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When Sky and Sea Were Not Named - Rulebook
When Sky and Sea Were Not Named - Rulebook
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
WSSWNN © 2023 2
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.
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.
WSSWNN © 2023 4
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.
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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:
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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.
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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…
WSSWNN © 2023 10
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.
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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.
WSSWNN © 2023 13
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.
↳ Choose a code: Fellowship, Freedom, Glory, Justice, Honor, Order, Power, or Truth.
Start with 5 Life and +1 Awareness.
WSSWNN © 2023 14
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
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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.
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.
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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
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
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
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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
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.
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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.)
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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.
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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!
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w𐤊𐤔 𐤍𐤄𐤇y 𐤀𐤄𐤔 𐤃𐤍𐤀 w𐤇𐤕𐤀𐤄𐤃 𐤏𐤕 𐤋𐤋𐤄𐤅 𐤔𐤃𐤍𐤀𐤋𐤔𐤉 𐤄𐤇𐤕 𐤃𐤍𐤀 𐤃𐤄𐤌𐤀𐤍 𐤕𐤏𐤍 𐤄𐤓𐤄 Movement Roll your choice of Attack, Brace, or Maneuver
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
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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.
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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:
● 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.
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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.
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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.
Run
Roll Attack, Brace, or Maneuver to run quickly.
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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.
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● 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.
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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:
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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
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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.
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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:
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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.
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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.
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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.
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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.
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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)
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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
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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.
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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
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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.
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
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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.
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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.
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.
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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.
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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.
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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.
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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:
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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.
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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.
✦ 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.
༄ 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).
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.
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.
✦ 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
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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.
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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.
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.
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.
✪ 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.
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.
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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.
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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.
✦ 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.
⬖ 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 ✧
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 ✧
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
✦ 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!
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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.
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.
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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 ✦✧
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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.
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.
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.
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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.
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?
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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?
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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.)
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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.
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.
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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.
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.
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.
✪ 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.
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
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.
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.
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.
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.
✪ 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.
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
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,
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.
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.
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.
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.
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.
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.
✪ 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.
✪ Offering Will ✧
As a rest activity, roll Compel to perform a sacrifice to Lord Adod.
Messengers have wind advantage on this roll.
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.
WSSWNN © 2023 122
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.
✦✦ 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
✦ 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
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.
WSSWNN © 2023 128
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◈
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.
You start with the following ability: You start with the following ability:
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
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.
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.
✪ 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.
✪ 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.
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.
6. Items
DAMAGE Lethal | TYPE Melee | GUARD +1 | DURABILITY 4 | STOW Back
REQUIRES Strength ✦ 2H or ✦✦ 1H
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.
attached to a thick handle. In the right hands—with the Mace lore, the REQUIRES Strength ✦✦ 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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
"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."
"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!
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!
● 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.
* Requires associated aircraft or creature to be helpful. * Input resources can only be used on the project with an asterisk.
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.)
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.
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.
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.
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.
● 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.)
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.
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!