game needs only to be played and
shared amongst good friends.

-Andi Licht

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