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Created and written by Daniel Kenis. © 2023. All rights reserved. 5. Lore...........................................................................................................................

96
PDF version: December 2023 Agility Lore............................................................................................................96
Cover illustration by Sansiia. Dance … Forestcliffs … Riding … Skyremes … The Cloak … The Dagger … The
Visit www.whenskyandsea.com for all the rules, hero sheets, and more! Hand … The Sling
Strength Lore...................................................................................................... 104
The Atlatl … The Bow … The Mace … The Panoply … The Shield … The Spear …
The Stone … The Sword … Wrestling
Table of Contents
Will Lore............................................................................................................... 111
1. Introduction...............................................................................................................3 Ancient Cylinder … Ancient Rod … Death … Dream … Insurgency … Lord Adod …
Welcome to the Skysea..........................................................................................4 Path of Air … Politics … Solar Circle … Song
Gameplay Basics.....................................................................................................6 Intellect Lore....................................................................................................... 124
Hero Creation........................................................................................................12 Ancient Mirror … Balloons … Civilization … Code of the Clay King … Crafting …
2. How to Play............................................................................................................. 24 Deep Time … Medicine … Monsters … Navigation … Scrolls of the Sorcerer …
Taking Actions...................................................................................................... 24 Tactics … Trade … Wisdom of Adod
Movement............................................................................................................ 28 6. Items....................................................................................................................... 137
Attacks................................................................................................................... 31 Arms.....................................................................................................................137
Braces.................................................................................................................... 34 Armor.................................................................................................................. 140
Compels................................................................................................................ 36 Mundane Items................................................................................................... 141
Maneuvers............................................................................................................ 38 Magical Items and Artifacts................................................................................145
Tracking Your Stats............................................................................................... 39 Mazrian Devices..................................................................................................148
3. Origins..................................................................................................................... 42 7. Ideals.......................................................................................................................153
The Realm of Tel-Kanan....................................................................................... 43 The Eight Ideals...................................................................................................153
The Empire of Mazr.............................................................................................. 45 Invoking Ideals.................................................................................................... 154
The Lost Kingdom of Shinar.................................................................................46 8. Experience & Downtime.......................................................................................155
The Zordin, Out of Chaos..................................................................................... 48 Experience Points (xp)........................................................................................ 155
4. Callings.....................................................................................................................51 Downtime........................................................................................................... 156
Champion..............................................................................................................51 Learning New Lore.............................................................................................. 157
Wanderer.............................................................................................................. 54 Downtime Endeavors......................................................................................... 158
Mastermind.......................................................................................................... 55 Endeavor Gameplay........................................................................................... 160
Messenger.............................................................................................................58 Endeavors, A–Z....................................................................................................162
Sorcerer.................................................................................................................69 Appendix....................................................................................................................173
Arbiter................................................................................................................... 81
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w𐤊𐤔 𐤍𐤄𐤇y 𐤀𐤄𐤔 𐤃𐤍𐤀 w𐤇𐤕𐤀𐤄𐤃 𐤏𐤕 𐤋𐤋𐤄𐤅 𐤔𐤃𐤍𐤀𐤋𐤔𐤉 𐤄𐤇𐤕 𐤃𐤍𐤀 𐤃𐤄𐤌𐤀𐤍 𐤕𐤏𐤍 𐤄𐤓𐤄 Hail, heroes of the Skysea!

1. Introduction
When Sky and Sea Were Not Named (WSSWNN) is a fantasy
roleplaying game best played with a group of three to five people. One
player, the Guide guides the story and sets up challenges for the rest of
w𐤊𐤔 𐤍𐤄𐤇y 𐤀𐤄𐤔 𐤃𐤍𐤀 w𐤇𐤕𐤀𐤄𐤃 𐤏𐤕 𐤋𐤋𐤄𐤅 𐤔𐤃𐤍𐤀𐤋𐤔𐤉 𐤄𐤇𐤕 𐤃𐤍𐤀 𐤃𐤄𐤌𐤀𐤍 𐤕𐤏𐤍 𐤄𐤓𐤄 the group. The other players take on the roles of heroes who set forth
upon doomed floating islands, rescue people from their fates, and
rebuild civilization.
This document is your guide to playing a hero in a game of
WSSWNN. Along with some friends and a few hours, you’ll need:
A realm of floating islands drifts
● A Hero Sheet, for tracking your hero’s traits and condition
precariously through the Skysea. ● A set of gaming dice: d4, d6, d8, d10, d12, and d20

For longer adventures, you’ll also want an Island Sheet to help keep
From beyond the realm’s boundaries, dragon-mounted raiders track of your NPC allies and the endeavors you undertake together.
rally for invasion. You can find online versions of the Hero and Island Sheets on the
WSSWNN website. If you’re planning on playing the Guide, the website
has helpful content for running the game.
From beneath the clouds, undead spirits in clay bodies rise
Finally, while WSSWNN is not a very dark game, it does include
from the ruins of a lost kingdom. themes and gameplay that might make players uncomfortable, like
colonialism, violence, and mind-control. Kienna Shaw’s TTRPG Safety
The forces of chaos and death are closing in. Toolkit (pdf) is a great resource for keeping the game fun for everyone.

May you meet good friends and fortune on your adventure!


The Skysea needs heroes.

Thank You, Playtesters!


Who will answer the call? AFriendOfJamis, Alessandro Baccarini, Andrew Barlass, Ben Kenning,
Chamberland, Charles F., Eric Clarkin, Jacob 'Neur0' White, Joe (Keeper of the Ebon
Blades), Jon Cole, Josh Paterson, Kevin Townshend Piala (RyMarq), Nicholas Diaz,
Patrick Schultz, Phredd Groves, Rachole, Ryan Cook, Russ Rowlands, Sasquatch,
Sam, 0Slowk0, Sunrise, Zack Brown

WSSWNN © 2023 3
Welcome to the Skysea
When Sky and Sea Were Not Named takes place in the distant future on
the planet Jupiter— although characters wouldn't recognize that name.
They call their world the Skysea.
Countless eons ago, the Skysea shifted its orbit around the sun to
descend upon and absorb Earth. The remains of Earth—the Shattered
Planet—still drift among the Skysea's clouds as floating islands, serving
as terra firma for humankind’s descendants.
Only a few sages have any inkling of the true history of their worlds.
Earth’s technology is long lost—or absorbed into the Skysea’s magic.

The Realm of Floating Islands


Tel-Kanan is the game's central setting: a vast cyclone in the Skysea. A
combination of fluid mechanics, magnetism, and magic has long held
the realm’s floating islands aloft. For eons, these forces held true—until
now. Islands everywhere are drifting out of their once-stable orbits,
sinking, tilting sideways, or otherwise circling the cyclone’s drain down
and down into the bottomless depths.
Most floating islands are small and hold a single village or town.
Most Kananites live their whole lives on a single island, use bronze
tools, and offer prayers and sacrifices to Lord Adod, the realm’s ruling
storm god. But the realm is diverse, and many Kananites are traders and
adventurers. Travel from island to island is possible with magical
hot-air balloons and airships called skyremes.

The Empire of Mazr


While Lord Adod and his priests rule Tel-Kanan in theory, in practice,
the realm is a vassal state to the foreign empire of Mazr. Imperial The Realm of Tel-Kanan is a vast cyclone in the Skysea,
factotums, panjandrums, and plenipotentiaries flanked by sentinels in bordered by the realms of Chaos beyond and Death below.

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gleaming armor are common sights in large Kananite towns, and
instantly recognizable: Mazrians have the heads of animals.
With its fleet of skyremes and advanced magical technology, Mazr
has long controlled transport between Tel-Kanan’s islands and
dominated its people. Until recently, that is. The empire of Mazr has
collapsed—a fate that the people of Tel-Kanan are only just becoming
aware of.

Death Below
The Skysea has no surface, no bottom. When you fall, you simply fall
forever. The light fades, the air gradually condenses into liquid, and the
pressure crushes your body to a pulp—if you don't suffocate first.
But the realm beneath Tel-Kanan is not empty. Kananites know it as
the Realm of Death. Mot, whose vast maw swallows all, is the god of the
world below.
Drifting in the depths of Mot’s dark realm are the ruins of Shinar, a
lost kingdom of magi who long ago transferred their souls into clay
bodies. Some of those bodies still stand as moss-covered statues in the
hinterlands of Kananite islands—long thought to be lifeless, but
actually just dormant.

Chaos Beyond
Beyond Tel-Kanan's outer boundaries swirls the Realm of Chaos.
Where Tel-Kanan’s windcurrents are steady and predictable, the Chaos
is an ever-shifting nightmare world, ruled by the dragon god Yom.
Countless species of monsters live in the Chaos and occasionally
sweep into Tel-Kanan. More recently, a mysterious people called the
Zordin have emerged from this realm, striking like a bolt from the blue.
Mounted on dragons and wielding strange artifacts, the Zordin
overwhelmed the Empire of Mazr. Now Tel-Kanan is next in their sights.

Mazrian plenipotentiary and sentinels | A Shinarian, recently awoken


Illustrations by Sansiia

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The Mystery of Rephaim
A substance called Rephaim courses through the Skysea. Many believe Gameplay Basics
Rephaim is simply the souls of the dead. Scholars recognize Rephaim as
a kind of fluid, undifferentiated and invisible, composed of intention.
The floating islands of the Skysea serve as the setting of the game. Like
This fluid flows, collects in whorls and eddies, and can be guided and
"levels" in a videogame, each island works as a self-contained area of
wielded in magic spells.
play.
The deities of the Skysea are said to be made of pure Rephaim.
As the players approach and explore a floating island, the Guide
Strange artifacts from the time before the Shattered Planet seem to
describes the scene and offers choices: where to land, which landmark to
accumulate Rephaim as well.
head toward first, what approach to take. The other players, taking on
the roles of heroes, ask questions and decide what to do.
The Shape of Adventure In this section, we’ll look at how a Guide interacts with three sample
A game of When Sky and Sea Were Not Named might be limited to a heroes: Chom the Champion, Wandu the Wanderer, and Matreyis the
single island that players explore in a few hours. Or it can be a sprawling Mastermind. (Their character sheets are available on the website for
adventure spread out over months of play, with heroes steadily gaining reference.)
more powerful abilities and technology.
For longer adventures, the players ultimately guide the flow of the
narrative. But the structure of that flow, over time, might take the
following shape:

1. Rescue. The heroes save a town from invading monsters and


stabilize its island’s orbit, so it can be used as a base.
2. Rebuild. The heroes explore other nearby islands, gather
survivors, and employ their expertise to rebuild their base town.
3. Defend. The forces threatening Tel-Kanan mount an attack on
the heroes’ town and must be repelled.
4. Advance. The heroes go on the offensive—using airships or by
magically mobilizing their base island—and chase down the
threat.

A typical floating island, with a small town and skyharbor

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Guide: As your hot-air balloon drifts toward the island, you quickly see When you ask the Guide questions about your surroundings or
that your destination—Jeribo, a one-street town zigzagging up a characters you meet, name the aspect of your character that would help
hill—lies in ruins. The town’s small skyharbor is intact, but smoke you discern an answer.
rises from the market buildings adjoining the dock.
Matreyis: Uh oh. Is there some other place on the island we can land? Chom: There has been battle here. As a Champion, who do I think
Guide: Most of the island is rocky and uneven. The only other option is a prevailed?
forested area on the island’s far side. You might be able to sort-of Guide: If the locals succeeded in driving off whoever attacked the island,
crash-land safely in the treetops. you'd expect to see them out and about, cleaning up. You don't.
Wandu: I'm a Zordin. Does this look like it could be the work of my
people—specifically the nasty dragon-mounted raiders I've heard
The Conversation about?
When Sky and Sea Were Not Named is first and foremost a game of
Guide: That certainly fits the rumors you've heard. Though you don't see
shared imagination. The Guide describes a scene or situation. The other
any dragons or other monsters, at least not from above.
players describe what their heroes do. Inevitably, the players’ choices
will lead them into risky situations. At that point, players take actions
and break out the dice to see what happens. Revealing the World
Inevitably, the heroes’ players will ask questions that the Guide doesn’t
But before any dice are rolled, there’s another aspect of the game to
have immediate or specific answers for. It’s okay for the Guide to
play: a conversation. The Guide can’t possibly describe every single
improvise rough answers and tell players the gist of what they would
thing the heroes see or hear. The other players should always ask
know without delving into the details.
questions about their surroundings and the characters they meet.
It’s also okay for the Guide to give incomplete information that’s
This conversation is freeform and doesn’t involve rolling dice, but it’s
intended to spur the hero to embark on a riskier approach to gain the
still a vital part of the game. Here are some ways to structure the
answer they seek. Just because a hero asks a question doesn’t mean the
conversation to help everyone get on the same imaginary page, to help
Guide is obligated to reveal everything.
players roleplay their heroes, and to help the Guide describe the world in
a clear and evocative way. Matreyis: As a Mastermind, do I think it's smarter to land in the harbor or
try crash-landing in the forest?
Ask Questions Like a Hero Guide: It's hard to answer that question without more information. You
Each aspect of your hero—your origin, your calling, and the lore you don't know if or how many invaders are still around, or where they are.
know—includes a short list of questions you can ask the Guide. These
questions aren’t exclusive—they’re intended to frame the kind of things
your character would know and signal to the Guide what kinds of
information they should answer with.

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When to (Not) Roll the Dice ● Attacks use melee and ranged weapons, or fists and feet. They
If you’ve played other roleplaying games, you may be accustomed to also include taking hold of a foe to set up certain brace actions.
rolling dice to determine whether your character knows something, ● Braces are acts of strength and determination. In combat, braces
remembers information, or notices a vital clue. But in WSSWNN, you include grappling or shoving foes and standing fast to raise your
don’t need to “roll to know.” Rolling dice is reserved for actions that carry guard.
some inherent risk. ● Compels are acts of will and intellect. They include deceiving and
That said, learning information often requires putting yourself into persuading other characters, and bolstering allies in combat.
a risky or contested position. Scouting a temple, for example, might put ● Maneuvers rely on fast thinking and agility. In combat,
you in line of sight of the monsters occupying it—unless you take the maneuvers include evading, outflanking, and hiding from foes.
Hide action.

Chom: Why not land in the harbor? Let us confront this evil directly!
Wandu: We’re already too late to stop whatever happened. Landing in the
forest will give us more cover and a better chance to scout the
situation.
Matreyis: Alright, I agree with Wandu. Let's try crashing in the forest.

Inevitably, as the heroes’ exploration brings them closer to danger, the


game shifts into action.

Actions and Dice


Characters take actions to overcome challenges and opposition. When a
character takes an action, their player rolls a die. The higher the roll, the Wandu the Wanderer’s action dice
better the character does. There are four types of actions: Attack, Brace,
Compel, and Maneuver. WSSWNN uses six kinds of dice. Shorthand notes the number of sides
each die has: d4, d6, d8, d10, d12, and d20. Each character uses a
particular-sized die for each type of action. For example, mighty Chom
the Champion uses a d8 to attack and brace, a d6 to compel, and a d4 to
maneuver. Agile Wandu the Wanderer, on the other hand, uses a d8 to
Maneuver, a d6 to attack and compel, and a d4 to brace.

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Guide: As you vent the gasbag, the balloon descends, slowly but surely, Easy Challenge
toward the treetops. The pointy, uneven, probably-not-weight- …1 ⓧ 2 3 ⬖4 5 6 7 8 9 10…
supporting treetops. The three of you can each take one action before
the balloon crashes. ←Fail→ ←Struggle→ ←Success→
Matreyis: I’m still piloting this thing, right? Maybe I can wedge the
gondola safely against some sturdier-looking branches.
Wandu: I’m just gonna jump off before we crash and try to snag a tree Moderate Challenge
branch on the way down to break my fall. …1 2 ⓧ 3 4 5 ⬖6 7 8 9 10…
Chom: Fah! I fear no tree. Brace for impact!
←Fail→ ←Struggle→ ←Success→
Guide: Okay, Matreyu and Wandu, roll your Maneuver dice. Chom, roll
your Brace die.
Hard Challenge
Success, Failure, and In-Between …1 2 3 ⓧ 4 5 6 7 ⬖8 9 10…
Most actions have three possible outcomes: ✦ Success, ⬖ Struggle, and
ⓧ Failure. Which dice rolls correspond to which outcomes is determined ←Fail→ ←Struggle→ ←Success→
by two numbers: the failure threshold and the struggle threshold.
For moderate challenges, the failure threshold is 3, and the struggle For our heroes in the balloon, the Guide decides that safely
threshold is 6, abbreviated ⓧ 3 | ⬖ 6. Easier or harder challenges have crash-landing in a forest is a ⓧ 3 | ⬖ 6 (moderate) challenge. That means
different thresholds, determined by the Guide. The struggle threshold is an action roll of 7 or higher is a ✦ Success. A roll of 4–6 is a ⬖ Struggle. A
usually double the failure threshold. roll of 3 or lower is a ⓧ Failure.
When a hero acts, the Guide compares their roll against these two
numbers and determines which outcome happens: Matreyis: (rolls Maneuver). Not good. I got a 2.
Chom: BRACE FOR IMPACT! (rolls Brace). That’s a 4.
✦ Success: the action roll beats the challenge’s struggle threshold. Wandu: (rolls Maneuver) I got an 8 to jump into the forest!
The character safely overcomes the challenge! Guide: Matreyu, you fail. Your trajectory is good, but you realize at the last
⬖ Struggle: the roll doesn’t beat the struggle threshold, but does beat moment that you’re descending way too fast. When you hit the trees,
the failure threshold. The character can only succeed with a you’re ejected hard out of the gondola and fall to the forest floor. Take
complication or sacrifice. -1 life, and the balloon is pretty much wrecked.
ⓧ Failure: The roll doesn’t beat either threshold. Woe! Something Matreyis: Ouch!
nasty befalls the character. Guide: Chom, you struggle. You don’t go flying out of the gondola and
you’re not injured, but you do suffer -1 stamina from the effort.
Chom: Thank my mighty thews!

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Guide: Wandu, your fast reflexes save your skin. Tell us how you land The system works the same as for challenges: the attributes are the fail
safely. thresholds, and the defenses are the struggle thresholds. If the action
Wandu: I grab a vine on the way down, pendulum myself across the beats its target’s corresponding defense, it’s a ✦ Success. If it beats the
canopy, and land on my feet after a double backflip. target’s attribute but not their defense, it’s a ⬖ Struggle. If it beats neither
attribute nor defense, it’s a ⓧ Failure.
Challenges are somewhat freeform, and the Guide and other players can
use the numerical results as scaffolding for their own narrations. The Guide: Wandu, you can see the balloon tangled up in a treetop, but you’ve
Guide also determines which types of actions—typically braces or landed some distance away. And you quickly realize you’re not alone
maneuvers—are applicable to the challenge at hand. in the forest. You hear a strange sound beyond the foliage: a kind of
alien chittering, followed by quick footsteps—
Characters in Opposition Wandu: Hide! I want to hide.
Conflicts inevitably break out between heroes and non-player-characters Guide: Alright, there’s plenty of underbrush for cover here. Roll Maneuver.
(NPCs). Opposed actions, like challenge actions, can succeed, struggle, Wandu: (rolls Maneuver) That’s a 3.
or fail. But opposed actions are more structured and specific. Whether a
hero attacks a monster with a spear, shoves a raider back on their heels, Hiding is a Maneuver action, so it’s contested by a foe’s Intellect
outflanks an armored foe to strike their weak point, or persuades a (attribute) and Awareness (defense). The action’s description—found in
frightened local to join the party, the action results in one of three Chapter 2: How to Play—explains what happens for each of the action’s
specific outcomes. three possible outcomes:
To determine which outcome happens for a given action, players
✦ Success: You’re hidden from the character(s) until after you act.
compare the action roll to two numbers: the target character’s relevant
⬖ Struggle: The character(s) can take -1 awareness to discover
attribute and their relevant defense. All characters have four attributes
your position.
and four defense stats. Each type of action is resisted by a certain
ⓧ Failure: You fail to hide. You remain exposed to the character(s).
attribute/defense pair.
ⓧ Fail threshold ⬖ Struggle threshold In this case, Wandu is trying to hide from a pair of spindly monsters
called girtablins (Intellect 0, Awareness 3) who are scouting the area.
Actions vs. Attribute vs. Defense
Attack (Melee, Ranged, Take hold) Agility Guard Hiding from a Girtablin (Intellect 0, Awareness 3)
Brace (Grapple, Shove) Strength Stamina …–2 –1 ⓧ 0 1 2 ⬖3 4 5 6 7…

Compel (Deceive, Persuade) Will Spirit ←Fail→ ←Struggle→ ←Success→


Maneuver (Hide, Outflank) Intellect Awareness
A 3 beats their Intellect, but not their Awareness, so it’s a ⬖ Struggle.
Like most opposed actions, Hide favors the defender on a struggle

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outcome. The monsters notice Wandu hiding, but at a cost—the Guide ⓧ Failure: You provoke a free melee attack from the foe.
notes their current Awareness drops from 3 to 2, leaving them slightly Like hiding, the outflank maneuver succeeds if it beats the foe’s
distracted. Awareness, which is currently only 2. Wandu reduces her own current
Awareness from 6 to 5 and rolls to outflank.
Guide: From the foliage, you see a pair of creatures scurrying through the
forest. Each looks like a cross between a human and a shrimp, spindly Wandu: I don’t like the odds … but I don’t want to give them the chance to
little things, four feet tall. You recognize them as monsters from the warn their monster buddies. I’m going to outflank the nearest one.
Chaos. They both hold sharpened sticks in their clawlike appendages. (Rolls Maneuver) That’s a 4.
Wandu: Are they scouting? Guide: These monsters are quick, but you’re quicker. As the first monster
Guide: Seems likely. They clearly noticed the balloon, and they were darts toward you, you sidestep around its spear. Make a free attack.
headed that way. But now they’re distracted. Wandu: (Rolls Attack) That’s another 4, plus 3 from my Agility, so: 7.
Wandu: By what?
Guide: By you! They screech menacingly, point their makeshift spears at An attack succeeds, or hits, when it overcomes a foe’s Guard. The
you, and scurry toward you, fast. What do you do? girtablin’s Guard is 5, so Wandu’s dagger strikes true.
Her dagger, like many weapons, inflicts damage equal to the result
(7), minus the foe’s Guard (–5), minus the foe’s Armor (–1) = -1 life. A
Life and Death
glancing blow, but the spindly little creature only has 2 Life.
In WSSWNN, bloodthirsty monsters are real and pose an imminent
threat to the people of Tel-Kanan. While violence may not be the best
Guide: A 7 hits. You dart around its spear and plunge your blade into its
solution to a problem, combat is a big part of the game. Heroes should
body, but its carapace blunts some of the impact. Still, the monster
always be prepared to defend themselves and their allies!
screeches and staggers back, its many appendages twitching.
In battle, heroes must overcome their foes’ defenses while managing
their own—particularly Guard, which prevents attacks from inflicting
A successful or blocked attack also usually inflicts -1 Guard, as the blow
lethal damage. The girtablin monsters, armed with long spears that
staggers the foe—making a future hit more likely. The Guide signals all
keep foes away, have 5 Guard. Wandu, only armed with a dagger, has 3
this to Wandu’s player with the above description, while privately noting
Guard. She’s outnumbered and vulnerable, but she’s fast—and the
the attack’s effects on the girtablin’s stats: -1 life and -1 guard.
monsters are distracted.
Instead of attacking directly, Wandu considers the risky Outflank
Wandu: Hyah!
maneuver, which costs her -1 awareness. Outflank’s outcomes are:
Guide: But you still face two foes—one wounded, one at full strength.
✦ Success: Make a free melee attack against the foe and add your Meanwhile, Chom and Matreyis, you hear the screech of a wounded
Agility. monster nearby. What do you do?
⬖ Struggle: The foe can expend 1 Awareness to cause your
Whether heroes are exploring, making friends, or fighting monsters,
maneuver to fail.
WSSWNN is meant to play fast. Always keep the action moving!

WSSWNN © 2023 11
Hero Creation
The rest of this chapter presents a broad overview of all the options for
each step of this process. As you go through each step, consider your
attributes, and take note of any abilities granted by your choices.

A trader-turned-smuggler-turned-rebel, on the run from the hated


empire in a rickety hot-air balloon. An imperial peripatetic with the head
Attributes
The four attributes—Agility (AGI), Strength (STR), Will (WIL), and
of a cat, seeking wisdom about the empire’s subjects. An old,
Intellect (INT)—reflect your character’s basic physical and mental traits.
moss-covered statue, suddenly awoken to life with no memories except
Each attribute has a score ranging from 0 to 5. A score of 1 is average.
how to battle with spear and shield. A silent, shipwrecked stranger who
Attribute scores are also represented with diamonds (✦✦ for 2), colored
wields an ancient artifact that looks for all the world like a pool noodle.
accordingly.
This chapter walks you through the character creation process.
Along the way, record your choices on your hero sheet. Your character
can be any kind of character you like—brave, clever, goofy, foreboding, a What Attribute Scores Mean
mighty warrior, a fragile scholar, a simulacrum of your favorite fictional – Severely lacking ✦✦ Good ✦✦✦✦ Extraordinary
character. But they must be capable of rising to the occasion.
✦ Average ✦✦✦ Remarkable ✦✦✦✦✦ Superhuman
Remember: the world is ending—just as your character’s adventure
begins!
When you make a new character:
Character Creation Steps ● You have 6 points total to allocate between the four attributes.
1. Choose an origin, which determines your hero’s physiological ● The highest score you can normally assign is 3.
traits, their background knowledge, and how the people of There isn’t a discreet step for assigning your character’s attribute
Tel-Kanan might treat them. points. You can allocate them all at once, or you can wait until Step 6.
2. Choose a calling, an archetype your hero aspires to, However, your calling and lore options in steps 2–3 have minimum
encompassing a broad style of play. attribute requirements. Your choices in these steps thus determine to a
3. Choose lore, the set of cultural knowledge and skills your hero large extent how quick, strong, driven, and smart your hero is.
has accumulated over their lifetime. Your origin and calling
determine what your lore options are.
Abilities
4. Choose belongings, including armor, weapons, and magical
Abilities are granted by your origin, lore, and calling. Abilities are
items granted by previous steps.
preceded by a ✪ star icon. Hero abilities are only summarized in this
5. Choose ideals, which help you roleplay your hero and provide
chapter. Detailed rules for all abilities—including more powerful ones
opportunities for powerful invocations.
you can learn later—are found in chapters 3–7.
6. Wrap up your character’s stats: action dice, defenses,
languages, literacy, and other finishing touches.

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1. Choose an Origin The Realm of Tel-Kanan
The main setting of this game: small towns and cities built on floating islands.
Your origin is where you’re from. The people of the Skysea—Kananites, Kananites look like familiar humans. You gain +1 to a defense of your choice.
Mazrians, Shinarians, and Zordin—all descended from human beings
on Earth. But only Kananites resemble familiar humans. Over eons in The Empire of Mazr
the swirling miasma of the Skysea, the other origins have evolved Magically-advanced empire; de facto rulers of Tel-Kanan. Mazrians have human
fantastical traits, which grant a combination of abilities. bodies with the heads of animals. You speak Mazrian. Start with 2 imperial
If you choose a Mazrian or Zordin origin, you’ll also need to choose credits (𐤑𐤑). Choose 1 trait below (and a head to go with it):
which additional trait(s) you start with. These choices are listed on the
✪ Keen Sense Foes have trouble hiding from you. (cat, jackal, oryx)
accompanying table.
Finally, your origin reflects the culture in which you were born and ✪ Farsight Your ranged attack penalty is reduced. (hawk, owl)
raised. For this reason, your origin determines what types of lore are ✪ Jaws You can bite and hold foes. (hippo, capybara, snake)
available to you in Step 3.
The Lost Kingdom of Shinar
See Chapter 3: Origins for more background on the four origins, rules for their An ancient kingdom, sunk into the realm of Death. Shinarians are living clay statues,
trait-based ✪ abilities, lists of keepsakes, and question prompts for roleplaying. long dormant but now awakened. Start with +2 Armor, and your Strength can
start as high as 4; however, you’re slow and cumbersome and your Agility is
locked at 0. You speak Shinarian and start with the following trait:
✪ Vessel Your Stamina and Spirit pools are connected.

The Zordin, Out of Chaos


Mysterious nomads from the Chaos realm. The Zordin look basically human, but
have a collection of bizarre physical features from being “dreamtouched” by the
Chaos. You speak Zordin. Choose 2 traits:
✪ Camouflage Your color-shifting skin lets you more easily Hide.
✪ Gills You can breathe underwater.
✪ Sideways Sight Your W-shaped pupils let you see magical effects.
✪ Suction Skin You can more easily Climb and Grapple foes.

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2. Choose a Calling Champion Requires Strength ✦
A mighty warrior, you can expend Stamina to strike a ✪ Mighty Blow, inflicting
Your calling is a heroic archetype encompassing a broad style of play. It double damage.
reflects who your character wishes to be—and how they’ll overcome the Start with 6 Life and +1 Stamina.
forces threatening Tel-Kanan.
The six callings are summarized here. Each calling grants a Wanderer Requires Agility ✦
powerful starting ✪ ability, along with some other benefit. Your calling A wary peripatetic, you can expend Awareness to evade attacks like a ✪ Leaf on the
also includes additional abilities to learn as you gain experience. Wind. You’ve also traveled widely, absorbing lore from other cultures.

● Each calling has a minimum attribute requirement. Start with 4 Life and +1 Awareness.
● If you choose Sorcerer, choose a magical discipline as well.
● If you choose Arbiter, choose a code that will correspond to one of
Mastermind Requires Intellect ✦✦
your ideals in Step 5. A brilliant strategist, you can expend Awareness to devise a clever ✪ Stratagem.
● Shinarians, with their Agility locked at 0, can’t be Wanderers. You’ve also read widely, learning lore from around the Skysea.

Start with 4 Life, +1 Awareness, and 1 extra lore.


See Chapter 4: Callings for rules on using your starting ✪ ability, along with a
Messenger Requires Will ✦
complete list of other abilities you can learn through your calling, including spells.
A mystic or a prophet, your control over the Skysea’s natural magic lets you ✪ Call
Wind to protect yourself and blast your foes.

Start with 5 Life and +1 Stamina.

Sorcerer Requires Intellect ✦✦


A savant of the high magic that powers Mazrian civilization, you can ✪ Focus and
channel energy to cast light or dark magic spells.

↳ Choose a discipline: Light Magic or Dark Magic.


Start with 4 Life and +1 Awareness.

Arbiter Requires Will ✦


A master of the deep magic that once pervaded Shinar, your ✪ Soulgaze lays bare
your foes’ intentions.

↳ Choose a code: Fellowship, Freedom, Glory, Justice, Honor, Order, Power, or Truth.
Start with 5 Life and +1 Awareness.

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3. Choose Lore Kananite Lore
Agility Strength Will Intellect
Your lore is the set of cultural skills and knowledge accumulated over ✦ Dance ✦ The Bow ✦ Death ✦ Balloons
your character’s lifetime. Lore is highly dependent on your origin. The ✦ Forestcliffs ✦ The Spear ✦ Insurgency ✦ Civilization
Code of the Clay King, for example, is largely unknown outside Shinar. ✦ Skyremes ✦ The Sword ✦ Lord Adod ✦ Crafting
✦ The Cloak ✦✦ The Panoply ✦ Path of Air ✦✦ Tactics
Only Wanderers and Masterminds can start with other origins’ lore.
✦ The Dagger ✦✦ The Mace ✦ Politics ✦✦ Trade
✦ The Sling ✦✦ The Shield ✦ Song ✦✦ Wisdom of
Lore Options ✦✦ Wrestling Adod
Start with the table below. Find your calling and note your options.
Mazrian Lore
Then look at the next table, which lists the lore available to each origin.
Agility Strength Will Intellect
Note that each lore requires 1 (✦) or 2 (✦✦) points in a given attribute.
✦ Dance ✦ The Bow ✦ Death ✦ Balloons
✦ Skyremes ✦ The Spear ✦ Politics ✦ Civilization
Calling Lore Options
✦ The Hand ✦ The Sword ✦ Solar Circle ✦ Crafting
Champion 1 Strength lore from your origin ✦ The Cloak ✦✦ The Panoply ✦ Song ✦✦ Medicine
Choose 3 2 other lore from your origin ✦ The Dagger ✦✦ The Mace ✦✦ Navigation
✦✦ The Shield ✦✦ Sorc. Scrolls
Wanderer 1 Agility lore from your origin ✦✦ Wrestling ✦✦ Tactics
Choose 3 2 other lore from any origin ✦✦ Trade
1 Intellect lore from your origin Shinarian Lore
Mastermind 2 other lore from your origin
Strength Will Intellect
Choose 4 1 Intellect lore from any origin
✦ The Bow ✦✦ The Mace ✦ Death ✦ Crafting
Messenger 1 Will lore from your origin, Dance, OR Wisdom (Kananite)
✦ The Spear ✦✦ The Shield ✦ Path of Air ✦✦ Code of the
Choose 3 2 other lore from your origin
✦ The Sword ✦✦ The Stone ✦ Song Clay King
1 initiate lore from your origin: Wisdom of Adod (Kananite only); ✦✦ Wrestling ✦✦ Deep Time
Sorcerer The Hand, Solar Circle, or Scrolls of the Sorcerer (Mazr only); Deep ✦✦ Tactics
Choose 3 Time (Shinar only); OR Ancient Mirror (Zordin only).
2 other lore from your origin
Zordin Lore
Agility Strength Will Intellect
1 Will lore from your origin, Wisdom (Kananite only), OR Code of
Arbiter the Clay King (Shinarian only) ✦ Dance ✦ The Bow ✦ Ancient Cylinder ✦ Crafting
Choose 3 2 other lore from your origin ✦ Forestcliffs ✦ The Spear ✦ Ancient Rod ✦ Monsters
✦ Riding ✦ The Sword ✦ Death ✦✦ Ancient
The table on the following page shows another view of lore options, ✦ The Dagger ✦✦ The Atlatl ✦ Dream Mirror
✦ The Sling ✦✦ Wrestling ✦ Song ✦✦ Tactics
listing each lore type’s starting ability and belongings.

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All Lore, by Starting Ability and Items Will Lore (cont.) Start with:
✦ Death ✪ Refuse Death to avoid the inevitable.
Agility Lore Start with:
✦ Dream ✪ Unweave an action’s effect, causing chaos.
✦ Dance ✪ Find Rhythm in your movement.
✦ Insurgency Find a safe ✪ Haven to hide. 𐤑𐤑
✦ Forestcliffs ✪ Scale heights and hide in forests.
✦ Lord Adod Make an ✪ Offering to the Lord.
✦ Riding ✪ Ride your skyseahorse or battle jelly mount. Mount
✦ Path of Air ✪ Meditate to center yourself.
✦ Skyremes Use your ✪ Skysea Legs to move on a skyreme. Skyreme*
✦ Politics Wield carrots and sticks to ✪ Influence. 1 gift, 𐤑𐤑𐤑
✦ The Cloak Steal or plant objects with ✪ Sleight of Hand. 𐤑𐤑𐤑
✦ Solar Circle ✪ Grace of the Aureole gives light to darkness.
✦ The Dagger ✪ Backstab unsuspecting foes. Dagger
✦ Song ✪ Tell the Tale of to raise allies’ spirit.
✦ The Hand Wield dark magic with a ✪ Defensive Gesture. Blk. Gauntlets
✦ The Sling Stun a foe with a ✪ Headshot. Sling, Pouch Intellect Lore Start with:
✦ Balloons ✪ Pilot your hot-air balloon. Balloon
Strength Lore Start with:
✦ Civilization You know your ✪ Way Around Town. 1 gadget, 𐤑𐤑
✦ The Bow ✪ Aim with your bow for more accurate shots. Bow, Quiver
✦ Crafting ✪ Repair items. 4𐤇 resources
✦ The Sword Counterattack with a ✪ Riposte Sword
✦ Monsters ✪ Tame monsters. Monster pet
✦ The Spear Your ✪ Reach makes you dangerous to attack. Spear
✦✦ Anc. Mirror Ask questions of the ✪ Eye in the Sky. Artifact
✦✦ The Atlatl ✪ Forceful Throw a javelin or spear. Atlatl, javelins
✦✦ Code of Clay ✪ The Flesh is Weak, so build and heal Vessels. Text
✦✦ The Mace Your ✪ Staggering Strike knocks foes off-guard. Mace
✦✦ Deep Time ✪ Fall Through Time to gain mystical insights.
✦✦ The Panoply You’re ✪ At Home in Armor. Scale armor
✦✦ Medicine ✪ Treat Wounds to restore Life. Healing salve
✦✦ The Shield ✪ Hold the Line when you raise your shield. Heavy Shield
✦✦ Navigation ✪ Skysail a skyreme or similar vessel. 𐤑𐤑, Skyreme*
✦✦ The Stone You’re ✪ Unflinching when you block attacks.
✦✦ Scrolls of Restore Mazrian device charge with
✦✦ Wrestling ✪ Tackle a foe to grapple them.
the Sorcerer ✪ Kotharian Theorem. Text

Will Lore Start with: ✦✦ Tactics Coordinate a foe’s ✪ Envelopment with an ally.

✦ Anc. Cylinder Gain magical ✪ Buoyancy. Artifact ✦✦ Trade ✪ Negotiate to de-escalate a conflict. 6𐤑

✦ Anc. Rod Call a ghostly creature to attack or ✪ Fetch. Artifact ✦✦ Wisdom Gain ✪ Magical Secrets from other lore. Text

WSSWNN © 2023 16
What Lore Does 4. Choose Items
Each lore grants one or more of the following:
Your items include everything you carry with you on your adventure.
● A starting ✪ ability, plus access to other abilities you can learn
All heroes start with one simple weapon:
as you progress
● Items: weapons, armor, magical artifacts, and other things, such
● A club (requires Strength ✦)
as mounts and vehicles*
● A dagger
● Imperial credits (𐤑), which can be converted into belongings in
● A staff
Step 4
● Additional languages you can speak You might also start with imperial credit (𐤑) or crafting resources (𐤇).
● Literacy in a writing system You can use 𐤑credit to buy items listed here. If you know the Crafting
*Starting with a skyreme skiff requires both the Skyremes and Navigation lore—though lore, you can also spend 𐤇 resources to create them. Some items can't be
this requirement can be split between two heroes. bought, and some can't be crafted.

See Chapter 5: Lore for more detailed information for each lore type, including all
Stowing Items
Weapons and many other items must be stowed. You have five “slots” to
their ✪ abilities and any languages or writing systems they grant.
stow them.

● 3 slung on your back (for large items)


● 1 hanging from your belt (for mid-sized items)
● 1 strapped to your leg (for small items)

Smaller items can be stowed in larger slots. For example, a dagger can
be stowed on your leg, your belt, or your back.

See Chapter 6: Items for more detailed information about all the items in this
section.

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Arms Wield. Heavier arms require more Strength to wield. Some arms can
Arms are items you wield in your hands. They include melee weapons, be wielded with either one or two hands (1H or 2H); the higher Strength
ranged weapons, and shields. All arms must be stowed. requirement is for gripping the weapon one-handed. Other armaments
can only be wielded one way or the other.
Arms Stow Wield Guard DR Traits Craft Buy Guard. An armament’s Guard bonus reflects its utility in parrying
attacks. Add one armament's Guard bonus to your maximum Guard.
Atlatl* Belt ✦✦ 2H - 4 Req. javelin or spear 𐤇1 𐤑1 (Multiple Guard bonuses don't stack.)
Axe* ✦/ DR (durability rating) is the number that must be beat to destroy the
Back ✦✦ +1 4 Hook 𐤇2 𐤑2 armament with breaking attacks or certain kinds of magic.
Bow* Back ✦ 2H - 4 Ranged 𐤇2 𐤑2 Traits describe the unique way an armament is used. Each trait is
described in Chapter 6: Items.
Arrow Quiver Belt 𐤇1 𐤑1
Club ✦/ Armor
Back ✦✦ +1 4 𐤇1 𐤑1
Armor reduces lethal damage by an amount equal to its value. It
Dagger Leg – 1H - 4 Close 𐤇1 𐤑1 includes body armor and helms. You can only wear one kind of body
Heavy Mace Back ✦✦ 2H +1 6 Breaking 𐤑4 armor and helmet at a time.

Javelin (x3) Back ✦ 1H - 2 Throw 𐤇1 𐤑1


Armor Value Penalties Craft Buy
Shield (Light)** Back ✦ 1H +3 3 No attack 𐤇2 𐤑1
Laminate +1 -1 Stamina 𐤑4
Shield (Heavy)** Back ✦✦ 2H +3 9 Blunted 𐤑4
Bronze Scale +2 -1 Stamina, -1 Maneuver 𐤑6
Straightsword Belt ✦ 1H +1 4 Close 𐤑3
Bronze Coat +3 -2 Stamina, -1 Guard, -1 Maneuver 𐤑10
Sicklesword Belt ✦ 1H +1 4 Hook 𐤑3
Bronze Plate +3 -2 Stamina 𐤑15
Sling* Leg – 1H - 2 Ranged 𐤇1 𐤑1
Bronze Helmet +1 -1 Awareness 𐤑3
Bullet Pouch Belt
Crafted Armor +1 -1 Stamina, breakable (DR 4) 𐤇4
✦/
Spear Back ✦✦ +2 4 Throw 𐤇2 𐤑2 Crafted Helmet +1 -1 Awareness, breakable (DR 2) 𐤇3

Staff Back – 2H +2 4 Blunted 𐤇1 𐤑1


All armor imposes penalties, described in the table. If a piece of armor
would reduce your Stamina or Awareness to a negative number, you
* Ranged weapons require lore to wield.
** Shields impose a -1 penalty on your Maneuver rolls. can’t wear it.

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Mundane Items Magical Items and Artifacts
These nonmagical items have a variety of uses. Some require additional These items are attuned to the Rephaim, yielding a variety of magical
lore to craft, to use, or both. effects. Mystical items require magical lore to use and craft, and
(usually) can't be bought. Many require a magical connection with their
Cloakcraft (Req. The Cloak lore to craft or use) Craft Buy bearer. Phylacteries can only be used by Shinarians.
Artifacts are mysterious objects from the time before the Shattered
Poison Inflict debilitating damage on a hit 𐤇1 𐤑1 Planet shattered. Some can be used to make attacks. Unlike mundane
Smoke Bomb Hide from someone who’s seen you 𐤇1 𐤑1 arms, artifacts are so suffused with Rephaim that they are virtually
indestructible. You can't craft or buy artifacts.
Disguise Pretend you’re someone else 𐤇1 𐤑1
Artifacts Stow Wield Block Traits Craft Buy
Healingcraft (Req. Medicine lore to craft) Craft Buy Anc. Cylinder Back 2H +1 Reach, Psychic

𐤇1 Ancient Rod Belt 1H - Ranged, Psychic


Healing Salve Recover +1 Life or remove 1 injury. 𐤑1
Ancient Mirror - - no attack
Vigor Potion Recover +1 Stamina. 𐤇1 𐤑1

Reflex Tonic Gain +2 overflow Guard but -1 max Awareness. 𐤇1 Idols (Req. Lord Adod or Wisdom of Adod to craft or use) Craft Buy

Idol of Adod Gain extra +1 overflow stamina with Offering. 𐤇1 𐤑1


Musical Instruments (Req. Song lore to craft or use) Craft Buy
Idol of Anat Gain +1 overflow guard with Offering. 𐤇1
Lyre Gain advantage and +1 spirit on Tell the Tale (stow back) 𐤇2 𐤑2
Idol of Istar Gain +1 overflow awareness with Offering. 𐤇1
Ocarina Gain advantage on Tell the Tale 𐤇1 𐤑1
Idol of Sherah Regain +2 life with Offering. 𐤇1

Other Items Craft Buy Mystic Weapons (Req. Path of Air or Wisdom of Adod to craft or use) Craft Buy
Book of Forms Req. ✦✦ Intellect. Learn Shinarian and Forms. 𐤇 𐤑1 Mystic Club -1 max Spirit, use wind magic 𐤇3

Book of Glyphs Req. ✦✦ Intellect. Learn Mazrian and Glyphs. 𐤇 𐤑1 Mystic Staff -1 max Spirit, use wind magic 𐤇3

Gift A thoughtful gift buoys the most jaded spirits. 𐤇1+ 𐤑1+ Mystic Sling Req. The Sling. -1 max Spirit, use wind magic 𐤇3
1𐤇 Buy 1 crafting resource for 1 credit 𐤑1 Wind Arrow x3 Req. The Bow. Arrows carry powerful gales 𐤇1

Flame Arrow x1 Req. The Bow. Arrow explodes in a fiery blast 𐤇1

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Phylacteries (Req. Code of the Clay King to craft or use) Craft Buy Mazrian Implements Charge Buy

Heart Container -1 max Spirit, +3 max Life 𐤇3 Black Gauntlets Gravitationally grasp a foe d10, D 𐤑4

𐤇3 Hypercube Catch your breath in a magical space d6, D 𐤑4


Vision Orb -1 max Spirit, +2 max Awareness
Kotharian Staff This staff shoots a deadly light beam d8, L 𐤑4
Memory Cistern -1 max Spirit, gain 1 Shinarian lore 𐤇3
Mageblade Telepathically control this dagger d6, L 𐤑4
Voice Box Imitate any voice you hear 𐤇1
Pale Cloak Become invisible d8, L 𐤑4

Mazrian Devices Repulsion Amulet Repel attacks made with metal weapons d8, L 𐤑4
Mazrian devices are magical wonders manufactured in the Mazrian
Empire, available only to Mazrians or those with imperial credit.
Gadgets are minor devices, while implements are more powerful.
All Mazrian devices are powered by resonant crystals with a limited
energy supply. There are two types of crystals: Dark (D), or Light (L).
Each time you use a magical device, roll its Charge Die. On a 1, the
device’s crystal runs out of energy and no longer works until recharged.

Crystal Arrays Charge Buy


Dark Crystal Recharge a dark magic (D) device D 𐤑1
Light Crystal Recharge a light magic (L) device L 𐤑1

Mazrian Gadgets Charge Buy


Dark Parasol Float to safety (stow belt) d6, D 𐤑2
Finding Faience Access encyclopedia knowledge d20, L 𐤑2
Life Shells Revive a fallen comrade d4, L 𐤑2
Scintillating Sphere Throw a flashing ball to distract foes d8, L 𐤑2
Speaking Rings Communicate over a distance d20, L 𐤑2
Timepassing Board Play a game to see how your life unfolds d6, L 𐤑2

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5. Choose Ideals 6. Wrap Up
Your ideals drive your character. They help define your character’s Now it’s time to put the finishing touches on your character: your
personality, provide context for their actions, and help you—the attributes, your defenses, your action dice, your language, and your
player—roleplay social encounters. literacy.
You can also invoke your character’s ideals to empower your actions
and resist certain kinds of magical effects. Invoking an ideal takes -1 Finalize Attributes
spirit and grants you an additional ideal die. The Guide determines the Your attributes form the building blocks of the other stats you’ll
die’s size, based on how appropriate and dramatic your invocation is. calculate in this section. If you haven’t already done so, allocate 6
There are eight ideals, listed below. Choose one or two that attribute points between your Agility, Strength, Will, and Intellect. No
exemplify your character more than the rest. score can be higher than 3—unless you’re a Shinarian, in which case
your Strength can be as high as 4.
Ideal You’re driven to: Make sure you’ve accounted for the minimum attribute
requirements from your calling, lore, and any weapons you’ve acquired
Fellowship Help others. Justice Right wrongs.
through credit. (By design, the minimum requirements of these choices
Freedom Live without constraint. Order Make the world stable. can’t sum to more than 6 points.)

Glory Be remembered. Power Be on top.


Calculate Defenses
Honor Uphold a code of conduct. Truth Uncover knowledge. Each defense is based on the sum of two attributes. Additional bonuses
may come from your calling, lore, or armaments.
Most characters have a pair of ideals, with each providing context for
the other. For example, you might be driven to explore the world and find Defense Attribute Components Other Bonuses
lost artifacts far from the confines of civilization. This drive can be
Guard Agility + Strength Armament (highest block value only)
expressed by a combination of the ideals Freedom and Truth.
Or, you can choose a single ideal. Achilles, the legendary ancient Stamina Strength + Will Champion, Messenger (+1)
Greek hero, would probably have one ideal: Glory. Such characters come
Spirit Will + Intellect —
off as single-minded and perhaps even obsessed.
Wanderer, Mastermind, Sorcerer,
See Chapter 7: Ideals for more detailed information about how ideals work. Awareness Intellect + Agility Arbiter (+1)

If you’re Kananite, increase one defense of your choice by +1.

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The defenses here are your maxima. Remember that defenses—unlike ● Antediluvian, the language of chaos and the mother tongue of
attributes—are dynamic. On your character sheet, each defense has a some monsters.
current value (big number) and a maximum value (small number). ● Chthonic, the language of death. Those who know this language
can speak to dead souls nearby.
Calculate Action Dice
Each action die, like the defenses, are based on two component Language Origin Lore Item
attributes. Use the following table and round the sum down to the
Civilization, Medicine, Navigation, Politics, Book of
nearest even number. That number equals the number of sides on the Mazrian Mazr Scrolls of the Sorcerer, Solar Circle, Trade Glyphs
action die: a d4, d6, d8, and so on.
Code of the Clay King, Insurgency, Lord Adod, Book of
Shinarian Shinar Path of Air, Wisdom of Adod Forms
Action Calculation Sum Die Size
Zordin Zordin —
Attack Agility + Strength + 4 4-5 d4
Antediluvian — Monsters, Dream
Brace Strength + Will + 4 6-7 d6
Chthonic — Death
Compel Will + Intellect + 4 8-9 d8
Maneuver Intellect + Agility + 4 10-11 d10
Literacy
Almost everyone in Tel-Kanan can speak, but very few can read or write.
For example, if your Agility is 2 and your Strength is 1, your Attack die Three writing systems exist in Tel-Kanan, and all require specialized
equals 2 + 1 + 4 = 7, which rounds down to a d6. lore to learn. Glyphs (the writing of Mazr) and Forms (the writing of
Shinar) are both pictographic systems, where symbols represent ideas.
Language The Oxhouse, a secret writing system developed by Kananites, uses a
All characters speak Kananite, also known as the Common language of small number of Glyphs to represent sounds in the Shinarian language.
Tel-Kanan. Your character may speak other languages too, depending Lore grants literacy in these writing systems. The table below shows
on their origin and lore: which writing systems are granted by which lore.

● Mazrian, the language of the empire. Wealthy and powerful


Kananites often speak Mazrian, as do scholars. Writing Lore Item
● Shinarian, the language of the lost kingdom. Shinarian is the Glyphs Medicine, Navigation, Scrolls of the Sorcerer, Trade Book of Glyphs
ancestor language of the Common tongue, and some Kananites
Forms Code of the Clay King Book of Forms
still speak it.
● Zordin, the language of the chaos tribes. Few outside the Zordin Oxhouse Insurgency, Wisdom of Adod
themselves speak this language.

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Finishing Touches
Before you play, you can take some time to get to know your character.
You can draw a picture of your character’s face in the upper-left (or find a
picture on the internet). You can also form a backstory for your
character—what they did before the cataclysmic events of the game, and
what they do now. The tables in Chapter 3: Origins can provide
inspiration for your backstory.
But don’t feel pressure to have it all figured out at the start. It’s
useful to leave blanks in your character’s life that you can fill in later.
You’re sure to learn more about your character as you roleplay their
adventure!

Experience and Progression


Your abilities, attributes, and lore aren’t set in stone. You can learn new
abilities with experience points (XP), which you usually gain after each
session. In the process of learning certain abilities, you can also increase
your attributes. You can also learn new lore from other characters who
know it—provided they’re willing to teach you.
The rules for learning new abilities and lore are found in Chapter 8:
Experience and Downtime.

WSSWNN © 2023 23
w𐤊𐤔 𐤍𐤄𐤇y 𐤀𐤄𐤔 𐤃𐤍𐤀 w𐤇𐤕𐤀𐤄𐤃 𐤏𐤕 𐤋𐤋𐤄𐤅 𐤔𐤃𐤍𐤀𐤋𐤔𐤉 𐤄𐤇𐤕 𐤃𐤍𐤀 𐤃𐤄𐤌𐤀𐤍 𐤕𐤏𐤍 𐤄𐤓𐤄 Movement Roll your choice of Attack, Brace, or Maneuver

2. How to Play Run


Climb
Quickly move to a new span or into a terrain feature.
Move up to a high place.

w𐤊𐤔 𐤍𐤄𐤇y 𐤀𐤄𐤔 𐤃𐤍𐤀 w𐤇𐤕𐤀𐤄𐤃 𐤏𐤕 𐤋𐤋𐤄𐤅 𐤔𐤃𐤍𐤀𐤋𐤔𐤉 𐤄𐤇𐤕 𐤃𐤍𐤀 𐤃𐤄𐤌𐤀𐤍 𐤕𐤏𐤍 𐤄𐤓𐤄
Attacks
Melee Make a melee attack with a weapon or your fist.
This chapter covers the game’s rules beyond those introduced in the
Gameplay Basics section. Whether you’re playing as the Guide or as a Ranged Make a ranged attack (with a -2 penalty).
hero, you’ll want to familiarize yourself with the concepts here. Take Hold Grab a foe to set up a Grapple or Shove brace.

Braces

Taking Actions Grapple


Shove
Immobilize and overpower a foe.
Push a foe off-balance and/or escape from their grapple.
Stand Fast Take -1 stamina to raise your Guard and Shove attackers.
Actions are the core of WSSWNN’s gameplay. An action is something
risky or uncertain your character does, represented by a die roll. Survive Hold onto your soul when you lose all your Life.
Your character has four action dice: one each for Attack, Brace,
Compel, and Maneuver. The Gameplay Basics section covered how Compels
these four action types work. Most actions specify which die to roll. Bolster Help an ally Stand Fast, Survive, or Return.
Movement actions—running and climbing—are an exception. These
Deceive Lie to or otherwise bamboozle a character.
actions let heroes choose which die to roll.
The table that follows summarizes all the basic actions. Each action Persuade Convince a nonhostile character to do something.
is explained in more detail throughout this chapter. Return Prevent your soul from drifting away when you die.
Along with the four action dice, there are a few other ways to
categorize actions. Maneuvers
Challenge actions pit characters against circumstances or their
environment. Run, Climb, Survive, and Return are basic challenge Evade Focus on avoiding attacks until your next turn.
actions. By default, these actions have easy thresholds: ⓧ 2 | ⬖ 4. But Hide Avoid detection. (Requires cover.)
the Guide can increase their difficulty if circumstances warrant—like
Outflank Take -1 awareness to circle around a foe for an attack.
attempting to climb a shear wall with no handholds.
Initiative Act before foes when combat starts.

WSSWNN © 2023 24
Opposed actions pit characters against other characters. The Disadvantage works the same way as advantage, but you take the
thresholds for opposed actions depend on the target character’s lower of the two results.
attributes and defenses. Any character—heroes or NPCs—can make Multiple sources of advantage and disadvantage stack. If you have
opposed actions. one advantage die and one disadvantage die, roll them both along with
Other actions are exceptions to the success/struggle/failure outcome your normal action die and use the middle result. If you have two
structure. Instead, they represent degrees of effort. Standing fast and advantage dice and one disadvantage die, roll four dice and use the
Evading are examples of such actions, and any character can take them. second-highest result.

Rolling Dice Invoking Ideals


Invoking an ideal grants you a special advantage die called an ideal die.
When you take an action, you roll a die. The number you roll, the result, Take -1 spirit to invoke an ideal. Your invocation must be tied to a
tells you if you succeed, struggle, or fail, Actions follow these rules: particular action. You can invoke an ideal after an action is rolled,
potentially turning a failure into a success. To invoke an ideal:
● Actions don’t meet; they beat. For example, an attack roll of 3
against a foe with Agility 3, Guard 5 is a failure, since the attack 1. Explain what your character says or does in the situation and
needs to beat Agility 3 to get a struggle outcome. take -1 spirit.
● Success supersedes failure. Sometimes the struggle threshold 2. The Guide awards you an ideal die. The size of the die ranges
can be reduced below the failure threshold. In the example from a d4 to a d20, based on how fitting and dramatic the Guide
above, heroes might stagger the foe with repeated attacks and thinks your invocation is.
knock its Guard down to 2. In that case, an attack roll of 3 would 3. Roll this ideal die alongside your normal action die, and use the
succeed, even though it fails to beat the foe’s Agility. If an action higher result for the action.
roll beats a character's defense, it succeeds—end of story.
An ideal invocation can turn the tables, but it does carry risks. Regaining
spirit takes time, and losing it leaves you vulnerable.
Advantage and Disadvantage
Some abilities or effects grant advantage on an action. When you have Assigning Ideal Dice
advantage, you roll a second die—the advantage die—along with your
When players invoke ideals, the Guide must make a judgment call. It’s
action die, and use the higher result. helpful for all players to come to a shared set of expectations for how this
You don’t roll the same die twice. Instead, your advantage die works. Chapter 7: Ideals includes examples and guidelines for assigning
depends on the ability or effect. For example, the Champion’s ✪ Mighty ideal dice to invocations.
Blow ability grants brace advantage to an attack, meaning you roll your These examples are only intended as a rough guide. The Guide should
Brace die along with your Attack die and use the higher result. Similarly, also factor in the PC’s narration of how they invoke their ideals, along with
attacking while hidden grants maneuver advantage on the attack roll. the overall stakes and drama of the situation.

WSSWNN © 2023 25
Some free actions are triggered by your own actions. Others, called
Turns and Rounds
reactions and counters, are triggered by foes’ actions against you. A
reaction resolves before the triggering action. A counter resolves after it.
During combat and other tense situations, each character takes one
Countering counters. A free action can trigger additional free
action on their turn. A round passes when all the heroes or foes take
actions. For example, the ✪ Riposte ability lets a swordfighter make a
their turns.
free counterattack after blocking or dodging a melee attack. If two
swordfighters with this ability face each other, they may counterattack
Turn Order back and forth many times, with each counterattack triggering the next.
Combat shifts back and forth between a hero round and a foe round.
One at a time. If something triggers multiple free actions at once,
During the hero round, heroes can act in any order. During the foe round,
you must choose which one to take. For example, if a swordfighter
the Guide-controlled characters act in any order. The exception to this
Stands Fast and then blocks a melee attack, two potential free actions
back-and-forth is the first round, when only certain heroes can act before
are triggered simultaneously: the swordfighter can make a free Shove
foes.
brace and push the attacker back (from Stand Fast), or they can make a
When players enter combat or another tense situation, follow this
free counterattack with their sword (from ✪ Riposte). However, the
sequence:
swordfighter must choose one or the other. They can't take both free
1. First round: The heroes with successful Initiative rolls take actions.
turns, in any order. Likewise, if something prompts multiple reactions, you can only take
2. Foe round: The foes all take turns, in any order. one of them.
3. Hero round: The heroes all take turns, in any order.
4. Repeat steps 2–3 until the conflict ends. Things to Do Before Acting
At the start of your turn, your hero can do a few simple things before
Initiative is a Maneuver action, described in that section. they act. They include:

Free Actions ● Take a stowed armament to wield


Many actions trigger free actions. These actions resolve in between ● Stow an armament you’re wielding
turn actions, immediately after their triggering effect. Examples of free ● Move a short distance
actions include: ● Open or close a door

● A free action after you Run to a new place Some interactions don’t rise to the level of actions, but leave you in a
● A free melee attack after you Outflank a foe slightly vulnerable position. You can take -1 guard or -1 awareness to:
● A free grapple brace after you take hold of a foe
● Pick up an armament from the ground to wield
● A free shove if you block a foe’s strike while you stand fast
● Bar or unbar a door.

WSSWNN © 2023 26
Finally, some magic and other effects can be maintained over ⓧ Not This Way
multiple turns. Doing so usually requires expending a magical resource Guide: The kulu brute swings a tree trunk at you, Chom! That’s a d8 to
at the start of each subsequent turn. attack … and it got a 5.
You can only do these things before your action, not after. The Guide Chom: ….
has final say on whether such an interaction requires taking -1 guard or Guide: What’s your Agility and Guard?
awareness—or if it’s risky enough to rise to the level of an action. Chom: My Agility is 1 and my max Guard is 7.
Guide: What’s your current Guard?
Foregoing Your Action Guide: 4.
On your turn, you can forego your action to regain 1 guard or awareness Guide: Okay, a 5 beats your current Guard, so that’s a hit. Take -1 life … or
(your choice). wait, don’t you have armor?
Chom: Sure do, scale cuirass.
Guide: 2 armor, right. So that means you don’t take any lethal damage.
Resolving Actions Chom: Excellent.
Guide: But you did just get hit by a giant club, so take -3 guard.
During combat and other tense situations, it’s vital to maintain a fast,
steady flow of action. If combat resolves too slowly, it breaks the sense
of tension and speed—and players might get bored waiting for their
✦ This Way!
turn.
Guide: The kulu brute swings a tree trunk at you, Chom! That’s a 5 to
To keep the action moving, players should always be aware of their
attack.
hero’s defenses—and be prepared to say what happens when a foe acts
Chom: Oof, a hit—that just beats my guard. But luckily, my trusty scale
against them.
cuirass absorbs the blow!
Guide: Take -3 guard as you stagger backward from the force of the blow!
Efficient Resolution
When resolving any opposed action, try to keep the back-and-forth Colorful descriptions of the actions and outcomes are welcome, but try
conversation limited to three short exchanges: to keep them short and simple. Avoid extraneous information like the
size of the action die or what your roll was before bonuses or advantage.
1. The actor calls out the final result of their action roll.
2. The defender says which outcome happens—success/hit,
Be Decisive!
struggle/block, or fail/miss. If they’re hit by an attack, they say
During the Hero Round, players can briefly strategize about the order
how much life they lose.
they take their turns. But the Guide should encourage players to act
3. The actor describes any other effects from the outcome (such as
quickly. Having a long discussion in the middle of a frenetic battle just
guard damage).
doesn't make sense.

WSSWNN © 2023 27
One Action At a Time
Each action has a good chance of reducing a target’s defense—making Movement
subsequent actions more likely to succeed. Some actions also trigger
free actions, which need to be resolved immediately.
During combat, characters are often in constant motion within their
For these reasons, it’s important to only roll and resolve one action
span. This motion is distinct from movement actions on your turn: run
at a time. For example, if three monsters are ganging up and attacking a
and climb. These challenge actions interact with three spatial concepts:
hero, the Guide should not roll all three attacks at once. Instead, the
Guide should roll and resolve each attack in sequence. ● A span is a horizontal unit of space
● A height is a vertical unit of space
● A terrain feature is something within a span that provides cover,
a threshold, or high ground.

Movement Actions
Running and climbing are challenge actions. You choose which action
die to roll, reflecting how you approach the risk of movement.

● Roll Attack to move directly and aggressively, at risk of lowering


your guard.
● Roll Brace if you’re really pushing yourself, at risk of exhausting
your stamina.
● Roll Maneuver if you’re deftly surmounting obstacles, at risk of
losing your situational awareness.

Run
Roll Attack, Brace, or Maneuver to run quickly.

✦ 5+: Move to an adjacent span, or into a terrain feature. Then, take a


free action (other than Run) OR move a second time, without rolling.
⬖ 3–4: Take -1 guard (for Atack), -1 stamina (for Brace), or -1 awareness
(for Maneuver) to succeed. Otherwise, you fail.
ⓧ 1–2: You only move once—into an adjacent span or terrain
feature—and can’t take further action or movement.

WSSWNN © 2023 28
Climb have a clear shot at you. You can have the high ground relative to
foes on the ground, but a flying foe is on high relative to you.
Requires two free hands. Roll Attack, Brace, or Maneuver to clamber up to
● Terrain features can overlap. A hut, for example, can provide all
higher ground.
three: cover from its walls, a threshold from its narrow doorway,
✦ 5+: Move up 1 height. and high ground from its rooftop. The Guide has final say on
⬖ 3–4: Take -1 guard (for Attack), -1 stamina (for Brace), or -1 awareness which terrain features are available in a given span.
(for Maneuver) to succeed. Otherwise, you fail.
ⓧ 1–2: You fail to climb. Cover
Cover includes trees and foliage, the interior of buildings, masses of
Spans and Distance ruined debris, or any terrain feature you could duck behind to disappear
from foes’ view. The Guide determines what counts as cover.
When you move to occupy cover, foes from beyond the cover can’t
The span is the basic unit of horizontal distance in WSSWNN: a space
target you with ranged attacks. You also need cover to take the Hide
roughly 10–20 yards or meters wide. The size is deliberately inexact to
maneuver action.
account for various types of ground and obstacles.
Ultimately, a span is simply a space in which everyone can reach and
interact directly with one another within a single turn. Unless otherwise Thresholds
noted, opposed actions can always affect characters within your current A threshold is a choke point, such as a doorway, alley, or narrow pass—
span. For example, you can make a melee attack against anyone within any space between walls that you and your allies could block with your
your span, unless they occupy a terrain feature that prevents you from bodies. By standing in a threshold, you prevent foes from crossing
reaching them. it—unless they go through you first! Thresholds also enable stronger
When you Run, you either move into an adjacent span, or you move heroes occupying the threshold to protect weaker heroes behind them.
to occupy a terrain feature within your current span. One span can hold a Combatants in thresholds have limited mobility. While in a
number of terrain features. threshold, you can’t use the Evade or Outflank maneuvers—nor can you
be outflanked by foes.

Terrain Features
On High
On-high terrain includes hills, rooftops, treetops, and outcroppings, or
There are three types of terrain features: cover, thresholds, and on high,
the deck of a skyreme sailing over a battle. When you’re on high relative
discussed in depth below. When taking advantage of terrain, keep these
to a foe, you have the following benefits:
rules in mind:
● Foes on the ground can’t make melee attacks against you.
● Terrain features are relative. You may have cover relative to foes
● You have maneuver advantage on ranged attacks against foes
in one direction, but foes on the other side of your position still
below you.

WSSWNN © 2023 29
● You can make a jump attack with maneuver advantage on a foe Avoiding Falling Damage
directly below you (see Attacks). Everyone gets to make the free Maneuver roll to reduce falling damage,
but heroes may have other abilities that make them more likely to survive
If there are stairs or a slope leading to the high place, you can Run to
falls.
occupy the feature. Otherwise, you’ll need to Climb.
If a Wanderer rolls poorly on their Maneuver, they can use Leaf on the
Wind to reroll it. (The Wanderer chooses one result; they don't reduce the
Heights damage by both results.)
Messengers can cast the Ride Wind spell and Sorcerers can cast the
A height is a unit of vertical space, just as a span is a unit of horizontal Untether spell to avoid falling damage altogether.
space. One height is roughly as tall as a single-story building (again, like
spans, with some intended fuzziness). Being on high offers a number of You may also intentionally fall—as part of a jump attack against a foe
benefits, but comes with one serious drawback: falling. beneath you. If this risky attack doesn’t miss, the damage from falling
impact transfers to the foe! The rules for jump attacks are explained in
Falling Damage the next section on Attacks.
Falling can be deadly. Assuming you don't plunge into the bottomless
depths of the Skysea, falling onto a surface inflicts damage to your Floating and Flying
guard and potentially to your life. The severity of the impact damage Some characters can become airborne, or ride on monsters or vehicles
depends on the surface you fall onto and the number of heights you fall that are airborne. There are two types of airborne movement: floating
from. and flying.
Floating characters can swim through the air as if they were
Surface Examples Fall damage per height swimming through water. While floating, you can take a special
-1 guard, -2 lethal (minus action—Float—to move horizontally one span or vertically 1 height up or
Soft Forest canopy, water, skyreme rigging Maneuver) down. This action automatically succeeds—no roll required—but you
can't do anything else on your turn or move a second time, so it's slower
-1 guard, -4 lethal (minus
Hard Bare stone, buildings, skyreme decks Maneuver) than running on the ground. Also, you can't Evade or Stand fast while
floating.
Flying characters and creatures have more mobility than floating
The lethal damage ignores armor, but it can be reduced or even negated:
ones. While floating, you can take the Fly action, which works just like
as a free action, roll Maneuver to attempt to land safely. Subtract your
the Run action except you can move 1 height up or down as well as
result from the fall's lethal damage. (If your Maneuver roll is less than
horizontally. On a success or struggle, you can move twice with this
zero, from a penalty, treat the result as zero.)
action, or move once and take another action. You can't Stand fast while
flying, but you can Evade.

WSSWNN © 2023 30
Attacks
Roll Attack to launch or throw a projectile at a foe. All ranged attacks
have a -2 penalty. This penalty increases to -3 if you’re three spans away,
-4 if you’re four spans away, and so on.

Battle! The clash of swords and spears upon shields! The whistle of ✦ Success: Hit! Inflict lethal and guard damage based on your weapon
arrows and sling bullets! The exultations of mighty warriors as they and success margin.
jump into the fray—and fall into the dust. ⬖ Struggle: Block: inflict only guard damage based on your weapon.
Combat is a big part of WSSWNN. And, of course, attacks are ⓧ Failure: Miss! The foe dodges—or, if the range penalty reduces your
central to combat. This section details the basic attack actions, explains roll to zero or below, you just plain miss.
how damage works, and covers special options for attacking.
Take Hold
Attack Actions Requires one free hand. Roll Attack to close distance and grab a foe within
your span.
An opposed attack roll is a ✦ Success if it beats the foe’s Guard. It’s a
✦ Success: Make a free Grapple or Shove brace.
⬖ Struggle if it only beats the foe’s Agility. An attack is a ⓧ Failure if it
⬖ Struggle: Make a free Grapple or Shove brace with a -2 penalty.
doesn’t beat either the foe’s Guard or Agility.
ⓧ Failure: Miss! The foe dodges.
The game rules use three other terms for attack outcomes: a hit is a
successful attack, a block is a struggle, and a miss is a failure. These This attack establishes temporary physical contact; if you don’t
terms are only used for attack actions. successfully Grapple the character afterward, you no longer hold them.

Strike Damage
Roll Attack to strike a foe in your span with a melee weapon or fist.
Most attacks inflict two kinds of damage: lethal damage and guard
✦ Success: Hit! Inflict lethal and guard damage based on your weapon
damage. The amount of each type of damage depends on the roll, the
and success margin.
foe’s Guard and armor, and the armament used to attack.
⬖ Struggle: Block: inflict only guard damage based on your weapon.
ⓧ Failure: Miss! The foe dodges.
Lethal Damage
Lethal damage reduces life. Standard lethal damage equals the success
margin of the attack roll—that is, how much the attack results beats the
Ranged Attack foe’s guard. The foe’s armor further reduces lethal damage equal to the
armor’s value. To calculate lethal damage from a hit:

Lethal Damage = Attack roll – Guard – Armor

WSSWNN © 2023 31
Blunted weapons and unarmed strikes cap their lethal damage at your
Jump-Attacks
Strength + 1. For example, if your Strength is 2, you can never inflict
more than 3 lethal damage with a staff or your bare hands.
Being on high comes with the risk of falling, but also offers a thrilling
Weapons that don’t have the blunted property can potentially inflict
way to greatly increase a melee attack’s damage—the jump-attack.
lethal damage up to the number of sides on the attack die, if the foe has
When you jump-attack a foe from on high,make a melee attack with
no armor or guard left.
maneuver advantage against a foe below you. However, take a -1 penalty
for each height you leap from.
Guard Damage
Most attacks inflict -1 guard on a hit or block, reflecting how the attack’s ● On a block or hit, add +3 per height—plus your Strength—to your
force staggers the foe. Some attacks with heavier weapons can inflict -2 attack result. The attack also inflicts additional guard damage
guard or even more. equal to the number of heights.
On a hit, guard damage occurs after lethal damage, not before. For ● On a miss, plop. You take falling damage, as described in
example, if you roll 7 to attack an unarmored foe with 4 guard, your Movement.
attack inflicts -3 life (7 – 4), then inflicts -1 guard, reducing it to 3.
If you jump-attack with a blunted weapon, the attack's total lethal
Awareness Damage damage still can't exceed the weapon's damage cap.
Certain attacks inflict -1 awareness on a hit, rather than (or in addition
to) lethal damage. This damage ignores armor, but doesn’t vary based A Tale of Two Jump Attacks
on your success margin. From the balloon’s gondola, Wandu the Wanderer sees her chance to
strike the giant kulu brute monster lurking in the forest directly below
Damage Reduction her! She draws her dagger and jumps over the railing.
Some items and abilities reduce incoming damage. Armor, for example, The balloon is two heights above the monster. Wandu rolls Attack and
reduces incoming lethal damage (unless the attack says otherwise). only gets a 2, but rolls Maneuver (advantage) and gets a 7. She subtracts 2
The ✪ Unflinching ability, available from The Stone lore, reduces (for the two heights) for a result of 5.
incoming guard damage in many circumstances. Many large monsters The monster has Agility 0, Guard 6. Ordinarily, the monster would
have a similar ability—it’s difficult to knock a massive creature off its block. But since Wandu’s jump attack doesn’t miss, she adds 6 to her
guard. attack result (+3 per height), yielding an 11! (If she had more than zero
Strength, she’d increase the result even further.) The attack inflicts -5 life
Keep your guard up, hero! and -3 guard—the monster staggers from the blow!
In the heat of battle, Guard is the most important defense for survival. The Now Chom the Champion, emboldened by Wandu’s successful
lower your guard, the more likely foes are to hit you—and the more jump-attack, also leaps from the balloon, spear in hand. He, too, rolls only
damage you take from hits! The Stand Fast brace action is the main way to a 2 on his Attack. Unlike agile Wandu, Chom’s maneuver advantage can’t
quickly recover guard. help much—he has a d4 Maneuver die with a -2 penalty from his shield

WSSWNN © 2023 32
and armor. He rolls and gets a -1. Chom keeps the 2 from his Attack die, Toughness works like Armor: it reduces the damage from an attack.
then subtracts 2 from the height, resulting in a 0. Structure roughly corresponds to the object’s mass and works like Life:
A zero fails to beat the monster’s 0 Agility. Chom misses and lands in when an object’s Structure is reduced to zero, it crumbles, shatters, or is
the (luckily soft) forest canopy. otherwise rendered unusable. Attacks with the blunted property are not
Chom makes a free Maneuver roll to land gracefully and reduce the limited in how much structural damage they can inflict.
falling damage. He gets a 4, but with his -2 penalty, this only reduces the If an object is made of multiple materials, use the average
fall's lethal damage by 2. He takes -2 life and -2 guard. Toughness. For example, a balloon, made of a cloth envelope and a
wicker gondola, has a Toughness of 1 and a Structure of 16.
Other Attack Rules
Object Toughness and Structure
Breaking and Disarming Arms Material Toughness Size Structure
Some attacks trigger a free brace roll to determine if the defending
armament is disarmed, or breaks. See the following section, “Braces,” Cloth 0 Cup 1
for how these actions work. Wicker or Plastic 2 Amphora 2
Solid wood 4 Lifesize statue 4
Targeting Arms Directly
If you’d like to aim a melee attack at a foe’s defending armament, declare Ceramic 6 Balloon 16
this intent before you roll. If the attack is a hit, treat it as a block instead. Bronze 8 Skyreme skiff 64
Starmetal 10 Citadel tower 256
Throwing Weapons and Objects
If a weapon has the throw trait, you can throw it as a normal ranged
Damage Multiplier
attack. But in a pinch, you can also throw other weapons, or even rocks
Heavy weapons and other attacks that inflict more guard damage are
on the ground.
also better at destroying objects. When attacking an object, your
Throwing something not designed as a thrown weapon has the
attack’s guard damage works as a multiplier.
following limitations:
If an attack inflicts -2 guard damage on a hit, multiply the attack
● The ranged penalty increases to -3. result by 2 before subtracting the object’s Toughness. If an attack
● You can only throw it at a foe in your span. inflicts -3 Guard damage, multiply the result by 3 before subtracting the
● Its lethal damage is blunted, capped at your Strength +1. object’s Toughness.

Attacking Objects
An object is by definition inert, so it has no guard or other defenses.
Instead, objects have two statistics: Toughness and Structure.
WSSWNN © 2023 33
Braces
● Close combat: Both of your attacks are limited to close melee
attacks.
● Rooted: Neither of you can take movement or maneuver actions.
● Friendly fire: If someone outside the grapple makes a ranged
Braces are up-close-and-personal actions—pushing or pulling foes
attack against either of you and the result is an odd number, the
around, or pulling yourself together.
attack targets the other character in the grapple instead.
Heroes can take four basic brace actions: Grapple, Shove, Stand Fast,
and Survive. The first two actions are opposed and require close physical If you’re grappling a smaller foe, the foe suffers these effects, but you
contact with a foe, established by the Take hold attack action. Grappling don’t. Likewise, if a larger creature is grappling you, only you suffer
a foe keeps them in a hold and weakens them. Shoving a foe staggers these effects!
them and, if they’re holding you, lets you escape. Your grapple ends if you take any amount of lethal damage, or if you’re
Even if your character isn’t keen to engage in close-quarters combat, shoved. You can also freely release your grapple at any time.
they may not have a choice. Many monsters use grapples!

Shove
Brace Actions
Roll Brace to violently push a foe. You must first take hold of the foe, be in
An opposed brace roll is a ✦ Success if it beats the foe’s Stamina. It’s a a grapple with them, or otherwise establish physical contact before
⬖ Struggle if it beats the foe’s Strength. A brace is a ⓧ Failure if it doesn’t taking this action.
beat either the foe’s Stamina or Strength.
✦ Success: You send your foe stumbling backward, inflicting -2 Guard. If
you and your foe were in a grapple, it ends.
Grapple ⬖ Struggle: The foe suffers -1 guard.
Roll Brace to overpower a foe your size or smaller. You can only use this ⓧ Failure: The foe withstands your shove. No effect.
action if you’ve taken hold of a foe with an attack—or if the foe is
You can shove a foe in a grapple, regardless of who initiated the grapple.
grappling you.
Some abilities, such as Stand Fast, enable you to Shove a foe without
✦ Success: You inflict -1 guard and grapple the foe. taking hold of them.
⬖ Struggle: The foe can take -1 stamina to resist your grapple; otherwise, You can also shove a foe into dangerous terrain—like off a cliff. The
you succeed. Guide may impose a -2 penalty (or more) on the roll based on
ⓧ Failure: The foe resists your grapple. No effect. environmental factors, like the presence of a parapet or railing that
would ordinarily prevent someone from falling over the edge.
While you grapple a foe, you have brace advantage on your attacks
against them, and they have brace disadvantage on their attacks against
you. Additionally, if you’re grappling a foe your size:

WSSWNN © 2023 34
Stand Fast If either of these braces succeed, the defender loses guard equal to
the armament’s guard bonus. For example, if you break a foe’s shield
Take -1 stamina and roll Brace to gather your strength and determination.
with your heavy mace, they take -3 guard for losing the shield (along
● You gain guard equal to your roll. with the -2 guard from the actual mace attack).
● You can gain overflow guard (above your maximum), but only up
to your Strength, and it only lasts only until the start of your next Breaking
turn. Heavy maces and the limbs of huge monsters can break armaments that
● Before your next turn, if you block or dodge a melee attack, you block their attacks. When you attack a foe with a breaking weapon and
can make a free Shove against the attacker (no Take hold needed). they block the blow, roll your Brace die.
If the result beats the defending armament’s durability rating (DR),
the armament is smashed to bits. Otherwise, it has no effect.
Survive
Roll Brace after your life drops to zero to hold your soul within your body. Disarming
Sickleswords, axes, and other attacks with the hook trait can pull an
✦ 5+: You stabilize. armament out of a defender’s grasp. When you attack a foe with a hook
⬖ 3–4: You can take -1 stamina to hold onto your soul—but only until your weapon and they block the blow, roll your Brace die.
next turn, when you must make this roll again. If the result beats the defender’s stamina, you pull the defending
ⓧ 1–2: Your soul detaches from your body. On your next turn, you must armament out of their hand, and it falls to the ground. Otherwise, no
take the Return compel action. effect.

An ally standing close to you can use Bolster, a Compel action, to


increase your odds of success.
If you stabilize, you’re unconscious and your Life, Guard, and
Awareness remain at zero for an hour. At that point, you can choose to
recover some of your Life in exchange for a reduction to your maximum
Stamina (see the Tracking Your Stats section).

Breaking and Disarming


Certain attacks trigger a free Brace roll to break or disarm the defender’s
armament. These brace rolls are simplified. They don’t have a struggle
outcome—they either succeed or fail.

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Compels
ⓧ Failure: The character realizes you’re lying to them, won’t believe
anything else you say about the matter, and loses regard for you.

The Guide has leeway to inflict penalties on this roll if your deception is
You compel other characters to do or believe something that the particularly flagrant.
character is not ordinarily inclined to do or believe. Compels are the
most freeform type of action. The Deceive and Persuade compels can be Persuade
used to resolve any social interactions. This section also contains rules
Roll Compel to convince one or more nonhostile characters to take a
for structuring these interactions and the regard other characters have
course of action they’re disinclined to take.
for heroes.
✦ Success: The character is convinced and does what you say.
Compel Actions ⬖ Struggle: The character is intrigued, but skeptical: they can take -1 spirit
to cause your persuasion to fail.
ⓧ Failure: The character refuses and won’t countenance your suggestion
An opposed compel roll is a ✦ Success if it beats the foe’s Spirit. It’s a
again.
⬖ Struggle if it beats the foe’s Will. A compel is a ⓧ Failure if it doesn’t
beat either the foe’s Spirit or Will. You can’t persuade a target to do something suicidal, abusive to them, or
totally against their nature. If a target you’ve persuaded loses regard for
Bolster you, they are no longer compelled by this action. Also, make this roll with
Roll Compel to bolster an ally who’s Standing fast in the same round. -2 penalty for each of the following criteria that apply:
The ally can use your Compel roll in place of their Stand fast roll. You can
● Your compel lacks a carrot or stick.
use this action after the ally makes their roll, as long as you’re both
● Taking this action would place the character or their loved ones
acting in the same round.
in significantly greater danger.
You can also use this action to bolster a dying ally’s Survive Brace or
● The character is wary.
Return Compel roll in the same manner.

Don’t Persuade Heroes


Deceive
The Persuade compel is only meant to be directed at Guide-controlled
Roll Compel to convince one or more characters to believe something characters. These characters should never Persuade a hero, and heroes
which you know is untrue. shouldn’t Persuade one another either.
Conversations intended to convince are fine, of course—just not the
✦ Success: The character believes you.
action, which risks robbing players of agency.
⬖ Struggle: The character is suspicious: they can take -1 spirit to cause
your deception to fail.

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Return Shared Ideals
Roll Compel to adjure your soul to rejoin your body after failing a Survive Shared ideals can bump a hostile or wary character up a notch on the
brace roll. regard scale. If you Persuade a hostile character by speaking to an ideal
you share with them, treat them as wary. Likewise, if you speak to a
✦ 5+: You soul returns to your body. On your next turn, roll Survive. shared ideal with a wary character, treat them as friendly.
⬖ 3–4: Your can take -1 spirit and struggle against the current—but only Speaking to a shared ideal is separate from invoking your own ideal
until your next turn, when you must make this roll again. for an advantage die; you can do both.
ⓧ 1–2: Your soul drifts into the undifferentiated flow of the Rephaim.

An ally standing close to you can use Bolster to increase your odds of
Carrots and Sticks
A carrot is a material, tangible good that the target values. Carrots
success.
include money, supplies, and arms. Carrots do not include promises or
appeals to high-minded ideals. Also, the target must value the carrot
Social Interaction being offered. A rich merchant-prince won’t regard an offer of stale bread
as a carrot, nor will a well-armed mercenary consider a pile of scavenged
This section provides a few rules that give more structure to compel weapons as a carrot.
actions during social encounters. A stick is a threat or insinuation that things won’t go well if the
target doesn’t do what you want. To invoke a stick, you need some sort of
Regard leverage over the target—for example, clearly superior numbers or
Regard is a simple measure of how other characters are inclined to treat arms, or a hostage. Invoking a stick to persuade a friendly target will
you. There are three “notches” on the regard scale: invariably turn them wary. At the Guide’s discretion, it may turn a wary
Friendly characters are trusting and hospitable. If you’ve taken a target hostile.
risk or made a sacrifice to help a character or their community, they’re If your carrot or stick are not real, roll the Deceive compel before you
likely to be friendly. roll the Persuade compel.
Wary characters are skeptical and guarded. Most people in the
troubled realm of Tel-Kanan are wary by default. Languages
Hostile characters regard you as their enemy and may immediately All heroes, no matter their origin, speak Common, the language spoken
try to capture or kill you. Roaming monsters, Zordin raiders, and throughout Tel-Kanan. But some NPCs and many monsters don’t speak
characters you’ve fought—or are fighting—are probably hostile. Common, which presents problems for both persuasion and deception.
When you try to Persuade a target, their regard for you directly You can still communicate with a character who doesn’t speak your
impacts how effective your action is. Attempting to persuade a hostile language, but you’ll have to be creative about describing how you do it.
character, even a gullible one, is normally impossible. Getting caught in The Guide has broad leeway to impose -2 penalties on Deceive and
a lie will decrease a target’s regard for you. Persuade rolls against characters who don’t share your language.

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Maneuvers
✦ Success: You’re hidden from the character(s) until after your next
action.
⬖ Struggle: The character(s) can take -1 awareness to discover your
position.
Maneuvers require freedom of movement and reflect a character’s
ⓧ Failure: You fail to hide. You remain exposed to the character(s).
strategic acumen and spatial awareness.
Maneuvers are highly dependent on terrain. For example, Hiding While you’re hidden from a character, they are unaware of you and
requires cover. Outflanking a foe or is impossible they’re occupying a subject to the following conditions:
threshold—but the threshold also prevents the foe from Evading.
● They don’t know where you are and can’t target you with actions.
● If you’re not already in combat, you can take one action against
Maneuver Actions them before anyone rolls Initiative.
● If you maneuver against them, treat their Awareness as
An opposed maneuver roll is a ✦ Success if it beats the foe’s Awareness. effectively zero.
It’s a ⬖ Struggle if it beats the foe’s Intellect. A maneuver is a ⓧ Failure if it ● If you attack them, you have maneuver advantage on your roll.
doesn’t beat either the foe’s Awareness or Intellect.
Once you move or take action, you’re no longer hidden. This means you
Evade must choose between maneuvering or attacking with the benefits of
being hidden; you can’t do both.
You focus on avoiding attacks until your next turn. Each time you’re
For example, if you Outflank an unaware character, you treat their
attacked, roll Maneuver and subtract the result from the attack roll.
effective Awareness as zero—which means you’ll succeed automatically
You can’t counter while evading, and you can’t evade while occupying
if you don’t have any penalties to your roll. But taking the Outflank
a threshold.
action brings you out of hiding—which means you don’t get maneuver
advantage on the free attack that a successful Outflank triggers.
Hide Movement and hiding. When you run, you come out of hiding—but if
Roll Maneuver to hide from all characters within sight or earshot. you run into a new area of cover and successfully hide there, unaware
Hiding requires cover. If you’re hiding from multiple characters, compare characters stay unaware of you.
your roll to the character with the highest Awareness of the group. (If If a character is actively moving around and exploring a span you’ve
only some characters fail to notice you, their more perceptive comrades been hiding in, the Guide may decide this triggers another Hide roll.
alert them to your presence.)

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Tracking Your Stats
Outflank BASIC MANEUVER

Take -1 awareness and roll Maneuver to circle around a foe’s defenses for a Your hero sheet has statistics for various aspects of your character.
more effective melee attack. Some of these numbers, like attributes, don't really change. Others are
more volatile, reflecting your hero's changing condition at a given point
✦ Success: Make a free melee attack against the foe and add your Agility.
in time. These stats can change quite a bit, especially during battle:
⬖ Struggle: The foe can take -1 awareness to cause your maneuver to fail.
ⓧ Failure: You provoke a free melee attack from the foe.
● Your four defenses: Guard, Stamina, Spirit, and Awareness
You can’t Outflank a foe who occupies a threshold. ● Your life
● Your magic, if you're a Messenger, Sorcerer, or Arbiter.

Initiative This section covers the rules for these statistics, how you lose them, and
Players roll Maneuver whenever combat is initiated. The roll determines how you regain them by catching your breath or resting.
which characters act before the opposing forces.

✦ Success: Take an action before the opposing forces.


Defenses
ⓧ Failure: Wait to act until after the opposing forces take their turns.
Each defense serves two purposes: a ward against a foe’s actions, and a
The Guide sets the threshold based on the highest Awareness of the resource you can expend to power your own actions and abilities. The
opposing forces. defenses differ in how they’re used, and how fast you regain them.
This action marks the start of an action scene, and only heroes ever
take this action. It’s also exceptional in that it doesn’t have a struggle Defense Lose when you: Regain when you:
outcome—you either succeed or fail.
Stamina Withstand braces, move, Stand fast Rest 1 hour (+all)
Spirit Rebuff compels, invoke an ideal Rest 1 hour (+all)
Awareness Foil maneuvers, move, Outflank Forego action (+1)
Guard Block attacks, move Forego action (+1)

Many powerful abilities and techniques also consume your defenses.


For example, the Champion’s Mighty Blow ability takes -1 stamina.
Abilities that consume stamina and spirit are generally more powerful
than those that consume guard or awareness.
WSSWNN © 2023 39
Regaining Defenses Life and Death
Guard and awareness are quick to recover. You regain +1 guard or +1
awareness if you forego an action. When a situation defuses enough so When you lose all of your life points, you fall unconscious. Your guard
turns no longer matter—for example, after all the foes flee, or all the and awareness drop to zero. Your stamina and spirit remain, however.
heroes Hide successfully—you catch your breath and can simply regain On your next turn, you must take a challenge action: Survive, a brace.
all of these two defenses without having to track point-by-point. If you succeed, you stabilize and are unconscious until you rest and
Stamina and Spirit are slower to recover. You regain all of both recover at least 1 life, or are otherwise healed.
defenses only after resting in a safe place for about an hour. If you fail, you suffer body death, and your soul begins drifting away.
On your next turn, you must take another challenge action: Return.
Defense Overflow If your soul fails to return to your body, it dissolves into the
Some abilities can increase a defense over its maximum, creating undifferentiated flow of the Rephaim, and you suffer soul
overflow. For example, the Stand Fast brace can boost your guard over death—unless, perhaps, there’s another place for your soul to go.
your maximum, but only by an amount equal to your Strength. The You can recover your life during a rest.
✪ Tell the Tale ability (from the Song & Dance lore) can boost your
party’s spirit over maximum.
Multiple overflows don’t stack. If you’re already benefiting from a
Rest
defense overflow and you use an ability that grants the same kind of
During a rest, you regain all your stamina and spirit. Rest requires time:
overflow, you must first “reset” the defense to its maximum before you
at least an hour or so in a safe, sheltered place. Finding such a place on a
apply the new effect.
hostile island is not easy. Certain abilities, like ✪ Haven (from the
For example, if you already have +1 overflow guard and you Stand
Insurgency lore), make it easier to find safe shelter for rest.
Fast to gain +2 overflow guard, you end up with +2 overflow guard, not
+3. Likewise, you already have +1 overflow Spirit, ✪ Tell the Tale
normally just grants what you already have: +1 overflow spirit. Recovering Life
You can recover Life during a rest by sacrificing your maximum Stamina
or retaining an injury. You can use either or both methods multiple times
during a rest.
Sacrificing Stamina yields +2 Life and reduces your maximum
Stamina by 1. This reduction lasts until you convalesce during downtime
(see below).
Retaining an injury yields +1 Life and inflicts a -1 penalty to a random
action. Roll a d4 to determine which action is afflicted: 1 for Attack, 2 for
Brace, 3 for Compel, and 4 for Maneuver. Such penalties last until you
convalesce during downtime.

WSSWNN © 2023 40
If you accumulate a penalty that equals the size of its action die—for
Magic
example, a -6 penalty on a d6 Maneuver—you are grievously injured and
can no longer recover Life with this method.
The Messenger, Arbiter, and Sorcerer callings wield the magic of the
Rephaim to cast spells. Each calling’s magic works differently,
Rest Activities generating and consuming a resource unique to the calling. These
Some abilities and items enable you to perform special rest activities resources are represented with different icons.
during a rest. Unless an action says otherwise, you can only perform one
such activity per rest. ● Messengers call wind to generate a vortex of ༄wind. They can
Taking a rest activity doesn’t prevent you from recovering life then cast spells by consuming this wind.
simultaneously. However, you need to be conscious to perform the rest ● Sorcerers focus ⧨ dark or ◮ light magical energy. They cast spells
activity—which means you can’t take a rest activity if you start the rest by releasing this energy.
with 0 life. ● Arbiters soulgaze to gain 𐎺soulsight over a soul’s shape and
You can invoke an ideal to gain advantage on a rest activity, just like flow. They cast spells by consuming this soulsight.
an action. But you don't recover the point of spirit you spent to invoke it
Each spell “costs” a certain amount of wind, dark magic, light magic, or
by resting.
soulsight, respectively. The cost is noted alongside the spell name.
One Rest for the Weary Certain types of lore offer additional ways to generate and use
A rest is a fuzzy abstraction of time, just as spans are fuzzy abstractions of magic. And some heroes may not have a way to use magic at all.
space. It’s intended to be a significant—but temporary—period of respite See the Messenger, Sorcerer, and Arbiter sections in Chapter 4:
from danger, not an exact 1-hour period. Callings for more information on each type of magic.
Crucially, rests are intended to end, not be strung together
indefinitely. The Guide is strongly encouraged to thrust heroes back into
danger once their rest is over—perhaps by having a group of foes stumble
into the heroes’ encampment!

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Overcoming prejudice and hostility between cultures is a major
theme of this game. Playing characters who start out prejudiced but

3. Origins eventually reject their biases can lead to memorable, positive games.
Or it can totally ruin the game for other players in the group. People
who’ve experienced the sharp end of prejudice might not want to be
𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀
reminded of that experience during a casual pastime. They might not
want their hero to consort with a prejudiced character who they can’t
This chapter covers the four origins of the Skysea’s people. Your origin is stand. Or they might have their own reason for not liking it—which they
where you’re from—the culture in which you were born and raised, or don’t have to share.
otherwise came into being. The people of the Skysea all descended from
human beings on Earth. But only Kananites resemble familiar humans.
Over eons in the swirling miasma of the Skysea, the other origins have
evolved fantastical traits.

NPC Origins and Regard


The following table shows how characters from certain origins typically
regard others. Exceptions abound.

Origin Friendly toward: Hostile toward:


Kananite Kananite friends and family Mazrians
Mazrian Other Mazrians Zordin
Shinarian Anyone who helps them remember –
Zordin (if raiders) Other Zordin raiders Mazrians

Hero Origins: Players Before Characters


Some of the roleplaying options in this section deal with prejudice
between origins. For example, a Mazrian character might view Zordin as
uncivilized barbarians; a Kananite character might view Shinarians as
inherently corrupted by evil magic.
Always seek consent from other players before assigning
prejudiced traits to your character.

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The Realm of Tel-Kanan Kananite Names
Pick one: Abi, Agenor, Aqat, Danel, Dido, Elisa, Hamilcar, Han, Hanno,
Hannibal, Hasdrubal, Hiram, Ithobal, Jebedoah, Jezebel, Luli, Mago,
Mattan, Moseph, Pygmalion, Shem, Sidon, Tabnit, Zimredda.
Tel-Kanan is the setting for this game. It’s an archipelago of dozens of
Or invent your own. The Kanaanites are based on the historical
floating shards of the Shattered Planet, and its inhabitants
Canaanites, also known as Phoenicians, who shared much language
—Kananites—are as diverse as any human culture. The realm is home
and culture with the ancient Hebrews. You may find inspiration from
to sophisticated artisans and rustic snail hunters, wealthy traders and
Old Testament names.
skulking thieves, corrupt governors and violent insurgents, devout
priests of Lord Adod and freethinkers who mock the god privately or
openly. Kananite Keepsakes
Kananites view their status as vassal-state of the Mazrian Empire in Choose or roll once or twice from the table, or invent your own.
diverse ways too, ranging from optimistic acceptance to open rebellion.
Most Kananites are preoccupied with their home islands. Few are yet d12 Kananite Keepsakes
aware that the empire that rules them has collapsed.
1 Shard of shell from a carnivorous snail that wounded you long ago
Ask the Guide: 2 Piece of hail that feels cold but never melts
● Whereabouts was that Kananite born or raised?
3 Jewel stolen—perhaps unbeknownst to you—from a statue of Lord Adod
● What's this island most famous for?
● Are customs of hospitality being followed here? 4 Letter of commendation from the Mazrian Empire, written in Glyphs
5 Vial of flying fish sauce, used sparingly for delicious effect
Playing a Kananite 6 Deep purple tunic or robe, too worn to trade for its otherwise high value

You have human eyes, ears, a nose, a mouth—nothing special here. But 7 Carving of Lord Adod (a muscular man with bull horns), charged with static
your starting ability gives you some flexibility: 8 Carving of Lady Sherah (a pregnant woman), perpetually covered in moss
9 Carving of Anat (a girl with two swords), with reddish stains on her arms
✪ Tel-Kanan’s Blessing
10 Carving of Istar (a woman in armor) that feels lighter than it should
Choose one defense (Guard, Stamina, Spirit, or Awareness) and
increase its maximum by 1. 11 Carving of Elyon (an old bearded man with a staff) that calms you
12 Carving of Kothar (an unarmed man dressed in Mazrian garb)

WSSWNN © 2023 43
Questions for Kananites d20 How do you feel about the Mazrian Empire?
1–4 Hateful: agents of the Empire have harmed you or a loved one.
Use these questions to flesh out your background, either by choosing
5–10 Opposed: the Empire’s rule is unjust and unwelcome.
answers you like, rolling randomly, or inventing your own answers.
11–14 Indifferent: the Empire has positives and negatives, like all rulers.
d20 Where are you from? 15–18 Content: the Empire is good for business and security.
1–8 Ushu, the largest island in Tel-Kanan 19–20 Supportive: the Empire has Tel-Kanan’s best interests in mind.
9–10 Geblos, a medium-sized island famous for papyrus manufacturing
11–12 Tydon, a medium-sized island known for its skyharbor and market
13 A small interior island known for its wealthy traders
14 A small interior island known for its impoverished laborers
15 A small outer island known for its flying fish sauce
16 A small outer island known for its carnivorous purple snails
17 A small outer island home to a secret pirate hideout
18 A small outer island home to a secret anti-Mazrian rebel base
19 A small outer island home to a Mazrian military base
20 Syre, the sacred city and capital of Tel-Kanan

d20 How do you feel about Lord Adod?


1 Disbelief: Adod doesn’t exist, at least not as a conscious being.
2–3 Scorn: Adod is a blustery, power-drunk moron and his priests are fools.
4–11 Fearful: Adod must be placated lest he focuses his wrath on Tel-Kanan.
12–17 Thankful: Adod’s cyclone gives life and support to Tel-Kanan.
18–20 Fanatical: the Lord’s will must be done above all else.

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The Empire of Mazr ✪ Farsight
If you have maneuver advantage on a ranged attack, your ranged attack
penalty is reduced by 1. Possible animals: falcon, hawk, owl.
Mazr is—was—a powerful magical empire located beyond Tel-Kanan’s
cyclone. Its envoys, soldiers, artisans, traders, and tax collectors are ✪ Keen Senses
common sights in larger Kananite settlements. Mazrians speak their
When a character attempts to hide from you, treat their roll as suffering
own language and are extremely easy to spot in a crowd.
a -2 penalty (applied only to you). Possible animals: cat, jackal, oryx.
Ask the Guide:
● What's that Mazrian's status in the imperial hierarchy? ✪ Jaws
● What reports or rumors have I heard about this island? You bite. Your Take hold attack inflicts lethal damage on a success, up to
● How familiar is this person with Mazrian devices or other trappings of your Strength +1. (Most Mazrians view people who use this ability as
advanced civilization? uncouth at best.) Possible animals: capybara, crocodile, hippopotamus.

Playing a Mazrian Mazrian Names


Pick one: Ahmose, Ammeris, Bunefer, Djoser, Imhotep, Khafre, Menwi,
Merneptah, Nakht, Necho, Osorkon, Pipi, Ramesses, Sabu, Satiah,
You have the head of an animal. You’re an ordinary-looking human
Senneferi, Shoshenq, Sinuhe, Tey, Tia, Wazad
otherwise. Mazrians are born with human heads; they choose an animal
Or invent your own. You may draw inspiration from the names of
that represents their nature on their fourth birthday and are submerged
ancient Egyptians, the main culture that inspired the Mazrian origin.
in the dreamriver, the vast filament of magical freshwater that flows out
of the Chaos and snakes between the Empire's floating cities. The
energies of the dreamriver cause the child to undergo an irreversible Mazrian Keepsakes
magical transformation, and they emerge with an animal head. Choose or roll once or twice from the table, or invent your own.
Your animal head has benefits, but comes with a big drawback:
many Kananites will try to waylay, capture, or kill you once they learn the d10 Mazrian Keepsakes
powerful empire behind your back has collapsed. 1 Beautiful necklace of glass and pearls
You start with the following features:
2 Headdress of banded black and gold (wealth) or silver (might)
● You speak the Mazrian language. 3 Gilded scarab shell
● You start with 2 imperial credits (2𐤑).
4 Icon of Empress Ithris (an oryx-headed young woman)
● Choose one of the following abilities, along with an animal head
that embodies it: 5 Small model skyreme that, when blown upon, briefly floats in the air

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Lost Kingdom of Shinar
d10 Mazrian Keepsakes
6 Lucky six-sided die from an old Timepassing Board
The
7 Vial of water from the dreamriver
Shinar was an enormous island that once floated just beyond the
8 Papyrus street map of the capital city boundary of Tel-Kanan. It sank deep into the Realm of Mot hundreds of
9 Old child’s Finding Faience, broken years ago.
At its height, Shinar was the most powerful nation in the known
10 Small crystal music box that still plays (tinny) melodies if you hold it right
Skysea, ruled by Amurah, the Clay King. Amurah’s Code forms a major
magical tradition, containing the secrets of transferring souls into clay
Questions for Mazrians bodies. Legend has it that the Kananites descended from
flesh-and-blood Shinarians who fled or were driven out of their realm by
d20 What brings you to Tel-Kanan? the Clay King’s insane regime.
The only survivors of this troubled realm are moss-covered
1–6 Trade: there’s credit to be made and spent.
statues—newly awoken after lying dormant for hundreds of years.
7–12 Politics: Kananites need governing and governors need help.
13–16 Adventure: Tel-Kanan is a realm of wonder and mystery. Playing a Shinarian
17–18 Justice: wrong was done in this realm, and it must be made right.
You’re made of clay. Your “skin” has a yielding fleshlike texture, while
19–20 Diplomacy: Tel-Kanan and Mazr should not be in a state of war.
your “bones” are hardened ceramic. Your face can be as blank or detailed
as you like, but your mouth doesn’t move when you talk, and your eyes
d20 Why did you choose your animal head? are hollow circles that glow pale violet. Unless you’re heavily cloaked,
1–2 You don’t remember. It was so long ago. everyone in Tel-Kanan easily recognizes you as a Shinarian.
You don’t eat food, but you do need fresh water, which flows through
You didn’t choose. You were plunged into the dreamriver, and emerged
your body’s intricate internal canal system—and "bleeds" out if you’re
3–6 with a new head.
sliced open. You also need to “breathe” air in order to think and speak.
Your head reflects a childish vision of yourself that isn’t necessarily Time has eroded most of your memories. You’ve been slumbering in
7–12 accurate anymore.
your statue body for centuries. You remember little of your past life.
13–18 Your head reflects a trait you’re proud of. Additionally, note the following changes and limits to your stats:
19–20 Your parents chose your head.

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● Your Agility is 0. You’re slow and cumbersome. Shinarian Keepsakes
● You can start with a higher Strength score than others origins: Choose or roll once or twice from the table, or invent your own.
up to 4, rather than 3.
● You start with 2 Armor.
d8 Shinarian Keepsakes
Finally, you gain the following ability: 1 Statuette of a winged bull-lion with a broken but recognizably human face
2 Chunk of stone from a royal ziggurat
✪ Vessel
3 Lump of hardened clay, vaguely in the shape of a human
Your body’s Stamina and Spirit are connected. At the start of your turn,
before you act, you can shift 1 point of stamina to your Spirit pool, or vice 4 Ceramic crown with several spikes broken off
versa. You can’t exceed either pool’s maximum with this ability. 5 Ceramic hand with articulated fingers, broken off at the wrist
Studying the Code of the Clay King lore grants more abilities tied to
6 Lapis lazuli pendant that triggers heartbroken feelings when you look at it
your Vessel body.
7 Shriveled flowers left upon your feet by an unknown traveler
Shinarian Names 8 A shattered stone scepter
Pick one: Ashur, Atrasis, Azu, Banipal, Bel, Dumuzi, Enkidu, Etana,
Gibil, Gilgamesh, Igigi, Ilu, Istar, Kingu, Kishar, Lugal,
Nebuchadnezzar, Ningal, Ninurta, Sargon, Sin, Zana, Zu Ability to Learn
Or invent your own. Names from the cultures of ancient
Mesopotamia—the Sumerians, Akkadians, Babylonians, and Some Shinarian bodies are inhabited by more than one soul. You can
Assyrians—can inspire your imagination. spend XP to learn this ability and discover a second soul within you.

✪ Second Soul

Make a new character. This character must be Shinarian. The new


character can have any Will, Intellect, lore, calling, and ideals you wish.
They must share your original character’s Strength and belongings,
however, and do not gain starting equipment from their lore choices.
As a rest activity, you can switch between the two souls inhabiting
your body. When you switch, your current Life and Defense values carry
over to the other soul (but can’t exceed the other soul’s maximum
values).

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Even though you’re technically two characters, you acquire the same
amount of XP as a single character. You must choose to spend XP to The Zordin, Out of Chaos
progress either one soul or the other—with the exception of
modifications to your body’s Strength, available through the Code of the
The Zordin are a mysterious people who hail from beyond the borders of
Clay King lore. These apply to both souls.
Tel-Kanan, where Lord Adod’s cyclone devolves into the formless
When you create your second soul’s character, you can come up with
Chaos. Zordin who find their way to Tel-Kanan may be infiltrators,
their relationship to your original character. For example, some married
exiles, or castaways from this deadly and unfathomable realm of
Shinarians chose to inhabit a single body out of true love. Powerful
monsters.
Arbiters sometimes absorbed the souls of wayward adepts, or even of
Few Kananites have encountered the Zordin before. Fewer still know
their hated enemies. You can also leave the details of this relationship to
that Zordin raiders somehow succeeded in destroying the Mazrian
your Guide—or decide that neither character remembers and their
empire. Mazrians, however, are now aware of this fact. Consequently,
relationship is lost to time (for now).
most Mazrians will try to capture or kill any Zordin they encounter.

Ask the Guide:


● Which tribe does that Zordin person hail from?
● Do I recognize that creature from the Chaos realm?
● Has the Chaos influenced this island's weather or environment?

Playing a Zordin
You are dreamtouched by the Chaos: you have vividly unusual physical
features, such as color-shifting skin, eyes with W-shaped pupils, green
blood, a distinct smell, or others. (See the table in the next section for a
full list). Most of these features are cosmetic, but some offer special
advantages.
Some Zordin look monstrous and alien, at least to Kananite and
Mazrian observers. Others have an otherworldly beauty and elegance,
like fae beings from ancient legends.
Choose two of the following four abilities: ✪ Gills, ✪ Protective
Coloration, ✪ Suction Skin, or ✪ Sideways Sight. Each ability reflects
your mastery over one of your physical traits.

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✪ Gills Zordin Keepsakes
You can breathe underwater. Through their nomadic peregrinations, the Zordin are the inheritors of
much of the ancient Earth’s surviving material culture: mostly plastic
✪ Camouflage objects and other weird knicknacks the Rephaim has inexplicably
accreted upon and preserved.
Your skin shifts colors and textures. When you Hide, roll with a d6
advantage die. You can only use this ability if the following conditions
d10 Zordin Keepsakes
are met:
● You aren’t wearing heavy armor or a helmet. 1 A tiny human skeleton
● You aren’t holding or carrying a large weapon or shield (that is, 2 Goggles without lenses
any item that must be stowed on your back).
3 A hollow hoop four feet in diameter

✪ Suction Skin 4 A wispy bag


Parts of your skin are tessellated with small, shallow suction cups. 5 A figurine of a deformed Kananite, naked but with no genitals
When you Climb or Grapple a foe you’ve taken hold of, roll with a d6
6 A shell with a ridged design of seemingly infinite intricacy
advantage die. This ability doesn’t work if you wear gloves or use some
other tool to take hold of a foe. 7 A white, flimsy utensil that looks like cross between a spoon and a fork
8 A little propeller
✪ Sideways Sight
9 A clear bottle that makes its contents taste soapy
You’ve learned to sense the presence of light magic, which is detailed in
10 A tiny, many-wheeled, blue cart or chariot with a smiling, disturbing face
the Sorcerer calling. You can see the Rephaim that mediate magical
effects as a faint shimmering presence, subverting light magic illusions.
Dreamtouched Traits
The Chaos has physically changed the bodies of many Zordin. Choose
Zordin Names
Pick one: Alfonsu, Denya, Ekwesh, Furio, Lukka, Pelset, Teresh, Tjeker. one or two physical traits from the table, or invent your own.
Or invent your own. Many Zordin take the name of whispered words
or phrases they hear from the Skysea’s turbulence, which can take the d20 What might people first notice about you?
form of random dictionary words or encyclopedia article titles. 1 Skin clad in iridescent fish scales
2 Freefloating hair that subtly shifts colors
3 Antlers fringed with coral
4 Long fangs

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d20 What might people first notice about you? Zordin Abilities
5 A prehensile tail
You can learn this ability with XP.
6 A single antenna that droops from your forehead
7 Colorful byssal threads clustered like patches of fur on your body ✪ Second Skin Will ✦
8 A dorsal fin You can shapeshift into a new humanoid form. Make a new character
sheet for this second form. The new form must be Zordin and share your
9 Barnaclelike creatures encrusting your knees and elbows
calling, ideals, equipment, and lore, as well as your Will and Intellect
10 Your arms, which are boneless, like tentacles scores. It can have different Strength and Agility scores, however, with
11 Your eyes, which have W-shaped pupils its defenses changed accordingly.
The new form is still recognizable as Zordin, but can have a
Your distinct smell, which some (25%) of Kananites and Mazrians find
completely different appearance and voice. You can also choose different
12 strangely attractive and most (75%) find mildly repulsive.
Zordin starting abilities for your Second Skin.
13 Softly luminous patterns on your face and skin As a rest activity, you can switch between your two forms. When you
14 Your long, forked tongue switch, your current Life and Defense values carry over to the other form
(but can’t exceed the other form’s maximum values).
15 Your pointy ears
When you spend XP on Strength- or Agility-based abilities, choose
16 The fact that you’re somehow always dripping wet which form “knows” them. You can only increase one form’s Strength or
17 You look hauntingly familiar, even to people you’ve definitely never met Agility at a time. Any increases to Life, Will, Intellect, or abilities based
on Will and Intellect carry over to your other form.
18 Whatever you touch seems to unravel, spill, or break
19 Your voice, which is indescribably beautiful
20 One of your “hands” is a lobsterlike claw

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀
Champion
4. Callings Requires: Strength ✦
𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Start with: +1 max Stamina, 6 Life, ✪ Mighty Blow
Choose 3 Lore:
● 1 Strength lore from your origin
Your calling is who you aspire to be—a career, a lifepath, a solemn duty, ● 2 other lore from your origin
or an all-consuming interest. While you can learn multiple types of lore,
you can only ever have one calling. Each calling grants a powerful Charging into battle in gleaming bronze armor, invincible behind a
starting ability, along with a selection of other abilities. heavy shield and long spear, weaving deftly between foes with
sickleswords flashing, or smashing their way through enemy forces with
a huge mace—however armed and armored, Champions are bold heroes
and masters of melee combat.

Ask the Guide:


● Who among these people has seen battle?
● Where's a good place to fight?
● How long will it take to smash our way through?
● Who seems mightier?

You start with the following ability:

✪ Mighty Blow Strength ✦


Take -1 stamina to make a melee attack with brace advantage. You must
declare this ability before rolling the attack. The attack inflicts double
lethal damage and an additional -1 guard.
If your attack is blunted or otherwise has a damage cap, the cap is
doubled.

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Abilities to Learn ✪ Battle Cry! Will ✧
Take -1 spirit, choose an effect from the list below, and roll Compel. Each
✪ Charge! Strength ✦✧ effect has a different set of outcomes.
When you Run and make a free melee attack, it inflicts an additional -1 You must come up with your battle cry before using this ability. (The
guard and (on a hit) an additional -1 life. names of the effects below are just addendums to your battle cry.)
If you know ✪ Battle Cry!, you have compel advantage on your Run If you know one of the ideals listed alongside an effect, you can freely
roll—and so do any allies who Run along with you to attack. invoke it as part of this action, without the invocation spirit cost.
.
Rally! IDEALS Fellowship, Order

✪ Desperate Strike Strength ✦✧ Affects: all allies who can hear you. You bolster all your allies in your span.
You can take -2 guard instead of -1 stamina to use ✪ Mighty Blow. Your compel roll serves as their advantage. You can then Stand Fast as a
free action, if you desire.

✪ Gathering Strength Strength ✦✦✧


Face me! IDEALS Glory, Honor
After you Stand Fast, you can strike one ✪ Mighty Blow on or before your
Affects: one foe who can hear you. You challenge a foe to a duel, or
next turn without consuming its stamina cost.
otherwise compel a foe to direct their murderous attention to you and
you alone. If the foe has either the Honor or Glory ideals, you
✪ Warrior’s Constitution Strength ✦✦✧ automatically succeed.

Gain +2 Life. ✦ Success: The foe can only take aggressive actions against you until one
of you retreats, submits, or is defeated, or until one of your allies
attacks the foe. Take a free aggressive action against the foe.
✪ Mighty Thews Strength ✦✦✦✧ ⬖ Struggle: The foe can take -1 spirit to rebuff your challenge, causing you
Gain +1 Life and add +1 to the calculation for your Brace dice. to fail.
ⓧ Failure: No effect. Take a free aggressive action against the foe.

✪ Protect Will ✧
Gain +1 max Awareness. When an ally in your span is attacked by a foe
you can see, take -1 awareness to intercept the attack, causing it to target
you instead.

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Fear me! IDEALS Justice, Power ✪ Nigh Invulnerable! Will ✦✦✧
Affects: all foes in your span who can hear you. You seek to strike fear into Gain +1 maximum Life and +1 maximum Guard.
the hearts of your enemies—or at least distract them.

✦ Success: You inflict -1 guard on the foe(s). Take a free aggressive action
✪ Heart of Bronze Will ✦✦✧
against one of the foes you bellowed at.
⬖ Struggle: Take a free aggressive action against one of the foes. Gain +1 maximum Life. When you rest, you regain +3 Life per maximum
ⓧ Failure: No effect. Take a free aggressive action against one of the foes Stamina point reduced, instead of +2.
with a -2 penalty.

If you know ✪ Charge and run toward a foe as your free aggressive ✪ Way of the Warrior Will ✦✦✧
action, you have compel advantage on your Run roll. Gain +1 max Awareness and add +1 to the calculation for your Attack die.
Live to Fight Another Day! IDEALS Freedom, Truth

Affects: all allies who can hear you. Every great warrior has lost battles.
You inspire your allies to accept temporary defeat and regroup. You and
your allies can immediately take a free Run action to move away from
foes toward safety. Your compel roll provides advantage to all Run rolls.

✪ Vengeful Strike Will ✧


When a foe hits you with a melee attack that reduces your Life, make a
free melee attack against them, adding your Will to your roll.

✪ Only a Scratch! Will ✦✧


When you take lethal damage, you can immediately reduce your current
stamina by an amount up to your Will, then reduce the lethal damage by
an equal amount.
You can’t delay using this ability—you must use it as soon as you’re
hit, not after the battle, nor even on the next turn or free action.

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Wanderer Abilities to Learn
✪ Skirmish Agility ✦✧
Requires: Agility ✦ If you Run successfully, you can move twice and take -1 awareness to
Start with: +1 max Awareness, 4 Life ✪ Leaf on the Wind
make a free ranged attack.
Choose 3 Lore:
● 1 Agility lore from your origin
● 2 other lore from any origin
✪ Deftness Agility ✦✦✧
You’re at home when you’re on the move. Clambering up cliffsides, Gain +1 Guard, and add +1 to your Maneuver die calculation.
hiding in crumbling ruins, circling around foes, or ambushing from the
shadows—a Wanderer is a master of movement, terrain, and evasion. ✪ Glide Agility ✦✦✦✧
When a Wanderer needs to fight, they fight indirectly, with instincts The guard damage you suffer from falling is reduced by 1. The damage
honed in the unsteady reaches of the Skysea. you inflict through a jump attack isn’t reduced, however.

Ask the Guide:


● Where's the best place to get a good lay of the island? ✪ Vagabond’s Constitution Strength ✦✦✧
● What's the easiest way to get there? The safest?
Gain +2 Life.
● Where do I think this character is from?
● What rumors have I heard about this subject in my travels?
✪ Remembrance of Home Will ✧
You start with the following ability:
Gain +1 max Spirit. Your travels have given you a new perspective of your
own culture. You learn one lore from your origin, along with its starting
✪ Leaf on the Wind Agility ✦ ability.
Take -1 awareness to perform the Evade maneuver as a free action at any However: you must meet the lore's minimum attribute
time, not just on your turn. requirements, and you don't gain its starting items. (You do gain any
You can even use this ability after an attack is rolled against you, language or literacy the lore grants.)
potentially turning a hit into a block or miss. However, you can only
Evade one attack at a time with this ability.
✪ First Blood Will ✧
If you successfully take Initiative, add your Will to the first attack or
maneuver you make.

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✪ No Hesitation
When you roll to take Initiative, add your Agility.
Will ✦✧
Mastermind
Requires: Intellect ✦✦
✪ Vagabond’s Reflex Will ✦✧ Start with: +1 Awareness, 4 Life, ✪ Stratagem
Gain +1 Awareness. When you Shove a foe to escape a grapple, you have Choose 4 Lore:
● 1 Intellect lore from your origin
maneuver advantage.
● 2 other lore from your origin
● 1 Intellect lore from any origin

✪ Heart of the Horizon Will ✦✦✧ Your foes can never be sure if they’re winning or stumbling into some
Gain +1 maximum Life. When you rest, you can reduce your maximum elaborate trap you’ve set. Surveying dangers from on high, holding their
Awareness by 1 to regain 1 Life. allies in tight formation as they advance, shouting a precisely-timed
command for maximal advantage, a Mastermind’s clever leadership
makes an adventuring party more than the sum of its parts.
✪ Traveler’s Eye Intellect ✧
Gain +1 max Spirit. During a Downtime, you can learn one additional Ask the Guide:
lore and its starting ability from another character. ● Does this plan seem like a smart idea?
● What strategic advantages and disadvantages does our adversary
have?
✪ Observant Ally Intellect ✦✧ ● Is there any information I should be remembering to help with our
current situation?
You learn one lore and its starting ability that a fellow hero knows. You
must have spent some time adventuring with this hero—at least a
You start with the following ability:
Downtime.
Also, you must meet the lore's minimum attribute requirements,
✪ Stratagem Intellect ✦✦
and you don't gain its starting items. (You do gain any language or
literacy the lore grants.) When you rest, you can devise a number of stratagems up to your
Intellect. (This activity doesn’t prevent you from taking a rest activity
from another ability.)
For each stratagem, reduce your maximum Awareness by 1. As long as
you hold a stratagem in your mind, your Awareness remains reduced.
You can spring any stratagem from the list that follows at any time,
no action required. You, the player, don’t need to pick a specific

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stratagem when you devise it—just trust that your character has it all
Abilities to Learn
figured out!
When you spring a stratagem, you gain back 1 maximum—but not
✪ Command Will ✧
current—Awareness.
Take -1 awareness and roll Compel to command an ally during battle (or,
Always Ready STRATAGEM alternatively, to offer them helpful advice). If the ally uses their turn
You and your allies automatically succeed at taking initiative. action to attack or maneuver in the same round as your command, they
can use your Compel roll in place of their own roll.
Coordinated Offense STRATAGEM
You must command your ally before they act. You must be able to see
You grant maneuver advantage on attacks for yourself and your allies them, and they must be able to hear you.
for the remainder of the Hero Round.

Treacherous Terrain STRATAGEM


✪ Leadership Will ✦✧
You lure your foes into an unfavorable position. Impose maneuver
Requires ✪ Command. You can use Bolster or Command (one or the other)
disadvantage on all foes’ attacks for the remainder of the Foe Round.
on a number of allies up to your Will per round. You must either be
One Step Ahead STRATAGEM adjacent to them, or on high relative to them, and they must be able to
You trick a single foe into fumbling an attack. Impose maneuver hear you. (Roll Compel separately for each action.)
disadvantage on one attack, which can target you or an ally. If the result
doesn’t beat your Intellect, the foe’s attack automatically misses,
✪ Clarity Will ✦✦✧
regardless of the target’s Agility and Guard.
Gain +2 max Awareness.
Your Mind’s an Open Scroll STRATAGEM

You cause a single character’s maneuver or compel action to fail.


✪ Heart of Cleverness Will ✦✦✧
All Part of the Plan STRATAGEM
Gain +1 max Life and +1 max Guard.
You narrate something you did in the past that sets you up for
success—or sets your enemies up for failure—in the present. First,
describe specifically what you would like this stratagem to accomplish. ✪ Enlightenment Will ✦✦✦✧
Then explain what your character did in the past, “off-camera,” to
When you Stand Fast, you can take -1 spirit as well as -1 stamina to gain
prepare for this contingency. The Guide can call for you to make action
overflow Awareness from your roll instead of, or in addition to, Guard.
rolls for your past actions, which can’t reduce your stamina or spirit.
The overflow can’t exceed your Will.

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For example if your Stand Fast roll is 4, you can gain any combination ✪ Observe Intellect ✦✦✧
of awareness and guard that equals 4. Any overflow Awareness
Take -1 awareness and roll Maneuver to carefully observe a character,
dissipates at the start of your next turn, along with overflow Guard.
attempting to discern their essential characteristics. Choose mental or
If you Bolster an ally, you can take -1 spirit to grant them the same
physical characteristics when you use this action.
ability to gain Awareness from their Stand Fast roll.
✦ Success: You learn the character’s relevant characteristics and gain a
mark on them.
✪ Survey Intellect ✦✦✧ ⬖ Struggle: The foe can take -1 awareness to cause your observation to
As a rest activity, roll Compel to scrutinize an area and devise a special fail.
stratagem (or set of stratagems) to fit its unique terrain. An “area” could ⓧ Failure: No effect.
be a floating island, a large skyreme, an ancient structure in the Chaos,
For physical observation, you learn the character’s Strength, Agility,
or a similar region of play. If you’re resting on high relative to the area
Brace die, and Attack die, along with their Stamina, Guard, and Life
you’re surveying, you have maneuver advantage on the roll.
(maximum and current). Your mark grants you a +1 bonus to all attacks
✦ 5+: You gain a number of local stratagems equal to your Intellect against the character.
⬖ 3–4: You gain 1 local stratagem. For mental observation, you learn the character’s Will, Intellect,
ⓧ 1–2: You end your rest with -1 spirit. Maneuver die, Compel die, and ideals, along with their Awareness and
Spirit (maximum and current). Your mark grants you a +1 bonus to all
If your max Spirit is zero, you can't perform this activity.
compel rolls against the character.
A local stratagem doesn’t reduce your maximum Awareness, but can
You can observe a character multiple times to gain both a physical
only be used in the area you surveyed. Otherwise, it works the same as a
and mental mark on them, but you can’t gain multiple marks of the same
normal stratagem. Keep a separate list of your local stratagems.
type. Keep a list of (surviving) characters you’ve observed and what type
Once you Survey an area—success, struggle, or failure—you can’t
of marks apply to them.
Survey it again until after a Downtime has passed.

✪ Of a Kind Intellect ✦✦✦✧


Requires ✪ Observe. Your marks against one creature apply to all creatures
✪ Quick Study Intellect ✦✦✧
of the same type. For example, if you physically observe and mark a kulu,
Gain +1 max Awareness. You can learn one additional lore when you
you effectively mark all kulus.
spend Downtime in a location with a library, or if you possess a written
This ability doesn’t work on people (Kananites, Mazrians,
text about the lore, such as the Scrolls of the Sorcerer.
Shinarians, or Zordin), or on particularly intelligent or individualistic
creatures as determined by the Guide.

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✪ Too Clever to Die Intellect ✦✦✦✧
If an attack would reduce your Life to zero, you can use a ✪ Stratagem to
Messenger
negate just enough of the damage to retain 1 Life.
Requires: Will ✦
Start with: +1 Spirit, 5 Life, ✪ Call Wind
✪ Summon Stratagem Intellect ✦✦✦✧ Choose 3 Lore:
● 1 Will lore from your origin, Dance, OR Wisdom of Adod (Kananite only)
During Downtime, you can devise one special ✪ Stratagem, which
● 2 other lore from your origin
doesn’t reduce your maximum Awareness. You don’t need to come up
with the particulars of this plan until you execute it. Messengers wield the magic of the Rephaim by “calling” its fluid motion
When you use this stratagem, choose a number of friendly NPCs up to their command. This ability gives Messengers tremendous power
to your Intellect. The NPCs appear nearby in the knick of time—just as over the wind itself. Messengers can glide through the air and blast foes
you planned, as it turns out—and act as allies. If the NPCs have access with powerful gales. Depending on their lore, Messengers can also
to transportation through their lore or resources, they use it. Otherwise, control flame, lightning and thunder, and even the Rephaim directly.
they show up on a derelict balloon, skyreme flotsam, a group of
barely-tamed cloudhorses, or another makeshift means of transport
Ask the Guide:
chosen by the Guide. ● Can I sense anything strange on the wind?
You or the Guide can control the NPCs. If you’d like an NPC to ● How's the weather going to be today?
actively fight in a battle, make a Persuade roll to convince them (roll ● What vibe does the Rephaim in this area have?
when you spring this stratagem, reflecting some previous discussion
you had with the character). If you fail, the NPC still appears but won’t
The Wind Die
risk their life. NPCs who don’t fight can still assist in other ways, like
You gain a special action die, the Wind Die. You’ll use your Wind Die for
creating a diversion or tending to the wounded.
your core ability, ✪ Call Wind. Many other Messenger abilities and
You can only devise one stratagem that uses this ability at a time.
spells use the Wind Die. No matter the form of magic, wind carries the
Note this stratagem separately from any others you’ve devised.
message.
The size of your Wind Die is based on your Will, plus one other
attribute of your choice. Choose the secondary attribute and calculate
how many sides your Wind Die has:

Will + Secondary Attribute + 4 (rounded down)

Based on your choice of secondary attribute, you might summon the


wind by bellowing with the raw force of your mighty lungs (Strength); by
stirring the air in a flowing dance (Agility), or by whispering clever and

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precise incantations (Intellect). You can’t choose Will as your secondary ༄ Ride Wind WIND 1+
attribute. The wind propels you. As an action, you leap 1 height into the air.
Note your Wind Die on your character sheet separately from your If you ride wind up to high ground, you can take a free, nonmagical
four main action dice, even if it’s built from the same set of components. action after you land. If the high ground is higher than 1 height, you can
leap up partway and then take a free climb action.
Starting Ability Or you can ride wind to leap high above an enemy—and then make a
free jump attack.
✪ Call Wind ✦ You can also cast this spell as a reaction if you’re about to suffer a
Take -1 stamina and roll Wind to call the windcurrents of the Skysea to hard fall (including if your jump attack misses). Cast this way, a cushion
your command. You must come up with the phrase your character of wind protects you from all falling impact damage, but you don’t rise 1
bellows to call the wind, which swirls around you in a vortex. height.
You gain wind equal to your roll + your Will. If you hold a shield, Whether you cast this spell as an action or as a reaction, you must
subtract 3 from the result (the shield blocks the wind’s flow). expend more wind if you’re larger or wear heavy armor. The wind cost
The swirling vortex protects you, but it’s not subtle. While you have increases by 1 if:
at least 1 wind:
● Your Strength is 3 or higher
● All melee and ranged projectile attacks against you suffer brace ● You have 2 points or more of body armor (including a Shinarian’s
disadvantage. natural armor, but not helmets)
● You can’t Hide, and you can’t hear what nearby characters say
༄ Windwave WIND 2
unless they shout.
Make a Shove brace roll with wind advantage against all characters in
Losing wind. The wind dissipates steadily by the second. At the start one direction. The windwave surges a number of spans equal to your
of each subsequent turn, you lose 1 wind. Will before dissipating. Characters behind cover aren’t affected.
Spells. You know three spells as part of this ability: ༄Gale Strike, ༄
Ride Wind, and ༄Windwave. You can cast either spell—or any other Messenger Ways
Messenger spell you know—immediately after you Call Wind as a free All Messengers practice what is known as the Way of Wind. But
action. depending on your lore, you can learn another set of abilities based on
another Way.
༄ Gale Strike WIND 1
There are three other Ways: Flame, Storm, and Names. You can learn
As you cast this spell, make a melee or ranged attack. A blast of wind a Way's starting ability with XP, but you must have at least one of the
follows the attack’s motion. If your attack doesn’t miss, make a free Way's listed lore types, as shown in the table below:
Shove brace roll with wind advantage.

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Way of Wind Way of Flame Way of Storm Way of Names ● Your attack can’t be countered.
● You make the free Shove roll even if the attack misses.
Any lore Dance Ancient Cylinder Ancient Rod

Path of Air Dream Death The Shove also targets any characters adjacent to the foe you attack.

Solar Circle Insurgency Politics

Wisdom of Adod Lord Adod Song ✪ Wind’s Constitution Strength ✦✦✧

Wisdom of Adod Wisdom of Adod Gain +2 Life.

✪ Call Greater Wind Will ✦✧


Gain +1 max Stamina and add 1 to the calculation for your Wind die.
Way of Wind Additionally, after you cast the ༄Windwave spell, the local wind
continues to flow steadily in the direction you cast the spell for about an
All Messengers, no matter their lore, can learn these abilities. hour. This residual wind isn't strong enough to be harmful, but it can
propel balloons or skyremes quickly across the Skysea—or prevent
enemy aircraft from easily approaching your location
✪ Wind’s Grace Agility ✦✧
As long as you don’t wear heavy armor or hold a shield, you have wind
✪ Heart of the Skysea Will ✦✦✧
advantage on Maneuver rolls.
Gain +1 maximum Life. When you reduce your maximum Stamina
during a rest, you regain a number of Life points equal to your Will.
✪ Wind’s Vigilance Agility ✦✦✧
If you’re attacked, you can take -2 awareness to ✪ Call Wind as a free
✪ Breath of Life Will ✦✦✧
action that interrupts the attack.
However, you can’t cast a spell after Calling Wind this way, and you You learn the following two spells:
don’t add your Will to your roll.
༄ Healing Wind WIND 4

Roll Wind to heal yourself or an ally adjacent to you.


✪ Wind’s Fury Strength ✦✧ ✦ 5+: The character recovers +1 life.
This ability greatly empowers the ༄Gale Strike spell. When you cast ༄ ⬖ 1–4: The character recovers +1 life if they choose to suffer an injury
Gale Strike as a melee attack: penalty corresponding to your result; otherwise, no effect.

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༄ Steal Breath WIND 4
Way of Flame
Roll Brace to redirect the flow of air from your foe’s lungs. You can take -1
guard to gain wind advantage on this roll. Some Messengers understand the air itself holds a secret substance,
✦ 7+: You gain 1 stamina (up to your maximum) and inflict -1 Stamina which the Rephaim, properly coaxed, can ignite.
and -1 Guard on your foe.
⬖ 4–6: The foe can take -1 stamina to resist your magic. Flame Lore
You’ve come to this Way through one or more prerequisite lore:
ⓧ 1–3: No effect.

If the foe’s stamina is 0, they suffer -2 life instead of -1 stamina on a ● Dance: The movement of your steps echoes the flickering of a flame.
● Path of Air: Through meditation and your own breath, you’ve
success, but you don’t gain stamina.
discovered that air begets flame.
● Solar Circle: The sun is the center of all flame.
● Wisdom of Adod: The text describes the secret alchemical composition
✪ Become Wind Will ✦✦✦✧ of the air.

Requires ✪ Call Greater Wind. While you Call Wind, you can float.
You must learn ✪ Call Flame before learning other abilities in this Way.

✪ Call Flame Will ✦


As a rest activity, roll Wind to gather the air around your fingertips or an
object you’re holding—and speak a soft word to ignite it.

✦ 5+: A bright flame appears and lasts until you Call Wind, which
extinguishes it. It also extinguishes if it’s rained on, or if you snuff it
out to use your hand or drop the object it’s affixed to, or if you light
something else on fire with it. As long as the flame lasts, you can
cast the ༄Ribbon spell (see below) any number of times, without its
wind cost.
⬖ 3–4: As above, but you can only cast ༄Ribbon once.
ⓧ 1–2: A sputtering flame appears and quickly extinguishes itself.

The flame gives off pleasant heat but doesn’t harm you or the object it’s
affixed to. It does give off enough light to make it virtually impossible to
Hide, however. You can’t use this ability outdoors if it’s raining.
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If you know ✪ Rhythm of Rest, ✪ Meditate, or ✪ Grace of the Aureole Fire, Wind, and Rain
(from the Dance, Path of Air, and Solar Circle lore, respectively) and Fire is carried by the wind. Using Call Greater Wind or Windwave can cause a
successfully use one of these abilities during a rest, you can Call Flame small fire to grow into a great conflagration if you direct it toward
as a second, free activity during the same rest. flammable materials.
Rain, on the other hand, greatly dampens the effects of fire magic. If
You know the following spell: it’s raining, fire inflicts half as much lethal damage (rounded down) and
doesn’t burn arms.
༄ Ribbon WIND 0–1

A bright ribbon of fire flashes out from your hand or weapon. As you cast
this spell, make a melee attack, which can’t be countered.
✪ Imbue Flame Will ✦✦✧
● If you cast this spell from Call Flame, this is a normal melee
You know the following spells: ༄Eternal Flame and ༄Blossom.
attack and doesn't consume wind.
● If you cast it after Calling Wind, the spell consumes wind, which ༄ Eternal Flame WIND 16
blows the flame more fiercely: you have wind advantage on the You imbue an object no larger than a torch with a flame that can never be
attack, and you can whip the flame at a number of foes in your extinguished. Nor does the flame spread. It simply burns forever, never
span equal to your Will. consuming the object into which it’s been imbued. If the object is
destroyed, however, the flame dies with it.
Damage: Inflicts life damage up to your Will +1, and -1 Guard.
Burn: On a hit or block, the fire threatens to ignite any defending arms ༄ Blossom WIND 4
held by the foe(s) that are composed primarily of wood: light shields,
You imbue a projectile with the essence of explosive flame. As you cast
spears, staffs, and clubs. Make a free brace roll with wind advantage.
this spell, make a ranged attack with a sling, a bow and arrow, or a
If the result exceeds the armament’s durability rating (DR), it ignites
thrown weapon or object. The projectile trails a bright orange arc and
and is destroyed.
explodes at the point of impact.
As long as you have at least 1 wind, the flame ribbon persists and you After the ranged attack is resolved, roll 3d4 for the explosion, which
can continue attacking with it without expending additional wind. attacks the initial target and anyone adjacent to them. The explosion
inflicts lethal damage and -2 guard.

Burn: On a hit or block, the explosion burns any defending arms held by
the foe(s) that are composed primarily of wood: light shields, spears,
staffs, and clubs. Make a free brace roll with wind advantage. If the
result exceeds the armament’s durability rating (DR), it ignites and
is destroyed.

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If your ranged attack roll had a negative result—for example, from its On subsequent turns, you can take -1 stamina to maintain the pillar,
range penalty or the target evading it—apply that negative result to the and an additional -1 stamina (-2 altogether) to move the pillar to an
explosion’s 3d4 attack roll. For example, if your ranged attack result is adjacent span. Maintaining the pillar counts as your action for the turn.
–2, the explosion attack roll is 3d4 – 2. If you don’t maintain the pillar, it dissipates instantly. At the Guide's
If your ranged attack misses an airborne target, the explosion discretion, the firestorm may create a choking smoke cloud that engulfs
misses them entirely; the Guide determines where the explosion occurs. the wider area, outlasting the pillar.
You can't cast this spell if it's raining.

✪ Soul of the Flame Will ✦✦✦✧


Requires ✪ Imbue Flame, ✪ Call Greater Wind. This ability grants two spells:
Wreathe and Pillar of Fire.

༄ Wreathe WIND 4

With a soft word, you ignite the vortex of wind that surrounds you,
creating a wreath of fire. You now lose 2 wind at the start of each turn, as
the wreathe rapidly consumes the wind you called.
When you cast this spell, and at the start of each of your subsequent
turns, you can cast ༄Ribbon as a free action. In addition, if anyone
makes a melee attack you, you can freely counterattack them with ༄
Ribbon (only targeting them).

༄ Pillar of Fire WIND 24

You call forth a tornado of fire that coalesces out from the sky and lays
waste upon a span you can see. Calling the pillar of fire takes multiple
turns. As it descends, and on each of your turns that you maintain it
thereafter, the pillar of fire makes the following actions and effects:
● The pillar makes a 3d6 melee attack against all characters in the
span. This attack inflicts lethal damage and -3 guard.
● On a hit or block, roll 3d6 to determine if the pillar burns any
armaments held by characters, destroying them if the roll
exceeds their DR.
● The pillar ignites all flammable objects and structures in the
span, destroying them.

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ⓧ 1–2: A few wispy clouds gather, offering shade and a breeze—nothing
Way of Storm
more.

Some Messengers can channel the power of the clouds. If you know ✪ Offering (from the Lord Adod lore) and successfully use
that ability during a rest, you can Call Storm as a second, free action
Storm Lore during the same rest.
You’ve come to this Way through one or more prerequisite lore: The storm lingers in the sky above you, following your movements,
and lasts until the next time you Call Wind—at which point it begins to
● Ancient Cylinder: Something about this artifact is deeply connected to
dissipate gradually over the course of an hour or so.
water, and stormclouds are made of water.
● Dream: The omnipresent raw turbulence of the Chaos realm has
taught you much about the formation of storms. You also know the following spell:
● Insurgency: Cloud and rain provide many opportunities to hide from ༄ Thunderstrike WIND 2
and destabilize invaders.
As you cast this spell, make a melee attack with a club, mace, staff, or
● Lord Adod: The Lord has revealed this Way to you directly—in his own
your fist. You imbue the attack with a thunderous force. The attack can’t
inscrutable way.
be countered. Hit, block, or miss, make a free Brace roll with wind
● Wisdom of Adod: The text describes the physical nature of
advantage.
stormclouds—floating masses of water droplets which generate
This brace affects the foe you attack and any characters adjacent to
lightning and thunder through a magical force.
them (including your allies, but not including you).

You must learn ✪ Call Storm before learning other abilities in this Way. ✦ Success: The foe(s) suffer -2 guard and -1 awareness.
⬖ Struggle: The foe(s) can take -1 stamina to withstand the thunder.
ⓧ Failure: No effect (but see below).
✪ Call Storm Will ✦
As a rest activity, roll Wind to call forth a roiling mass of stormclouds in Break: Regardless of the above outcome, the thunderstrike breaks the
the sky above you. foe(s) defending armament if the result exceeds the armament’s
durability rating. (If you use a mace to Thunderstrike and the foe
✦ 5+: Howling wind and rain blankets the area, quenching any open blocks it, make two break rolls.)
flames and limiting visibility to within a single span. Unless they’re
indoors, all characters except you suffer -1 to their maximum If the foe’s Awareness is 0, they suffer an additional -1 Guard. If the foe
Awareness (or Guard, if their Awareness is zero). Abilities like the is Shinarian or made out of clay or stone, a success also inflicts -1 Life.
Mazrians’ ✪ Keen Senses don’t work in the storm.
⬖ 3–4: Dark clouds gather and a light rain falls, quenching any open
flames and limiting visibility to two spans away.

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✪ Call Lightning Will ✦✦✧ ✪ Soul of the Storm Will ✦✦✦✧
This ability grants two spells: ༄Bolt of Righteousness and ༄Armor of Requires ✪ Call Lightning and ✪ Call Greater Wind. This ability grants two
Retribution. You can only cast these spells if you’ve first succeeded or spells: ༄Ride Storm and ༄Pillar of Cloud. You can only cast these spells if
struggled to ✪ Call Storm during a rest. That is, a stormcloud must be you’ve first succeeded or struggled to ✪ Call Storm during a rest, That
present in the sky above you. is, a stormcloud must be present in the sky above you.

༄ Bolt of Righteousness WIND 2 ༄ Ride Storm WIND 24

Requires summoned storm and 1 free hand. As an action, raise your hand to the As an action, you call forth to the stormcloud above you. A howling but
heavens to call forth a bolt of lightning into your fingers and fling it at a gentle wind surrounds you and up to six of your allies—and carries you
foe you can see. Roll 2d4 as an attack. This is a special ranged attack: you atop the cloud!
can’t gain advantage on the roll, but it doesn’t have a ranged penalty. The storm can travel across the Skysea much like a skyreme. You
The lightning is drawn to metal: and your allies are hidden while riding the storm this way. The storm is
cold and wet, but the wind cushions you, offering you and your allies just
● Add +1 to the roll if the foe holds a sword, dagger, heavy shield, or
enough comfort to rest.
other armament mostly made of metal (not spears).
After casting this spell, the storm can travel roughly one circuit
● Add the foe’s Armor rating to the attack if any component of the
around the cyclone of Tel-Kanan before dissipating, or an equivalent
armor is metal.
distance along one of the great rivers that bind the cyclone. It can’t carry
On a block or a hit, the lightning bolt shocks the target: roll a d4 and add you below the Sea of Cloud.
it to your attack result—potentially turning a block into a hit. The bolt ༄ Pillar of Cloud WIND 24
inflicts -3 guard and, on a hit, lethal damage and -1 awareness.
You call forth a devastating whirlwind that descends from the
The lightning attack simultaneously targets you—since you call it
stormcloud and engulfs a span you can see. Calling the whirlwind takes
into your body before sending it at a foe. You can withstand its blast,
multiple turns. As it descends, and on each of your turns that you
however: roll Brace with wind advantage as a free action, and subtract
maintain it thereafter, the pillar of cloud makes the following actions
the result from the lightning’s ranged attack roll against you.
and effects:
༄ Armor of Retribution WIND 1
● The pillar makes a 2d8 Shove roll against everyone in the span.
Requires summoned storm. When you block or are hit by a melee attack,
● The pillar makes a 2d6 – 2 ranged attack roll against all
lightning arcs from the clash and into your attacker as a counterattack.
characters in the span, flinging chunks of debris into characters
Roll d8 with wind advantage for the lightning attack, which inflicts
and vice versa. This attack inflicts -2 guard and lethal damage up
lethal damage and -2 Guard.
to your Will.
Add +1 to the attack roll if the foe’s attacking weapon is mostly
● The pillar’s blinding and deafening gales inflict -2 awareness on
metal, and add the foe’s Armor rating if any component of the armor is
everyone within, unless the character doesn’t need to see or hear.
metal.

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● Characters who start their turns in the pillar can only move
Way of Names
outside it with a successful Run challenge—that is, the pillar
prevents 1 span of movement from within. Some Messengers can hear names whispered on the Skysea’s
If you call forth the pillar of cloud on your own span, an eye of calm forms winds—remnants of the identities and memories of that now form the
around you and any adjacent characters, sparing you its harmful effects. undifferentiated Rephaim.
On subsequent turns, you can take -1 stamina to maintain the pillar,
and an additional -1 stamina (2 altogether) to move the pillar to an Storm Lore
You’ve come to this Way through one or more prerequisite lore:
adjacent span. Maintaining the pillar counts as your action for the turn.
Objects within the pillar of cloud may be damaged, destroyed, and/or ● Ancient Rod: You’re pretty sure the bizarre invisible creature connected
flung outward at high speed, at the Guide’s discretion. to this artifact is some kind of persistent Rephaite.
If you don’t maintain the pillar, it dissipates instantly, along with the ● Death: Almost losing your own soul to the realm beneath has gifted
stormcloud from whence it came. you an intuitive understanding of the Rephaim’s soulstuff.
● Politics: Perhaps surprisingly, your gift of influence works on the
undifferentiated Rephaim along with living people.
● Song: The Rephaim seems to listen to you when you sing, and you gain
inspiration from its whispers.
● Wisdom of Adod: The text describes the nature of the Rephaim and
how to summon it.

You must learn ✪ Call Storm before learning other abilities in this Way.

✪ Call Name Will ✦


As a rest activity, roll Wind, name a person, and speak a short
statement.

✦ 5+: The wind carries your voice to the person. If they choose, they can
speak back. You hear each other’s voices as whispers, time-delayed
proportional to the distance between you. If the person is on the
opposite side of Tel-Kanan, for example, you may only have time to
hear one response during your rest.
⬖ 3–4: The wind carries your voice to the person, but does not carry a
response back.
ⓧ 1–2: No effect.
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If you successfully ✪ Tell the Tale (from the Song lore), you can Call If you speak Chthonic, you can converse with the wraith. The being
Name as a second, free action during the same rest, provided your song has a dim knowledge of its surroundings and can recollect nothing about
is at least partially about the person you’re calling. If you struggle or the past lives of its soulstuff. If you don’t speak Chthonic, the wraith
succeed on Call Name, the person you’re calling can hear your song and only obeys your commands and can’t give you information.
also benefits from your telling of the tale. More powerful wraiths. You can invest more wind to summon a
You don’t need to have met the person you’re calling, but you must wraith with higher Life, Will, or both. The wraith must have at least 4
know their name and have a specific conception of who they are. If the Life and at least Will 1, and its Will can’t exceed your Will.
person doesn’t exist or is dead, the Rephaim may respond with whispers
in the Chthonic language. ༄ Wind cost = Wraith’s Life × Wraith’s Will

༄ Summon Wraith WIND 4+


For example, a wraith with 7 Life and Will 2 costs 14 wind. A wraith with
You conjure a swirling, quasi-sentient being of wind: a rephaite, more 4 Life and Will 4 costs 16 wind.
commonly known as a wraith. You must expend at least 4 wind to A wraith with higher Will also has more Stamina, Spirit, and a larger
summon this being. Brace die.
The wraith follows your commands. It can act as soon as it’s
summoned. However, it suffers -1 life at the end of each of its turns. It Will Wind cost Stamina Spirit Brace die Compel die
dissipates when its Life is reduced to 0. Either you or the Guide can
control the wraith. 1 Wraith’s Life 1 2 d4 d6
2 Wraith’s Life ×2 2 3 d6 d6
Summoned Wind Wraith ༄ Incorporeal spirit of air LIFE 4* 3 Wraith’s Life ×3 3 4 d6 d8
ATTACK d10 | BRACE d4* | COMPEL d6* | MANEUVER d10 4 Wraith’s Life ×4 4 5 d8 d8
Formless. The wraith is permanently flying. It can’t Take hold, nor AGI 6 Guard 6 5 Wraith’s Life ×5 5 6 d8 d10
can it be held or grappled.
Summoned life. The wraith suffers -1 life at the end of each of its STR 0 Stam. 1*
turns and dissipates when its Life reaches zero. Other types of wraiths. If you know ✪ Call Flame, you can summon a
WIL 1* Spirit 2* flame wraith. If you know ✪ Call Storm, you can summon a storm
*Invested wind. The wraith’s statistics vary based on how much
wind its summoner invests. wraith. These wraiths are slower than the wind wraith—they float,
INT 1 Awar. 1
ACTIONS
rather than fly—but they have more powerful attacks.
The wraith can only move, Outflank Evade, Bolster, or take one of the actions below.
✧ Gale. Melee attack. Damage Nonlethal, -1 guard.
↳ Free Shove on a hit, or with a -2 penalty on a block.

IDEALS Freedom SPEAKS Chthonic DANGER ½

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Summoned Flame Wraith ༄ Incorporeal spirit of fire LIFE 4* Summoned Storm Wraith ༄ Incorporeal spirit of cloud LIFE 4*
ATTACK d10 | BRACE d4 | COMPEL d6 | MANEUVER d10 ATTACK d10 | BRACE d4 | COMPEL d6 | MANEUVER d10

Formless. The wraith is permanently floating. It can’t Take hold, nor AGI 6 Guard 6 Formless. The wraith is permanently floating. It can’t Take hold, nor AGI 6 Guard 6
can it be held or grappled. can it be held or grappled.
Fire and water. The wraith takes no damage from fire attacks. STR 0 Stam. 1 Rain. The wraith can quench flames, and its melee attacks quench STR 0 Stam. 1
Attacks with water treat the wraith’s Guard as zero and inflict Messenger spells like Call Flame and Ribbon on a hit or block. If
lethal damage up to the Structure value of the water’s volume. WIL 1 Spirit 2 the storm wraith attacks a flame wraith or similar being of fire, WIL 1 Spirit 2
Summoned life. The wraith suffers -1 life at the end of each of its treat the target’s effective guard as zero.
INT 1 Awar. 1 INT 1 Awar. 1
turns and dissipates when its Life reaches zero. Summoned life. The wraith suffers -1 life at the end of each of its
*Invested wind. The wraith’s statistics vary based on how much wind its summoner turns and dissipates when its Life reaches zero.
invests. *Invested wind. The wraith’s statistics vary based on how much wind its summoner
invests.
ACTIONS
The wraith can only move, Outflank, Evade, Bolster, or take one of the actions below. ACTIONS

✧ Consume. Melee attack. Damage Life damage up to the wraith’s Will +1, -1 guard. The wraith can only move, Outflank, Evade, Bolster, or take one of the actions below.
↳ Burn. If the attack doesn’t miss, the flame threatens to destroy any wooden arms ✧ Shocking embrace. Melee attack. Add +1 if the target holds a metal armament. If
the hero holds. Roll Brace with compel advantage vs. the arms’ durability. the target wears metal armor, add their armor rating. Damage Life damage up to
the wraith’s Will +1, -1 guard.
IDEALS Power SPEAKS Chthonic DANGER 1 ✧ Gale. Melee attack. Damage Nonlethal, -1 guard.
↳ Free Shove on a hit, or with a -2 penalty on a block.

IDEALS Power SPEAKS Chthonic DANGER 1

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Sorcerer
distance (Strength), or through the sheer force of your mind and soul
(Will). You can’t choose Intellect as your secondary attribute.

Requires: Intellect ✦✦ Sorcerer Disciplines


Start with: +1 Awareness, 4 Life, ✪ Focus Dark Magic OR ✪ Focus Light Magic You start with one ability: ✪ Focus Dark Magic or ✪ Focus Light Magic.
Choose 3 Lore: These two abilities are the entry points for the two main disciplines of
● 1 initiate lore from your origin: high magic: Dark and Light.
○ Kananite: Wisdom of Adod Choose which discipline you start with when you begin the game.
○ Mazrian: Scrolls of the Sorcerer, Solar Circle, or The Hand
You can learn the other discipline later by spending XP on its starting
○ Shinarian: Deep Time
○ Zordin: Ancient Mirror ability. You aren't locked in to your initial discipline.
● 2 other lore from your origin
The Third Discipline
A type of magic known as Gray Magic was once considered a separate
Sorcerers practice the “high magic” of physical forces. With precise
discipline, but is now understood to be a branch of Light Magic. Gray
gestures and careful thoughts, Sorcerers can manipulate gravity, bend
Magic deals with magnetism and the strange properties of starmetal.
light, and unlock the deepest secrets of matter and energy.
Legend has it that Kothar the Kotharian founded a truly separate
discipline of high magic known as Small Magic. This inscrutable discipline
Ask the Guide:
supposedly described the behavior of matter and energy at the most
● Can I sense the presence of dark or light magic here?
infinitesimal scale. Some say that studying Small Magic is what drove the
● What type of magic powers this Mazrian device?
Kotharian insane.
● Why is this island floating in a strange way?

The Focus Die Using and Losing Focus


When you Focus light or dark magic, you gain an amount of magical
You gain a special action die, the Focus Die. You’ll use your Focus Die for
energy—also called focus—which you can then expend to cast spells.
many magical abilities.
However, the focus you generate from one discipline of magic can only
The size of your Focus Die is based on your Intellect, plus one other
be used to cast spells from that same discipline. If you Focus dark magic,
attribute of your choice. Choose the secondary attribute and calculate
you lose any light focus you have, and vica-versa.
how many sides your Focus Die has:
Also, focus is precarious and can be lost. If you take lethal damage,
Intellect + Secondary Attribute + 4 (rounded down) make a free challenge roll with your Focus die.

Based on your choice of secondary attribute, you might control light and ✦ 5+: You maintain focus.
gravity through subtle hand gestures and intricate finger movements ⬖ 3–4: You can take -1 awareness to maintain focus, or else:
(Agility), by channeling your raw strength into physical forces over a ⓧ 1–2: You lose all focus you've accumulated.

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Hands Required ✪ Focus Dark Magic Intellect ✦✧
Usually, Sorcerers need both hands to Focus light or dark magic. Requires two free hands. Take -1 awareness and roll Focus to magically
Wielding armaments prevents you from casting spells, with only a few manipulate the Dark Fabric. You generate dark focus equal to your roll*.
exceptions: You can then immediately cast one of the spells included in this ability,
● The Kotharian staff, a Mazrian implement, is designed to work or another dark magic spell you’ve learned.
with Focusing light magic, but only to cast certain spells.
● The Solar Circle lore grants a way to focus and cast light magic * If you know the Scrolls of the Sorcerer lore, you generate dark focus equal to
spells while wielding a heavy shield, club, or mace. your roll + your Intellect.
● The black gauntlets, another Mazrian implement, work well
Spells. You know six spells as part of this ability: ⧨Untether,
with dark magic, and The Hand lore amplifies their power
⧨Curve, ⧨Fling, ⧨Fate's Grasp, ⧨Fall, and ⧨Rise.
further. However, this implement dampens light magic focus.
Spellbinding. The ⧨Fate's Grasp spell enables you to spellbind a foe,
entangling them with the Fabric of Fate—similarly to Taking hold of a
foe, but with magic and over a distance. Certain spells—⧨Fall, ⧨Rise,
Dark Magic and others you can learn—only work against foes you've spellbound this
way.
Dark Sorcerers focus magical energy through a theoretical structure If you spellbind a foe who also knows dark magic, beware—the
they call the Fabric of Fate. This invisible substance pervades all of space binding goes both ways, and they can cast similar spells on you!
and time, and its warp and weft determine the direction matter falls.
Learning Dark Magic. Any Sorcerer can gain the abilities in this ⧨ Untether DARK FOCUS 2+

section with XP. However, you must first know or learn ✪ Focus Dark As an action (no roll required), you cast yourself into freefall. You rise up
Magic to learn the other Dark Magic abilities. to 1 height in the air and float. You can continue floating as long as you
Focusing dark magic produces a deep, pulsing noise—wohm-wohm- expend 1 focus at the start of each subsequent turn (no action required)
wohm—that’s noticeable anywhere within earshot. While you have dark to maintain the spell.
focus: At any point you wish, you can end the effect and drift harmlessly to
● You can’t regain awareness. the ground. However, if you lose your focus after taking lethal damage,
● You automatically fail to take Initiative. the effect ends suddenly, and you fall normally (and dangerously).
● You and allies close to you can’t Hide—unless the wohm-wohm You can also cast this spell as a reaction if you're about to suffer
pulse is somehow muffled or drowned out. falling damage, provided you have focus to cast it. Cast this way, you
twist gravity so you take no damage from the fall, but you don't rise 1
height or float.

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⧨ Curve DARK FOCUS 4 ⧨ Fall DARK FOCUS 2

You imbue the space around you with extra gravity, causing the Requires spellbinding. Roll Brace with focus advantage against a spellbound
trajectories of incoming attacks to plunge downward or veer sideways. foe. With a clawlike gesture, you magically pull the foe's body downward
Until your next turn, each time you’re attacked, roll Focus and subtract with terrible force.
the result from the attack roll.
✦ Success: Inflict -2 guard (or life, if the foe has no guard). Until you lose
You can also cast this spell as a reaction to an incoming attack,
all focus or take another action or reaction besides Focusing and
provided you have the focus required. However, you can only affect one
casting this spell, the foe remains spellbound and rooted in place:
incoming attack at a time this way.
they can't move or maneuver, and they can't make melee attacks
⧨ Fling DARK FOCUS 1 unless a foe engages them in melee first.
You magically levitate and accelerate a loose projectile at a foe. Make a ⬖ Struggle: The foe can take -1 stamina to resist your pull, escaping your
ranged attack, but roll Focus instead of your Attack die. This attack spellbind.
inflicts lethal damage and -1 guard. ⓧ Failure: The foe escapes your spellbind.
You can cast this spell using loose debris or rocks as your
If you successfully cast this spell on an airborne foe, they plunge to the
ammunition, which are easily found on most of the Skysea’s islands.
ground at high speed: double their lethal and guard damage from falling.
You can also collect and hold debris in a pouch stowed on your belt.

⧨ Rise DARK FOCUS 2


⧨ Fate’s Grasp DARK FOCUS 0
Requires spellbinding. Roll Brace with focus advantage against a spellbound
You weave an invisible cat's cradle with your hands, attempting to
foe. The foe’s size can’t exceed your Intellect. Spinning your hands past
spellbind a foe so you can wield dark magic against them more directly.
each other like a top, you magically toss the foe into the air.
As part of casting this spell, make a ranged attack, but roll Focus
instead of your Attack die. ✦ Success: Inflict -1 guard, and the foe abruptly rises 1 height and then
falls, taking damage from the impact unless they can avoid it.
✦ Success: You spellbind the foe and can cast ⧨Fall, ⧨Rise, or another
⬖ Struggle: The foe can take -1 guard to avoid being flung.
dark magic spell that requires spellbinding as a free action. Add your
ⓧ Failure: No effect.
margin of success on this attack to the subsequent roll.
⬖ Struggle: As above, but without the bonus. Casting this spell ends the spellbind linking you and the foe.
ⓧ Failure: No effect.

This spell costs no focus and only establishes a temporary link between
you, the foe, and the Fabric—a spellbinding. If you cast ⧨Fall, you can
maintain the spellbind.

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Abilities to Learn Size Example Focus req. AoE (fling) Impact damage (on hit/block)
You must know ✪ Focus Dark Magic before learning these abilities.
0 Cup 1 1 target none
1 Amphora 2 1 target +1 attack, extra -1 guard
✪ Steadfast Focus Will ✧ 2 Lifesize statue 4 1 target +3 attack, extra -2 guard
Gain +1 max Spirit. After you Stand Fast, you can immediately Focus
3 Wheelcart 8 2 targets +6 attack, extra -3 guard
Dark Magic as a free action. You can’t cast a spell after Focusing in this
way, however. 4 Hot-air balloon 16 4 targets +9 attack, extra -4 guard
5 Tree trunk 32 half span +12 attack, extra -5 guard

✪ Wide Magic Will ✦✧ 6 Skyreme skiff 64 span +15 attack, extra -6 guard

You can cast ⧨Fate's Grasp, ⧨Fall, and ⧨Rise simultaneously against a 7 Residence 128 2 spans +18 attack, extra -7 guard
number of targets up to your Will. 8 Citadel tower 256 3 spans +21 attack, extra -8 guard
Multiply the focus required for each spell by the number of targets
affected. Make one roll for each action and apply it to all targets.
When you expend this focus, the object rises up to 1 height and hovers
there, but doesn't float actively like a character would. At the start of
your next turn, you can:
✪ Heart of Dark Magic Will ✦✦✧
Gain +1 max Life and +1 max Stamina. ● Expend 1 focus (no action required) to maintain the spell, which
keeps the object hovering in place,
● Cast ⧨Untether again, expending focus equal to its Structure, to
✪ The Untethered World Intellect ✦✦✧
raise the object an additional height, or
You've mastered the ⧨Untether spell and expanded its utility. ● Cast ⧨Fling to attack a foe (or foes) with the object.

● You can now cast Untether on a willing ally, including as a Flinging an object can inflict much more damage to more foes,
reaction when they fall. depending on the object's size.
● You can Untether objects—and cast the ⧨Fling spell to throw
them at foes! ● The AoE (area of effect) shows how many targets you can
potentially strike at once by Flinging an object. The targets must
You can simultaneously Untether yourself and one additional character be standing near each other. Roll once to attack all of them.
or object, expending 2 focus at the start of each turn to maintain both.
Untethering an object requires more focus the larger the object is.
The focus required equals the object's Structure.
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● If your Fling attack doesn't miss, add the listed attack bonus ✪ Warp and Weft Intellect ✦✦✧
before resolving it, and increase the guard damage accordingly
You can sense the details of the Fabric’s substance as a complex space of
as well.
precisely-interwoven coordinates. You know the following dark magic
spells:
✪ Origin of Curvature Intellect ✦✦✧ ⧨ Condense Coordinates DARK FOCUS 4+
You gain a deeper understanding of the Fabric’s form, sensing how its Requires spellbinding. This spell greatly increases gravity at a tiny point in
curvature determines—and is determined by—the presence and motion space—perhaps a foe’s head or heart. You can only cast this spell at a foe
of matter. You know the following dark magic techniques: you've spellbound with ⧨Fate's Grasp.
Expend focus equal to the size of a die—a minimum of a d4 (4 focus)
Hyperbolic Curve
and a maximum equal to the size of your Focus die. Then roll the die.
This technique improves the ⧨Curve spell. If casting Curve causes an
You can’t gain advantage on this roll.
incoming ranged attack projectile to miss, you can redirect the projectile
You inflict -2 guard and lethal damage equal to the result. This
at a foe: make a free ranged attack with focus advantage. Your target
attack can’t be blocked, dodged, or absorbed by armor.
doesn’t have to be the foe who attacked you.
Casting this spell ends the spellbind linking you and the foe.
⧨ Satellite DARK FOCUS 2

Mirroring your circular gesture, a small object—such as a rock or a ⧨ Sense Density DARK FOCUS 4
dagger—begins orbiting around your body, then accelerates to an
As an action (no roll required), you sweep your hands across an area. You
extremely high speed. Cast this spell as an action (no roll required).
sense changes in density in the space ahead, “feeling” them as textures
Expend 1 focus at the start of each subsequent turn to maintain the orbit
in the Fabric of Fate. This magic reveals:
(no action required).
If a foe makes a melee attack against you, the orbiting object ● Invisible creatures or objects
interrupts and attacks the foe. Roll 3d4 for the orbiting object’s attack. ● Large, solid objects in the distance—islands, vehicles, or
The object inflicts -1 guard and lethal damage up to your Will +1, and objects—hidden beneath the clouds or in the darkness of night
can’t be countered. On a hit or block, the object stops orbiting and falls to ● Interior spaces—tunnels, rooms, vaults—within solid
the ground. structures like buildings or caverns.
Alternatively, you can convert the object's orbital motion to a ranged
The magic only reveals something’s rough form and density, as if by
attack with the ⧨Fling spell, which inflicts an extra -1 guard.
blind touch. Moving things are much easier to sense than stationary
ones.
In the short period of your turn, this spell only reveals rough
shapes—a pocket of air within solid rock, or a skyreme beneath the
clouds. Sensing more complex structures—such as the layout of an

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underground lair, or the deck plan and number of people aboard a To outside observers, you and anyone else in the tesseract appears
skyreme—requires casting this spell multiple times during a rest to vanish. To Zordin with Sideways Sight or similar abilities, you, your
activity. allies, and the cube appear superimposed over the space you were in
previously, all suspended in slow-motion.
After one minute in the tesseract, the walls of the cube fade, and you
✪ Mass Acceleration Intellect ✦✦✧ reappear in the same space you were in—where an hour has passed.
This ability empowers the ⧨Fling, ⧨Fall, and ⧨Rise spells. (Time passes faster in the tesseract.)
The tesseract’s volume is size 6. You can form a tesseract within a
● When you cast ⧨Fling, you can expend an additional 1 focus (2 smaller space, but you can’t enfold characters or objects inside your
altogether), causing the projectile to inflict -2 guard. tesseract that themselves are size 6 or larger.
● When you cast ⧨Fall, you inflict -3 guard on a success. If you create a tesseract within a tesseract, the Guide rolls six times
● When you cast ⧨Rise, you can expend an additional 2 focus to on the Dreamshape tables (see the Dream lore) and chooses the worst
toss the foe an additional 1 height (2 heights altogether). result.

⧨ Portal DARK FOCUS 8

✪ Black Gauntlet Synergy Intellect ✦✦✧ You pull the air in front of you apart, revealing a shimmering portal that
you and others can step through. The portal lasts for the duration of the
Requires a pair of black gauntlets. During a rest, roll Focus. You store an
Hero Round, and leads to a space of your choosing that you can see.
amount of dark focus equal to the result in your black gauntlets, which
If you open a portal to a dangerous space—for example, the empty
emit a continuous, moderately loud wohm-wohm-wohm pulse until the
expanse above the bottomless Skysea—an ally can try to Shove a foe
focus is discharged.
through the portal while you hold it open. The ally must make their
This roll doesn't count as a rest activity, and the focus generated
Shove roll with a -2 penalty, however, since the portal is not large.
doesn’t prevent you from regaining Awareness.
Only characters and objects of size 3 and smaller can fit through the
portal.
✪ Topology Intellect ✦✦✦✧
You’ve learned how to fold and even pierce the Fabric of Fate.

⧨ Tesseract DARK FOCUS 6

You fold space around yourself and any number of characters of your
choice in your span, seemingly teleporting into a cube-shaped room with
walls, floor, and ceiling made of translucent faience. You can only see
blurred light from outside the cube.

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You know five spells as part of this ability: ◮Refract, ◮Golden Arrow,
Light Magic
◮Path of Light, ◮Flash, and ◮Illuminate.

Light Sorcerers focus magical energy through an entity they call the ◮ Refract LIGHT FOCUS 2+
World Crystal—an all-encompassing yet invisible physical structure of Until your next turn, you bend light around your body, tricking foes into
near-infinite complexity. The World Crystal’s countless facets and targeting the wrong place. Expend 2 focus per -1 penalty to incoming
vertices form regular patterns that mathematically correspond to the attacks, and the total penalty can't exceed your Intellect.
many possible paths of light. The discipline of Light Magic involves the You can also cast this spell as a reaction to an incoming attack you
manipulation of the World Crystal’s facets and vertices through subtle can see—but only against one attack at a time.
rotations and translations. This magic has no effect against attacks that affect multiple targets
Learning Light Magic. Any Sorcerer can gain the abilities in this in an area, like explosions. Nor does it affect foes who don’t rely on sight
section with XP; however, you must first know or learn ✪ Focus Light to attack, or who can see through light magic illusions.
Magic to learn the other Light Magic abilities.
Focusing. Maintaining light focus can cause a distractingly painful ◮ Golden Arrow LIGHT FOCUS 1+

headache. While you have light focus: You draw back your hand and conjure a shaft of glowing yellow light,
then release it at a foe. Make a ranged attack, rolling Focus instead of
● You can’t regain awareness. your Attack die. The attack inflicts lethal damage and -1 guard.
● You automatically fail to take Initiative. You can expend an additional 1 focus to imbue the arrow with
blinding light, inflicting -1 awareness on a hit. You must expend the
Beware the Zordin extra focus before making the attack.
Zordin with ✪ Sideways Sight can see through light magic spells that form
illusions, like Refraction, Vanish, and Appear. They can also “see” light focus ◮ Path of Light LIGHT FOCUS 2+
gathered around and within Sorcerers. You shine a thin, faint beam of light on a foe, to better aim a ranged
attack against them. Expend light focus up to twice your Intellect and
roll Maneuver.
✪ Focus Light Magic Intellect ✦✧
Requires two free hands. Take -1 awareness and roll Focus to magically ✦ Success: Cast ◮Golden Arrow or another light magic spell you know that
manipulate the World Crystal. You generate light focus equal to your is a ranged attack against a single foe, adding +1 for every 2 focus you
roll*. You can then immediately cast one of the following spells, or expended.
another light magic spell you’ve learned. ⬖ Struggle: As above, but without the bonus.
ⓧ Failure: You lose your aim and your turn is wasted.
* If you know the Scrolls of the Sorcerer lore, you generate light focus equal to
your roll + your Intellect.

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◮ Flash LIGHT FOCUS 2 ◮ Red Sword LIGHT FOCUS 8

Roll Maneuver with focus advantage to blind characters in your span You gather light into a wide plane of glowing heat, then sweep it across
with a bright flash of light. multiple foes. Make an attack, but roll Focus instead of your Attack die.
This attack targets all characters in front of you in your span who aren’t
✦ Success: The character(s) suffer -1 guard and -1 awareness.
behind cover, indiscriminately. It inflicts lethal damage and-2 guard,
⬖ Struggle: The character(s) suffer -1 awareness.
and can’t be countered.
ⓧ Failure: No effect.
If this attack doesn’t miss and the foe holds a wooden weapon or
You can attempt to aim the flash so as to spare your allies from its effect. light shield to block, roll brace with focus advantage. If your result
Take a -1 penalty on your roll for each ally you exclude. exceeds the armament’s durability, the armament ignites and is
destroyed. (If the red sword threatens to ignite multiple foes’
◮ Illuminate LIGHT FOCUS 1 armaments, only roll once.)
As an action (no roll required), you conjure a light source, as bright as a
◮ Vision of Inner Flame LIGHT FOCUS 4
good torch, which can take the form of a halolike aura, a narrow beam, or
a soft glow around your hand or staff. As an action (no roll required), you widen the orientation of the World
You can maintain the illumination at the start of subsequent turns Crystal in front of your eyes, enabling you to see heat. This magic
by expending 1 focus (no action required). You can freely dispel the light reveals:
at any time. Conjuring a new light source requires an action, however.
● Warm-blooded people or creatures hiding in darkness or foliage
● Distant warm objects, like hot-air balloons, beneath the clouds
Abilities to Learn or in the night sky
You must know ✪ Focus Light Magic before learning these abilities. ● Remnant heat signatures from entities who were recently active
in an area (handprints on walls, bare footprints on floors)
✪ Enlightened Focus Will ✦✧
Gain +1 max Spirit and add +1 to the calculation for your Focus die. This magic overlays your normal sight, but can’t penetrate solid objects
like walls. You can expend 1 focus at the start of subsequent turns to
maintain the spell (no action required).
✪ Heart of Light Magic Will ✦✦✧ This spell can reveal the weak points of certain large, flesh-and-blood
Gain +1 max Life and +1 max Awareness. monsters.

✪ Light of the Red Moon Intellect ✦✦✧


You’ve mastered the magic of light at the red end of the spectrum. You
can sense and control heat. You know the following light magic spells:

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✪ Light of the Blue Moon Intellect ✦✦✧ ● You can see through thin plaster or wooden walls of typical
houses and vehicles.
You’ve mastered the magic of light at the blue end of the spectrum. You
can focus light into highly concentrated energy and can sense light with This magic overlays your normal sight, but can’t penetrate thicker walls
energies beyond normal sight. You know the following light magic of stone or metal. You can expend 1 focus at the start of subsequent
spells: turns to maintain the spell (no action required).
This spell can reveal the weak points of certain large, inorganic
◮ Blue Spear LIGHT FOCUS 8
beings, like Shinarian vessels and ancient machines.
You collect a swirl of increasingly bright light between your hands and
then release it. Make a ranged attack, but roll Focus instead of your
attack die. You shoot a perfectly straight beam of blinding blue light at a ✪ Light of the Silver Moon Intellect ✦✦✧
distant foe.
You’ve learned to redirect light, creating illusions. You know the
The spear itself inflicts lethal damage and -2 guard. Additionally, an
following light magic spells:
explosion blossoms wherever the beam terminates.
The explosion is a second attack targeting the foe and anyone ◮ Vanish LIGHT FOCUS 4
standing near them. Roll 3d4 for this attack, which inflicts lethal You weave light into a shimmering robe, then drape it over yourself,
damage and -2 guard. If blocked, roll 3d4 again as a breaking roll to becoming invisible. Make a Hide roll, then roll your Focus die and add it
determine if the blast destroys the defending armament to your result. You don’t need cover to hide this way.
Missing. If your blue spear attack roll had a negative result—by
virtue of its range penalty or the target evading it—apply that negative
result to the explosion’s 3d4 attack roll. For example, if your blue spear’s ◮ Appear LIGHT FOCUS 4

attack roll result is -2, the explosion attack roll is 3d4 – 2. You weave an illusory object of bent light into being. Make a Deceive roll
If the beam misses a target on high relative to you, the explosion with focus advantage to determine how convincing the object is to
automatically misses—the spear shoots straight past the target and up onlookers.
into outer space. You must have seen the object before. The object can appear
anywhere you can see, and you can make it move in simple rotations or
◮ Vision of Inner Stone LIGHT FOCUS 4
translations. You must expend 1 focus at the start of each subsequent
As an action (no roll required), you narrow the orientation of the World turn (no action required) to maintain the illusion. But the illusion
Crystal in front of your eyes, enabling you to see a form of invisible light dissipates instantly if you take any other action besides Focus or Deceive,
that passes through many solid objects. or if you lose focus.
If you take -1 spirit along with the spell’s focus cost, you can create an
● Denser objects, like bone and stone, appear opaque.
illusory person or creature you’ve seen before. The illusion can’t talk, but
● Less dense objects, like skin and plaster, appear ghostly and
can move and gesture in a lifelike way.
transparent.

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✪ Light of the Day Star Intellect ✦✦✦✧ Wide obelisk. Roll 2d4 as an attack against all characters in a span
who aren't behind cover relative to the sun. The span the obelisk strikes
Requires ✪ Light of the Red Moon, Blue Moon, Silver Moon, or the Solar Circle lore.
You've learned how to directly channel the light of the sun itself. You can be a number of spans away from you up to your Intellect. This attack
know the following light magic spells: inflicts lethal damage and -1 awareness on a hit, and -1 guard.
On each subsequent turn, as an action, you can expend 4 focus to
◮ Cloudpierce LIGHT FOCUS 8 maintain the spell and intensify the obelisk. Add a d4 to the obelisk's
Daytime only. Clouds and darkness cannot keep the sun's light from you. If attack roll each time. For example, on your second turn casting this spell,
the sun is in the sky somewhere above you, roll Focus as a challenge roll 3d4. On your third turn, roll 4d4, and so on. Attacks with 3d4 and
action. higher can burn armaments (see below).
Alternatively, you can expend 4 focus to reorient the spell to strike an
✦ Success: A pillar of sunlight parts the clouds above you and illuminates adjacent span, but without adding a d4 to its attack.
your span, where it lingers for a minute or so. Rain and other The obelisk dissipates if you take any action or reaction besides
weather effects dissipate during this time. casting this spell each turn, or if you lose all focus.
⬖ Struggle: You can cast this spell again on your next turn, reducing the Narrow obelisk. As part of casting this spell, make a ranged attack,
struggle threshold by 1. but roll Focus instead of your attack die. If the attack doesn't miss, you
ⓧ Failure: No effect. point the obelisk at a single foe's body: roll a d8 and add the result to
The thresholds depend on the weather and where you are in the Skysea. your attack. This attack inflicts lethal damage and -1 awareness on a hit,
and -1 guard.
● ⓧ 2 | ⬖ 4: Above the Sea of Clouds, under cloudy or stormy On each subsequent turn, as an action, you can expend 8 focus to
weather. maintain the spell and intensify the obelisk. Make the attack as above,
● ⓧ 3 | ⬖ 6: In Sea of Clouds. and on a hit or block, add an additional d8 to the attack bonus. For
● ⓧ 5 | ⬖ 10: In the Sea of Death. example, on your second turn casting this spell, roll +2d8. On your third
turn, roll +3d8, and so on. Attacks with 2d8 and higher can burn
armaments (see below).
◮ White Obelisk LIGHT FOCUS 8+ You can cast ◮Path of Light before first casting the narrow obelisk,
Requires sunlight. You can only cast this spell on a sunny day, or after you but not on subsequent turns. The obelisk dissipates if you take any
cast ◮Cloudpierce to bring the sunlight to you. You rotate and bend the action or reaction besides casting this spell each turn, or if you lose all
World Crystal to form a magical lens that intensifies the sun's light into focus.
an increasingly deadly pillar of destruction. Burn: On a hit or block, the obelisk threatens to ignite any defending
When you cast this spell, choose whether to create a wide or narrow arms held by the foe(s) that are composed primarily of wood: light
obelisk. The obelisk is an effect with its own attack dice, separate from shields, spears, staffs, and clubs. Reroll the obelisk's attack dice and
your action of casting this spell. compare the result to the armament(s)' DR.

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◮ Attract LIGHT FOCUS 1

Requires spellbinding a foe wearing or wielding metal. Roll Brace with focus
✪ Gray Magic Intellect ✦✦✧ advantage against a spellbound foe.
You’ve delved into the obscure branch of Light Magic that connects light
to magnetism. You know three spells as part of this ability: ◮Light’s If the foe wields a metal armament, this spell disarms them on a success
Grasp, ◮Attract, and ◮Repel. as you pull the item from their hands, and the spellbind ends.

If the foe wears metal armor, you can move the foe's body:
Armaments Affected
Armaments affected by gray magic include anything with bronze or
✦ Success: You pull the armored foe forcefully toward you (as with the
starmetal components: all swords, maces, and heavy shields, as well as
Shove action), inflicting -2 guard. Until you lose all focus or take
typical speartips and arrowheads used by Kananites and Mazrians or
another action or reaction besides Focusing and casting this spell,
bought with imperial credit. Spears and arrows from other origins, as well
the foe remains spellbound and rooted in place: they can't move or
as shoddy or otherwise makeshift weapons, may not have metal
maneuver, and they can't make melee attacks unless a foe engages
components, at the Guide’s discretion.
them in melee first.
⬖ Struggle: The foe can take -1 stamina to resist your pull; your spellbind
◮ Light’s Grasp LIGHT FOCUS 0 ends.
You twist your hands carefully but forcefully, attempting to spellbind a ⓧ Failure: The foe resists and your spellbind ends.
foe so you can wield gray magic against them more directly.
◮ Repel LIGHT FOCUS 2

As part of casting this spell, make a ranged attack, but roll Focus instead Until your next turn, each time you’re attacked with a weapon or
of your Attack die. projectile containing metal, roll Focus and subtract the result from the
attack roll.
✦ Success: You spellbind the foe and can cast ◮Attract or another gray You can also cast this spell as a reaction to an incoming attack,
magic spell that requires spellbinding as a free action. Add your provided you have the focus required. However, you can only affect one
margin of success on this attack to the subsequent roll. incoming attack at a time this way.
⬖ Struggle: As above, but without the bonus.
ⓧ Failure: No effect.
✪ Secrets of Bronze and Stars Intellect ✦✦✧
This spell costs no focus and only establishes a temporary link between
Requires ✪ Gray Magic. You’ve developed fine control over magnetic forces,
you, the foe, and the World Crystal—a spellbinding. If you cast ◮Attract
which you’ve come to understand are a kind of “sister” to the light within
on an armored foe, you can maintain the spellbind
the normal facets of the World Crystal. You know the following two
spells:

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◮ Vision of Twisted Light LIGHT FOCUS 4+ You can awaken any weapon that has a metal component—or even
As an action (no roll required), you twist the orientation of the World non-bladed arms like maces and heavy shields—though heavier arms
Crystal in front of your eyes, enabling you to sense nearby conductive with non-metal components are much less effective. You can also
metal. This spell reveals: awaken multiple armaments, provided you have enough focus. The
table shows how much focus each type of armament requires to awaken.
● The presence of bronze or starmetal armor or weapons within The blade itself. All awakened arms float, and only have the two
sight or concealed under clothing statistics shown in the table (treat other defenses or attributes as zero).
● The presence of such weapons behind thin walls (plaster or If an awakened armament is struck with an attack that exceeds its
wood), slightly diffused Guard, it falls to the ground, inert and no longer awakened.
● Large-scale patterns of the magnetic ore within almost all You can command the armament from a number of spans away
floating islands and the field lines that hold them aloft. equal to your Intellect and for as many turns as you have focus to
expend.
You can expend 1 focus at the start of subsequent turns to maintain the
A foe’s blade. If you disarm a spellbound foe with ◮Attract, you can
spell (no action required).
immediately cast this spell as a free action and enchant their weapon.
◮ Awaken Blade LIGHT FOCUS 6+ If the weapon in question is sheathed or otherwise not being actively
You enchant a metal armament to follow your commands. When you held by the spellbound foe, you can cast ◮Attract to cause the weapon to
cast this spell as an action, and at the start of each subsequent turn you fly out of its sheath on a 5+, then cast this spell as a free action to control
expend 1 focus (no action required), you mentally command the it.
awakened blade, which then acts like an independent allied character. Starmetal arms. If the armament is made of starmetal, this spell
only costs 1 focus to cast.
Awaken Armament Focus Attack die Guard
Dagger 6 d6 6
Straightsword 8 d8 5 ✪ The Light Within Intellect ✦✦✦✧

Sicklesword 8 d8 4 Requires ✪ Secrets of Bronze and Stars. You’ve peered deeper than you
thought possible into the mysteries of gray magic. You know the
Spear 8 d4 3 following two spells:
Axe 10 d6 3
◮ Take Heart LIGHT FOCUS 16
Heavy mace 12 d4 2 Requires spellbinding. You extend your hand toward a foe you've spellbound
Heavy shield 12 d4 1 with ◮Light's Grasp, gesturing subtly. This spell automatically fails if
the foe wears metal body armor.

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Roll Brace with focus advantage. If the foe is a monster or otherwise
doesn’t have the anatomy of a typical person, roll with a -2 penalty. Arbiter
✦ Success: The foe’s still-beating heart bursts out of their chest and flies
toward your outstretched hand, like starmetal to a lodestone. If the Requires: Will ✦
foe doesn’t recover the heart and receive magical healing within one Start with: +1 Awareness, 5 Life, ✪ Soulgaze, one ideal code
Choose 3 Lore:
round, they die.
● 1 Will lore from your origin, Wisdom of Adod (Kananite only), or Code of the
⬖ Struggle: The foe can take -1 stamina to cause your brace to fail. Clay King (Shinar only)
ⓧ Failure: No effect. ● 2 other lore from your origin

This spell only works on foes who have bodies of flesh and blood (and
Arbiters practice the deep magic of souls. While others might conceive of
hearts). It has no effect on Shinarians or wraiths, for example.
souls as invisible abstractions, Arbiters use a magical ability called
◮ Deep Light LIGHT FOCUS 16 ✪ Soulgaze to see souls as clear as day. Their magic is further

You extend your hands in front of your eyes, peering deep into the World empowered by the specific ideals they hold.
Crystal. For a brief instant, you can see the surface of an object
What Souls Look Like
magnified to an extreme. This spell reveals the molecular structure of
Against the background laminar flow of the undifferentiated Rephaim,
materials and living cells.
souls appear as collections of distinct whorls and eddies superimposed
This magic appears to have little practical purpose, but perhaps it
over the bodies of conscious beings.
will help you uncover some hidden knowledge.
A soul’s whorls and eddies are connected in a way that resembles the
polyps of some colonial organism from the depths. Some whirl-polyps
distend to form long tendrils and antennae—the soul’s intentions—
probing the space in front of their bodies before causing those bodies to
act. Others form more complex structures within the colony—the soul’s
memories and ideals.

The Magic of Arbiters


Arbiters can do more than just see souls. With careful thoughts and
willful pronouncements, Arbiters can project tendrils of their own souls
outward—inspiring the souls of allies, or grasping and dominating the
souls of their enemies.
Many Arbiters trace their calling back to the Code of the Clay King.
This lore tradition records the laws and magical techniques of the

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Shinarian king Amurah. The term Arbiter itself comes from the title * If you know the Code of the Clay King lore, you gain additional soulsight
given to Amurah’s magisters who settled disputes in his name. equal to your Intellect.
No matter their background, Arbiters are deeply attuned to their
Reaction. When a foe you can see attacks you, you can Soulgaze
ideals. All Arbiters intuitively “see” ideals as the dynamos of souls.
them as a free action before their attack is resolved. However, you don’t
get to cast a free spell on a success when you Soulgaze reactively.
Ask the Guide:
● What does this person seem to want or need? Soulsight is the degree to which you can magically sense and affect
● What’s the overall vibe of the souls in this room? the soul of the character you targeted with Soulgaze. This character
● (with Soulgaze) Does this character’s soul look damaged or otherwise feels mesmerized by your gaze. Depending on your demeanor and
not right? ideals, they may also feel disturbed, enchanted, panicked, or some
● (with Soulgaze) Is this character in harmony with their ideal(s)? combination.
Spells. You can expend soulsight to cast one of the following spells,
or another Arbiter spell you know. Unless otherwise noted, all spells are
Starting Abilities and Spells directed at the target of your Soulgaze.
You start with the ✪ Soulgaze ability and its four spells: 𐎺Penetrating Reaction. When a character you can see makes an attack or
Gaze, 𐎺Abjuring Gaze, 𐎺Withering Gaze, and 𐎺Commune. maneuver against you, you can Soulgaze them as a free action, before
You also start with one additional code ability based on an ideal you their action is resolved. You can't cast a spell as a free action after
hold, which grants two additional spells. The ideal code abilities are Soulgazing someone this way—though you can cast 𐎺Abjuring Gaze as
described in the next sections. a reaction to better defend yourself against the incoming attack or
maneuver.

✪ Soulgaze Will ✦ Subtle Soulgazing


Take -1 awareness and roll Compel to gaze into a character’s soul. You can Normally, Soulgazing is decidedly not subtle. But if you successfully
only Soulgaze one character at a time, and you and that character must Soulgaze a character, you can attempt to cover up your magic by making a
be able to see each other. free Deceive compel in place of casting a free spell.

✦ Success: You gain soulsight equal to your roll*, which you can
immediately use to cast an Arbiter spell as a free action. You also 𐎺 Abjuring Gaze SOULSIGHT 1

learn the character’s ideals and mental stats (Will, Intellect, As a reaction, inflict compel disadvantage on the character's attack,
Awareness, and Spirit). brace, or maneuver against you. You can always cast this spell after
⬖ Struggle: The character can take -1 spirit to rebuff your gaze. Otherwise, Soulgazing a character, even reactively.
you gain 1 soulsight, but can’t take a free action.
ⓧ Failure: The character rebuffs your gaze: no effect.

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𐎺 Penetrating Gaze SOULSIGHT 1 Codes of Ideals
Gain compel advantage on an attack, brace, or maneuver against the When you start the game as an Arbiter, choose one code ability from the
character, which you can take as part of casting this spell. following sections. This code ability must match one of your ideals.
Each code ability includes two spells. You cast these spells by
expending soulsight generated from Soulgaze.
𐎺 Withering Gaze SOULSIGHT 2
There are other abilities associated with each ideal you can learn
Roll Compel to magically mesmerize, beguile, or dominate a character with XP, but you must know the code ability before learning them. If you
into dropping their guard. have a second ideal, you can learn its corresponding code ability with
XP—but you only start the game with one code.
✦ Success: Inflict -2 guard.
Normally, you can’t learn a code if you don’t have its ideal. But
⬖ Struggle: Inflict -1 guard.
certain abilities offer a path to unlock the code from another ideal,
ⓧ Failure: The character rebuffs your gaze.
enabling you to learn a broader array of magic without changing your
own ideals. Alternatively, all Arbiters can gain one additional ideal by
𐎺 Commune SOULSIGHT 4 learning the ✪ Idealist ability.
Roll Compel to magically send a statement, question, belief, or brief
memory directly into the character’s soul. If a character shares your Fellowship
combination of ideal(s), you automatically succeed.

✦ Success: The character unambiguously understands or experiences ✪ Code of Fellowship Will ✧


whatever you send them, even if they don’t share a language with This ability grants two spells: 𐎺Charm and 𐎺Protective Gaze.
you. If they choose, they can respond by magically sending a similar
statement, question, belief, or memory into your soul. 𐎺 Charm SOULSIGHT 1

⬖ Struggle: The character can take -1 spirit to rebuff you. Roll Compel to magically charm the target of your Soulgaze. If the
ⓧ Failure: The character rebuffs your magic. character has the Fellowship ideal, you automatically succeed.

A nonhostile character may allow you to succeed—though few would ✦ Success: The characters’ regard for you and your allies shifts from
wish to have thoughts and experiences inserted into their own mind hostile to wary, or from wary to friendly.
without a good reason. ⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
As long as you don’t have the Truth ideal, you can use this spell to ⓧ Failure: No effect.
send a character a false belief or memory. Roll Deceive as a free action
The charm lasts until you leave the character’s sight or have no
after casting the spell to determine if they believe your deception is
soulsight remaining. It also ends instantly if you or your allies do
genuine.
something that would change the characters’ regard, such as attacking
them, lying to them, or placing them in harm’s way.

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𐎺 Protective Gaze SOULSIGHT 2+
✪ Share Thoughts Intellect ✦✧
If the target of your Soulgaze attacks one of your allies, you can expend
During a rest, you Commune with a number of your allies up to your Will
soulsight as a reaction to inflict a penalty on their roll. Expend 2
to form a magical bond, which lasts until one of you dies or until you
soulsight per -1 penalty, and the total penalty can’t exceed your Will.
choose to end it.
While the bond is active, you and the other characters can
Abilities to Learn communicate telepathically over any distance (or close yourself off to
You must know the ✪ Code of Fellowship before learning the other such communication, if desired). You can share words, thoughts, or even
abilities in this section. experiences and memories.
Additionally, during combat and other action scenes, you can
transfer 1 awareness to another character in the bond at the start of your
✪ Share Life Will ✦✧
turn, and vica-versa. Transferring awareness this way can’t exceed the
During a rest, you can reduce your maximum Stamina or Spirit by 1 recipient’s maximum Awareness.
(your choice) to restore 3 life to an ally. You can also transfer your life to
an ally, 1-for-1, during a rest.
✪ No Fellowship without Justice Intellect ✧

Your experience has led you to conclude that Fellowship is inadequate


✪ Heart of Fellowship Will ✦✦✧
without Justice to establish fairness among fellows.
Gain +1 max Life. When you bolster an ally, you can invoke Fellowship by When you learn this ability, you also learn the ✪Code of Justice
taking -1 awareness, rather than -1 spirit. ability and its spells. You can subsequently learn other abilities from the
Code of Justice. (You don't gain the Justice ideal, however.)

✪ Greater Charm Will ✦✦✦✧

Take -2 spirit to cast the Charm spell on a group of characters directly.


You don’t need to first use Soulgaze or expend soulsight. The characters
all must be able to see and hear you.

✪ A Friend in Need Will ✦✦✦✧

When an ally’s Life is reduced to 2 or lower, you can take -1 spirit and roll
Compel as a free action. The ally immediately adds your roll to their
guard, potentially gaining overflow up to your Will.

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spell on a foe during combat has a good chance of causing them to hang
Freedom
back or even flee. However, some characters—particularly those with
the Honor ideal or who you or your allies have aggrieved—may well and
✪ Code of Freedom Will ✧ truly wish to defeat or kill you. The Guide has final say on how an
This ability grants two spells: Unbind and Impulse. affected character follows their desires.

𐎺 Unbind SOULSIGHT 1

Roll Compel to cause the foe to release you or one of your allies from a
Abilities to Learn
grapple or similar effect that forcibly restrains their movement.
You must know the ✪ Code of Freedom before learning the other abilities
✦ Success: The foe releases you or your ally. in this section.
⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
ⓧ Failure: No effect.
✪ Disassociate Will ✦✧
𐎺 Impulse SOULSIGHT 4
Take -1 spirit and roll Compel to free your soul from the confines of your
Roll Compel to magically convince a character to live freely and follow body. Add your Will to your roll. The result is the number of turns your
their immediate desires, at least for a short time. If the character has the soul can exist beyond your body before being subsumed by the flow of
Freedom ideal, you automatically succeed. However, if they have the the Rephaim.
Order ideal, take a -2 penalty on your compel roll. While disassociated, your body’s Guard and Awareness drop to zero,
as if unconscious; your Stamina remains with your body.
✦ Success: The character ignores all their duties, obligations, and
Your Life and Spirit are carried on your soul. Your soul can observe
coercions. For example, mercenaries working for the empire may
and hear, but the only action it can take is floating from place to place as
abandon their posts and head to a tavern. Monsters browbeaten into
its movement. You can move this way immediately as a free action after
serving Zordin raiders may shirk their duty and go scavenge for
using this ability.
some food instead.
Your soul is invisible to everyone except other Arbiters, Messengers,
⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
and characters with similar abilities. Messengers can dimly sense your
ⓧ Failure: No effect.
soul’s presence in the air. Other Arbiters can sense your soul even more
This spell’s effect lasts at least until you leave the character’s sight or strongly, and can see it plain as day if they use Soulgaze.
have no soulsight remaining. If you convince a character to follow their If a character is aware of your soul, any compel action (such as the
desires elsewhere, beyond your sight, the effect lasts until something 𐎺Withering Gaze spell) or area-of-effect magic (such as the
external jogs the character’s memory and reminds them of their duties. Messenger’s ༄Windwave spell) can target your soul. If such an effect
The character’s ideals, which you know from Soulgaze, should signal inflicts guard damage on your soul, it takes an equal amount of lethal
to some extent how they’ll behave while affected by this spell. Most damage instead. Otherwise, your soul can’t be harmed. If your soul’s
characters don’t truly want to risk their lives in a battle, so casting this Life is reduced to zero, you die instantly.

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✪ Freedom of Movement Will ✦✦✧ Glory
When you Run, Climb, or Evade, invoke Freedom by taking -1 awareness
instead of -1 spirit. ✪ Code of Glory Will ✧

You know the following spells:


✪ Soulsail Will ✦✦✦✧ 𐎺 Dazzling Mien SOULSIGHT 1
As a rest activity, reduce your maximum Spirit by 1 and exhale a part of your Roll Compel to amplify your soul’s presence to dazzle and distract the
own soul, which you or other Arbiters see as a sailboat-shaped polyp character.
about the size of your head. This polyp is invisible to others, though
Messengers can sense its presence on the wind. This soulsail drifts on ✦ Success: The character suffers -1 awareness and -1 guard. While you
the Skysea’s windcurrents and is magically attracted to nearby floating maintain soulsight, the character must either direct their actions
islands, balloons, skyremes, and other points of interest. toward you or retreat from your presence.
When you sleep, you can see and hear through the soulsail, and you ⬖ Struggle: The character suffers -1 awareness.
can animate it and cause it to flutter and flop, moving with the agility of ⓧ Failure: No effect.
a fish out of water.
𐎺 Echoes of Eternity SOULSIGHT 4
The soulsail has no defenses and 1 Life. If the soulsail is
Roll Compel to magically convince a character to brazenly defy danger in
destroyed—or if you will it to be so—the fraction of your soul inhabiting
the name of glory. If the character has the Glory ideal, you automatically
it instantly disperses into the Rephaim. The next time you rest, you
succeed. However, if they have the Order ideal, take a -2 penalty on your
regain the maximum Spirit you sacrificed.
compel roll.
Alternatively, if you’re a Vessel, you can animate the soulsail with a
soul you’ve absorbed with the drink soul spell (see ✪ Soul Flow), instead ✦ Success: The character becomes dismissive of all risk and acts in a
of reducing your maximum Spirit. You can no longer converse with the manner they think will bring them the most renown. For example, a
soul, unless and until you find the polyp and reabsorb it. If the polyp is frightened townsperson might find the courage to take up makeshift
destroyed, the soul disperses and is lost forever. arms to guard a threshold against invaders. In battle, a foe might
exclusively take risky actions like Outflank and jump attacks.
⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
✪ No Freedom Without Power Intellect ✧ ⓧ Failure: No effect.
Your experience has led you to conclude that Freedom is inadequate
This spell’s effect lasts at least until you leave the character’s sight or
without Power to vouchsafe one’s rights.
have no soulsight remaining. If you convince a character to follow their
When you learn this ability, you also learn the ✪ Code of Power
path to glory elsewhere, beyond your sight, the effect lasts until
ability. You can subsequently learn other Power-based Arbiter abilities.
something external jogs the character’s memory and reminds them of
(You don’t gain the Power ideal, however.)
their vulnerability.
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The character’s ideals, which you know from Soulgaze, should signal
Honor
to some extent what they think will bring them “renown.” Characters
with Fellowship may wish to bring glory to their group of friends and
loved ones. Characters with Power may simply want to dominate those ✪ Code of Honor Will ✧

who oppose them. The Guide has final say on how an affected character You know the following two spells:
follows their desires.
𐎺 Duel SOULSIGHT 1

Roll Compel to magically challenge a character to face you in single


Abilities to Learn
combat. When you make this challenge, specify the condition of the
You must know the ✪ Code of Glory before learning the other abilities in
duel’s ending: to submission, or to the death. If the character has either
this section.
the Honor or Glory ideals, you automatically succeed.

✦ Success: The foe enters the duel (see below). As a free action, make an
✪ Death Defiance Will ✦✦✧
Initiative roll against the character you’re dueling to determine who
When you Outflank, make a jump attack, or cast 𐎺Dazzling Mien, invoke strikes first.
the Glory ideal by taking -1 awareness instead of -1 spirit. ⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
ⓧ Failure: No effect.

✪ Last Stand Will ✦✦✦✧ Once the duel begins, other NPCs won’t interfere or help the character
you’re dueling. Your opponent can attack with melee or ranged weapons,
When your life is reduced to zero or below (track the negative value), you
and they can make use of high ground or thresholds. However, they can’t
can take a random injury or injuries to remain conscious and keep
Hide or move away from you to another span.
fighting. You regain up to +2 life per injury, but your current life must be
The duel ends and you lose all soulsight if:
exactly 1 after using this ability—no more and no less.
For example, if you have 2 life remaining and a foe inflicts -4 lethal ● You Hide or move away from the character
damage, you can take two injuries to bring your life up to 1. ● You take a hostile action against any other character
● Your allies interfere or take hostile actions against your
opponent
✪ No Glory Without Honor Intellect ✧

Your experience has led you to conclude that Glory is inadequate without
𐎺 Contract SOULSIGHT 4
Honor to imbue one’s memory with virtue.
When you learn this ability, you also learn the ✪ Code of Honor As part of casting this spell, you Persuade a character to follow an
ability. You can subsequently learn other Honor-based Arbiter abilities. agreement with terms that you specify. If you struggle or fail to Persuade
(You don’t gain the Honor ideal, however.) the character, this spell is wasted and you lose all soulsight.

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If you successfully Persuade the character, make a free Compel roll to You can only take one vow at a time. Once you fulfill a vow, you can’t
magically bind them to the agreement. If the character has the Honor take another until the next Downtime.
ideal, this action automatically succeeds. Your vow must have a clear and realistically achievable end
condition. “I vow to avenge my brother’s death!” is an acceptable vow, but
✦ Success: The character is magically bound to follow the agreement to
“I vow to bring peace to the Skysea” is too vague.
the best of their ability as long as they live, or until you choose to
The vow die is a d4, d6, or d8. The Guide decides its size based on
release them from the terms of the agreement.
how specific in scope your vow is. The more specific, the larger the die.
⬖ Struggle: The character can take -1 spirit to rebuff your magic.
For example, “I vow to defeat you in single combat, traitor!” might yield a
ⓧ Failure: No effect.
d8, while “I vow to destroy the Empire of Mazr!” would yield a d4.
Roll the vow die whenever you invoke Honor in service of your vow.
This die serves as an additional advantage die, along with your ideal die.
Abilities to Learn Fulfilling your vow grants you back the max Spirit you sacrificed to
You must know the ✪ Code of Glory before learning the other abilities in make your vow, along with +3 overflow spirit. However, be wary of
this section. making vows that might go forever unfulfilled—there’s no other way to
regain this maximum Spirit!

✪ Honorable Constitution Strength ✦✧


✪ Strength of Character Will ✦✦✦✧
Gain +2 max Life.
Gain +1 max Life and +1 max Stamina.

✪ Stand Your Ground Will ✦✧


✪ No Honor Without Power Intellect ✧
Requires Honor ideal. When you Stand fast and invoke Honor, you can take -1
awareness instead of -1 spirit. Also, your allies who can see and hear you Your experience has led you to conclude that Honor is impotent puffery
can use your ideal die as an advantage die to Stand Fast themselves. without Power to back it up.
When you learn this ability, you also learn the ✪ Code of Power
ability. You can subsequently learn other Power-based Arbiter abilities.
✪ Vow Will ✦✦✧ (You don’t gain the Power ideal, however.)
Gain +1 maximum Spirit.
When you use this ability, reduce your maximum Spirit by 2 and swear
upon your honor to accomplish an objective. Based on the scope of your
vow, the Guide awards you a vow die. Note this die on your character
sheet, along with the vow you’ve taken.

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Justice ✪ The Strong Shall Not Oppress the Weak Will ✦✦✧

Requires Honor ideal. When you take direct action to protect weak or
✪ Code of Justice Will ✧ helpless characters from the predations of stronger ones, invoke Justice
You know the following two spells: by taking -1 awareness instead of -1 spirit.

𐎺 Eye for an Eye SOULSIGHT 2+

When a foe under your soulsight inflicts lethal damage on you, you can ✪ Greater Sanction Will ✦✦✦✧
expend soulsight to magically inflict lethal damage on them. Expend 2 Take -1 spirit to grant your sanction die to your allies for their actions
points of soulsight for each point of lethal damage you inflict. You can't against a character you’ve sanctioned for one round.
inflict more lethal damage than you took from the attack, nor can you
inflict more damage than your Will.
✪ No Justice Without Power Intellect ✧
𐎺 Sanction SOULSIGHT 4
Your experience has led you to conclude that true Justice must work in
Roll Compel and condemn a character by speaking to the injustice that
tandem with Power to enforce its moral code upon the world.
you believe they embody. If the character has the Justice ideal, take a -2
When you learn this ability, you also learn the ✪ Code of Power
penalty on this roll.
ability. You can subsequently learn other Power-based Arbiter abilities.
✦ Success: The Guide assigns you a sanction die based on the strength of (You don’t gain the Power ideal, however.)
your condemnation. Write down the size of this die, along with the
sanctioned character’s name. As long as this character lives—or
until they repent of their injustice—you can roll this sanction die for ✪ Redemption Will ✧
advantage on all your actions against them. Even those who seek justice may stray from the path. If your hero’s soul
⬖ Struggle: The character can take -1 spirit to rebuff your magic. has been lost, you may learn this ability to redeem it. You will need to
ⓧ Failure: No effect. sacrifice something meaningful to achieve redemption, determined by
the Guide.

Abilities to Learn
You must know the ✪ Code of Justice before learning the other abilities
in this section.

✪ Heart of Justice Will ✦✧

Gain +1 max Life and +1 max Awareness.

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The spell doesn’t convince its target to shift their conceptions of
Order
authority. A Kananite rebel under the effects of this spell wouldn’t
magically obey the empire. They would, however, dutifully, perhaps
✪ Code of Order Will ✧ excessively, obey the dictates of their local rebel leader.
You know the following two spells: Resolve and The Way of Things.

𐎺 Resolve SOULSIGHT 2+
Abilities to Learn
You must know the ✪ Code of Order before learning the other abilities in
Against the target of your Soulgaze, you are unshakable. If this foe
this section.
inflicts damage to your guard or awareness, you can expend 2 points of
soulsight as a reaction to reduce that damage by 1. You can expend
larger amounts of soulsight to reduce the damage further. ✪ Resolute Constitution Strength ✦✧

𐎺 The Way of Things SOULSIGHT 4 Gain +2 max Life.


Roll Compel and direct a character to obey their duty, local laws,
commands from a superior, or their general station in life. If the
character has the Freedom or Power ideal (or both), take a -2 penalty on ✪ Against Chaos Will ✦✧
this roll. When you cast the 𐎸Withering Gaze spell against a monster from the
realm of Chaos, you inflict lethal damage equal to the monster’s size on
✦ Success: The character strives to act in a way that best exemplifies
a success, along with the spell’s normal guard damage.
their perceived duty or hierarchy. For example, a mercenary follows
their orders to the letter and neither improvises nor shirks their
tasks. In battle, a foe might act robotically, taking the same attack ✪ Heart of Order Will ✦✦✧
action over and over again even if it isn’t very effective. If a foe
Gain +1 max Life and +1 max Guard.
doesn’t have clear commands or an objective, they may simply Stand
Fast and hold their position as long as you have soulsight over them.
⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
✪ No Order Without Justice Intellect ✧
ⓧ Failure: No effect.
Your experience has led you to conclude that Order without Justice is
This spell’s effect lasts at least until you leave the character’s sight or morally vacuous tautology.
have no soulsight remaining. If you convince a character to follow their When you learn this ability, you also learn the ✪ Code of Justice
orders elsewhere, beyond your sight, the effect lasts until something ability. You can subsequently learn other Justice-based Arbiter abilities.
external jogs the character’s memory and reminds them of their capacity (You don’t gain the Justice ideal, however.)
for free will.

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Power ✪ Indomitable Will ✦✧

Requires Power ideal. When you Grapple or Shove a foe, invoke Power by
✪ Code of Power Will ✧ taking -1 awareness instead of -1 spirit.

You know the following two spells:

𐎸 Will to Power SOULSIGHT 2+ ✪ Unleash Will ✦✧

As part of casting this spell, take any nonmagical action directed at the When you Stand Fast, you draw forth your inner power and prepare to
foe. You gain a +1 bonus on your action for every 2 points of soulsight you unleash it. Instead of increasing your guard by a number of points equal
expend. The maximum bonus you can achieve equals your Will. to your roll, you can reserve a number of these points, up to your Will. On
or before your next turn, you can apply the reserved points as a bonus to
an attack, brace, or compel roll.
𐎺 Command SOULSIGHT 4

Roll Compel and speak a single sentence, directed at the target of your
gaze, in the form of “You shall…” or “You shall not…” You can’t command ✪ Heart of Power Will ✦✦✧
the character to inflict self-harm. If the character has either the Power or
Gain +1 max Life and add +1 to the calculation for your Compel die.
Freedom ideal, take a -2 penalty on this roll.

✦ Success: The character follows your command on their next turn.


✪ Thy Will is Done Will ✦✦✦✧
⬖ Struggle: The character can take -1 spirit to rebuff your magic.
ⓧ Failure: No effect. You know the following two spells. Casting either of these spells on a
character causes them to become hostile to you, if they’re not already,
The Guide can also inflict a -2 penalty if your command flagrantly regardless of the outcome.
conflicts with ideals besides Freedom or Power—for example,
commanding someone with Fellowship to harm their friend. 𐎺 Articulate SOULSIGHT 4

Succeed, struggle, or fail, the character becomes hostile to you, if Roll Brace with compel advantage to take direct control of a character’s
they’re not already. body.

✦ Success: On the character’s next turn, you use their body to make a free
Abilities to Learn
attack, brace, or maneuver of your choice, with -2 penalty. Use the
You must know the ✪ Code of Power before learning the other abilities in
character’s action dice, but not their abilities. If this action triggers a
this section.
free action (such as a free attack from Outflank), the free action also
has a -2 penalty.
⬖ Struggle: The foe can take -1 stamina to resist your magic.
ⓧ Failure: No effect.

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𐎺 Dominate SOULSIGHT 8
Truth
Roll Compel to completely dominate a character’s soul. If the character
has either the Power or Freedom ideal, take a -2 penalty on this roll.
✪ Code of Truth Will ✧
✦ Success: You can immediately cast the Command spell without You know the following two spells:
expending its soulsight cost. Also, as long as you maintain soulsight
over the character, you can cast Command—again, without 𐎺 Forbid Falsehood SOULSIGHT 1

expending its soulsight cost—as a free action at the start of your Roll Compel to magically prevent the target of your Soulgaze to speak
turn, before taking your turn action. with deception. If the character has the Truth ideal, you automatically
⬖ Struggle: The character can take -1 spirit to rebuff your magic. succeed.
ⓧ Failure: No effect.
✦ Success: As long as you have soulsight over the character, they cannot
lie (or use the Deceive action). If the character spouts baseless
speculation or empty puffery—not quite lies, but not based on
✪ No Power Without Justice Intellect ✧ fact—you know what they say is baseless, and the character knows
Your experience has led you to conclude that Power without Justice has a you know.
tendency toward corruption, eroding its structural stability. ⬖ Struggle: The character can take -1 spirit to rebuff your magic.
When you learn this ability, you also learn the ✪ Code of Justice ⓧ Failure: No effect.
ability. You can subsequently learn other Justice-based Arbiter abilities.
Note that this spell doesn’t compel the target to speak. It only prevents
(You don’t gain the Justice ideal, however.)
them from lying if they do speak.

𐎺 Speak True SOULSIGHT 4

Roll Compel to magically adjure the target of your Soulgaze to answer


one question truthfully.

✦ Success: The character answers your question truthfully and to the


best of their knowledge. Alternatively, they can take -1 awareness to
answer discreetly by communicating the answer directly into your
mind, as with the Commune spell.
⬖ Struggle: The character(s) can take -1 spirit to rebuff your magic.
ⓧ Failure: No effect.

Forcing a character to reveal a secret with this spell almost certainly


causes them to become hostile to you.

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Abilities to Learn echo you see in their memory. If the two characters have or had a
You must know the ✪ Code of Truth before learning the other abilities in relationship, you know its general nature.
this section. For example, if you’ve Soulgazed an imperial panjandrum, and later
Soulgaze a Kananite balloon trader, you know that the trader has met
✪ Rebuke Lies Will ✦✧ the panjandrum several times—and that she feigns deference to their
Gain +1 max Awareness. All attempts to Deceive you suffer a penalty authority, secretly despises them, and thinks they are a pompous fool.
equal to your Will. If a character fails to Deceive you, you can
immediately Soulgaze them as a free action, adding your Will to the roll.
✪ Discover Lore Intellect ✦✦✧

Long have you meditated on the knowledge once contained in the souls
✪ Greater Falsehood Forbiddence Will ✦✦✦✧ that now flow through the undifferentiated Rephaim. At last, like a bolt
Take -2 spirit to cast the Forbid Falsehood spell on a group of characters from the blue, you’ve distilled the patterns of that lost knowledge from
directly. You don’t need to first use Soulgaze or expend any soulsight. the Rephaim’s entropy.
The characters all must be able to see and hear you. When you learn this ability, you learn two types of lore from any
origin, along with their starting abilities. You gain any languages and
literacy granted by the lore.
✪ No Truth Without Order Intellect ✧ However, you must meet both lore types’ minimum attribute
requirements to learn them this way. For example, to learn The Spear
Your experience has led you to conclude that Truth is inadequate
with this ability, you must have Strength 1.
without Order to preserve its facts and premises.
Also, you don’t gain any starting belongings granted by the lore,
When you learn this ability, you also learn the ✪ Code of Order ability.
which may limit the utility of some lore types. Learning The Spear
You can subsequently learn other Order-based Arbiter abilities. (You
doesn’t magically cause a spear to appear in your hands. Learning
don’t gain the Order ideal, however.)
Ancient Cylinder with this ability would be useless, unless or until you
find such an artifact.
✪ See Echoes Intellect ✦✦✧

Gain +1 max Spirit. You have come to understand that echoes of souls
exist within the souls of others who encounter them as memories. By
carefully paying attention to the distinctive shapes of souls, you’ve
learned to recognize these echo-memories within other souls instantly.
When you ✪ Soulgaze a character, you know if that character has
interacted with, seen, or heard of any other character you’ve used
Soulgaze on. You know the regard the character has for the soul whose

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𐎺 Osmosis SOULSIGHT 4
Other Arbiter Abilities
Roll Compel to absorb a character’s spirit. The character must not share
These abilities are not limited by an Arbiter’s ideals—though they may any of your ideals. Your magic works by pulling spirit from where it’s
have other requirements. concentrated in an ideal toward where it’s lacking. If you use this
technique on a character who shares one of your ideals, it fails. The
magic also fails if the character has no spirit.
✪ Idealist Will ✦✧
✦ Success: The character suffers -1 spirit and -2 awareness. You recover
You gain an additional ideal of your choice. +1 spirit.
⬖ Struggle: The foe can take -1 spirit to rebuff your magic.
ⓧ Failure: No effect.
✪ Resurgent Spirit Will ✦✧

When you take -1 spirit to invoke an ideal, you regain the point of spirit if
your ideal die result beats a certain threshold. That threshold depends 𐎺Drink Soul SOULSIGHT 8
on how many ideals you hold:
Roll Compel to absorb a character’s soul. You can only use this ability if:
● 1 ideal: 5+
● You’re in a grapple with the character, AND
● 2 ideals: 6+
● The character has a quarter or less of their Life remaining.
● 3 ideals: 7+
✦ Success: The character dies, and you fall unconscious for an hour.
You only regain spirit this way based on the ideal die result, not the
⬖ Struggle: The character can take -1 spirit to cause your spell to fail.
action die result. Also, this ability only works if you take -1 spirit to
ⓧ Failure: You fall unconscious for an hour.
invoke the ideal.
If you’re Shinarian or have a Vessel body, the character’s soul exists
inside you indefinitely in its own canal circuit. When you awaken, you
✪ Evil Eye Will ✦✧ can access and communicate with the soul as described by the Second
Your baleful gaze deters foes from harming you. When a foe under your Soul ability in the The Lost Kingdom of Shinar section of Chapter 3:
soulsight attacks you and their result doesn’t beat your Will, treat the Origins. You can absorb a number of souls equal to your Will in this way.
attack as a miss. If you have an organic body, when you awaken, you’re wracked by
disorienting glimpses of the character’s memories. Your Awareness
maximum is reduced to zero until you convalesce during Downtime.
✪ Soul Flow Will ✦✦✧ Afterward, the soul dissipates into your own consciousness, and your
You know the following two spells: maximum Awareness is permanently reduced by 1.

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Regardless of your body material, you learn all of the character’s
known lore, languages, and literacy (though not their lore abilities,
which must be learned with XP), and you can recollect their memories.

✪ Code of the Arbiter Intellect ✦✧

Requires ✪ Code of Justice and ✪ Code of Power. You have come to understand
that Justice requires a code of Law to communicate, and Power requires a
code of Law to wield. You gain +1 maximum Awareness. This ability
yields additional benefits related to the Code of the Clay King lore.
If you know the Code of the Clay King, this ability unlocks a deeper
understanding of ideals, magic, and the world. You gain an additional +2
maximum Awareness, +1 maximum Spirit, and +1 maximum Life. You
feel enriched by the wisdom of one who has traveled this path before.
You can almost feel their presence within your own soul, like a cloudy
but vivid memory of a teacher or parent—stern, but immensely wise,
and inarguably fair in their pronouncements. You can speak to this
presence if you like, and it can guide you to fulfill your destiny.
If you don’t know the Code of the Clay King, this ability enables you to
learn it during Downtime, along with the Shinarian language and
literacy in Forms, without needing a teacher or the text—at which point
you immediately gain the additional benefits described above. If you’re
Shinarian, you can simply listen to a voice that seems to come from
within your own body. If you’re from another origin, you feel drawn
toward bare rocks, stone, and especially objects crafted of clay, the
surfaces of which seem to be covered with ephemeral Forms which are
only visible to you. Somehow, you learn to read these Forms, which spell
out an understanding of the Code of the Clay King.

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Dance
5. Lore Agility ✧ | Kananite, Mazrian, Zordin
Start with: ✪ Find Rhythm
𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀
You’re capable of moving with exceptional poise and grace. You might
have been a performer, or perhaps dance is how you manifest other
Lore in this chapter is organized by its attribute requirement. Each lore movements, like thievery or combat.
has a starting ability listed after its description. Other abilities (which
may have different attribute requirements) can be learned with XP. Ask the Guide:
● Who among these people is the most (or least) sure-footed?
● What does their footwork or way of moving tell me about them?
Agility Lore ● Where's the best place on the island to move freely?

You start with the following ability:


The lore names are hyperlinked to their sections.
✪ Find Rhythm Agility ✧
Agility Lore Origins Start with:
You can use this ability during battle or as a rest activity.
✦ Dance Kananite, Mazrian, Zordin ✪ Find Rhythm
Rhythm of Battle
✦ Forestcliffs Kananite, Zordin ✪ Scale
Roll Maneuver to dance warily around your opponents while carefully
✦ Riding Zordin ✪ Ride, Skyseahorse or Battle jelly observing their own movements and the flow of battle.
✦ Skyremes Kananite, Mazrian ✪ Skysea Legs, Skyreme skiff*
✦ 5+: You gain +1 overflow awareness and Evade as a free action.
✦ The Cloak Kananite, Mazrian ✪ Sleight of Hand, 3𐤑 ⬖ 3–4: You Evade as a free action.
ⓧ 1–2: You Evade as a free action with a -2 penalty.
✦ The Dagger Kananite, Mazrian, Zordin ✪ Backstab, Dagger

✦ The Hand Mazrian ✪ Defensive Gesture., Blk. Gauntlets Rhythm of Rest


As a rest activity, roll Maneuver to perform a meditative dance.
✦ The Sling Kananite, Zordin ✪ Headshot, Sling, Pouch
✦ 5+: You gain +1 overflow Spirit.
*Starting with a skyreme skiff requires both the Skyremes and Navigation lore—though
⬖ 3–4: No effect.
this requirement can be split between two heroes.
ⓧ 1–2: You end your rest with -1 spirit or -1 stamina (your choice).

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If your max Stamina and max Spirit are both zero, you can't perform this
Forestcliffs
activity.
If you successfully use this action and you know the Song lore, you
Agility ✧ | Kananite, Zordin
can ✪ Tell the Tale as a second, free action during the same rest. Start with: ✪ Scale

Abilities to Learn You’ve spent much time in the wilderness, clambering up and down the
foliage-draped cliff-edges of Tel-Kanan’s floating islands—foraging
✪ Beguiling Rhythm Agility ✦✧ mana, hunting purple snails, or perhaps hiding from the empire or local
Take -1 awareness and roll Maneuver to dance and absorb attention. This authorities.
action targets a number of foes in your span up to your Agility.
Ask the Guide:
✦ Success: The foe(s) suffer -1 awareness and -1 guard. ● Where’s a safe place in the wilderness to rest?
⬖ Struggle: The foe suffers -1 awareness. ● Could this forest or cliff-face conceal a hideout?
ⓧ Failure: No effect. ● Has someone—or something—left signs of their passage?

You start with the following ability:


✪ Share Dance Agility ✦✦✧
✪ Scale Agility ✧
Gain +1 max Spirit. You've developed a talent for dancing with others,
extending your grace to even the clumsiest souls. When you use You have maneuver advantage when you Climb using an attack or brace
✪ Rhythm of Rest, you can invite another character to dance with you. If action. On a struggle, you can choose to take -1 awareness to succeed,
the character accepts: instead of the normal -1 guard (for attack) or -1 stamina (for brace).
● They can also use Rhythm of Rest as their rest activity, without If you successfully Climb in a forested environment, you can make a
knowing the ability. free Hide roll.
● You roll Compel. The other character can use this result in place
of their Maneuver roll for Rhythm of Rest. Abilities to Learn
● If you both succeed, you both gain +2 overflow spirit and +1
overflow awareness. ✪ Wild Constitution Strength ✦✦✧
Gain +2 max Life.

✪ Synchronization Agility ✦✦✦✧


Requires ✪ Share Dance. Gain +1 max Spirit. If you and another character ✪ Heart of the Wild Will ✦✧
who also knows Dance simultaneously use any ability from this lore, use Gain +1 max Life and +1 max Stamina.
the higher result of both your rolls.

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✪ Expert Forager Intellect ✧ Riding
Gain +1 max Awareness. When you undertake the Foraging downtime
endeavor, add your Agility to your Compel work roll (see Chapter 8: Agility ✧ | Zordin
Experience and Downtime). Start with: Skyseahorse or battle jelly mount, ✪ Ride
You’ve also become adept at spotting useful resources even in short
periods of time. As a rest activity, roll Maneuver to scout the area for You’re at home on the back of a monster—a skyseahorse or a battle jelly
useful resources. You can only perform this activity on a floating island. (your choice) if you start with this lore. See both statblocks below.
The monster you start with is tame, and you can confidently ride any
✦ 5+: You find 1𐤇 crafting resource. other tame, large monster. While you ride a tame monster, you have total
⬖ 3–4: No effect. control over its actions and movement. The Monsters lore grants
ⓧ 1–2: You end your rest with -1 spirit or -1 stamina (your choice). abilities related to taming other monsters.
If your max Stamina and max Spirit are both zero, you can't perform this Ask the Guide:
activity. The Guide can inflict penalties on this roll if: ● Is this monster tame?
● Where did that character learn how to ride that creature?
● The island is bare (-2)
● How far away could that mount have traveled to get here?
● You’ve already foraged on the island (-2, cumulative each time
you perform this activity there)
You start with the following ability:

✪ Ride Agility ✧
Requires 1 free hand. You only need one free hand to ride a mount, so you
can hold an armament in your other hand. You can also make ranged
attacks with an atlatl, bow, or sling while mounted (provided you have
the lore to use them)—even though they require a second hand to load
ammunition.
When your mount suffers lethal damage, roll Brace with compel
advantage as a free action to hang on and maintain control. (The mount
is the target of this action.)

✦ Success: You maintain control of your mount.


⬖ Struggle: You maintain control, but suffer -1 guard. (If you don’t have
guard left, you fail.)
ⓧ Failure: The mount tosses you from its back.

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Starting Mounts Abilities to Learn
Either you or the Guide can keep track of your mount’s life and defenses.
✪ Death from Above Agility ✦✦✧

Skyseahorse ༄ Docile piscine mount with bony armored plates LIFE 8 With your mastery of aerial maneuvers, you can ride your mount and
position yourself to strike a foe's vulnerable flank from above. Roll
ATTACK – | BRACE d8 | COMPEL d4 | MANEUVER d4 ARMOR 1
Maneuver while you're mounted on a tame monster and on high relative
Floating. The skyseahorse permanently floats unless it anchors AGI 0 Guard 3 to a foe.
itself with its prehensile tail.
Pressure sense. Can detect nearby movement with a special skin STR 3 Stam. 5 ✦ Success: Make a free jump-attack against the foe, adding your Agility.
organ. Has extra Awareness (included in stats). ⬖ Struggle: The foe can take -1 awareness to cause your Maneuver to fail.
WIL 1 Spirit 1
ACTIONS ⓧ Failure: You can make a free jump-attack, but without maneuver
No effective attacks. INT 0 Awar. 2 advantage—or you can choose to remain mounted.

IDEALS Fellowship SPEAKS — SIZE 3 DANGER 0

Battle Jelly ༄ Cnidarian mount with a sail-like medusa LIFE 10


ATTACK d6 | BRACE d6 | COMPEL d4 | MANEUVER d4

Floating. The battle jelly permanently floats unless it anchors AGI 0 Guard 3
itself with its tendrils.
STR 3 Stam. 4
ACTIONS
✧ Tendrils. Melee attack (close). Damage Lethal, -1 guard.
WIL 0 Spirit 0
(Shinarians are immune to the lethal damage.)
↳ Free Grapple on a hit, or with a -2 penalty on a block. The jelly INT 0 Awar. 0
can grapple up to three characters smaller than it.

IDEALS — SPEAKS — SIZE 3 DANGER ½

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Skyremes Skysailing
While balloons are largely confined to the motion of windcurrents,
Agility ✧ | Kananite, Mazrian skyremes can freely roam the Skysea. By controlling the motion and
Start with: ✪ Skysea Legs angle of these sails, a skyreme’s captain can maneuver the vessel in any
direction. A skyreme can also dive and swoop by converting its altitude
→ If you or another hero knows the Navigation lore, you start with a Skyreme Skiff into lateral motion.
The sidesails oscillate in a pattern that resonates with the Rephaim
You’re at home on the deck of a skyreme. You can fearlessly clamber up
in the windcurrents, “catching” it. Most modern skyremes rely on dark
rigging or hang off the edge of a hull. You also know the basic functions
magic crystals embedded in the oars; however, these crystals must be
of a skyreme’s components (though not how to navigate a vessel).
recharged. In the absence of charged crystals, a crew can row the oars.
Ask the Guide:
● What’s that skyreme’s maximum speed, layout, and weaponry? Skyreme Skiff
● How many officers and crew does it typically have? If you or another hero also knows the Navigation lore, you start with a
● What’s the best way to infiltrate or stow away on it? skyreme skiff, a small ship with Toughness 4, Structure 64, a single
mast, 6 oars, and space for about 20 occupants and their cargo. Its
You start with the following ability: weather deck has canopies fore and aft to protect against rain. Below, a
cramped main deck doubles as a cargo hold.
✪ Skysea Legs Agility ✧ In a good windcurrent, the vessel can stay afloat with only two oars
While you're on a skyreme, you can take -1 awareness and gain a +2 actively being rowed or powered by dark magic.
bonus to any Maneuver action. You must declare this ability before you For each oar powered by a dark crystal, roll a d4 after a day of
roll. skysailing. On a 1, the oar's crystal loses its charge.

How Skyremes Work


A skyreme is a wooden vessel with three sets of sails. The dorsal sails
attach to one or more masts that rise from the ship’s deck. Two sets of
side sails— port and starboard—extend from oars on either side of the
hull, resembling the fins of a fish or the wings of a bird.
This lore grants knowledge of just about everything to do with a
skyreme—except how to navigate it. You (or another character) need the
Navigation lore to actually sail the ship across the Skysea with any
chance of reaching your destination.

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The Cloak Abilities to Learn
✪ Confidence Will ✦✧
Agility ✧ | Kananite, Mazrian
Start with: 3 imperial credits (𐤑𐤑𐤑), acquired via questionable provenance, ✪ Sleight of Gain +1 max Awareness. The first time you attempt to Deceive a
Hand character, you have maneuver advantage on your roll.

You’ve learned how to sneak up on other people. Perhaps you’ve dabbled


in thievery, or simply the art of human observation. (Whether you
actually wear a cloak is up to you.)

Ask the Guide:


● What's a good place to lay low?
● Who seems like the easiest mark?
● How might I distract the character?

You start with the following ability:

✪ Sleight of Hand Agility ✧


Requires 1 free hand. Roll Maneuver to steal an object from—or plant an
object on—a character.

✦ Success: You take an object from, or plant an object on, a character’s


body. Make a free Deceive roll to cover up your sleight of hand.
⬖ Struggle: You fail to steal or plant the object, but can make a free Deceive
roll to cover up your attempt.
ⓧ Failure: You fail to steal or plant the object, and the character knows
you attempted to do so.

You must be able to hold the object you’re stealing or planting in one
hand. You can’t steal anything the character is holding in their hands. If
your Deceive roll is successful, the Guide determines at what point the
character realizes your subterfuge and how they react.

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The Dagger The Hand
Agility ✧ | Kananite, Mazrian, Zordin Agility ✧ | Mazrian
Start with: Dagger, ✪ Backstab Start with: ✪ Dark Art, Black Gauntlets

You’re skilled with a small blade. You may not be as imposing in battle as You’ve trained with the so-called Hand of the Empress, Mazr’s special
a warrior armed with a spear or sicklesword. But you know precisely forces—or you’ve somehow managed to acquire and master their
where to strike. signature implements, a pair of black gauntlets. While anyone can put
on a pair of gauntlets and benefit from their latent momentum-
Ask the Guide: dampening protection, you’ve gone further—studying the implement
● Where was this dagger made? intensely and attuning to the angles of its magic crystals.
● How well do they know how to wield a dagger in combat?
● Could they be concealing a dagger under their tunic? Ask the Guide:
● Where is the nearest source of active dark magic?
● How much does that thing weigh?
You start with the following ability:
● What would the Hand of the Empress do in this situation?

✪ Backstab Agility ✧
You start with the following ability:
Requires Dagger or Straightsword. When you outflank a foe, you can take a -2
penalty to try to position yourself for an even deadlier strike. If your ✪ Defensive Gesture Agility ✧
Outflank succeeds, add an additional +2 to your free attack roll. Requires 2 free hands. You gain +2 max Guard while you wear the charged
gauntlets.
Abilities to Learn Additionally, as a reaction to an incoming melee or ranged projectile
attack, you can take -1 awareness and roll the gauntlets' charge die, a
✪ Assassinate Agility ✦✧ d10. Subtract the result from the incoming attack. On a 1, the gauntlets
Requires 1 free hand and a Dagger or Straightsword. You’ve learned to prey upon lose charge, but the attack automatically misses.
unsuspecting foes, striking at their weakest points. When you Take hold
of an unaware foe, you can make a free attack instead of a free grapple or
shove. This free attack treats the foe’s effective Guard as zero.

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The foe can try to escape on their turn with a ⓧ 2 | ⬖ 4 maneuver or
The Sling
brace challenge—or one of their allies can take this action to free them.
Creating a bola requires converting your sling. You can create a new
Agility ✧ | Kananite, Zordin
Start with: Sling (stow leg), Stone pouch (stow belt), ✪ Headshot bola during an interlude. If you know the Crafting lore, you can create a
new bola during a rest, if you have access to rocks and rope.
Not anyone can pick up a sling and throw stones with it. Whirling the
weapon around requires much training to avoid injury to yourself, not to
mention your allies standing close to you. A sling is useless in the hands
of someone who doesn’t know this lore.

Ask the Guide:


● How skillfully was this object woven?
● What position is best to attack the target from at range?
● Where's the best place to take cover?

You start with the following ability:

✪ Headshot Agility ✧
Take -1 awareness and take a -1 penalty to your sling attack. If this attack
hits, add +2 to your result, and the attack inflicts -2 guard and -1
awareness (or -3 guard if the foe has no Awareness).

Abilities to Learn
✪ Bola Agility ✦✧
You modify your sling to work as a bola, a thrown weapon designed to
entangle and disable a foe. The foe you target with this ability must be
human-sized or smaller.
Entanglement. When you throw the bola, it inflicts no lethal
damage. Instead, if the attack hits or is blocked by a mundane
armament, the foe suffers -1 guard and is entangled: they can’t block any
attacks until they escape their entanglement.

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Strength Lore The Atlatl
Strength ✦✧ | Zordin
The lore names are hyperlinked to their sections. Start with: Atlatl (2H, stow belt), Javelin x3 (stow belt), ✪ Forceful Throw

Strength Lore Origins Start with: An atlatl is a somewhat antiquated ranged weapon that increases the
force of a thrown javelin. The atlatl itself is a curved rod, about the
✦ The Bow All ✪ Aim, Bow, Quiver
length of your forearm, with a cuplike spur at one end. The spur holds a
✦ The Sword All ✪ Riposte, Straightsword or Sicklesword javelin, which a skilled atlatlist can propel forward at great speed.
✦ The Spear All ✪ Reach, Spear Ask the Guide:
✦✦ The Atlatl Zordin ✪ Forceful Throw, Atlatl, Javelin x3 ● Who might have crafted this javelin or spear?
● What position is best to attack the target from at range?
Kananite, Mazrian,
● Where's the best place to take cover?
✦✦ The Mace Shinarian ✪ Staggering Smash, Heavy mace

✦✦ The Panoply Kananite, Mazrian ✪ At Home in Armor, Bronze scale armor You start with the following ability:
Kananite, Mazrian,
✦✦ The Shield Shinarian ✪ Hold the Line, Heavy shield ✪ Forceful Throw Strength ✦✧

✦✦ The Stone Shinarian ✪ Unflinching When you throw a javelin or spear with the atlatl, you inflict -2 guard on
a hit or block.
✦✦ Wrestling All ✪ Tackle

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Staggering Shot
The Bow ARCHERY TECHNIQUE

-1 penalty. On a hit, your arrow inflicts -2 guard.


Strength ✧ | All origins
Disarming Shot ARCHERY TECHNIQUE
Start with: Bow (2H, stow back), Quiver of arrows (stow belt), ✪ Aim
-2 penalty. On a hit or block, make a disarm brace roll with maneuver
Apart from magic, the bow is the state-of-the-art ranged weapon in advantage.
Tel-Kanan. Archers can learn the Aim ability to increase the weapon’s
Assassin’s Shot ARCHERY TECHNIQUE
accuracy. A bow and its quiver count as separate items to stow.
-4 penalty. On a hit, add +3 to your result, and double the lethal damage.
Ask the Guide:
● Who might have crafted this bow or arrow?
● What position is best to attack the target from at range? ✪ Archer’s Mark Intellect ✦✧
● Where's the best place to take cover? Take -1 awareness and roll Maneuver to shoot not where your foe is, but
where they will be.
You start with the following ability:
✦ Success: Add the success margin to a free bow attack.
✪ Aim Strength ✧ ⬖ Struggle: Make a free bow attack.
Take -1 guard or awareness and gain a +1 bonus on your bow attack. ⓧ Failure: You lose the shot and your turn (and awareness) is wasted.
You can increase the bonus further by expending more guard, If you plan to Aim or make a Called Shot, you must declare those abilities
awareness, or both, 1-for-1. However, the maximum bonus you can gain before making this Maneuver roll. If you Aim, you must expend its guard
equals your Strength +1. or awareness cost before making this roll as well—and risk wasting
You must declare this ability before rolling your bow attack. them if you fail.

Abilities to Learn
✪ Called Shot Intellect ✧
You make a difficult but precise shot. Choose one effect from the list
below and apply its listed penalty to your bow attack.
You must declare this ability and choose an effect before rolling the
attack. You can Aim with your Called Shot.

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Shove brace targeting the foe you’re attacking and anyone adjacent to
The Mace
them.
Strength ✦✧ | Kananite, Mazrian, Shinarian
Start with: Mace (2H, stow back), ✪ Staggering Smash
✪ Smashing Constitution Strength ✦✦✦✧
A mace is a huge, enormously heavy weapon—a solid bronze head Gain +2 maximum Life.
attached to a thick handle.

Ask the Guide:


● How best might we break through this obstacle?
● How heavy of a weapon did this violence?
● How might this implacable foe be staggered?

You start with the following ability:

✪ Staggering Smash Strength ✦✧


You’ve learned to use your mace’s enormous momentum to knock your
foes on their heels. On a hit or block, your mace attacks inflict -2 guard.

Abilities to Learn
✪ Whirling Smash Strength ✦✦✧
Take -1 guard or awareness and make a mace attack with a -2 penalty. If
this attack doesn’t provoke a counter, your momentum enables you to
follow through and make a second free mace attack, also with a -2
penalty. The second attack can target the same foe or another foe
nearby.

✪ Jumping Smash Strength ✦✦✧


When you jump attack with your mace, the weight of the weapon creates
a shockwave as it smashes the ground. Hit, block, or miss, make a free

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The Panoply The Shield
Strength ✦✧ | Kananite, Mazrian Strength ✦✧ | Kananite, Mazrian, Shinarian
Start with: Scale armor, ✪ At Home in Armor Start with: Heavy Shield (1H, stow back), ✪ Hold the Line

You’re comfortable covered in bronze scales. You’ve trained with a sturdy bronze shield, which can be used
offensively as well as defensively.
Ask the Guide:
● What is the composition and origin of that armor? Ask the Guide:
● Who among these people looks like they know how to wear armor? ● What's the composition and origin of that shield?
● What materials could we use to protect and defend ourselves? ● Who here knows how to fight with a shield?
● Where's the best place to hold a defensive line?
You start with the following ability:
You start with the following ability:
✪ At Home in Armor Strength ✦✧
✪ Hold the Line Strength ✦✧
Choose one penalty inflicted by a piece of armor:
When you Stand Fast while holding a shield, add your Strength to the
● -1 to Maneuver rolls Brace roll.
● -1 to max Stamina
● -1 to max Awareness
Abilities to Learn
While you wear armor, ignore the penalty you’ve chosen. For example, if
you wear bronze plate armor, you can reduce that armor’s penalty from ✪ Shield Bash Strength ✦✦✧
-2 max Stamina to -1 max Stamina with this ability. Take a -2 penalty on an attack with your heavy shield. On a hit or block,
You can only benefit from this ability once, even if you wear multiple make a free attack with the weapon in your other hand.
armor components. You can switch the penalty this ability lets you
ignore during Downtime.
✪ Plink Strength ✦✦✧
Abilities to Learn You take 1 less guard damage when you block ranged attacks while
holding a shield.
✪ Armor Guard Agility ✧
You’ve learned to actively block blows with your armor components.
Gain +1 maximum Guard while you wear body armor.

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The Spear Abilities to Learn
✪ Downward Thrust Agility ✧
Strength ✦ | All origins
Start with: Spear (1H or 2H, stow back), ✪ Reach When you jump-attack a foe with a spear or straightsword and your
attack hits or strikes armor (before applying bonuses), roll a d4 and add
The spear is perhaps the most broadly effective melee weapon in the it to the attack along with the other bonuses.
realm. Tipped with a small, leaf-shaped bronze blade, a spear makes a Also, the height penalty to your jump-attacks is reduced by 1—but
fine offensive and defensive weapon. only when you wield a spear.

● A spear requires Strength ✦✦ to wield with one hand.


● If you’re strong enough to wield a spear one-handed, you can
✪ Quick Thrust Agility ✧✦
throw it as a ranged weapon any number of spans away.
● ✪ Quick Thrust and some other spear abilities also work with
When you attack with a spear or straightsword and miss, you don’t
straightswords, as both are stabbing weapons. Spear-wielding provoke a counterattack and can reroll your attack. If you use a
warriors often carry straightswords as sidearms for this reason. straightsword, the reroll has a -2 penalty.
This ability doesn't work with jump-attacks or the Reach ability's
Ask the Guide: free attack.
● From where did this spear originate?
● How well does that warrior know how to use their spear?
● How can we strike to the point of the matter? ✪ Spear Mastery Intellect ✦✧
Gain +1 max Awareness. Your intense study of spear fighting bears fruit.
You start with the following ability: You can take -1 awareness to gain a +2 bonus to a spear attack. You must
declare this ability before rolling the attack.
✪ Reach
If a foe hopes to strike you, they must first get past your spear! When a
foe makes a melee attack or tries to take hold of you, you can take -1 guard
or awareness to strike them first with a free spear attack. Your attack can’t
be countered.
You can declare this ability after the foe rolls their attack. Keep the
foe’s roll, but resolve your free spear attack first.
This ability doesn’t work if the foe also has a spear or a similarly long
weapon or appendage. Nor does it work if the foe outflanks you, if their
attack can’t be countered, or if they’re making a counterattack.

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The Stone The Sword
Strength ✦✧ | Shinar Strength ✧ | All Origins
Start with: ✪ Unflinching Start with: Straightsword OR Sicklesword (stow belt), ✪ Riposte

Stone is what the old kingdom of Shinar is built from, and what most of You’re a true swordfighter. If you start with this lore, you’ll need to
its denizens have become. But even Shinarians are known to flinch and choose a blade.
stagger in their ceramic shells. Those who learn this lore, in contrast, A straightsword is a leaf-shaped bronze blade. It’s primarily made
channel the strength and endurance of stone. for thrusts, but can also be used to slash or even slit throats in a pinch. A
sicklesword is a curved bronze blade, just a bit longer than a
Ask the Guide: straightsword. It’s made for slashing, rather than stabbing.
● What type of stone is this? How brittle is it? Sickleswords lend themselves to more advanced sword abilities
● How or where might we best endure this hardship? than straightswords. However, straightswords are more versatile and
● What might have caused this to crack or shatter? can even be used with abilities from other lore types, like ✪ Thrust from
The Spear lore.
You start with the following ability: Axes, with their curved blades, are often wielded as cruder versions
of sickleswords and can be used with some of the abilities here.
✪ Unflinching Strength ✦✧
You shrug off blows that would stagger most. Ask the Guide:
● Where and by who was this blade cast?
● If an attack roll against you doesn’t beat your Strength, it inflicts ● How skilled are they with a sword?
1 less guard damage than normal. ● Is this problem better solved by a broad cut or a precise thrust?
● Shove braces against you inflict 1 less guard damage.
You start with the following ability:
Abilities to Learn
✪ Riposte
✪ Stone’s Constitution Strength ✦✦✧ When you dodge or block an attack, take -1 guard or awareness to make a
Gain +2 max Life. free counterattack with a sicklesword or straightsword.

✪ Heart of Stone Will ✦✧


Gain +1 max Life and +1 max Guard.

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Abilities to Learn Wrestling
✪ Run and Cut Agility ✦✧
Strength ✦✧ | All Origins
Requires sicklesword or axe. When you attack with a sicklesword or axe after Start with: ✪ Tackle
running toward or Outflanking a foe and hit, your attack inflicts an
additional -1 guard. You’ve mastered the art of grappling. Foes would be wise to avoid
getting into close combat with you.

Ask the Guide:


✪ Two Blade Stance Agility ✦✦✧
● Does that character seem physically fit?
Requires two sickleswords. While you wield two sickleswords, you gain the ● Could I overpower them?
following benefits: ● What’s the best way to leverage my strength to get over or through?
● Gain a total max Guard bonus of +2
● Your Riposte counterattacks have a +1 bonus. You start with the following ability:

✪ Tackle Strength ✦✧
✪ Threshing Dance Agility ✦✦✧
Requires two free hands. Roll Attack to close distance and tackle a foe within
Requires ✪ Run and Cut, Sicklesword. On your turn, take -1 stamina and make a your span. You must have two free hands to use this action.
number of Sicklesword attacks up to your Agility score. Each attack has
a -2 penalty. ✦ Success: Make a free Grapple brace, adding your success margin on this
attack to the subsequent brace roll.
● This ability doesn’t work with jump-attacks or Outflanking. ⬖ Struggle: Make a free Grapple brace.
● Only the final attack provokes counters. ⓧ Failure: Miss! The foe dodges.
● You can target multiple foes with this ability, so long as they’re in
This action is effectively an improved version of the Take hold attack, but
the same span.
only works to establish grapples (not shoves).
If you wield two sickleswords, make an additional attack with a -2
penalty. Abilities to Learn
✪ Wrestling Techniques Strength ✦✦✧
✪ Sword Mastery Intellect ✧✦ Add +1 to the calculation for your Brace dice. In addition, you know the
Gain +1 max Awareness. Your intense studies of swordfighting bear following three wrestling techniques, which you can use against a foe
fruit. You can take -1 awareness to gain a +2 bonus to a sword attack. you’re grappling.
You must declare this ability before rolling the attack.

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Will Lore
Seize WRESTLING TECHNIQUE

Roll Brace to force the foe you’re grappling into a vulnerable position.

✦ Success: You inflict -1 guard. Until your next turn, your allies can add
your Strength to their melee attacks against the foe you’re grappling. The lore names are hyperlinked to their sections.
They can also make ranged attacks against the foe normally, without
Will Lore Origins Start with:
worrying about friendly fire.
⬖ Struggle: You inflict -1 guard. ✦ Anc. Cylinder Zordin ✪ Buoyancy, Ancient cylinder
ⓧ Failure: No effect. ✦ Anc. Rod Zordin ✪ Fetch, Ancient rod

Chokehold WRESTLING TECHNIQUE ✦ Death All ✪ Refuse Death


Roll Brace against a foe you’re grappling. This technique only works on ✦ Dream Zordin ✪ Unravel
humanoid foes of flesh and blood.
✦ Insurgency Kananite ✪ Haven, 2𐤑
✦ Success: You inflict -1 guard and -1 stamina.
✦ Lord Adod Kananite ✪ Offering
⬖ Struggle: You inflict -1 guard.
ⓧ Failure: No effect. ✦ Path of Air Kananite, Shinarian ✪ Meditate

✦ Politics Kananite, Mazrian ✪ Influence, 1 gift, , 3𐤑


If you reduce the foe’s stamina to zero this way, they fall unconscious for
one hour or until revived with medicine or magic. ✦ Solar Circle Mazrian ✪ Grace of the Aureole

✦ Song All ✪ Tell the Tale


Grip WRESTLING TECHNIQUE

Roll Brace as a reaction if you’re shoved or take lethal damage while


grappling the foe.

✦ Success: You maintain your grapple.


⬖ Struggle: You can take -1 stamina to maintain your grapple.
ⓧ Failure: No effect.

✪ Wrestler’s Constitution Strength ✦✦✧


Gain +2 Life.

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✦ 5+: You float and can move one height up or down, or one span
Ancient Cylinder
sideways.
⬖ 3–4: You can take -1 spirit to succeed; otherwise you fail.
Will ✧ | Zordin
Start with: Ancient cylinder artifact (2H, stow back), ✪ Buoyancy ⓧ 1–2: No effect.

After you succeed, you can continue floating with the cylinder as long as
You’ve found, and become strangely connected to, an artifact from the
you remain astride it and hold onto it with both hands. You can't use the
Shattered Planet. This 6-foot-long ancient cylinder, as wide around as a
cylinder to attack while hovering this way. You must take this action
strong arm, is made of an unfathomably lightweight, squishy material.
again if you wish to float upward.
It’s solid except for a thin hole running down its center, which
If you take any lethal damage while floating, make this challenge roll
sometimes glows with the pale violet light of Rephaim. When cut or
as a free action to hold onto the cylinder and maintain buoyancy.
otherwise damaged, light seeps out from the hollow shaft, and the
Otherwise, you fall off, and the cylinder falls next to you. (You can also,
material quickly repairs itself.
on your next turn, choose to leap off the cylinder and make a jump-attack
A foe struck by the ancient cylinder is seized by a physically
with a weapon you draw mid-leap.)
harmless but intensely vivid and distracting vision of deformed children
in a rectangular pond or harbor, laughing maniacally and attacking one
another with similar weapons. This flashing vision inflicts -1 guard on a Abilities to Learn
block, and an additional -1 awareness on a hit.
✪ Mace Practice Strength ✦✧

Mace Lore Synergy You learn The Mace lore and its starting ability, ✪ Staggering Smash.
If you know The Mace lore, that weapon's abilities carry over to attacks you (You can’t use the ancient cylinder as an actual mace, however—it’s far
make with the ancient cylinder. For example, if you know Staggering too light.)
Smash, your cylinder attacks—like your mace attacks—inflict -2 guard.
Although the cylinder is far, far lighter than the mace, swinging one is
a lot like swinging the other—and the Rephaim seems to channel the ✪ Psychic Splash Intellect ✧
force of your swings into additional psychic power. Foes struck by the cylinder are inundated by the sensation of being
submerged in water. The artifact now inflicts -2 Awareness on a hit. If
You start with the following ability: the foe has no Awareness, the excess transfers to additional guard
damage.
✪ Buoyancy Will ✧
✪ Secret of Water Intellect ✦✧
Roll Maneuver to situate yourself astride the cylinder and take
While holding the cylinder near a body of water or in a rainstorm, take -1
advantage of its magical ability to float in mid-air. If you're a Messenger,
awareness and roll Maneuver. You gain water, a magical resource, equal
you have wind advantage on this roll.
to your roll. This water physically follows the motion of your cylinder,

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and you can immediately use it to cast one of the following spells as a
Ancient Rod
free action.
If you're a Messenger, you have wind advantage on this roll, and you
Will ✧ | Zordin
gain an additional amount of water equal to your Will. If you use this Start with: Soul Thrower (1H, stow belt), ✪ Fetch
ability after you've Called Wind, the water adds to the wind and
combines into a single fluid resource, which you can use to cast any spell You’ve discovered an artifact from the Shattered Planet. This
except those relying on the Way of Flame. forearm-length rigid stick of smooth, lightweight material has a small
You can't use this ability if you're using the cylinder to float. curved cup on the opposite end of the handle. In form, it’s similar to an
atlatl, a javelin-throwing weapon once used before the advent of the bow
༄ Surge WATER 1+
and arrow. Rephaim has coalesced in and around the artifact, causing
You send a surge of water at a foe in your span. Make an ancient cylinder
bizarre phenomena:
attack, which can't be countered. On a hit or block, make a free Shove
brace with maneuver advantage. ● A hazy ball of greenish energy, visible only to you, is attached to
You can broaden the water surge, targeting a number of foes up to the cup. Others can sense a strangely moist presence in the air
your Intellect. Each additional foe takes 1 more water. (Roll once for your when the ball is near them.
attack and shove.) ● When you swing the stick to “throw” the ball, a monstrous,
four-legged form—hazy and indistinct, like the ball—flies past
༄ Circle WATER 2
you, trailing your missile. It quickly retrieves the energy ball and
A thick tendril of water flows around you in a protective circle. Roll returns it to the end of your artifact. The creature is likewise
Maneuver. You gain guard equal to the roll, with overflow up to your invisible to others, but they can hear its panting and growling.
Intellect.
Until your next turn, if you block or dodge any melee attack, you can The energy ball itself is harmless, but if you throw it at a foe, the
make a free Shove brace against the attacker with maneuver advantage. creature attacks that foe in the process of retrieving the blob, inflicting -1
guard on a block, and -1 awareness on a hit.
༄ Ride Wave WATER 1

You form the water into a wavecrest that carries you quickly across Atlatl Lore Synergy
terrain. You move to an adjacent span or into a terrain feature. You can If you know The Atlatl lore, that weapon's abilities carry over to attacks you
then move this way a second time, or you can take a free action, other make with the ancient cylinder. With Forceful Throw, your ancient rod
than Ride Wave or Run. attacks—like your atlatl attacks—inflict -2 guard.
Although the rod's attack doesn't actually throw any physical object,
the creature's psychic attack seems to be empowered by the force of your
throw.

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You start with the following ability: ✪ Companion Will ✧✦
When you rest and recover, you regain an additional 1 life per Stamina
✪ Fetch Will ✧
point: the monstrous form coalesces by your side and comforts you.
When you throw the ancient rod’s energy ball at an inanimate item, you Also, if you've taken lethal damage from a foe, your attacks against
can command the creature to retrieve it along with the ball. The size of that foe with the rod inflict lethal damage up to your Will, in addition to
the object the creature can fetch is proportional to your Will. For the usual damage. The monster audibly snarls and snaps as it retrieves
example, if your Will is 3, the creature can fetch an object that a the energy from such foes.
character with Strength 3 could carry. If you know ✪ Pounce, the monster's Take hold attack inflicts lethal
damage as well.

Abilities to Learn
✪ Sentry Will ✧✦
✪ Atlatl Practice Strength ✦✧
As long as you hold the rod, your maximum Awareness increases by an
You learn The Atlatl lore and its starting ability, ✪ Forceful Throw. (You
amount equal to your Will. The monster senses danger and psychically
can’t use the ancient rod as an actual atlatl, however—the artifact is
growls to warn you.
designed to throw little balls, not deadly javelins.)

✪ Pounce Will ✧✦
You can command the creature to Take hold of your foe instead of
dealing damage. Make a ranged attack roll as normal, but treat the
result as a Take hold attack.
The creature can take the Grapple and Shove brace actions, using
your Compel die in place of a Brace die.
A foe can’t directly attack the creature, but can escape its hold by
taking a Shove action. If their Shove beats your Will, the monster’s
grapple ends with no other effect or damage. You can also mentally
command the monster to end its grapple as a free action. If the grapple
ends, the monster retrieves the ball and promptly brings it back to your
ancient rod. Until that point, you can’t use the artifact to attack.

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Death Dream
Will ✧ | All origins Will ✧ | Mazrian, Zordin
Start with: Chthonic language, ✪ Undeath Start with: Antediluvian language, ✪ Unweave

You’ve spent long in the abyss beneath the Skysea—perhaps too long. Dream is what the Zordin call the Chaos realm. Where others see the
You know Death intimately and can draw power from its presence to Chaos as a nightmare realm of turbulence and danger, those who
ricochet away from its grasp. embrace Dream understand the Chaos as a force of pure possibility, and
If you’re made of flesh-and-blood, this lore leaves its mark on you: even learn to wield entropy like a weapon.
your mouth widens unnaturally. (If you’re Shinarian, this lore leaves no You speak Antediluvian, the language of monsterfolk from the
visible effect on your Vessel body.) Additionally: Chaos.
● You intuitively understand the nature of Mot, the god of death,
as a giant mouth that gapes beneath the Skysea, feeding on Ask the Guide:
● What portents from the Chaos has my dreaming mind sensed?
wayward souls not swept up and around Lord Adod’s cyclone.
● Who here has been touched by the Chaos?
● You understand the Chthonic language.
● Has the fabric of ordered reality been weakened here?
Ask the Guide:
● Who here has had a brush with death? You start with the following ability:
● Which way or strategy seems likelier to bring us closer to Mot?
● Are the proper funerary rites being followed? ✪ Unweave
When a hostile action or effect is directed at you, reduce your maximum
You start with the following ability:
Spirit by 1 as a reaction to unravel the order of reality, causing the result
of the roll to become zero. The action or effect simply fails, as if it's being
✪ Refuse Death Will ✧ attempted in a dream that becomes frustratingly impossible. If the
When your Life drops to 0, you can immediately reduce your current and incoming action has multiple targets, it only becomes zero for you.
maximum Spirit by 1 and regain 1 life. Dreamshape. Immediately after you use this ability—before any free
actions are taken—roll a d20 to determine your dreamshape. Then, find
Abilities to Learn the corresponding Dreamshape table below and roll its die.

✪ Body and Soul Will ✦✧


You have compel advantage on Survive rolls, and brace advantage on
Return rolls.

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d20 Dreamshape
1 Disaster 2–5 Anxiety d8 Anxiety (Dreamshape 2–5)
Betrayal. The foe's action or effect is redirected at one of your allies (Guide's
6–9 Impotence 10–14 Dreamtouch 1
choice), or simply targets you if no allies are present. Reroll the action.
15–16 Paradox 17–18 Transformation Falling. You float, but awkwardly. You have maneuver disadvantage on all
attacks. You can’t Stand fast or Run, because you can’t stop floating. In fact,
19 Lucidity 20 Empowerment 2
you can only move by punting yourself off of solid surfaces, or if someone
pulls you along like a balloon.
Unraveling duration. Unless otherwise noted, any conditions or 3
Hollowness. Suffer -1 current and maximum Spirit. If you have no current
spirit, you suffer -2 life.
transformations resulting from this ability last until you fall asleep for
at least one hour, or lose all your Life—whichever happens first. 4
Terror. An invisible assailant chases you. Your Awareness drops to zero. Until
you regain all your Spirit, you can’t regain Awareness.

Dreamshape Tables Loss. 1d6 of your teeth fall out. You suffer -2 guard and -2 awareness. (If you
5 don’t have teeth, a similar calamity befalls your beak, speaking hole, or
other orifice.)
d6 Disaster (Dreamshape 1)
6 Unreadiness. You forget how to use all your abilities.
Fire. A 3d4 explosion targets you and anyone near you. The Guide rolls the 7 Vertigo. You develop an aversion to high places.
attack, which inflicts lethal damage and -2 guard. On a hit or block, fire from
1 Lost. Moving to a new span requires taking -2 guard, -2 awareness, or 1 of
the blast threatens to burn any wooden armaments; the Guide rolls 3d4
again vs. the armaments' DR. 8 each, unless you hold another advancing character's hand (requires free
hand)
Debris. A meteor streaks from the sky, or (if you're indoors) the ceiling
2 collapses. The Guide makes a d8 ranged attack against you and anyone near
you, which inflicts lethal damage and -2 guard.
Bolt. A lightning bolt targets you, as described in the ༄Bolt of Righteousness d6 Impotence (Dreamshape 6–9)
3
Messenger spell (see Way of Storm). 1 Collapse. Your guard drops to zero.
Storm. A ༄Pillar of Cloud appears in your span and lingers there for a number 2 Flimsiness. Your armament breaks. (If you're unarmed, you take -2 guard.)
4
of turns equal to your Will (see Way of Storm).
3 Humiliation. Suffer -1 spirit and -1 awareness.
Pinch. Part of your body seems to implode. You suffer the effects of
5 4 Silence. Lose your voice.
⧨Condense Coordinates Sorcerer spell (see Dark Magic) the Guide rolls a d4.
Plague. You and your allies must make a brace challenge roll. On a 7+, you 5 Exhaustion. Take -1 stamina, or -1 life if you have no stamina.
resist. On a 4–6, your current and maximum Stamina and Life are reduced by Weakness. Your Strength drops to 0. Recalculate your defenses accordingly.
6 1. On a 1–3, your current and maximum Stamina and Life are reduced by 2. 6
You can't use any arms that have a Strength requirement.
This plague also affects everyone else on the island, or on your aircraft if
you're traveling. The Guide determines how these other characters fare.

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d8 Paradox (Dreamshape 15–16)
d12* Dreamtouch (Dreamshape 10–14) 1 Another Person. You take on the personality of an NPC (Guide's choice).
Take -1 awareness, or -1 guard if you have no awareness, regardless of your roll. Another Place. You, your allies, and the foes you're fighting appear in
2
another location of the Guide's choosing.
1 Your skin becomes clad in iridescent fish scales.
Banality. The Awareness and Guard of all characters nearby drops to zero.
2 Your hair floats and shifts colors. Until a character regains full Awareness, they are wary but nonviolent
3
3 You grow antlers fringed with coral toward all other characters and accept their current situation, however dire,
as normal.
4 Your teeth become long fangs.
4 Confusion. You understand no languages.
5 You grow a prehensile tail. 5 Disorientation. Lose 1d6 awareness, or guard if you have no awareness.
A single antenna grows and droops from your forehead like an anglerfish Inception. You realize the situation thus far has been unreal. Start the battle
6 lure. 6 or other scene over from the beginning, with defenses and health restored
(to the best of players’ knowledge). You automatically take Initiative.
7 Colorful byssal threads grow clustered like patches of fur on your body
Upside-Down. The world flips upside down, so the open sky is beneath you,
8 You grow a dorsal fin. and the clouds and depths of the Skysea are above you. Luckily, all
7 characters on the island (or in the region around your vessel, if you're not on
9 Barnaclelike creatures encrust your knees and elbows.
an island), gain the ability to float. When this effect ends, nobody
10 Your arms become boneless, like tentacles. remembers it happening but you.

11 Your pupils elongate and become shaped like Ws. Visitor. A wraith made of ambient material coalesces nearby. The Guide
determines which type of wraith and rolls a d4. On a 1 or 2, the Rephaite is
8
You give off a distinct smell, which some (25%) of Kananites and Mazrians hostile. On a 3, it’s wary. On a 4, it’s friendly. The wraith loses 1 life at the end
12 find strangely attractive and most (75%) find mildly repulsive. of each of its turns.
* After resolving this effect, roll a second d12. If you get the same result as above, the
dreamtouch effect is permanent.

d8 Transformation (Dreamshape 17–18)


Monster. You transform into a kulu with full Life and defenses. You retain
only your ideals and equipment from your current form, but your armor no
1 longer fits.
Dragon. You transform into an indigo dragon with full Life and defenses.
You retain only your ideals from your current form; you can’t use your
2 equipment, which falls to the ground beside you.

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d8 Transformation (Dreamshape 17–18) d6 Lucidity (Dreamshape 19)
Metamorphosis. You transform into a giant isopu. You're the size of a 1 Cleverness. Gain a Stratagem (see Mastermind calling).
person, so you lack the tiny feature, and your maximum and current Life 2 Insight. Gain 1d6 overflow awareness.
remain what they were before the transformation. You can't use the
3 isopu's magical abilities unless you also know them. Possibilities. You can reroll an action and use the higher result—or force a
3
foe to reroll and use the lower.
Wraith. You transform into a wind wraith with full Life and defenses. You
4 Revelation. The Guide reveals a secret to you.
retain only your ideals from your current form. You can’t hold your
equipment, which falls to the ground through your “body.” Unlike typical 5 Translation. You understand all languages.
4 wraiths, you are not bound and retain your life from turn to turn. Understanding. You successfully use the Arbiter’s Soulgaze ability on the foe
Child. You transform into a toddler. Your Will remains the same, but your at no cost. On subsequent turns, you can cast the 𐎺Abjuring Gaze,
other attributes drop to zero (adjust your defenses and dice accordingly), 6 𐎺Penetrating Gaze, 𐎺Withering Gaze, and 𐎺Commune spells on them at no
and your maximum Life drops to 2. You can only use Will-based abilities, cost. (If an effect triggered your Unraveling, you instead briefly see the
5 and your attacks don’t inflict lethal damage. presence and shape of souls around you.

Exchange. You and the character acting against you swap bodies. You
inherit the other body's Agility and Strength (recalculate your defenses
accordingly), but maintain your own ideals, lore, languages, literacy, d8 Empowerment (Dreamshape 20)
Intellect, Will, Life, and abilities. You can't use any of your abilities if you no
1 Confidence. Your maximum Spirit is restored, and you gain 1 overflow spirit.
longer meet their attribute requirements in your new body. After you've
exchanged bodies, you can choose whether or not to go through with the Float. You float 1 height into the air. You can continue floating as long as you
2
action that triggered your use of Unravel. When the effects of your hold your finger against your nose with a free hand.
Unraveling end, you and the character exchange back and wake up in your Fly. You fly 1 height into the air. You can continue flying as long as you can
original bodies, wherever they've ended up. (If you've used Unravel in 3
beat your arms like wings (no shields, staffs, spears, or bows).
reaction to an effect, you instead transform into a Rephaite, as "Wraith"
6 above.) Hidden. You immediately cast the ◮Vanish light magic spell at no cost,
4 rolling a d20 in place of the Sorcerer's focus die. You can subsequently cast
Spirit Animal. Your head transforms into an animal of your choice. If this spell this way as an action.
you're a Mazrian, you can choose a new head if you like (with a new 5 Might. Gain 1 overflow stamina and the Champion’s Mighty Blow ability.
7 accompanying trait), though the effect is not permanent.
6 Quickness. Make a free action, adding your Will to the roll.
Yom’s Blessing. You permanently gain a Zordin trait. Roll a d4: Camouflage
(1), Gills (2), Sideways Sight (3), or Suction Skin (4). If you already have this Untouchable. Gain 1 overflow awareness and the Wanderer’s Leaf on the
7
Wind ability.
8 trait, nothing happens.
Wind. You immediately use the Messenger's Call Wind ability at no cost,
8
adding your Will to the roll.

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Abilities to Learn Insurgency
✪ Dreamweave Will ✧✦
Agility ✧ | Kananite
When you use Unravel, you can roll twice to determine the Start with: 2 imperial credits (2𐤑), Shinarian language, Oxhouse writing, ✪ Haven
dreamshape—that is, the initial d20 roll—and choose which result to
use. You’ve waged a guerilla war against the Mazrian Empire. Whether this
insurgency is ongoing, in the past, or somewhere in between is up to you.
But your experience has taught you skills that would prove useful
against any invading force.
You also know how to read and write the Oxhouse writing
system—the same system of simplified glyphs that encodes the Wisdom
of Adod. Depending on your Intellect score, you might not be able to
glean much from the written word, but you can at least read and record
simple coded messages.

Ask the Guide:


● Does that person seem sympathetic to our cause, or are they more
likely a collaborator?
● What's the Empire's standard operating procedure when pressed or
prodded this way?
● Where's the best place to lay low from imperials and their lackeys?

You start with the following ability:

✪ Haven Will ✧
If there’s a town or a forest on an island, you can shepherd your allies to
a place of safety—or set up deadly ambushes. When you Hide on a
familiar island from foreigners or invaders, you have compel
advantage—and your allies can use your compel die result in place of
their own Hide result, as long as there’s room for them to hide alongside
you.

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Abilities to Learn Lord Adod
✪ Never Surrender Will ✦✧
Will ✧ | Kananite
Gain +1 max Spirit. When your life drops to 0, you can immediately Start with: Shinarian language, ✪ Offering
reduce your current and maximum Stamina by 1 and regain 1 Life,
without falling unconscious. Regain your lost maximum Stamina when You’ve learned how to please and appease Lord Adod, the mighty ruling
you convalesce during an interlude. god of Tel-Kanan. Perhaps you’re a priest who led sacrifices to the Lord
at a Kananite temple. Or perhaps you had a revelation in the wilderness,
believing that the Lord spoke to you through the sound of the wind.
✪ Ambush Intellect ✧ You know the Shinarian language. Prayers to the Lord are typically
Add your Intellect to attack rolls against foes who are unaware of you. spoken in an archaic form of the common tongue that’s closer to
Shinarian than modern Kananite.

Ask the Guide:


● Does anything about this temple or ritual seem out of place or not up
to the Lord’s standards?
● How can we find favor with the local priest?
● How does this compare to the customs in Syre, the holy capital?

You start with the following ability:

✪ Offering Will ✧
As a rest activity, roll Compel to perform a sacrifice to Lord Adod.
Messengers have wind advantage on this roll.

✦ 5+: You gain +1 overflow Spirit and +1 overflow Stamina.


⬖ 3–4: No effect.
ⓧ 1–2: The Lord must be displeased. You end your rest with -1 spirit.

If your max Spirit is zero, you can't perform this activity.


Your sacrifice must be something that is physically transformed into
a gaseous state. It can be a burnt offering of the corpses of foes you’ve
slain in the Lord’s name. The Lord is also said to enjoy boiled wine and

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smoke from particularly delicious foods burnt on a sacrificial brazier,
Path of Air
provided they are adequately seasoned with salt.
If you have an idol (see Magical Items), you gain additional benefits
Will ✧ | Kananite, Shinarian
from a success. Start with: Shinarian language, ✪ Meditate

Abilities to Learn You’ve forged a mystical connection with the steadily-circling of


Tel-Kanan. Through your breath, you can achieve a sense of inner calm
✪ Heart of Thunder Strength ✦✧ and connect your spirit to the world's breath—the flow of windcurrents
Gain +1 max Life and +1 max Spirit. that determines so much of Tel-Kanan’s fate.
Echoes of the old Shinarian language suffuse the windcurrents of
Tel-Kanan. You can understand and speak this language.
✪ Mark of the Lord Will ✦✦✧
Ask the Guide:
Gain +1 max Life and +1 max Stamina. If you have a fleshly body, you ● What can I tell about them from the way they're breathing?
also grow horns. You can gore enemies with these horns, inflicting lethal ● Does the air here seem at peace, or wracked with turbulence?
damage with your unarmed melee attacks. ● How does this compare to the customs in Syre, the holy capital?
Before gaining this ability, you must spend a day and a night in
communion with Lord Adod: for example, praying constantly at one of You start with the following ability:
his Temples, or clinging in supplication to the windward cliff of an
island. ✪ Meditate Will ✧
As a rest activity, roll Compel to find your inner balance. Messengers
have wind advantage on this roll.

✦ 5+: Gain +1 overflow Spirit and +1 overflow Awareness.


⬖ 3–4: Gain +1 overflow Awareness.
ⓧ 1–2: You end your rest with -1 spirit.

If your max Spirit is zero, you can't perform this activity.

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Abilities to Learn Politics
✪ Three Breaths Will ✦✧ Will ✧ | Kananite, Mazrian
Gain +1 maximum Awareness. When you forego an action, Stand Fast, Start with: Mazrian language, 4 imperial credits (𐤑𐤑𐤑𐤑), ✪ Influence
or use the Messenger ability ✪ Call Wind, you regain an additional +1
awareness. You know your way around the power centers of the Mazrian Empire
and its vassals in Tel-Kanan. Perhaps you’re a Mazrian diplomat or a
Kananite governor—or maybe you’re just a smooth talker. Whatever
✪ Prescience Will ✦✦✧ your background, you can always gain an audience with Mazrian
Requires ✪ Three Breaths. Take -1 spirit to perform the Evade maneuver as a imperial authorities or Kananite governors. Your skills will also prove
free action at any time, not just on your turn. invaluable when it comes time to rebuild civilization.
You can even use this ability after an attack is rolled against you,
Ask the Guide:
potentially turning a hit into a block or miss. However, you can only
● Who’s in charge here?
Evade one attack at a time with this ability.
● How could we get an audience with them?
● Who, and how powerful, is their main opposition?

✪ Heart of Air Will ✦✦✦✧


You start with the following ability:
Gain +1 maximum Life and +1 maximum Awareness.
✪ Influence Will ✧
If you Persuade a Kananite or Mazrian character with a carrot, roll with
maneuver advantage. If you use a stick, roll with brace advantage.

Abilities to Learn
✪ Giver of Gifts Will ✦✧
You can give any item worth at least 1 credit or crafting resource as a gift.
The item must belong to you.
When you resolve the quality of the gift, in step 2: "Craft or Purchase
the Gift," treat the gift's potential value as 1 less than its worth in credit
or resources. A sword, for example, is worth 3 credits, so can generate up
to 2 overflow spirit (3 – 1) in this step. Gifts worth more than 4 credits
can only generate a maximum of 3 overflow spirit in step 2.
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Solar Circle Song
Will ✧ | Mazrian Will ✧ | All Origins
Start with: ✪ Grace of the Aureole Start with: ✪ Tell the Tale

You worship the sun. You recognize nearly all the aspects of the world as Singers and storytellers roam all the cultures of the Skysea, and the
literal or metaphorical circles that curve around its center: the solar disk, great ones wield an almost magical power over those who listen to them.
the cycle of night and day, the tides of the Skysea, the rise and fall of
Ask the Guide:
leaders and empires. ● Where did this song likely originate?
● Who among this group seems like a music-lover?
Ask the Guide:
● What manner of craftsmanship went into this instrument?
● Who among these people has also seen the light of the Sun Circle?
● In which direction is the sun?
● Where is the center of power or events here? You start with the following ability:

You start with the following ability: ✪ Tell the Tale Will ✧
As a rest activity, roll Compel to sing the song of what was done that day.
✪ Grace of the Aureole Will ✧
✦ 5+: All allies who hear your song gain +1 overflow spirit.
As a rest activity, roll Compel to enchant a light or heavy shield, a club, or ⬖ 3–4: One person you choose gains +1 overflow spirit.
a mace—or your own head—with magical sunlight. ⓧ 1–2: You end your rest with -1 spirit.

✦ 5+: The rounded bulk of the armament—or the area around your If your max Spirit is zero, you can't perform this activity.
head—glows brightly, like the disc of the sun. You can freely cast the If you know ✪ Rhythm of Rest from the Dance lore and successfully
Light Magic spells ◮Illuminate and ◮Flash (without focus use that ability during a rest, you can Tell the Tale as a second, free
advantage) until the sun rises and sets. If you're a Light Sorcerer, action during the same rest.
you can Focus while holding the object—you don’t need free hands.
⬖ 3–4: You can take -1 spirit at the end of your rest to succeed; otherwise:
ⓧ 1–2: The object (or your head) glimmers briefly but stays dark.

The light can be any color you like, and you can change its color,
direction, and intensity as you like, as in the ◮Illuminate spell. Covering
the object or your head with an opaque material extinguishes the light,
as does destroying the object or knocking you unconscious.

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Abilities to Learn
Intellect Lore
✪ Instrument Savant Agility ✧✦
Gain +1 maximum Awareness. Choose one type of instrument. When
you Tell the Tale with that instrument, you and your allies gain an The lore names are hyperlinked to their sections.
additional +1 overflow spirit on a success.
You can become a savant with another kind of instrument as a Will Lore Origins Start with:
downtime project.
✦ Balloons Kananite, Mazrian ✪ Pilot, Hot-air balloon

✦ Civilization Kananite, Mazrian ✪ Way Around Town, Mazrian gadget, 2𐤑

✪ Heartfelt Song Will ✦✧ ✦ Crafting All ✪ Repair Item, 4 crafting resources


Gain +1 maximum Spirit. When you Tell the Tale, you can freely invoke ✦ Monsters Zordin ✪ Tame, Octopenguin or Polymermaid
your ideal(s). You, along with any listener who shares that ideal, gain an
✦✦ Anc. Mirror Zordin ✪ Eye in the Sky, Ancient Mirror
additional +1 overflow spirit on a struggle or success.
✦✦ Code of Clay Shinarian ✪ The Flesh is Weak, Code text

✦✦ Deep Time Shinarian ✪ Fall Through Time


✪ Musical Genius Intellect ✦✦✧
✦✦ Medicine Mazrian ✪ Treat Wounds, Healing salve
Gain +1 maximum Awareness. When you Tell the Tale, you can compose
✦✦ Navigation Mazrian ✪ Chart Course, Skyreme skiff,* 2𐤑
a melody to elicit a certain emotional response.
✦✦ Scrolls of the
Melody of Awakening MELODY Sorcerer Mazrian ✪ Kotharian Theorem, Scrolls text
Your melody flows with intricacy and precision that attunes listeners to
✦✦ Tactics All ✪ Envelopment
the patterns of the world. On a success or struggle, your song grants +1
overflow awareness. ✦✦ Trade Kananite, Mazrian ✪ Negotiate, 6𐤑

✦✦ Wisdom of
Melody of Fortitude MELODY
Adod Kananite ✪ Magical Secrets, Wisdom text
Your melody soars and inspires listeners to find their inner strength. On
a success or struggle, your song grants +1 overflow stamina. *Starting with a skyreme skiff requires both the Skyremes and Navigation lore—though
this requirement can be split between two heroes.
Melody of Vitality MELODY

Your melody rejoices in the richness and essentialness of life itself. On a


success or struggle, your song grants +2 overflow life.

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Ancient Mirror ✪ Eye in the Sky Intellect ✦✧
As a rest activity, roll Compel to commune with the Mirror and ask it
Intellect ✦✧ | Zordin questions.
Start with: ✪ Eye in the Sky
✦ 5+: Gain +1 overflow Awareness, and you can ask the Mirror a number
You possess a small, cracked, cloudy mirror in a dinky plastic frame. The of questions equal to your Intellect. The Guide answers each
mirror reforms if broken and can’t be lost. Even if you leave the mirror question by describing an image (see below) that you see in your
behind, it soon reappears amidst your belongings. mirror.
You have come to understand this small mirror is a part of a ⬖ 3–4: You can ask the Mirror a single question, which it answers as
being—the Ancient Mirror—who dwells above the heavens. When you above.
look into your small mirror and ask it questions, the larger Mirror above ⓧ 1–2: You end your rest with -1 spirit.
responds with moving images of astounding clarity and insight.
The Mirror does not identify itself as a god, but rather as a powerful If your max Spirit is zero, you can't perform this activity.
entity (or collection of entities) from the time of the Shattered Planet The Mirror orbits the Skysea and can show real-time images of
who survived the apocalypse by remaining “between the lost moons.” anything visible above the clouds that isn’t obscured by solid walls or
The Mirror’s presence is occluded by the cyclone of Tel-Kanan, by rock. Thus, the Mirror answers “where” questions most directly. For
the magic-laced civilization of Mazr, and by the depths of old Shinar. example, asking the Mirror Where is the Mazrian skyreme that attacked
However, some of those who’ve dwelled in the chaos beyond—Zordin us? might display a moving image of the skyreme in question, zooming
and Wanderers—can learn how to sense the Mirror, if they’re willing to in slowly from above. Asking the Mirror Where is the entrance to the rebel
see. base, if the base is hidden underground, might show the top of a house
The being imparts to you an instinctive understanding of light and that holds a hidden tunnel entrance.
forces, which unlocks the Sorcerer calling. Additionally: The Mirror also has a memory and shows past events it’s witnessed
in fuzzy grayscale. Asking the Mirror “who” or “what” questions may
● You have an intuitive understanding of the Skysea’s true cause it to conjure such images from its past memories. The Mirror can
history—that the world you live in long ago swallowed the also speculate on future events, showing fleeting, supersaturated
original world of humans, breaking it into pieces that became images of things to come. Finally, the Mirror shows a plain light
floating islands. background to mean “yes,” a black background to mean “no,” and a gray
● You know that Artifacts are remnants from this ancient world, background to mean “unclear.”
preserved by the whims of accumulated Rephaim. The Mirror knows a great deal, senses the intent behind your
questions, and answers as truthfully as it can—always with images,
You start with the following ability: never words. However, the Mirror is not omniscient, and you’re not even
close to certain that it’s sane.

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controlling a balloon’s ascent and descent, a skilled pilot can catch faster
Balloons
or slower windcurrents to change trajectory.
Rigging connects the gondola and the envelope to a central bronze
Intellect ✧ | Kananite, Mazrian
Start with: Hot-air balloon, ✪ Pilot brazier, in which wood from specially cultivated olive trees is burned.
This olivewood, when burned, reacts with ambient Rephaim to produce
You know your way around a hot-air balloon. You can safely land a a green flame, smokeless and more efficient at producing lift than
balloon in any skyharbor, you can secure the materials needed to operate normal fire. Most occupied islands in Tel-Kanan hold caches of
it, and you know how to maintain and repair its components. olivewood, and the Mazrian Empire controls its distribution and trade.
Repair. You can repair a damaged balloon as a rest activity if you
Ask the Guide: know this lore or the Crafting lore. Roll Maneuver and add the result to
● What can I tell about that balloon's cargo and passengers?
the balloon’s Structure (up to its max). If you also know Crafting, roll
● On what trajectory can we get a good bird's eye view of this island?
twice and use the higher result. An ally who knows either Balloons or
● Where's the safest place to land?
Crafting can also help you repair the balloon as a rest activity, rolling
Maneuver and adding it to your result.
You start with the following ability:
The balloon must be anchored on the ground, however—unless you
have a means to float near the airborne balloon while repairing it, such
✪ Pilot Intellect ✧ as a monster mount or a magical effect.
Take -1 awareness and roll Maneuver to move a hot-air balloon and all its Starting balloon. If you start the game with this lore, choose the
cargo and passengers. balloon envelope appearance, or roll on the table below.

✦ 5+: The balloon floats 1 span or 1 height up or down. You can then take
d6 Balloon Envelope Appearance
a free action (but you can’t take this action again).
⬖ 3–4: The balloon floats 1 span or 1 height up or down. 1 Purple with four white eyes around circumferences (Kananite traders)
ⓧ 1–2: You fail to move the balloon, which hovers in place. 2 Purple and white stripes (Kananite transport to Syre)
3 Gold and black stripes (Mazrian traders)
How Balloons Work 4 Silver and black stripes (Mazrian military)
A hot-air balloon has a canvas envelope and a wicker gondola, with
Toughness 1, Structure 16, and space for about 6 occupants and their 5 Uneven patchwork of scavenged skysail cloth
cargo (which is generally tied to the outside of the gondola). 6 Reddish cloud camouflage (Mazrian special forces or Kananite rebels)
Hot-air balloons drift along the windcurrents of the Skysea,
generally traveling the same languid circuits as floating islands. A
balloon is slow and almost impossible to maneuver. But by carefully

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Civilization Abilities to Learn
✪ Civic Pride Will ✧
Intellect ✧ | Kananite, Mazrian
Start with: Mazrian language, 2𐤑 imperial credits, 1 Mazrian gadget, ✪ Way Around Gain +1 max Spirit and +1 max Awareness. During downtime in a
Town settlement, you can participate in two endeavors instead of one.
Civilization must be a helpful lore for both endeavors.
You’re at home in a town or city. Maybe you’ve traveled to a few
settlements in your life, or perhaps you’re just enamored with your
hometown’s eccentricities.
You know the Mazrian language, spoken in most cities, and you
start with 2 𐤑 credits and a Mazrian gadget. Whatever your origin, when
Code of the Clay King
you arrive in a town, you’re never lost: you know where to go to find safe
Intellect ✦✧ | Shinarian
lodging, good food, or discreet hiding places.
Start with: Shinarian language, Forms writing, ✪ The Flesh is Weak
Ask the Guide: You’ve studied the Code of the Clay King, said to be written by King
● Where’s the best place in this town to get a good meal or a good
Amurah, the insane ruler of the lost kingdom of Shinar. You’ve also
night’s rest?
become an expert on the nature of Shinarian Vessels and the history of
● What are some local customs we should be aware of?
the kingdom. If you start the game with this lore, you have a physical
● What’s the best way to impress the local townspeople?
copy of the Code in the form of a clay tablet—or, if you like, carved onto
your body, if you're a Shinarian.
You start with the following ability:
Ask the Guide:
✪ Way Around Town Intellect ✧ ● What was the function of this Shinarian building or object?
Your city is your ally. While in your hometown or a settlement that ● What magic spells can Arbiters cast?
you've spent at least one downtime in, you can take -1 awareness after ● How can one overcome the weakness of flesh?
you make any Maneuver roll and describe how a familiar feature of the ● How can a soul transcend injustice?
settlement helps you maneuver. The Guide awards you a special
advantage die, ranging in size from a d4 to a d8, based on how evocative All Shinarians, even the illiterate, know something of the Laws of
your description is. Roll this die along with your Maneuver die and use Amurah, the totalitarian legal text that governed the old realm of
the higher result. Shinar—and was often minutely inscribed on the bodies of Amurah’s
You can use this ability after your Maneuver roll, potentially turning Vessel subjects. The Code, in contrast, is a more esoteric text. It was
a failure into a success. intended for Amurah’s closest lieutenants and confidants—his Arbiters,
as they were known.

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If you’re an Arbiter: this lore reflects a deeper theoretical ✦ 7+: Your soul transfers to the Vessel, which gains your Will, your
understanding of the science of souls. Add your Intellect to your success Intellect, your memories, your calling, your ideals, and all your lore
margin when you Soulgaze. and abilities that don’t require Agility.
⬖ 4–6: Part of your soul transfers to the Vessel, which gains your Will,
You start with the following ability: your calling, and your calling’s starting ability. Your Intellect,
however, is lost, as are all of your memories, lore, and other abilities.
✪ The Flesh is Weak Intellect ✦✧ Your ideals are lost as well, and you gain the new singular ideal of
You've learned how to repair, augment, and even create Shinarian Order.
vessels. You know the following techniques: Repair Vessel and Transfer ⓧ 1–3: The transfer fails, and your soul is lost to the depths beneath the
Soul. Skysea.

Repair Vessel On a success or struggle, you gain the ✪ Vessel ability: you have +2
Take -2 awareness and roll Maneuver to tend to a wounded Shinarian or Armor, and you can transfer your Stamina to Spirit and vice versa on
other Vessel character (including yourself, if you’re conscious). your turn.
You can’t transfer your soul with this ability if you’re a Shinarian or
● If you’re in combat, make this roll with a -2 penalty. otherwise already inhabiting a Vessel. The magic relies on smoke and
● If you know the Crafting lore, add your Intellect to this roll. ash produced from burning flesh.
● If you're an Arbiter, roll with compel advantage. You can, however, use this ability to transfer another fleshly
character’s soul into a Vessel you create, consuming their body in the fire
✦ 5+: The character recovers +1 Life.
instead of your own. The character must be present with you during the
⬖ 1–4: The character recovers +1 Life but suffers an injury penalty
rest activity (though they need not be willing). For the challenge roll,
corresponding to your result.
both you and the character must make compel rolls; use the lower result.
ⓧ 0 or lower: No effect.

Transfer Soul
✪ The Spirit Lies Intellect ✦✦✧
Requires empty Vessel and Tophet. You’ve learned the art of transferring your
soul from your fleshly body to an empty clay Vessel. See the “Vessels” Requires ✪Vessel. You've come to understand that souls, including your
endeavor in Chapter 8: Experience & Downtime for information on how own, are incapable of avoiding calumny and injustice without a
to prepare such a vessel during downtime, as well as the magical kiln dominant structure to contain them. You must be a Shinarian or else
called a tophet you’ll need for this activity. transfer your soul into a Vessel body to learn this ability.
As a rest activity, you fire the empty Vessel in the tophet, alongside
● You gain the ideals of Power and Justice if you did not have them
your own body. As your body is consumed in the fire, roll Compel.
already. You lose any other ideals.
● You gain the ✪ Soulgaze, ✪ Code of Power, and ✪ Code of Justice
abilities from the Arbiter calling.
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Crafting Abilities to Learn
✪ Quality Intellect ✦✦✧
Intellect ✧ | All Origins
Start with: 4𐤇 crafting resources, ✪ Repair Item Gain +1 Awareness. You’ve learned to produce fine armaments. These
masterworks are perfectly weighted and balanced for their wielder. Fine
You’re a tinkerer, an artisan, a smith, and perhaps more. You know how weapons have the following traits:
to create and repair basic equipment, like weapons and armor, and you
can improve the items beyond their basic quality. If you know certain ● Their durability is increased by 2.
other lore types, you can craft magical items. ● A hero wielding a fine weapon made for them can take -1
Crafting resources. Crafting uses resources (𐤇). You start with 4𐤇 awareness to gain +2 on an attack roll with it.
resources. The Choose Items section of Chapter 1: Hero Creation shows Fine weapons require an additional 1◈ work over their usual cost to craft.
the resource costs for all items you can start the game with. They also require the weapon’s lore. An ally who knows the lore can help
Credit and resources. At the start of the game, you can spend credit to you craft the weapon during the Production downtime endeavor. Bronze
buy additional crafting resources, 1-for-1 (though you can't convert arms require a workshop, and starmetal arms require a Starforge.
resources to credit). After the game starts, however, the imperial
economy that made this possible no longer exists.
Armament Req. Lore Production DR Craft
Downtime crafting. You can craft items during downtime with the
Production endeavor (see Chapter 8). This endeavor expends ◈ work. Fine Dagger The Dagger Workshop* 6 2◈
You can turn resources into work as part of the endeavor.
Fine Sling The Sling 4 2◈
Ask the Guide: Fine Bow The Bow 6 3◈
● What is this made from?
● How well was it made? Fine Straightsword or Sicklesword The Sword Workshop* 6 4◈
● Who crafted this?
Fine Spear The Spear Workshop* 6 3◈

You start with the following ability: Fine Mace The Mace Workshop* 8 5◈

Fine Heavy shield The Shield Workshop* 10 5◈


✪ Repair Item Intellect ✧
As a rest activity, you can repair one broken armament. The item must Fine Starforged blade The Sword Starforge 12 5◈
have a crafting resource cost—for example, you can’t repair a broken
sword. The repaired item is shoddy, with a durability of 1. *If you have a Starforge, you can craft starmetal versions of these quality arms. They have
an additional +4 DR, and require 1 additional work to craft.
You can repair an item fully as part of the Production downtime
endeavor.

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If your max Spirit is zero, you can't perform this activity.
Deep Time
If you’re on high relative to multiple adjacent spans while you rest and
succeed, you can view the trajectories of beings from the adjacent spans
Intellect ✦✧ | Shinarian
Start with: ✪ Fall Through Time as well.

Centuries of slumber have awakened you to the mysteries of Time. You Medicine
have grasped something of its essential geometry, intuitively
understanding that Time is the dimension through which objects in Intellect ✦✧ | Mazrian
free-fall are falling through. Start with: ✪ Treat Wounds, Glyphs writing, 1 healing salve
This intuition may illuminate dim memories of studying
mathematics and the motions of the outer heavens, planets, and stars, Every local “healer” has their own method of treating wounds and
back when Shinar still floated above the clouds. Or it may deepen your disease—most of which do more harm than good—but only the true art
understanding of how light, matter, and forces interact with one another of Medicine is backed up by modern magical science. Medicine is a
and with time. skillset prized and closely guarded by the Mazrian Empire.

Ask the Guide: Ask the Guide:


● How soon is now? ● What caused this injury or affliction?
● When was this caused? ● How, and how long ago, did this person die?
● Where is the future? ● Does this substance or behavior carry any medical risks?

You start with the following ability: You start with the following ability:

✪ Fall Through Time Intellect ✦✧ ✪ Treat Wounds Intellect ✦✧


As a rest activity, roll Compel. Take -2 awareness and roll Maneuver to tend to a wounded character, or
yourself, if you’re conscious. If you’re in combat, make this roll with a -2
✦ 5+: Gain +2 overflow awareness. You also sense what transpired in
penalty. This ability doesn’t work on Shinarians or other inorganic
your span during the past 24 hours, along with the trajectories of
characters.
any conscious beings who passed through it or presently occupy it.
You see these trajectories as paths of light that spiral upward into ✦ 5+: The character recovers +1 Life.
the heavens. At the Guide’s discretion, these trajectories reveal ⬖ 1–4: The character recovers +1 Life but suffers an injury penalty
hidden characters. corresponding to your result.
⬖ 3–4: Gain +1 overflow awareness. ⓧ 0 or lower: No effect.
ⓧ 1–2: You end your rest with -1 spirit.

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Guide how you go about this endeavor—what assets you’ll bring to bear,
Monsters
where it happens, how you approach the creature. The Guide will award
you an endeavor advantage die. Roll this die along with your Compel die
Intellect ✧ | Zordin
Start with: Antediluvian language, Octopenguin OR Polymermaid, ✪ Tame to Tame the creature, and use the higher result. If you succeed, the
monster treats you as a beloved companion.
You’ve learned about the Skysea’s monsters and even how to tame some
of them. If you start the game with this lore, you have a tiny monster pet: Starting Monsters
an octopenguin or a polymermaid (statblocks follow). Either you or the Guide can keep track of your monster’s Life and
defenses.
Ask the Guide:
● What is that monster called?
● What's one of its special traits or abilities? Octopenguin ༄ Half-octopus, half-penguin, half-cute, half-disturbing LIFE 1
● How aggressive is it? ATTACK d8 | BRACE d4 | COMPEL d4 | MANEUVER d8

Tiny target. Melee and ranged attacks against the octopenguin AGI 5 Guard 5
You start with the following ability:
suffer a -2 penalty. (Take hold attacks, and close attacks while a
character grapples the creature, don't suffer this penalty.) STR 0 Stam. 1
✪ Tame Intellect ✧
Floating. The octopenguin permanently floats unless it anchors
Take -1 awareness and roll Compel to shift a monster’s regard toward you. itself with its tentacles. WIL 1 Spirit 1
Subtract the monster’s size from your roll. Squirty. If attacked, the octopenguin can take -1 stamina to Evade
INT 0 Awar. 5
as a reaction, squirting an inky cloud in the process that inflicts
✦ Success: The monster’s regard shifts from hostile to wary, or from wary maneuver disadvantage on the attack. This reaction also
to friendly. propels the octopenguin into a new span or height.
⬖ Struggle: No effect. ACTIONS
ⓧ Failure: The monster’s regard reverts to or remains in its original ✧ Facehug. Melee attack (close). Must target a humanoid foe. The octopenguin
engulfs their face. Damage on hit: -2 awareness, -1 guard, and the foe suffers a -2
state.
penalty on all actions except Take hold until removed. On block: -1 guard.
If you’re already in combat with the monster, make this roll with a -2 No other effective attacks.
penalty.
IDEALS Fellowship SPEAKS Nothing; vaguely understands Antediluvian SIZE 0 DANGER 0
Once you use this ability on a monster, you can’t use it again until
you rest for one hour. The effects of this ability can be reversed. If you or
your allies attack a monster you’ve tamed with this ability, it becomes
hostile.
Downtime endeavor. If you spend a downtime with a friendly
monster, you can try to Tame it permanently as an endeavor. Tell the

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Navigation
Polymermaid ༄ Part-plastic part-organic mermaid figurine LIFE 1
ATTACK – | BRACE d4 | COMPEL d4 | MANEUVER d8
Intellect ✦✧ | Mazrian
Start with: ✪ Chart Course, 2𐤑 imperial credits, Mazrian language, Glyphs writing.
Tiny target. Melee and ranged attacks against the polymermaid AGI 5 Guard 5 → If you or another hero knows the Navigation lore, you also start with a Skyreme skiff
suffer a -2 penalty. (Take hold attacks, and close attacks while a
character grapples the creature, don't suffer this penalty.) STR 0 Stam. 1 Whether you’ve served as a captain or in another capacity, you know
Floating. The polymermaid permanently floats unless it holds your way around a skyreme, and by extension, how to navigate the
onto something. WIL 1 Spirit 1
Skysea. You can safely land a skyreme in any skyharbor, you can secure
Pressure sense. Can detect nearby movement with a special skin
INT 0 Awar. 7 the materials needed to operate it, and you know how to maintain and
organ. Has extra Awareness (included in stats).
repair its components.
Singer. The polymermaid can Tell the Tale (see Song lore).
You start with 2 imperial credits, reflecting the various trinkets and
ACTIONS No effective attacks. treasures you've found on your travels. You also know how to read
IDEALS Freedom SPEAKS Antediluvian SIZE 0 DANGER 0
Glyphs, the common script of papyrus Skysea charts.

Ask the Guide:


● What trade routes connect this island to others in the Skysea?
● What’s the safest approach to our destination? The fastest?
● What do we need to set sail with this skyreme?

You start with the following ability:

✪ Chart Course Intellect ✦✧


You know how to captain a skyreme—and you’re pretty good at it too.
This ability grants the following benefits during downtime:

● When you undertake a Voyage endeavor, add your Intellect to


your Compel work roll.
● If you sail on a Voyage of Discovery, roll the d20 twice, and choose
which result to use.

See Chapter 8: Downtime and Endeavors for information on the Voyage


endeavor.

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✦ 5+: You successfully recharge the device.
Scrolls of the Sorcerer
⬖ 3–4: You can recharge the device, but only if you end your rest with -1
spirit.
Intellect ✦✧ | Mazrian
Start with: Mazrian language, Glyphs writing, ✪ Kotharian Theorem ⓧ 1–2: You fail to recharge the device and, frustrated, end your rest with
-1 spirit.
“The Sorcerer” was a legendary Mazrian philosopher who either died or If your max Spirit is zero, you can't perform this activity.
disappeared ages ago. Mazrians know this figure by the inscrutable If you succeed, you can use this ability again during the same rest,
name Kothar the Kotharian. Some believe the Sorcerer was a deity, and potentially recharging multiple devices. However, if you struggle or fail,
Kananites familiar with the Scrolls often identify the Kotharian as a you can’t try to recharge another device during the same rest.
child of the high god El-Elyon. The Sorcerer’s true identity is a mystery, You can recharge any number of spent magical devices in your
but they appear to have been a contemporary of the Clay King Amurah, possession during Downtime (no project required).
since the Scrolls includes scattered references to the “kingdom of clay.”
The Scrolls of the Sorcerer remains a secretive text, though its
Abilities to Learn
influence is felt throughout Mazrian society. The Scrolls form the
theoretical basis of the magical technology that, in turn, forms the ✪ Mathematical Precision Intellect ✦✦✧
foundation of the Empire’s power. If you start the game with this lore,
You’ve gained an intuitive understanding of distance and angles,
you have a physical copy of this text in the form of a papyrus scroll.
enabling you to move and position yourself with the precision of the
If you’re a Sorcerer: this lore reflects a deeper theoretical
coordinate plane. This ability grants two benefits:
understanding of the principles of Dark and Light Magic. Add your
Intellect to your roll when you Focus. ● When you use the Kotharian Theorem ability, add your Agility to
your roll.
Ask the Guide:
● How long will I need to solve this mathematical problem? ● Reduce your ranged attack penalty by 1.
● What is the weakest point of the structure?
● What magic spells do Sorcerers know?
✪ Magitech Savant Intellect ✦✦✦✧

You start with the following ability: Requires ✪ Mathematical Precision. When you roll a Mazrian device's charge
die, you can take -1 awareness and roll your Maneuver die as well. You
✪ Kotharian Theorem Intellect ✦✧ can substitute the Maneuver die result for your charge die result—even
You’ve learned how to attune magical crystals to the Skysea’s ambient if the charge die comes up a 1.
magical forces by carefully placing their facets at specific angles and You can also take -1 awareness to intentionally discharge a device.
orientations. As a rest activity, roll Maneuver to recharge one magical
device.

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✦ Success: The foe misses. If they’re in melee range, make a free
Tactics
counterattack, adding your Intellect or Agility.
⬖ Struggle: Resolve the foe’s attack. If they’re in melee range and their
Intellect ✦✧ | Kananite, Mazrian, Shinarian, Zordin
Start with: ✪ Envelopment attack fails to inflict lethal damage, make a free counterattack.
ⓧ Failure: You suffer -1 guard. Resolve the foe’s attack.

You know how to take the right actions at the right time in tight
coordination with your allies. Your skills can knock enemies off their
guard and make your allies more than the sum of their parts.

Ask the Guide:


● What position or terrain would give us the most tactical advantage?
● Which foe seems the most vulnerable?
● Does it seem like we’re winning or losing?

You start with the following ability:

✪ Envelopment Intellect ✦✧
When you successfully Outflank a foe, choose whether to add your
Agility or Intellect to the free attack roll.
Additionally, you can coordinate a simultaneous Outflank maneuver
with an ally against a single foe. You and your ally both roll Outflank at
once. Each success inflicts -1 guard on the foe before any free attacks
from the maneuver are resolved.
If you and your ally both fail the Outflank roll, the foe can only make
one free attack against you or your ally (their choice).

Abilities to Learn
✪ Feint Will ✧
Gain +1 max Awareness. Take -1 awareness to pretend to lower your
guard, by “stumbling,” whiffing an attack, or the like. Until your next
turn, each time you’re attacked, roll Maneuver against the attacker.

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If you’re already in combat with the character(s), make this roll with a -2
Trade
penalty. If your proposed resolution isn’t real, you must succeed on a
Deceive roll before using this ability. If you or your allies attack or betray
Intellect ✦✧ | Kananite, Mazrian
Start with: 6𐤑 imperial credits, Glyphs writing, Mazrian language, ✪ Negotiate any character after successfully negotiating with them, you
automatically fail any future negotiation with them.
While Lord Adod is the god of Tel-Kanan, trade may well be the realm’s
religion. Before the Empire ruled the realm, Kananite traders were
famous for their purple dye, harvested from giant carnivorous snails. To
this day, traders from the Empire and Tel-Kanan, if not friendly with one
another, at least find ways to operate with mutual respect.

Ask the Guide:


● How much do they value that item or position?
● What do we have that they would value?
● Is this truly their final offer?

You start with the following ability:

✪ Negotiate Intellect ✦✧
Take -1 awareness and roll Compel to propose a mutually beneficial
resolution to a character or group of characters. The character(s) must
share a language with you, and you must explain what the mutually
beneficial resolution is.

✦ Success: Until your next turn, the character(s)’ regard for you shifts
from hostile to wary, or from wary to friendly. You then make a free
Persuade roll.
⬖ Struggle: Until your next turn, the character(s)’ regard for you shifts
from hostile to wary, or from wary to friendly.
ⓧ Failure: No effect.

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Wisdom of Adod Ask the Guide:
● What's the scientific explanation for this phenomenon?
● What magic spells can Messengers, Sorcerers, and Arbiters cast?
Intellect ✦✧ | Kananite
● What's a straightforward translation for this complex idea?
Start with: Shinarian language, Oxhouse writing, ✪ Magical Secrets

The Wisdom of Adod is a long, coded text written entirely with a You start with the following ability:
remarkably small set of Glyph symbols. If you start the game with this
lore, you have a physical copy of this text in the form of a papyrus scroll. ✪ Magical Secrets Intellect ✦✧
On its surface, it appears to be a simple, incredibly repetitive song of You’ve studied the collected wisdom and translated texts of diverse
praise to Lord Adod’s wondrous intellect. On closer inspection, the magical lore. Choose one of the following lore types. You know its
Glyph markings encode sounds in the Shinarian language—in other starting ability (ignoring its Will requirement, if any).
words, its actual writing system is Oxhouse, not Glyphs. These sounds,
● Lord Adod: ✪ Offering
when strung together, form words and sentences of a sprawling magical
● Path of Air: ✪ Meditation
treatise.
● Scrolls of the Sorcerer: ✪ Kotharian Theorem
The decoded text quickly reveals that the title is sarcastic—that the
● Code of the Clay King: ✪ The Flesh is Weak
anonymous authors have little regard for Adod or his priesthood.
Instead, the treatise describes the magic present in Adod’s cyclone as a
You don’t know the lore itself, nor do you know any language or literacy
natural phenomenon to be studied and harnessed. As such, the Wisdom
the lore usually grants (if any). You can’t learn other abilities from the
of Adod is a more cerebral pathway to the Messenger calling.
lore until you learn the lore properly during Downtime.
The Wisdom also contains extensive commentaries on the foreign
You can, however, use XP to learn Magical Secrets multiple times to
magical traditions of Mazr (the Scrolls of the Sorcerer) and Shinar (the
gain starting abilities from additional listed lore types.
Code of the Clay King). The Wisdom thus opens the paths to the Sorcerer
If you learn your chosen lore type properly during Downtime, you
and Arbiter callings as well.
can learn one of its non-starting abilities if you can meet its attribute
requirement.
What the Text Says About Adod
The Wisdom maintains that Adod is simply a large storm with some
degree of sentience, only qualitatively different from a wraith in terms of
its massive size.
Adod’s sentience itself emerges from the Rephaim's interaction with
the material substance and motion of the storm. This lore reveals to you
that Adod’s physical essence is not ancient, not invulnerable—and may
well be destroyed and devoured by a larger storm system.

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Axe 𐤇 CRAFT 2 𐤑CREDIT 2

6. Items
DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 4 | STOW Back
REQUIRES Strength ✦ 2H or ✦✦ 1H

A big, curved bronze blade attached to a wooden pole, an axe is not a


𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 particularly elegant or portable weapon, but it’s certainly lethal. Like a
sicklesword, it’s designed to hook defending arms and pull them away.
Your items include everything you carry with you on your adventure. All Hook. If a foe blocks your axe attack, roll your brace die. If the result
heroes start with at least one simple weapon. Depending on your lore, beats the defender’s stamina, you pull the defending armament out of
you might begin with a wider variety of weapons, armor, or other items. their hand, and it falls to the ground. Otherwise, no effect.
Resources (𐤇) and credit (𐤑) costs reflect the item’s availability at Vulnerable to breaking, fire, and gray magic.
the start of the game—before the collapse of the Mazrian/Kananite
economy. Once the game starts, heroes will either need to find items
Bow 𐤇 CRAFT 2 𐤑CREDIT 2
directly, or undertake downtime endeavors to produce and acquire new
DAMAGE Lethal | TYPE Ranged | GUARD 0 | DURABILITY 4 | STOW Back
ones. See Chapter 8: Experience and Downtime for more details.
REQUIRES ✦ The Bow lore, plus a quiver of arrows (stow Belt)

Arms Apart from magic, the bow is the state-of-the-art ranged weapon in
Tel-Kanan. Archers can learn the ✪ Aim ability to increase the weapon’s
accuracy.
Arms are items you wield in your hands. They include melee weapons, A bow and its quiver count as separate items to stow. Don’t bother
ranged weapons, and shields. All arms must be stowed. tracking individual arrows, though.
Vulnerable to fire.

Atlatl 𐤇 CRAFT 1 𐤑CREDIT 1


DAMAGE Lethal| TYPE Ranged | GUARD 0 | DURABILITY 4 | STOW Belt Club 𐤇 CRAFT 1 𐤑CREDIT 1
REQUIRES ✦✦ The Atlatl lore, plus a javelin or spear to throw (stow Back) DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 4 | STOW Back
REQUIRES Strength ✦ 2H or ✦✦ 1H
An atlatl is an antique weapon—a curved rod, about the length of your
forearm, with a spur on one end. The spur holds the end of a javelin or A heavy wooden club is not the most advanced weapon, but it’s good
spear. The atlatl wielder launches the javelin or spear by swinging the enough for bashing, smashing, and similar activities.
rod. The force of the swinging motion is added to the throw. Vulnerable to breaking and fire.
Inflicts -2 guard damage with its lore.
Vulnerable to fire.

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Dagger 𐤇 CRAFT 1 𐤑CREDIT 1 Vulnerable to breaking, fire, and gray magic.
DAMAGE Lethal | TYPE Melee | GUARD 0 | DURABILITY 4 | STOW Leg
REQUIRES 1H
Shield (Light) 𐤇 CRAFT 2 𐤑CREDIT 1
A dagger provides no defensive benefit, but it’s easy to stow and handy DAMAGE Can’t attack | TYPE – | GUARD +3 | DURABILITY 3 | STOW Back

for close-quarters fighting. REQUIRES Strength ✦ 1H

Close. You can attack with a dagger while in a grapple.


Light shields are typically made of wicker or hide. They aren’t very
Vulnerable to lightning and gray magic.
sturdy, but they’re a good way to avoid getting shot with an arrow.
Maneuvers take a -1 penalty while you hold a shield.
Heavy Mace 𐤇 CRAFT – 𐤑CREDIT 4 Vulnerable to breaking and fire.
DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 6 | STOW Back
REQUIRES Strength ✦✦ 2H
Shield (Heavy) 𐤇 CRAFT – 𐤑CREDIT 4
A mace is a huge, enormously heavy weapon—a solid bronze head DAMAGE Blunted | TYPE Melee | GUARD +3 | DURABILITY 9 | STOW Back

attached to a thick handle. In the right hands—with the Mace lore, the REQUIRES Strength ✦✦ 2H

weapon enables a warrior to easily stagger their foes off-guard, even


Unlike lighter shields, this sturdy bronze shield can be used offensively
when blocked.
as well as defensively.
Breaking. If a foe blocks your mace attack, roll your brace die. If the
Maneuvers take a -1 penalty while you hold a shield.
result beats the blocking armament's durability, the armament is
Vulnerable to breaking, lightning, and gray magic.
destroyed. Otherwise, no effect.
Vulnerable to breaking, fire, and gray magic.
Straightsword 𐤇 CRAFT – 𐤑CREDIT 3
Javelin (x3) 𐤇 CRAFT 1 𐤑CREDIT 1 DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 4 | STOW Belt
REQUIRES Strength ✦ 1H
DAMAGE Lethal | TYPE Melee/Ranged | GUARD 0 | DURABILITY 2 | STOW Back
REQUIRES Strength ✦ 1H
One of the most versatile weapons, a straightsword is a leaf-shaped
bronze blade, like a long version of a dagger. It’s primarily made for
Javelins are basically small spears meant for throwing. They can be
thrusts, and some spear techniques can be used with a straightsword.
used as melee weapons, but are too flimsy to provide a defensive benefit.
The weapon can also be used to slash or even slit throats in a pinch.
Throwing a javelin with an atlatl inflicts an additional guard damage.
Close. You can attack with a straightsword while in a grapple.
You can carry up to three javelins in a bundle. Each bundle takes up
Vulnerable to breaking, lightning, and gray magic.
one stow “slot” on your back. Keep track of how many javelins you have.
You can recover a thrown javelin, unless you throw it into the Skysea.

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Sicklesword 𐤇 CRAFT – 𐤑CREDIT 3 Staff 𐤇 CRAFT 1 𐤑CREDIT 1
DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 4 | STOW Belt DAMAGE Blunted | TYPE Melee | GUARD +2 | DURABILITY 4 | STOW Back
REQUIRES Strength ✦ 1H REQUIRES 2H

A sicklesword is a curved bronze blade, just a bit longer than a A staff may be better for walking than attacking, but its length helps
straightsword. It’s made for slashing, rather than stabbing, and has a keep foes at bay for good defense. You need two hands to use a staff
hooklike edge near its pommel designed to disarm foes. effectively; the item isn’t weighted for one-handed use.
Hook. If a foe blocks your sicklesword, roll your brace die. If the Vulnerable to breaking and fire.
result beats the defender’s stamina, you pull the defending armament
out of their hand, and it falls to the ground. Otherwise, no effect.
Vulnerable to breaking, lightning, and gray magic.

Sling 𐤇 CRAFT 1 𐤑CREDIT 1


DAMAGE Lethal | TYPE Ranged | GUARD 0 | DURABILITY 3 | STOW Leg
REQUIRES ✦ The Sling lore, plus a pouch of bullets (stow Belt)

In the right hands, a sling and a nicely-shaped rock (or bullet) are just as
deadly as a bow and arrow. A sling and a pouch of bullets count as
separate items to stow. Don’t bother tracking individual sling bullets.
Vulnerable to fire.

Spear 𐤇 CRAFT 2 𐤑CREDIT 2


DAMAGE Lethal | TYPE Melee/Ranged | GUARD +2 | DURABILITY 4 | STOW Back
REQUIRES Strength ✦ 2H or ✦✦ 1H

A spear is perhaps the most versatile weapon in the realm. Tipped with
a small, leaf-shaped bronze blade, a spear makes a fine offensive
weapon. Its long length makes for great defense, too. And you can
always throw a spear at a foe out of reach.
Reach. A spear’s length prevents some foes from counterattacking
you (noted in their abilities).
Vulnerable to breaking, fire, and gray magic.

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Armor
Laminate Armor 𐤇 CRAFT – 𐤑CREDIT 4
ARMOR +1 | PENALTIES -1 max Stamina | DURABILITY 6

Laminate armor is made of many layers of linen glued and squished


Armor comes in two main forms: body armor and helms. You can only
together to form a solid cuirass. It’s quite lightweight and maneuverable
wear one body armor and one helmet at a time.
for its stopping power.
Beyond its form, armor also comes in two styles: manufactured or
Vulnerable to fire.
crafted. Manufactured armor includes refined gear made of bronze or
laminate materials. It's produced in armories and can usually only be
acquired with imperial credit (or with the Panoply lore). These armors Bronze Scale Armor 𐤇 CRAFT – 𐤑CREDIT 6
provide strong protection, but (aside from laminate) they make their ARMOR +2 | PENALTIES -1 max Stamina, -1 Maneuver
wearers vulnerable to lightning and gray magic.
Crafted armor is makeshift, created from bone, hide, scales, or even Scale armor is a cuirass of many overlapping bronze scales sewn into
bits of bizarre ancient detritus from the Chaos. Crafted armor isn't backing. It’s effective protection, though a little unwieldy to move
metal, so isn't vulnerable to lightning or gray magic. But it's more fragile around in.
and can be destroyed by breaking attacks that hit the wearer. Vulnerable to lightning and gray magic.

Crafted Armor 𐤇 CRAFT 3 𐤑CREDIT – Bronze Scale Coat 𐤇 CRAFT – 𐤑CREDIT 10


ARMOR +1 | PENALTIES -1 max Stamina, -1 Maneuver | DURABILITY 4 ARMOR +3 | PENALTIES -2 max Stamina, -1 max Guard, -1 Maneuver

Crafted armor is made out of makeshift local materials—for example, A scale coat is essentially bronze scale armor extended and fitted to
stone shards or dragon scales sewn into a backing. It often looks like cover most of the wearer’s body. It’s extremely heavy and unwieldy—so
bronze scale armor, but it’s not as strong as bronze. much so that wearing it makes it harder to move your arms effectively to
Breakable. If the armor absorbs any amount of lethal damage from a block attacks—but its protection can’t be beat.
breaking attack hit, it can be destroyed in the same way as a defending Vulnerable to lightning and gray magic.
armament (DR 4).
Vulnerable to breaking and fire.

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– CREDIT 15𐤑
Mundane Items
Bronze Plate CRAFT

ARMOR +3 | PENALTIES -2 max Stamina

Plate armor consists of carefully cast bronze plates, specially fitted to


the wearer’s body. It’s as heavy as a scale coat, but much less These nonmagical items have a variety of uses. Some can be used or
cumbersome, and offers unbeatable protection. acquired by anyone, while others require specialized lore.
Vulnerable to lightning and gray magic.
Cloakcraft
Bronze Helmet 𐤇 CRAFT – 𐤑CREDIT 3
Cloakcraft are items used for skullduggery and the like, requiring a great
ARMOR +1 | -1 max Awareness
PENALTIES
deal of specialized knowledge to deploy. You can buy them with credit,
but they're useless unless you know The Cloak lore.
A cast bronze helmet has one job—protecting your precious skull—and
it’s pretty good at it.
Vulnerable to lightning and gray magic. Smoke Bomb 𐤇 CRAFT 1 𐤑CREDIT 1
REQUIRES The Cloak to craft or use

Crafted Helmet 𐤇 CRAFT 3 𐤑CREDIT –


Throw this bomb at the start of your turn, which explodes into a cloud of
ARMOR +1 | PENALTIES -1 max Awareness | DURABILITY 4 smoke that envelops your span. You can then take a free action.
Everyone enveloped by the smoke cloud who relies on
A makeshift helmet, perhaps carved out of stone or fitted from a
eyesight—friend and foe—is unaware of all other characters, unless
dragon’s skull, is more fragile than a bronze helm, but still does what it’s
they're in a grapple with them. Characters in the cloud are also hidden
designed to do.
from characters outside the cloud who rely on eyesight. These effects
Breakable. If the armor absorbs any amount of lethal damage from a
last until your next turn, at which point the smoke clears.
breaking attack hit, it can be destroyed in the same way as a defending
armament (DR 4).
Vulnerable to fire and breaking. Poison 𐤇 CRAFT 1 𐤑CREDIT 1
REQUIRES The Cloak to craft or use, plus an edged weapon to coat

As an action, you coat the blade of a dagger, sword, or spear with this
smelly substance, which retains potency for about an hour.
The first time you inflict lethal damage with the coated weapon, the
hit inflicts an additional -1 life, -2 guard, -2 awareness, and -2 stamina.
Any excess stamina damage converts to additional lethal damage.

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The poison has no effect on Shinarians, wraiths, and other beings Vigor Potion 𐤇 CRAFT 1 𐤑CREDIT 1
who aren't made of flesh and blood. REQUIRES Medicine to craft

You can drink this bitter liquid potion as an action. You must drink it
Disguise 𐤇 CRAFT 1 𐤑CREDIT 1 yourself.
REQUIRES The Cloak to craft or use Upon drinking, you regain +1 stamina, up to your maximum.
The potion has no effect on Shinarians, wraiths, and other beings
You can put on this disguise as a rest activity, and change the type of
who aren't made of flesh and blood.
disguise during Downtime. The disguise effectively conceals your
identity from a distance. Up close, it enables you to make a Deceive roll to
avoid the notice of characters who would recognize you on sight. Reflex Tonic 𐤇 CRAFT 1 𐤑CREDIT –
The disguise can also, potentially, enable you to pass as someone of REQUIRES Medicine to craft
a different origin—though in the case of disguised Shinarians and
Mazrians, some explanation (and a penalty to your Deceive roll) may be You can drink this spicy liquid as an action. You must drink it yourself.
in order, at the Guide's discretion. Upon drinking, you gain +2 overflow guard, but you suffer -1
maximum Awareness.
If your maximum Awareness is already zero when you drink the
tonic, it has no effect.
Healingcraft The tonic also has no effect on Shinarians, wraiths, and other beings
who aren't made of flesh and blood.
Healingcraft are medical supplies. Anyone can use these items, though
Unlike other medical items, this tonic isn't available on the market,
they require Medicine to craft.
though its recipe is known to medical experts.

Healing Salve 𐤇 CRAFT 1 𐤑CREDIT 1


REQUIRES Medicine to craft

This thick substance heals wounds almost instantly. As an action, any


hero can apply this salve to themself or to another character.
Upon application, the character either regains 1 life or removes 1
injury (their choice).
The salve has no effect on Shinarians, wraiths, and other beings
who aren't made of flesh and blood.

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Book of Forms 𐤇 CRAFT 1 𐤑CREDIT 1
Musical Instruments
REQUIRES Intellect ✦✦

These items enhance the ✪ Tell the Tale ability from the Song lore.
You have a book written in Forms. If you start the game with this item,
you can read and write Forms, the writing system of old Shinar. You also
Ocarina 𐤇 CRAFT 1 𐤑CREDIT 1 know how to speak Shinarian, and you have a basic understanding of
Shinarian culture.
REQUIRES Song to craft or use | STOW Back
Lore References. Roll a d4 to determine how many lore references the
This small clay flute grants maneuver advantage when you Tell the Tale. book has. Then roll a d100 to determine what each lore reference is.

d100 Book of Forms Lore Reference


Lyre 𐤇 CRAFT 2 𐤑CREDIT 2
REQUIRES Song to craft or use
1 Nothing 60 Navigation 85–86 The Spear
2–7 Civilization 61–64 Path of Air 87–92 The Stone
This stringed instrument grants maneuver advantage when you Tell
Code of the Clay
the Tale and, on a success, increases the overflow spirit by 1. 8–32 King 65–68 Politics 93–94 The Sword
33–42 Crafting 69–72 Song 95 Trade
43–52 Death 73–76 Tactics 96–97 Wrestling
Other Items 53–56 Deep Time 77–78 The Bow Choose 1 lore
57 Lord Adod 79–82 The Mace 98–99 from this list
These items come in many forms.
Books often contain random lore references, which are important if 58–59 Medicine 83–84 The Shield 100 Choose any lore
you plan on engaging in the Scholarship downtime endeavor. See
Chapter 8: Experience & Downtime for more details on lore references.
When you find a book on your adventure, the Guide might specify Book of Glyphs 𐤇 CRAFT 1 𐤑CREDIT 1
what lore references it contains. Otherwise—and if you start the game REQUIRES Intellect ✦✦

with a book—randomly determine the book’s lore references, and give


You have a book written in Glyphs. If you start the game with this item,
the book a name based on them.
you can read and write Glyphs, the writing system of the Mazrian
Empire. You also know how to speak Mazrian, and you have a basic
understanding of Mazrian culture.
Lore References. Roll a d4 to determine how many lore references the
book has. Then roll a d100 to determine what each lore reference is.

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d100 Book of Glyphs Lore References For the first two challenges (conceiving and crafting/purchasing),
you can freely invoke your ideal(s). For the last step, you must invoke an
1 Nothing 36–43 Politics 78–79 The Mace
ideal the usual way, by taking -1 spirit.
2–5 Balloons 44–47 Scrolls of the Sorc. 80–81 The Panoply
6–15 Civilization 48–53 Skyremes 82–83 The Shield 1. Conceive the Gift
The first step is to determine your gift’s recipient. Choose from the
16–19 Crafting 54–59 Solar Circle 84–85 The Spear
following:
20–21 Dance 60–63 Song 86–87 The Sword
● A specific person
22–25 Death 64–67 Tactics 88–95 Trade
● A role or job (such as “soldier” or “bureaucrat”)
26 Dream 68–69 The Bow 96–97 Wrestling ● An origin
27–30 Medicine 70–73 The Cloak
Choose 1 lore
Then roll Compel to come up with a gift that’s both thoughtful and
31 Monsters 74–75 The Dagger 98–99 from this list
respectful of its recipient.
32–35 Navigation 76–77 The Hand 100 Choose any lore
✦ 7+: The gift generates +1 overflow spirit, and you gain a bonus on your
compel roll when you present your gift in step 3: +2 for a specific
person or role, or +1 for an origin.
Gift 𐤇 CRAFT 1–3 𐤑CREDIT 1–3 ⬖ 4–6: The gift generates +1 overflow spirit.
A thoughtful gift buoys the spirit of both the recipient and the giver. You ⓧ 1–3: They say it’s the thought that counts, but it seems that yours
can purchase a gift from a market with credit, or create a gift yourself doesn’t count for much. No effect.
with crafting resources. You can spend 1, 2, or 3 credits or resources
Keep note of your intended recipient and the result of your challenge roll.
when you acquire this item.
Whatever your choice, this item involves three steps: (1) conceiving
2. Craft or Purchase the Gift
the gift, (2) crafting the gift, and (3) presenting the gift.
Every gift’s impact depends in part on its quality. Roll Maneuver to
Each step involves a challenge roll. Depending on the results of
create a high-quality object or Compel to purchase an object that reflects
these challenges—and how much credit or resources you commit to this
your generosity.
item—the gift can generate up to +5 overflow spirit for both you and its
recipient. This benefit only comes into effect after you present the gift. ✦ 7+: The gift generates additional overflow spirit equal to the number
Resolve the first two challenges when you expend credit or resources of credits or resources you put into it.
to create the gift (or when you start the game, if the gift is one of your ⬖ 4–6: Your creation didn’t go as planned, but you can consume an
starting items). Resolve the final challenge for when you actually additional 1 resource (or 1 credit, if you have access to a market) to
present the gift. salvage it and succeed.

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ⓧ 1–3: You have a sneaking suspicion you’ve created what some people
might call a “conversation piece.” No effect. Magical Items and Artifacts
3. Present the Gift
Once you’ve conceived and crafted your gift, it’s time to give it to These items are attuned to the Rephaim, yielding a variety of magical
someone. This person must match the category of recipient you chose in effects. All require specialized lore to use.
step 1. For example, if you conceived a gift for a Mazrian, you can’t give it
to a Kananite. You certainly can’t present a gift created for one specific Idols
person to some other person. (You might, at the Guide’s discretion, be
able to present a gift made for one role to someone who embodies the Idols assist you in making ✪ Offerings to Lord Adod, a rest activity
traits of that role without identifying as such). granted by the Lord Adod lore. All idols require the Lord Adod or Wisdom
Roll Compel to present your gift with courtesy and grace. If you of Adod lore to craft.
succeeded on your first challenge roll to conceive the gift, remember to
apply the bonus to this roll. Idol of Adod 𐤇 CRAFT 1 𐤑CREDIT 1
Holding this idol when you make an Offering grants an additional +1
✦ 7+: The gift generates an additional +1 overflow spirit.
overflow stamina on a success.
⬖ 4–6: You can take -1 spirit to succeed; otherwise, you fail.
Adod is the Lord of Tel-Kanan and typically viewed as the
ⓧ 1–3: No effect.
personification of the cyclone that holds up the realm's floating islands.
He's often portrayed as a winged bull, or a muscular, horned man atop a
stormcloud. Unlike other idols, Adod's is common in Tel-Kanan and can
be bought with credit.

Idol of Anat 𐤇 CRAFT 1 𐤑CREDIT –


Holding this idol when you make an Offering grants a+1 overflow guard
on a success.
Anat is Adod’s sister. She's a fierce warrior who's said to do Adod's
dirty work when the Lord incapacitated. She's often portrayed as a
teenage girl with vacant eyes and bloodstained arms.

Idol of Istar 𐤇 CRAFT 1 𐤑CREDIT –


Holding this idol when you make an Offering grants a+1 overflow
awareness on a success.

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Istar is the goddess of craft, broadly defined—tradecraft, attack. If the attack doesn’t miss, make a free Shove brace against the
navigation, warcraft, technology. She's often portrayed as a middle-aged foe.
woman wearing elegant armor. If your mystic weapon is a club or staff, you can make a ranged attack
with this technique, though the attack itself only carries the gale and
Idol of Sherah 𐤇 CRAFT 1 𐤑CREDIT –
doesn’t deal any damage. If you have a mystic sling, you can make a
Holding this idol when you make an Offering restores +2 life on a melee attack with this technique, which likewise only carries the gale
success. and doesn’t deal damage.
Sherah is the goddess of agriculture, healing, hearth, and home. If you’re a Messenger, you have wind advantage on the Shove roll.
She's often portrayed as a pregnant woman with a serene smile. Additionally, if you’ve Called Wind, you can wield the mystic weapon to
cast spells, expending awareness instead of an equal amount of wind.

Mystic Weapons Mystic Arrows


These projectiles require The Bow to craft or use, along with either Path
Mystic weapons require either the Path of Air or the Wisdom of Adod of Air or Wisdom of Adod.
lore to craft. These items have intricate patterns of holes carved in their
Wind Arrow (x3) 𐤇 CRAFT 1 𐤑CREDIT –
wood, or in the case of a sling, woven into their fabric. Mystic weapons
After you shoot this arrow at a foe, resolve its damage as normal.
are specially attuned to you and can't be used by anyone else.
Then—hit, block, or miss—make a free Shove brace against the target
Mystic Club 𐤇 CRAFT 3 𐤑CREDIT – and any adjacent characters. Roll 3d4 for the Shove action, rather than
DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 4 | STOW Back
your own Brace die. (The arrow is consumed.)
REQUIRES Strength ✦ 2H or ✦✦ 1H
Flame Arrow (x1) 𐤇 CRAFT 1 𐤑CREDIT –
Mystic Staff 𐤇 CRAFT 3 𐤑CREDIT – The arrow creates a fiery blast at the point of its impact, affecting the
DAMAGE Blunted | TYPE Melee | GUARD +2 | DURABILITY 4 | STOW Back
target and any adjacent foes. Roll 3d4 for the blast attack. It inflicts
REQUIRES 2H
lethal damage and -2 guard.
Burn: On a hit or block, the blast burns any defending arms held by
Mystic Sling 𐤇 CRAFT 3 𐤑CREDIT – the foe(s) that are composed primarily of wood: light shields, spears,
DAMAGE Lethal | TYPE Ranged | GUARD 0 | DURABILITY 3 | STOW Leg staffs, and clubs. Roll 3d4 again. If the result exceeds the armament’s
REQUIRES ✦ The Sling lore, plus a pouch of bullets (stow Belt) durability rating (DR), it ignites and is destroyed.
If your initial Bow attack had a negative result (by virtue of its range
If you're attuned to one of these mystic weapons, you can take -1 penalty or the target Evading), apply the negative to the 3d4 attack roll.
awareness to cause a ferocious gale to follow the path of your weapon’s If your Bow attack misses a target on high relative to you, the blast
automatically misses. (The arrow is consumed.)

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Phylacteries Artifacts
Phylacteries are physical attachments to Shinarian Vessel bodies and Artifacts are mysterious objects from the time before the Shattered
are useless to non-Shinarians. They require the Code of the Clay King to Planet shattered. Much like mundane arms, the ancient cylinder and
craft, though any Shinarian can use them. ancient rod must be stowed, and can be used to make attacks. Unlike
You can deactivate a phylactery as a rest activity, detaching it from mundane arms, artifacts are so suffused with Rephaim that they are
your body and regaining your maximum Spirit, if applicable. You can virtually indestructible. You can't craft or buy artifacts.
likewise reactivate a phylactery as a rest activity.
You can benefit from multiple phylacteries—potentially as many as
Ancient Cylinder 𐤇 CRAFT – 𐤑CREDIT –
your maximum Spirit. If your Shinarian hero has a ✪ Second Soul, both
souls can benefit from a phylactery. DAMAGE Psychic | TYPE Melee | GUARD +1 | DURABILITY – | STOW Back
REQUIRES 2H, Ancient Cylinder lore
Heart Container 𐤇 CRAFT 3 𐤑CREDIT –
Reduce your maximum Spirit by 1, and increase your maximum Life by This 6-foot-long ancient cylinder, as wide around as a strong arm, is
3. made of an unfathomably lightweight, squishy material.
Psychic. Instead of inflicting lethal damage, the artifact inflicts -1
Memory Cistern 𐤇 CRAFT 3 𐤑CREDIT – awareness on a hit. This damage can't be absorbed by armor.
Reduce your maximum Spirit by 1, and gain one Shinarian lore and its Reach. The cylinder’s length prevents some foes from
starting ability. However, you must meet the lore's attribute requirement counterattacking you (noted in their abilities).
to benefit from the cistern.
If you deactivate a Memory Cistern, you lose access to all abilities
Ancient Mirror 𐤇 CRAFT – 𐤑CREDIT –
tied to the lore it holds.
You must hold this dinky mirror to make use of its abilities, but it's small
Vision Orb 𐤇 CRAFT 3 𐤑CREDIT – enough that it doesn't take up a stow slot.
Reduce your maximum Spirit by 1, and increase your maximum
Awareness by 2.
Ancient Rod 𐤇 CRAFT – 𐤑CREDIT –
Voice Box 𐤇 CRAFT 1 𐤑CREDIT – DAMAGE Psychic | TYPE Ranged | GUARD – | DURABILITY – | STOW Belt

If you hear someone speak for a few minutes, you can imitate their voice REQUIRES 1H, Ancient Rod lore

perfectly.
This forearm-length rigid stick of smooth, lightweight material has a
small curved cup on the opposite end of the handle, which holds a hazy
ball of greenish energy, only visible to you. Throwing this ball at a foe

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summons a bizarre, ethereal monster which chases and retrieves the
ball, attacking the foe in the process. Mazrian Devices
Psychic. Instead of inflicting lethal damage, the artifact inflicts -1
awareness on a hit. This damage can't be absorbed by armor.
Mazrian devices are magical-technological wonders manufactured in
Ranged. Attack a distant foe with a -2 penalty (or more, if the
the Mazrian Empire. They’re far too intricate to craft and must be
distance is great).
purchased with credit. Gadgets are minor devices, while implements
are more powerful.

Losing Device Charge


Each time you use a Mazrian device, roll its Charge Die as an action.
On a 1, the device yields a more powerful effect—but its crystal array
runs out of energy! The device becomes inert and can't be used again
until recharged.
If you have advantage on an action that calls for a charge die
roll—like maneuver advantage when shooting a Kotharian staff from on
high—rolling a 1 on the charge die still counts as a 1, regardless of what
your advantage die result is.

Crystal Arrays
All Mazrian devices are powered by resonant crystal arrays with a
limited energy supply. There are two types of crystal arrays: Dark (D), or
Light (L).
You can recharge a spent device by replacing its spent crystal array,
which takes a minute or so. The Scrolls of the Sorcerer lore has an ability
that enables you to recharge a crystal array without replacing it with a
new one.

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short on specifics, dismissive of their culture, and lacks any information
Mazrian Gadgets
about the Zordin's recent attacks on the empire.
Likewise, the faience can provide only background knowledge on
Dark Parasol 𐤇 CRAFT – 𐤑CREDIT 2
complex magical ideas found in the Scrolls of the Sorcerer. It can explain
CRYSTAL Dark | CHARGE d6 | STOW Belt
in broad strokes how magical devices work, but it's not a substitute for
This sword-length parasol has a dark, translucent canopy and must be being versed in the actual Scrolls.
stowed (belt).
Roll d6 as an action to unfurl the canopy, which shimmers and Life Shells 𐤇 CRAFT – 𐤑CREDIT 2
pulses with dark magic. You rise 1 height and hover there until your next
CRYSTAL Light | CHARGE d4
turn, or until you deactivate or let go of the parasol.
On a 1, you rise 1 height and hover there indefinitely, so long as you This pair of bronze-and-silver objects look like metallic seashells. They
keep holding onto the gadget. can be placed on either side of a dying or unconscious person’s chest.
You can also use the parasol as a reaction to avoid taking falling Roll d4 to activate the shells. On any result, the shells deliver a
damage, but you don't rise 1 height or hover, and the parasol shock, and the person awakens with 1 Life.
automatically loses its charge. (If the parasol is stowed, you can draw it On a 1, the person also awakens with 1 guard or awareness (their
as you fall, as long as you have a hand free.) choice).
The shells don’t work on Shinarians or other creatures not made of
flesh and blood.
Finding Faience 𐤇 CRAFT – 𐤑CREDIT 2
CRYSTAL Light | CHARGE d20
Scintillating Sphere 𐤇 CRAFT – 𐤑CREDIT 2
This fist-sized glasslike stone holds a wealth of general information
CRYSTAL Light | CHARGE d8
within its countless facets, compiled by the Mazrian empire's
encyclopedists about many different subjects. This small, translucent ball bounces unpredictably if thrown.
Roll d20 and ask a general reference question. The Guide reveals the Roll d8 to throw the sphere, which flashes with brilliant, blinding
closest answer to your question, taking into account your literacy—the light as it bounces around the area and returns, magically, to your hand.
faience displays detailed information in the form glowing Glyph text, This action is resolved as a Maneuver targeting all characters in your
but can also display helpful holographic images for the illiterate. span except you.
On a 1, you become lost while exploring the knowledge within the
faience's facets, in a good way. You gain +1 overflow Awareness. ✦ Success: The character(s) suffer -1 guard and -1 awareness.
The faience reflects the broad sweep of knowledge gathered by the ⬖ Struggle: The character(s) suffer -1 awareness.
empire at its height, though it's sometimes biased, euphemistic, or ⓧ Failure: No effect
outdated. For example, the faience's information about the Zordin is
On a 1, roll a d20 and use its result instead.

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You can attempt to aim the sphere so as to spare your allies from its You and up to five allies can play the game as a rest activity. To play,
effect. Take a -1 penalty on your roll for each ally you exclude. Declare your character rolls five dice, each representing a significant moment or
your intent to aim before you roll the charge die. threshold in a typical Mazrian’s life—d12, d10, d8, d6, and d4. After
rolling, add the results together. The sum determines how many
squares you advance. The d12 is special—it's the gadget's charge die.
Speaking Rings 𐤇 CRAFT – 𐤑CREDIT 2
The board’s magic confers blessings—or curses—on your character,
CRYSTAL Light | CHARGE d20 depending on how they “die” in the game:

The crystals in this pair of silver-and-bronze rings are attuned to each


Square Death Blessing (or Curse)
other. If you and another character split the pair, you can communicate
over any distance. The rings absorb, transmit, and project your voices, so 25 or lower Unremarkable None
you must hold the ring near your face when you speak or listen. Some 26 Heroically defending the empire +1 overflow Guard
Mazrians wear them as earrings.
Roll d20 to activate both rings (either character can do so). The 27 Cloistered in magical studies +1 overflow Awareness
result is roughly the number of minutes you and the other ringholder 28 Surrounded by your beloved family +1 overflow Spirit
can speak to each other. The Guide determines when time runs out.
29 A picture of health until the very end +1 overflow Stamina
On a 1, you can speak to each other for an hour.
Both rings gain energy on a single crystal array, which either 30 A voyage to the afterlife—and back +2 overflow Life
character can hold. 31 or higher Dissolved horrifically into the abyss No benefit from rest

Timpassing Board 𐤇 CRAFT – 𐤑CREDIT 2 After summing your dice, you can either end the game and accept
your death, or roll the dream die, a d20. You add the dream die’s result to
CRYSTAL Light | CHARGE d12
your original death sum, potentially advancing you to an auspicious
This magical game board’s surface consists of 30 squares, arranged in death—at risk of suffering the curse of a horrific death and gaining no
three rows of ten. The board represents a person’s life as a winding path benefit from your rest.
that travels up one row (childhood), then down the middle row On a 1 (d12 only), the player(s) who rolled it can choose to reroll all of
(adulthood), then back up the third row (old age). The board’s magic their dice (and the dream die, if desired)—but they must use the new
projects moving imagery of each player’s life as they progress along the result. The game loses its charge if at least one player rolls a 1 on their
squares, in distinctly Mazrian fashion—choosing their animal head as a d12.
young child, graduating from school, starting a career and a family, and
so on. The last five squares of the life path have special markings
signifying auspicious deaths.

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Hypercube 𐤇 CRAFT – 𐤑CREDIT 4
Mazrian Implements
CRYSTAL Dark | CHARGE d6
Black Gauntlets 𐤇 CRAFT – 𐤑CREDIT 4
This translucent cube is the size of your palm. As an action, roll the
CRYSTAL Dark | d10
CHARGE
cube's charge die, a d6, to enfold a protective space around you and your
allies: you cast the ⧨Tesseract dark magic spell. See the ✪ Topology
These articulated black-painted bronze gauntlets are inset with
ability in the Sorcerer: Dark Magic section for how this spell works.
numerous small black gems, which project dark magic. The gauntlets
On a 1, you enfold space so time doesn't pass faster within. You
work as a pair, share a charge die, and can't be used if you hold anything
spend an hour in the tesseract, not a minute, and can benefit from a rest.
in either hand.
You can use the gauntlets to cast three Dark Magic spells ⧨Fate’s
Grasp, ⧨Fall, and ⧨Rise. See the Sorcerer: Dark Magic section for how Kotharian Staff 𐤇 CRAFT – 𐤑CREDIT 4
these spells work, with the following changes: CRYSTAL Light | CHARGE d8 | GUARD +2 | DURABILITY 2 | STOW Back
Roll d10, the gauntlets’ charge die, in place of the Focus die. The
spells don’t require expending focus when cast with the gauntlets. This spindly bronze-and-silver staff can be used as an armament like a
On a 1, the effect differs depending on which spell you cast. normal staff, but its primary use is to cast the ◮Blue Spear Light Sorcerer
spell.
● ⧨Fate’s Grasp: treat the result as a 10, and (if a 10 doesn’t miss) To cast this spell, you must first take an action to gather the staff’s
roll a d20 to cast Fall or Rise. energy (no roll required). You can also do this as part of the Stand fast
● ⧨Fall: treat the result as a 10, and inflict an additional -1 guard. brace action while you hold the staff. If you block an attack with the
● ⧨Rise: treat the result as a 10, and the foe rises an additional 1 staff, however, its energy dissipates and you must gather it again.
height (2 altogether) on a success. Roll d8 on your following turn to cast Blue Spear with the energy
you’ve gathered. This roll replaces the spell’s Focus die for its ranged
Sorcerers who know Dark Magic can roll the gauntlets’ charge die as attack roll. The spell doesn’t expend focus when cast through the staff.
an advantage die along with their Focus die when casting these three See the ✪ Light of the Blue Moon ability in the Sorcerer: Light Magic
spells. But if the charge die comes up as a 1, the gauntlets lose section for how this spell works.
charge—regardless of the Focus die’s result. On a 1, treat the result as a 10, and roll 4d4 for the spell’s explosion
Light magic dampening. The gauntlets' gems interfere with instead of 3d4.
Sorcerers’ ability to manipulate the World Crystal with precision, and Light magic synergy. If you’re a Light Sorcerer, you can Focus Light
inflict a -2 penalty when you Focus Light Magic. Magic while you hold the charged Kotharian staff—and benefit from its
+2 Guard bonus. You can cast ◮Path of Light, ◮Golden Arrow and—if you
know it—◮Blue Spear while wielding the staff, using your own focus
rather than the staff's charge die. However, you can't cast other spells
while wielding the staff.
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Mageblade 𐤇 CRAFT – 𐤑CREDIT 4 If you wield metal arms or wear metal armor while using the
CRYSTAL Light | CHARGE d6 | STOW Leg | GUARD – | DURABILITY 8 Amulet, you suffer a -2 penalty on all Attack, Brace, and Maneuver rolls.
If you know ✪ Gray Magic and cast ◮Repel, the amulet's charge die
This starmetal dagger is enchanted by Gray Magic to obey its holder's works like an advantage die for your spell, but still loses charge if you
commands. When activated, it acts as an independent allied character. roll a 1 with it.
Roll d6 to activate the mageblade and command it to either attack a
foe (use the result as a melee attack) or float to a new location.
The blade has 6 Guard. If struck by an attack that exceeds its guard,
the blade loses its charge and falls to the ground, inert.
Crystal Arrays
On a 1—or at any point you choose after activating the
Dark Crystal Array 𐤇 CRAFT – 𐤑CREDIT 1
mageblade—make a Compel roll and use that as the mageblade’s attack
instead. After this point, despite losing its charge, you can continue Recharge a dark magic device:
commanding the blade to float or attack on subsequent turns, rolling d6 ● Dark Parasol
with compel advantage—but you must take -1 awareness each time. The ● Black Gauntlets
blade becomes inert if you don’t take -1 awareness to command it. ● Hypercube

Pale Robe 𐤇 CRAFT – 𐤑CREDIT 4 Light Crystal Array 𐤇 CRAFT – 𐤑CREDIT 1

CRYSTAL Light | CHARGE d8 Recharge a light magic device:


● Finding Faience
You can pull this gossamer, translucent robe over yourself and activate it ● Life Shells
to become invisible. Make a Hide roll, then roll a d8 and add it to the ● Scintillating Sphere
result. You don’t need cover to hide this way. ● Speaking Rings
On a 1, treat the roll as a 10. ● Timepassing Board
● Kotharian Staff
● Mageblade
Repulsion Amulet 𐤇 CRAFT – 𐤑CREDIT 4
● Pale Cloak
CRYSTAL Light | CHARGE d8 ● Repulsion Amulet

While you wear this starmetal pendant, roll its charge die, a d8, each
time you're attacked with a weapon or projectile containing metal.
Subtract the result from the incoming attack roll.
On a 1, the attack simply misses.

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Honor
You follow and seek to uphold a strict code of conduct. This code may
7. Ideals reflect the laws of society, the ways of a particular culture, your family’s
traditions, or your own set of ethics.
𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀
Justice
You cannot abide those who do wrong and get away with it. Perhaps you
Invoking your ideals is a vital part of playing WSSWNN. This chapter want to restore balance to the teetering world, or perhaps you’re an
has a few more guidelines for how ideals work. agent of the Empire or other authority seeking to uphold its vanishing
laws. Vigilantes and vengeance-seekers are also driven by the ideal of
The Eight Ideals justice.

Fellowship Order
You value community, generosity, respect for others, and self-sacrifice. You seek to uphold stability, rules, and structure. Perhaps you serve an
You may feel an especially strong responsibility to protect your family, authority which you believe gives order to the world—or which you
friends, hometown, culture—or even all sentient life. Or you may be believe should be reordered to reflect the proper state of things. Or
devoted to your closest allies, or even just one person. maybe you believe that your life, or all life, is part of a grand plan.

Freedom Power
You wish to be unfettered—from oppression and tyranny, or perhaps You understand that, to some extent at least, might makes right.
from something less high-minded, like duty, law, or social obligation. Perhaps you seek to gather power for yourself, so you can sit atop the
Maybe you’re an explorer, a freethinker, or a creative soul. Or maybe you hierarchy—or simply so you can become the master of your own destiny.
just want to go where you want to go and do what you want to do.
Truth
Glory You seek knowledge above all else. Perhaps you’re a scholar, seeking out
You seek renown, without fear—of battle, of loss, of the unknown that the true history of the Skysea. Or maybe you’ve dedicated your life to
awaits beyond the horizon. Perhaps you’re driven to bring glory to your uncovering the lies of the powerful.
family or culture. Or maybe you simply want history to remember your
name.

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Invoking Ideals
You can invoke your character’s ideals to empower your actions and
resist certain kinds of magical effects. Invoking an ideal takes -1 spirit
and grants you a special advantage die, the ideal die.
The Guide determines the ideal die’s size—d4, d6, d8, d10, d12, or
rarely, a d20—based on how appropriate and dramatic your invocation
is.

"In the name of fellowship, I will stand fast in the threshold!"

"Freedom cannot be bought, imperial scum!"

"Generations will sing tales of my glory!"

"Upon my honor, the empire will never fall to the likes of you!"

"You can crouch behind your shield, but you cannot hide from justice."

"Destiny guides me to preserve the order of Tel-Kanan!"

"My spirit overflows with a power that you cannot see."

"Truth is coveted for its own intrinsic beauty— except, perhaps, by those who have
never tasted its sweetness."

When the Guide determines the size of an ideal die, they're making a
snap judgment call. How apropos is this ideal to the situation? How does
the ideal fit the action? How dramatic is the moment?
The answers may not be obvious, and they'll vary from Guide to
Guide. They might even vary from situation to situation in the same
game, run by the same Guide. As a hero, accept their decision and roll
with it!

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 You can only increase attribute points 1 at a time in this way. Thus,
you can’t learn ✪ Sword Mastery if your Intellect is 0. You’d need to first
8. Experience & Downtime spend 10 XP on another ability that requires Intellect 1.

𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Gaining Experience Points


The Guide awards XP at the end of each session. Players can “spend”
Eventually, battles end. Heroes are left to breathe sighs of relief, lick their XP at any time.
their wounds, and perhaps even learn from their experiences. This These guidelines for awarding XP ensure players gain new abilities
chapter covers the rules for between sessions and adventures. at a steady cadence:

● Award 1 XP to each player for each battle or other tense situation


where numerous action dice were rolled.
Experience Points (xp) ● Award an extra 1 or 2 XP to each player if a situation was
particularly challenging or momentous—for example, a “boss
fight” or an incredible caper.
After each session of play, the Guide awards the party experience points
(XP)—typically 2–5 points per session. These points function as a If all players are on board, the Guide or the group collectively can award
currency that players can spend to learn new abilities. extra XP for other reasons. For example:
All abilities have a base cost of 5 XP. You can learn any ability from
your calling or your known lore, as long as you can meet the ability's ● Award 1 XP to the player who did the best job roleplaying. “Best”
attribute requirements (see below), Shinarians and Zordin also have doesn’t mean acting ability. Rather, reward the player who did
special abilities linked to their origins. the best job embodying the ideals and other aspects of their
On your hero sheet, keep track of your total XP earned along with character—especially if doing so made for less-than-optimal
unspent XP remaining. choices.
● Award 1 XP to the player who suffered the worst setback, defeat,
Attributes from Abilities or stroke of bad dice rolls.
You can increase your attributes by learning abilities that use them. You
can’t spend XP directly on attributes. Instead, you can spend 10 XP on
an ability (double the base cost) that requires 1 attribute point more than
your current value.
For example, the ✪ Sword Mastery ability (from The Sword lore)
requires Intellect 2. If your Intellect is 1, you can spend 10 XP to increase
your Intellect to 2 as you learn this ability.

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Downtime
One Downtime at a Time
As with rests, downtimes are not meant to be strung together
consecutively between adventures. The Skysea is a troubled place, and
heroes should count themselves lucky to find even a few days of peace!
Downtime is an extended period of safety and comfort—at least several That said—downtime itself is meant to be generous to heroes and
weeks. During downtime, you convalesce and recover all your stats to their allies. Assume that heroes are maximally efficient with their
their maxima. Downtime thus requires finding a place where you can downtime plans. It’s fine if heroes learn lore or acquire resources “out of
get bed rest and plenty of fluids, without the presence of people or order” from when they’re put to work in endeavors.
monsters who are trying to capture or kill you.
Which is to say, you can’t spend downtime in a dark cave, aboard a
The Island Sheet
cramped balloon, or among the ruins of a monster-infested island. You
Downtime can get complicated—which is where the Island Sheet comes
need peace, supplies, and some semblance of community or
in. This document is a counterpart to your Hero Sheet, but it’s intended
civilization—a small town, a cozy shelter with food and freshwater, or
to be shared between all the heroes’ players.
even a well-appointed skyreme will do.
Use it to track the helpful NPCs you’ve met, the endeavors you’re
engaged in, and the books you’ve gathered. During downtime, you can
Downtime Benefits check off each character (hero and NPC) who undertakes their endeavor
During downtime, every hero can: for that period. Lore is central to downtime, so the sheet is structured to
provide several different views of what lore is known by whom.
● Learn 1 new lore and its starting ability, and
● Undertake 1 endeavor

Heroes can learn lore from each other, and they can provide aid to one
another’s downtime endeavors. Crucially, NPCs can also teach lore and
assist with downtime endeavors. If you spend downtime in a settlement
full of friendly NPCs with useful lore, who knows what you’ll
accomplish!

Rest Activities and Downtime


When you start a new adventure at the end of downtime, you’re more
refreshed than usual. You automatically succeed on one rest activity of
your choice—with one exception: Transfer Soul, from the Code of the Clay
King lore, a risky activity no matter when you do it.

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However, you first need to know the script the text is written in—Forms,
Learning New Lore
Glyphs, or Oxhouse—in order to learn the lore this way. Learning lore
from texts doesn’t grant you knowledge of a language.
You learn one new lore and its starting ability during downtime. You
If you spend downtime in a settlement with a library, you can learn
can only learn lore under the following conditions:
other lore that’s spread around multiple texts in the library collection.
● You can meet the lore’s minimum attribute requirement. The library must have at least 2 references to the lore in a script you can
● You spend downtime with someone willing to teach it to you. read. See the Scholarship endeavor, detailed in the next section, for more
information on libraries and references.
That person could be a fellow hero, a friendly NPC—or even a foe whose
life you’ve spared.
Example: Learning Lore
If you have 5XP, you can spend it to raise your attribute score by 1 to
Victory! Chom the Champion, Wandu the Wanderer, and Matreyis the
meet the lore requirement. (The cost of increasing your attribute this
Mastermind have routed the monsters infesting the island and rescued a
way is cheaper because learning the lore itself doesn’t require XP.)
handful of grateful townsfolk. Among them are a priest and a rebel.
Chom is interested in learning more about the Lord Adod, and the
Language and Literacy priest is delighted to teach him. Chom learns the Lord Adod lore, along
When someone teaches you lore, they also teach you the language and with the Shinarian language associated with it.
literacy required to understand that lore. For example, if someone Wandu wants to learn more about the rebellion. With some coaxing,
teaches you the Wisdom of Adod lore, you also learn to speak Shinarian she convinces the rebel to teach her Insurgency. In the process, she also
and read the Oxhouse script. learns the Shinarian language, along with the secret Oxhouse writing
system that rebels use to communicate.
Belongings Matreyis found a mysterious text, the Wisdom of Adod. It’s written in a
Unlike the lore you start with, learning new lore during downtime script she can’t read, Oxhouse—which Wandu just learned from her rebel
doesn’t grant you its starting belongings. If you find someone to teach ally. The rebel hates Mazrians (Matreyis’ origin) so won’t teach her about
you The Sword, for example, you’ll still need to acquire your own blade. Insurgency. But Wandu is happy to serve as Matreyis’ teacher and transmit
what she learned from the rebel. So Matreyis, too, learns Insurgency, along
with the Shinarian language and the Oxhouse script.
Lore from Texts
You can learn the following types of lore from copies of their texts, rather
than from a living teacher:

● Code of the Clay King (Forms)


● Scrolls of the Sorcerer (Glyphs)
● Wisdom of Adod (Oxhouse)

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If you don’t spend all your work toward an endeavor, keep track of the
Downtime Endeavors
excess. You can make use of the extra work during the next downtime,
provided you continue the same endeavor in similar circumstances.
Along with learning new lore, you can undertake one endeavor during
downtime. Endeavors require specific lore to undertake.
Only heroes can initiate endeavors. But friendly NPCs with relevant 𐤇 Resources and 𐤑Credits
lore can participate in a hero’s endeavor. Heroes can also participate in Work toward one endeavor can’t directly be used in another endeavor.
one another’s endeavors. But many endeavors and their projects let you “spend” 𐤇 resources or 𐤑
Each endeavor says which lore is required to undertake it, and which imperial credit as inputs, converting them into work points. Some
lore is helpful. Lore that’s required must be known by at least one person endeavors, like Commerce and Gathering, generate resources or credits
working on the endeavor. A hero doesn’t need to know the required lore to as outputs, which can then be used in other endeavors.
initiate an endeavor, but they must work on the endeavor alongside Putting resources or credit “to work” can make up the difference
someone who does, and they must know at least one helpful lore. toward developing a useful feature. The table that follows shows the
It’s fine if NPCs don’t directly work on any endeavors during resource/credit inputs and outputs for each endeavor, per 1◈ work point.
downtime. And some NPCs won’t want to work on certain endeavors.
For example, if a hero wants to work on Governance with an imperial The Endeavor Advantage Die
panjandrum, they might be tempted to ask a local Kananite who knows You can’t invoke ideals while working on endeavors. Instead, describe
Civilization to help. But if that Kananite is a rebel who hates the Empire, the endeavor to the group. Aside from NPC helpers, what assets will you
at minimum, they’ll need to be Persuaded to participate! bring to bear? How does your hero approach and feel about their work?
How do they interact with other workers?
Work and Projects Fill in the details and color. Based on your description, the Guide will
Everyone participating in an endeavor with relevant lore—either award you an advantage die on your Compel work roll. Like an ideal die,
required or helpful—makes a work roll, which represents the amount of the Guide determines how big this advantage die is. Only heroes can
useful work (◈) each person contributes to the endeavor over time. A benefit from an endeavor advantage die.
work roll always uses a character’s Compel die.

● For each endeavor, add all the participants’ work rolls together. Endeavors, Step by Step
● Each hero and NPC can only make one roll per downtime. 1. Choose an endeavor to work on.
2. Gather NPCs to help you (possibly with some Persuading).
Work can be converted to specific projects associated with the endeavor. 3. Describe the endeavor to the Guide to gain an advantage die.
For example, the Festival endeavor includes two projects, Good Cheer 4. Roll Compel for yourself (with the advantage die) and for your helpers, and
(8◈) and Festival Food (2◈). Most endeavors include several projects you add the results together to yield ◈ work.
can “spend” your work on. Each says how much work it requires. 5. Put the work toward one or more of your endeavor’s projects, converting
resources and credits to more work if applicable.

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Endeavors, by Lore Endeavors, by Projects, Resources, and Credits
Endeavor Required Lore Helpful Lore Endeavor Projects Input Output
Balloon work Balloons Civilization, Crafting, Path of Air, Scrolls, Wisdom Balloon work Build balloon, Repair balloon 𐤇 ½𐤇
Civilization, Crafting, Politics, The Sling, Trade, any Citadel*, Clever fortification, Train militia,
City defense Tactics Strength lore City defense Sparring 𐤇*
Balloons,* Civilization, Crafting, Politics, Liquidity, Market, Arms dealer, Magitech
Commerce Trade Skyremes,* The Cloak Commerce dealer 𐤑 ,𐤇 ½𐤇 or 1𐤑
Balloons,* Civilization, Crafting, Dance, Lord Adod,
Any helpful Monsters,* Politics, Riding,* Song, Trade, Wisdom,
Festival lore → Wrestling Festival Good cheer, Good food 𐤑 ,𐤇 ½𐤇
Foraging Forestcliffs Ancient Cylinder,* Ancient Rod,* Balloons,* Riding* Foraging Gather resources 1𐤇
Governance Politics Civilization Governance Civic virtue, Taxation, Inspire citizen ½𐤇 or ½𐤑
Production Crafting Civilization, Scrolls, Wisdom Production Craft item, Workshop, Forge 𐤇 ½𐤇
Resistance Insurgency Civilization, Politics, The Cloak Resistance Tunnel*, Trap, Train rebel, Lay of land 𐤇*
Library*, Research lore, Decipher script,
Ancient Mirror, Civilization, Code, Deep Time, Translate text, Install encyclopedia, Write
Scholarship Any literacy Medicine, Navigation, Trade, Scrolls, Wisdom Scholarship book, Teach scholar 𐤇*
Navigation, Skyreme Build skyreme, Repair skyreme, Ram,
Skyreme work Skyremes Civilization, Crafting, Forestcliffs, Scrolls, Wisdom work Armor plating 𐤇 ½𐤇
Taming Monsters – Taming
Temple Temple
worship Lord Adod Civilization, Politics, Wisdom worship Temple*, Wind from Heaven, Tithe 𐤇* ½𐤇 or ½𐤑
Code of the Clay Create empty Vessel, Tophet, Increase
Vessels King Civilization, Crafting, Wisdom Vessels mass 𐤇
Navigation, Ancient Mirror, Forestcliffs, Path of Air, Scrolls,
Voyage Skyremes* Wisdom Voyage Resupply, Voyage of discovery 1𐤇

* Requires associated aircraft or creature to be helpful. * Input resources can only be used on the project with an asterisk.

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Endeavor Gameplay
On the heroes’ Island Sheet, Chom checks off himself and the two NPCs
who helped him, and tallies 9 work toward the festival. Meanwhile, the
Endeavors offer heroes a chance to rebuild an island and reshape its
Guide moves on to Matreyis, who explains she wants to work with a
society as they see fit. It might be tempting to resolve endeavors
Mazrian factotum they rescued. The factotum is literate in Glyphs.
between sessions. But playing through endeavors can provide
opportunities for roleplaying and strategizing.
Guide: Matreyis, remember how you learned to read this secret Oxhouse
In this section, we’ll look at how a Guide runs endeavors with Chom,
script from Wandu? And how she learned how to read from the rebel,
Wandu, and Matreyis.
who hates you because you’re from the empire?
Matreyis: Sounds familiar.
Guide: What endeavors are you folks taking on? Guide: When word gets out that you’re studying this sprawling Oxhouse
Chom: A festival! Let us celebrate our victory over the forces of Chaos. text, the rebel confronts you. He accuses you of being a creature of the
Matreyis: Scholarship. I’d like to take a closer look at this mystery book I empire out to steal the secrets of Tel-Kanan.
found—the Wisdom of Adod. Now that I can read it, can I learn its lore? Matreyis: So that’s the thanks we get for rescuing this guy from monsters.
Guide: Alas, no, because you already learned Insurgency as your one lore As a Mastermind, do I think he knows anything about this Wisdom of
this downtime. But you can start cataloging its references. What Adod text?
about you, Wandu? Guide: It’s pretty clear he has no idea what the actual text is about.
Wandu: I’m going to wait and see how things shake out with these two
before I decide. Matreyis tries to Persuade the rebel that she’s an expatriate who is no
fan of the empire, which is true. She says she wants to share the Wisdom
To help with the festival, Chom rallies the priest who taught him Lord for the benefit of everyone on the island, along with knowledge she’s
Adod, along with another NPC the heroes rescued—the island’s taken from the empire. She appeals to their common Freedom
Mazrian panjandrum, who offers to help with his knowledge of Politics. ideal—and succeeds!

Guide: Chom, what do you envision this festival looking like? Guide: The rebel is still wary, but intrigued. He offers to help you in your
Chom: Of course, the main attraction will be the carcass of the dragon we endeavor! Go ahead and make your work roll with a d10 endeavor
killed, freshly roasted in a giant firepit. This will yield delicious meat advantage die, plus two d6’s for the factotum and the rebel.
for the festivalgoers, and plenty of smoke rising up for Lord Adod! Matreyis: A 3 and a 5 for me. A 2 for the factotum, and a 6 for the rebel.
Guide: Sounds like fun for the whole family. Make a work roll with your Good thing he decided to help! So that’s 5 plus 2 plus 6 equals 13 work
Compel die, and I’ll give you a d10 advantage die as advantage. points altogether.
Chom: That’s a 4 and 6.
Guide: Keep the 6, and now make work rolls for the priest and Matreyis now checks off herself, the factotum, and the rebel from their
panjandrum too. They both use d6. Island Sheet, and tallies 13 work toward Scholarship.
Chom: A 1 and a 2. Fah! Not very helpful.
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Guide: Wandu, what are you up to? Matreyis notes the lore references in the Wisdom of Adod: 2 for
Wandu: Well, I’m torn. I’d like to help Matreyis with her studies. But… Wisdom, along with 1 each for Lord Adod, Path of Air, Scrolls of the
Chom: ROASTED DRAGON! ROASTED DRAGON! Sorcerer, and Code of the Clay King—all in the Oxhouse script.
Wandu: …but yeah, this festival sounds more fun. Not for the reason
Chom’s excited about. I have a little song I’d like to perform with my Guide: Matreyis—how goes your studies?
lyre. It goes a little something like this… Matreyis: Can I use the island’s library?
Guide: Yes, but if you recall, the library got smashed up when you routed
Wandu shares her song with the group, to varying degrees of the monsters hiding inside it. You’ll need to spend 8 work to repair it.
amusement. Matreyis: Fine, fine. Let’s repair it. Then I’ll spend 2 work on the project to
install my Finding Faience.
Wandu: Actually, I know both Song and Dance, so does that mean I get to
roll twice? The faience is a magical Mazrian encyclopedia. When installed, it yields
Guide: No, but since you know two applicable lore, I’ll give you a bigger 1 reference for every Mazrian lore, which Matreyis notes on the Island
advantage die. And the song was … well, it clearly came from the Sheet. She now has many references in Glyphs, along with a few from
heart. Let’s say a d12! the Wisdom in Oxhouse.
Wandu: That’s a 7.
Chom: Excellent! Now we have 16 work points. Guide: I believe you have 3 work points left.
Matreyis. Fine, fine, fine. I’ll spend 2 points to translate the Finding
At this point, all the heroes have made their work rolls, along with all the Faience into Oxhouse, so this rebel can read it.
NPCs they could manage to wrangle. Now it’s time to “spend” their work Guide: He’s deeply appreciative. Consider yourself on friendly terms with
on projects. him now.
Matreyis: Yay.
Guide: Chom and Wandu, what Festival projects are you putting your Wandu: Hey, I appreciate it too! I only know how to read Oxhouse.
work towards? Matreyis: I have 1 work point left. Can I save it for the next downtime?
Wandu: How’s about 8 for Good Cheer? Guide: Indeed. And now you have a library full of easy-to-read lore
Chom: And the rest of it for four pieces of Good Food! references, which will surely come in handy in future endeavors.
Guide: With a song, a dance, a heartfelt celebration, and a whole lot of Matreyis: I don’t suppose we can take another downtime now?
roasted dragon jerky, you’ll surely set off on your next adventure in Guide: Truly, everyone on the island would like nothing more than to
high spirits. relax, study, and feast indefinitely. But just as you settle in, you hear
townspeople screaming from the settlement’s edge. They point
Matreyis’ endeavor is more complicated. It involves tallying lore frantically at a terrifying sight in the distance, rising from the clouds….
references found within texts. (The benefits of these references are Chom: HO! The adventure continues!
explained in the Scholarship endeavor entry.)

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If a citadel or similar structure already exists in the settlement but
Endeavors, A–Z
has fallen into ruin or disuse, you can expend 8◈ to repair it.

An * asterisk next to an endeavor’s lore means you also need the item, Clever Fortification 8◈
aircraft, or creature associated with the lore. Requires Citadel. You gain a stratagem (see Mastermind calling) that can
only be sprung on or around the citadel. You can only have as many
citadel stratagems active as the highest Intellect score of this
◈ Balloon Work Requires Balloons
endeavor’s participants.
Helpful Lore: Civilization, Crafting, Path of Air, Scrolls of the Sorcerer, Wisdom of Adod
Train Militia 8◈
You can convert 𐤇 resources to ◈ work on any project in this endeavor.
You train a commoner to become a militia fighter. Militia fighters use
Hot-Air Balloon 16◈ the Kananite soldier statblock, with the following changes:
You build a hot-air balloon, which can immediately be put to work to help
● They don’t have armor.
with other endeavors.
● They don’t carry straightswords.
Balloon Repairs 1+◈ ● Their spears and light shields are shoddy.
Restore 4 structure per 1◈ work. Name each militia fighter you train. The fighters know The Panoply lore
or another Strength-based lore of your choice, but can’t contribute to this
Lift Resources 2+◈
endeavor until the next downtime.
Requires working balloon. Convert 2◈ work to 1𐤇 resource.
If you’d like to train non-commoner NPCs to become militia fighters,
or equip them with other weapons and armor you have on hand, work
◈ City Defense Requires Tactics with your Guide to determine their stats. The militia won’t leave the
settlement. Either you or the Guide can control them.
Helpful Lore: Civilization, Crafting, Politics, The Sling, The Bow, The Sword, The Spear,
The Atlatl, The Mace, The Panoply, The Shield, The Stone, Wrestling Sparring Practice 8◈
● You must undertake this endeavor on a settlement. You reduce the XP cost of a martial ability by 1. This ability must come
● You can convert 𐤇 resources to ◈ work, but only on the Citadel from the Tactics lore or a Strength-based lore that you or someone else
project. participating in this endeavor knows. Only heroes who participate in
this endeavor can benefit from the ability’s reduced XP cost.
Citadel 32◈ If you spar with a militia fighter, you can teach them a lore you know
You fortify a hill or construct an earthen tower that overlooks the associated with this endeavor.
settlement. This citadel’s battlement provides high ground and cover, You can engage in Sparring multiple times during a downtime, but a
and defenders can position themselves in thresholds as they like. You single fighter can only learn one lore per downtime.
can also mount siege engines atop the citadel.
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◈ Commerce Requires Trade Magitech Dealer 16◈
Helpful Lore: Balloons,* Civilization, Crafting, Politics, Skyremes,* The Cloak Requires Market. You send out trading delegations, call in favors, or find
some other way to get a supply of Mazrian devices. You can now
● You must undertake this endeavor on a settlement, or on a purchase any such device, along with dark and light crystals.
skyreme voyage on the lookout for traders. Limited stock. Each time a crystal is purchased, roll a d8. On a 1, the
● You can convert 𐤇 resources or 𐤑credits to ◈ work on any project crystal is out of stock until the next downtime. Each time a Mazrian
in this endeavor. device is purchased, roll a d4. On a 1, that item is out of stock forever.

Liquidity 1+◈
Generate 1𐤑 imperial credit per 1◈ work. ◈ Festival Requires Any helpful lore ↓
Market 16 ◈ Helpful Lore: Balloons,* Crafting, Dance, Lord Adod, Monsters,* Politics, Riding,* Song,
Trade, Wisdom, Wrestling
Must be on a settlement. You oversee the construction of a permanent
market. If a market or similar district already exists in the settlement You organize a celebration of civic life with a list of attractions as diverse
but has fallen into disrepair, you can expend 4◈ to repair it. as the settlement’s inhabitants.
With a functioning market, the following items become available for
purchase with credit: ● You must undertake this endeavor on a settlement.
● You can convert 𐤇 resources or 𐤑credits to ◈ work on any project
● Armaments worth 1𐤑 in this endeavor.
● Books of Forms and Glyphs
● Gifts worth 1–3𐤑 Good Cheer 8◈
All characters in the settlement gain +1 point of overflow spirit. This
Limited stock. Each time an item is purchased, roll a d6. On a 1, that overflow is special: it stacks with other sources of overflow spirit.
item is out of stock until the next downtime. You can gain additional points of this special overflow spirit, but you
must expend work separately for each point, and the cost doubles for
Arms Dealer 16◈
each additional point (◈16 for a second point, ◈32 for a third, and so on).
Requires Market. You send out trading delegations, call in favors, or find
some other way to make more advanced weapons and armor available Good Food 2◈
for purchase. You can now purchase any armament or armor with a Someone at the festival poured their heart into cooking up this tasty
credit cost. treat, which they give to you. While not in combat, you can eat this item
Limited stock. Each time an armament or armor worth 2𐤑 or more is to regain +1 spirit.
purchased, roll a d4. On a 1, that item is out of stock until the next
downtime. Arts and Crafts 2+◈
Convert 2◈ work to 1𐤇 resource.

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◈ Foraging Requires Forestcliffs Inspire Citizen 6◈
Helpful Lore: Ancient Cylinder,* Ancient Rod,* Balloons,* Riding* You convince a commoner to become a proud citizen of the settlement. A
citizen is simply a commoner that knows the Civilization lore.
You must undertake this endeavor on an island or another large Name each citizen you inspire. You may also inspire other NPCs to
structure in the Skysea with useful resources. It doesn’t have to be become citizens—essentially teaching them the Civilization lore—as
populated. This straightforward endeavor is an efficient way to generate long as they have at least Intellect 1. Citizens won’t leave the settlement.
resources for crafting and other endeavors. Either you or the Guide can control them.

Gather Resources 1+◈ Taxation 2+◈


Generate 1𐤇 resource per 1◈ work. Generate 1𐤇 resource or 1𐤑 credit per 2◈ work.

◈ Governance Requires Politics ◈ Production Requires Crafting


Helpful Lore: Civilization Helpful Lore: Civilization, Scrolls of the Sorcerer, Wisdom of Adod
You must undertake this endeavor on a settlement. You don’t have to This endeavor is how you and your allies craft new items. It also enables
rule the settlement, but you can’t be in hiding from its de facto rulers. you to expand what’s possible to craft.

Civic Virtue 6+◈ ● You must undertake this endeavor on an island or skyreme
You host discourse in the town square on the nature of civics, law, and where you can comfortably work. (Some projects require a
the duties of rulers and citizens to one another. Choose one of your settlement.)
ideals. You gain a civic die, a d6, which is associated with this ideal. ● You can convert 𐤇 resources to ◈ work on any project in this
If you invoke this ideal while in the settlement, the civic die works as endeavor.
a second advantage die, along with the ideal die awarded by the Guide.
Roll both dice along with your action die and use the highest result. Craft Item 1+◈
Other heroes and NPCs who invoke this ideal while in the You create any item with a crafting cost, provided you or someone
settlement also benefit from the civic die in the same way. If a character working with the crafter knows any requisite lore for the item. Expend 1
doesn’t have the ideal in question, they can take -1 spirit and roll the civic work per resource cost.
die for advantage. You can also fully repair a broken item, restoring it to its original
You can increase the civic die by one “step” with additional work state. Divide the work required by 2 (rounded up). Repairing a broken
equal to the new size of the die. For example, increasing the die from a d6 sword, for example, would require 3 ÷ 2 = 2 work.
to a d8 requires 8◈ work. Increasing it again to a d10 requires 10◈ work.
Helping Hands 2+◈
You can’t increase the die’s size above the size of your compel die.
Generate 1𐤇 resource per 2◈ work.
You can create a separate civic die for another ideal, starting at d6.

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Workshop 16◈ Launch. Once the catapult is prepared, make a ranged attack, but roll
Must be built on a settlement. You build a workshop with spinning wheels, Maneuver instead of your Attack die to operate the engine. You must
looms, furnaces, and casts. You can now craft textiles, bronze items, and know The Sling or Tactics to launch the catapult.
even siege engines. Area of Effect. This attack can target up to three foes standing close
If a workshop already exists in the settlement but has fallen into to one another. If you target a foe or foes aboard a balloon or skyreme,
disrepair, you can expend 4◈ to bring it up to spec. the attack also targets the aircraft.
With a functioning workshop, you can expend work (or resources On a hit or block, add +6 to the result, and inflict -6 guard (or ×6
which become work) to craft the following: structural damage).
Ammunition. The catapult comes with 3 stones to launch. Heroes
● Straightsword or sicklesword (3◈) can replenish these stones during a rest activity if the environment
● Heavy mace (4◈) warrants. A stone can also be crafted with 1◈.
● Heavy shield (4◈)
● Bronze helmet (3◈) Ballista 8◈
● Laminate armor (4◈) REQUIRES The Bow or Tactics to shoot. ACTIONS 1 action to load.
● Bronze scale armor (6◈)
Ballistas shoot big spears called bolts. A ballista has 4 Structure and 3
● Bronze scale coat (10◈)
Toughness.
● Bronze plate armor (15◈)
Prepare. Before shooting, it takes one action to load the ballista.
This action doesn’t require lore and automatically succeeds.
Siege engines. You can also craft catapults and ballistas, described
Shoot. Once loaded, make a ranged attack, but roll Maneuver instead
below. These large items can be placed atop a citadel (see City Defense
of your Attack die to operate the engine. You must know The Bow or
endeavor) or mounted on a skyreme. A skyreme skiff can support only
Tactics to shoot the ballista.
one catapult, up to three ballistas, or one catapult with two ballistas.
On a hit or block, add +3 to the result, and inflict -3 guard (or ×3
Skyreme rams and armor. These projects, described in the Skyreme
structural damage).
Work endeavor, require a workshop with bronze casting.
Archery synergy. If you know The Bow, you can use ✪ Aim and other
Catapult 8◈ abilities from that lore that you know when firing the ballista—but only
REQUIRES The Sling or Tactics to launch. ACTIONS 2 actions to prepare. against objects, aircraft, and creatures of size 4 and larger.
Ammunition. The ballista comes with 6 bolts to shoot. You can craft
Catapults fling big stones at foes or structures. A catapult has 8 3 additional bolts for 1◈.
Structure and 3 Toughness.
Prepare. It takes two actions to prepare the catapult for launch: one Starmetal Forge 32◈
to load and one to wind. These actions don’t require lore and Requires Intellect ✦✦✦. You make a magical breakthrough and discover
automatically succeed. how to forge starmetal. This silvery metal alloy is much harder and
sharper than bronze, and can even be imbued with magical properties.

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This level of crafting is unheard of in Tel-Kanan, and even the Empire ◈ Resistance Requires Insurgency
never truly mastered it. You can craft the following items:
Helpful Lore: Civilization, Politics, The Cloak
● Starmetal armaments, which have 4 more durability than their ● You must undertake this endeavor on a settlement.
bronze counterparts and cost 1◈ more to craft. ● You can convert 𐤇 resources to ◈ work, but only on the Tunnel
● You can craft a longer, deadlier sword called a starforged blade, project.
for 4◈.
● If you know Scrolls of the Sorcerer or work with someone who Tunnel 16◈
does, you can craft a repulsion amulet or a mageblade (4◈ each). You oversee the construction of a secret tunnel linking two locations on
the island together. Concealed trapdoors at both locations provide entry
Starforged Blade 4◈
and egress. The tunnel itself serves as cover and a defensible threshold.
DAMAGE Lethal | TYPE Melee | BLOCK +2 | DURABILITY 10 | STOW Belt
You can create multiple tunnels and connect them as you like. If a
REQUIRES Strength ✦✦✦ 1H or ✦2H
tunnel already exists in the settlement but has fallen into ruin or disuse,
you can expend 4◈ to repair it.
Requires Starmetal Forge. This magnificent sword’s blade is almost as long
as a polearm, and as sharp as death. Trap 8◈
A True Sword. The blade can both cut and thrust. You can use any
Requires Tunnel. You gain a stratagem (see Mastermind calling) that can
ability you know from The Sword lore with this weapon, as if it were a
only be sprung in the tunnel or near one of its trapdoor entrances. You
sicklesword (though it doesn’t have the hook trait). If you know
can only have one stratagem active per tunnel.
✪ Downward Thrust or ✪ Quick Thrust from The Spear lore, you can use
this blade as if it were a straightsword (though it doesn’t have the close Train Rebel 8◈
trait). You convince a commoner to join your cause and become a resistance
Cleave. You can take a -2 penalty to your attack to target two foes fighter. Resistance fighters can use the Kananite rebel statblock.
with a melee attack. Roll once for both targets. Only one of the foes can If you’d like to train other NPCs to become resistance fighters, work
counterattack you. with your Guide to determine their stats. Name each resistance fighter
Breaking. If a foe blocks your blade attack, roll your brace die. If the you train. The resistance won’t leave the settlement. Either you or the
result beats the blocking armament's durability, the armament is Guide can control them.
destroyed. Otherwise, no effect.
Vulnerable to breaking, lightning, and gray magic. Lay of the Land 8◈
You reduce the XP cost of a resistance-focused ability by 1. This ability
must come from the Insurgency lore, or another lore associated with this
endeavor that you or another participant knows. Only heroes who are
active in this endeavor can benefit from the ability’s reduced XP cost.

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If you practice getting the lay of the land with a resistance fighter 1. Write down each book you have under “Book Collection.”
you’ve trained, that fighter can learn a lore type associated with this 2. Note its script (writing system): Glyphs, Forms, or Oxhouse
endeavor that you know. 3. Note its lore references.
You can get the lay of the land multiple times during downtime, but a 4. Find each lore on the “Known Lore” table and tally the number of
single resistance fighter can only learn one lore per downtime. references for each script.

Library 64◈
◈ Scholarship Requires Literacy in any writing system Must be built on a settlement. You oversee the construction and curation of a
Helpful Lore: Ancient Mirror, Civilization, Code of the Clay King, Deep Time, Navigation, library. Despite widespread illiteracy, Kananite settlements often have
Trade, Scrolls of the Sorcerer, Wisdom of Adod small libraries, and many are newly constructed during the Mazrian
occupation. However, these libraries tend to hold only official records
You can convert 𐤇 resources to ◈ work, but only on the Library project. and bureaucratic documents.
This endeavor is all about books. Before you start, take stock of all the If a library has fallen into disrepair but is still structurally sound, you
texts you have, and what scripts (writing systems) they’re written can expend 8◈ to organize and secure its shelves and collection.
in—Forms, Glyphs, or Oxhouse. You’ll also want to note what scripts Even with a meager collection of books, a library is a useful place to
your heroes and their NPC allies can read. study, store texts, and organize translations. A working library provides
Lore references. Most books contain references to lore. A reference is a the following benefits:
piece of a lore’s puzzle that, combined with other pieces, can unlock a Lore from references. Heroes can learn lore that’s spread around
greater understanding—for those who can read them. multiple texts in a library. If a library has at least 2 references to a given
lore, in a given script, a hero literate in that script can learn the lore as
● Code of the Clay King (Forms): 2 references to itself Work roll bonuses. The organized knowledge contained in a library
● Scrolls of the Sorcerer (Glyphs): 2 references to itself makes work on all kinds of endeavors more effective. If a character
● Wisdom of Adod (Oxhouse): 2 references to itself, plus 1 reference knows a lore with library references they can read, they add the number
to Lord Adod, Path of Air, Code of the Clay King, and Scrolls of the of references as a bonus to all their work rolls involving that lore.
Sorcerer For example, if a character knows Crafting lore and the library
contains 3 references to Crafting in Glyphs, the hero adds +3 to work
Books of Forms and Books of Glyphs you find on your adventures either
rolls involving Crafting—provided they can read Glyphs. These work
contain randomly-determined references (see their entries in Chapter 6:
rolls can be for any endeavor, not just Scholarship. Heroes and NPCs can
Items), or references determined by the Guide. Finally, the Finding
benefit from this bonus.
Faience Mazrian device can become a useful addition to your book
If references to a lore exist in more than one script that a character
collection, but it requires a project to “install” (see below).
can read, the bonus only equals the largest number of references in one
Keeping Track of Texts. Collecting, curating, translating, and
script, not the sum of references across scripts.
learning from books can quickly get complicated. Use the Island Sheet
to make your life easier.

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Research Lore 8◈ Install Encyclopedia 2◈
Requires Library. Choose a lore for which you have at least 1 reference in a Requires Finding Faience and Scrolls of the Sorcerer lore. Using your knowledge
script you can read. One hero participating in this endeavor gains 1 of high magic, you position the Finding Faience Mazrian device just
bonus XP that can be used on any ability tied to that lore. so—aligning its crystal array so that it’s always charged, and its wealth
Heroes of certain callings can also use the bonus XP on their calling of knowledge can be shared with anyone who visits the library.
abilities, as follows:
● The Faience yields 1 reference in Glyphs for each Mazrian lore.
● Civilization or Tactics: Mastermind abilities ● You can now translate the Faience as if it were a Glyphs book.
● Wisdom of Adod: Messenger abilities
● Scrolls of the Sorcerer: Sorcerer abilities
Write Book 8◈
● Code of the Clay King: Arbiter abilities You scribe a book on a subject or subjects you know well. Only heroes
can write books, and they must write this text in a script they read. To
You can undertake this project multiple times, but the maximum bonus write a book, choose 3 lore references from your known lore, and make
XP per lore, per hero, equals the number of references to that lore that sure to give your book a title.
the hero can read. For example, if your library has three references to Alternatively, you can work with a hero or NPC and transcribe their
Tactics, you can expend up to 24◈ work to gain 3 bonus XP points that expertise and experience. A transcribed text only has 2 lore references.
can be used on any Tactics ability (or any Mastermind ability, if that’s Writing a book in Oxhouse only requires 4◈ if the writer speaks
your calling). Shinarian.

Decipher Script 16◈ Teach Scholar 8◈


One character participating in this endeavor gains literacy in a script You convince a commoner or another NPC to embrace erudition, learn
they don’t know. The character must have: how to read, and become a scholar. Scholars can use the Mazrian
factotum statblock, adjusted for their origin, and they are literate in one
● A text written in the unknown script, and
script that at least one participant in the endeavor knows (which may or
● A text in a script the character does read, with at least 1 lore
may not be Glyphs).
reference in common with the mystery text.
If you’d like to teach other NPCs to become scholars, work with your
Deciphering Oxhouse only requires 8◈ if the character speaks Shinarian. Guide to determine their stats. Name each scholar you teach. The
scholar is incredibly reluctant to fight and eager to flee from danger, but
Translate Text 8◈ in a pinch, either you or the Guide can control them.
You translate any one text into any writing system known by an
endeavor participant.
Translating a text into Oxhouse is particularly easy if the translator
speaks Shinarian, and only requires 2◈.

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◈ Skyreme Work Requires Navigation and Skyremes ● Then the captain makes a melee attack, but rolls Maneuver
instead of Attack. The captain has compel advantage on this roll
Helpful Lore: Civilization, Crafting, Forestcliffs, Scrolls of the Sorcerer, Wisdom of Adod
if the crew helps.
● You must undertake this endeavor on a settlement.
● You can convert 𐤇 resources to ◈ work, 1:1. On a hit or block:
● Some projects require a Workshop, which is a project detailed in ● Add +15 to the result, and inflict -8 guard (or ×8 structural
the Production endeavor. damage).
Build Skyreme 64◈ ● Roll a number of d4s equal to the target’s size. Resolve the sum
as an attack against your skyreme, minus its Toughness.
You oversee the construction of a skyreme skiff with 64 Structure and 4
● If the target isn’t destroyed by this attack, your skyreme becomes
Toughness. Name the ship as you like.
wedged into its form, and you can board the target.
If you later undertake a Voyage endeavor with the skyreme you built,
the settlement sends the ship off with a grand ceremony. Everyone Armor Plating 32 ◈
aboard the Voyage gains +1 point of overflow spirit. This overflow is Requires Production Workshop. This protective bronze sheath increases the
special: it stacks with other sources of overflow spirit. skyreme’s Toughness to 6.
Skyreme Repairs 1+◈
Restore 4 structure to a damaged skyreme per 1◈ work.

Shipyard Materials 2+◈ ◈ Taming Requires Monsters


Generate 1𐤇 resource per 2◈ work. See the Monsters lore for this endeavor’s rules.

Ramming Scythe 16 ◈
Requires Production Workshop. This massive bronze blade affixed to the
skyreme’s prow makes the vessel itself a deadly weapon. With the
scythe, the skyreme’s captain can make a melee attack on another
skyreme, or a monster or object of size 5 or larger. Instead of rolling
attack, the captain rolls Compel with Maneuver advantage.
It takes at least two actions to attack with the scythe, both rolled by
the captain.

● First, the captain must make a challenge roll (3|6, or determined


by the Guide) to move or position the skyreme above the target.

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◈ Temple Worship Requires Lord Adod ◈ Vessels Requires Code of the Clay King
Helpful Lore: Civilization, Politics, Wisdom of Adod Helpful Lore: Civilization, Crafting, Wisdom of Adod

● You must undertake this endeavor on a settlement. ● You can convert 𐤇 resources to ◈ work on any project.
● You can convert 𐤇 resources to ◈ work, but only on the Temple ● Working on this endeavor in a settlement risks making folks
project. uneasy, particularly Kananites, who tend to think Shinarian
magic is evil.
Temple 64◈
You oversee the construction of a temple to Lord Adod, with two grand Create Empty Vessel 8◈
pillars flanking its oversized entryway and a great stone or bronze You carefully mold and shape a lifesize statue and inscribe it with
brazier in the center, where sacrifices to the Lord can be burnt. magical Forms—a Vessel.
The temple grants a +2 bonus to the ✪ Offering ability, described in
● This Vessel must be vaguely human-shaped, with a number and
the Lord Adod lore.
general arrangement of limbs matching its intended soul’s
If the temple is in a state of disrepair but is still structurally sound,
current body.
you can expend 16◈ to restore its space to sanctity.
● The Vessel’s Agility is 0.
Wind from Heaven 2+◈ ● The Vessel’s Strength can’t exceed 4, nor can it exceed the sum of
Requires Temple. You generate 1༄ wind for every 2◈ points of work you put its intended soul’s current Strength + Agility.
into worshiping. See the Messenger calling for more information on
The Code of the Clay King lore has instructions for how to transfer a soul
wind magic.
into this Vessel as a rest activity using an ability called ✪ The Flesh is
Unlike a Messenger’s wind, this wind is localized in the temple and
Weak. You’ll also need a working Tophet (see below).
persists until it’s expended. It doesn’t provide the defensive benefits of
the ✪ Call Wind ability. Templegoers might experience this wind as a Tophet 16◈
strong, persistent breeze inside the building, or sudden gusts that flow Must be built on an island. You oversee the construction of a tophet, a
this way or that when doors are opened and closed. magical kiln that’s large enough to hold several people and statues. This
While inside the temple or on its roof, a hero or NPC who knows kiln is necessary to perform the Transfer Soul ritual from the Code of the
either Lord Adod or Wisdom of Adod can expend this wind and cast any Clay King.
Messenger spell from the Way of Wind or the Way of Storm. You can If a Tophet already exists in a settlement but has fallen into ruin or
also summon wind and storm wraiths from the Way of Names. disuse, you can expend 4◈ to bring it into working order. (Tophets are
Tithe 2+◈ extremely common on Shinar and its suburbs.)

Requires Temple. Generate 1𐤇 resource or 1𐤑 credit per 2◈ work.

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Increase Mass 4+◈ ◈ Voyage Requires Navigation and Skyremes
Requires Tophet. You magically graft clay to a Shinarian Vessel’s body Helpful Lore: Forestcliffs, Path of Air, Scrolls of the Sorcerer, Trade, Wisdom of Adod
(which can be your own body). The recipient of this extra mass can
spend 5 XP to increase their Strength by 1, up to a maximum of 4. You need a working skyreme with a willing crew or magic to power it.
(The recipient doesn’t instantly become stronger with the extra clay. This endeavor is an effective way to gather resources from nearby
They need to practice extending their soul into their larger form.) islands. You can also undertake an exploratory voyage of
If the recipient’s Strength is currently 4, you can expend 16◈ work to discovery—higher risk, higher reward. Characters can ride along on the
enable them to increase their Strength up to 5, as above. Adding this voyage, even if they don’t have helpful lore to contribute.
much clay to their form also increases their size from 2 to 3.
Resupply 1+◈
Soul Guidance 4◈ Generate 1𐤇 resource per 1◈ work.
Requires Tophet. You inscribe Forms within the walls of the Tophet, which
Repair en route 2+◈
ease the soul’s perilous journey from a body of flesh to a body of clay. You
You oversee repairs, restoring 1 structure per 2◈ work. If someone on
decrease the struggle threshold of Transfer Soul rest activity, which
board knows Crafting, you can restore 2 structure per 1◈ work.
normally succeeds on a 7+, by 1.
You can reduce the threshold a number of times up to your Intellect, Voyage of Discovery 8◈
if you know the Code of the Clay King. However, the cost of work doubles You skysail off into the unknown, seeking new islands and new people.
for each additional reduction in difficulty (◈8 for a second reduction, ◈16 Roll a d20 and consult the following table to see what you encounter.
for a third, and so on). The Guide has stats for NPCs you encounter. Any friendly people
you find can immediately aid this endeavor or (once your expedition
returns) aid another hero’s endeavor during the same downtime.
You can undergo more than one voyage during downtime, but the
work cost doubles for each subsequent voyage (16◈, 32◈, and so on).
If a subsequent voyage ends up with the same discovery as a
previous voyage, the Guide determines what you find instead.

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d20 Voyage of Discovery Encounter d20 Voyage of Discovery Encounter
Darkness engulfs the skyreme as it unexpectedly sinks beneath the Two Hands of the Empress drifting weightless in the sky, one dead and
clouds for days. Everyone aboard ends downtime with -1 max Spirit. This the other badly injured. The survivor is disillusioned with the Empire and
1 gloom lasts until the heroes’ next downtime. 13 wishes only to bury their comrade with proper funerary customs.
2 Monsters attack the skyreme! The Guide determines which ones. Skyreme skiff, badly damaged by Zordin raiders (9 Structure remaining),
with 3 Mazrian followers, a factotum, and 8 corpses aboard. The survivors
A terrible storm damages the skyreme. Make a 4d12 attack against the have no strong allegiance to the Empire, but the followers need to be
3 ship, subtracting its Toughness. 14 convinced to abandon their ship.
4 Nothing of value. Kananite settlement on a tiny, sinking island with 5 commoners, a soldier,
5 Flotsam from a wrecked skyreme skiff: 1 dark crystal array, 1𐤇 a priest, an artisan, and 2 rebels. They collectively offer 3𐤑 and 3𐤇 to be
15 brought back to civilization.
6 Tiny island, uninhabited and mostly bare: 2𐤇
Shinarian apartment building with 4 clay citizens who have no memories
Shipwrecked sailor, a Mazrian follower, stuck on a tiny island and 16 but are happy for company. 1 memory cistern with random lore.
currently subsiding on their boots. They’re extraordinarily well-traveled
and delighted to offer help and guidance. In addition to Skyremes, they Wayward dragonriver, small and without a conductor to guide it. A family
7 know the Civilization, Politics, Solar Circle, and Song lore. 17 of four curious Zordin harvesters and five tame skyseahorses live on it.

Carrier jelly, wounded (4d12 Life remaining) and without riders. The Mysterious mystic, alive but uncountably ancient in years, found
mindless creature drifts after your ship, too slow to attack effectively. If meditating on a bare floating rock. They look Kananite but speak only
killed or tamed, heroes can disentangle the corpses of 2 Mazrian sentinels Shinarian and know Path of Air, Deep Time, and a legendary lore of the
and 5 followers from the jelly’s tendrils. Their equipment is undamaged, 18 Guide’s choice.
8 and they carry 4𐤑. Grand skyreme, a gargantuan and derelict Mazrian tax-collecting ship,
Lost balloon with a Kananite merchant and artisan. They offer 3𐤑 for a irreparably damaged with no survivors. You find 16𐤑 and 4 𐤇 , plus a
9 ride. The artisan knows the Balloons lore. Finding Faience, 2 Speaking rings, 2 Kotharian staves, 2d6 dark crystals,
19 1d4 light crystals, and 1d4 Books of Glyphs.
Zordin skeleton, floating and clinging to an ancient cylinder artifact. The
10 first hero who touches the cylinder instantly learns its lore. Paradise. You find a wondrously beautiful archipelago of small floating
islands, curtained by waterfalls, singing with birdsong, untrammeled by
Dark parasol, tied to a sack, hovering just above the clouds. The sack civilization, and untouched by monsters. Everything you need seems to
contains 1 Book of Forms, 4 Books of Glyphs, and the text of the Scrolls of leap from the water, wood, and stone to your hand: you find 20𐤇 and a
11 the Sorcerer, plus assorted Mazrian knicknacks worth 2𐤑. wild garden with 3d4 specimens of fantastically delicious fruit, which
restore +1 spirit, stamina, and life when eaten out of combat. Finally, all
Indigo dragon, alone and oddly non-aggressive (for a dragon). It follows
characters aboard gain +1 point of overflow spirit. This overflow is special:
your ship and is, in fact, tame. The first hero who feeds the dragon (-1𐤇)
20 it stacks with other sources of overflow spirit.
12 causes the creature to treat them as a beloved companion.

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𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀 Licensing
When Sky and Sea Were Not Named is copyrighted. I reserve all rights.
Appendix Please don’t reproduce without permission.
I’m looking into releasing the game under a Creative Commons
license and supporting third-party publication. I just need to find the
𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀𐤕 𐤔 𐤓 𐤒 𐤑 𐤐 𐤏 𐤎 𐤍 𐤌 𐤋 𐤊 𐤉 𐤈 𐤇 𐤆 𐤅 𐤄 𐤃 𐤂 𐤁 𐤀
time to figure it out.
In the meantime, if you’re interested in publishing something based
Oh, hello. It’s me, Daniel, the author of this game. Thanks so much for on WSSWNN’s system or setting, please don’t be a stranger—message
giving this thing a shot. I hope you like what you’ve read so far. me on Discord! I’d love to work with you.

Website Special Thanks


Check out whenskyandsea.com. It has all the rules in this document in ● AFriendofJamis, for providing invaluable feedback from the very
a format that, among other things, is a lot easier to read on a phone. You beginning of development, and the lovely adventure you ran
can also find: ● Ben Kenning, for your wisdom, kindness, and encouragement
● Hero Sheets and pregenerated heroes over the years
● Island Sheets ● Eric Clarkin, for your boundless enthusiasm and creativity, both
● Guidance for Guides as a hero-player (so many heroes!) and as a Guide
● Sample adventures with statblocks for foes and folks ● Kevin Piala, for tearing the system apart looking for imbalance
and nonsense, and all your ideas for fixing it
Discord ● My wife and son, who more or less brought this game into
If you’re curious about the game, eager to meet other players, want to existence in their own very different ways. I love you both.
share your hero, or just want to say hello, all are welcome on the
WSSWNN Discord! https://discord.gg/pRduCVeEnX

Development Status
As of this PDF’s publication, the game is in “open beta.” It’s been
through three years of playtesting, and folks who aren’t me have even
run campaigns with the system and lived to tell the tale. You should have
everything you need to play an adventure successfully.
But there’s more work to be done—and I would be honored to hear
your feedback on what needs work!

WSSWNN © 2023 173

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