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Foreword
Hello!
Many of you may know me from the other Massif Press RPG, Lancer, or from my webcomic Kill Six
Billion Demons. This is a free play test of the next game I intend to publish after completing our Lancer
kickstarter content. My ethos is to give people content, then ask them to pay for it later if they like it, so
this test is entirely free to play and distribute. Much like Lancer, the final product will have a free version
with all player facing content.
This game was born from my love of fantasy. I love that old-school mysterious, enormous-world fantasy
vibe that is reproduced so well in animation, comics, and games. This game is inspired by the feeling I
think you might get when you look at the main cover. I took inspiration from anime, the works of French
comic artist Möebius, studio Ghibli, and video games like Shadow of the Colossus, Dragon’s Dogma, and
the Legend of Zelda.
I love tactical combat and strategy games, but also more freeform narrative games. Here I have mashed
the two together. You can use either or both. The narrative portion is a more stripped down version of the
action system of Blades in the Dark, by John Harper, which I think is an excellent lightweight system and
probably my favorite game currently.
Feedback
This is a play test and hasn’t been hammered out quite yet. It was written, illustrated, and formatted by
one person. There might be spelling or formatting errors. stuff that doesn’t work, feel good, or certain
combinations of abilities that are too strong, weak, etc. You can send feedback to
[email protected]
Work on this game will be slow while I finish Lancer content and it probably won’t receive publishing for
a little while so there is plenty of time to test it. There’ll be regular but slow content for it.
Character sheets
Character sheets are a work in progress until there is a more finished version of this game, though there
are likely community resources you can find online with a quick google that will help you.
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This is a small update intended to leave the game in a more or less stable place for testing for a while.
Updates
- I’ve removed the ability to deterministically crit for most jobs in favor of making jobs able to trigger
effects (like slay, charge, finishing blow, crit) easier. There are still some guaranteed critical hits in the
game, mostly on masteries or conditional abilities, such as Aether Shell.
- Slight rework to some relics to reinforce the same design ethos
- Added more art
- Tweaked advancement table to be slight more permissive with powers and actions for the first few
levels
Job Updates
- added default nonlethal damage to collide effects
- change to many talents and effects
- The list of changes here is not exhaustive, as there were many minor tweaks
Bastion
- rework to bastion traits for flexibility and to fit class fantasy
- heracule can shove in any direction
- shield slam named land waster
- valiant improved
- living fortress replaced with endless battlement
- hellion now grants unstoppable
- perseus is now interrupt 2
- horn breaker has a new reaction style
Demon Slayer
- demon slayer's hissatsu now upgrades their damage die instead of causing a crit
- removed combo from demon slayer in favor of charge effects
- weapon vault replaced with righteous disdain
- overkill's mastery tweaked
Colossus
- upheaval bloodied effect changed to increase shove
- new mastery for takedown
- blood rage changed to trigger charge effects but gains bonus damage
- gigaton whip improved and added izuna drop mastery
- rework to boiling blood for consistency
Knave
- revenge given a combo so its hard to perma-unstoppable yourself
- provoke reworked
- strong-arm has a slight reword to work with the new collide damage
- bleak mercy mastery changed
Fool
- tumbling now allows you to hop on top of other characters
- many fool abilities given slay effects
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Freelancer
- run and gun now works with both melee and ranged attacks
- divine binding damage tweaked
- ace now only triggers critical effects (not a critical hit) but gained bonus damage
- new cerberus mastery for consistency
Shade
- shadow walk now activates stealth if you don't attack
- dark side now works without teleporting
- umbra and death blossom gained combos
- new ability replacing weeping veil: nightmare
- nocturne now benefits allies and only harms enemies
- danse macabre reworked
- umbral echo mastery affects a smaller area
- hollow reworked to trigger finishing blow effects and has a new, potent mastery
Warden
- warden companion tweaked for usability
- sidhe changed to a free action
- new formorian mastery
- gorgon has a new critical hit effect
Chanter
- fleet changed to a fly effect
- many effects reworked into charge effects
Harvester
- soul cycle reworked to grant slay effects instead of critical hit
- reap and harvest now generate vine thralls
- kin chewer can now be saved against, has a lower duration, but has increased range and the mastery is
easier to use
- thorn willow has a new mastery
- death sentence now has a fixed duration but cannot be ended early, mastery reworked
Sealer
- sealer mantra reworked to trigger critical hit effects instead of crits
- devil hand slightly reworked for usability
- matsuri mastery reworked
- passage to the afterlife reworked so that the critical hit effect can be triggered even on miss (by the new
effects such as Smite)
- Open the gates has a combo action now and crit effect reworked
Seer
- karma now works on all area effects instead of just attacks
- The Tower power die only ticks down once at the end of a round and now causes foes to explode by
default
- eclipse blast radius increased to 2
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Wrights
- rename to a lot of wright spells
- new flavor for all wright limit breaks
- added many infuses to abilities that didn't have them
Enochian
- Slight reword on some enochian abilities
- Blackstar damage reduced but blast and range increased, now works with random d6 effects
Geomancer
- aftershock now works with any attack
- resonance reworked to incentivize getting up close and dirty with geomancer
- geo/bio gained charge effects
- slight reword to many abilities for clarity and usability
Spellblade
- slight tweak to spell blade abilities for consistency
- odinforce now ends turn and doesn't automatically call a bolt down at the end of your turn, but gained
infuse
- Levinblade gained range, and new mastery
- electromagnetism reworked for usability, and new mastery
- sturmreiten can now trigger off slay effects
- fafnir renamed Dancing sword. Damage increased but can no longer 'blender' a character
- drifting leaf gained infuse and now inflicts frost
Stormbender
- pelagic rage is now a strict movement debuff
- slight reword on aether sprite
- cryo gained a pit effect
- watery doom's mastery changed
- selkie size reduced
- eye of the storm now causes poison
- eye of the storm now grants status clear to allies by default
Foes
- many foe marks made easier to remove
- added new foe art for demons and hobs
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Foreword 2
ICON 10
Legacy of The Arkenlords 10
Rolling Dice 12
GETTING STARTED 14
Action Ratings 18
Chapter 22
Clocks 27
GM Principles 29
Combat In ICON 32
Play Example 36
INTERLUDES 42
Session End 44
BONDS 55
I. The Path nder 56
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fi
fi
II. The Seeker 57
V. The Harlequin 60
X. The Elder 65
Attacks 72
Combat Glossary 83
Advanced Combat 86
JOBS 89
Choosing your job 91
Relics 92
STALWART 95
Bastion 97
Colossus 110
Knave 116
VAGABOND 121
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fi
Fool 124
Freelancer 129
Shade 134
Warden 140
MENDICANT 146
Chanter 148
Harvester 155
Sealer 161
Seer 169
WRIGHT 174
Enochian 176
Geomancer 185
Spellblade 191
Stormbender 198
Advancement 207
Rewards 209
RELICS 211
THE CAMP 219
Camp Fixtures 220
BATTLE 236
INTRIGUE 242
TREK 247
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CREATING INTERESTING FIGHTS 260
Elite 274
FACTIONS 280
I. FOLK 281
V. IMPERIAL 331
DEEPTOWER 416
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ICON
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underground caverns or passages mostly intact. Many in your position use it to plumb the depths
Within these preserved ruins is also buried the of the old world in search of treasure and fame.
Arkentech of the old empire - magical and Others use it to drive back the Blights and protect
technological creations and devices of terrifying the villages of the Green from the specters of the
import. The ruins themselves are so seeped in the past, or keep the roads and ways safe for the
powerful sorcery of the old lords that they exude young and old alike. Some work as mercenaries
Dust - the essence of condensed raw magic highly for the city guilds and take to the sky in great
sought after by the wrights and technological airships, while others wander the land helping the
artisans of the world above. lost or forgotten. Some use their power to kill to
cut away threats to the world, others to defend
Brave or daring adventure seekers or treasure those they hold dear.
hunters often venture into these ruins in search of
wealth or power, and are frequently rewarded, Will you defend the Green Age? Will you help
despite the terrible danger that these expeditions usher in the Churning Age? Or will you cast all
pose. aside to turn the great wheel of history and allow
its stagnant blood to flow again? Whoever you are,
it is your decisions that make you who you are,
The Churning Age and cement your place in the Tale of Ages.
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For tactical combat, when a roll has a boon, roll The game takes place in a world called Arden Eld
an add a d6 to the total d20 roll for each boon. If (old Arden).
more than one boon is added to a roll, choose the
highest d6 result, no matter how many rolled. For Arden Eld is old, wild, and untamed. Where
curses, do the opposite (subtract 1d6 per curse, civilization exists, it is green, pastoral, and
subtracting the highest for multiple curses). idyllic, except for the cities, which are few and
far between. There are no nations the way we
Boons and curses cancel each other out, 1 to 1 think of them today, but there are tight knit
(don’t even roll). communities and city states.
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If you want to run a game that is more grounded Characters level up by accumulating experience,
or low technology, it will probably not fit with the from 0-15. They may accumulate some experience
base tone and setting of this game. Characters are during a session, and even more at the end of
heroic and powerful and have many abilities that each session when they check a series of xp
give them a lot of narrative agency. Magic and triggers.
technology is everywhere.
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Moving forward
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Character Advancement
11 3 Improve an action
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Narrative Play
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• Tinker - Interact with, understand, or use approach and the action they want to use. The
alchemy, etheric constructs, or technology. Fix, GM is free to suggest actions, and also to decide
pick, or break locks or mechanisms. Construct, whether an action is more or less risky or
deconstruct, or alter technology. effective. This is where the meat of narrative
• Excel - Act with concentrated precision or skill. play in ICON lies. Players can use their creativity
Fire a ranged weapon. Hit a tiny target at range. to form approaches to problems, and the GM acts
Catch a falling coin. Balance on a narrow wire. as the judge to set the stakes.
Squeeze through a tight space.
• Smash - Overwhelm with physical or magical
force. Swing a melee weapon. Throw a punch or
Risk and Effect
blast down a door with a magic spell. Wreck an
When a player suggests a course of action and
object or obstacle.
names their goal, the GM decides how risky the
• Endure - Push yourself to your limits. Power
action is and how effective it’s going to be, based
through pain, cold, heat, or harsh environments.
on the narrative.
Lift or drag something enormously heavy.
Risk can be controlled, risky, or desperate.
Examples:
Effect is usually weak, normal, or powerful.
• Sneak past the sleeping Wyrm without it
waking
By default, all actions are risky and have normal
• Traverse down a corridor and outrun a wall of
effect.
flame
• Sense the tracks of a beast in the snow
• Study a goblet of wine very carefully to see if Risk
it’s poisoned
• Charm the bandits into untying you Risk is how dangerous an action is, and what
• Command a caravan of scared people to stay the consequences could be for failure or partial
together while under attack success. If an action is risky, it means there is
• Tinker with an ancient magic rune circle to some degree of harmful or unwanted
prevent it from summoning a demon consequences to the action, usually what we’d
• Excel and cut the drawstrings of the guard’s expect.
trousers with a swipe of a dagger.
• Smash the lock on the ancient chest with a Controlled risk means there are few or weaker
single blow consequences for failure. When a situation or
• Endure the pain from holding back a heavy action is controlled, the character usually has a
boulder from squashing your friends good position, plenty of time, or relative safety.
Desperate risk means great or dire
You’ll notice that some of these actions have a consequences for failure. When a character finds
little overlap, but are flavored differently. For themselves in a bad situation or throws
example, taking someone’s purse from them could themselves into one for a faint hope, that’s
be cutting it from their belt (with Excel) - quick desperate.
but not necessarily quietly. Alternately, it could be
taking it quietly with Sneak. You could even Effect
perhaps Charm them to divert their attention
while you take it off them. A heavy dungeon door Effect is what we expect to happen when the
could be tinkered (if it has a lock). Alternately, it character is successful. Normal effect is just this -
could be smashed with a fireball, or perhaps what a character expects to happen.
someone could endure lifting and holding it
open for the group to pass through. When effect is weak, it’s less effective than the
player expects. For example, a character tries to
All of these different situations have different tinker a gemstone loose that’s powering a
narrative outcomes and might be more risky or magical trap, but only succeeds in prying it out
more or less effective depending on the situation. half way, making them have to take additional
The key thing is that players always choose the action. When an effect is powerful, it’s more
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effective than expected. For example, a character The power of all actions generally is guided by
trying to study or sense a way out of a maze with Chapter (pg XX), but you can change this
powerful effect may figure the whole thing out depending on the tone of your game.
and gets the party out in one roll.
How much can a powerful or super powered
No effect and Superpowered action do in your game? Can a superpowered
smash destroy a boulder or a whole tower? Does
Sometimes the GM can judge an action can have changing the mind of the enchantress take a
no effect at all. For example, the GM might decide powerful charm or a normal charm? Can a
trying to charm monsters to persuade them that character command a whole army by themselves
your actions are just may not have any effect. with normal effect or is that effect weak without
Trying to traverse by leaping up a 50 foot wall aid?
probably doesn’t have any effect unless it’s already
been established your character can jump that Which actions end up being more or less risky and
high (see the section on chapter shortly). the consequences of character action also sets the
tone. If a character attempts to leap across a wide
Sometimes an action has extraordinary effect, is chasm, is that a desperate action, or merely
heroic or outsized in scale, or pushes beyond risky? Can a character even jump across a chasm
mortal limits. This level of effect is called that wide unaided, or will they have no effect
superpowered. Characters can get a without a superpowered action?
superpowered effect by pushing their effect
beyond powerful through their abilities or getting Changing Dice Pools
a critical hit on a powerful action. A superpowered
effect can accomplish feats that are far beyond the The GM never changes the number of dice a
character’s current abilities - like traversing that character can roll in ICON, but a character can
50 foot wall in a single leap, smashing a tower to themselves affect how many dice they get by
rubble with a blow of your sword, or sneaking aiding their allies or pushing themselves past their
through a whole army. limits.
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In ICON narrative play, the Game Master Chapter decides both the scale of the
never rolls (except maybe to make a fortune roll adventures that characters are expected to have,
here and there, as stated above), and players and those characters’ own abilities and
always have the initiative. Non-player characters, capabilities.
traps, hazards, etc are not treated like individual
entities with their own ‘turns’ or action ratings, Chapter can be adjusted for your game, but this
but rather like a part of the scene or story, with game is designed with the following scales in
the story itself being the most important thing! mind:
Characters take action, and the GM responds by
narrating what happens next. • Chapter 1 is for threats, challenges, and stories
at the local scale, things characters could be
The only way players can take consequences is expected to handle as beginning
through their own actions. The extent of those adventurers. They might save a local town or
consequences are up to the GM, however, which village. Things like crossing a river, scaling a
could include them ‘losing’ the initiative by cliff, bargaining for supplies, etc might still be a
forcing them to react to a situation. In tense challenge for them.
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• Chapter 2 is for adventures at the regional • Fighting a small band of bandits or an average
scale. Characters are established monster
adventurers, and might be capable of heroic, • Scaling a high manor wall
outsize feats. They might smash boulders with a • Swimming across a river
single blow, or lead their own organization, or • Surviving in the wilderness
sneak into a guarded fortress in broad daylight. • Sneaking into a camp undetected
• Chapter 3 is for adventures at the world scale. • Charming a merchant into better prices
Characters are expected to be very powerful, • Commanding a few lackeys
heroic adventurers, capable of legendary or • Deciphering odd runes from a ruin
mythical feats like diverting a river, crossing
into the afterlife, or flying across the continent Chapter 2
in a day. • Fighting a large group of well trained soldier or
a tough, intelligent, or powerful monster
Chapter 4 is a special chapter used to represent • Scaling a huge castle wall
power on the metaphysical scale, a level of • Sneaking into a guarded castle
power that characters can never attain • Riding a monster without a saddle
while being adventurers - demigods, divine • Forging a new set of armor in just a few days
beings, etc. Characters might achieve chapter 4 • Creating a new powerful alchemical formula
some day - but if they do, they’re certainly no • Enduring a fall off a high peak
longer on the scale where they care about • Splitting a boulder in half with a single blow
adventuring, and instead are probably one of the • Riling up an entire crowd into revolution
powers of the world.
Chapter 3
Using Chapter • Fighting or commanding an entire army
• Building a castle in a single night, or destroying
Chapter both decides the scale of the game and it with all your might
also characters’ expected capabilities. • Traveling across the entire continent in a few
hours
Many narrative abilities that characters have scale • Battling an ancient or legendary monster
with chapter automatically. In addition, GMs can • Scaling an epic peak with your bare hands
use Chapter to adjudicate risk, effect, and tone • Swimming across an ocean channel
for their game. Typically, characters are unable • Stealing the crown off the king’s head while he
to tackle challenges or tasks above their holds court
chapter without taking multiple steps, • Surviving being hurled into a hostile dimension
bringing in help, or having greatly reduced for a few weeks
effect (or no effect at all). Conversely, characters • Charming an ancient sorcerer into aiding you
tackling threats and challenges under their • Making ground-breaking discoveries in magic.
chapter probably don’t even have to roll. Forging new spells
Chapter 1
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I want to move:
Specific Action • Without touching the ground
• …and take someone with me
Examples • Up a vertical surface
• Through thick mud, water, heavy snow, etc
Here’s some examples of risk, effect, and chapter
Might all adjust risk and effect.
using each action for what a characters’ expected
capabilities and limits are in each chapter. This
Here are the rough capabilities of a characters’
can be adjusted by a GM depending on the tone of
actions, depending on chapter:
the game. These are all just examples and by no
means an exhaustive list.
• Chapter I: Climb over a manor wall, swim a
river, or cross a gap. Ride an animal or pilot a
Sneak vehicle. Move a short distance quickly (a few
The risk and effect of Sneak actions is usually dozen paces).
dependent on how alert the target of the action is, • Chapter II: Climb over a castle wall, swim a
and what the scale of the task is. lake, cross a chasm. Ride a monster. Move a
long distance (a field’s length) very quickly (by
Here are the rough capabilities of a character’s climbing, sprinting, jumping, teleporting, flying,
actions, depending on chapter: etc).
• Chapter III: Climb a massive cliffside, swim a
• Chapter I: Sneak into a camp or building. Fish channel, cross a canyon. Ride a huge monster.
an item out of someone’s pocket, or plant Arrive in a nearby town almost instantly. Keep
something there. Use sleight of hand to fool up or even outrun a horse or riding animal.
someone. Spring an ambush on a single person.
• Chapter II: Sneak into a large or guarded Overland travel might be a single roll, or might
location like a castle. Pickpocket or ambush a take a project or ritual (see the section below) to
whole group of people. do something like teleport instantly using a ritual,
• Chapter III: Sneak past a guarded location in book safe passage on an airship etc.
broad daylight. Stealth by a monster with
unusual senses. Steal something someone is
Sense
actively holding while they’re looking at you.
When you sense, you broadly survey or take in an
area. You don’t get a lot of detail or specifics, but
A lower chapters, a character needs some cover or
you might notice things like traps, hidden doors,
distraction to effectively do something sneaky,
magical constructs, hidden ambushes, people etc.
such as darkness or misdirection. They can
You might notice smoke from a campfire, or dust
probably only do it slowly. At higher chapters,
kicked up from a caravan over the horizon.
they need less cover and can do it faster.
Usually the risk and effect of sense actions is
Sneaking can represent using your natural skill or
determined by how tense the situation is and also
magical abilities that turn you invisible or unseen
factors such as darkness, obscurity (from weather,
to the eye.
dust, etc), and distance.
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easier than scaring off a hungry monster the size lights. An airship. A power gauntlet. A spell that
of a draft horse. produces toxic gas
• Chapter III: Very complicated or legendary
You can also use command to lead a group of devices or constructs. A suit of arkentech power
people or run an organization. armor. An ancient arkentech golem. A force-
shield. A sealed habitat.
Here are the rough capabilities of a character’s
actions, depending on chapter: Many tinker actions take the form of a project or
ritual.
• Chapter I: Effectively lead a few people into
battle. Intimidate someone. Organize a defense. Excel
Force surrender from a fleeing thief. Run a Excel is the counterpart to tinker and allows you
small organization, such as shop or business. to use your manual dexterity and agility to
• Chapter II: Effectively lead a platoon into perform feats of skill and precision.
battle. Intimidate a small group of people.
Organize a group of peasants into a rebellion. Excel is most often affected by the potential risks.
Force an outnumbered army to retreat. Make a Balancing on a wire may be hard, but not risky
hardened killer hesitate. Run a large unless there’s a fifty foot drop underneath.
organization.
• Chapter III: Effectively lead an army into Excel can also be used to perform feats with or
battle. Start a revolution. Force a large number simply shoot ranged weaponry such as gun, bows,
of soldiers to surrender. Run or rule a small city. or bolts of energy from your staff - whatever your
character has on hand.
Actions like doing battle, running a city, etc may
be a project. Here are the rough capabilities of a character’s
actions, depending on chapter:
Tinker
Tinker allows you to create, alter, or disassemble • Chapter I: Make a tough shot. Squeeze into a
devices and constructs, whether magical or tight space. Balance on a wire. Do a backflip.
mundane. Disarm someone. Cut someone’s purse strings.
• Chapter II: Shoot a coin out of someone’s
Usually the risk and effect of a tinker action are hand at fifty paces. Balance on a moving wagon
highly dependent on the size and goal of the while juggling. Throw a knife through an arrow
creation, the availability of tools, devices, slit.
workshop spaces, etc. You can often think about • Chapter III: Make a nearly impossible shot.
what ‘chapter’ a tinkering device would be from Balance on the tip of a sword. Hit the eye of a
and extrapolate from there. wyrm with an arrow while it’s flying at you and
you’re hanging off the side of an airship, upside
Tinker also allows alteration of existing devices, down.
which could involve something like picking a lock.
Smash
Here are the rough capabilities of a character’s Smash is when you use violence or direct force to
actions, depending on chapter: accomplish your goals. This could be physical
strength or magical prowess. Shooting a fireball at
Create, alter, or disassemble: a door or kicking it down accomplish pretty much
• Chapter I: Uncomplicated or relatively simple the same thing, after all.
devices and constructs. A simple lock. A spell
that sets off an alarm. A clockwork automata. A The risk and effect of smash are usually
pair of magnification goggles. A clock. A small depending on your target and your own
bomb. capabilities.
• Chapter II: Complicated magical or mundane
devices and constructs. A magically sealed door.
An arkentech automata. Aetherically powered
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You can also use Smash to swing a melee weapon, relevant - especially if you're trying to do
whether that’s a giant hammer or a sword made of something quietly!
fire.
Charm and Command have similar outcomes -
Here are the rough capabilities of a character’s however Charming a scared soldier looks very
actions, depending on chapter: different than Commanding one, and also
depends heavily on which side the soldier is on!
• Chapter I: Break a gate. Kick a bandit in the
face. Throw a punch. Blow up a door. Throw a
barrel. Clocks
• Chapter II: Snap a heavy iron chain. Throw
back ten people with one blow. Smash a Let’s think about sneaking into a castle. There
boulder. Blow right through a stone wall. may be several discrete tasks or obstacles that
• Chapter III: Blow a hole through a castle wall. need to be cleared as players try to get through
Use your knuckles as a battering ram to smash a this castle - guards, locks, trapped doors, you
castle gate. Fight a small platoon by yourself. name it. One roll may not feel right for the
Split a cliff face. Burn away a small forest. purposes of this task. If the journey in doesn’t
particularly matter, a character could make a
Endure single roll to sneak in and have to figure out how
Endure is the counterpart of smash, for when you to get out. Or, if this is something we want the
use your ability to withstand or exert tremendous story to brush past or montage through without
forces. It could be not just physical strength, but much further consideration or consequence, we
magical or semi-magical fortitude as well, brought could do the whole thing in a single roll (perhaps
on by training, spells, etc. this is a scene from the character’s history, or the
task is far below their skill based on the chapter).
Here are the rough capabilities of a character’s
actions, depending on chapter: Sometimes a task is too complex or daunting to be
completed in one roll. Sometimes a task might
• Chapter I: Lift up a portcullis. Go for a long take more time, or multiple steps, to complete,
time without food or water. Hold your breath. and doing everything in one roll just doesn’t feel
Push on into extreme heat or cold. Run through right.
the night. Win a drinking contest. Withstand
pain. In all these cases, it’s best to use a clock!
• Chapter II: Lift an ox one handed. Eat
something poisonous. Go without sleep, food, or When you have a clear challenge or goal, you can
rest for a few days. Withstand tremendous pain. set out a clock with an even number of segments
• Chapter III: Wade through fire or ice. Lift a (4, 6, 8, 10, 12). You can draw out an actual clock,
three story Leggio Caravan. Carry an entire split into segments, or use a tracker, or simply tick
ancient tree trunk. Force open a sealed stone off check marks if you like. The longer the clock,
door. Out-drink a Jotunn. the more complicated or challenging it will be to
fulfill. Name the clock after the challenge or goal,
Action Overlap not necessarily the method. For example, you can
have a clock that says ‘Guards’, ‘Traps’, and
‘Alarm’.
As mentioned before, there is a lot of intentional
overlap between actions. Risk and effect can be
When characters take action related to a clock
used to tease out the differences between actions,
that would further it in some way, they will fill in
depending on your GM and the tone of your game.
segments on that clock with their actions on a
successful roll equal to their effect:
For example, Smash and Endure have some
• Fill in 2 segments for normal effect
overlap. Smashing a door down as opposed to
• 1 for weak,
using Endure to merely force it open has a
• 3 for powerful,
different effect in the fiction, however, which is
• and 5 for super powered actions.
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to exhaustion, enervation, tiredness, or exposure already full, or if they take critical strain, they
to the elements. break and are too hurt or overwhelmed to
continue in the current scene, unable to move or
Strain taken is 1, 2, or 4, depending on risk. act on their own. A broken character may only
Characters can also take critical strain. take an action by spending 1 Effort to do so
beforehand (see more on effort on pg XX). A
Average strain is 2, usually taken as a result of nearby character can also spend the effort for
risky actions. This is usually something like them.
getting swiped at by a monster, a short but painful
fall, slashed at by a weapon, eating something When a character breaks, they clear their strain
poisoned, exhausted from a long trek, frozen in boxes and take a burden, and at the end of the
the blinding wind, falling over from a lack of scene they cease to be broken and can act
sleep, etc. normally.
Minor strain is 1, usually taken as a result of A burden is more long-term harm to a character
controlled actions - still enough to be painful. and represents the mental and physical ordeal of
Bad bumps, scrapes, minor wounds, animal bites, the adventuring life. How much a burden
tiredness, sickness, etc. interferes with a character is up to that character’s
player. When you take a burden, write the nature
Major strain is 4, usually taken as a result of of the burden underneath it. It could be a long
desperate actions. Major strain is something term injury of some kind that the character
very painful or hurtful, like a long fall, getting ignores, scars, a change in attitude, tiredness,
smashed by a boulder, smacked around by a large sickness, etc.
monster, burned by a fireball, going days without
sleep or food, getting badly sick or poisoned, shot Example burdens:
in a vital place with an arrow, etc. • Injuries: broken leg, broken arm, gashed ribs,
monster bite, etc
Critical strain is something that a normal • Corruption: Infection, disease, illness, dark
person probably wouldn’t survive, such as falling magic
off a cliff, getting crushed in the jaws of a wyrm, • Negative emotions: Anger, resentment,
falling into lava, riddled with arrows, etc. You’ll jealousy, rage, hatred
survive - you’re an ICON after all, but in order to • Exhaustion: tiredness, ennui, sadness
do so, you’ll have to push through a lot.
Then, tick two actions which have more than 0d.
Those action is at at -1d until the burden is healed.
Resistance Tick actions that are appropriate to the kind of
burden taken. For example:
If the GM would suggest consequences other than
strain for your actions, you can always elect to
• You might tick Smash and Tinker for a broken
take strain instead, appropriate to the risk of the
arm
roll (1 for controlled, 2 for risky, 4 for desperate).
• You might tick Charm and Study for tiredness
This represents the stress of narrowly avoiding
• You might tick Endure and Traverse for
consequences for your character.
poisoned
• You might tick Command and Sense for fear.
You can take more strain than you have remaining
to resist something. For example, if you have only
This can be done up to twice per action.
1 strain left, you could resist something that would
normally cost you 2 or 4 strain.
The GM can always look to burdens for possible
consequences for action rolls. Players can also
Breaks and Burdens play up their burdens to invoke them.
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If a character would break for any reason, they A character with 3 burdens can still break,
can spend any amount of effort and roll 1d6 per clearing all strain, but doesn’t mark an extra
effort spent to push through, choosing the burden. Instead of recovering and returning to
highest die. On a final result of 5+, they avoid themselves at the end of the scene, however, they
breaking and lose 1 strain, putting them 1 below remain broken until the expedition is over (they
maximum. can still expend effort to act normally).
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combat or can players make other rolls to avoid In narrative combat, don’t treat monsters or foes
fighting? like you would in a traditional rpg, but instead use
• If the characters find a hungry giant guarding clocks, risk, and effect to represent the entire
the entrance to a dungeon, can they talk to it, or combat scene. The GM can adjudicate or adjust
will they have to fight it in tactical combat if these based on the challenges characters are
they fail to sneak past? facing, deciding which actions in the moment
would be more or less effective.
Transitioning into tactical combat is usually done
smoothly out of narrative scenes or as a tension Don’t think about the setup as just the foes the
break when things go sour: when the characters characters are facing, but the entire scene as a set
fail to sneak past the Relict, when they burst into piece. Defeating foes might be ancillary to running
the baron’s hall hell bent on confronting them, or away, or opening a door, or scaring foes off, or
when they stand in defense of the town as the holding out until reinforcements arrive. You can
wave of monsters approaches. see a big list of suggested combat scenarios on
page XX of the book of foes.
Narrative Combat You can set up multiple clocks to represent
different challenges in a scene, including the foes
As an alternative or companion to tactical combat,
themselves.
you can play combat scenes out exactly like you’d
play out any other narrative scene - using action
Don’t use clocks like you’d use HP. If a clock fills
rolls, clocks to track challenges, etc.
up and the scene would naturally be over, then
end the scene and let characters figure out how
Using actions in combat they drive off, escape from, avoid, or defeat any
If using narrative combat, characters can take any remaining foes.
actions they can think of to progress the scene,
using the actions they already have. The skills
Qualities
Excel and Smash are obvious contenders (shoot
a ranged weapon, swing a melee weapon), but
If characters are fighting opponents, then it can
other actions can also be used, to either set up
be helpful to write down 2-3 strengths and 1-2
allies or to progress a scene on their own. For
weaknesses to refer to when determining the
example, when fighting a monster:
position and effect of actions.
• Charm to distract a monster from attacking
For example, characters are fighting a Wyrm in
your allies
open combat. The Wyrm itself is a big armored,
• Command to scare the monster and make it
fire breathing lizard. might be represented with a
hesitate
10 or 12 segment clock (a pretty powerful foe!)
• Endure to wrestle the monster to the ground
with segments filled in as characters take actions
• Sense to scan your surroundings for hazards
against it.
you could drive a monster into
• Study a monster to find a weak spot
The GM decides the qualities are Big, Armored,
• Sneak to spring an ambush against the
and Fire Breathing. It’s weaknesses are its
monster or get out of the situation
Weak Scale and it’s Slow.
• Tinker to set a trap for the monster or throw an
A character wielding a bow tries to attack the
explosive
Wyrm. Here’s how that might play out:
The flavoring and theming of a character’s action
• Because the Wyrm is armored, a character
and attacks is up to the player, and any action
shooting arrows at it (probably using Excel)
could potentially be used for physical or magical
might have no effect, or be a weak and desperate
combat.
action.
• However, the wyrm does have a weak scale.
Setting up a narrative combat scene Another character using Sense might try and
spot openings for the bow-wielding player,
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These short sentences or activities can be ticked if Using effort while broken
you performed them during a session at least
once. At the end of a session, if you ticked at least If you’re broken in a scene (you maxed out on
one, get 1 xp. If you ticked two or more of them, strain and took a burden), you or a nearby
get 2 xp. character can spend 1 effort to allow you to act
normally for an action.
Effort
Bond Powers
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Bond Powers are special abilities that either give Increasing Effect
you the ability to do something without rolling, or
boost your existing actions or abilities. They are Some character abilities can increase effect. Effect
very powerful and help distinguish your character. can be increased as long as base effect is at least
You can further define what your characters’ weak (no effect is still no effect), and can normally
specific powers look like and where they come never be increased past Powerful, even if a
from. character would get increased effect multiple
times.
• Scene: Some powers or Bond features apply
until the end of the current scene, or can only The only way to increase effect further is to use a
trigger once a scene. A scene is a contiguous power that grants you superpowered effect, or get
series of events where we don’t ‘cut away’ from a critical hit on a roll with powerful effect
the action. When we enter a new sequence of (turning the effect into superpowered).
action or dialogue (like a new room in a
dungeon, a new challenge, a different
conversation happening in a different place) the Play Example
previous scene is over. This is pretty easy to
judge naturalistically.
Here’s a quick play example.
• Limited Powers: Certain Bond Powers can
only be used by spending Effort, and many can
Play example: The hall of death
only be used a certain number of times per
game session. You get these powers back at the
start of a new session. The GM is playing with two players, Alice and
• Range: A few powers have a loose effect range, Marco. Alice’s character has the Bond of the
such as close or far. Mighty, James’ character has the bond of the
• Chapter scaling: A few powers gain more Pathfinder.
explicit power per chapter (I, II, III).
The character are exploring a ruin and reach a
hallway. The GM knows this hallway is trapped
Gambits
with pressure plates (on the floor) which will
cause poison darts to fly out from the far wall. A
Normally you can only take powers from your
tough scenario!
own Bond. However, once you have four powers
from your own bond (including your starting
The GM can do a couple things here. If characters
power), you can take a Gambit when you would
take action without checking the hallway out, the
pick a new power, which is a power from any
traps end up being an obvious consequence for
bond.
their actions, and their actions are probably risky,
if not desperate! If characters take a moment to
Knacks
survey the hallway and get good information, the
GM can make their actions more effective or more
Some powers give you a knack. A knack is a skill
controlled moving forward, since they know about
or area of expertise or knowledge, usually specific.
the traps.
When you can apply your knack to a roll, get +1
Boon (+1d6) on the roll.
The GM can also decide to let the whole thing get
covered in one roll. Or, if the trap is more
Set up dangerous or complicated, they can set up a clock
for it.
Some bond powers give more powerful set ups or
key off setups. A setup is an action roll (with The GM can use good practices and foreshadow
normal consequences, etc) that has reduced or no threats here by showing the players that the hall
effect on its own but grants the action that’s being might be trapped.
set up +1D.
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Let’s see some permutations of each of these The GM decides this trap is a bigger threat,
scenarios. something they want to spend a short scene on.
They set out a 6 segment clock to represent the
The introduction: hall.
GM: You come to a long stone hallway, chocked
with dust, and probably only wide enough for one Marco: I have a bad feeling about this hall. I’m
person at a time to move down. It’s pretty long going to get closer to study the stonework
and the far end is too dark to see. Propped against GM: Ok, give me a roll. It’s a little riskier to study
the wall on your side is an old rusty breastplate, a since you have to get close, but I’ll say its more
piece of armor long abandoned, as though effective. I’ll say its still controlled.
someone took it off in a hurry. It’s pock-marked Marco (rolls study, gets a 1 ): Ok, I’ll take it. I
with small holes. have 0 in sense so I’d rather use study. Ah, a 1.
GM (Inflicting strain): Oh yeah, it’s definitely
One roll, players don’t gather information: trapped. A flurry of darts shoot out through the
Alice: I forge ahead, carefully. darkness right at you. Since your action was more
GM (taking the initiative): Ok! There’s a click as powerful, I’m giving you some progress on this
you step on a pressure plate. You hear the soft clock (The GM ticks 2 segments on the clock.
hiss of air at the other end of the room, and you Normally they’d tick 1 or none on a ‘1’ roll).
see a flurry of darts heading your way! What do However, you’re still getting shot, for only 1
you do? Your action is probably going to be pretty strain, and you’re sure there’s more plates in the
risky. hall.
Alice: Damn. Ok… I’m going to bring my shield up Marco: I’ll take it.
and try and endure the darts. Alice: Can I boost Marco’s character on my shield
GM: Great, I’d say that’s pretty effective but to get them across the hall and give them a bonus
desperate. die?
GM: Sure. You can make a roll to set up Marco if
Alice rolls 3 dice for her character’s Endure action you like, or just tick effort to aid him.
and rolls a 1,2, and 5, a mixed success. Darts shoot Alice: Ok. I’m going to roll for it. Is… excel a good
into her character, inflicting 3 strain on her. action for this?
Alice’s player chooses to spend 1 effort for her GM: Probably, or smash, I think, since you’re
Might’s special ability to reduce the strain by 1. using force.
The darts having activated, the hall is clear and Alice: My smash is better, so I’ll use that.
the characters can move on. GM: Ok, it’s going to be controlled risk for you I
think
One roll, gathering information: Alice (rolling a 4): A 4.
Alice: I’m going to check this hall out. GM (putting her in a worse spot): Great, you
GM: Ok, give me a fortune roll for that, since you boost Marco in the air. However, you have to take
seem safe where you are. a couple steps forward, and now you’re in the
Alice (rolls sense, gets a 4): I’m going to survey middle of the hallway. Anything you do from here
the hall for threats. A 4. is going to be way more risky.
GM: Squinting your eyes, you can just make out Marco: Let’s do this. I’m going to traverse by
strange cracks in the floor ahead of you. It’s hard kicking off the walls. I’m also going use my
to tell, but you’re pretty sure this hall is trapped, pathfinder power Windrider to push myself for
with pressure plates. another die and choose to not touch the floor.
GM: Great, that’s two bonus dice, one from Alice’s
The scenario plays out as above, but the risk for character and one from your push, and you have
Alice’s character’s action is now controlled, since better effect from your cool power. I’ll say since
she knows about the trap. Now she only takes 1 you don’t have to touch the floor, your action is
strain when she’s hit by the darts, which she going to be less risky, so instead of being risky it’s
spends resistance to ignore. going to be controlled.
Marco (Rolling 1,2,2,3): Great. Oh shit, a 3.
Using a Clock, gathering information
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GM: No problem. You still get two ticks on the did use an ability there to justify it, so keep that in
clock from your better effect (The GM ticks two mind).
more segments, bringing the clock to 4/6).
Marco: Ok, but I’m a dead man, right? If the characters are in a higher chapter than the
GM (offering a choice): Your action was treat, a hall like this, in the fiction, may not pose
controlled thanks to your power, so you don’t get much of a threat. The GM can ignore it, make it a
riddled with darts, but you’ve got a tough choice. single roll, or make it a shorter clock. If the
You don’t make it quite down the hall, and you’re characters are in a lower chapter than the hallway,
close enough to see the mechanism. Do you try maybe it poses a huge threat and is super risky,
and leap forward disable it now, and maybe get and the character’s actions are less effective.
poisoned for your trouble, or do you try and make
another roll? I’ll let you finish the clock right now
if you want.
Marco: I’m going for it.
GM: Ok! You dive forward and jam your blade
into the mechanism. A vaporous cloud of poison
pours out from the dart holes as the trap
deactivates. You’re going to take 2 strain from the
poison.
Marco: Ouch. That would give me a burden.
Alice: Can I use my special ability to take the
strain instead by pushing Marco aside?
GM: Yeah… but you’re not close enough - you
were put in a bad position, right?
Alice: Ah, ok. Can I just throw my shield and
smash the mechanism before it manages to poison
Marco?
GM (Avoiding saying ‘no’ to this creative
solution): Sure, I think that would reduce the
strain, but give me a roll. Risky, since you’re
trying to do it quickly from far away!
Alice: Ok, I’m going to use 1 effort to push this.
(Rolls 2, 3, 6). A 6!
GM: Cool. You hurl your shield and crumble the
wall, sealing off the vapor. Marco only takes 1
strain.
Marco: Nice.
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camps, and
something similar. If you’re expecting to
encounter opposition, danger, or uncertainty,
you’re probably heading into an expedition.
interludes
All expeditions have a clear goal at the start, even
if that goal changes.
Rewards
Expeditions
Characters are rewarded in ICON with two
Sessions of ICON are focused around currencies, XP and dust. XP (experience) is
Expeditions. Whenever you leave a place of typically gained at the end of each session, and is
safety with a clear goal in mind, you’re on an used to level up your character for both tactical
expedition. combat and narrative play. Dust is the currency
of Arden Eld and is used primarily for leveling up
Typically in ICON this involves leaving the safety your Relics for tactical combat and getting more
of a village, town, or city, and setting out into the out of your ambitions and healing during
wilderness to explore some ruin, claim some downtime.
artifact, or stop some force from causing harm,
but it doesn’t necessarily have to be that simple. Camping
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4. Set your job and abilities, if you expect Characters can always abandon an expedition if
tactical combat. There’s more on this in the they’re too hurt to continue or if the goal has
tactical combat section. changed. Leaving an expedition unfinished
abandons the original goal the characters had in
5. Define rewards. All expeditions normally finishing it, which may now be beyond their
reward 6 xp and 3 dust if they’re successful. If grasp. Whatever the case, if characters return to
there are extra rewards possible, define them the expedition, the situation should have changed.
here. If an expedition’s not long enough to prompt
rewards, it’s probably not an expedition! Quests
6. Set out! Don’t worry about how you get there, Sometimes you have a longer or more complicated
or over-planning. Get your feet on the road and task or goal, like exploring a large dungeon, going
cut to the action. on an epic journey, or unseating a despot, in
which case you’re on a quest.
Why Expeditions?
Quests take more than one expedition to
Expeditions are used in ICON so that characters complete. You can take interludes in the middle of
always have goal they are working towards, and a quest or take on other expeditions.
they can expect the story to move at a certain pace
and with a certain amount of tension. When we’re Each expedition can represent a small part of the
on an expedition, things are probably dangerous quest (a leg of the journey, a wing of the dungeon,
or uncertain. There might be combat involved. gathering allies to fight the king, etc), and
Certain activities, like healing, can only be done a characters can take interludes normally in
limited amount inside an expedition (it’s not safe between. For example, characters could take a
enough, or there’s not enough time!), and certain quest to explore a large dungeon. The GM decides
actions, like getting rid of burdens, can’t be taken this will take about three expeditions to complete,
in expeditions at all! with each expedition’s goal being to explore one
part of the dungeon.
Expeditions don’t have to take a single session to
complete (and might often take multiple). When you complete a quest, not only do you get
the xp and rewards for all expeditions in the
Time and safety quest, but you also get 1 additional xp for every
expedition you completed as part of the quest, up
Camping doesn’t have to mean staying in a village, to 6 extra xp.
town, or city. It could just be a safe and clear spot
for the characters to get the time and space to rest This can allow a GM to set more long term goals
and recuperate. There could be a sanctuary in the for the characters. You can work on multiple
middle of the wilderness, or a dungeon. quests at once.
Abandoning an expedition
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on them. A group ambition can only be worked on groups may get into trouble during an interlude,
once during an interlude, and to work on one a and the situation might change. Characters might
character has to give up working on their own go bargain with the thieves’ guild only to try to
ambitions. Group ambition clocks aren't a default double cross them, wander a little too far out into
length and must be decided by the GM. the wilderness, or open a dangerous magitech
device.
You can write new ambitions any time, but if you
change or abandon an ambition, clear any If characters get into trouble, you can play out a
segments on the clock that’s representing it. An narrative scene or tactical combat to resolve the
ambition must be a clear goal or project, and the situation. If it’s more complicated than a scene or
length of the goal (which clock it represents) is two, you’re probably heading into a surprise
determined by the GM. You only have room for expedition!
one ambition of each length. If you want to write a
new minor ambition (4 segments) and already If characters took strain during an interlude, they
have one, for example, you have to change your can heal it when an interlude ends. In general,
current one. characters are intended to start an expedition
with all their resources at their disposal.
Clearing ambitions rewards 1, 2, and 3 xp
respectively. Clearing a group ambition Bringing it back
rewards 1 xp to the whole group.
Interludes should always aim to launch the
Ambitions are typically projects or long-term characters into a new expedition of some sort. The
goals, like gathering information, researching, characters leave a place of safety with a clear
crafting, or organizing. It could be something like goal in mind.
plotting revenge on a rival, learning a new skill,
fixing up an old aethership, finding a secure route
into a dungeon, deciphering old texts, or learning
about your mysterious parentage.
Freeplay
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Session End
Whenever you end a session of ICON, go
around the table and check your xp triggers, then
gain xp depending on which you fulfilled them or
not. These triggers are on pg. XX but are repeated
here for your convenience:
Leveling up
Spending Dust
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Narrative Character
Creation
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Choosing your bond Folk of Arden Eld
To make the narrative part of your character in The collective peoples and folk of ICON are
ICON: collectively referred to as Kin. Kin have lived in
Arden Eld since time immemorial.
1. First choose what kind of Kin they are, then
choose what Culture they’re from. When you make a character, choose what Kintype
2. Pick a Bond that you think represents your you are. There’s no statistical or mechanical
character narratively. You can choose one differences in game terms for whatever Kin you
bond power, and take +2 dots in one of the pick. It’s true, for example, that Troggs as a whole
two actions tied to your bond. are larger and stronger than most Thrynn.
3. Then fill in 6 more dots on actions, taking However, each individual is different, and more
none higher than 3 right now. Fill them out importantly you are a hero.
the following way:
• Pick 2 dots based on your character’s Your bond is more important for determining the
culture or background. kind of person you are. If you want to play up the
• Pick 2 dots you think represent your unique attributes of your Kin, you can pick a bond
character’s personal qualities that fits that fantasy, and pick actions that fill out
• Pick 2 dots you think represent your what you want your character to be strong at. A
character’s life experience so far (work, strong, physically powerful Trogg may want to
travels, education, etc). pick the Mighty Bond. An agile Xixo who is an
excellent swimmer may pick the Pathfinder bond.
You’re done! You’ll make the tactical combat part
of your character next. In the first session you can Broadly speaking members of all Kin can be found
choose something for your camp with your group in every part of the world and every walk of life in
and set out on your first expedition. ICON, and none have any ancestral nation,
‘homeland’, or monoculture, especially due to the
Picking Action Ratings ancient influence of the Arken Empire.
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Narrative Advancement
Every time characters reach 15 xp, clear all xp and mark a level up. Characters can level up at the end of a
session, but can’t gain more levels than the current chapter.
7 2 Improve an action
10 3 Improve an action
11 3 Improve an action
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Thrynn
The Aethrynn, or Thrynn (most commonly) are found everywhere across Arden Eld. They are an
adaptable, diverse people with a strong sensitivity to Aether and a strong connection to arkentech, some
say because they are direct descendants of the Arken that survived or fled the Doom and the dark age that
followed. They make up a large part of airship crews and captains in the great Guilds due to their potential
for aether sensitivity making them excellent pilots.
Thrynn are made up of a dazzling swathe of backgrounds that span the continent. They tend to live in
clans that cluster into villages, towns, and city associations. Symbology and culture of the ancient Thrynn
clans, called the Seven Families, are present in many modern cultures of Arden Eld, and some draw
strength and purpose from their ancient texts and teachings.
Some Thrynn will occasionally have small glowing ‘star-marks’ on their body, especially when attuned to
or channeling strong sources of Aether. These can form constellations of stars or twisting branch-like
patterns under their skin. Occasionally these marks are strong enough that even being near to a strong
source of Aether is enough to light them up.
Very rarely, Thrynn are born with delicate vestigial insect-like wings, not capable of flight. Children born
this way are given special attention, having been divinely marked, and often have roles in the community
leadership or priesthood prepared for them. They may grow into these roles or eventually reject them.
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Trogg
Troggs, also called Ogres, are horned demi-giants that are few in number but outsize in stature. Legend
has it that the Troggs descend from the Titans who originally kept the four pillars of the world stable
before they were slain by the Arken, or at least have some titan blood running through their veins. Adult
Troggs typically stand anywhere between six and eight feet tall, and never stop growing throughout their
very long lifetimes, sometimes living four or five hundred years and growing to truly enormous stature.
All have horns of various size and shapes, and some are born with tails. The Troggs reproduce slowly,
have few children, and treasure them greatly. Trogg children spend a long time maturing and only reach
adulthood around forty years old.
Like other Kin, Troggs are hugely diverse in their backgrounds and cultures but due to their small number
tend to be loners or outsiders to the communities they join. In legends, they are supernaturally tolerant of
heat and can handle even molten metal with their bare hands, though how much this holds up in real life
varies from Trogg to Trogg. Very traditional Troggs worship the Elden Flame, the primal force of creation,
and give themselves over to the study of smithing or the etherial arts. Since Trogg artisans live a long
time, they can accumulate several lifetimes of knowledge that Kin from a similar background could
accumulate.
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Beastfolk
The variety of animal-like Kin found across Arden Eld can be broadly called Beastfolk. They are the most
common Kin and the most diverse physically. There are many clans of beast folk, including:
• The Lopen are cat or rabbit-like folk originally from the great plains.
• The Garou are wolf or dog-like folk from the deep forest and islands.
• The Goblins or Vodya are amphibious river-dwelling kin.
• The Lorito are feathered, birdlike kin originally hailing from the high steppe.
There are many other beast folk clans, such as the fishlike Pelagia and reptilian Kuroki from the eastern
mountains, and probably still many more that are undiscovered across the surface of Arden Eld.
Beastfolk tend to be shorter in stature than Thrynn, though some are taller and hardier. They live around
the same time as Thrynn and typically (but not always) have large families. Beast folk are present in every
culture, from desert dwelling nomads, to pastoral farmers, to city guilds.
Traditional Beastfolk have a strong connection to the earth and the forest. They are strong woodsfolk,
hearty eaters, and excellent hunters. They have better senses than other Kin and are sensitive to the
changes in wind, moisture, and earth that signal the weather, the crops, or the changing of the seasons.
Their excellent sense of taste and smell lead a lot of beastfolk to become excellent cooks (or picky eaters).
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Xixo
The insectile or crustacean-like Xixo (ZIK-zo) are a group of water-dwelling kin that can traditionally be
found as traders up and down the waterways of Arden Eld. Xixo are excellent swimmers and can hold
their breath for very long periods of time. They vary widely in physiology, though they are unique in that
during spawning season they can change sex, and many Xixo swap around throughout their lives. Though
they can have weak eyesight, they are highly sensitive to smell and chemical signals and Xixo can
communicate simply emotions or moods to each other through pheromonal markers, leading to the
stereotype that they can read each other’s minds.
Though individual Xixo live much shorter lives than other Kin, typically living until their mid 40s, they
have perfect memories, able to recall everything in their lives with absolute clarity. A common
understanding among the Xixo is that other Kin are terribly cursed - living twice as long as the Xixo, but
eventually forgetting a large part of their lives.
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who have come to be known as the Leggio. Their like a spray of brightly blossoming flowers over a
massive, colorful caravans make seasonal grave.
rotations around Arden Eld, stopping in the cities
to resupply, and are broadly welcome wherever Especially brave Churners will sometimes set up
they show up, since it means a chance to buy, shop within the surface levels of a dungeon,
repair, and indulge in all the necessities and sometimes maintaining large crops of herbs,
luxuries so sorely missed. The Leggio always eat fungi, or other staples that will only grow in the
well and trade fairly with the towns, and will often dust-soaked environment of the arkenruins. The
take on travelers who are seeking safe passage to more daring of them will hire themselves out as
the next village, post, or city. guides, tinkers, or hirelings for wealthier
adventurers. Due to their unique living
Nearly all Leggio have some sort of family trade or circumstances, most Churners tend to know more
skill they are specialized in (sometimes multiple), about monsters than any other culture, mostly
and many famous or legendary artisans, smiths, their spoor, habits, and how to avoid them.
and weapon makers come from old Leggio
families. Leggio Grand Caravans can be two (or Churners are a highly itinerant culture, and while
sometimes three!) stories high and are carved some travel together, they tend to congregate only
with family histories. They are pulled by draft when a new dungeon surfaces and the old sites
beasts and sometimes captive monsters, who are dry up. Many of them are former adventurers who
kept docile by Leggio beast tamers. have settled out of obligation or necessity and
seek a slightly more respectable existence, but
Leggio are nearly all armed and trained in fighting others are skilled merchants, crafts-kin, cooks,
since they were young as they often have to pass smiths, and suppliers that come from old families
through dangerous or blighted areas in order to of Churners and run their tents and wagons with a
reach a town in need. They regard their duty to high respect of the Churner Code (honesty, safety,
keep towns supplied as sacred and pray to the convenience). Recently, due to the increasing ruin
Titan of chance to give them safe passage. activity, the number of Churners has been rapidly
increasing, and a lot of the old and more
Craft, sociability, discipline, and respectable families complain of grifters,
hospitality are all strong values for Leggio. swindlers, and ill-intentioned shady merchants
Outsiders can sometimes see them as insular, sullying their reputation.
overly friendly, or nosy.
Dependability, hustle, professionalism,
and caution are highly valued by Churners.
IV. Churner Outsiders can sometimes see them as deceptive,
opportunistic, or exploitative.
A sporadic, nomadic culture, churners live a
dangerous and daring existence, especially
compared to most people of Arden Eld. In their V. Chronicler
caravans and camps, they follow around
Arkenruins as they surface, and make their living The ancient monasteries of the Chroniclers dot
off them in whatever way they can. Sometimes Arden Eld, overlooking its deep valleys from
this involves venturing into the ruins themselves mountain perches, or buried deep in the rifts of its
(though never too far for most Churners, they canyons. Within is buried ancient knowledge -
leave that up to the adventurers and the and sometimes dangerous secrets.
foolhardy), and scraping Dust from the ruins, or
searching the surface levels for fragments of Chroniclers are a unique, isolated culture - a
Arkentech. Most of the time this involves directly quasi-religious society of monks and acolytes built
servicing the adventurers themselves who venture around the Chambers - the great monasteries of
into the ruins by supplying them with necessary the continent, whose building predates the Arken
food, supplies, arms and armor, and elixirs. When and survived their fall. There are twelve of these
a new ruin is discovered or surfaces from deep ancient edifices, and they are typically located in
beneath the earth, it is not uncommon for a extreme or hard to reach locales, requiring them
Churner camp to appear at the edge shortly after, to be self sufficient. Small monastery towns and
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trading posts grew up around them over time, Those that live in the cities are known as Guilders,
forming a tight-knit communities that revolved and often belong to one of the great Trade Guilds,
around and intermeshed with monastery life - loose and oligarchical organizations that regulate
moving with their festivals, rituals, and traditions. the trade and production of certain items between
cities and act as informal government associations
The Chambers are part temple, part archive, and of sorts. Cities are often ruled by the guilds or
part prison. As legend goes, they were built to their proxies and to most people of Arden Eld are
protect the great secrets of the making of the chaotic, overcrowded, wondrous, and very smelly
world. Some of their inner vaults now lie empty, places where the food is greasy, the markets are
and three of the Chambers are broken and hollow bright and burgeoning, and the sights are as
ruins, whatever was contained within long incredible as they are strange.
disgorged into the world. The inner passages and
halls of the Chambers are rumored to be full of all Cities are the centers of technology and magic in
kinds of secret knowledge, ancient weaponry, and Arden Eld and are the chief drivers of the hunger
old and powerful evils - though none can say for for Dust and arkentech, which the technomagical
sure. institutes and Guilds use to produce mechanical
and magical wonders. Citizens of the great cities
As for the Chroniclers themselves, they live in a of Arden Eld are the most diverse in background
strict, hierarchical, and somewhat spartan society, and profession, and tend to enjoy a higher
but one which values justice, education, equality, standard of living than those in the Green, with
and honesty. Ascending up the ranks of the access to many conveniences such as rail and
priesthood takes a long time and a lot of airship travel, running water, and arkenlamp
ceremony, and only the most senior monks are lighting. However, they also are the most unequal,
allowed into the central halls of a Chamber. with many Kin languishing crammed into hot and
overcrowded residences in the increasingly
It is not uncommon at all for monks to dip and mazelike city depths, while the Guild Barons at
out of the priesthood in order to have families, the top scrape most of the benefits off for
explore the world, or go on missions of utmost themselves while claiming to be acting for the
import for the monastery. Junior temple acolytes benefit of all. Some predict the coming of the
wishing to become higher members of a Churning Age will extend this way of life even out
Chronicler order are often required to leave the to the Green, and fear what that portends.
temple for a while to find purpose in the greater
world. Guilders tend to be more educated, more
knowledgeable about Aetheric principles and
Chroniclers highly value knowledge of all kinds, more connected to magic and science than other
and tend to be highly educated. This drive often Kin, who they may see as backwards. They also
pushes traveling chroniclers to explore ruins, tend to be very tolerant and welcoming, and the
challenge authorities, or pry where they don’t most worldly of Kin.
belong, often getting them into danger.
Tolerance, patience, drive, and
Truth, justice, discovery, and tradition are friendliness are highly valued by Guilders.
important values to Chroniclers. Outsiders can see Outsiders can sometimes see them as haughty,
them as secretive, old-fashioned, or stiff. know-it-all, or pampered.
VI. Guilder
There are no nations in Arden Eld, but its cities
are growing in both size and influence. Their
cobbled streets and teetering towers are
expanding and stretching to the sky, and the fires
of industry and arkentech burn deep in their
bellies.
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BONDS
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I. The Pathfinder
Discover new things, meet new people, learn new • Lay Burdens - 1/session, When you enter a
things. The Pathfinder is always looking to populated location, untick 1 segment on all
horizon. They’re the first to clamber up the burdens, and you may push your next action for
mountain, leap across the river, or dash down free.
the slope. The road is their friend and they can’t • Airfeel - When you camp or start an
wait to see what’s around the corner. expedition, you can ask any of the following
questions about the next day or so of travel and
+2 Traverse or Sense get a truthful yes or no answer from the GM. Get
increased effect when next acting on the
Ideals answers.
- I addressed challenges with curiosity, • Is it a long, dangerous, or arduous
exploration, or understanding journey?
- I expressed my heritage, background, or beliefs • Is the journey defended or contested?
through my actions • Are you currently being pursued, tracked,
- I saw, heard, or tasted something truly unique or hunted?
• Colortongue - You can understand and speak
Effort: 3 all languages and read all scripts. When you
Strain: 5 interact with a living creature that doesn’t speak
Second Wind: Regain 1 effort when you enter a language, you can understand its intents and
new scene. This ability can activate any number of feelings and get +1d to interact with it if it’s not
times a session. hostile. At chapter II or higher, you can use this
Special Ability: Leading a team action only to interact with even non-living creatures, such
costs 1 effort for you. as magical constructs or the undead.
• Horizon Sweeper - Your sense actions have
increased effect and aren’t affected by:
POWERS • Chapter I: Darkness or time of day
• Saddleborn - Get a knack for riding or • Chapter II: Weather or visibility
piloting: • Chapter III: Distance of any kind
• Chapter I: Animals or Vehicles • Memory of the Sole - Name a location you
• Chapter II: Monsters last set up camp or spent an interlude. The GM
• Chapter III: An entire herd of animals or will determine the difficulty of the journey there
monsters. by answering the questions below. When the
• Windrider - When you push yourself to take a next scene starts, you and up to ten other willing
traverse or sneak action, you also get people can choose to be safely there if you take 2
increased effect and choose one of the following strain for each ‘yes’ answer, which could cause
for the action per chapter: you don’t touch the you to break. Work backwards to figure out how
ground, you don’t make a sound, you can’t be you got there (the scene doesn’t necessarily have
touched while moving. to take place the next hour or day, for example).
• Dabbler - Get +1 point to put in any action • Is it a long, dangerous, or arduous journey?
rating. At the start of an interlude, you must • Is the location defended or contested?
swap this point around to a new action. It can’t • Are you currently being pursued, tracked, or
take any rating higher than 1+ the chapter hunted?
number • Lightspeed - 1/session - Your next traverse
• Freesoul - You can escape from any restraint, action has superpowered effect
grab, shackle, hold, or prison cell without • Gambit of Gaia (requires 4 powers): Take
rolling, appropriate to chapter. You can conceal a power from another Bond
this ability if you wish.
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Effort: 3
Strain: 5
Second Wind: Regain all effort when you take
injury or harm while protecting someone else
Special Ability: When an ally close to you
suffers strain, you can take the strain for them. In
addition, you can spend 1 Effort when you take
any strain to reduce it by 1, to a minimum of 1.
POWERS
• True Grit - When you break, you remain in
control of your character for the rest of the
scene. If you would remain broken longer than
that (you have 3 burdens for example) this effect
ends at the end of the scene.
• Iron jaw - You can’t suffer critical strain (take
4 strain instead)
• Volcanic - 2/session - When someone or
something harms an ally in your presence, you
can trigger this ability to get +1d or increased
effect (choose) on all actions against them for
the rest of the scene
• Hammersoul - Your Smash actions have
increased effect when you’re exhausted.
• Overpower - You can push by taking 2 strain
instead of spending effort for Endure and
Smash actions
• Steelskin - The first time you take strain in a
session, reduce it to 0
• Force of Will - 1/session - You can choose to
automatically treat your next Command action
roll against another character as a 6. The GM
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Effort: 3
Strain: 5
Second Wind: Regain all effort when you fix
someone else’s mistakes, or someone else fixes
yours.
Special Ability: You are hardened. Your 4 clock
burden gives you no penalties.
POWERS
• Clarity - If you break, regain all effort, and
you can push your next action for free
• Scarcoat - +1 max strain per Burden you have
• Blood Scent - You get a knack for tracking or
intimidating anyone or anything that’s wounded
• Go for a Walk - 1/session - When you separate
from the group to do something alone, you can
trigger this ability to get +1d or increased
effect on your action. ‘Cut to black’ and roll the
action ‘off-screen’, then cut back to when you
return to the group. While ‘off screen’ you can
attempt to accomplish a number of unique tasks
equal to the chapter number (1, 2, or 3)
• Cornered - When you are outnumbered in a
tense or violent situation, leading team actions
does not cost effort for you.
• Lurk - 1/session - When the GM describes a
scene, you can choose to be there, hidden,
appropriate to chapter. Don’t worry about how
you got there.
• It’s Nothing - During Heal Burdens, heal 2
extra ticks on a burden of your choice if nobody
helps you heal burdens. Heal 1 tick on two
burdens if someone does help you heal, instead
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V. The Harlequin
Trick, humiliate, and dance around the powerful. • The Big Show - Critical hits on excel,
The Harlequin despises those who take charm, or sneak actions regain 2 effort for all
themselves too seriously, and delights in slipping party members who witness your feats
in and out of conversations, roles, and situations. • Habitual Line Stepper - 2/session - You
instantly disappear from sight and re-appear
+2 Sneak or Charm somewhere:
• I: Nearby
Ideals • II: Within 5 minutes walk
- I addressed challenges with cunning, • IIII: Within a few miles
subterfuge, or deceit • You don’t have to see your destination, but you
- I expressed my heritage, background, or beliefs are shunted back to your starting point if it’s
through my actions occupied or obstructed (like trying to hop into
- I talked or slipped my way out of a charged solid rock, for example).
situation • Quickfingers - 1/session - Name a number of
objects nearby equal to the chapter number that
Effort: 3 you can see that could fit or carry in one or both
Strain: 5 hands. By the start of the next scene, you have
Second Wind: Regain all effort when your possession of them. If you stole them, the
actions get you in trouble with someone or person you stole it from will find out within the
something powerful hour
Special Ability: When you’re exhausted, get +1d • Ridi Pagliacci - You can invoke each of your
and increased effect on sneak burdens instead of spending 1 effort, once a
session for each burden
• Exuent - When you lead an action to flee or
POWERS escape trouble, don’t spend effort.
• Step of the Bards - 1/session - Increase the
• Mirrormask - You can always tell if someone power of your next Sneak action to
is lying if you can see their face, though the superpowered
nature of the lie is unclear. At chapter III, you • Gambit of the Laughing Titan (requires 4
only need to hear someone’s voice or read powers): Take a power from another Bond
something they have written.
• Mercurio - You can change your appearance
completely by spending 1 effort, including
height, weight, gender presentation, etc. You
must appear as Kin (a person), but you could be
a different Kintype, and otherwise everything
else is up to you. This effect lasts until you
camp, or until you eat or drink something, and
while active you get a knack for impersonation.
At chapter III, this effect no longer costs effort if
it's only used once a scene.
• Mockingbird - You get a knack for mimicking
sounds or voices.
• Fast Friends - 2/session - You can choose to
automatically treat your next charm action roll
as a 6. If you do, its effects only last:
• I: 1 minute
• II: an hour
• III a whole day
• After the duration expires, its target(s) realize
they were manipulated.
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Effort: 5
Strain: 5
Second Wind: You only regain effort from bond
powers, camping, or interludes.
Special Ability: You can allow someone else to
regain 1 effort by spending 1 effort.
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Ideals
- I addressed challenges with perseverance,
friendship, and courage
- I expressed my heritage, background, or beliefs
through my actions
- I used my heart rather than my head to solve a
problem
Effort: 3
Strain: 5
Second Wind: Regain all effort when you charge
forth without a plan
Special Ability: When you lead a team action,
get +1d on the action
POWERS
• Strike the road - The first team action you
lead in a session costs you 0 effort
• Crush Limiter - 1/session, you can give your
next action superpowered effect, but take a
burden at the end of the scene.
• Luck as a Constant - When you critical hit,
regain all effort, heal all strain, and mark 1 xp
• All in - Using Aid to help a character taking a
desperate action costs 0 effort for you
• Joyluck Wind Thrower - When you take a
desperate action, you can take +1d on the
action. If you do, treat any die less than a 6 as a
1.
• The Sun- 1/session - Gain increased effect on
all actions for the rest of the scene
• Coordinate - Aiding you on team actions costs
0 effort
• Heart of Hearts: 1/session - You can flash
back to a scene from your past or hometown and
describe how your memory of that time inspires
you in the current moment. You can treat your
next roll as though you rolled a critical hit (6,6).
You can only use this ability three times ever,
and when you expend its third use, replace this
power with another one.
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IX. The Broker
Use your superior skills, class, intellect, or • Beg, Borrow, or Steal - When you need the
delicate touch to handle situations with elegance. right tool for the job (a disguise, a tool, a
You’ve been there before, and you have a plan for weapon, a portable boat, a ladder) you can
everything under the sun. Some may call you choose to have it right now. The tool’s power,
stuck up, but they don’t see how the strings you type, and rarity depends on chapter, and it lasts
pull save their sorry hides again and again. until the end of the session, or until you use this
ability again. Gain +1d on actions using the tool,
+2 Command or Tinker but the GM chooses one:
• It was stolen from someone, who will
Ideals track you down by next interlude
- I addressed challenges with manipulation, • It’s poor quality and breaks after the
influence, or planning scene is over
- I expressed my heritage, background, or beliefs • It gets you into trouble after the scene is
through my actions over (it attracts attention, there’s an
- Despite my best efforts, we went wildly off plan unwanted side effect, it leads you
somewhere you weren’t expecting to go)
Effort: 3 • Fruitful- You have a contact or family member
Strain: 5 in every populated location. Define this person
Second Wind: You can regain all effort when with the GM and pick one (choose carefully):
another team mate becomes exhausted or breaks. not in trouble with the law, reliable, won’t need
Special Ability: When you become exhausted or a favor. Roll +1d on actions where your contact
break, all team mates regain 1 effort could help you.
• Faust (1/session) - The next time you roll,
treat all 1s as 6s. The next time you roll after
POWERS that, treat all 6s as 1s.
• Contingency (2/session) - You can use this • Make it work (1/session) - You may use your
power to ‘flash back’ in time to tell the GM how highest rated action for any single action with
you prepared for a situation. You can use this normal effectiveness (charming a door to open
ability before or after any action roll to do one of for example). Explain to the GM how you’re
the following: Set up a character for the next doing this. At chapter III, you don’t need to
action (even yourself), resist consequences of explain.
something that just happened by taking strain, • Coordinator - You get 2 xp for pursuing a
even for another character, increase effect or group ambition instead of 1, and gain +1d when
lower risk. To do so, however, you need to be working on a group ambition.
able to tell the GM how you prepared and also • Ladder Climber - You can pursue ambitions
make fortune roll using one of your actions to twice during an interlude, but only if you pursue
see how well your preparation went. On a 4+ different ambitions.
gain the expected effect, on a 6 choose an extra • Golden Hand (1/session)- Increase the effect
effect, and on a 1-3 you had to abandon the plan of your next Command action to
(this ability has no effect this scene and regain 1 superpowered.
use). • Gambit of the Weeper (requires 4
• Swoon (1/session) - When you would take powers): Take a power from another Bond
consequences as a result of your actions, you
have may another willing character nearby take
the consequences instead of you after you learn
what they are. If they do, they take 1 xp.
• Immaculate - Get a knack for situations
where being dressed appropriately would help
you (disguises, uniforms, outfits, formalwear,
etc), appropriate to chapter.
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X. The Elder
You’ve been around a long time - maybe too long. • Been Around - Unless they draw a weapon,
You’ve seen a lot of what Arden Eld has to offer - nobody younger than you can harm, restrain, or
the good and the bad. The adventuring life, with touch you in any way unless you let them. This
its threats, its challenges, and it’s wandering effect ignores chapter.
lifestyle, are something you would perhaps want • Spinner of Tales - You get a 12 segment
put behind you, but you have a little more work ambition clock that you can work on for free
to do before you can put your gear away for each interlude, to tell a story from your past.
good. There are people out there who need you. When the clock is complete, a character of your
choice that listened to you can improve an
+2 Endure or Excel action by 1. A character can only gain this
benefit once.
Ideals • Pillar of Rock - Until you use violence or
- I addressed challenges with patience, wisdom, coerce someone or something in a session,
or experience reduce all strain taken from other people by 1, to
- I expressed my heritage, background, or beliefs a minimum of 1.
through my actions • Saltbelly - Gain +1d for the rest of the session
- I defused a potentially violent situation against anyone that shares a meal, shares a
drink, or plays a game of skill against you.
Effort: 3 • Mentor - You can forgo working on your own
Strain: 5 ambitions to come along and help someone else
Second Wind: You can regain all effort when with theirs. If you do, they tick 1 more segment
you manage to avoid confrontation or violence and gain +1d.
through your actions. • Reputation - When you enter a populated area
Special Ability: At the start of a session, choose you haven’t visited before, you can decide that
another character to watch over. The first time in people there have heard of you. This gives you
the session that character would take a burden, +1d to interact with them socially for the rest of
you can intervene and choose to take that burden the session, but anyone who wants to find or
instead if you have one free. If you do, regain all track you can find you easily. This works on:
effort and clear all strain, and mark +1 xp. • I. Any town
• II. Any city or small village
• III. Anywhere
• The Mountain (1/session) - Increase the
POWERS effect of your next Endure action to
• Parable - Twice a session, you can ask the GM superpowered.
about any path of action ahead of you. The GM • Gambit of Tsumi (requires 4 powers):
will answer as truthfully as possible with the Take a power from another Bond
phrase ‘This is the path of ____”, with the
blank part being an animal, plant, or natural
element (fire/water/earth/wind) that the GM
feels best fits the situation. Gain +1d when next
acting on the answer.
• Pacifist - If you leave a scene of violence
without harming anyone, heal 1 strain and
regain 1 effort.
• Long Memory - Gain +1d on rolls to gather
information about any event that happened
more than ten years ago. At chapter III, if it
happened in your lifetime, you can also tell the
GM you remember it clearly or were actually
there and can’t fail the roll (treat a 1-3 as a 4+).
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POWERS
• Improvise (2/session) - You can push a
smash roll for free if you can somehow use
something that’s not a weapon from your
environment. This could also increase or
decrease effect, depending on the item. You can
use something:
• I: Small, like a vase or stool
• II: Large, like a piece of furniture or a door
• III: Massive, like a horse cart or boulder
• Punching Bag - If you take strain from
anything, everyone else gets increased effect
against that thing for the rest of the scene.
• Best efforts - If you fail a set-up roll, you can
take 1 strain to re-roll it, taking the second
result. You can do this any number of times.
• Bright Eyed - At the start of each session, you
may choose another character to look up to. You
can aid that character without spending effort
this session (you still share in any
consequences), but aiding other characters costs
2 effort.
• Follow the Leader (1/session) - Make an
action roll using any character’s action rating
for that action. Describe how that character
taught or inspired you.
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TACTICAL COMBAT
When you go into a situation in ICON where high- actions to do something. You may also use
stakes violence is about to break out, it’s probably interrupts before, after, or in the middle of any
time to go into tactical combat. Tactical combat action, even off your turn, if you have them.
is ICON is for answering the tensions or
questions that words alone can’t solve - Allies and enemies alternate taking turns. When
when the outcomes are important, and true mettle everyone (allies and foes alike) have taken their
is tested. Typically heroes fight against the turn, a round passes, and a new round begins.
monsters and horrors that clamber within and
without the sunken chambers of the arkenruins, This section is basic combat rules. For
but sometimes you may find yourself fighting advanced combat rules (with more detailed
against other people when an argument can’t be explanations of some statuses and effects), you
solved any other way. can see further down this section. Each class and
subclass has the combat rules, statuses, and
In combat, the non player characters, including effects most relevant to it explained at the start of
the foes, are controlled by the game master, and its section so don’t worry about memorizing
there is usually (but not always) an objective of every special rule.
some kind.
Your character
When to go into combat
Like your Bond, your character has a Job, chosen
Go into tactical combat when the tension and at level 1. Your job has a red, yellow, blue, or
the stakes of the story can’t be resolved green class, and gives you your basic game
except through battle. statistics and abilities which you can use in
combat. Let’s go through them quickly.
If there’s a question about whether to go into
combat or not, establish the stakes - what each • Vitality (VIT): Determines how healthy your
side wants out of the combat. This can be as character is. Multiply VIT four times to get your
simple as survival. If you can’t get a clear answer, Hit Points. When you gain vigor (a shield that
then there’s probably no reason to play out goes over your health, usually from healing) it’s
tactical combat! equal to a multiple of your VIT. Other effects
can heal or damage you you equal to a multiple
of your VIT value (25% of your maximum HP),
Combat in ICON so it’s a quick shorthand.
• Hit Points (HP): 4x your VIT, representing
Tactical combat in ICON is a game that is your character’s physical state, energy, and
intentionally an abstraction. It’s a different ability to avoid damage. Once you run out and
mode of play to narrative play, and has more go to 0, you are defeated. You’re
tightly constrained rules. incapacitated (can’t do anything, need help to
get up) and take a wound. Certain abilities care
Tactical combat in ICON is grid based (a square about if a character is bloodied, which is at or
grid is used, with each square representing 1 space below 50% max hit points. Characters always
on each side) and turn based. On your turn, you heal to bloodied after combat is over.
can take a free move action and take two • Wound: When you take a wound, fill in 25% of
other actions. Sometimes you will use both your HP (a value equal to your VIT value),
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Any entity that’s controlled by a player or GM is These effects can all stack. If movement would
called a character. cost too much to even make a move (exiting a
space next to an enemy in the snow might cost 3
spaces for example), then the movement can’t be
On your turn taken.
All movement in ICON, whether granted by an While a character is removed from the battlefield,
ability or effect, must be taken orthogonally (in they don’t typically take turns unless specified.
compass directions, no diagonal movement),
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That’s it! These actions seem rather limited - Light attacks cost 1 action but do less damage.
because all characters in ICON, including the foes - Heavy attacks cost 2 actions but do more
you will face, also have powerful abilities they damage.
can use. If you do want to improvise, use the - Superheavy attacks are powerful attacks that
constraints of the rules offered here or in your cost your standard move as well - your whole
abilities. For example, if you want to knock over a turn - to use.
heavy boulder so it smashes into your enemy, the
GM might rule that it’s a basic heavy attack. Characters don’t have a basic superheavy attack
but do have basic light and heavy attacks.
No repeats
All attacks roll a die for damage, depending on
When you use an ability, you can’t repeat it in job, which is written as [D], and either deal or add
the same turn. You can only dash, rescue, or flat damage as well, which is called Fray damage.
interact once on a turn regardless of how many
actions you have left, for example. Basic Attacks
• Light attack (1 action): Make an attack roll.
Free and limited Actions On hit: [D] + fray. Miss: fray
• Heavy Attack (2 actions): Make an attack
Some abilities take Free Actions. These abilities roll. On hit: 2[D] + fray Miss: fray
don’t take an action slot to use and must be used • If you roll a total result of 20+ on any attack,
on your turn, but still follow the No Repeats rule. your attack is a critical hit and deals +[D]
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in ICON are heroes - their blows usually strike • Characters don’t grant cover by default
their mark.
Damage
Let’s break down attacks a little more: Damage in ICON is based on job and has two
values, fray damageand a damage die [D]
Targeting and Range
• Damage dice depend on class, such as 1d6, 1d8,
You can only make attacks against foes in range or 1d10, and are written as [D]. When that
and line of sight, unless specified. Range can be symbol shows up, roll the die to see how much
measured in any direction, including damage you do. When this is written, like 2[D]
diagonally. or 3[D], roll that many dice (so 2 for 2D and 3
for 3D)
Attacks can be either ranged or melee. • Fray damage is a fixed value based on job.
• For ranged attacks, a target must have at least When you deal fray damage, deal the damage
1 space of its area within the listed range of the listed, (you don’t need to roll anything!), or add
attack to be a valid target. Make ranged attacks it to the total. All attacks usually deal fray
with +1 curse if there’s a foe adjacent to damage, hit or miss.
you. Ranged attacks also care about cover. • Some damage is listed as X damage, Y times.
• For melee attacks, a character must be For example: [D] damage, 3 times. In this case,
adjacent to be in range for an attack, unless a roll [D] once, then apply the total damage three
higher range is specified. Melee attacks ignore separate times.
cover. • Some damage is just listed as a flat, fixed value,
• Adjacent means within 1 space in any direction, like 2, 6 or 10. If that’s the case, just apply it as
even diagonal, and even if that space is higher or normal.
lower
• Characters get terrain advantage: +1 boon Bonus Damage
against targets standing on lower terrain than If an ability lets you increased damage, it will
them, and ranged attacks gain +1 range for usually grant you bonus damage. If you deal
every level of height. If a character attacks a bonus damage, roll 1 more die than normal and
target on higher terrain, get +1 curse instead. pick the highest total result. For example, an
attack that deals [D] normally, you would roll 2
Line of sight means you can see and interact dice (1 base, 1 from bonus damage) and pick the
with the character. This is pretty self explanatory highest 1. For an attack that deals 2[D], you would
but has more specificity in the advanced combat roll 3 dice and pick the highest 2, etc.
section.
Critical Hit
Cover and Line of Sight
All terrain, characters, and objects in ICON have A critical hit triggers on any total attack roll
height, from 1-3. Player characters are size 1, but of 20+, or from certain abilities. If you roll a
other characters such as monsters can be larger or critical hit or gain it from other sources, increase
smaller. damage by +[D].
• If character is behind and adjacent to a space of
terrain or an object the same height as it, it can This effect doesn’t stack, and if you get a critical
draw line of sight to other characters past that hit again, gain bonus damage instead for each
terrain, and other characters can draw line of time past the first.
sight to it, but it gains cover from them. Any
character in cover gains resistance to any A critical hit still counts as a hit for anything that
ranged attack, halving damage. relies on hitting.
• If a character is behind and adjacent to terrain
or an object that is higher than it, it cannot draw Attack, Ability, and Effect
line of sight to any characters past that terrain, Attack abilities and actions often have two
and those characters can’t draw line of sight to components: attack and effect. Either or both
it. together make up an ability.
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Save
Some attacks or effects require a save from the
character they target to avoid some nasty effect,
like extra damage or a status. To make a save, roll
1d20. On an 10 or higher, you save successfully,
usually ignoring the effect.
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Area of Effect (AoE) (such as a save) to the whole area, and don’t have
Some attacks and abilities specify an area of effect attack spaces.
(AoE). If that’s the case, you can target any
character or any unoccupied space on the ground Ranged area of effect attacks still count cover
in range, including allied characters. Area of effect and still suffer from +1 curse on the attack roll if a
attacks have an attack space and area effect foe is adjacent.
spaces.
• For a character in the attack space, make an AoE patterns
attack, with a to-hit roll, and apply the attack
part of your ability. Most AoEs have a listed pattern, sometimes
• For a character in the area space apply the listed combining the two. Unless specified, the origin
area effect. space is the ability owner.
• Some AoEs have additional effects. If so, apply • Line: A line of X spaces long, with at least 1
them to all spaces. space adjacent to the origin space, drawn in a
This might mean that an AoE attack doesn’t cardinal direction from a space adjacent to the
actually end up having an attack component and origin space. Attack space is any character in
doesn’t make any to-hit rolls (you can target it so the area.
that only area spaces hit characters), so choose • Blast X: A central space, with x spaces around
your targets carefully! it in every direction, placed in the range listed
from the origin space. Attack space is the
Some non-attack abilities might trigger area central space.
effects by themselves. They merely apply effects
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• Close blast X: A blast that must be placed so Each ability can only be taken once per turn,
that at least one space of the total area is and only one attack can be made per turn.
adjacent to the origin space.
• Arc X: X contiguous spaces, with at least one Abilities have an action cost, a listed range, and
directly adjacent to the origin space. If it has a might have tags, indicating special properties
listed range, can be placed in range. Spaces (such as inflicting a status or dealing damage), or
must be drawn sequentially, in orthogonal the type of ability they are. These tags are all listed
directions, and cannot overlap, but otherwise in the job descriptions and in the advanced
can be placed in any pattern. Attack space is the combat section. Non-attack abilities can only be
final space. used on specified character in range and line of
• Cross X: X spaces in every orthogonal sight (the same rules as attacks).
direction, drawn from a space in range. Attack
space is the central space. A character can only take 6 available abilities and
one limit break with them on any given
If the ability has a range, the origin space can be expedition, even if they’ve learned more abilities.
placed anywhere in that range, and the ability They can swap them out before each expedition if
can affect the caster, so be careful! they choose, so some characters may choose to
have a larger tool kit available to them.
Attacks without a listed range cannot be placed so
that they overlap the origin space. Targeting
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Some effects can take place out of turn, and • Immobile - When a character is immobile,
don’t take an interrupt slot to activate, making they can’t move in any way. However, other
them quite powerful. characters can still shove or teleport them.
Many effects apply a status or force a save to Some abilities are called interrupts and can be
avoid gaining a status. Statuses apply ongoing used off your turn. You can use each interrupt a
negative effects to a character. At the end of their number of times indicated by the tag (Interrupt 1,
own turn, characters can save to clear each status Interrupt 2, for example) between your turns, only
they are affected by, ending each one on a one interrupt during any turn (yours or another
successful save. character’s) and get them all back at the start of
any of your turns. Imagine them like a card that
Some effects apply a mark or a blight instead. you play and can draw again at the start of your
• A mark is a more powerful ongoing effect that turn.
is unique to each job.
• Blights are similar to statuses or marks but are Like they sound, interrupts have a trigger which
more elemental in nature. Any character that’s interrupts any action currently being taken, and
suffering from a blight is blighted and takes then immediately apply effects.
bonus damage from any ability that deals that
blight again. For example, a frostbitten Delay effects
character will take bonus damage from any
ability that inflicts frostbite again. Some very powerful effects are powerful but slow.
• Blights and marks cannot be saved against When you use a delay effect, your next turn must
passively, and require abilities or special be a slow turn. At the start of that turn, the effect
conditions to clear. Marks also end if the takes place.
character placing them is defeated.
A status or blight with a ‘+’ next to it is ongoing Limit breaks are the most powerful abilities in
(example: winded+, dazed+). Ongoing statuses or ICON. Every character unlocks limit break at level
effects cannot be removed or ignored until 2.
whatever is causing them is lifted (sometimes a
mark or ability) and are usually caused by an Limit breaks are abilities (with an action cost, etc)
ability you used yourself. that may or may not be attacks, and don’t count
against number of abilities taken. All Limit Breaks
cost a unique resource, called Resolve, to use,
random d6
and a character can only limit break once per
combat.
Some abilities ask you to roll a random d6 to see if
an effect occurs. If that’s the case, it occurs on the
Resolve is split into two pools, party and
listed number or higher (4+ effects would happen
personal resolve. Party Resolve goes up by 1 at
on a 4, 5, or 6 for example).
the start of each round in combat, and depletes to
0 after combat ends
Special States
Personal resolve is gained at a rate of 1 after every
There are three special states that also can’t be combat, and resets to 0 after you camp. You
removed and don’t count as statuses might want to push on instead of resting in order
• Bloodied - When a character is at or under to get the most out of your abilities.
50% HP, they are bloodied.
• Incapacitated - When a character is reduced When you spend Resolve to use a limit break, you
to or below 0 hp, they are incapacitated and can use any combination of party or personal
can’t do anything
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Ending Combat
Combat ends when every character of one side is
defeated, dead, or has fled the battlefield.
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Interact (1 action): Interact with something on A player character that’s defeated also takes a
the map that takes more than a few moments, wound, which reduces their maximum hp by
such as pulling a lever, opening a heavy door, 25%. If they take 4 wounds, they instead die.
picking up a heavy object, etc.
Rescue (1 action): Help an adjacent defeated Healing
ally. They end the incapacitated state on
themselves and heal to full hit points, minus any Most healing in ICON happens outside of combat,
wounds they’ve taken. by camping (full heal).
Basic attack (1 or 2 actions): Make a basic
light or heavy attack If you’re below bloodied after combat, your
Whack! (1 action): Kick, punch, or throw character automatically heals to bloodied after
something from the environment. As an effect, combat is over.
deal 1 damage to a character in range 3.
Otherwise, in combat, you gain vigor, which is a
Off your turn shield that goes over your hit points. Damage goes
to vigor first, and it doesn’t stack - each time you
Some abilities give you interrupts, which are gain vigor, you must choose to either gain the new
abilities that trigger under certain circumstances vigor shield or keep the old one.
and ‘interrupt’ whatever is going on. Each
interrupt can only be used a certain number of Victory
times a round, and you can only use one
interrupt on any turn (either your own or By default, when all characters of one side have
another characters). been defeated, the other side can claim victory.
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flying characters exempt from this rule if the edge Cure - A character that’s cured can immediately
is a cliff or hole. Since having a hazard of this type clear a status or blight. Then, if that character is
greatly effects combat flow, it’s always an optional bloodied, they gain vigor 1.
rule. Combo - Actions with Combo have two versions,
a base version and combo version. When you use
Terrain Effects and created terrain a base combo action, the next time you use any
Terrain effects are special effects created by combo action, it uses its Combo version. When
some abilities. They overlap any currently existing you use a Combo version of any combo action, the
terrain. next combo action uses its base version.
Cover - If a character has cover from a ranged
Some abilities create terrain. Terrain can be attack, it is resistant to that attack, halving all
created in any free space that’s lower than height damage.
3, and adds on to the height of any existing [D] - Your class’ damage die.
terrain. Otherwise, created terrain follows all the Dash - Special movement that ignores
rules for existing terrain. engagement.
Delay - Slow but powerful effect. When you use a
delay effect, your next turn must be slow. The
Combat Glossary effect occurs at the start of that turn, before
anything else happens.
Fray damage - Fixed damage. Usually added to
There are more details on combat in the advanced
all attacks on hit or miss.
combat section, including detailed explanations of
Immune to X - Not affected by X in any way. A
action order.
character that’s immune to damage or effects
doesn’t even count as taking them.
You don’t need to memorize all these specific
Mark - Place your mark on a specific character.
rules - they are placed here for your convenience
You can only place one mark at a time on each
(these rules are the rules used by every single
character and each unique mark can only be
job!). The most relevant rules are summarized
active once at a time. If you place a new mark on a
with each class..
character with a mark from you, you can choose
which to keep or which to discard. Marks end
Combat Concepts
when the character that placed the mark is
defeated, or under other conditions.
Armor X - Reduce all damage by X Obstruction - A character can’t move through
AoE - Area of effect, usually has a specific something that causes obstruction. By default this
pattern. Only one space in an area of effect is the means foes and objects.
attack space and requires a roll, the others apply Power Die - Some abilities will grant you a
area effects automatically. power die, and tell you to tick it up or untick it
Aura X: This ability is a continuous, ongoing depending on certain conditions. You can use a
effect that affects all characters within range X of physical die to represent it, or just a tracker. Each
a character, including that character. Characters power die is unique to the ability that granted it.
are only affected by an aura while inside Gain power dice at 1 tick, and if a power die ticks
Auto-hit - This attack doesn’t require an attack to 0, discard it.
roll but automatically hits. Auto-hit attacks Resistance - Take 1/2 damage, rounded up.
cannot critical hit. Shove X - Move a character involuntarily X
Blessing - Certain abilities give characters a spaces in a straight line away from you. If they
Blessing token. A character can spend an action would move into another character’s space, an
and a blessing token to cure themselves. All object, or a higher level of terrain, they Collide
Mendicant jobs also have different ways to use and stop, taking damage equal to shove amount,
blessings tokens. All blessings are discarded at which cannot reduce them below 1 hp. Colliding
the end of combat. triggers some abilities or traits. Each unique
Charge - When used on a slow turn, this ability collide effect can only trigger once per turn on
becomes more powerful.
each character.
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Intangible characters don’t cause obstruction or Dodge is a potent combo with Evasion because it
engagement, though characters can’t end their allows a character with Evasion to ignore missed
turn sharing their space. attacks completely and also take no damage from
AoE spaces which can go through evasion.
Valid spaces for summoning or
teleporting Immobile
For a space to be valid for summoning, Any immobile character can’t move. That includes
teleporting, or creating objects, unless specified it regular movement, dash, fly, or teleport. They can
be both shoved or teleported around by other
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Stealth
Characters with stealth cannot be targeted directly
except from an adjacent space, but could still be
hit by an area effect, or effects that hit a certain
range from a character. It’s a good combo with
dodge, since dodge allows characters to ignore
area effects.
Winded
Winded characters can’t use special movement at
all that allows them to dash, fly, or teleport. They
can still use abilities that have a dash, fly, or
teleport as a part of the ability, but can't take the
movement. They can take a standard move, but
can’t fly or dash during it. Characters that having
the flying trait or that teleport are forced to move
normally.
Vigilance
Use a counter to indicate when a character has
vigilance charges remaining (if playing in person,
a d6 or a coin can be useful).
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JOBS
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STALWART 95
Bastion 97
Colossus 110
Knave 116
VAGABOND 121
Fool 124
Freelancer 129
Shade 134
Warden 140
MENDICANT 146
Chanter 148
Harvester 155
Sealer 161
Seer 169
WRIGHT 174
Enochian 176
Geomancer 185
Spellblade 191
Stormbender 198
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Choosing your job At level 4 and 8 you will get the opportunity to
pick up a new job and an ability from that job, or
To make the tactical combat part of your character keep the same job and get an extra mastery.
at level 0, pick a Job and two abilities from your
job. You get all the traits or actions from your ABILITY LIMITS
class (basically a meta-job, of which there are 4),
plus the traits from your job itself. You can only take at most 6 abilities into any
expedition, though you can change these out every
If you’re unsure about which abilities to pick, pick expedition.
the first two abilities listed, you’ll have plenty of
opportunities to choose others. Traits and Limit Breaks
Your traits are unique passive abilities or unique
Improving actions that you get from both your job and class.
Your traits and Limit Break are unique to your
After you play your first session, you’ll level up to active job only, so think carefully when selecting
level 1, unlock your limit break, and choose a your jobs.
new ability.
Talents and Masteries
Every level at 5 and 10 xp, during a camp,
interlude, or at the end of any session you
All abilities have 2 talents that can be unlocked
can choose a new ability from one of your jobs
to improve them instead of taking a new ability at
or unlock a talent for an existing ability. Talents
5 and 10 xp. Talents can be unlocked in any order.
are improvements to abilities that can be taken in
Abilities and limit breaks also have Masteries,
any order.
which can only be unlocked by getting a mastery
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Some foes are also limited by chapter, with more Relics can be enchanted weapons, armor, jewelry,
complex or powerful foes limited to later chapters. cloaks, figurines - something cool and significant
to your character. There’s a suggestion for each
Relic as to the form it takes, but this can be loose.
NEW JOBS
It’s up to the player to decide what piece of their
gear turns into a relic. It could be something they
When you level up, you will eventually get the
found on the last expedition, something they
opportunity at level 4 and 8 to pick up another
pulled from a ruin, something they’ve had since
job. This allows you to swap from Expedition to
childhood, or something they are working on
Expedition to different jobs as needed.
creating themselves. They don’t have to take any
action to receive the relic, but will have to work on
When you embark on an expedition, you must
it by infusing Dust into it to unlock it’s benefits.
decide which job is your primary job. You only
get the traits and limit break from your
You can find the full list of relics on pg. XX, in
primary job (both class and job traits).
the Book of Adventure. Characters can take any
relic they like when they acquire one.
You can mix and match abilities from your other
jobs as you wish, as long as you take at most 6
Relics have three ranks of power. They start with
abilities, and at least half your abilities
one rank unlocked and provide powerful bonuses
(rounded up) match the same class as your
to a character in combat, no matter what job they
primary job. You can use the color as an easy
currently have. Each further level gives increasing
reference.
benefits.
For example, if your jobs are Bastion, Demon
Slayer, and Spellblade, and your primary job is Invoking relics
Bastion, you can take up to 6 abilities, but at least In combat, some relics have abilities that can be
half of them must be Stalwart (red) abilities invoked for a powerful effect. Invokes have three
(Bastion and Demon Slayer), so you could take types:
any number of Demon Slayer abilities, but no - Attack Invoke: When you make an attack, if
more than 3 Spell Blade abilities. the die used for the attack roll is a certain
number or higher, you can invoke the relic. This
only counts the d20, and not the total attack
Choosing the same job roll. For example, in an (Attack, 15+) invoke,
you could invoke the relic’s power when you
At level 4 and 8, it’s possible to forgo unlocking a make any attack roll and the die is 15 or higher.
new job entirely. If you choose one of the same If you wouldn’t make an attack roll, such as an
jobs you already have, you gain a mastery point, auto hit attack, roll a d20 anyway to check.
allowing you to focus more on specializing in one - Gambit Invoke: An invoke that can be
or two jobs. triggered under the listed conditions, but only
once per combat. For example, an invoke that
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11 3
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STALWART
Weapon master and unparalleled soldier
Strengths: Tough, resistant to statuses, good at punishing foes, protecting allies, and controlling the
battlefield.
Weaknesses: Lower mobility and weak to ranged attackers
Complexity: Low
Stalwarts are tough and vigorous warriors, with heavy armor and abilities that let them stand their
ground, protect their allies, and control space. They largely eschew the use of ranged attacks and magic
but are mythic soldiers and gods of the battlefield, able to perform incredible feats of physical prowess
and resilience.
Stalwarts boast Daze, which makes it harder for enemies to land attacks, Winded, which allows them to
slow down speedy foes, and access to Vigilance, which makes it much more risky for characters to move
around them. They also easily gain Sturdy, making them resistant to being shoved and totally immune to
being dazed, or stunned, and can in turn Shove their foes, knocking them around the battlefield.
Stalwarts are strong against skirmisher foes and weaker against artillery foes.
Armor 3
Reduce all damage taken by 3
Class Statistics
VIT: 10
HP: 40
Defense: 5
Speed: 4 (Dash 2)
Fray damage: 4
Damage die: D6
Basic Attack: Melee, or Ranged 2
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Bastion
Proud and Unbreakable Knight
The Bastions are the shield lords of Arden Eld, larger than life figures that tread the ancient imperial
roads with their heads held high and armor gleaming. From town to town they act as errant knights
and mercenaries, protecting the weak and vulnerable, and driving back the Blights with hammer-like
blows from their greatshields, which they throw like a discus with incredible force. The imperious and
mighty presence of a Bastion in town is a stabilizing force and can become an event for a whole village.
All Bastions follow an ancient and long-forgotten hero’s code, an old oath to stand against chaos in all
its forms.
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LAND WASTER
Abilities Heavy Melee Attack
Mastery: MARATHON
When you’re bloodied, valiant costs 1 action
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II. You can extend the area as a line 5 area effect The most legendary of bastions can walk through
instead. arrow fire as if it were a light rain.
Trigger: A foe makes a ranged attack within
Mastery: CHAOS FINISHER range 3 of you
When this interrupt triggers, after the triggering Effect: You may hurl your shield and roll a d6.
effect resolves, you may deal fray damage to all On a 1-3, you knock the attack off course, granting
affected foes from the triggering ability and shove it +1 curse. On a 4+, you deflect it, both granting it
them 1 in any direction. +1 curse and granting any of its targets resistance
to its damage. On a 6, that character also takes
[D].
HORN BREAKER Heroic: Roll twice and choose the higher result,
Heavy Melee Attack then regain this interrupt
Mark
Talents:
Prepare your foe for a mythic beating.
I. Dazed characters also take fray damage from
Attack: On hit: [D]+fray. Miss: Fray damage.
this interrupt
Effect: Mark your foe, and gain the following
II. If you haven’t taken a turn this round,
interrupt:
increase the range of this interrupt to 6
Heroic: You gain +1 boon on saves against your
marked foe and are sturdy against them.
Mastery: DRAGON DEFLECTION
Horn Breaker On a 6, if the attack was an AoE, you may also
Interrupt 3 shift the AoE by 1 space in any direction, which
Trigger: A ally hits your target with an attack. could cause its attack or area effect spaces to
Effect: You leap into the air, removing yourself move.
from the battlefield, then return in any free space
adjacent to your foe. When you land, deal fray
damage to your target, then you may shove them
1.
Talents:
I. If you trigger Horn Breaker 1 or less times in a
round, cure yourself at the start of your next
turn.
II. If Horn Breaker triggers 3 or more times in a
round, your foe gains hatred of you
Chapter 3
Black Rock Vanguard: You can take two
interrupts per turn.
GREAT GIORGIOS
Interrupt 1
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Demon Slayer
Wielder of Forbidden Arts
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Warriors of impossible strength and insane bravado, demon slayers are warriors that specialize in
fighting the largest and most dangerous monsters to crawl out of the pits that riddle the land. They
relish in fighting against impossible odds, training themselves in forbidden techniques, arcane arts, and
oversized weaponry that normal Kin would quake at wielding. They organize themselves into loose
orders and train and hunt together, sharing tales and trophies of the colossal horrors they have slain.
Some say in order to fight their quarries, the slayers must ingest demon blood to gain their strength,
giving them dark and forbidden power that makes other Kin fear and respect them in equal measure.
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Talent:
COMET
I. Slay: Cure yourself
1 action, Line 3
II. If you’re bloodied, increase this ability’s range
True Strike
by +2
Your weapon becomes like a meteor, burning
through the air as you smash it into the earth Mastery: BONE CUTTING DEVIL BLADE
Effect: You hurl your weapon in a line 3 area You may activate the heroic effect without
effect, dealing fray damage to characters it passes spending the use of a heroic.
through. Place your weapon at the end of the line,
or as close as possible. Your weapon becomes a RIGHTEOUS DISDAIN
height 1 object, but while it’s out you cannot Interrupt 1
attack. When you move into an adjacent space or
start your turn there, you may pick the weapon With a clap, you deflect a weapon or projectile
up, ending this effect. It’s also picked up if your with your bare hand or the flat edge of your
weapon is removed for any reason. Any characters blade.
standing on your weapon when you pick it up are
shoved 1 to the side of their choice. Trigger: A foe makes an attack against an ally in
Effect: At the start of any of your turns, you may range 2 of you, and damage has been rolled but
teleport adjacent to your weapon as long as you’re not applied yet.
in range 3. Effect: You may dash 1 towards your ally, then
Heroic: Increase the effect area to line 6 instead. roll 1d6. You reduce the total damage from that
attack by that amount. If the total damage is
Talent: reduced to 0, you daze the attacker. If you haven’t
I. If you end your turn adjacent to your thrown acted yet this round, roll 2 dice and pick the
weapon, gain vigilance 1 highest.
Heroic: Increase range and dash by +2
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the width of the line by 1 space on either side (so Imbuing your weapon with aether, your strikes
1>3>5), and its length by 3 spaces. You cannot becoming so potent that the shockwaves from
attack while holding Divine Delay. your blows become a terrifying cutting force.
Stance: While in this stance, your melee attacks
Legend characters always take 25% of max hp gain +2 range, or +3 range if charged. Melee
from this ability instead of other effects. attacks without a listed range count as having
range 1.
Mastery: GOD BANISHING DEVIL BLADE Refresh: This stance refreshes at the start of
While holding a God Cutting Blow, you are your turn.
unstoppable and can dash 1 at the start of each Heroic: Shove all adjacent foes 3 and deal 2
turn that passes after yours, or any time after you damage to them when taking this stance.
are damaged by an ability.
Talents:
I. Also increase the effect of any line, arc, or
Chapter 2 cross effects by +2 in Breeze Cutter
II. The first melee attack you make after taking
SIX HELLS TRIGRAM Breeze Cutter has +4 range instead.
1 action, delay, terrain effect
Mastery: WIND CALLING DEVIL BLADE
Using dark arts, you summon up a sliver of the At round 4 or later in combat, breeze cutter’s
demon world, blocking out a dark trigram that range bonuses are doubled.
traps enemies in its web.
End your turn. Terrain effect: Mark out a
blast 2 area centered on you, then gain Delay: Chapter 3
Your next turn must be slow, but at the start of
that turn, the trigram activates. Foes inside when Rangiri: If you take Hissatsu twice in a row,
it activates are dazed. Any foes that wish to cross additionally double all damage of the triggering
the border of the terrain effect during any turn attack on hit or miss. Roll all damage (including
must first pass a save, otherwise they cannot cross bonus damage, critical hits, etc), add all fray
it for any reason until the start of their next turn, damage, then double the total.
including teleporting or flying. This area lasts
until this ability is used again. WICKED SHEATH
Heroic: Area is blast 3 Light Melee Attack
True Strike, Power die
Talents:
I. Foes inside the trigram are winded+ while The master art of the demon slayers - holding a
inside single blow with ultimate patience, until it can
II. Foes that end their turn inside the activated slay the most tenebrous of monsters in one
trigram must save or gain hatred of you. stroke.
Attack: On hit: fray and shove 1. Miss: fray
Mastery: FORBIDDANCE OF THE FIVE Effect: After you attack, your weapon becomes
charged with energy. At the start of the next
ELEMENTS
round, gain a d4 power die at 1, and tick it up by 1
Foes can collide with the border of the trigram,
at the start of each subsequent round. For each
taking divine fray damage instead of normal
tick of the die, increase the base damage on hit of
collide damage. This damage can’t activate more
Wicked Sheath by [D] and the shove by 1. Lose the
than once a round for each character.
power die after you hit with any attack.
Heroic: Wicked Sheath does [D]+fray on hit
BREEZE CUTTER when first used.
1 action, stance
Talents:
I. Effect: If you’re bloodied, gain the die at 1
right away after you attack Wicked Sheath
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Demon Cutter
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Falling Blossom School Slayer
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Colossus
High Flying Grappler
Ferocious followers of Arenheir, the Wolf Titan, the Colossi are a martial order of berserkers,
pankrationists, and warriors that reaches across all of Arden Eld. They travel throughout the land
seeking powerful foes, and taking trophies to return to their great lodges to offer in tribute to Arenheir
in fierce hope of resurrecting their god. At their lodges they feast and drink to their deeds, companions,
and boasts.
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Colossi seek glory and challenge through battle, and will often go for only the absolute strongest
warriors and monsters, heedless of their own safety. They fight with wild abandon and unconventional
techniques that would make even the dirtiest Knave raise an eyebrow.
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1 Action
Abilities
Throwing caution to the wind, you crash your
whole body into your foe, sending you both
VALKYRIE flying.
Light Melee Attack Effect: Fly 1. When you end your movement, you
True strike and an adjacent foe both take [D]+fray damage
and become dazed.
Soaring through the air like a vengeful spirit, you Effect: If you fly from a higher elevation, fly 2.
crash into your enemy. Heroic: Both you and your foe must additionally
Attack: On hit: [D] + fray. Miss: fray. Effect: Foe save or become stunned.
is winded.
Effect: You can fly 1 before making this attack. Talents
Charge: Fly 3 instead I. If you’re bloodied, this ability deals bonus
Heroic: Gain effect: foe additionally must save or damage and shoves 1.
become immobile until the end of their next turn. II. Charge: Dropkick’s damage can’t reduce you
below 1 hp.
Talents:
I. You can also make Valkyrie as a ranged 3 Mastery: GIANT KICKER
attack If you’re bloodied, after you fly, dropkick’s effects
II. Deal bonus damage if you started this ability become a line 3 area effect and gains true strike.
from higher elevation
TAKEDOWN
Mastery: VALHALLA
Heavy Melee attack
When you use Valkyrie, and for the rest of your
True Strike
turn, whenever you fly, all allies in range 2 of you
can also fly the same distance in any direction.
You deliver a mighty blow with wild abandon, so
strong that you yourself are left reeling.
UPHEAVAL Attack: On hit: [D]+fray. Miss: fray
1 Action Effect: You and your foe are stunned.
Charge: Deals bonus damage for every status
The disciples of the wolf titan exhibit such your opponent is suffering from
legendary strength that they can rip up the earth Heroic: Only stuns your target
itself with their bare hands.
Terrain Effect: Smash the battlefield, creating a Talents:
height 1 boulder object in an unoccupied space in I. You can fly 2 before using Takedown if you are
range 3. Adjacent characters take 2 damage and suffering from a status.
are shoved 1 away from the terrain when it II. Slay: Cure yourself
appears.
Heroic: Characters are also winded.
Mastery: THE PEOPLE’S ELBOW
When you takedown a character, the character
Talents: takes 2 damage once after the ability resolves for
I. If a character collides with the object, it sheds each difference in elevation between you and
rubble, and creates difficult terrain in every them when you started this ability, for a
adjacent space to it maximum of four times.
II. If you're bloodied, increase the shove to 2.
GREAT SUPLEX
Mastery: BONES OF THE EARTH
2 Actions
You may use Upheaval as a free action if you’re
bloodied.
Wrapping your arms around your foe, you fling
the two of you backwards with a force that
DROPKICK liquifies rock.
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Talents:
I. Charge: Increase or decrease line size by 2
II. You may fly 1 before taking Titanomachy
Mastery: Terraslam
Charge: After Titanomachy resolves, you can
create up to 2 height 1 boulder objects in any free
space in its area.
Chapter 3
True Titanblood: Gain resistance and
unstoppable at 25% hp or lower.
BOILING BLOOD
Interrupt 1
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Knave
Absolute Bastard
The advent of the Churning Age has coincided with the rise of a certain class of person with heavy
pockets and a long list of ‘problems’ to solve. The Knaves are the solution. Hedge knights, rogue
warriors, duelists, deserters, and veterans, they roam the land offering their services to whoever has the
dust to spare. Though some of them are altruistically minded, they tend to go where the work, food, and
fighting is thickest, and never stay for long in one location.
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Knaves operate under a loose moral code and an even looser no-holds-barred fighting style, using hilts,
head butts, and gauntleted fists to inflict pain, punishment, and humiliation on their opponents in equal
measure. These braggadocios warriors spare no effort in flexing their incredible strength - if the price is
right. For a freshly roasted chicken, a pocket full of dust, and a polish of their boots, they’ll do just about
anything.
Relevant Rules
TRAITS: Counter - Each time a foe deals damage to you
with an ability, deal 2 damage back.
Martial Master: You can take two stances at Hatred of X- When taking actions against a foe,
once. must include X character as a target for the action
Blackheart: While you’re suffering from a to be valid, as long as that character is in line of
status, mark, or blight, deal bonus damage with sight and in range 3 of either you or your target.
all abilities and gain vigilance 1 at the end of your Mark - Place your mark on a specific character.
turn You can only place one mark at a time on each
Taunt (1 action): A foe in range 3 gains hatred enemy or ally and each ability can only place one
of you. This effect ends if you taunt a different foe mark. If you place a new mark on a character with
or until saved against normally. a mark from you, you can choose which to keep or
Spite: You can choose to make any ability Heroic which to discard.
when you use it. However, after it resolves, gain Stance - Ongoing effect. A character can only
Hatred+ of the closest foe to you until the end of have one stance active at a time and can drop a
your next turn and you can’t use Heroics again for stance by taking a new stance or as a free action at
the same duration. If multiple foes are the start of their turn. When a stance refreshes,
equidistant, you can choose. regain its effects.
Unstoppable - Immune to all statuses. Immune
to being shoved, blighted, teleported, or marked
by foes, and ignores the effects of existing blights
or marks from foes.
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Talents: Talents:
I. Charge: Foes adjacent to your target take fray I. You may inflict hatred on one affected foe.
damage and are shoved 1 away from them. II. If you are suffering from a status, mark, or
II. Gains +1 range when you are bloodied. blight, increase damage to 2.
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Talents: Crush your foes and see them driven before you.
I. While adjacent to your marked foe, they have Attack: On hit: deal 2[D]+fray. Miss: fray.
+1 curse on attacks. Effect: Bleak Mercy gains +1 boon, true strike
II. Characters that are shoved out of the way by and is a critical hit on hit if the target is suffering
this ability take fray damage from three or more statuses
Heroic: Two or more statuses
Mastery: IRON SKULL Slay: Gain vigor 1 and clear all statuses
While marked by intimidate, a character gains +1
curse on attacks against characters other than Talents:
you, and all other characters gain +1 boon on I. Against characters at 25% hp or lower, Bleak
saves against effects they cause. Mercy cannot miss (turn any miss into a hit).
II. Bleak mercy ignores resistance if its effect
triggers.
STRONGARM
1 action
Mastery: DEMORALIZE
Bleak Mercy gains slay: daze all foes and shove
Grappling is a common and brutal strategy
them 1 in any direction.
among the knaves, who will happily hurl their
foes into trees, rocks, or their own allies.
Effect: Shove an adjacent foe in a full circle
either clockwise or counter clockwise in each
space around you.
Effect: Instead of taking collide damage from this
ability, your foe takes fray damage once for each
character they pass through, and those characters
are shoved 1. This effect can only trigger once per
character.
Heroic: Then, shove your foe 2 spaces for each
character they passed through. Collide: they are
stunned.
Talents:
I. If you’re bloody, you can shove a foe in range 2
from you into adjacency before using this
move
II. Charge: Character also becomes winded.
Chapter 3
Smother Hope: You have aura 1. Foes suffering
from hatred in the aura get +1 curse on saves.
BLEAK MERCY
Heavy Melee Attack
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VAGABOND
Rogue, Scoundrel, and Blade for Hire
Strengths: High mobility and damage, strong summons and marks, strong against isolated foes
Weaknesses: Relatively low durability, relies on support
Complexity: Medium
Vagabonds are the mercenaries and wanderers of Arden Eld. They know how to aim a crossbow bolt
through the helmet slit of a knight or the weak spot of a monster, how to move quietly and quickly, and
how to fling a knife with deadly precision.
Vagabonds boast high damage and even higher mobility. Skirmisher lets them move faster and further
than other classes, while Dodge lets them avoid damage unless targeted directly. They make use of
Stealth, Blind, Evasion, and Finishing Blow to crush weak, isolated, or ranged enemies and avoid
their counterattacks.
Vagabonds are strong against artillery foes and weaker against heavy foes.
Special Mechanic:
Class Traits:
Skirmisher Finishing Blow
A character with this trait can move diagonally
and dash at full speed When you attack a bloodied foe, you score a
finishing blow, dealing bonus damage.
Dodge
Immune to all damage from missed attacks, Your abilities with a Finishing Blow effects gain
successful saves, and area effects. more powerful effects if their primary target is a
bloodied foe, even if they are not an attack. Effects
depend on the action.
Class Statistics
VIT: 6 Vagabond Gambit:
HP: 24 If you take a Vagabond Ability as a non-Vagabond
Defense: 12 class, you get Finishing Blow.
Speed: 4 (Dash 4)
Fray damage: 3
Damage die: D10
Basic Attack: Melee, or Ranged 4
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Fool
Masked Avenger
Fools are dedicated defenders of the common people of Arden Eld, part folk hero, and part hired killer.
They have no official organization, and cover their faces with masks to hide their identity, wearing bells
and motley to cover their collections of deadly weapons and explosives.
Some people fear the Fools, calling them self-interested thugs or anarchic cultists of the Laughing God.
They may not be entirely wrong, but none can deny their flair for the theatrical.
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They are feared rightly by all would-be tyrants, under-barons, and aspiring imperial lords. Wherever
kin labor under oppression, someone will take up the mask and knives and sent cold jolts of fear into the
hearts of the rich and comfortable.
Relevant Rules
TRAITS: Aura X: This ability is a continuous, ongoing
effect that affects all characters within range X of
Tumbling: You may phase through characters, a character, including that character. Characters
and even end your turn sharing their space. While are only affected by an aura while inside
sharing the space of a character, you hop on top of Auto-hit - This attack doesn’t require an attack
them and count as being up +1 level of elevation. roll but automatically hits. Auto-hit attacks
You automatically hop off a character that moves cannot critical hit.
out of your space. Charge - When used on a slow turn, this ability
Curse the Eyeless: You have evasion against becomes more powerful.
blinded or slow characters. Critical hit - Increase attack damage by +[D].
Cheap Trick: Effect: When an attack misses you, Divine - Damage from this ability ignores all
you may deal 1 damage to your attacker, then armor, resistance, defiance, and bypasses vigor
teleport 1 space. Intangible - Can be targeted, but immune to all
Stack Dice: When you score a finishing blow, damage, immobile, and statuses. Doesn’t cause
gain a Stacked Die. You can use this die as an obstruction or engagement.
effect to make any random d6 you roll as part of Phasing - Can ignore obstruction and pass
an ability to become a result of 6, consuming it. through, but not end your turn in, terrain,
You can only hold on to one Stacked Die at once, characters, or both.
and lose all of them at the end of combat. Slay - An effect that triggers when this action
reduces a character to 0 hp. Can only trigger once
per ability.
Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
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CAVALIERE DEATH
Heavy Melee Attack Light Ranged Attack
Divine
It is not enough to rudely and plainly strike your
foe down. One must make it entertaining. A shard of Divine Death, summoned with a snap
Attack: On hit: 2[D] + fray. Miss: fray. Effect: of the finger.
Inflict burning Effect: Target a line 6 area. Roll a d6, then count
Effect: Before attacking, you must dash exactly 3 the squares out from you. The space rolled is the
spaces in a straight line, then 1 space to the left or attack space. Other spaces have no effect.
right of your movement. Gain phasing during this Attack: Autohit: [D] + fray divine damage and
movement. Any foes you passed through are inflict burning
blinded. Finishing blow or Slay: Dash 2 and Gain
Finishing Blow or Slay: All foes affected take evasion until the start of your next turn
fray damage
Talents
Talents I. If there’s a bloodied character in the area, roll
I. If you start the movement from a higher 1 more d6 and choose any result.
elevation, the attack gains +1 boon II. If there’s a burning character in the area, roll 1
II. Slay: Character explodes with a blast 1 area more d6 and choose any result.
effect centered on them, dealing 2 piercing
damage and inflicting burning to characters Mastery: ULTIMA DEATH
other than you Death deals 999 divine damage on hit to any
character at 16 HP or less.
Mastery: CORAZIERRE
Charge: You may change the dash effect to CARNIVALE
anywhere from 1 to 6, and either 1 or two spaces 1 action, summon
left or right
Get the party started.
SPINNING TOP Summon: You throw out a volatile bomb in
Free Action range 3.
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Talents:
I. If you catch 3 or more foes in the end spaces of
the cross, the attack is a critical hit
II. Charge: Increase cross size and range by +1
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Freelancer
Divine Punisher
Freelancers are free-roaming exorcists and hired guns, roaming the land and fighting blights, demons
and bandits in the name of justice. They tend to act as wild cards: highly independent, highly effective,
and sticking to their codes of honor.
Freelancers have their history in an ancient disgraced knightly order from one of the Seven Families of
the Thrynn. They wield a bright metal six gun or long rifle with extreme skill, the bullets of which they
infuse with raw Aether. Each gun is a relic passed down from master to student over the years, and can
only be won in a duel with another freelancer. The freelancer’s ultimate weapon is the Astral Chain, a
holy gauntlet which they use to purge and bind demons and rogue spirits into their service as Seraphim.
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Relevant Rules
Traits Critical hit - Increase attack damage by +[D].
Mark - Place your mark on a specific character.
Aether Shell: Any attack made on the third and You can only place one mark at a time on each
sixth round of combat is a critical hit on hit. enemy or ally and each ability can only place one
Divinity Bullet: Your attacks against electrified mark. If you place a new mark on a character with
characters ignore cover a mark from you, you can choose which to keep or
Run and Gun: You can split up and interrupt which to discard.
any movement you make with attacks. Slay - An effect that triggers when this action
Deadeye: Gain +1 Boon on attacks against reduces a character to 0 hp. Can only trigger once
marked characters of any kind, even if they were per ability.
marked by another character. Stance - Ongoing effect. A character can only
have one stance active at a time and can drop a
stance by taking a new stance or as a free action at
the start of their turn. When a stance refreshes,
regain its effects.
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Talents
Abilities I. Allies can also ricochet attacks off the seraph
II. If your seraph is in range 4, you can use your
standard move to teleport to any free space
STRAFE SHOT adjacent to it, or vice versa.
Light Ranged Attack
Range 4, +1 boon
Mastery: ARCHANGEL
Effect: When you ricochet a shot off the seraph,
Faster than a speeding bullet.
after the attack resolves it shoots a flurry of divine
Attack: On hit: [D]+ fray. Miss: fray. Effect:
bolts, dealing divine fray damage to all marked or
Inflict electrified.
electrified targets in range 3 of it.
Effect: You may dash 1 before and after the
attack.
Finishing blow or Critical Hit: Dash 1 and ASTRAL CHAIN
gain stealth Heavy Melee Attack
Mark, Range 3
Talents:
I. If you target an electrified character with this With your heavenly chain skillfully whirling
ability, turn all dashes into teleports through the air, you dispense divine justice.
II. Effect: Also electrify all characters adjacent to Attack: On hit: [D]+fray. Miss: fray. Effect: Slow
your target and electrify your foe.
Mark: Your foe is marked. As long as your foe is
marked by you, at the start of your turn, if they
Mastery: SIDEREAL RODEO
are in range 3, they take [D] damage from you as
Increase the distances of all movement by +2 and
bolt of celestial lightning shoots between you.
gain phasing during this ability
Whenever you score a Finishing Blow or
ASTRAL GUARDIAN Critical Hit, including as part of this ability,
1 action, summon your marked foe may be teleported 2.
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I. If you fire 4 or more shells, gain stealth after Mastery: DIVINITY DISCHARGE
this interrupt resolves After you make an attack empowered by Ace, you
II. Electrified characters can be hit by 2 shells.. can discharge the divine energy from your
weapon, dealing divine fray damage to a character
Mastery: VERTIGO BULLET in range 3 as an effect.
You may teleport 1 between firing each shell,
which could put new characters in range.
Limit Break: AETHER
DIVINE BINDING
1 action, mark OVERDRIVE
2 actions
You lash out with ethereal cords, lassoing your 4 resolve
enemy in an inescapable web. Divine
Mark: Mark a foe in range 3 of you, choose a
space adjacent to you, and lash to them with an Become one with your weapon. Smite your foes
astral chain, tying them to that space. If that with high caliber justice.
target ends their turn further away from range 3
of that space, the chain snaps. That foe takes fray Empty your weapon to deal 2 divine damage to
damage twice and becomes slow. Otherwise, the each foe in line of sight, then Go Beyond Gun.
mark ends at the end of their turn.
When you Go Beyond Gun, you draw on raw
Talents Aether to pull bullets from nothingness. You can
I. Your foe cannot benefit from evasion or dodge fire an extra shell at any foe, dealing 2 Divine
while marked. damage. This can be the same or a different foe.
II. If your target is bloodied, they must also save You can then choose to keep firing shells at the
or become stunned if the chain snaps same or different foe, one at a time. Each time you
fire a shell, the damage of the next shell increases
Mastery: SOLAR RODEO by 2 (so 2, 4, 6, etc)
Against bloodied foes, the mark no longer expires
at the end of the foe’s turn, but instead lasts until Before you fire each shell past the first, roll a d6.
the chain snaps. On a 2+, you can fire normally, on a 1, your gun
jams and overheats. This ability continues until
ACE you overheat or have fired 6 shells. If your gun
1 actions, stance, end turn overheats, your turn ends, and you cannot attack
until the end of your next turn.
The world goes still, and is split by a bolt of
lightning. Mastery: ULTIMA OVERDRIVE
End your turn and gain Stance: When you take Go Beyond Gun can fire up to 10 shells.
this stance, or when it refreshes, your attack deals
bonus damage and triggers any critical hit effects, Chapter 2
even on hit or miss.
Refresh: Refresh this stance if you score a
finishing blow. CERBERUS
Effect: Roll a d6 after the attack resolves. On a 1 actions, summon
4+, gain stealth
The most dangerous of rogue spirits enter the
Freelancer’s arsenal as loyal servants - bestial
Talents
divine hounds that pursue their chosen prey with
I. If you roll a 6 on Ace’s effect, the stance also
zealous ferocity.
refreshes
Summon: Summon a celestial hound in range 3.
II. Against electrified characters, roll two dice
The hound lasts until defeated or this ability is
and pick the highest
used again.
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Celestial Hound While you or your target has stealth, regain this
Size 1 summon interrupt at the start of each turn.
Summon Action: At the start of your turn,
the hound may move up to 3 spaces.
Summon Effect: Once a round, if a foe ends Chapter 3
their turn within range 2 of the hound, it
catches their scent and may dash up to 3 Divine Chamber: Your sixth round Aether Shell
spaces towards them. If it’s then adjacent to also deals divine damage
them, it deals fray damage. Damage becomes
fray damage twice instead if the foe is SOUL SHOT
marked. Light Ranged Attack
Effect: When you score a finishing blow, Line 4, +1 boon
you may teleport the hound to any space
within range 3 of a foe. The ultimate freelancer technique - using the soul
aether of their companions to supercharge astral
Talents: bullets.
I. The hound can phase through terrain and Attack: On hit: [D]+fray. Miss: fray
characters. When it phases through foes, it Area effect: fray
inflicts electrified. Effect: Inflict electrified and burning.
II. The hound counts bloodied foes as marked. Effect: Allies are immune to damage and blights
from this ability. Gains bonus damage for every
Mastery: GATEKEEPER ally or allied summon it fires through.
Your hound gains aura 2. Foes that exit the aura Finishing Blow or Critical Hit: Allies or allied
on their turn immediately trigger the hound’s summons in the line may teleport 2 spaces
effect.
Talents:
CHAIN OF SALVATION I. Effect: Allies or allied summons in the area
1 Action, mark also gain phasing until the end of their next
turn.
When skillfully used, the astral chain can be used II. Becomes a critical hit if 3 or more characters
to maneuver in the blink of an eye. are caught in the line.
Mark: Mark and grapple on to an ally or allied
summon in range 4 from you with an ethereal Mastery: GREAT ANGELOS
lasso and gain the following interrupt while that This ability gains critical hit: cure allies and
character is marked. You can take the interrupt allied summons in the line
regardless of distance.
DEUS EX MACHINA
Interrupt 1
Trigger: The end of any turn
Effect: Teleport up to 3 spaces towards the target
or teleport your target 3 spaces towards you. The
teleport must end with both of you closer
together.
Talents:
I. If the teleported character is bloodied, they
can be teleported 6 spaces instead.
II. You can also use this ability on foes. They can
save to avoid the interrupt.
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Shade
Nocturnal Assassin
Night-walkers, shadow-steppers, and masters of secret scroll arts, the Shades are spies, scouts, and
assassins of unparalleled skill. Their number forms a secret and deadly society of Shadow Clans spread
across Arden Eld, each practicing and refining the Night Venom Techniques. Joining the shades is
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presumed to be extremely difficult, but they tend to open their ranks to anyone that has been lost or
abandoned.
The legends say Shades make a deal with the Weeper, the dead titan queen of night and air, and drink
her tears, splitting their soul in two. Their shadow becomes animate, bestial and hungry. Over a week
and a day, they must fast and train their shadow to obey them, transforming them into agile and silent
warriors of the highest order. The Shades say the stories are rumors, and they get along with their
Darksides. They do have a tendency to appear when least expected, in uncanny and unsettling ways.
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with a pit. Blinded characters take 2 damage Effect: Teleport adjacent to a character in range
twice instead. 2, then teleport adjacent to a character in range 2
• If you enter a nightmare’s space or start from your new location. Between the first and
your turn there, you may choose to un- second teleport, you can use an ability or action.
summon and absorb it. It covers you like a You can’t teleport to the same character twice,
second skin. You gain stealth, and evasion and you must end each teleport adjacent to a
agains the next attack taken against you. character.
After that attack is made, end this effect.
Talents:
Talents I. Also gain stealth after this ability resolves
I. Allies can also be covered by a nightmare. II. If you have stealth when you start Danse
II. At the start of your turn, all nightmares you Macabre, increase its teleports by +1
control can move 1.
Mastery: THOUSAND YEAR LIZARD
Mastery: HELL CENTIPEDE TECHNIQUE TECHNIQUE
You can summon a nightmare as a free action At round 5 or later, this ability has no maximum
once a round without ending your turn when you range.
trigger a slay or critical hit effect.
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Talents:
I. You may also teleport 2 after the attack if
hollow triggers.
II. Also deal bonus damage when hollow triggers.
Mastery: NOSFERATU
Gain a d4 power die while in Hollow, starting at 1.
When you trigger its effect tick the die up by 1.
When the die is at 4, you become Intangible until
the end of your next turn, then the die resets to 1.
Chapter 3
Umbral soul: Your shadow twin may count as
you for targeting purposes of allied abilities and
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Umbra
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Warden
Friend to Beast and Bough
The Wardens are the protectors and keepers of the Deep Green, the old and untamed parts of Arden Eld,
lorded over by the beasts and the ancient trees. They are both the keepers and the servants of the herd
and root, tending to their health, and culling them when it becomes necessary. They sleep under the
stars and make their home under bough and root, making staunch allies of the ferocious beasts of the
deep wilds through a combination of rigorous training and mutual respect. Their fierce defense of the
wild sometimes puts them at odds with civilization, which they tend to have a distaste for.
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Wardens are the keepers of the green kenning, the old ranger arts, that allow one to travel noiselessly,
hide in plain sight, live off the land, and become immune to even the most deadly of toxins. They are
solitary and powerful fighters. It is not uncommon for a Warden on a long sojourn to go without
speaking the tongue of Kin for years at a time.
Relevant Rules
Traits Summon - A character controlled by its
Summoner. Abilities that target allied characters
Beast Master: At the start of every combat, cannot target summons unless specifically
before the round starts, or as an action thereafter, mentioned. Summons don’t cause engagement,
summon a beast companion in an adjacent space take turns, actions, or movement on their own
to you. The companion is a size 1 beast of your unless specified. By default, summons are size 1,
choice, and you can only have one of these have defense and VIT equal to their summoner’s
companions at once. and HP equal to 50% of their summoner’s max
Beast Companion hp. When reduced to 0 HP, they are removed
Size 1 from the battlefield instead of becoming defeated.
Summon Effect: You can mount or They are also removed if their summoner is
dismount your companion with a free action. defeated.
You can also start combat mounted, if you
choose. While mounted, your companion, Aura X: This ability is a continuous, ongoing
doesn’t move or act independently but moves, effect that affects all characters within range X of
flies, or teleports when you move, fly, or a character, including that character. Characters
teleport, sharing your space. If either of you are only affected by an aura while inside
are defeated, this effect ends and you are Flying - A flying character ignores all terrain and
placed into an adjacent space. While terrain effects other than impassable terrain, and
mounted, your companion counts as adjacent ignores engagement and obstruction.
to you, and when you attack an adjacent foe, Phasing - Can ignore obstruction and pass
your companion can also deal 2 damage to through, but not end your turn in, terrain,
them and shove them 1. characters, or both.
Summon Action: If not mounted, your Shove X - Move a character involuntarily X
companion can move up to 3 spaces on your spaces in a straight line away from you. If they
turn, then may either deal 2 damage to an would move into another character’s space, or a
adjacent foe and shove them 1 or dash 3 piece of terrain, they Collide and stop, taking
spaces damage equal to the shove amount. Colliding
Guerrilla: If you end your turn adjacent to only triggers some abilities or traits. Each unique
allies or allied summons, you and all allies or collide effect can only be triggered once a turn.
allied summons adjacent to you gain stealth.
Ambush master: Your abilities from stealth
ignore cover. Your attacks from stealth inflict
poisoned, and may shove poisoned characters 1.
Green Kenning: You and your Summons ignore
difficult and dangerous terrain
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Talents:
Abilities I. If made from stealth, the initial dash from this
ability becomes 4
APEX II. You and each ally or summon may each shove
Light Ranged Attack your target 1 space when each effect triggers.
Range 4, +1 boon
Mastery: GREAT GWYNT
Stirring up toxins and pheromones into a viscous Increase all ranges and dashes as part of this
paste on an arrow, javelin, or bullet, wardens move by +1, and you may turn the dashes from
can summon the wild’s deadliest creatures. this move into a teleport or fly instead (you may
Attack: On hit: [D]+ fray. Miss: fray. choose for each one).
Effect: Summon a venomous beast in an adjacent
space to your target after the attack resolves. CIRCLE THE OAK
Finishing blow or Critical Hit: Summon two Heavy Melee Attack
beasts
Ten palm strikes with the heel of the hand or the
Venomous Beast: haft of the axe will shatter even the most
1 hp. tenacious bark.
Summon Effect: When you attack a foe in Attack: Auto hit: Deal fray damage
range 2 of this summon, remove it from the Effect: Your target is poisoned and slow. If
battlefield, then place it in an adjacent space they’re already poisoned, this attack ignores all
to them. It deals 1 damage, and poisons your vigor.
target. If your target is already poisoned, it Effect: If you’re adjacent to your foe, dash in a
deals 2 damage instead. full circle clockwise through every adjacent space
to your foe. You may phase through ally’s and
Talents: allied summons’ spaces. Each time you pass
I. Gain effect: After the attack resolves, all allies through an ally or summon’s space, deal fray
and summons adjacent to your target gain damage to your foe. Stop if you would enter the
stealth space of another foe or obstruction.
II. Attack ignores vigor against poisoned targets. Finishing Blow: You may complete two circles.
With catlike reflexes, you pounce, spurring allies Mastery: TIMBER SPLIT
to action. Enemies no longer stop this move, and you may
Effect: Dash up to 2 spaces, then deal 2 damage phase through their spaces. Enemies you pass
to an adjacent foe through are shoved 1, take fray damage, and are
Effect: An ally or summon in range 3 of your poisoned.
ending location may also dash up to 2 spaces
towards your foe. If that puts them adjacent to STAMPEDE
your target, they deal 2 damage to them. Then roll 1 action, mark, summon
1d6. On a 4 or higher, you may repeat this effect
on a new ally or summon in range. With a bellow or a clenched fist, you summon an
Finishing blow: After this ability resolves, your immense spirit to pound your enemies.
foe takes 2 damage, once for each adjacent ally or Mark: You mark a foe in range 4. At the end of
summon that foe’s turn, summon a rampaging spirit
beast, which charges in from the edge of the
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GORGON
Light Melee Attack
+1 boon
Talents:
I. Bloodied characters take +1 curse on the save
II. If the foe moves and triggers the toxin, your
foe explodes with poison, also poisoning all
adjacent foes and causing all foes affected to
lose all vigor.
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MENDICANT
Wandering Healer and Storyteller
Strengths: Strong all-rounders, with many potent effects and the ability to heal allies and lift statuses
Weaknesses: Low damage and reliant on allies
Complexity: High
Mendicants are the itinerant priests, exorcists, and healers of Arden Eld. They travel from town to down,
healing sicknesses of the body and soul, cleansing the damage dealt by the ruins, consulting with local
spirits, and setting up wards against evil. Many mendicants are highly learned scholars, but others come
from folk practices, temple monks, green witch circles, or town priesthoods. They are a highly diverse lot,
and attuned to the land and the people that they care for.
Mendicants are the only class that can consistently grant vigor and lift statuses with the potent cure
effect. They protect allies and guide their attacks with the Branded and Pacified statuses, while making
use of powerful combos, auras, and marks to stack negative effects on foes while empowering allies.
Mendicants aren’t weak or strong against any particular type of foe, but have different strengths and
weaknesses depending on job. This can make then a little more complex than other jobs.
Many class abilities allow you to cure or bless as Blessings are not unique (they don’t ‘belong’ to a
part of their effects. character) and as long as a character has blessings
from anyone, they can use them for any effects
Shelter - Make all saves with +1 boon. that require blessing tokens.
Succor - Mendicants may use Rescue to bring up
a defeated ally at range 5 instead of adjacent.
Mendicant Gambit:
If you take a Mendicant Ability as a non-
Class Statistics Mendicant job, you gain this class’ Bless action.
Health: 10
HP: 40
Defense: 8
Speed: 4 (Dash 2)
Fray damage: 3
Damage: D6
Basic Attack: Melee, or Range 5
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AURA X
This ability is a continuous, ongoing effect that
affects all characters within range X of a
character, including that character. Characters are
only affected by an aura while inside
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Chanter
Songweaver of the Great Chant
Descending from numerous holy orders that have their roots high in the chronicler monasteries, the
chanters are part singer, part storyteller, and part priest. At the time of the Doom, when all knowledge
was deemed lost and everything put to page was transformed into ash, the only thing that persisted was
the power of song, poetry, and the spirit of survival. A select order of priests committed all the great and
necessary knowledge of Kin to memory, creating a single, continuous song, known as the Great Chant.
In myths, stories, and histories, they recorded the knowledge of the ancients, transforming it into
liturgy.
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The Chant performed its role, and it was through its power that the early bands of Kin survived and
persevered through the darkest days. Today, however, it is so archaic, convoluted, and long that many
dispute the meaning of its dogma, though none can deny its entertainment value as a mythic text. The
Old Church of the chroniclers has splintered into factions that mostly squabble over its meaning and try
to draw some angle from its numerous and sometimes contradictory adaptions into holy texts.
Nevertheless, the Chant still holds power - real, tangible power - to heal, mend, and uplift. There are still
those that take to the road and use its awesome power for good, ringing the bells of awakening and
purification, as they sing to victory.
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Talents:
Abilities I. Felicity’s marked character has evasion
against electrified characters
HOLY II. Fleet’s target may dash 6 if they’re bloodied.
Light Ranged Attack
Range 5, Combo, Mark Mastery: FANTASIA
Gain an alternate combo ability:
You ring the bell of purity and a tone rings out Combo: FANTASIA
that soothes the peaceful and chastises the Effect: Any allies marked by you may teleport 4
violent. A second ring from the bell shatters the
tone from the first, breaking open the earth.
Effect: Mark, electrify, and pacify a foe, then PANDAEMONIUM
cure an ally in range 3 of your foe Heavy Ranged Attack
Combo, Range 4, Blast 1
Combo: HADES
Effect: Create a blast 1 area centered on your foe You sing a passage of the days of chaos and
marked by Holy, regardless of range or line of battle, where the tumult of the battlefield was like
sight. the churning of the sea, and divine lightning
Attack: Autohit: Fray damage scathed the land.
Area Effect: Fray damage Attack: Autohit: [D]+fray and electrify your foe
Terrain effect: Create up to two pits in free Area Effect: Fray
space in the area. Effect: Teleport allies in the area to any
Effect: Inflict electrified. Characters suffering unoccupied space in the area instead of dealing
from electrified already can be teleported 1 after damage to them. Then, teleport any enemies,
this ability resolves. including the primary target, in the area to any
unoccupied space in the area.
Talents
I. Charge: Increase Hades area to blast 2, or Combo: PURGATORIO
cure a second ally with Holy Range 4
II. When used against a Pacified foe, Holy deals Attack: Autohit: [D]+fray
fray damage twice. Area Effect: [D]+fray damage to all foes
contiguously connected to your attack target, not
Mastery: DANTE counting diagonals.
Hades may create up to 3 pits in its area, and they Effect: For each affected foe, you may create a pit
can be created under characters. in a free adjacent space.
FELICITY Talents:
I. Charge: Increase blast size by +1 for
1 Action
Pandaemonium and increase range to 6 for
Combo, mark, range 5
Purgatorio
II. Electrified characters count as contiguous for
You ring the bell of fleeting guardians, and an
Purgatorio as long as they’re in range 2 of any
ally feels their step lifted by invisible wings.
target.
Mark: Mark an ally in range. That character
gains a blessing and can dash 2 as an effect.
Whenever you use a combo version of an ability, Mastery: DULCE PURGATORIO
your marked character can dash 2 as an effect. Pandaemomium/Purgatorio deals bonus damage
and its area effects also affect all characters inside
Combo: FLEET a pit on the battlefield.
Effect: An ally in range may fly 4. Characters
they pass over are electrified. Electrified CHAOS
characters take fray damage. 1 action
Combo
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Combo: DAWN
1 action
Effect: Cure all adjacent allies. Bloodied allies
can end all statuses and blights.
Talents:
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Talents:
Limit Break: March of I. Charge: Don’t end your turn.
II. Bloodied characters that end their turn in the
the Saints aura gain defiance.
2 resolve
1 action, Stance Mastery: GENTLE PRAYER
When you enter this stance, or when it refreshes,
You sing of the deeds of the first heroes, from the you can choose to become immobile until the end
Doom. The Great Chant weaves around your of your next turn. If you do, the aura also grants
allies and transforms them into echoes of those resistance to all characters inside.
mighty heroes.
Stance: You begin weaving an epic song, a saga MONOGATARI
of legendary heroes. When you take this action, Free action
and when this stance refreshes, you may invest an
ally in range 5 with the power of one of the great Some chanters also study the Book of Ages, the
saints. Each saint must be chosen at least once great mythic chronicle of heroes from the time of
before it can be chosen again. The effect takes the Doom. This unorthodox text inherits some of
place immediately and lasts until the end of their their ability to sing the chant, granting it
next turn. tangible power.
Refresh: This stance refreshes automatically at Effect: Sing a short passage from the book of
the start of your turns. ages. At the end of your turn, roll 1d6 and consult
• Parzival: An allied character gains flying, cover the following table to see which tale you sing. The
from all directions, and inflicts electrified with song resonates in the air until the start of your
their attacks next turn. Allies that complete the described
• Leon: An allied character gains stealth, dodge, course of action from the song passage before
and the ability to move diagonally then, including you, are cured or blessed (they
• Angrboda: An allied character gains sturdy, may choose which).
and their attacks gain true strike and shove 1
• Farnese: An ally gains 1 blessing and +1 boon 1. A Tale of Fury: Slay or bloody a character
on all attacks and saves 2. A Tale of Travels: Move more than 5 spaces
from your starting point on your turn
Mastery: DIVINE INVESTMENT 3. A Tale of Green and Pleasant Times: Do
You also gain the benefit of any chosen saint, not attack
lasting until the start of your next turn. 4. A Tale of Cunning: Use an interrupt
5. A Tale of Boon Companions: End your
Chapter 2 turn adjacent to an ally or allied summon.
6. A Tale of Triumph: Use an ability on an ally
GENTLENESS Talents:
1 action, Stance, End turn I. Allies that fulfill the conditions can also fly 1
II. When an ally fulfills a condition, they may
You radiate an aura of such powerful peace that pacify an adjacent foe.
all close to you, monster or man, find it
impossible to raise a hand in violence.
Mastery: JUBILANT WALTZ
End your turn and gain Stance: When you take
Every time you or an ally fulfills the condition, as
this stance, or when it refreshes, until the end of
an effect you may fly 1, then electrify and deal 2
your next turn gain aura 1. All characters
damage to an adjacent foe.
(including yourself) are pacified+ while in the
aura and cannot use attack abilities.
Refresh: You may refresh this stance if you take Chapter 3
damage from an attack or ability from a foe.
Gran Redempta (2 actions, 1/expedition):
Cure yourself and every ally on the map.
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CHASTISE
Light Ranged Attack
Range 6
Auto-hit: Fray
Effect: Choose either yourself or an ally in range.
Until the end of your foe’s next turn, if they
damage your chosen character with an ability,
they take [D] damage and are pacified after that
ability resolves. Whether this ability triggered or
not, this effect ends at the end of that turn.
Talents:
I. Charge: Choose yourself and an ally in range
II. Your foe also gets +1 curse if they attack your
chosen character(s).
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Harvester
Arbiter of Life and Death
Servants of Tsumi, the Moon Titan, the Harvesters are the death priests of Arden Eld. They travel from
land to land, sanctifying burial sites, performing funeral rites, and helping lingering spirits move on.
The land is full of the malice and unfulfilled wishes of the long suffering dead, and so the services of the
harvesters are in high demand.
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Tsumi is the protector of cycles, and so the Harvesters also perform fertility blessings, oversee harvest
festivals, and see to the cultivation and protection of the land and nature. They plant flowers over
battlefields, and tend groves of beautiful fruit trees planted over graveyards. This dual nature makes
Harvesters fierce warriors, able to make the battle bloom or rot with a single swipe of their
greatscythes.
Relevant Rules
Traits Bloodied - At or under 50% hp
Pierce - Ignores armor.
Mark of Tsumi: Your attacks gain on hit: After Regeneration - Gain vigor 1 at the end of your
the attack resolves, deal 2 piercing damage as an turn
effect to all foes marked by you, and bless all allies Slay - An effect that triggers when this action
marked by you. reduces a character to 0 hp or forces them to
Soul Cycle: When yourself or any ally attacks, surrender. Can only trigger once per ability.
you can consume any blessing in range 2 of that Summon - A character controlled by its
character to empower their attack. The attack Summoner. Abilities that target allied characters
gains pierce and bonus damage. You can cannot target summons unless specifically
consume 3 blessings instead to grant pierce, mentioned. Summons don’t cause engagement,
bonus damage, and trigger any slay effects, hit or take turns, actions, or movement on their own
miss. unless specified. By default, summons are size 1,
Gardener of Kin: You can stack 2 marks on have defense and VIT equal to their summoner’s
characters and HP equal to 50% of their summoner’s max
Balance: Your attacks gain slay: cure all allies in hp. When reduced to 0 HP, they are removed
range 2 of your target from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
Terrain effect - Something that creates or
modifies the terrain spaces on the battlefield.
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KINCHEWER
Talents:
1 action, summon, mark
I. Attack also gains +1 boon against poisoned
foes
Vines coil from the earth into a fanged and
II. If this attack is made against a foe with any
flowered nightmare.
amount of vigor, it deals bonus damage and
Summon: Summon a carnivorous plant in
triggers the Slay effect.
unoccupied space in range 4. The plant lasts until
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Mastery: FULL MOON I. Foes that pass through a fruit must also save
Harvest becomes range 6, Arc 6 or become pacified. Poisoned foes fail the
save.
BLOOD GROVE II. Roll a d6 at the end of a marked character’s
turn. On a 5+, summon an additional fruit in
2 actions
an adjacent space.
The wilderness boils with explosive growth, fed
by the blood of the battlefield. Mastery: TSUMI’S BOUNTY
Terrain effect: Grow a blast 1 area of When fruits are destroyed, they pop in a blast 1
undergrowth. The area is difficult and dangerous area effect. Yourself and allies in the area are
terrain for foes, and melee attacks against allies blessed, enemies are poisoned and branded.
and allies summons in the area gain +1 curse. The
area disappears if you use this ability again. ROT
Effect: If a foe is defeated inside, increase the 1 action, combo, mark
size of the zone by +1, up to a maximum of 3. Any
character can also extend it by voluntarily taking Leaves shrivel. Hair Curls. Wounds fail to heal.
damage equal to 50% of their maximum hp while Mark: Mark a foe in range 5. That foe is poisoned
inside as a free action. while marked, cannot gain vigor while marked,
and cannot end statuses except by saving against
Talents: them at the end of their turn.
I. Foes are branded+ while in the area.
II. All your summons become intangible while in COMBO: REGENERATE
the zone Mark: Mark an ally in range 4. While marked,
that character has regeneration. This effect and
Mastery: Hungry grove mark ends if they take at least 1 damage to hp.
At the start of your turn, you can move the zone This mark can be placed even if Rot is already
up to 2 spaces, shoving any characters inside in active.
the same direction.
Talents:
GROWING SEASON I. Also gain regeneration while your ally is
1 actions, mark, summon marked by regenerate
II. Rot’s target gains aura 1. Allies of the target in
Blow magical spores in the air, which are the aura cannot gain vigor.
disturbed by the chaos of combat. Where they
fall, the fruit of life and death blooms. Mastery: WILD GROWTH
Mark: Mark an ally or foe in range 5. While When you cure any character, summon a vine
marked, after that character ends their turn, thrall in a free space in range 2 of either your rot
summon a sprouting edenfruit in an adjacent or regenerate target. This effect can only trigger
unoccupied space. twice a turn.
Edenfruit Vine thrall
Size 1, intangible Size 1, 1 hp
Summon effect: The fruit has a blessing Summon Action: At the start of your turn,
token on it. Yourself or allies that pass all vine thralls can move up to 3 spaces and
through the space can pick up the blessing deal 2 piercing damage to an adjacent foe as
token. The fruit is then destroyed. Foes that an effect.
pass through the space destroy the fruit and
token but are poisoned and branded.
Talents:
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Chapter 3
DARK SLIVER
Light Melee Attack
Range 2, summon
Talents:
I. Slay: Dealing piercing fray damage to a
character in range 3 from your foe or their
soul sliver.
II. When a character reunites with their soul,
they are branded.
Mastery: RECYCLE
If your target doesn’t unite with their soul sliver,
bless and cure any of your allies in range 2 of it
when it disappears.
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Sealer
Holy Judge and Purger of Evil
Traveling priests, monks, judges, and doctors, the Sealers roam the world from village to village,
performing necessary rituals, marriages, ceremonies, and yearly festivals. They are a welcome sight in
most villages, and most perform the important function of traveling judge and medium, acting as an
impartial party translating for the will of the local spirits. They often travel with many blessed relics of
the deities of the land or even portable shrines on their back.
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In their other role, Sealers are legendary monster hunters and exorcists of unbelievable prowess and
unshakeable faith. Whenever an especially bad blight or an arch demon appears, the Sealers are usually
there to drive it back with ancient sealing magic, blessed brands, and flaming weapons.
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1 Action, mark
Combo: JUDGEMENT You place a holy seal over your ally, enveloping
Interrupt 1 them in divine protection.
Trigger: You score a critical hit or trigger a Mark: Mark an ally in range 3. While marked,
critical hit effect. foes that attempt to use an ability against your
Effect: All allies in range 2 are cured. Roll a d6 target must first save. On a successful save, they
for each foe. On a 6, a foe is struck by a fiery bolt can act normally. On a failed save, they don’t lose
from heaven and takes [D] divine damage. the action but are unable to directly target that
ally for the rest of the turn, then this mark fades.
Talents: Effect: Burning or bloodied characters get +1
I. Judgement’s roll becomes a 5+ for burning curse on this save
foes.
II. You can teleport 2 spaces after triggering Talents:
justice or judgement but before applying the I. Your ally can teleport 1 as an effect after being
effect attacked
II. Burning foes that end their turn adjacent to
Mastery: GRAN JUDICATA your marked ally take fray damage and are
Add an alternate combo action: shoved 1.
Combo: GRAN JUDICATA
Interrupt 1 Mastery: SHROUD FROM HEAVEN
Trigger: You score a critical hit or trigger a This mark can be activated twice before it fades.
critical hit effect.
Effect: Cure every bloodied ally on the
battlefield. Deal divine fray damage to every non- Limit Break: PASSAGE
bloodied foe.
TO THE AFTERLIFE
SANCTIFY 5 resolve
2 actions Heavy Melee Attack
Divine, +1 boon
You throw out a handful of glittering salt,
scorching the spiritually impure. You unleash the supreme Sealer war art,
Terrain Effect: You scatter salt in a close blast 1 inflicting ten thousand blows and shattering the
area. Foes that end their turn in the area become connections of your foe’s vital energy to their
pacified and burning. Allies that end their turn in body, hurrying on the transmigration of
the area are cured. The area persists until you immortal souls.
take this action again or until the end of combat.
Attack: On hit: [D]+fray, three times. Miss:
Talents: Twice.
I. Bloodied foes must save if they attempt to Critical hit: Deal [D]+fray two more times.
enter the area from the outside. On a failed
save, they become unable to enter the area Effect: You may teleport adjacent to the target
until the start of their next turn unless shoved before the attack if they’re in range 3. Every allied
or teleported by another character. character in range 3 of the target can also teleport
II. Allied characters save in the area with +1 adjacent to your target. Your target then takes
boon. additional divine fray damage from each adjacent
ally once.
Mastery: ELDEN SALT
Sanctify inflicts [D] damage, burning, and pacify Mastery: REACH HEAVEN THROUGH
as an effect to hostile characters in the area when VIOLENCE
you take this action The teleport effect has the range of the battlefield
for both allied characters and yourself. If your
ENSHRINE
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Sealer of Dark Wind Valley temple
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Seer
Fortune Teller and Master of Fate
The Seers are made up of all the orders of hedge witches, stargazers, corner prophets, folk healers,
shamans, and all manner of individuals that find themselves attracted to reading the Great Arcana, the
esoteric practice of reading destiny itself, the Great Wheel of Arden Eld that determines the final fate of
all things.
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Through ritual, ceremony, and unrelenting practice, Seers gain the ability to predict and even defy a
person’s fate, using their Aether infused card decks to influence the turning of the Great Wheel and
empower their allies with foresight, precision, and uncanny accuracy.
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Abilities Talents:
I. Effect: After a Wild Card explodes, bless an
ally in range 3 of the card
SLEIGHT OF HAND II. You can throw a Master Card instead of a
Light Ranged Attack regular card. It’s not destroyed when it
Range 6 explodes, but using this ability again will
replace the last card created.
A flash of bright color, and a card is stuck to your
foe, bursting with power.
Mastery: ROYALTY GOLD
Attack: Auto-hit: You attach a magical card to a
When a Wild Card is triggered, roll 1d6 and apply
foe in range, branding them and inflicting
one of the following effects.
frostbite.
1. Re-summon the card in the same space
Area Effect: The next time an ally hits the target
2. All characters are electrified and you may
with an attack, the card explodes in a blast 1 area
teleport them 1
effect. All characters in the area take fray damage,
3. All characters are frostbitten. Create a blast 1
and that ally gains a blessing. Frostbitten
area of difficult terrain under the card.
characters take fray damage twice instead. The
4. All characters are burning and take 2 piercing
triggering ally is immune to all damage from this
damage.
ability.
5. All characters are poisoned and lose all vigor.
6. Choose two
Talents
I. You can target an allied character with this
attack to attach the card to them instead. It
ASTRA
triggers when they are hit by an attack, and Heavy ranged attack
they’re immune to its damage and effects. Combo, Line 5 + cross 2
II. A card may be thrown as an Arc 4 area effect.
It only attaches to a character in the attack You call down the heavens themselves on your
space. Foes the card passes through take 2 foes.
damage. Attack: Auto hit: [D] + fray damage and inflict
frostbite
Area effect: Fray
Mastery: KING OF SWORDS
Effect: Roll 1d6 after the attack resolves. On a 6,
After you throw a card, you gain two spectral
all foes take [D] again. Effect becomes 4+ if the
blades that hover behind you. You can stock up to
attack is against a frostbitten foe.
six of these blades. When an ally hits an attack in
range 6 of you, you can cause a blade to fly out,
Combo: FORTUNA
dealing fray damage to that character.
Blast 1, Range 4
Attack: Auto hit: [D]+fray
WILD CARD Area Effect: Bless all allied characters in the
1 Action, Summon area. All foes are branded.
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Talents Talents:
I. If a critical hit effect is triggered on the target, I. Allies gain a blessing if this effect triggers.
immediately roll for the card exploding II. Foes this effect triggers on are also pacified.
II. If a character is defeated while under the
effects of Doom, the card may pass to a new Mastery: MISERICORDIA
character of your choice in range 3 of the If a character or summon (foe or ally) in the aura
defeated character. would be reduced to 0 hp, roll a d6. On a 5+, they
immediately gain and lose Defiance, triggering it,
Mastery: BLACK KNIGHT GRAVE and are returned to 1 hp instead.
When Doom is passed at least twice, it deals 2[D]
+fray instead and stuns the marked character.
Limit Break: HIGH
POLARIS
1 Action PROPHECY
Free action, 2 resolve
A distant glint in the heavens, portents of the
devastation to come. A burning third eye of pure etheric energy
Effect: Choose a space on the battlefield in range appears on your forehead. Possibilities unfurl
5, which becomes known to all characters. At the before you, laid out like infinite gleaming
end of every turn that passes after yours (allied or threads.
foe), roll 1d6. On a 6, a meteor lands in that spot,
exploding for a blast 2 explosion, dealing [D]+fray Effect: Until the start of your next turn, every d6
as an area effect and inflicting Frostbite. you roll for boons, curses, or random d6s as part
Frostbitten characters must also save or become of abilities is either a 6 or a 1 (you choose). This
stunned. This effect ends when triggered. effect also applies to any ability that targets you,
from foes or allies.
Talents
Mastery: THOTH
4 resolve
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This effect also extends to all characters in aura 2 taking this action causes you to take divine
from you. damage equal to 25% of your max hp, which
cannot bring you below 1 hp.
Chapter 2
Talents:
I. If your ally is bloodied, they are also blessed
ECLIPSE after this interrupt resolves and may dash 2
1 action, terrain effect II. If this damage would have reduced your ally to
0 hp, they can also end a status, mark, or
You summon a burning star brand, which ignites blight.
the very air unless quenched by a brave soul.
Terrain Effect: Create a burning brand of star Mastery: STAR SCORNED HERMIT
fire in range 6, a 1 space terrain effect that can be If the damage would have reduced your ally to 0
placed under characters. Delay: You must take a hp, the ally may gain vigor equal to the HP they
slow turn next round. At the start of that turn: just lost instead of vigor 1.
• If the space is not occupied by a character or
object, all characters in a blast 2 area effect
centered on it are afflicted with frostbite and Chapter 3
burning, and must save or take [D]+fray, or just
fray damage on a successful save. Characters Chakravartin (2 actions, 1/expedition): An
already affected by either of these blights fail the ally in range 6 becomes unstoppable and immune
save. to all damage until the end of the next round.
• If the space is occupied by a character, only that
character takes the effect. If the space is THE TOWER
occupied by an object, that object is destroyed Light Ranged Attack
or un-summoned. Mark, Divine
Then, this brand fades. You invoke the ultimate power of the tower card,
sealing a foe’s fate. In short order, untold
Talents: calamity befalls them.
I. If you are bloodied, increase the blast size by Attack: Autohit: Mark: Mark a foe in range 6,
+1 then gain a d6 power die, starting at 6. When that
II. Foes that end their turn in the area are foe is hit by an allied attack, tick the die down by
branded. Branded characters take fray 1. When a round passes, tick the die down by 1. If
damage. the die would reach 0, that foe takes 999 divine
damage. Then, they explode, dealing divine
Mastery: THE HELM damage equal to 25% of their their max hp to all
You may elect to repeat the delay effect when foes in a blast 1 area effect centered on them.
Eclipse goes off. If you do, the brand does not fade Then this mark ends.
and the effect remains active. However, placing a
new brand will cause the old one to fade. Legends are immune to this effect.
WISH Talents:
Interrupt 1 I. If your foe is bloodied, set the power die at d4
(4) instead
You struggle against fate itself, undoing II. If you are bloodied when you use this ability,
causality and defying the stars. or become bloodied while it is active, tick the
Trigger: An ally on the battlefield takes damage die down by 1
from a foe equal to 25% of their max hp or more
Effect: Reverse the flow of causality. That Mastery: PLAY OF EMERALDS
damage cannot reduce your ally past 1 hp, and Increase the explosion damage to 50% of a foe’s
they gain vigor 1 after it resolves. The stress of max hp, and the blast radius to blast 2.
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WRIGHT
Mage, thaumaturge, and master of the arcane arts
Strengths: High damage and excellent range, strong area of effect, and become more powerful the
longer fights go on
Weaknesses: Low durability and weak to foes that can engage them up close
Complexity: Medium
Wrights are those who have mastered the manipulation of the raw power of creation: Aether. All souls
are connected to Aether, and everyone is able to connect to it and feel it to some degree. Those with
training, potential, and ability can learn to form and shape Aether as natural as they move their own flesh
and blood. Wrights wield terrifying power - and they know it.
Wrights become stronger the longer fights go on by the power of Aether, which they can use to Infuse
their abilities to unleash some of the most spectacular attacks in the game. Wrights focus heavily on
blights, piercing damage, the shattered and vulnerable statuses, and Area of Effect abilities.
Wrights are strong against heavy foes since they can bypass their armor and hit them from range, but
weaker against skirmisher foes that can quickly close the gap.
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Statuses SLIP
As an action, or instead of their standard move,
Wrights specialize in the Shattered and Wrights may remove themselves from the
Vulnerable Statuses. battlefield, then return within 1 space.
VULNERABLE FLYING
All damage taken increased by 1 A flying character ignores all terrain types other
than impassable terrain, and ignores engagement
Since wrights use a lot of abilities that deal and obstruction.
multiple instances of a low amount of damage,
this can add up a lot - especially since it also Flying is good for Wrights because they use a lot
increases all allies’ damage. It’s a good combo of difficult terrain, pits, and created terrain,
with shattered to really hit a foe as hard as which they can ignore (or help their allies
possible. ignore).
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Enochian
Unbridled Destruction
The Enochian Orders of wrights are the most chaotic of the mage orders. They have no official
organization, most of their members being hedge wizards or self taught. Many Enochians disdain
authority and work for hire, sleeping and eating where they can and relying on the communities they
work for to support them. Those that work on contract with guilds, armies, or mercenary companies
tend to value their independence.
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The power that condenses inside an Enochian is related to the element of fire, a wild spark that grows
and wanes with their emotions and energy, but with control can be focused into power that can carve
mountains, scorch forests, and boil rivers. In times of desperation, the Enochians can feed this power
with their own life force, a dangerous practice that the other orders of wrights look down upon. The
Enochians, for their part, see other wrights as stiff and uncreative. They’d rather do it their way, after
all.
Relevant Rules
Traits Charge - When used on a slow turn, this ability
becomes more powerful.
Inner Furnace: Enochians may burn their own Cover - If a character has cover from a ranged
life force when they Infuse a spell. They can take a attack, it is resistant to that attack, halving all
wound, or damage equal to 50% of their max hp damage.
to gain 2 Aether, which must be immediately Critical hit - Increase attack damage by +[D].
spent on an infusion. Any excess Aether is lost Mark - Place your mark on a specific character.
after the action resolves. If an enochian dies from You can only place one mark at a time on each
this process, they die after the ability resolves. enemy or ally and each ability can only place one
Heal 1 wound at the end of any combat in which mark. If you place a new mark on a character with
you used Inner Furnace. a mark from you, you can choose which to keep or
Embersoul: Gain defiance at the start of each which to discard.
combat or when rescued. Shove X - Move a character involuntarily X
Phoenix Rage: At the start of round 5, spaces in a straight line away from you. If they
Enochians become suffused with immortal flame. would move into another character’s space, or a
They gain defiance at the start of each of their piece of terrain, they Collide and stop. Colliding
turns, and when they would take a wound, roll a triggers some abilities or traits.
d6. On a 3+, ignore it. If this is their last wound, Stance - Ongoing effect. A character can only
this roll becomes a 2+ instead. have one stance active at a time and can drop a
Apocalypse: If you don’t attack during your stance by taking a new stance or as a free action at
turn, you may choose to increase the size of any the start of their turn. When a stance refreshes,
blast effects you create during your entire regain its effects.
following turn by +1, up to a maximum of blast 3 Summon - A character controlled by its
Summoner. Abilities that target allied characters
cannot target summons unless specifically
mentioned. Summons don’t cause engagement,
take turns, actions, or movement on their own
unless specified. By default, summons are size 1,
have defense and VIT equal to their summoner’s
and HP equal to 50% of their summoner’s max
hp. When reduced to 0 HP, they are removed
from the battlefield instead of becoming defeated.
They are also removed if their summoner is
defeated.
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Effect: After the ability resolves, every character burst of flame, dealing 2 piercing damage as a
in the area also releases a blast 1 explosion that blast 1 area effect centered on them.
deals 2 piercing damage as an area effect. A
character can be hit by multiple explosions. Talents
I. Characters affected by the flame burst are
SOUL BURN shoved 1 away from the marked target.
1 action, stance II. The flame can be released as a close blast 1
area instead.
You stoke the furnace with the very essence of
your being. Mastery: ELDFLAME
Burn your own life force into a protective shield of The mark and associated effects from Immolation
aetheric energy. Gain Stance: In this stance: cannot be cleared and its damage becomes divine.
• You have regeneration, but deal 4 divine
damage to yourself at the end of your turn, AETHERSHARD
which cannot bring you below 1 hp. 1 action, summon
• You have aura 1. Whenever you take a wound or
deal damage to yourself, deal 2 piercing damage You crystallize ambient Aether with force of will,
to all characters in the aura. forcing it to take a useful form
Refresh: This stance refreshes at the start of Summon: Spend 1 Aether to summon an
your turn. You may exit it as a free action. Aethershard in a free space in range 6.
Aethershard
Infuse 3: INCANDIUS Size 1, intangible
You have counter and your abilities deal bonus Summon Effect: Aethershards count as foes
damage while you’re in Soul Burn. for the purposes of Chain Reaction. When you
target an Aethershard as part of any attack,
Talents they release a pulse of energy, releasing a
I. While in Soul Burn, foes that end their turn in blast 1 explosion centered on them and
the aura become burning. Burning foes take dealing 2 piercing damage damage as an area
fray damage. effect.
II. Foes that end their turn in the aura are shoved
1. Talents
I. When you take any action that spends Aether,
Mastery: SOUL SPARK you can first teleport any of your Aether
Free Action: You can willingly draw on your shards 3 spaces in any direction.
Soul Burn shield to empower your next ability, II. You may create aethershards as height 1
taking a wound, then ending the stance. objects instead of summons.
The ability deals bonus damage, has its blast Mastery: LEY LINE
effects increased by +1 to a max of 3, gains +1 Blasts and lines can be supercharged if they hit an
boon on any attack rolls, and foes gain +1 curse on Aethershard. Any blast effect that hits an
any saves. Aethershard may increase its radius by 1 to a
maximum of 3. Any line effect that passes through
IMMOLATION an Aethershard may increase its length by +4. The
1 Actions, Mark Aethershard is destroyed after the ability resolves
if used this way.
Use your target’s own life force to spark a
terrifying flame.
End your turn and Mark: A foe in range 6 and
line of sight is marked by you. While affected by Limit Break:
this mark, they are vulnerable+, burning and
when you hit them with an attack, they release a GIGAFLARE
2 actions
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Talents:
I. If you roll under 7, you explode in a blast 2
area effect centered on you. Characters within,
including you, take [D+fray piercing damage
and are shattered.
II. If you roll under 7, you can reclaim some of
your life aether to also gain 1 aether after the
ability resolves.
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Lance
Pyre
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One of the Hellbreakers, an Enochian order
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Red City Enochian
Hedge Wizard
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Geomancer
Guardian of the Pure Earth
Geomancers belong to an old order of mystics, alchemists, and esoteric martial artists called the
Keepers of the Elden Gate. These scholarly wrights are concerned with health and the flow of energy,
not just through the body, but through the very earth itself. They consider themselves physicians of the
highest order - their patient being the eternal land of Arden Eld.
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These studious wrights attune themselves to earth Aether, aligning the energy channels of their body to
crystalline perfection with vigorous exercise and sometimes bizarre health regimes. In battle, the land
itself is their ally, spitting forth poisonous gases, cavernous upheavals of earth, and great spires of rock
to crush their foes.
None are more concerned with the Churn than the geomancers, who view it as the greatest sickness
known to Kin, and will take any opportunity to fight or study it with exuberance.
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All foes in the area must save or become Effect: You hit a precise pressure point on an
shattered. Shattered foes are stunned instead on a adjacent character, purging toxins from their
failed save. body. A character must be affected by at least 1
blight or status to be targeted by this ability. End
all blights and statuses on the character and
Limit Break: create a close blast 1 area effect adjacent to your
target. Characters within take piercing fray
CATACLYSM damage once for each effect purged, to a
maximum of four times, and are poisoned. If you
3 resolve
purge a poisoned character, you may also cause
1 action, Divine
them to lose all vigor.
I, protected by the holy trigram,
Infuse 3: CORE BREAKER
Summon the molten gods of the underworld,
Area becomes close blast 2
Let loose with thy furies, and rend the earth
Let my strike be magnified a hundred fold!
Talents:
Effect: End your turn. You dive into the earth I. If your character is bloodied, you may also
and off the battlefield. Remove yourself from play. cure them.
Target a line area 5 spaces wide from one side of II. The area becomes difficult terrain for the rest
the battlefield to the next. All characters are aware of combat.
of the area. Then gain Delay: Your next turn
must be slow. At the start of that turn, you cause a Mastery: JADE NEEDLE
rolling wave of earth to sweep across this area, Characters in the affected area must save or also
from one side to the next. Non-flying characters also be affected by every blight and status that was
within take [D] + fray as an effect and are shoved just purged. Poisoned characters fail the save.
1 in the direction of the line.
Effect: After the first effect resolves, all your OBSIDIAN FLESH
created objects in the area release an explosion for 1 action, stance
a blast 1 area effect centered on them, dealing [D]
+fray as an area effect. Characters can be hit by Like the deepest magma in the earth’s crust, your
more than one explosion. flesh becomes more stony when struck,
eventually becoming covered in a gleaming
When this ability resolves, place yourself in any obsidian shell.
unoccupied space in the area. Stance: While in this stance, set out a d6 power
die. Tick it up after a foe uses an ability that
Mastery: MOLTEN CORE damages you. At 3+, gain resistance. If the die is 6
After taking this move, you emerge with a shield and you would tick it up again, this stance
of molten rock covering you. You gain immediately ends and you become stunned. Lose
unstoppable, counter, and vigor 2 until the end of the die if you exit this stance.
your next turn. At that point, or if this vigor is Refresh: Refresh this stance at the start of your
replaced, it explodes off you, dealing [D]+fray turn. When the stance refreshes, you may tick the
Divine damage in a close blast 1 area effect. die up or down by 1.
Chapter 2 Talents:
I. If this ability ticks over 6, it doesn't end until
the end of the current turn.
REALIGNMENT II. When this ability ends, you may have the shell
2 actions explode off you, dealing 1 piercing damage,
once, for every charge on the die in close blast
Using your knowledge of innumerable 1 area effect.
anatomies, you quickly rearrange energy
channels in your target to heal them - forcefully. Mastery: DIAMOND SOUL
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Chapter 3
Stoneswim: You have phasing, as you can
simply dive into the earth to move around.
Objects cost 0 movement for you to move
through.
QUAKING PALM
Light Melee Attack
Pierce
Talents:
I. Charge: Attack gains range 3
II. Slay: Foe releases a blast 1 area effect, dealing
2 piercing damage to all characters in the area
once for every object in the area effect.
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Spellblade
Swordmaster, Wind Dancer
Spellblades are a martial order of highly trained wrights. Many of them come from the Guild Academies
in the great cities of Arden Eld, where they often take prestigious posts in the local militias and city
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watch. Other wrights tend to view Spellblades as stiff, unfeeling military types, but spell blades
themselves know they are consummate professionals and unparalleled masters of their art.
The lightning Aether that the spellblades wield is highly volatile, and requires intense training and focus
to control. Once a spell blade has learned their craft, however, the speed, power, and precision at which
they can act is intoxicating, crossing great spans of space in an instant, riding the Aetherial currents
with a flash of gleaming steel.
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II. Slay: Summon a hail of lightning bolts, may shove all characters in the aura 1 towards or
dealing 1 piercing damage to all foes in range 3 away from the marked character. Electrified
characters treat the aura as difficult terrain.
Mastery: EXCALIBUR
After levinblade resolves, your attack target is Talents
infused with lingering energy. At the end of their I. Effect: You may also deal 1 piercing damage to
turn, they take 1 piercing damage again for every your target for every electrified character
adjacent character, up to a maximum of 4 times. other than the marked character in the aura at
the start of your turn
ÄTHERWAND II. If you start your turn in the aura, you can
1 Action, Terrain effect teleport 2
You summon the highwinds to batter your foes. Mastery: HAND OF TYR
Ranged attacks against the target change
Terrain Effect: Swipe your weapon to create a depending on whether you marked a foe or ally.
line 4 area of crackling winds in range 5. The area • On a foe, attacks are pulled towards it. They
grants cover to allies, and foes that either attempt have no maximum range if they have a listed
to move into or start their turn in the wall’s space range and target the foe, deal bonus damage,
must pass a save or be unable to move into the and ignore cover.
area for the rest of the turn and be shoved 1 space • On an ally, ranged attacks cannot critical hit
away from it. Electrified characters fail the save. (turn any critical hit into a regular hit), cannot
The area lasts until the end of the combat or until deal bonus damage, and gain +1 curse
you use this ability again.
STURMREITEN
Infuse X: Äthersturm 2 Actions
Infuse X aether, and extend the area by 2 spaces
for every Aether infused. You transmute yourself and your gear into pure
lightning Aether, coursing through the
Talents boundaries between worlds in a moment.
I. When you pass through the area for the first
time on your turn, you may teleport 3 as a free Effect: Dash up to 6 spaces in a straight line. You
action. This movement can be taken in the gain phasing and intangible while dashing. Foes
middle of other movement and actions. you pass through for the first time on your turn
II. Characters that fail their save are also are electrified. Electrified characters take 2
electrified. piercing damage.
Effect: If you defeat a character or trigger a Slay
Mastery: HELLERWIND effect, you may use Sturmreiten as a free action.
Allies that either pass through the area for the
first time on their turn or start their turn there Infuse 2: Instant Transmission
can teleport 3 as a free action. This movement can Cost becomes 1 action
be taken in the middle of other movement and
actions. Talents
I. Moving through terrain or the spaces of
ELECTROMAGNETISM electrified characters costs 0 movement
1 Action, Mark II. Every character you pass through increases
the movement remaining from Sturmreiten by
You charge your target with unstable magnetic 1. This effect only triggers once for each
energy, causing unstoppable attractive force. character per use of this ability.
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I summon thee, gods of the cutting art, Mark: Mark a foe in range 6. While marked, they
Let the might of the divine realm crash upon the are electrified+ and gain aura 1. When another
piteous earth, character in that aura takes damage, they take 1
Strike eighty thousand blows at once, piercing damage.
And split the air asunder!
Talents:
Effect: Your blade extends and you make two I. If the marked foe is bloodied, increase the size
massive cuts across the map, splitting the walls of the aura to 2
between worlds. Draw a cross section across the II. If the marked foe is bloodied, they are also
map, splitting it into four sections of any size. vulnerable+ while marked.
Deal [D]+fray divine damage and inflict
electrified on all characters caught in the cross, Mastery: SPLIT IONIZE
then teleport all characters out of the affected area The aura can be inverted when this mark is used.
into the nearest free space of your choice. When the marked character takes damage, all
Characters can pass a save to choose which side other characters in the aura take 1 piercing
they end up on. damage.
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Chapter 3
Great Wind Riding: Once a turn, when you
teleport, you can also teleport an adjacent ally
with you, placing them in a free adjacent space
after your teleport resolves.
DRIFTING LEAF
Heavy Melee Attack
Talents:
I. Electrify any foe that triggers Leaf on the
Wind. Electrified characters take piercing fray
damage.
II. If you’re bloodied, gain one more use of Leaf
on the Wind.
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Stormbender
Dire Navigator, Master of the Waves
The seas of Arden Eld are its most treacherous terrain. Boiling over with monsters, and wracked with
unnatural and freakish weather, most folk prefer to give them wide berth. However, there are still those
brave and hardy souls that live on the islands around Arden Eld, and the merchants, sailors, and
travelers that rely on the sea for fast passage and the movement of cargo, the lifeblood of the continent’s
great cities.
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The storm benders are the great masters of the sea, the supreme navigators that make sailing even
possible around Arden Eld. Water-attuned wrights, they are most at home on a deck, or clambering the
rigging. Each of them are sailors of the highest caliber, coming from all over - old trade guilds, islander
clans, and nautical churner enclaves.
Bending the essence of the sea to their beck and call, the storm benders can clear the skies with a swipe
of their hands, feel the currents ahead for aquatic monsters, turn weather away from the hull of the
ship, and blow wind into its sails. It doesn’t matter that many of them dabble in a little light piracy on
the side - they are the undisputed masters of their element, and they wouldn’t have it any other way.
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adjacent to Selkie or as close as possible, then I. If you surround an ally with this attack, they
may be shoved 2. gain flying until the end of their next turn.
Summon Action: Once on your turn, or any II. If you surround an enemy with this attack,
time you infuse a spell, you can move Selkie 2 summon a pit under them.
spaces.
Mastery: GREAT AEONCLOUD
Talents: Terrain effect: After attacking, you may create
I. Foes that get sucked in are inflicted with a terrain effect in the area effect spaces. The area
frostbite. Frostbitten characters are also is difficult and dangerous terrain. Any character
shattered. standing in the center space gains flying until the
II. If only one foe or ally is inside Selkie, you may end of their turn, and gains +1 boon, pierce, and
shove them 4 instead. inflicts bonus damage against any characters
standing in the rest of the area. If you create this
Mastery: Adaptive Selkie effect again, replace the last one created.
When targeted by an effect that deals an
elemental blight, Selkie absorbs it and gains a new
effect for its aura, replacing the last.
- Frostbite: The aura is difficult terrain.
- Poison: Characters in the aura cannot benefit
from vigor.
- Burning: Characters in the aura are
vulnerable+.
- Electrified: Characters cannot take interrupts
in the area.
Chapter 3
Whirlgang: You are highly attuned to the
ambient air currents and can command them at
will. At the start of your turn, yourself and every
ally or allied summon in range 2 of you may fly 1
in the same direction as an effect.
Talents:
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Intro
This section is about the basic game flow and structure. It includes rules for running expeditions and
handling rewards, including custom rules for expeditions, camp upgrades, trophies, and relics.
This section is mostly for the GM, except the Relic rules on pg. XX. If you’re a player you might find
it helpful to skim through.
Here’s a quick refresher and guide on the basic Characters can abandon expeditions but also
game flow: abandon any rewards, and their goal becomes
beyond their grasp for a while, or possibly
Games generally start in narrative play, where forever.
characters freely role play. When the tension of a
situation can’t be resolved except by high stakes Camp
battle, you can dip into tactical combat or use
narrative combat, then return to narrative play When characters camp, they take a break for
after the fight is resolved. little bit. Characters need about an hour and a
relatively stable or safe location to camp, but this
During play, characters embark on expeditions is pretty loose (they could easily camp overnight
to try and pursue their goals. On an expedition, or even for a few days if that’s the tone of your
time is usually a little more limited, and game).
characters might be able to take a break and
camp a few times. When the expedition is over, - Characters that camp can heal all strain and
the game dips into an interlude, which is a more regain all effort from narrative play, and end
loose period of downtime. all effects and heal all hp from tactical
combat.
Expeditions - Camping loses all resolve that characters
have accumulated (to use Limit Breaks).
Characters are generally on an expedition when - Characters that have accumulated 5 and 10 xp
they leave a place of safety with a clear goal in can acquire a new ability or talent
mind. Before embarking on an expedition, take
the following steps: Characters can upgrade their camp by spending
dust. You can see a huge list of upgrade in the
1. Define your goal. What are the heroes Camping section shortly.
setting out to do?
2. Choose some custom rules, if Interludes
applicable. You can find them in this section.
This is strictly optional. When characters go into an interlude, they’re
3. Define the number of camps. Usually going into a slightly longer stretch of downtime.
characters can camp 0-2 times. Once for a This could be as short or as long as you like.
medium length expedition, and twice for a Generally time is a little more loose and actions
long expedition. are relatively consequence free.
4. Set your job and abilities, if you expect
tactical combat. When characters go into an interlude:
5. Define possible rewards. All expeditions
normally reward 6 xp and 3 dust if they’re 1. Heal all strain, regain all effort, hp, effects
successful. There may be other intangible from tactical combat, and wounds.
rewards, such as resources, allegiance, Characters basically go through a full reset
friendship, or survival. except for their Burdens.
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Session End
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Experience
During their adventures, characters earn
experience points, filling out an experience bar. At
certain breakpoints in the bar, they will unlock
new abilities or talents.
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Character Advancement
11 3 Improve an action
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Trophies
Trophies offer a way for GMs to offer additional
minor rewards other than xp or dust.
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Example Dungeon Trophies
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always active. For example (Round 5+) relics
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Aspected: Counter stacks twice Aspected: At the start of any combat, you can
choose to inflict all blights on yourself.
Aspect quest: Gather and reforge true iron nails
from the sarcophagus of a Relict Emperor Aspect quest: Carve the skull or horns of a wyrm
and incorporate it into your relic.
ORPHEO
This relic has a cracked mirror, set on a pendant TROLLHIDE
or into a shield or weapon hilt A cape, shield, or mantle of scaly leather, a hardy
I. Gain defiance at the start of each combat. If relic that knits itself back together like a living
you already start combat with defiance, thing.
instead become unstoppable until the end of I. If you don’t attack on your turn, dash 1 and
the first round. roll 1d6 at the end of that turn. On a 3+, gain
II. When defiance triggers, you may deal fray vigor 1.
damage to all adjacent foes II. You automatically succeed this roll when
III. Invoke (5th round+): Gain defiance at the bloodied.
start of your turn for the rest of combat III. Invoke (Gambit): Effect: When you lose all
vigor, you may cure yourself and all allies in
Aspected: If you gain defiance past the first range 2
round and already have defiance, you can cure
yourself, but no more than once a round. Aspected: While you have vigor, take 1 less
damage from all sources
Aspect quest: Bathe in the water of the river that
leads to the underworld Aspect quest: Seek the wisdom of the keepers of
the Deep Bog and do their bidding for three days.
UNGOLIANT
Your relic is a massive weapon carved from the TITANSBANE
fang of an ur-spider or beast of the deep caverns. A weapon or armor made of Arken black metal.
I. Charged attacks gain +1 boon Seethes with a fell energy. You can feel a killing
II. Charged attacks deal bonus damage vs slow intent from within.
targets I. When you make any attack, you can elect to
III. Invoke (Gambit) - Free action: This turn delay it. Spend the action cost, but don’t use
only, all your actions count as charged, even the ability. End your turn and gain Delay:
on a normal turn. you must take a slow turn next round. At the
start of that turn, you may use your attack as a
Aspected: Invoke (Charged Attack, 14+): free action. The attack deals bonus damage
Your target becomes slow and gains +1 boon. If it’s a melee attack, you
may dash 3 before using it. If it’s a ranged
Aspect quest: Weave the aethersilk of an ancient attack, it ignores cover. If the attack has no
Ur-spider into your relic valid targets, lose it. It only counts as an attack
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on the turn you use it, not the turn you spend I. Invoke (Attack, 14+): Blind your foe. If
the action to delay it. your foe is already blinded, they take bonus
II. When you end your turn with a held Delay damage.
effect, gain vigor 1. Lose this vigor at the start II. +1 boon on attacks against blind targets
of your turn. III. When a blind character targets you with an
III. You are also sturdy while holding a Delay ability, after that ability resolves, you can
effect and gain +1 boon on all saves. shove them 1 in any direction, then dash 1.
Aspected: Invoke (Attack, 19+): You may
activate the next Delay effect you use this turn Aspected: Any foe that starts or ends their turn
immediately, including as part of this attack. adjacent to you and no other characters is
blinded. Blinded foes take fray damage.
Aspect quest: Pull and reforge a god-killing
weapon from the corpse of a titan. Aspect quest: Find a source of True Darkness,
deep underground, and capture it with needle and
IRONSOUL thread
A relic made of sturdy and thick star-iron, cool
and comforting to the touch. HERMES
I. Gain +1 boon on attacks while adjacent to an Intricate, curling silver wings are carved into
ally. this artifact, weapon, or armor
II. Invoke (Gambit): Reduce all damage from I. Invoke (Gambit): Free action: Teleport 2
an incoming ability targeting you or an II. When you use this relic’s invoke, all other
adjacent ally by 3 per adjacent ally. allies in range 2 of you can teleport 1 as well.
III. Regain your Gambit when used if you or your III. Increase range of all your teleports by 1,
ally are bloodied. However, it can’t be used including as part of this relic
more than once a round.
Aspected: This relic’s invoke becomes: Free
Aspected: Gain +1 armor. Action: Teleport 1 space, then teleport 1 space.
This teleport can be interrupted with other
Aspect quest: Find and smith the Primal Iron abilities.
Soul, a legendary meteorite that fell deep in the
blight lands. Aspect quest: Weave a strand taken from the
cloak of the Titan of trickery, the Laughing God,
GLADESONG into your relic
Your weapon is carved from supple but durable
gaia wood, sharper than any metal MISTBORN
I. Your attacks against foes standing next to an Your weapon is made from seeping mist, and
allied summon gain +1 boon doesn’t seem to be entirely present
II. Invoke (Attack, 11+): Teleport all allied I. Invoke (Gambit) - Free action: Gain stealth
summons in range 3 of you 1 space in any II. Attacks from stealth deal bonus damage
direction. Each summon may then deal 1 III. While bloodied, gain stealth at the start of
damage to an adjacent foe. your turn.
III. When you use your invoke, its effect also
activates on allies in the area. Aspected: Stealth now only breaks if you or an
effect or summon you own deals damage to a foe.
Aspected: Damage from this effect becomes 2
piercing. Aspect quest: Sail to the edge of the world and
bathe your relic in the mists there
Aspect quest: Drink from the primeval Gaia pool
RUIN
GLOAM A weapon, bow, or stave carved from ancient
This cloak or clothing appears to be made out of stone, a heavy slab of a thing.
woven shadow. The cloth is richly textured.
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I. You may trade in 1 boon, once per attack, for III. When you hit a character you marked with an
bonus damage. attack, teleport 1 in any direction
II. Immune to pacified.
III. Your first attack ability in any combat cannot Aspected: Effects apply to any marked character,
miss (change any miss into a hit). not just those you marked.
Aspected: Your first attack also gains +1 boon, Aspect quest: Take the pelt of a legendary beast
and its listed ranges are increased by +2 and incorporate it into your relic
Aspected: Your invoke gambit can be taken Aspected: You have phasing while bloodied.
twice a combat.
Aspect quest: Stand before the gates of the buried
Aspect quest: Tame a titansteed, one of the and ancient necropolis of Iz, and behold the
enormous legendary wild horses horror.
RIGOLETTO DOMINUS
A colorful token, built to look like a spinning A relic that most often takes the form of a
wheel. When sewn into armor, weapons, or crimson gauntlet. The surface is oddly slick.
accessories, it allows its wielder to move with I. All your attacks gain a new effect: Slay: Dash
preternatural speed. 2
I. Evasion triggers for you on a 3+ II. Invoke (Attack, 17+): Trigger any slay
II. When you or an adjacent ally successfully effects of your attack
evades an attack, deal 2 damage to the III. Increase Dominus I to dash 4
attacker.
III. If you have evasion, you can also roll evasion Aspected: Your slay effects trigger twice.
for adjacent allies, but it only triggers on a 6.
Aspect quest: Beat another wielder of a Dominus
Aspected: Invoke (Gambit): Effect: This turn relic in single combat.
only, your evasion is always successful.
BYRAX
Aspect quest: Beat the shadow of the Laughing
Goat horn engravings adorn this armor,
God in a foot race. He cheats.
weapon, or cloak, curling into intricate runes
I. When you refresh a stance, dash 1
HUNTRESS II. Invoke (Gambit): Effect: Refresh all your
This supple leather relic has been crafted with stances.
images of Gaia, the Hunter Titan III. On the first turn of combat, you may take any
I. Gain dodge against characters you marked. single stance that costs 1 action or less as a
II. Attacks against characters you marked deal free action.
bonus damage.
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Aspected: You can hold +1 more stance than Aspected: If you cure a character at 25% hp or
normal less, that character can clear all statuses, marks,
and blights and also gains defiance.
Aspect quest: Find the resting place of the
Hundred Sword Titan, take a splinter of one of his Aspect quest: Find and incorporate a twig of the
weapons, and reforge it. eternal world tree into this relic
ERENBRASS SCHEHEREZADE
A burnished metal helm, gauntlet, or mantle, This weapon emits a faint singing tone that can
bright in the sun. only be heard in a quiet room
I. At the start of combat, gain 2 blessing tokens
I. At the start of your turn, you may shove all on yourself. You can spend blessing tokens on
allies marked by you 1 space yourself to grant yourself +1 boon on a save.
II. Erenbrass I can be taken at the start and end II. You can also spend blessing tokens on yourself
of your turn to also grant +1 boon on an attack
III. Erenbrass I can also be a teleport or a fly effect III. Invoke (Attack, 15+): Bless yourself after
(your choice) the attack resolves
Aspected: Erenbrass also works on any Aspected: The III effect also blesses adjacent
character with a mark in range 4 of you, allies when it triggers on you
regardless of whether it was placed by you or not.
Aspect quest: Recover a genuine page fragment of
Aspect quest: Take command of an army, militia, the legendary Tale of Ages
or regiment in battle and fight to victory.
STORM LORD
ESPER This armor is wrapped in knotted holy cords and
This gem is a void of space within. If you stare imagery of the sea during a storm.
long enough, you can see stars. I. Gain a power die (d6), starting at 1. When you
I. Invoke (Gambit): Free action: Cure a use a combo version of an ability, tick the die
character in range 3 up by 1. Once a turn, when you roll damage,
II. Increase range of all Cures by 3 you can replace the number rolled on a single
III. Cures can target foes as if they were allies and die with the number on your power die
deals fray damage to them instead of any of instead. Keep the die.
its other effects II. You can expend your power die when you hit
with any attack to add the number as damage.
Aspected: Cures against foes gain true strike and If you do, discard the die.
pierce III. Invoke (Round 4+): The die ticks up if you
use any version of a combo ability.
Aspect quest: Find a shrine of the Titan of death,
the Weeper, and survive the trials there Aspected: Your power die becomes d8
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II. When a foe breaks your vigor, deal piercing A beautiful relic inlaid with a shining silver coin,
fray damage to them embalmed with the image of the smiling Moon
III. When any ally in range 2 of you is cured, you Titan, Tsumi.
are also cured. I. Invoke (Gambit): Free action: Roll 1d6,
then dash exactly that far in a straight line.
Aspected: Invoke (Gambit): Effect: Duplicate II. With rank I, you may also deal that much
the effects of a cure that targeted you on any ally damage to a foe in range 3.
in range 5. III. Invoke (Attack, 17+): The next random die
you roll for an ability can be any number you
Aspect quest: Split a part of your soul into your choose from 1 to 6.
relic at a deep shrine of the Black Blood Titan, the
Holy Body Aspected: Silver Rabbit III becomes Invoke
(Attack, 11+) while bloodied.
CHIME
This symbol of a bell shines with gentle power. A Aspect quest: Travel to Arden Eld’s moon.
soft ringing can be heard in its presence, but only
when it’s very quiet. APOPHIS
I. Invoke (Gambit): Pacify a foe in range 5. Coiling serpents cradle the hilt of this weapon or
II. You are immune to statuses from pacified curl around the base of this necklace
foes. I. You have Aura 1. At the start of your turn, deal
III. Pacified characters gain +1 curse to attack 2 piercing damage to all poisoned foes in the
you, and you gain +1 boon on saves against aura.
them. II. When a poisoned foe in the aura is defeated,
you may cure yourself.
Aspected: At the start of your turn, gain III. Invoke (Gambit): Free action: Increase the
resistance. This effect breaks immediately if you size of the aura to aura 3 until the start of your
or an effect or summon you control deals damage. next turn.
Aspect quest: Ring the old temple bell of the Aspected: Your attacks against poisoned foes
hidden thirteenth chamber of the chroniclers ignore vigor and go straight to hit points
GILDED FINGER Aspect quest: Infuse your relic with three scales of
A golden finger of a saint or holy icon - real or the ancient Wyrm Nidhogg
carved - set into armor or weaponry.
I. Invoke (Gambit): Free action: You gain DOMAIN
aura 1 until the end of your next turn. Foes A sceptre, weapon, or helm embedded with a
inside the aura gain +1 curse on attacks. deeply inset gem.
II. Your gambit aura also gives foes +1 curse on Gain trait: Domain: When you create a terrain
saves effect or object, you can place your Domain over
III. Invoke (Attack, 14+): You may one of its spaces, a blast 1 terrain effect. Using this
immediately activate your gambit aura. trait again moves the Domain instead of creating a
new one.
Aspected: While you’re bloodied, the size of all I. Gain +1 boon on attacks against foes in your
your auras is increased by 1 Domain
II. Foes that end their turn in your Domain take 2
Aspect quest: Retrieve one of the thirteen piercing damage.
forbidden Arks - holy reliquaries from before the III. Invoke (Round 5+): When you create any
Doom thought to be lost to time. terrain effect, increase its size (Blast +1 to a
max of 3, Line, Arc, or Cross +2, object height
SILVER RABBIT +1)
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This weapon or armor has the imagery of a great Aspect quest: Slay a powerful demon and find a
fierce wolf on it smith willing to work with its bones.
I. Invoke (Attack, 14+) - Your attack inflicts
vulnerable. If your foe is already vulnerable,
they take bonus damage.
II. +1 boon on attacks against vulnerable targets
III. When you slay a foe, you may release a blast 1
area effect centered on them, dealing 2
piercing damage to all foes within.
CONQUERING KING
This relic has a regal bearing, with imagery of
lightning bolts made of wrought gold.
I. Invoke (5th round+) - All abilities deal
bonus damage
II. Invoke (7th round+) - All attacks become
critical hits on hit.
III. Invoke (Attack, 17+) - Lower your
threshold for any effects that rely on round
number by 1, this combat only. This effect can
stack multiple times. This applies to all
abilities, traits, and relics.
PALEBLOOD
This relic has inlays of pale bone, intricately
carved. When infused, the inlays light up.
I. At the start of combat, gain a d4 power die.
Tick it up by 1 at the end of each round. When
the die is 4, you may expend it when you use
any ability, discarding it, to trigger a slay,
critical hit, charge, or finishing blow effect as
part of the ability.
II. Invoke (Attack, 17+): Tick a power die you
have up or down by 1
III. Your power die is not expended but resets to 1.
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THE CAMP
Adventurers in Arden Eld often get around on enormous aetherships, traveling wagons, vehicles, or
caravans. They bring with them all kinds of supplies: portable shrines, elixir cauldrons, cooking pots,
vittles, and lengths of rope for traversing caverns. The camp can be any of these things. It’s
representative of the gear, supplies, and transportation that the characters keep in common, and may take
with them on an expedition.
When you start a group of characters, also start a camp sheet. Camp sheets have the following:
1. Group Name: You can name your group if you like, or leave it blank until later.
2. Ambitions: Write 1-3 long term goals for your group. If you accomplish an Ambition during an
interlude, everyone in your group gets 1 xp, then write a new ambition. You can leave these blank for
now if you like.
3. Camp fixtures: The various pieces of gear, shelter, and accoutrement that your group keeps around
camp. Fixtures apply their benefits to everyone in the group and anyone can spend dust to purchase,
upgrade, or use them. Start with 1 of your choice.
Camping
During an expedition you can camp (usually a limited number of times) to clear all strain, regain all
effort, and regain all hp. You scarf down a meal, put your feet up, clean your weapons, tend to your
wounds, or polish your armor.
Camping is pretty loose and could represent anything from a short break in a battle where you catch your
breath or a momentary break on a trail to fix your boots to an entire night or even a few days spent in one
place.
You only camp during an expedition, but you might spend time in your camp (or what your camp
represents if it represents something like a caravan or airship) during interludes or in downtime. Either
way, the camp is usually a character in its own right and often serves as a home away from home for
Icons.
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If camp upgrades are nested (bulleted below each The vault has a clever but slow acting condenser
other), you need to take the previous upgrade to inside. At the end of each interlude, if there is at
get the one under it. least 1 Dust inside the Vault, it attracts more
Aether, adding 1 Dust to the vault. If there’s no
• Upgrade 1: Characters need to take this room in the vault, not more Dust is generated.
upgrade…
• Upgrade 2: … before they can take this one! Upgrades:
• Empowered attunement: Dust can be
withdrawn or deposited into the Vault from
anywhere, ending up in a specially attuned vial
Aetherpearls
on each character’s waist.
Purchase: 6 Dust
• Aether Sapphire: Increase the vault’s capacity
Upgrade: 3 Dust
to 12
• Aether Ruby: Increase the vault’s capacity
This small set of pearls are etherically linked
to 16
together, and can be inset into armor or worn as
• Upgrade condenser: If it’s at least half full,
jewelry. There are always just enough for all
the vault condenses 2 dust instead of 1.
player characters and no more.
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Upgrades:
• Elixir Brewing: When they camp, characters
can brew a new 1 elixir by spending 3 dust.
• Deep Elixir Stone: When you brew elixirs,
brew two elixirs instead.
• Clarity: Characters can drink an elixir to heal
all strain
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D6 Result Liftstone
Upgrades:
Portable Library
• Tool Rack: Any project clock or ambition clock
involving crafting starts with 1 segment filled in. Purchase: 6 dust
Upgrade: 3 dust
• Improved Workshop: Gain +1d to fill in
any clock involving crafting
• Relic Forge: At the end of each session, infuse A collection of well-worn tomes, manuals, and
1 dust into a relic of your choice. Aspect scrolls.
infusions cost only 10 dust.
Every character can add +1 to their tinker or study
• Ancient Relic Forge (6 dust): Characters
can take an extra relic. They can still only take rating, up to a max of 4.
3 with them on an expedition.
Upgrades:
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animating their body and must undergo a • If defeated in combat, the spirit disperses
journey or expedition to make things and reappears in a space in range 3 from an ally
permanent. The GM can set up an expedition or at the start of the next round with full hp.
an ambition for this.
Upgrades:
Spirit Idol • Empowered spirit: The spirit gains +1 effort
Purchase: 6 dust and its combat ability as an NPC can be used
Upgrade: 3 dust twice a battle instead
• Great spirit: As character the spirit can choose
You can pray at this shrine to summon its etheric to become Size 2 when it starts battle. If so, its
spirit - usually in the form of an animal, small speed is reduced to 2, but it also becomes Sturdy
creature, or fairy. The spirit is friendly to your and deals 1d8 damage with its attack instead of
group, and can be played two ways: either as an 1d6. It can also reduce or enlarge itself with an
NPC, or as a character (for a player to control). action during combat.
• Spirit vengeance: As a character, the spirit
The spirit can only be summoned as a character if can do each of the following once a session: take
it’s controlled by someone who is not already a superpowered action, and deal 2d6 damage
playing a character, including the GM. Playing a with its spirit slash attack instead of 1d6
spirit for a group is a good way for someone not
familiar with role playing games, guesting for a Survival Gear
session, or calling in remotely for a session to Purchase: 6 dust
participate, since it is relatively simple. Upgrade: 6 dust
As an NPC, the spirit has the following powers: Knives, tanning racks, cooking spits, climbing
• Narrative: The spirit has 2 effort, regains all of gear, and supplies for wilderness survival.
it when you camp, and can burn it to give
someone aid. It doesn’t take strain and doesn’t Every character can add +1 to their traverse or
take actions otherwise. sense ratings, up to a maximum of 4.
• Combat: The spirit is not a unit in battle, but
can be invoked any time by a character as an Upgrades:
interrupt to aid someone, letting them roll twice • Rangers: Start the first combat of any
on any d20 roll and choose either result. This expedition with vigor 1
ability works once per battle. • Toughened: Also gain this benefit after you
camp.
As a character, the spirit has the following powers: • Footwork: On the first turn of combat only,
• Narrative: The spirit has 3 effort, 3 strain, and all characters can move diagonally
rolls 1 dice for all actions. It heals all effort and • Advanced Footwork: On the first turn of
strain at camp. If the spirit takes maximum combat only, characters can dash as a free
strain, it must disperse for a scene and can take action
no more action, then re-enters the next scene
with 0 strain. Thieves’ Gear
• Combat: The spirit is a size 1 allied summon Purchase: 6 dust
with 10 hp, 10 defense, 0 armor, and 4 speed. It Upgrade: 3 dust
heals to full HP after each combat. It can take a
standard move and the following actions: Lockpicks, cloaks, keys, sacks for carrying loot,
• Spirit slash (light magic melee or and magitech devices for spying or listening.
ranged attack, range 3) On hit: 1d6+1
damage. Miss: 1 damage Every character can add +1 to their sneak or excel
• Push (1 action): An adjacent character is ratings, up to a maximum of 4
shoved 1 space
• Spirit blast (1 action): A character in range Upgrades:
3 is branded or dazed (spirit’s choice).
• Dash (1 action): The spirit dashes 2 spaces
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RULES
into other expeditions, including the actions and
fixtures related to supplies.
Establishing expectations
The following section contains custom rules for
running different expedition types. When If you’re going to use these rulesets, make sure
characters embark on an expedition and one of everyone is on board - not everyone wants a game
these rulesets is a good fit, the GM can choose to about tracking supplies, for example!
use these rules for the expedition.
Keeping things loose
Not every expedition needs specific rules, but
using these templates can help set expectations These rules are kept slightly open for a GM and a
for the entire group, and set up a clear structure player group to improvise within the tone of their
and goals. table. For example, the weather section in the
Trek rules have specificity about what ‘terrible’
The first part of each ruleset asks the GM and the weather means in terms of the game system, but
players to define the goal of the expedition, then don’t really specify what that weather is - a
has some rules about the overall basic structure rainstorm, a sand storm, fiery comets, a blizzard -
of the expedition. Then there are some questions it’s dependent on your game.
(mostly for the GM) to help set up the expedition.
Write your own
The last section of each ruleset includes additional
custom rules for each expedition type, including You can use these custom rules as inspiration for
expedition actions. creating custom rulesets for your own games.
Clocks and scene trackers are extremely versatile
- Expedition actions: These are special tools that can be used to help set up rules for
narrative actions that are specific to each anything from building your own town, to
expedition type. They are rolled just like running a trading operation, to exploring a mega
regular narrative actions. Sometimes they’ll call dungeon. Try it out!
for a specific action, sometimes a range of
actions, and sometimes any action. For There are tons of custom rules for four different
example, an action that calls for a tinker roll kinds of expeditions here: Dungeon Crawls,
can only be rolled with a character’s tinker Battles, Intrigues, and Treks.
rating. Unlike regular narrative actions, these
actions have defined outcomes, and often
ask players to choose from a list of options
depending on their final roll.
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hitting the back of the altar in a way that looks a another system, you can usually pretty
little odd’. comfortably ignore them.
- Let characters wander on. Don’t force
characters to backtrack if they missed Abstract Map
something.
- Make sure characters enter with a clear goal. Draw or write out the chambers in your dungeon,
Dungeons need a compelling reason for and connect them with corridors. You can draw
characters to press on. each chamber out as a box without any specific
- Don’t waste time backtracking. Characters dimensions, then connect them with lines. You
that have passed over traps, hidden doors, don’t have to be a good artist, just be able to figure
journeys through darkness, etc can reasonable out how each chamber connects to another.
be assumed to go back through them again
without having to roll or play a scene out. In this setup, there’s no actual map for the
- Clearly communicate when characters are characters, and its physical geometry doesn’t
chasing a dead end. It’s ok to break the fourth matter too much. This is good when running
wall a bit to tell characters there is no more something like a wilderness area as a dungeon,
treasure or secrets to be found here. but can also easily be used to run traditional
- Make sure paths are clear for characters. An dungeons.
easy way to do this is always leave an open door
for them. If they need a key to progress, they Number each chamber, then write down the
should be able to intuit where to find it. If a size, look, details, points of interest, possible
bridge is down, they should be able to see the treasure, dangers, encounters, and mysteries
other side of the chasm. inside each box or on a separate sheet of paper. If
there are smaller zones or rooms inside those
BASIC STRUCTURE chambers, you can also detail those.
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On a 1 or 2, tick the clock up by 2 with oddly shape terrain effects (like lines) that
On a 3-5, nothing happens trigger if characters enter them. If they need to
On a 6, tick the clock down by 1. inflict more damage, they should trigger like a
once a round interrupt (ie once per turn),
You can also tick the clock up as a consequence, require a save and deal around 1d8 or 1d10
tradeoff, or complication from characters’ actions, damage.
and tick it down if characters take action to try to
move more quietly or mask their trail.
CARTOGRAPHY
In certain situations, you could also tick it up if
characters get into a fight (fights are noisy!) or This is a variant rule that’s pretty simple.
camp (they are spending a lot of time in one Characters don’t start with a map, but must make
place). their own and assign a cartographer.
If the clock fills up, characters get an The cartographer gets +1 xp at the end of the
encounter, then it resets. This could be a narrative session if they made an honest attempt to fulfill
or tactical combat, but doesn’t necessarily have to their responsibilities.
be something dangerous - it could be something
like a wandering merchant or a harmless but
curious monster. You can use encounter tables DEPTH
(write up a table using a d6, d8, d20 etc and
assign encounters to each number) or just have a
With this rule, dungeons have an assigned depth,
preset list of encounters for an area.
from 1-4. Depth is pretty abstract, but it’s tied
directly to chapter number. Challenges and
Do not use random encounters at all for anything
tactical combats in a dungeon of depth 1 are
the players need to progress through the dungeon
chapter 1, challenges in a dungeon of depth 2 are
- they should be a purely extraneous layer.
chapter 2, and vice versa.
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etc. Someone might have hired them to take wall to an extra-planar space. Assign every chamber in
rubbings, or map the dungeon, or clear a safe this dungeon a number or range of numbers on a
route through, or something similar. d20, until every number on the d20 is filled.
Whenever a door is opened, it leads to a random
If characters find a majority of the points of room each time it is opened (roll the d20) unless
interest, give them all 1 xp or a dust reward. If characters use the Navigate the Labyrinth action.
they get all of them, give them 2 xp or a higher
dust reward.
LAIR
Labyrinth A simple and classic variant of a dungeon crawl.
This dungeon is the lair of a huge, ancient, or very
In this dungeon, there is no map, and the spaces powerful monster (probably a Legend if you’re
between chambers is a twisting maze of passages. using tactical combat). When thinking about the
If you draw the map for this kind of dungeon, character of this dungeon and its rooms,
don’t connect the chambers at all, since characters chambers, and points of interest, they should all
can end up in any chamber from another one. relate somehow to this creature.
When characters move from any chamber of the Often, points of interest in these kinds of
dungeon to another chamber, the GM chooses dungeons offer additional ways to reach the
where they go. monster, potential allies, special ways to harm or
fight it, or ways to protect against its nastiest
Otherwise, characters that intend to go attacks, offering incentive for characters to
somewhere specific must used the following explore.
action:
On a 1-3, you get hopelessly lost. You end up in a Write each expedition in a box out on a piece of
brand new chamber you’ve never been to before, paper, then connect them visually to each other.
which the GM can choose. If characters have been You could draw it out in detail, or just draw lines
to all chambers, upgrade this to a 4-5 instead. between each box to show the connections and
On a 4-5, you can find your way to where you their nature. You’re basically setting up a new
need to go, but suffer a cost (light, time, supplies, dungeon, with each chamber of the dungeon
strain), must make a tradeoff, start a ticking clock, being a dungeon itself.
or suffer a complication.
On a 6, you get where you intended to go. Characters can’t tackle a mega dungeon all at
once, but only complete the individual expeditions
Usually there is a secret of the labyrinth that once at a time. When characters complete an
characters can figure out to avoid making this expedition in a mega dungeon, they should get a
action. chance to have some downtime and an interlude
to replenish their camps and renew their
Palace of doors resources. Decide how this is possible - maybe
they have a mobile camp, or there is an
A madcap variant of this setup. Doors in this underground settlement they can return to, or
dungeon are arkentech, ensorcelled, or connected they have access back to the surface quickly.
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Wonder
This is a simple rule that rewards characters for
exploring and finding points of interest. It adds
the following xp trigger for all characters for
narrative play. At the end of a session, ask this
question:
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A battle is played out in two, three, or five action
BATTLE scenes. Less scenes will mean a shorter battle.
Odd numbers are usually better but you can use a
A battle is an expedition where characters should 2 scene battle for a shorter and more manageable
be expected to take direct and often violent action, experience.
often in a conflict that is larger than they are able
to handle on their own. The rules here can be used Each scene is played sequentially, one after the
to represent a field battle, a series of fast-paced other, that advance some kind of narrative.
fights, a field battle, or a siege that lasts several Characters must advance in one direction but
days. might have a choice about the order.
Battles don’t necessarily have to involve Examples (each bolded phrase is a scene):
combat, especially tactical combat, every scene, - Characters must fight through the gates of
or even at all. It’s easy to think about situations the dark citadel, OR scale its walls. Once
where speed, daring, and physical action can be inside, they have to locate the throne room.
interweaved with fighting, or even stand alone Then finally, they must confront the Cinder
without any fighting at all. King.
- Characters must fight the battle of Arlen Loch
For example, a battle expedition can be used for throughout the day. In the morning they must
rescuing people from a disaster situation, a sports survive the assault, in the afternoon they
competition, or a trial of skill. must either blow up the bridge to prevent
enemy reinforcements OR help the left flank,
Usually there’s not much breathing room between and in the evening they must survive until
action scenes in a battle, so these expeditions are dawn.
good when pushing the drama and action to the - Characters must rescue the villagers of the
forefront. They can become exhausting if used valley from the encroaching volcano, and can
back to back unless you have a group that’s choose any order to check the temple, the
onboard for that sort of thing. village proper, and the lake for survivors.
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If the scene ends negatively, characters can save There might be combat involved, but the focus
nothing but themselves. should be on rescuing people and getting them
out of danger. To represent the encroaching
In the final scene, characters must fight to save threat, you can use a 6 or 8 segment clock,
everything they brought with them. If the ticking 1 segment up whenever characters take
scene ends positively, they can make it out of the action, move on to a new scene, or as a
battle with everything they saved, and possibly consequence of their actions. Whenever the clock
even win. If the scene ends negatively, go fills out, the situation gets worse and it gets
through each thing characters brought with them. harder and more dangerous to rescue people
A character must make a major personal (increase the risk of narrative actions, increase the
sacrifice worth at least as much as the thing size of clocks to rescue them, add reinforcements
they’re trying to save in order for that thing to to combats, etc). If this happens 3 times,
make it out safely. Otherwise, it’s lost. characters have to leave with whoever they’ve
managed to rescue and have to bail out on the
expedition.
Musou
This variant rule is purely for tone, and fits high-
SPORTS
powered characters and campaigns. In this rule,
only foes and challenges in actual action scenes This battle is a sports competition, using 2 or 3
are worthy of the characters’ attention. Whenever scenes. Each scene represents a half or quarter
characters transfer between scenes in a battle, of a sports competition.
characters should describe how they totally
blow through, overwhelm, or smash past Action: Scoring
all the obstacles and foes in their way. If you’re playing with this setup, put out two
clocks, representing the score for each side, with 4
Pit Fight or 6 segments. When characters take action
to try and score, tick the characters’ score clock
up, and tick the other side’s score clock up as a
This simple variant rule can be used for complication, tradeoff, or consequence.
gladiatorial fights or combat trials. In this variant, When a score clock fills up, reset it (extra
run an odd number of scenes, with each scene segments don’t ‘spill over’), and score 1 point for
representing a round of battle in the arena, and that side.
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Trial
This variant rule can be used for when the
characters are being judged as a whole. It could be
a divine trial in a dungeon set up by ancient
beings, a judgement trial by combat, a series of
tasks set up by a corrupt king, a friendly series of
sparring matches, or a series of tough
competitions.
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ticking clock, confrontation, or consequence that - What happens when characters are able to
will either slow them down or have dire personal confront what they’re looking for?
consequence. - What happens when the tension clock fills out?
- Is there a danger or opposing force to the
What this means depends on the intrigue you are players?
running. You can also set a failure state if the - Do you expect tactical combat in this intrigue at
tension clock fills up too many times (usually all? Communicate that to the players.
around 3-4 times).
Setup
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You can intentionally unmask yourself to gain Alternatively, characters can eliminate the
initiative and shock onlookers, destroying your suffering by taking the suffering into
disguise. If you do so, you get the benefits of themselves. This causes them to take a burden,
pushing yourself on your next narrative action depending on the nature of the illness. Characters
without spending effort (+1d or effect). You can might get sick themselves, or take an injury, or
also do this to resist an action as if you’d spent suffer from anger or resentment.
strain to avoid consequences. If you do this, you
can’t ever get your disguise back on the same
expedition.
Hunt
Action: Cover up
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In this variant, characters are pursuing a quarry make sure things go smoothly, rather than
of some kind - a bounty target, a wild monster, a negotiating directly.
fleeing criminal, or perhaps merely someone that
doesn’t want to be found. Figure how how many factions are present,
and what they want out of the negotiation. This
Run the investigation clock like normal, only works best with 2 factions, or an odd number, like
when the clock fills up, the final confrontation is 3 or even 5 (for more complicated expedition).
catching up to the quarry.
Instead of running one investigation clock, set up
Each time the tension clock fills up, an obstacle a shorter clock for each faction, representing
gets in the way of the characters. For example, the their needs or demands. These clocks can be
monster the characters are tracking starts an different lengths (an easy to satisfy faction might
avalanche, a corrupt inspector confronts the have a 4 clock, and a hard faction might have an 8
characters and tries to shut down their expedition, clock). When the clock fills up, that faction is
or the characters run into some unsavory types willing to negotiate in good faith.
who are also on the trail of their quarry and don’t
want competition. The investigation ends when the majority of
factions are willing to negotiate. In the case of a 2
Failure to avoid or confront the obstacle slows the sided negotiation, both sides must be willing.
characters down and makes their quarry more
prepared for them when they arrive. You can, as The terms that get worked out are usually in favor
always, set a failure state after the tension clock of the factions that have received aid from the
fills out 3-4 times to give characters a time limit. characters, ie the factions whose clocks are full.
Those factions get their demands met, in
If you’re intending to use tactical combat, it’s best some way.
to save a tactical combat encounter with the
quarry as the final confrontation - as doing so The tension clock in this scenario represents
communicates that characters can fight and win. factions or outside forces interfering with
If you want a monster to show up earlier to attack negotiations. When the clock fills out,
the characters (only to escape or get away), run it characters must act to prevent interference. If
as a narrative encounter and make it clear to the they fail to do so, the GM can adjust all clocks up
characters they can’t catch or pin down their or down 1 or 2 segments to represent this.
quarry in real tactical combat without completing
the investigation. You can set an interesting fail state with this
scenario by having a faction that nobody wants to
Variant: Chase work with, or that has malicious intent (like an
empire demanding surrender). When the tension
You can also run an inverted hunt as a chase. In clock fills up, they can fill their demands clock up,
this case, characters are the quarry, and are and if it ever fills, negotiations collapse in
fleeing from something. Instead of confronting their favor.
their pursuer, if they fill out the intrigue clock,
they escape. If the tension clock fills up too much,
they are caught.
NEGOTIATION
In this variant, characters are trying to broker
some kind of agreement between different
warring factions - a peace agreement, a settlement
of debts, a trade-off of prisoners, etc. Sometimes
characters are present as mediators, or guards, to
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Goal Setup
The goal of a trek is always to arrive at the For the players: Choose job and abilities, and
destination. When you’re leaving on a trek, make sure you’ve read your abilities and your
you’re usually heading out from a place of safety, camp fixtures. Then answer the following
but that’s not always the case. You may be questions.
traveling to a dungeon, traveling through a
dungeon, escorting a nobleman’s son home, - Will your character be tested by this journey?
undergoing a journey through a deep and - Is it personally significant to them in some
monster-filled swamp, or taking a shortcut way?
through an infested mine. - What does your character expect from this
journey?
When you embark on a trek, name the
destination, and if there’s any special caveats, You can let your GM know your answers.
like cargo or passengers you have to take with
you. When you reach the destination safely, the For the GM:
trek is over.
Set up each leg of the trek:
Treks are always dangerous or challenging - How long is this leg of the trip? Set a clock for
to some degree. Name the possible dangers and each leg.
challenges that lie ahead. - What kind of environment is on this leg of
the trip?
Structure - What dangers and challenges lie along this
leg of the trip? You may have already detailed
Treks are split into legs. An average trek has 2-3 this earlier.
legs. A longer trek has 4 or more, and very long - What points of interest are during this leg of
treks that might take multiple sessions to the trip?
complete have more. - Are there side activities, opportunities, or
rewards during this leg of the trip?
Each leg of a trek represents a period of time - What choices will characters have to progress
spent traveling through a different region with a this leg of the trip? Characters should always
different challenge, sights, people, etc. A leg can choose how to progress on their journey. You
include possible tactical combat, but the total trek should make sure to present them with options,
shouldn’t include more than 3-4 tactical combats even if that’s just a fork in the road, and to be
unless it’s very long. flexible when players improvise.
- Are there tactical combats in this leg, if
The GM sets up a clock for every leg of the trip you’re using them? If so, prepare any expected
with 1-4 segments. Each time characters fights, and decide what situations will trigger
complete a scene or accomplish a goal that them.
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GM pitfalls
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On a 4-5, you can get the info you need, but you
need to take a risk, expose yourself to danger, or
Additional Rules make a sacrifice or trade off to get it.
On a 6, you get the info you need with no
tradeoffs.
Here are more specific rules that can be used
depending on the tone of your game and the type
of trek you want to play through. SUPPLIES
Scouting You can use these rules when the Trek is through
a part of the world where supplies are scarce, like
a desert, deep dungeon, icy waste, or ocean.
If you want characters to have limited or unknown
information about the dangers in the next leg of Track two things on the camp sheet: supplies
their journey, you can use the Scouting action. and baggage.
The action can be taken by only one character,
once per leg, though they can receive help. - Supplies are an abstract resource that
represent food, medicine, parts, etc.
Action: Scout - Baggage are situations, facts, or objects that
could potentially slow the group down or make
If the dangers ahead are unknown or them require more supplies, such as sickness, a
unclear, the GM can call for a one character to broken cart, an NPC they are escorting, or a
make an action roll to gather information (study lack of warm clothing, etc. When you get
tomes, recall survival info, charm the locals, baggage, describe it briefly on the sheet.
sense the terrain, etc). Decide what you’re looking
for (paths, terrain, possible monsters, etc). Make To move on through a leg of the trek,
the roll and check the final result. characters need at least 2 supplies, +1 for every
baggage currently affecting them. Otherwise,
On a 1-3, you can get the info you need, but will even if characters fill the clock out, they can’t
immediately get into danger or trouble. advance.
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To advance, characters that lack supplies have to On a 4-5, choose: same as above, but you can
take some action to gain supplies or to gain 2 supplies instead, OR gain 1 supplies, no
clear the baggage affecting them. To a clear complications.
baggage, characters can play a scene out, make an On a 6, you gain 2 supplies with no
action roll, or make a tradeoff or hard choice, as complications
offered by the GM, and depending on the nature On a 6, 6, you gain 2 supplies and can also
of the baggage. There are some actions below ignore the effects of 1 piece of baggage.
that characters can use for this.
Action: Push through
Starting supplies: When characters lack supplies to move on to
Characters usually start with all the supplies they the next region, they can make the following
need for a trip. This can be made harder if they choice on how to progress:
start with less, or start with some baggage (maybe - Take baggage equal to the difference in
they’re escorting a nobleman’s son, or refugees, or supplies needed. Detail them. This can’t be
have a broken wagon, for example) done for the final leg of a journey.
- All characters take strain equal to the supplies
Gaining supplies: needed. This strain can be resisted as normal.
Characters can gain supplies or make tradeoffs - The GM can offer characters an opportunity,
with the actions detailed below this section. trade-off, or hard choice in order to gain the
supplies necessary to progress.
Losing supplies:
When character advance a leg of a trek, they lose
Action: Make things complicated
all the supplies they just paid to advance.
When a character would take any amount of
strain, consequences, or a burden from their
Characters might also lose 1 or even 2 supplies
actions, the GM can offer baggage instead.
during the course of their actions as
consequences, tradeoffs, or choices that they
make. Optional rule: Limited Camps
Losing baggage: With this rule, characters can camp any time, but
If you dump baggage, you’re not necessarily camping costs 2 supplies +1 per point of baggage.
physically getting rid of it - it just stops being an
issue or a burden.
TIME LIMIT
Action: Forage
Once per leg of a trek, your group can forage The Trek has a time limit - perhaps characters
for supplies. Either make a team action to look have to reach somewhere fast, are trying to outrun
for supplies, or designate one person a forager something, or are taking a limited opportunity.
(they can receive help as normal). You hunt, fish, This can be represented with a clock (usually with
scavenge, pick up food, herbs, etc, or just scrape 6, 9, or 12 segments), which starts full and you un-
what you can from your environment. Make an tick as time progresses. When the clock is empty,
action roll (strain the land for resources, study characters have run out of time and suffer the
the dirt for animal traps, endure cold weather, consequences, which could mean failing their
etc). goal.
On a 1-3, you find 1 supplies, but they are in a A basic setup is to have a clock with a number of
dangerous, challenging, or contested location. segments equal to the number of legs + 2 or 3. For
Perhaps they’re at the top of a waterfall, or example, you could have a 6 segment clock for a 3
guarded by a monster, or you’re not sure if they’re leg trek. Untick one segment each time characters
poisonous. Back off and lose them, or play a scene advance through a leg of a journey, and untick a
out to see if you get them. segment when offering characters a tradeoff,
opportunity, moral choice, or as a bad
consequence or complication of their actions. For
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With this rule, characters can’t automatically Characters have something to escort: an actual
move on to the one of all of the legs of the journey caravan, goods, a group of soldiers, a valuable
without beating, avoiding, or surpassing some beast, food, aid, passengers, an NPC, or an object.
challenge - such as a huge cliff, a massive The ‘caravan’ has a wear clock (with 4,6,8,12
monster, a valley full of stampeding beasts, a river segments as normal). Moving from one leg of a
of lava, etc. journey to the next ticks the wear clock up by 1.
Longer clocks indicate more durable caravans.
This does slow down the pace of the game, so it’s
important to make sure that a gatekeeper is an The clock can also be ticked up as a consequence,
interesting or dramatic set piece or challenge. tradeoff, or choice for characters’ actions.
Characters shouldn’t be barred from moving on Characters can untick the clock by taking action,
completely but shouldn’t be able to make it out making tradeoffs, or playing out scenes to
unscathed if they just barrel through. reinforce, heal, or repair the caravan.
Any time, you can check the clock and see what
Peaceful trek condition the ‘caravan’ is in:
- No wear, or 1 segment: Excellent condition
This is a very simple variant rule. There is no - Under half full: Good condition
tactical combat or combat or any kind expected on - Half full or more: Poor condition
the trek. The problems characters will face may be - Full: Falling apart
dramatic, dangerous, stressful, or painful, but
won’t involve fighting. The condition of the caravan could affect
characters’ pay, the state of NPCs, morale, the
quality of supplies or food being delivered, etc.
There and back again
If the clock is full and the caravan would gain
more wear, it is lost, destroyed, injured, etc until
This is a variant rule to use when characters must
repaired or recovered.
arrive at their destination and then return using
the same route. It helps speed up play. It’s a
Optional rule: Random Wear
simple rule: when returning, if characters are
When you advance a region, roll 1d6. 1-3: Wear
using the same route, skip any costs they have to
advances 2, 4-5: Wear advances 1, 6: Wear
pay, and only play out the problems,
advances 0.
dangers, or situations that they failed to
resolve, confront, or overcome on their
way over. Otherwise, you can just ‘montage’
them back to their starting point.
Patrol
This is a simple variant. Characters are tasked
with completing tasks or solving problems in at
least two or three legs of the journey. Make sure a
leg has only one major task if it has one. If
characters move on without confronting or
resolving it, the situation is either left to chance or
progresses on its own, usually for the worse.
Caravan
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Monsters are dangerous and beyond reasoning
with. Though some have some shred of
intelligence, they are motivated by hunger, pain,
survival, or a supernatural desire for destruction.
Monsters typically can’t be bargained with
and have simple motivations for violence
(food, territory, aggression, or survival). In many
cases (but not all), monsters will fight to the
death.
Kin
FOES
Banditry and highway robbery is steadily
increasing in the Churning Age, with the large
number of blights and the decreasing safety of the
roads. Mountain bandit, lowlander, or coastal
The ruins that litter Arden Eld and churn beneath pirate clans will often organize and maintain large
its surface are sometimes peaceful, hollow affairs - hideouts, where they will periodically raid nearby
full of dust and destroyed monuments to a dead towns for loot and captives to ransom. In the
empire. More often than not, however, they are ruins themselves, some adventurers make a living
host to innumerable monsters that slither, crawl, not only off the ruins, but also off robbing their
and stalk through their hallways, born of the fellow adventurers. In the cities, wealthy criminal
Doom that befell the Arken Empire and the grand syndicates, sometimes masquerading (or acting
technomagical projects they undertook. These openly!) as guilds, pursue enrichment at all costs,
ruins can be deadly places despite the riches they running kidnapping schemes, forcing labor, or
offer, and occasionally when a ruin surfaces, it using debt to control large numbers of people.
disgorges hordes of monsters that eventually boil
over into the surface world, called a Blight. Mistrust has reached the point that some towns
Minor Blights can deform and destroy the and cities have begun eyeing the legacy of the
landscape and threaten nearby villages, towns, Arkenlords, arming themselves for what they see
and cities, and every few decades a blight surfaces as a coming grand conflict between Kin. War
that can threaten large portions of the world. Left between city states or towns, so rare between Kin
alone, the borders of a Blight will steadily grow, in the Green Age, is becoming more common and
and turn the world above into a mirror of below - increasingly severe in scale. Some powerful towns
poisoned, twisted, and crawling with monsters. or city states see themselves as inheritors of an
imperial legacy, with the warlords helming them
Monsters titling themselves a new Emperor, seeking to
unite the cities by force into Arden Eld’s first
The creatures that stalk the halls of the ruins are a nation. The ambitions of these self-styled
mix of mundane beasts that have been warped by Imperials remain unfulfilled - for now.
the ruins’ influence, native fauna that have grown
accustomed to dungeons, terrifying horrors from When Kin commit or threaten violence, it’s
beyond the realms of understanding, and the always motivated. Kin can be bargained
remnants of the old empire, animated by the with (even if that bargain on your end is giving
ruins’ magic. up all your money or throwing down your
weapons in surrender!), they’re people after all.
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Kin will almost never fight to the death and classes. When those statistics are different from
will often flee or surrender if their lives are the usual, it’s listed in each job’s stat block.
threatened.
• Heavy: Slower, melee focused enemies that
Monsters and Kin defend their allies with their higher hp and
traits like Vigilance and True Strike.
In combat, there are a few rules to apply to • Skirmisher: Fast, mobile, short ranged
monsters and kin: enemies that deal high damage but are fragile
themselves. Have many traits like Stealth,
1. Kin always have reasons to fight. If their Evasion, Finishing Blow, and Dodge.
demands or desire are met, then they are willing • Leader: Foes that improve the combat
to bargain or avoid a fight. capabilities of their allies or heal them. Have
2. Kin will surrender or flee, potentially traits like Diaga (the NPC version of Cure),
ending a tactical combat, if they have suffered Shelter, or auras that improve or move their
heavy losses or see there is no chance they will allies
win. Typically this is easy to judge as a GM, but • Artillery: Long range, slow enemies that
make a call when Kin are outnumbered 2 to 1 or become powerful if left alone. Deal the highest
more than half their forces have been defeated. damage but relatively little defense or health.
Sometimes Kin have a special flee condition. Have traits like Pierce, Overdrive, Aetherwall,
3. Kin won’t kill without a reason. and inflict Blights
The most important rule to stick by is that Within each class, a foe also has a Job, much like
monsters are never people, and people are a player character. Unlike player characters, there
never monsters. are scores of foe jobs, which describe anything
from axe-toting warriors to giant birds.
Intelligent Monsters
Basic jobs and Factions
If monsters are intelligent, or can bargain, or are
characters in their own right, treat them like ICON provides a large number of Basic Jobs
Kin. Give them a reason to fight, a reason to kill, that are ‘generic’ jobs you can adapt to your game,
and decide when they will surrender or flee. Their such as soldier, monk, priest, blaster, etc. These
bargaining demands might be more extreme (flee jobs are simple and flexible and fit a lot of
my tomb or perish) but make sure they are clear. different fantasies and roles. They generally
describe how a foe functions in combat, with the
How to use this section details and flavor left up to you - so you could
make a soldier that is an armored knight, or a
soldier that is a giant ant. If you’re trying to fill an
In tactical combat, foes in ICON have statistics
enemy roster out, you can’t do much better than
such as HP or armor, abilities, and actions just
using basic foes. You can even make an entire
like player characters. On their turn, they can take
combat from basic foes with no issues.
2 actions and move, also just like player
characters. Unlike player characters, they are
Many other foes belong to Factions. Factions
limited to a few basic actions and the
describe a whole group of foes, like the lightning-
actions in their profile, and they are also
powered undead Relict, or the giant Jotunn.
much simpler.
These factions have unique mechanics, and fight
in ways that reinforce those mechanics.
Class
Factions all have a template you can apply to a
Foes in ICON can be sorted into four classes.
basic foe to make it part of that faction. For
Each class grants every job its general statistics,
example, all Jotunn (being giants) are size 2, so
and are roughly equivalent to the four player
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Factions also have their own unique powerful • Repeatable X: This action is repeatable any
Elite and Legend fights. number of times in a turn, ignoring the no
repeats rule.
Generally factions are meant to be fought on their • Multimark: This mark can apply to any
own due to having more mechanics than basic number of characters. It can only still be applied
fights, though you can mix and match them if you once per character.
feel up to the challenge. • Recharge X+: After this ability is used, it can’t
be used again until it recharges. Roll a d6 at the
start of the foe’s turn. Recharge abilities when
Special classes
the recharge die number is at the listed number
There are a few special classes for foes in ICON
or above. Only roll 1d6 then check for all
that change the gameplay of foes up slightly:
abilities.
• Foes can never choose to take a slow turn unless
• Mob: Mobs are weak, numerous enemies with 1
specified
hp. They can be used for a more ‘heroic’ feeling
• Player characters can sometimes save to avoid
game where characters cut down enemy after
effects from foes right away.
enemy. They can overwhelm characters in
• Foe stances refresh automatically
numbers. When you take an enemy turn, you
• Foes cannot randomly critical hit with attacks
can take a turn for up to 5 mob-type foes. Mobs
unless specified. If they do, they deal +[D] like
deal flat damage, are removed from the
players, typically.
battlefield when defeated, and don’t trigger slay
• Foes have combo abilities like players, but for
effects when defeated.
foes they are a sequence of abilities. Each part of
• Elite: Elites are more powerful foes that take
a combo must be used on different turns, and
two turns and have increased hp. They are akin
they loop back to the start after the last part is
to ‘mini-boss’ encounters in a role playing game,
used.
representing a more powerful or skilled enemy.
• Legends: The most powerful foes in ICON.
Foes may have additional or unique tags.
Legends are fights worthy of an entire group,
and meant to represent legendary warriors, or
huge and ancient monsters, such as wyrms, Large Foes
giants, or elder demons. They take multiple Some foes are larger than size 1. These foes have
turns, have phases (different actions and the following rules:
abilities based on different situations), deal high • AoE abilities they use can count any of their
damage, and have high hp. spaces as an origin space. Bigger foes can choose
whether to be affected by any of their own area
abilities
Chapter and foes
• AoE abilities used against a large foe can only
affect them once, even if two of their spaces are
All foes are gated by Chapter (I-III). Later chapter hit. For example, a large character hit by an
foes represent more powerful, rare, or complex attack and area space of an AoE ability is only
opponents. Lower chapter foes will occasionally affected by one or the other (the ability owner
gain additional abilities in later chapters.
can choose).
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• Abilities that affect a large foe affect it if only For example: “This foe is a Knuckle. It’s a heavy so
one of its space is in range (or an affected area, it has Fortify, giving it Vigilance, and also has the
like a terrain effect). Rook trait which allows it to grant cover.”
• Foes larger than size 1 ignore engagement from
and can move through but not end their turn in The second time or further characters fight any
smaller objects and characters. foe, full information (abilities, statistics, etc) is
• Large foes must have their whole space over a available to them, though that information does
Pit in order to be affected by one. not have to be current. You can simply show
players a stat block if you like. For example,
Foe Statistics characters can know a Soldier’s hp and armor, but
not its current hp in every round of combat.
Foes all have statistics that are very similar to
player characters (VIT, HP speed, etc). The You can play with full information all the time if
statistics are generally the same for all jobs of the you wish. Some groups feel like this can take some
same class, but sometimes have differences, which of the mystery out of fighting a powerful foe for
are noted above a foe’s traits. the first time, while other groups prefer having
better tactical decision making available to them.
Foes that start with less or more health don’t gain
more or less VIT - it stays the same. Mobs, Elite, and Legends
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Ignoring chapter
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CREATING INTERESTING Deployment and reinforcements.
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the goal zone, they win. Characters fail if they character or an objective that must be
haven’t taken their escort to the goal in six extracted.
rounds.
• Gauntlet: Player characters start at one edge Combining scenarios
of the map and must end their turn in an
objective zone at the other end of the map to If you’re comfortable with scenarios and have a
escape. Characters that do so are removed from more experienced group, you can combine them.
the battlefield. All characters must extract by For example, you can run a King of the Hill
the end of round 6 to be fully victorious - any objective zone with a VIP. Doing so significantly
characters left behind are defeated, captured, ups the complexity of a fight and probably
etc. Use 2x the enemy budget for a normal fight. shouldn’t be done with an inexperienced group.
Deploy the normal budget of enemies at the first
round, then bring in half at the start of the
second round, then half more at the start of the SETTING
third
• Holdout: Characters must try and survive. Use The other thing to think about when designing a
2x the enemy budget for a normal fight. Deploy memorable fight in ICON is setting - the unique
the normal budget of enemies at the first round, location, set-piece, or terrain that the fight takes
then bring in half at the start of the second place in.
round, then half more at the start of the third. If
characters aren’t totally defeated by the sixth This starts with the battlefield itself. Battlefields
round, they win. that have cover, interactables, objectives, terrain
• King of The Hill: Characters must try to hold of different heights, difficult or dangerous terrain,
a central zone as much as possible. Place a or odd shapes will be far more interesting than a
single zone in the center of the map. At the end plain empty field.
of the round, a side scores 1 point if they have
more characters in the zone than the other side. Asymmetrical battlefields can also be more
Most points at the end of seven rounds wins. interesting than perfectly symmetrical ones. Try
• Scavenge: Place objectives around the map running a fight in a battlefield that is made up of
equal to the number of players plus one. Evenly oddly space platforms, or a room that is a U-
distribute them as much as possible. Mark out shape, or a room that is several underground
two goal zones, one close to where player chambers split up by narrow doors and
characters deploy, and one close to where foes impassable floor-to-ceiling walls everywhere else
deploy. Characters must pick up and carry the (a classic dungeon-crawling scenario).
objectives back to their goal zones. At the end of
six rounds, whichever side has more objectives Try to fill at least half your battlefield with points
in its goal wins. Objectives outside of goals don’t of interest. Interactive objects and terrain of
count, even if a character controls them. all types (difficult, dangerous, elevation,
• VIP: Characters must defeat one to three impassable, pits) can be used to fill out a map. It
specific foes. If these foes are not defeated by may be helpful to review the terrain section on pg.
the end of round six, the players fail. XX before planning to create an interesting fight
• Extraction: The same as above, but once setup.
defeated, VIPs become an objective that must
be brought back to a goal zone. Use a smaller SET PIECES
map or fewer VIPs.
• Hunt: A VIP scenario, except the VIP is You can also use the world of your game to add
hidden in one of 3-5 interactive spaces on the interesting and dynamic environments for your
map. The GM secretly chooses which before players. Think about them like a backdrop for a
the start of the game. Characters can reveal fight in a movie, game, or book. The drama’s best
whether the VIP is present or not by spending when there’s something cool going on in the
an action on or adjacent to that space, placing background!
the VIP on the map adjacent to that space if
successful. The VIP then either becomes a
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Not every fight needs set pieces or a unique - A fight in a dungeon with sectioned off rooms
setting, but they can certainly help make things and interactive levers to open or close heavy
memorable and switch things up for players. doors, which are destructible objects that can
be lowered or raised.
Here’s a list of ideas for interesting set pieces to - An ambush in which player characters place
get you started. You can use these to create or their characters on the map before NPCs, and
brainstorm your own ideas for making dynamic NPCs can deploy in any space that’s not
fights. adjacent to a player character
- A fight in a pitch black map that permanently
For effects that use damage, you can use either 2 blinds all characters. Characters can pick up
damage (for low damage) or a d6. Make the torches that give them aura 3. Characters in the
damage piercing, divine, or increase to 2d6 or 3d6 aura can be targeted normally and also ignore
depending on how severe you think it is. blinded in the aura.
- A fight in a mountain hall with enormous
- A fight on four islands or platforms, with pillars of impassable terrain that go floor to
bridges between them. The rest of the map is ceiling splitting up the room.
dangerous terrain (like lava, etc). - A fight in a room that’s filling with water,
- A fight in a forest with a large number of old creating difficult terrain in more of the map
and enormous trees (height 3 objects). Some round by round until eventually the whole map
are rotten and destructible, and destroying is pit spaces.
them makes the tree collapse and damage/stun - A fight next to an ancient statue that targets a
characters in a line 5 area facing away from random character with a huge energy beam
where the attack was made. every round. At the end of that round, if that
- A fight with more foes that normal, but split the character isn’t in cover, they are shot by the
foes into two factions that are also hostile to beam and take damage in a huge area.
each other as well as the player characters. - A fight where the map is split into quarters. At
- A fight on floating islands or rocks. Characters the start of the round, a random section is
can interact with a teleporter in the middle of marked, and at the end of that round, that
each island to teleport to different islands. section erupts, explodes, or is hit by artillery.
Flying characters can move on the map - A fight on a very steep cliff or hillside, or
normally, but other characters that are shoved against a strong wind that counts as difficult
or teleported off islands are left clinging on to terrain moving in one direction, but has no
the edge closest to where they moved off, effect moving in another.
counting as being inside a pit. - A fight in a city street with civilian NPCs that
- A fight in a crumbling, sandy cave, where the can be hit by attacks and abilities. Civilians flee
walls are all destructible objects with 1 hp. towards one side of the map at the start of the
- A fight in a long, narrow tunnel. Characters can round, and characters must be careful not to
hit destructible objects to collapse sections of hurt them.
the ceiling, damaging and stunning characters - A fight in the middle of a battlefield where
in certain areas and creating difficult terrain. players can interact with objects on the map
- A fight with an extra sleeping Elite foe in the (raising flags, blowing horns, etc) to call in
middle of the map that is hostile to all factions. artillery or reinforcements.
If the Elite takes damage it wakes up and joins - A fight in a canyon where both sides are
the fight - or it wakes up on its own at the start elevation 3 terrain and the center of the map is
of round 4. a long pit.
- A fight during an earthquake, where pits and - A fight in a burning building, with patches of
poisonous geysers have a random chance to dangerous terrain (fires) that inflict the
appear in each quarter of the map each round. burning blight.
- A fight in a trap-filled catacomb, where - A fight in an underground cavern, where at the
entering certain spaces will trigger traps that start of round 2 the center collapses into a huge
stun, damage, or inflict statuses on characters. pit.
Characters can search for traps in range 2 by - A fight at a dam, which has destructible
spending their standard move or 1 action. sections. Destroying the dam creates a huge pit
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GLOSSARY OF FOES
All foes have the following statistics and traits, depending on class:
Heavy Leader
Vitality: 10 Vitality: 10
HP: 40 HP: 40
Speed: 3 (Dash 2) Speed: 4 (Dash 2)
Defense: 5 Defense: 8
Fray damage: 4 Fray Damage: 3
[D]: 1d6 [D]: 1d6
Fortify: At the end of their turn, gains vigilance Diaga (1 action): An ally in range 4 can end a
1. status or blight. If that ally is bloodied, they also
Armor X: Reduce all damage taken by X gain vigor 1.
(Typically Armor 3) Shelter: +1 boon on saves
Artillery
Skirmisher Vitality: 8
Vitality: 6 HP: 32
HP: 24 Speed: 3 (Dash 2)
Speed: 4 (Dash 4) Defense: 6
Defense: 12 Fray Damage: 4
Fray Damage: 3 [D]: 1d8
[D]: 1d10
Overdrive: At the start of round 4, this character
Skirmish: Can move diagonally, and dash moves becomes powered up. All their attacks are critical
full speed hits on hit ([+D]).
Dodge: Immune to damage from missed attacks, Aetherwall: Gains automatic cover against all
area effects and successful saves. attacks that originate outside of range 2 from
them (Cover grants resistance against ranged
attacks, reducing it by 1/2)
Slip (1 action): Remove self from the battlefield,
then return within 1 space.
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Unique Templates:
Mob
You can make any foe without the Mob trait a
Mob with this template. It doesn’t work well on
all foes. It stacks with other templates.
Elite
You can make any foe without the Elite trait an
Elite with the following template. It stacks with
other templates:
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BASIC JOBS
These jobs are flexible and can be used for simple, easy-to-run foes that can fit into any scenario or faction
encounter. You can use these jobs to describe any person, monster, or beast that a character runs into,
with a little adjustment to flavor. If you want to fit these jobs into a faction, you can apply a faction
template.
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Pepperbox Dervish
A mobile ranged attacker that hits multiple times A fighter wielding multiple weapons that attacks
with a short bow or gun. in sweeping bursts.
Traits: Skirmisher, Dodge Traits: Skirmisher, Dodge
Nimble: Has evasion unless suffering from a
Strafe shot (1 action, ranged attack 5, +1 status
boon): On hit: [D] +fray. Miss: fray. Effect: May
dash 1 before and after the attack. Ignores cover Razor Wind (1 action, melee attack): Repeat
and deals bonus damage against bloodied foes. the following effect three times: Dash 1, then deal
Glare (1 action): A foe in range 5 takes fray 2 damage to all adjacent foes. Must move in the
damage, then must save or become blinded. same direction.
Riddle (2 actions, ranged attack 5, Gust (1 action): The Dervish or an ally in range
recharge 6): On hit: Deal 3 damage five times. 2 may fly 2
Miss: Two times. Effect: Ignores cover. Thousand cuts (2 actions, recharge 5+):
Repeat the following effect four times: Effect:
Teleport 1, then deal 2 damage to all adjacent foes.
Hunter
Must teleport to a different space each time.
A skilled ranged attacker that hunts down and
eliminates single targets.
Traits: Skirmisher, Dodge Hellion
A flying combatant that is more powerful against
Hunter shot (1 action, ranged attack 6, +1 solitary foes.
boon): On hit [D]+fray. Miss: fray. Effect: Has Traits: Skirmisher, Dodge
no maximum range against marked targets. Deals Other: Flying
bonus damage when made from stealth.
Prowl (1 action, end turn): Dash 1 and gain Rake: (1 action, melee attack, Line 4): On
stealth Hit: [D] + fray. Miss: fray. Effect: Hellion can fly
Hunt (1 action, mark): A character in range 8 to any point on the line after the attack. Foes in
must save or be marked. The target cannot benefit the area must save or be blinded.
from cover, stealth, or evasion while marked. Pinions (1 action): Deal 2 damage 4 times to
They can repeat the save at the end of their turn, foes in range 4. Each foe in range must be hit at
ending it on a success. least once before being hit by another pinion.
Swoop (1 action, recharge 4+): End turn
and leave the battlefield. Return to the battlefield
Fencer
in a visible free space at start of next turn with
A mobile melee fighter that is an excellent duelist.
stealth.
Traits: Skirmisher, Dodge
Parry (Interrupt 1): Trigger: The Fencer is
targeted by an attack. Effect: The Fencer Skulk
immediately gains evasion against that attack. A sneaky foe that hits hard against foes suffering
from statuses.
Iron Kiss (1 action, melee attack): On hit: Traits: Skirmisher, Dodge
[D]+fray, Miss: fray. Effect: May dash 1 before Slippery: While bloodied, has evasion
and after the attack
Skewer (1 action): Dash up to 3 spaces, then Stab (1 action, melee attack): On hit: [D]
deal damage to an adjacent foe equal to the +fray, Miss: fray. Attack is a critical hit (+[D]) if
number of spaces moved made against a blinded or slow character.
Duel (1 action, mark): Mark a character in Throw Knife (1 action): A foe in range 3 takes
range 3. Gain evasion against the marked fray damage
character, and when the marked character takes
an action, may dash 1 as an effect after the action
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A charismatic foe that can strongly empower a Rumble (2 actions, ranged attack, arc 6+
single ally with the power of their voice. blast 1, pierce): On hit: 2[D]+fray. Miss or area
Traits: Shelter, Diaga effect: fray. Effect: Deals bonus damage for every
adjacent object or pit. Effect: Attack target is
Discord (1 action, ranged attack 8, pierce): poisoned. Poisoned foes are shattered.
Autohit: Fray damage. Seismic Crusher (1 action, line 6): Non-
Chant of investiture (2 actions, stance): An flying characters are shoved to either side of the
ally in range 8 is marked by the Cantrix and gains line. Collide: fray damage
resistance, sturdy, and +1 boon on all attacks and Upheaval (1 action): Summon a height 1
saves while in range 8 of the Cantrix. While in this boulder object or a pit in free space in range 6.
stance, the Cantrix is immobile and must spend 1
action during their turn to maintain this stance. It Storm Caller
ends if the Cantrix is shoved or stunned. A foe that draws on water aether to summon a
Hypnogogia (1 action): A character in range 8 storm and deny a large area of the battlefield.
of the Cantrix becomes pacified. If already Traits: Overdrive, Aetherwall, Slip
pacified, the character becomes unable to dash Other: Flying
until the end of their next turn.
Escape (1 action) : The Cantrix swaps place Geyser (1 actions, ranged attack 8, cross 1,
with a marked ally pierce): On hit: [D]+fray. Miss or area effect:
fray. Effect: Summon a pit in a free space in the
area. Effect: Attack target is frostbitten.
Artillery Frosbitten characters are shattered.
Frozen Spear (1 action, line 4, range 6):
Foes take 2 piercing damage and one foe is
Blaster frostbitten. Frostbitten foes take 2 piercing
A fiery foe that hurls blasts that greatly harm damage, twice.
grouped up enemies. Summon Storm (1 actions, terrain effect,
Traits: Overdrive, Aetherwall, Slip recharge 6+): Summon a blast 1 terrain effect
in range 8. While inside, characters are
Blast (2 actions, ranged attack 8, blast 1, vulnerable+ and the area is difficult terrain. The
pierce): On hit: 2[D]. Miss or area effect: 1 storm caller can redirect any of its storms with 1
damage. Effect: Deal 2 piercing damage again to action, moving them up to 3 spaces, then dealing
all characters for each character caught in the fray damage to any characters in their area.
area. Effect: Attack target is burning. If attack
targets a burning character, increase blast size to Rift Dancer
2 A foe that uses lightning aether to zip around the
Embers (1 action, blast 1, range 6): Area battlefield and harass enemies.
effect: 2 piercing damage and one foe in the area Traits: Overdrive, Aetherwall. Slip
becomes burning. Burning foes take 2 piercing
damage, twice. Dissonant Bolt (1 action, line 6, pierce): On
Flash (1 action): A character in range 8 is hit: [D]+fray. Miss or area effect: fray. Effect:
vulnerable. Vulnerable foes take 2 piercing Attack target is electrified. Electrified characters
damage and become burning. can be teleported 1.
Flash step (1 action, repeatable): Teleport 3,
Seismatist then deal 2 piercing damage to a foe in range 3
A foe that draws on earth aether to create terrain Crackling Wall (1 action, recharge 6): The
and smash enemies. Rift Dancer creates a line 3 dangerous terrain
Traits: Overdrive, Aetherwall, Slip effect in range 4. Electrified characters must save
Stoneskin: Resistance when adjacent to an when attempting to pass into the space or be
object unable to move into it for the rest of the turn.
Chaos Wright
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A foe that can inflict a high number of blights, take piercing fray damage as an area effect when
enabling its allies. the area is created. The area is difficult terrain and
Traits: Overdrive, Aetherwall. Slip new objects cannot be created in the area. The
Other: Phasing area lasts until this ability is used again.
The Old Blood: Immune to blights
Sapper
Chaos Shard (1 action, ranged attack 6): On
hit: character is inflicted with all four blights. A foe that throws out arcing blasts of energy,
Miss: Character is inflicted with two blights of this bouncing between enemies.
wright’s choice. Effect: If already blighted, Traits: Overdrive, Aetherwall, Slip
character takes 2 piercing damage once, then is
shoved 1 space, once, for every blight they are Lob (1 action, ranged attack 8, pierce): On
inflicted with. The shoves can be in different hit: [D]+fray. Miss: fray. Effect: Ignores cover.
directions. One or two different foes in range 4 from the
Chaos Rift (1 action): Create a pit in free space target foe also take fray damage.
in range 3. The pit is also dangerous terrain. Flash (1 action): A character in range 8 is
Chaos Storm (2 actions, range 6, blast 1): vulnerable. Vulnerable foes take 2 piercing
Remove all characters in the area from the damage and become burning.
battlefield, then place them in any space within Fell Shot (1 action, repeatable): Mark an
range 3 of their original location. unoccupied space in range 8. Area effect:
Characters that enter that space or start their turn
Disruptor there are struck by a projectile, taking 2 piercing
A foe that relies on magnetic power to move damage twice, and ending this effect.
around its enemies.
Traits: Overdrive, Aetherwall, Slip
Alchemist
A foe that uses chemical power to dissolve and
Magnetism (1 action, ranged attack 8): On
disrupt enemy formations.
hit: [D]+fray. Miss: Fray. Effect: All characters in
Traits: Overdrive, Aetherwall, Slip
range 2 of the foe are shoved 1 towards or away
Insulated: Immune to damage from terrain and
from that character (Disruptor chooses).
terrain effects
Anchor (1 action): An ally in range 6 is shoved
4 spaces towards the Disruptor with phasing.
Spray (1 action, ranged attack, close blast
Disrupt (1 action, mark): A character in range
2): On hit: [D] +fray and inflict poisoned. Miss or
8 is marked. While marked, they are vulnerable+
area effect: fray. Effect: Attack target explodes
and take 2 piercing damage, once, for every
shoving adjacent characters 1 away from them
adjacent character every time they end their turn.
and dealing piercing fray damage to them
If they end their turn with no characters adjacent,
Volatile Mix (1 action): The Alchemist chooses
end this mark.
a foe in range 6. At the end of that foe’s next turn,
they explode, taking 2 piercing damage and
Scourer dealing 2 piercing damage to all other characters
A foe that uses bursts of overwhelming power to in range 2.
focus down one enemy and deny them cover or Sticky solution (1 action, close blast 1,
shelter. recharge 5+): Area becomes difficult terrain for
Traits: Overdrive, Aetherwall, Slip the rest of combat
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Sniper
A hard hitting, simple artillery foe that can do
high damage every other turn if left alone.
Traits: Overdrive, Aetherwall
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HP: 64
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BASIC LEGENDS
Phase II
As Phase I but Charge becomes 3/round.
DEMOLISHER
Additionally gains the following traits:
The Demolisher is pure strength and rage Frothing Mad: Attacks gain +1 boon and can
personified. It can be used to represent critical hit (+[D]). Always attempts to focus on the
particularly colossal warriors, giants, or huge closest foe. Can choose if multiple characters are
armored beasts. close.
Enrage: +1 action
HP: 40 per player character (min: 80) Great Lash (1 action, 1/round): The
Demolisher whips a chain or hook around all foes
Legendary Heavy: Armor 3. Gain use vigilance in range 5. They are shoved 3 spaces towards the
twice a round. demolisher.
Other: Size 2, Sturdy
Great Strength: The Demolisher’s abilities have
Collide: Foe is dazed. Dazed foes take [D].
NOCTURNAL
Legend: Takes 1 turn after every player character The Nocturnal relies on extreme mobility and
takes a turn. If slow, only one of its turns is fear to strike down its foes. It can be used to
affected. represent winged demons, master assassins
Juggernaut (Free action, 1/round): Clear a gargoyles, or other vicious and mobile foes.
status, mark, or all blights affecting this character.
HP: 24 per player character (min:48)
Phases: Starts in Phase I and enters Phase II
when bloodied. Legendary Skirmisher: Has the dodge and
skirmisher traits.
Phase I Hunter in the Mist: Attacks are a critical hit (+
Pound (1 action, true strike, melee attack, [D]) against characters with no allies or allied
range 2, combo): On hit: [D]+fray. Miss: fray summons adjacent
damage. Deals bonus damage for each: character
is winded, dazed, or stunned. Legend: Takes 1 turn after every player character
• Battle Shout (1 action, end turn): End turn. If slow, only one of its turns is affected.
turn. Characters in range 3 take fray damage Juggernaut (Free action, 1/round): Clear a
and are shoved 1 towards the Demolisher. status, mark, or all blights affecting this character.
• Massive Impact (2 actions, melee
attack, close blast 1): On hit: 3[D]+fray. Phases: Phase change triggers at the start of each
Miss or Area effect: [D]+fray. Effect: Attack round. The Nocturnal starts in phase II and can
target must save or be stunned. shift up or down one phase (so it can’t shift from I
Hurl Boulder (1 action): Effect: A foe in range to III for example). It must shift phases.
3 takes 2 damage and is shoved 1, then create a
height 1 boulder object next to them. Has the following actions in all phases:
Lash (1 action): The Demolisher whips a chain,
hook, or weapon around a foe in range 5, shoving The Horror (1 action, melee attack): On hit:
them 3 spaces towards the Demolisher. [D]+fray and shove 1. Miss: fray damage. Effect:
Charge (1 action, 1/round): Dash 4 in a May teleport up to 3 spaces before or after the
straight line. All characters the Demolisher passes attack.
over are shoved 1 to either side and take fray Rake (1 action, area effect, line 4,
damage repeatable): Foes in the area take fray damage.
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The Nocturnal may teleport to any space in the HP: 20 per player character (min 40)
area after this action resolves.
Disappear (2 actions, 1/round): Remove the Legendary Leader: Once a round can use
Nocturnal from the battlefield and place them in Diaga.
any free space. Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected.
Phase I Juggernaut (Free action, 1/round): Clear a
status, mark, or all blights affecting this character.
Clinging mists: The Nocturnal has aura 2. If
there are no other characters in the aura, it gains Unique Minions: The Master summons
stealth at the end of its turn, and has evasion. Minions.
Paranoia (1 action, multi mark, 1/round): A Minion
foe in range 6 is marked. While marked, they Defense 8, 1 hp
cannot target allies with abilities and effects. A Summon Action: Once a round, at the start
character can save at the end of their turn to clear of the Master’s turn, the Master may move all
this mark, ending it on a success. minions 3 spaces.
Amygdala (1 action, 1/round): All foes in Summon Effect: Characters take 2 piercing
range 3 are forced to flee. They must save or be damage, once, for every minion they start
shoved 2 spaces in a direction of the Nocturnal’s their turn adjacent to, then are shoved 1 in a
choice. At the start of their next turn, even if they direction of the Master’s choice.
saved successfully, the Nocturnal can shove them
2 in a direction of its choice. Phases: The Master starts in Phase 1, and goes
into Phase 2 until the end of the next round when
Phase II all it’s minions are defeated (Great minions do not
Blood drain: Attacks ignore vigor against count).
bloodied foes and gain +1 boon
Great Fell Shot (1 action, 2/round): Mark Phase I
two unoccupied spaces in range 8. Area effect: Summon Minion: When starting combat in this
Characters that enter that space or start their turn phase, or when entering it, summons 4 minions
there are struck by a projectile, taking 3 damage per player character, which can be placed in any
twice, and ending this effect. This area lasts until space on the battlefield not adjacent to a
triggered. character.
Lurk in the Shadows: The Master is
Phase III intangible. Characters can pass through and end
Embrace (2 actions, 1/round): An adjacent their turn in its space. If all its summons are
foe must save. On a successful save, they are destroyed, it is immediately forced into phase 2,
shoved 1 and take [D]+fray. On a failed save, they placing any characters sharing its space into free
take divine damage equal to 50% of their max hp. adjacent spaces, or as close as possible.
Either way, this attack can’t take them below 1 hp. Looming Shadow: The Master’s has aura 1. The
Open Wound (1 action, multimark, 1/ space is difficult terrain for hostile characters and
round): A foe in range 4 is marked. While allied characters spend 0 movement to cross
marked, when that foe is shoved, they take fray spaces in the area.
damage. A foe can save against this effect at the
end of their turn, ending the mark. Minion Assault (free action, pierce, melee
attack):. On hit: [D]. Miss: 1 damage. Effect:
Deals 1 additional piercing damage once for every
minion adjacent to the target.
Master Barrage (1 action, close blast 1): Area effect:
Piercing fray damage. Allies are immune.
The Master represents a monster that commands
a legion of lesser minions, such as an enormous
spider, a warlord, or a relict necromancer.
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Great Puppeteer (1 action): All allies in a Legend: Takes 1 turn after every player character
close blast 1 area of the Master may dash 3 spaces, turn. If slow, only one of its turns is affected.
then deal 1 piercing damage to an adjacent foe Juggernaut (Free action, 1/round): Clear a
Promote (2 actions, 2/round): Destroy one status, mark, or all blights affecting this character.
minion and replace it with Great Minion.
Great Minion Phases:
Size 1, 20 HP, Defense 8, Sturdy. Starts in Phase I, then moves up a phase at the
Summon Action: 1/round during the start of each around, looping back to Phase I after
Master’s turn, it can move 3 spaces and attack III.
an adjacent character (true strike, melee
attack, on hit: [D]+fray and shove 1, miss: Phase I
fray). Cataclysm: At the start and end of the round
create 2 rock spires, height 1 objects, in free space
Phase II within range 2 of a foe.
When entering Phase II, the Master returns to
phase I at the end of the next round. Raze (1 action, melee attack, Arc 4): Attack:
On hit: 2[D]+fray. Effect: Attack target is
Aether bomb (1 action, 2/round): Summon a vulnerable. Miss or area effect: fray.
blast 1 terrain effect, which cannot overlap with Swat (1 action): A foe in range 2 must save or be
another Aether bomb. When the Master changes shoved 3 and shattered. On a successful save, they
phases, all aether bombs explode and are are shoved 1. Collide: also Stunned
destroyed. Characters within must save or take Aether Split (1 action, close blast 1): Area
2[D]+Fray damage, or [D+fray on a successful effect: Deal 2 damage to all foes, then teleport 2
save. Eruption (1 action, 1/round): A Rock spire in
Barrage (1 action, close blast 1): Area effect: range 5 emits a close blast 1 pool of blight.
Piercing fray damage. Allies are immune. Adjacent characters take 2 damage. The spire
Reposition (1 action): Shove an adjacent gains aura 1, which is difficult terrain.
character 1, then dash 2
Rally (2 actions, 1/round): The Master Phase II
summons a height 1 Rally Point in range 3. As Phase I, but:
Rally Point Soar (free action, 2/round): Fly 3 spaces in a
Size 1 object, destructible (10hp) straight line
Object effect: Aura 1. Minions in the aura Scorch (1 actions, 2/round): Choose a
are immune to all damage and Minion Assault character in range 6. At the end of that character’s
against characters in the area deals maximum turn, the Razer shoots an energy blast at them for
damage. a blast 1 explosion area effect. Characters within
must save. On a successful save, they take [D]
+fray. On a failed save they take 2[D]+fray. Rock
Razer spires in the area are destroyed.
Phase III
A powerful and destructive being, such as a
As Phase I and II, but :
flying wyrm, an arch-wright, or an ancient
demon.
Radiance: When this phase triggers, remove the
Razer from the battlefield, then place them in the
HP: 32 per player character (min 64)
center of the battlefield, or as close as possible. On
their turn, they can dash 1 space, but otherwise
Legendary Artillery: Has the aetherwall trait.
can’t make any other movement. All characters
Once a round, as a free action, can remove itself
not in cover from the Razer take 3 Divine damage
from the battlefield and return in free space in
at the end of their turns.
range 5.
Other: Flying
Elden Chaos: At the end of the round, the Razer
fires a beam of pure ancient chaos. The beam is a
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FACTIONS
Factions represent common types of foes that can be found across Arden Eld, from the undead Relict to
the spirit-like Hobs. All factions have the following features:
• Template - This template tells you some basic features about the faction. You can apply it to any basic
foe to run them as part of this faction
• Special Mechanic - A special rule that changes how this faction fights
• Faction jobs - Most factions have a unique job for each class. Each has a number of variants, split up
by chapter, that change how the job plays. To use this jobs, pick a variant and use it as written.
• Uniques - Factions all have unique foes, split up by factions, as well as unique elites and legend fights.
• Trophies - Factions have unique trophies you can gain by fighting them. Each unique legend fight has
a trophy or two associated with it.
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Occasionally more senior chroniclers are sent to Fist of Fury (1 action, melee attack): On hit:
retrieve or locate dangerous or powerful [D] + fray. Miss: fray. Effect: Becomes a critical
artifacts that were stolen or lost from the hit (+[D]) against dazed foes.
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Yaman
Warrior-nuns and monks that live on the
Churner
mountains, training in martial arts and Churners are the great melange of shop-keeps,
strengthening their bodies through rigorous diet dungeon guides, map-makers, cooks, pack-
and exercise. They tend to be more than a little mules, and other camp followers that make up
eccentric. the nomads that follow the dungeons. Every
dungeon of a certain age and level of fame has a
Traits: Skirmisher, Dodge, Great Faith churner camp perched along its edge, and its
Roppo: The first time on any turn a foe takes an garish tents and colorful shop signs are a
action in range 2, the Yaman may dash 2, then welcome sight to many.
deal 2 damage to an adjacent foe.
Churners are more likely than other cultures to
Axe Kick (1 action, +1 boon range 2, melee get into dangerous, dirty, or disreputable work,
attack): On hit: [D]+fray. Miss: fray. Effect: and the more ruthless of them treat adventurers
Critical hit (+[D]) against bloodied foes. as a never ending stream of disposable marks,
Hurl Boulder (1 action): A foe in range 4 takes easy pickings for an enterprising entrepreneur.
fray damage, is slowed, and is shoved 1.
Izuna Drop (1 action, end turn, delay): The Churners are well prepared for nearly any
Yaman takes a pose, then ends their turn and situation, which usually mean recognizing when
gains Delay: Their next turn must be slow. At the it’s time to cut and run.
start of that turn, they may dash 2. Then, if a foe is
adjacent the Yaman grabs them, removing both of GREAT CULTURE: Stack Dice: Once a
them from the battlefield, then placing both of combat, when the Churner would roll a random
them back in free space adjacent to each other in d6 as part of an ability, they can choose which
range 2. The foe must save. On a successful save, number to roll. A Churner can always spend 1
they take [D]+fray and are dazed. On a failed action to roll 1d6 and move (not dash) that many
save, they are stunned and takes 2[D]+fray. spaces.
Uniques
Inquisitor
Lightning-wielding relic hunters of the Doorkicker
Chroniclers, who are sent out in search of Relic thieves and scouts who specialize in
dangerous artifacts to recover and imprison in breaking doors, locks, and mechanisms to get
the Chambers. prospective adventurers deeper into dungeons.
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Traits: Skirmisher, Dodge, Stack Dice Aura of Freedom: Aura 1. The Guide and allies
in the aura are immune to terrain effects, pits,
Knee in the back (1 action, melee attack): difficult, and dangerous terrain.
On hit: [D] +fray, Miss: fray. Effect: Critical hit if
made from stealth (+[D]). Tranquilize (1 action, ranged attack 6 or
Blackjack (1 action): An adjacent foe is slowed. melee attack): Autohit: fray damage and foe is
If made from stealth, this action also deals fray pacified. Pacified foes take [D]+fray instead.
damage. Grappling hook (1 action): The Guide
Prowl (1 action, end turn): Dash 1 and gain teleports adjacent to a summon or object in range
stealth 3. Alternately, it can teleport adjacent to a foe in
Wild Gamble (1 action): Roll 1d6. Dash exactly range, and that foe becomes branded.
that many spaces in a straight line, or as far as Double Time (1 action): Roll 1d6. The Guide
possible, then deal damage equal to the spaces chooses a number of allies equal to half that
moved, twice, to an adjacent foe. If no foes are number, then shoves them a number of spaces
adjacent, deal no damage. equal to that number in any direction.
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1. 10 foot pole: Character takes 2 Hold the Line: If the Guard ends any turn
damage and is shoved 2 without attacking, they gain Sturdy and Vigilance
2. Lantern: character takes fray +1.
damage and becomes electrified
3. Ration: character takes 1 damage. Get Down! (Interrupt 1): Trigger: An ally
Place the ration in an adjacent space. takes damage that would reduce them to 0 hp.
A character can eat it by entering its Effect: The Guard can dash 3. If that puts them
space and using 1 action to gain vigor adjacent to their ally, that ally goes to 1 hp
1. instead, and the guard takes divine damage equal
4. Bomb: Area effect: blast 1, deals [D] to 25% of their max hp.
+fray damage and inflicts burning.
5. Strange mushroom: character Mace (1 action, true strike, melee attack):
takes fray damage, becomes poisoned On hit: [D]+Fray. Miss: fray.
and branded. Shield Strike (1 action, repeatable): An
6. Choose two adjacent foe is shoved 1 and must save or become
winded. Winded foes take [D]. Collide: Foe fails
the save.
Guilder On the Spot (1 action, recharge 6): The
Though the cities of Arden Eld are few, they are Guard chooses a space in range 3, which could be
growing in both size and influence. With no real under themselves. While standing on the spot, the
counties or kingdoms, they are the closest thing Guard has resistance. This effect lasts until this
to nations across the great Green. Their citizens ability is used again.
tend to be proud, loyal, and hardworking, even if
a little packed in. Sky Knight
Knights from the great guild academies.
Though diverse in both rule and character, the Renowned explorers and merchants that swear
cities are largely dominated by the great Trade oaths of valor on their swords, the sky knights
Guilds and their fleets of airships, and the serve the colleges and will throw their lives down
Colleges with their trained Wrights, machines, in service of progress, science, and protection.
and clockwork.
Traits: Fortify, Armor 3, Strive
The highlords of the guilds and colleges are
powerful indeed, and pursue their own agendas Oath Sword (1 actions): On hit: [D]+fray.
and machinations with great vigor. Though Miss: fray. Effect: Deals bonus damage and winds
many are high minded and truly believe in ideas on hit if the knight is bloody.
of progress, equality, and wealth for all, others Strike (1 action): An adjacent foe is dazed.
are more cynical, worldly, or greedy, and are not Dazed foes take fray damage.
above employing ruthless tactics to accomplish Stinger (1 action): The Sky knight dashes 2
their goals. spaces in a straight line, then deals 3 damage,
twice, to an adjacent foe. This action can only be
GREAT CULTURE: Strive (free action, 1/ taken if there are no foes adjacent.
combat): Until the start of their next turn, the Valiant (2 actions): The Sky Knight dashes up
Guider increases the distance of any dash, teleport to 6 spaces in a straight line, phasing through
or flight by +3. characters. Foes they pass through take [D], are
dazed, then shoved 1 to either side.
Uniques
Aeronaut
Guard Elite crew of the airships and dwellers of the
City militia and watchmen, sometimes on the teetering city spires of Arden Eld’s great cities.
payrolls of the Great Guilds. Aeronauts use aether powered gear to soar, dive,
and spin in midair during work and combat.
Traits: Fortify, Armor 3, Strive
Traits: Skirmisher, Dodge Strive
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Aerial Acrobat: If an attack misses the Every one of the Thousand Isles is a stunningly
Aeronaut, they may deal 2 damage to the attacker, diverse place - from it’s people, to its food, to its
then fly 2 sights and sounds, to its dangers.
Strafe shot (1 action, ranged attack 5, +1 All islands dabble in a little light piracy here and
boon): On hit: [D] +fray. Miss: fray. Effect: May there, mostly from the soft and cargo-laden ships
dash 1 before and after the attack. Ignores cover of the great guilds, and pirates and freelance
and deals bonus damage against bloodied foes. brigadiers are often viewed as local heroes.
Double tap (1 action): The Aeronaut flies 3
spaces in a straight line. At the start and end of In times of trouble or scarcity, particularly
their movement, they may deal fray damage to a hardened or unscrupulous Jarls may order raids
character in range 3, choosing different characters on coastal villages. These can often turn into
each time. bloody affairs, and the Jarls into warlords.
Blinding grenade (1 action): A foe in range 3
is blinded. Blinded foes take fray damage. GREAT CULTURE: Bravado (free action):
Takeoff (1 action, stance): The Aeronaut This character takes damage equal to 50% of their
launches into the air. While in this stance, they max hp, but immediately gains +1 action. If this
are flying and have evasion. They lose this stance would defeat them, it reduces them to 1 hp
if they are hit by an attack. instead.
Aerothurge Uniques
Highly skilled wrights that are navigators of the
airships. Airships fly not on air, but on currents Cook
of Aether, so only someone highly skilled and All self respecting islanders know how to eat and
with a great degree of sensitivity can guide them cook properly. Cooks hold an extremely high
safely around its surges and storms. position in Islander culture, the highest of which
sit next to Jarls, the rulers of the great islands.
Traits: Aetherwall, Overdrive, Slip, Strive
Traits: Shelter, Diaga, Bravado
High Pressure (2 actions, ranged attack 6,
blast 1): On hit: fray damage, three times. Miss Hot Griddle (1 action, melee attack): On hit:
or area effect: fray. Effect: Can target one end of a [D]+fray and foe is burning. Miss: fray. Effect:
portal. If so, the attack travels through the portal Foe is branded. Effect: Critical hit (+[D]) against
and is then retargeted to a new space or character burning foes.
within range 3 of the other end of the portal. Flapjack (1 action, repeatable): The cook
Whisk (1 action): A foe in range 6 becomes summons a flapjack in range 4
vulnerable, then is teleported 1. Vulnerable foes Flapjack
are teleported 3 instead. Size 1 summon, intangible
Aether Portal (1 action, recharge 6): The Summon Effect: A character moving into
Aerothurge chooses any two free spaces on the the flapjack’s space can pick it up, removing
battlefield and links them with glowing portals. it. That character gains defiance. A character
Portal that already has defiance gains vigor 1. A
Size 1 object character with vigor becomes unstoppable
Object effect: Any character adjacent to a until the end of their next turn.
portal can spend 1 space of movement to Cook up a storm (2 actions): The Cook
teleport adjacent to the other linked portal, or creates a blast 2 terrain effect until the start of
vice versa. their next turn. Foes in the area are shoved
outside the of area when it is created. The area is
dangerous terrain for foes, provides cover for
Islander allies, and allies that end their turn in the area
may end a status or blight, then gain vigor 1 if they
Brave, hardy, and adventurous folk, the are bloodied.
islanders are not ones to shy away from trouble.
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Sailor Harpooner
The great mass of sailors, pirates, raiders, Sturdy hunters that sail out in search of the
crewmen, and pilots of the great islander fleets. megafish and sea monsters that populate the
The greatest sailors of the Thousand Isles are deep oceans of Arden Eld. Their catch feeds the
legendary in skill and have many a perilous atolls, but requires entire teams to haul ashore.
voyage under their belt.
Traits: Aetherwall, Overdrive, Slip, Bravado
Traits: Fortify, Armor 3, Bravado
Salty: When the Sailor deals self damage, they Spear (1 action, pierce, ranged attack 6):
gain vigor 1 after taking the damage. On hit: [D]+fray. Miss: fray. Effect: No ranged
attack penalties for adjacent foes. If attacking an
Bloody crescent (1 actions, true strike, adjacent foe, deals bonus damage.
melee attack, arc 3): On hit: [D]+fray. Miss or Backflip (1 action, repeatable): The
area effect: fray Harpooner dashes 1. If there is an adjacent foe,
Sea Legs (1 action): Shove all adjacent increase this dash to 3, and shove that foe 1.
characters 1 space in the same direction. Foes that Net (1 action): The Harpooner creates a net
collide are dazed. Dazed foes are stunned. terrain effect in a free space range 6. The net
Plunder (1 action, repeatable): The Sailor space is treated as a pit.
dashes 1, then deals 2 damage and shoves an Main Harpoon (2 actions): A foe in range 6
adjacent foe 1, must save or take 2[D]+fray, become shattered,
Send to Erenhelion (2 actions, true strike): and be shoved until adjacent to the Harpooner.
The Sailor winds up for a massive blow. An On a success, the foe takes [D]+fray and is shoved
adjacent foe must save or take 3[D]+fray and 1 towards the harpooner instead.
become dazed, or just [D]+fray on a successful
save. Effect: The Sailor takes damage equal to
25% of their max hp. Leggio
Doom Diver Part warrior clan, part merchant enclave, and
Donning capes of serpent scales or sealskin, the part theatre troupe, a Leggio caravan is a
doom divers make sport of diving for treasures, magnificent (and relieving) sight to all across the
food, and pearls in monster-infested waters. Green. The Leggio caravans are the lifeblood of
Arden Eld, for without them, far off towns and
Traits: Skirmisher, Dodge, Bravado settlements isolated by dungeons and growing
Nimble: Has evasion unless suffering from a blights would be starved of supplies, medicine,
status and food. Their arrival in a town is part circus,
part festival, and part market day.
Spear Slash (1 action, range 2, melee
attack, +1 boon): On hit: [D]+fray. Miss: fray. The caravans occasionally accept shady
Effect: Deals bonus damage to foes at range 2. business, sometimes out of profit, sometimes out
Slide (1 action, repeatable): The Diver dashes of desperation - transporting dangerous, rare, or
4 with phasing, dealing 2 damage to all characters illicit goods. Rarely, and usually due to some
it passes through traumatic event, a wagon abandons the ways
Dive (2 actions): The Diver chooses a foe in and strictures of the Multicolored Titan, and
range 4, then removes themselves from the turns to banditry and thievery. These rogue
battlefield. At the end of that foe’s next turn, that wagons abandon the caravan and become
foe must save as the Diver descends, dealing [D] similar to pirates - though they sail the seas of
four times on a failed save, or twice on a grass and stone instead of water.
successful save. Lower this damage by [D] for
every adjacent ally of the target, which could GREAT CULTURE:
cause it to do no damage. Then, place the Diver in Acrobatics (free action): Dash 2. This action
any free space in range 2. can interrupt and split up other actions or
movement.
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end a dash, they can shove an adjacent character 1 demanding tribute from their smaller neighbors,
space, then deal fray damage to them. or sending over their largest and toughest to
• Dive kick (2 actions, end turn): The ‘negotiate’ favorable trade deals. When pushed
Pole fighter dashes 1, ending this stance. An into desperation by surging dungeons or
adjacent foe is stunned and must save or untamed blights, Yeokin towns are occasionally
take 3[D]+fray, or [D]+fray on a successful abandoned, those remaining turning to any
save. means necessary to survive.
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Special mechanics
Legion of the Dead: Relict are a legion of
mindless husks, cursed with an undying existence.
This gives all relict except Legends the following
traits:
• This character has a chance to rise again when
defeated. Roll 1d6 at the start of each round that
this character is defeated. On a 4+, this
character gets back up at 25% hp, returning it
from defeated, and can take a turn normally this
round. If defeated again, this character
disintegrates and is removed from the
battlefield. If all characters with this trait are
defeated, it deactivates.
• For every point of Relicts in an encounter, you
can add two Husks to a fight
FOES
Husk
The shuffling mass of relict servitors, in thrall to
Relict are the most common danger that the network.
adventurers face in the ruins of Arden Eld. They
are the spectral remnants of the Arken Empire, 1 HP
souls bound in an etheric network that runs Mob: This character doesn’t trigger slay effects
through the ruins, entrapped there by an ancient
sorcerer as a last ditch effort to save a dying Latch on (2 actions): The Husk moves up to 3
people. The process was technically successful, spaces in a straight line, then an adjacent
but most relict have been left mindless husks - character becomes immobile until the Husk is no
souls harnessed and stored in lightning powered longer adjacent or is defeated.
sarcophagus-like nodes nestled throughout the Lurching grab (2 actions, melee attack):
ruins. Relict armor sits eerily still, or crumpled Dash 1, then autohit: 1 damage. If the target
into a corner, until its a node senses intruders, started this turn immobile, then deal 3 piercing
the Relict within rippling out through conduits to damage.
manifest in crackling undeath.
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Overpower (1 action, true strike, melee Redondo (free action): Swap places with an
attack): On hit: [D]+fray. Miss: fray. Area effect: adjacent ally
All foes adjacent to the attack target take 2 Swipe (free action): Adjacent foes take fray
damage damage
Strike (1 action): An adjacent foe must save or Javelin (1 action, true strike, ranged attack
become dazed. Dazed foes take fray damage. 5): On hit: [D]+fray. Miss: fray. Effect: Electrify
Death March (1 action): The Wight and all foe, and foe must save or become winded. Effect:
adjacent allies may move 1 space in the same Has no maximum range against electrified
direction, ignoring engagement, then each may characters
deal 2 damage to an adjacent foe
Chapter 3
Chapter 1+ All Wights gain Defiance.
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Unholy (2 actions, ranged attack, range 6 Priests charged with disposal of the physical
blast 1): On hit: 2[D]+fray. Miss or area effect: form. In those days, the corpses were stacked like
fray. Effect: Attack target is branded. This action wheat after a harvest.
can also be made as a close blast 1 melee attack. Heavy Armor: Resistant to abilities used from
Fear (1 action, multimark): Mark a foe in adjacent spaces
range 6. While marked, that foe gains +1 curse on Aura of Rot: The Embalmer has aura 2. Foes
attacks and saves unless adjacent to an ally. If that start or end their turn in the aura lose all
they end their turn adjacent to an ally, they can vigor, then take 2 piercing damage.
clear this mark.
Grasping Dead (1 action): A foe in range 6 Chapter 2+
takes 2 damage, then must save. On a failed save,
spectral hands grab and immobilize them until All gain Soul Shred (1 action, multimark,
the end of their next turn. That character or an recharge 4+): Mark a foe in range 6. While
adjacent ally can use an action to end this effect, marked, that foe gains Aura 1. Allies of that foe
freeing them. that end their turn in the aura take 3 piercing
Raise Dead (2 actions, 1/combat): Target damage.
defeated ally in range 4 and remove
incapacitated. They stop being defeated and Soul Flayer
return with 50% hp. They can act normally and
Dread priests that made up a secret police. In the
take a turn starting next round.
Final Days, they forcibly conscripted the unlucky
and criminal into the soul legions.
Chapter 1+ Soul Flay (1 action, end turn, recharge 6): A
visible foes has their soul shoved out of their body
Arkivist and summoned in a location of the Soul Flayer’s
Priests entrusted with keeping the names of the choice within range 3 of the target. While their
dead, they wander the halls of the arkenruins soul is out, the character is pacified+. The Flayer
obsessively repeating the names of their wards. can only have this effect active on one character at
once.
Aura of the Endless Legion: Aura 2. when any The soul doesn’t take action on its own, but can be
relict is defeated in the aura, summon a husk in a targeted as if it was the original character,
free space in the aura. transferring any damage or effects to the primary
Call the Lost (1 action): summon 3 husks foe. Damage taken via a character’s soul becomes
adjacent to a foe in range 8. Divine damage. A character can re-unite with
their soul by moving into and ending their turn in
Grafter its space, ending this effect.
Soul Surgeons skilled in the ways of soul
grafting. In the final days of the doom, the Chapter 3
empire resorted to all kinds of dark arts in an All gain Radiance of the Black Sun (2
attempt to beat back the inevitable. actions, 1/combat): This character becomes
immobile but gains Aura 2 until the start of its
Amalgamate: Once a round, while the Grafter is next turn. While the aura is active, Relict other
not incapacitated, whenever a relict is defeated than this character in the area cannot be reduced
anywhere on the battlefield, another relict of the past 1 hp. This Aura also deactivates if this
Grafter’s choice gains vigor 1 character is stunned.
Split Suffering (Interrupt 1): Trigger: A relict
takes damage in range 3 of the Grafter. Effect: Immortalist
That character gains Resistance. The Grafter or a The higher caste of priests, each with a fragment
different relict in range 3 from the Grafter takes of the Ur-spell embedded into their very beings.
[D].
Entombment of Iz (1 action, recharge 6):
Embalmer The Immortalist entombs a character in a magical
sarcophagus, summoning it in their space.
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them left them unstable, undead weapons that gains +1 curse on attacks and saves unless
were not meant to last long. adjacent to an ally. If they end their turn adjacent
Unstable: When defeated, explodes in a blast 1 to an ally, they can pass a save to clear this mark.
explosion centered on the wraith. Characters Possess (2 actions, recharge 5+): The Silent
inside take [D] piercing damage, twice, as an area one moves into and shares the space of an
effect. The wraith is then removed from the adjacent foe, possessing them. While possessing
battlefield. Create a pit in the area it vacated that character, they are intangible, share its space,
Scouring beam (2 actions, ranged attack, move when it moves. They can still take actions
line 10, pierce, recharge 6): On hit: [D]+fray normally, but can’t leave the possessed character’s
twice. Miss or area effect: fray, twice. Effect: All space. The possessed character takes a free action
foes in the area are shattered. Effect: All terrain at the end of its turn, which the Silent One
height 1 or lower in the path is destroyed. chooses: dash 3 in any direction, deal [D]+fray to
an adjacent character, or become pacified. A
Chapter 3 character can save to remove this effect at the end
All gain Eternal Rage: When defeated, instead of their turns, and if successful becomes immune
remain at 1 hp and become intangible until the to it for the rest of combat. When possession ends,
end of their next turn. At the end of that turn, the silent one appears in a free adjacent space.
become defeated.
AUTOMATA
Blasphemy War machines used to kill in the wars of the old
Heretic Sorcerers who glimpsed the Black Sun. Imperium, powered by soul amalgams. Ruthless
So powerful that they were entombed in specially and cold killing machines that trampled the lands
bound iron coffins. The coffins float uncannily of kin in times past.
until broken open.
Iron Coffin (Interrupt 1): Trigger: When Speed: 2 (Dash 1)
bloodied. Effect: the coffin breaks open. The
Wraith becomes intangible until the end of its Traits: Overdrive, Aetherwall
next turn and immediately triggers Overdrive. Relict Traits: Legion of the Dead
Finger of Death (2 actions, ranged attack 8, Automata: This character always attempts to
Recharge 6): On hit: 5[D]+fray. Miss: 2[D] attack and focus on the closest foe at the start of
+fray. Effect: This attack can’t lower a character its turn.
past 1 hp.
Lightning Bolter (1 action, Ranged attack
8): On hit: [D]+fray and electrify. Miss: fray.
Uniques Effect: Ignores adjacency penalties for ranged
attacks. Foes in range 2 of the target take fray
damage.
Chapter 1+
Discharge Bolt (1 action): The Automota
shoots a line 8 area effect. Characters in the area
SILENT ONE are electrified. Electrified characters take [D]
Remnants of children, the elderly, or the Full auto (2 actions, stance): While in this
mournful dead, who crave warmth and stance, the this character’s is immobile, but all
company. their attacks deal bonus damage, pierce, ignore
cover, and gain +1 boon. They lose this stance if
Traits:Shelter, Diaga, Defiance, Shelter they are shoved or moved for any reason.
Relict Traits: Legion of the Dead Speed Clip (free action, recharge 6): The
Ethereal: Phasing, and has resistance unless Automata enters Full Auto.
there’s an adjacent foe.
FUSED
Mournful Wail (1 action, ranged attack 6): A massive relict made up of multiple, fused souls,
On hit: [D]+fray and foe is pacified. Miss: Fray unfortunates mashed together due to network
Fear (1 action, multimark, repeatable): malfunction or malicious soul grafting.
Mark a foe in range 6. While marked, that foe
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outside the ruins, and can remain dormant for Surreality: Starts combat bloodied, but with
centuries. vigor 1.
Stutter: Once a turn, after a foe takes an action
Traits: Overdrive, Size 2 in range 2 of the ghast, it may teleport 1 and deal
Relict Traits: Legion of the Dead 2 damage to an adjacent foe.
Elite: Takes 2 turns Ethereal: Phasing, and has resistance unless
there’s an adjacent foe.
Plasma bomb (special): At the start of the
round, the Warmech fires a plasma bomb into the Soul Rip (1 action, Divine, melee attack,
air, targeted on any visible space. The bomb Line 4, +1 boon): On hit: [D]+fray damage.
marks a blast 2 area visible to all characters. At Miss or area effect: fray.
the end of the round, the bomb comes down as an Life Drain (1 action): Effect: A foe in range 3
area effect. Characters in the area must save or takes 2 damage, ignoring vigor. If they are
take 2[D]+fray and become electrified, or [D] bloodied, they take 2 damage twice instead,
+fray on a successful save. The targeted space ignoring vigor.
then becomes a pit. The Warmech is immune to Shriek (1 action): All foes in range 2 must save
its own bombs. or be forced to flee, shoving them 3 spaces in a
Arkentech Shock Shield: Has resistance to all direction of the Izenghast’s choice, or 1 space on a
damage from closest foe. If multiple foes are successful save.
equidistant, this trait applies to all of them. Soul Drain (2 actions, recharge 6): The
Automata: This character always attempts to Izenghast reduces an adjacent character to 25% of
attack and focus on the closest foe at the start of their maximum hp, then gains vigor 1. When the
its turn. ghasts’s vigor is broken, that character recovers
50% of their maximum hp, healing it.
Long Range beam (2 actions, ranged
attack, pierce, line 10). On hit: 2[D]+fray. ARKITEK
Miss or area effect: fray. Effect: Electrifies Machine-priests and designers of the deep
characters. Ignores cover. Critically hits electrified arkenruins, the sealed library-vaults intended to
characters (+[D]). let the empire wait out the Doom in undead form.
Charge Boost (1 action): The Warmech flies 4. Masters of the labyrinth, the mechanisms of the
When it lands, adjacent characters are shoved 1 dungeons themselves bend and contort
and electrified. Electrified characters are themselves to protect them.
teleported 1.
Seekers (1 action): All foes in range 4 take 2 HP: 80
piercing damage.
Perimeter beams (1 action, close blast 1, Traits: Shelter, Diaga, Defiance
pierce, recharge 4+): Area effect: Foes are Relict Traits: Legion of the Dead
shoved 2 and must save or become shattered. Elite: Takes 2 turns
Collide: Foe takes fray damage and fails the save. Stoneskin: While adjacent to an object, has
resistance.
Chapter 2+
Deep Call (1 action, Ranged attack 6): On
IZENGHAST hit: [D]+fray. Miss: fray. Effect: the Arkitek may
Stuttering horrors born of living souls that have summon a height 1 dungeon ruin object adjacent
been trapped in the Relict system - the remnants to its target, and the target must save or become
of adventurers or unlucky wanderers who went branded.
too deep in an arkenruin. Reconfigure (1 action): The Arkitek teleports
any number of objects created by it or another
HP: 48 (24) character in range 2 to any other free space in
range 2. Characters standing on or trapped inside
Traits: Skirmisher, Dodge an object are moved with them.
Relict Traits: Legion of the Dead
Elite: Takes 2 turns
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Pillar of Iz (1 action, recharge 5+): The foes in range 2 are shoved 2 towards the grave,
Arkitek summons a Pillar of Iz in range 5, pushing which could shove them inside of it.
up characters if it’s summoned under them. Vortex (1 action): Characters in range 2 of the
Pillar of Iz Grave are shoved 1 towards it, which could move
Height 2 object, destructible (10 hp) them inside the Grave.
Object effect: Aura 1. Inside the aura, relict Vomit Lightning (1 action): A foe in range 4
characters have resistance. takes fray damage and is electrified. Electrified
Entombment of Iz (1 action, recharge 6): characters must save or be winded.
The Arkitek entombs a character in a magical One Hundred Hands (1 action, end turn,
sarcophagus, summoning it in their space. combo): The Grave dashes 2 spaces.
Sarcophagus of Iz • Cacophonous Consumption (2 actions):
Object, Destructible (10 hp) Characters inside the Grave must save or take
Object effect: Shares space with a character. fray damage five times, or twice on a failed
While inside, they take 3 piercing damage at save.
the start of their turns and are immobile, but
can otherwise be targeted normally. The
Sarcophagus has resistance against the LEGENDS
character inside it.
Chapter 3 Chapter 1+
ATROPHIC GRAVE
A massive amalgam of souls, created when the
VESSEL KNIGHT
Ur-spell reached and processed large crowds of
the public, hiding for safety from the apocalyptic Black-armored conqueror knights of incredible
outside and completely unaware of their power that were dispatched alone to lands not
impending immortalization. conquered by the Arken to conduct diplomacy -
at the tip of a sword if need be. There were forty
HP: 80 of these knights, ten for each of the cardinal
directions. Each was a hero of unparalleled
Traits: Fortify, Armor 3, Sturdy, Size 3, Defiance strength, their name recorded in the annals of the
Relict Traits: Legion of the Dead imperial muster, and blessed by the Emperor.
Soul Mass: Can share space with other While they still lived, these knights were marked
characters. Foes treat the space as difficult by dark ritual, their very essences bound to their
terrain, are dazed+ while inside, and have cover armor so that they could continue their duty even
from the outside, but are otherwise targetable in death or after mortal injury. During the
normally. Any foes that start their turn inside its Doom, they all succumbed, but this did not stop
space take fray damage. Foes that attempt to leave them from carrying out their orders. Repeated
the Grave’s space by any means must save or death has stripped most of them of their sense.
become unable to exit it until the end of the Now they are vaporous husks - hollow iron shells
current turn. filled with dust and a sense of loathsome purpose.
Drag Under: Characters inside the Grave are When the ruins rise, they rise from their graves
dragged with it, shoving them. Sturdy foes or foes and call forth armies, slaughtering and
that are immune to shove are immune to this conquering in the name of an empire that no
effect. longer exists until they are beaten and sealed
Shed Mass: 1/turn, when the Grave takes again.
damage, it summons a husk in a free adjacent
space. When the Grave is bloodied, it summons 5 HP: 40 per player character (min 80)
husks instead.
Legendary Heavy: Armor 3. Gain use vigilance
Hungry Dead (2 actions, true strike, melee twice a round.
attack): On hit: 2[D]+fray. Miss: fray. Effect: All
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Phases:
The Knight switches to phase 2 when bloodied. ARKENLICH
Designers of the Ur-spell and arch-priests of the
The Knight has the following attack series in all Dark Sun, these ancient warrior-necromancers
phases: were embalmed and entombed even before the
Darklight cleaver (1 action, true strike, final death of the empire, their souls bound into
melee attack, range 2, combo): On hit: fray. specially prepared vessels so they could carry out
Miss: -. Effect: Foe gains a stack of Malice. the great work of the old emperors uninterrupted
• Darklight splitter (1 action, true strike, by the frailties of mortality. Their bronze
line 5, melee attack, range 2, combo): On sarcophagi are engraved with their titles and
hit: fray and target gains a stack of Malice. Miss names and their eyes are sealed with gold.
or area effect: -. Effect: All foes in the area gain a Though the process left their minds largely
stack of Malice. intact, the long dark and centuries in contact
• Darklight crusher (2 actions, +1 curse, with the anguished souls trapped in the Relict
true strike, melee attack, range 2, network have left most of them insane. Most of
divine, combo): On hit: 2[D]+fray. Miss: them lie dreaming in fitful nightmares until
fray. awakened by unlucky adventurers.
Dark Strength (1 action, repeatable): Dash
forward up to 3 spaces, then an adjacent foe is HP: 32 per player character (min 64)
shoved 3 spaces. Collide: foe is stunned Speed: 3 (body) 6 (soul), dash 3
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Master of Life and Death: The Lich occupies body and summoned in a location of the lich’s
two size 1 entities, which are functionally the same choice within range 5 of them.
character but track statuses separately. One is the Soul Summon
Lich’s body, the other is its soul. When the lich Size 1, intangible
makes movement or takes action, it can do so with Summon Effect: A character’s soul can be
either its body or soul. targeted as if it was the original character,
transferring all abilities and effects. Damage
- The Lich’s body is sturdy and cannot dash taken via a character’s soul becomes Divine
- The Lich’s soul has flying and speed 6 damage. A character can re-unite with their
soul by moving into and ending their turn in
At the start of combat, the Lich’s soul is its space, ending this effect.
intangible. At the start of round 2, this switches,
and the Lich’s body becomes intangible (while its Phase II:
soul loses this status). This continues to swap Entombment of Iz (1 action, 1/round): The
back and forth until the Lich is defeated. Lich entombs a character in a magical
sarcophagus, summoning it in their space.
Phases: The lich progress through its three
Sarcophagus of Iz
phases in order (I>III, then back to I), starting
Object, Destructible (10 hp)
with phase I, then swapping to the next phase
Object effect: Shares space with a character.
each round.
While inside, they take 3 piercing damage at
the start of their turns and are immobile, but
The lich has the following actions in all phases:
can otherwise be targeted normally. The
Sarcophagus has resistance against the
Lesser Unholy (1 actions, ranged attack,
character inside it..
range 6 blast 1): On hit: [D]+fray. Miss or area
effect: fray. Effect: Attack target is vulnerable.
Phase III:
This action can also be made as a close blast 1
Utterances of the Crawling Dead: At the start
melee attack.
of the round, the lich begins incanting. It marks
Puppet strings (1 action): A foe in range 6 is
out an area 2 spaces around its body, which is
shoved 3 in a direction of the Lich’s choice.
visible to all characters, and becomes immobile.
Finger of Death (2 actions, ranged attack 8,
Every other part of the battlefield is filled with
1/round): On hit: 6[D]. Miss: 3[D]. Effect: This
shifting darkness. At the end of the round, all
attack can’t lower a character past 1 hp.
spaces outside the area marked by Utterances of
the Crawling Dead erupt. Foes inside must save or
Paralyze with fear (1 action, 1/round): The
take 100% of their max hp as divine damage, or
Lich releases a horrible shriek, a close blast 1 area
50% on a successful save. This damage cannot
effect. One character in the area must save or
reduce a character past 1 hp.
become immobile until the end of their next turn.
Effect: Any non-relict character in the area takes
If overdrive has activated, Utterances of the
fray damage three times at the end of their turn,
Crawling Dead does not mark a safe area.
then this effect ends. They can ignore this effect
by ending their turn adjacent to an ally.
Vile (1 action, 1/round): A foe in range 5 is Chapter 3
vulnerable, and must save or take take 1 piercing
damage for each space they move until the end of
their next turn. PRELICTOR
Master of Death (1 action, 1/round): In their lightless Hive Catacombs, the Prelictors
summon 5 husks in free spaces in range 4 are the keepers of the dead and tenders of the
deepest repositories of the Relict network - the
Phase I: massive and mouldering libraries where the
Soul Sacrifice: At the start of the round, all shelves hold not tomes, but the essences of the
visible foes have their soul shoved out of their dead. It is there they pluck, sort, curate, and
adjust the melange of souls that sustains the
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network itself, keeping it functional and Curse of Absolute Silence: Aura 1. Foes in the
repaired. They wield the power to call aspects of area are pacified+.
the dreaded Incarnates, servants of Divine Summon Action: Soul Spear (line 3): Area
Death. effect: 2 piercing damage. Relict are immune.
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Relict Trophies
Tech Description and Effect Uses
This sinister helm can only be used against Relict, and
only once per combat. To use this helm, you must spend 1
action and save. On a successful save, target a relict
without the elite or legend tag. That Relict becomes an ally
Helm of Command 1
until the rest of combat, when it dissipates, or until
defeated. On a failed save, regain the charge for this
ability, but you are stunned, and can’t attempt to use it for
the rest of combat.
Gem of Network Use this gauntlet as an action to summon 1d6+3 Relict
1
Command Wights. They fight as allied summons, acting on your turn.
An ancient Relict weapon that still barely functions,
shooting bolts of lightning. You can make a light attack
Relict Arbalest 3
with it (1 action, ranged attack, line 5, on hit: 2[D]+fray,
area effect: fray effect: electrifies all characters)
Speak the name of your foe into this pendant as a free
Whispering Pendant action to inflict the branded status on that foe anywhere 5
on the map.
Crush this gem as a free action to sever your soul
temporarily from your body. Your soul is an intangible
size 1 summon that is created within range 5 of your body.
While your soul is out, your body is unstoppable but
Gem of Spirit Severing otherwise can still take damage and be targeted normally. 1
You take all actions and movement from your soul instead
of your body, and your soul additionally has flying and
phasing. Your soul reunites with your body if you end a
turn with it adjacent to your body, or at the end of combat.
Strap on a piece of decaying relict armor for extra
protection. As an interrupt when you’re hit by any attack
Decayed Plate 2
but before damage is applied, you can expend the plate to
reduce the damage by 6
While holding this rod, you gain the Levitation trait
Telekinetic Rod 1 expedition
(immune to difficult terrain, dangerous terrain, and pits)
When strapped to a hilt of a weapon, this clasp causes all
Shock Clasp 1 expedition
attacks to inflict the electrified status, hit or miss.
Weaving these metallic strands into a cloak or armor
Ghost Weave 1 expedition
grants you phasing.
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Not all ruin beasts are hostile, and some are in
III. Ruin Beast fact quite docile unless provoked. However,
nearly all of them are capable of tremendous
bursts of strength and power when enraged, a by
product of their harsh environment - and
necessary for survival.
Faction template
To make any foe a Beast, you can add the
following traits. All Beasts have these traits.
FOES
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movement, adjacent foes take 2 damage and is Bellow (free action): A foe in range 2 is shoved
shoved 1. 1. If the beast is bloodied, all foes in range 2 are
Charge (1 action, end turn, recharge 4+): shoved 1 instead.
Effect: The beast chooses a foe in range 2. At the
end of that foe’s next turn, the beast dashes up to Howler
5 spaces towards that foe, phasing through Part ape, part wolf, the Howler is a hyper
characters. Characters the beast passes through aggressive monster with a bad temper.
are shoved 1 to either side and take fray damage. Howl (2 actions, recharge 6): All non-howler
If the beasts ends this movement adjacent to their characters in a close blast 1 area effect must save
foe, that foe must save or take 2[D]+fray and or take [D]+fray and be stunned. Effect: Can be
become stunned, or [D]+fray only on a successful used as an Interrupt when bloodied.
save. Effect: This ability has no recharge if the Iron Grip (1 action): The Howler dashes 3
beast is bloodied. spaces in any direction. An adjacent foe when it
starts moving must save or be dragged them with
Chapter 1+ it, shoving its target towards it until its adjacent.
Bloodied foes fail the save.
Stone Lizard Body Slam (free action): The Howler flies into
Thick hides and stony hides make these large the air and comes slamming back down. Adjacent
beasts almost impossible to tell from boulders. characters must choose: be shoved 1, or take fray
Heavy Armor: Resistant against abilities used damage.
from adjacent spaces.
Rolling Boulder: Rampage goes 4 spaces, Chapter 3
ignores all movement penalties, and the lizard can Replace Enrage with True Enrage:
phase through characters during it. Unstoppable and +1 action while bloodied.
Halitoad Baggoth
The enormous and foul-smelling Halitoad uses its Enormous beast found in overgrown dungeons.
long tongue to strangle and digest its prey. Its long tusks, thick and shaggy coat of hair, and
Stench: This beast has aura 1. Characters in the sword-length claws make it a formidable
aura have +1 curse on attacks and saves, and are opponent. Though fierce in appearance and quick
poisoned if they end their turn there. Poisoned to anger it spends most of its day sleeping and
foes treat the area as dangerous terrain. mostly forages for carrion, berries, and roots.
Tongue Lash (1 action): A foe in range 4 takes Traits: Size 3
fray damage, then must save or become poisoned Rancor (free action, mark): The Baggoth
and shoved as far as possible towards the marks an adjacent foe. While marked, any time
Halitoad. Poisoned characters fail the save. Effect: that foe ends their turn adjacent to the Baggoth,
Range 8 while bloodied. as an effect they take [D]+fray.
Hurl (free action, usably only while
Horned Rooter bloodied): The Baggoth picks up an adjacent
Large omnivores that use their horns to tear up character or summon and shoves them 3.
dungeon stones and get at the roots and insects Break Bones (1 action, end turn, recharge
within. 6): An adjacent foe must save or be picked up in a
Earthbreaker: The Rooter can phase through crushing hug by the Baggoth, making them
objects and destroys any objects it moves through immobile. They fail the save if they are winded or
this way. Objects that can’t normally be destroyed dazed. At the end of that foe’s next turn, if they’re
are instead removed as if they were un- still adjacent, they take damage equal to 100% of
summoned. their max hp. This damage is reduced by 50% for
Mighty headbutt (free action): An adjacent every character other than the Baggoth adjacent
foe is shoved 1. If either the Rooter or its target to the targeted character, and the effect ends if
are bloodied, increase this shove to 3. either break adjacency.
Chapter 2+
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Wailicat
A lithe, furred beast that leaps forth from hiding
with an ear splitting yowl.
Great Leap: Ignores height movement penalties.
When moving from a higher elevation to a lower
one, may fly until the movement ends.
Pounce (free action, end turn): The cat gains
stealth. Choose a foe in range 3. If, at the end of
that foe’s next turn, they are still in range 3 of the
cat, it may teleport adjacent to them and deal [D],
ending this effect.
Dungeon Jelly
Stalking Beast A phantasmal jellyfish-like beast that is so thin
Beasts of unusual intelligence or cunning that and light it can float through the air. Its cloud of
have learned to track and hunt the unlucky toxin is potent and sought after by thrill seekers.
creatures that wander too deep into dungeons,
becoming lost or disoriented and making them Traits: Flying
perfect prey. Unfortunately, this includes many Distortion: Aura 1. Foes inside are blinded+
adventurers. Stinging darts (1 action, recharge 6): All
foes in range 2 must save or become poisoned and
Traits: Skirmisher, Dodge blinded. Poisoned foes fail the save and also take
Beast Traits: Enrage fray damage.
Camouflage: If this beast ends its turn adjacent
to an object or or inside difficult terrain, it gains Chapter 2+
stealth Pack tactics: Gains +1 boon on attacks if an ally
is adjacent to their target
Ambush (1 action, melee attack): On hit: [D]
+fray. Miss: fray. Effect: Against a bloodied foe, Burrower
becomes a critical hit, and blinds on hit. A heavy clawed mammal that chews up and
Prowl (1 action, end turn): Dash 1 and gain digests raw stone into a slurry which it uses to
stealth. make its lair.
Rake (1 action, area effect, line 3, Dig: Can phase through terrain and characters.
repeatable): Foes in the area take fray damage. Replace Rake with:
The Stalking Beast may teleport to any space in Spit Rock (1 action, line 6, repeatable): Area
the area after this action resolves. effect: Foes take fray damage
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marked character’s turn, if that character is still Spur (1 action, repeatable): The character the
marked, the Burrower teleports to a space symbiote is latched on to dashes 3 and may deal
adjacent to that character, dealing fray damage. If fray damage to an adjacent character of the
the character is flying, they take no damage. If the symbiote’s choice.
character has no other characters or terrain pieces Berserk (2 actions, recharge 6): The
adjacent, they take 3[D] instead and are slowed. Symbiote’s host becomes sturdy, gains +1 action,
Then, the mark and all associated effects end. and gains +1 boon on all attacks and saves. These
effects last until the end of the host’s next turn.
Chapter 3
Pack Tactics also grants bonus damage for every Chapter 1+
ally adjacent to this beast’s target. Ruin Ape
Small and intelligent simians that form
Skinner Shrike symbiotic, if slightly one-sided, relationships
A nasty terrestrial bird that has the habit of with other monsters.
collecting trophies of its fallen prey to impress Malicious Latch: Can latch on to an adjacent
mates. foe as an action or by using its standard move. A
Nimble: Has evasion unless suffering from a foe can pass a save to avoid this effect, and can
status. repeat the save at the end of their turns, ending it
Stalking Retreat (Interrupt 1): Trigger: When on a success and shoving the ape into a free
damaged by an ability. Effect: Gain evasion adjacent space. While latched on to a foe, the foe
against the ability if it is an attack. After the is pacified+ and the ape can choose whether any
triggering ability resolves, dash 2, then gain of the ape’s abilities apply to it or not.
stealth.
Fowl Play (2 actions, recharge 5+): Teleport Bubble Fish
3, then deal [D] to an adjacent foe. Can repeat this A Lungfish that covers the head of monsters or
effect, but must choose a different foe each time kin, acting as a filtration system for the fetid air
unless no other foes are in range, or this effect has of dungeons.
triggered four times. Filter: The fish and its host are immune to
blights
Symbiote Bubble Barrier: The fish and its host have cover
from all directions. Any foe that ends its turn
Odd beasts that have evolved a cooperative or adjacent to the host is shoved 1 away from it.
parasitic relationship with other dungeon
denizens, using them for survival or food as Aethertick
needs be. This slow moving bug absorbs Aether, which can
tear at the life force of living beings and warp
Traits: Shelter, Diaga space around it. It has the uncanny ability to
Beast Traits: Enrage teleport arrows or even bolts of magic partially
Latch: Starts combat sharing the same space as out of existence.
another ally the same size or larger. While latched Turn Bolts (Interrupt 1): Trigger: The
on, can’t move, but instead moves with its host. Aethertick or its host is targeted by a ranged
Being moved out of its host’s space end this effect. attack. Effect: The target gains evasion against
If the Symbiote is shoved or teleported away, it the triggering attack.
can pass a save to avoid the effect and become Replace Spur with Aether Warp (1 action,
immune to shove or teleports until the end of the repeatable): The Aethertick and its host teleport
current turn. Can latch on to a new adjacent allied 3
character with 1 action or its standard move.
Chapter 2+
Scrabble (1 action, melee attack): Autohit:
If latched on, if enraged, also grants + 1 action to
Fray damage
its host. This doesn’t stack with a host’s enrage.
Pheremones (1 action): A foe in range 4 is
branded. Branded foes are pacified.
Yellow Creeper
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This parasitic creature is a symbiotic fungus with and yet others through being able to channel the
deadly spores that it uses to control other sickening energies of the dungeon cores.
creatures.
Spore (1 action, recharge 6): The Creeper Traits: Aetherwall, Overdrive, Slip
puts down two terrain effects in free spaces in Beast traits: Enrage
range 3. Characters that pass through these
spaces gain spore infestation. While they have the Biotic (2 actions, pierce, ranged attack 8,
infestation, they are branded+. When a character cross 2): On hit: 2[D]+fray. Miss or area effect:
with a spore infestation is defeated, they release fray. Effect: On hit, foe is shattered and poisoned.
an explosion around them, dealing [D]+fray as a Shatters foe even on miss if they are poisoned.
blast 1 (self) area effect and poisoning all Deluge (1 action, repeatable): The beast
characters within. Poisoned characters take max dashes 2, then deals 2 piercing damage to a foe in
damage. Spore infestation is removed if an range 6
effected character gains any amount of vigor. Blight Lob (1 action, end turn, recharge
Puppet (free action): A character with spore 4+): The Beast creates a blast 1 area of difficult
infestation is shoved 3 spaces in a direction of the terrain in range 8. Characters standing in the area
creeper’s choosing, then may deal fray damage to are vulnerable+. The area lasts for the rest of
a character of the Creeper’s choice. combat, or until this beast uses this ability again.
Detonate Thrall (2 actions, recharge 6): A
character with spore infestation explodes as if Chapter 1+
defeated, ending the infestation.
Ruin Centipede
Chapter 3 These huge, man sized insects are a potent
While latched on to a character, that character symbol of bad luck in most villages.
gains defiance at the start of each of its turns. Acid Splash: Attacks deal 1 piercing damage on
hit or miss to all foes in range 2 of the target as an
Nialla’s Corpseflower area effect
A carnivorous flower that grows over fierce Vile (1 action): A foe in range 5 becomes
dungeon beasts. The flower feeds off carrion by vulnerable. They must then save or until the end
putting its host to sleep mid-meal. of their next turn, they take 1 piercing damage for
Acid Burst: When the Flower or its host take each space they move.
damage, all adjacent foes take 1 piercing damage.
Increase this damage to 2 piercing against Gulper
poisoned characters. This effect can trigger any This amphibian exudes a thick layer of slime
number of times a round. when threatened, which it can spit as a weapon.
Pacifying Spores (2 actions, range 5, blast Slimy Skin: When damaged, may dash 1 as an
1): Area effect: Foes must save or take [D]+fray, effect.
become poisoned, and become pacified. Slime Spit (2 actions): The Gulper creates a
Morpheus (2 actions): A foe in range 6 must line 6 area of difficult terrain. Foes caught in the
save. On a successful save, they are pacified. On a area when it is created are shoved 2. Collide: Foe
failed save, they are incapacitated until they take is shattered.
damage from an ability or an adjacent character
uses an action to shake them awake. At the end of
Ironfeather
their turn they can repeat the save to end this
This greedy avian’s feathers are spine-like and
effect. After this effect ends, they become immune
can be shot like quills at range.
to this ability for the rest of combat.
Traits: Flying
Feather spray (2 actions, blast 1, range 8,
Blight Beast recharge 6): Characters in the area must save or
become vulnerable. They then take fray damage
Beasts that are soaked in the corruptive energies twice as an area effect.
of the deep arkenruins. Most of them are
incredibly poisonous, some by regular toxins,
Chapter 2+
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All gain Hyperactive: When overdrive triggers, Sonic Screech (1 action, ranged attack, line
this beast gains +1 action for the rest of combat. 6): On hit: [D]+fray. Miss or area effect: Fray.
Effect: Characters gain +1 curse on saves until the
Blast Beetle end of their next turn.
Volcanic beetles with chemical blood and spit so Shriek (1 action, repeatable): All foes in
volatile that it ignites on contact with the air. range 2 must save or be forced to flee, shoving
Rocket jump (free action): The Beetle flies 2 them 3 spaces in a direction of the Harpy’s choice.
Explosive Demise: When defeated, explodes in Ear Splitting Song (1 action, recharge 5+):
a blast 1 area effect centered on it. Foes inside are Foes in range 2 of the Harpy must save or become
shoved 1 away from the origin space and must branded and lose all stances.
save or take [D]+fray, or fray on a successful save. Song of Deadly Soothing (1 action, stance):
Replace Biotic with Acid Ignition (2 actions, The Harpy gains aura 3. Foes that end their turn
piercing, ranged attack 6, blast 2): On hit: in the aura must save or become shoved as far as
2[D]+fray and inflict poisoned. Miss or area possible towards the harpy and pacified.
effect: fray. Effect: Critical hit against poisoned
foes Canoptic Swarm
Swarms of bats, beetles, centipedes, or other
Chapter 3 carrion-eaters that have fed upon corpses in the
Hyperactive also removes all recharges. deep ruins and become instilled with an uncanny
hunger.
Red Worm
Traits: Fortify, Size 2, Armor 0
A massive, muscular worm the size of a person,
Beast Traits: Enrage
found only in deep dungeons. Resilient and able
to tunnel through solid rock by exuding a
Amorphous: Can share space with other
powerful acid. Exists only to eat.
characters. Any characters that start their turn
Dig: Can phase through terrain and characters.
inside its space take fray damage.
Dweller in Dark: The Worm has the following
Swarm: Has resistance to any damage not from
abilities
- Immune to pits. area effects or attacks. Does not provide
- Immune to blinded obstruction, but characters treat its space as
- May use its standard move to teleport from the difficult terrain.
area of any pit to any other pit
- Has resistance while inside a pit A Hundred Maws (2 actions, melee attack,
true strike): On hit: 2[D]+fray. Miss: fray.
Tunnel: When the Red Worm ends its turn,
Effect: Characters inside its space take 2 damage
create a pit underneath it.
Swarm Surge (1 action, repeatable): The
Swarm dashes 2, ignoring all movement penalties.
UNIQUES Consume (1 action, multimark): A foe inside
the swarm's area is marked. While marked, they
are dazed and winded+ while sharing space with
Chapter 1+ the swarm and take [D]+fray for ending their turn
inside it instead of just fray damage.
Harpy
Birdlike beasts with pale faces and soothing Bicorn
voices, they use their resonant throat sacs to An equine monster with a forked, spiral horn,
hypnotize prey and draw them closer. They often which it can use to channel ambient aether into
use these talents to hypnotize cabals of other deadly, reality bending bolts.
monsters to protect their nests.
Speed: 5 (Dash 3)
Traits: Flying, Shelter, Diaga
Beast Traits: Enrage Traits: Aetherwall, Overdrive, Slip
Traits: Enrage
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A spiny dog-like creature with an incredible gets close enough to realize where they are
stomach. It is able to unhinge its jaws to gaping standing.
proportions to feed on toxic dungeon refuse, the
which it boils into a fetid slurry in a special HP: 64
organ, swallowing and chewing into stone to Speed: 1, Dash 1
help the digestion process. As an offshoot of this
bizarre diet, the hellhound can belch clouds of Traits: Fortify, Sturdy, Armor 3, Size 2
poisonous and incredibly flammable gas. Beast Traits: Enrage
Elite: Takes 2 turns
HP: 64
Lure: At the start of its turn as a free action, the
Traits: Aetherwall, Overdrive, Slip, Size 2 Fisher puts a lure out in a space within range 3 of
Beast Traits: Enrage its location, or moves its current lure 1 space. The
lure is a size 1 intangible summon. It cannot be
Blast (1 actions, ranged attack 8, blast 1, placed or moved adjacent to the Kingfisher
pierce): On hit: [D]+fray and character is outside of the Fisher’s reel action, and only one
poisoned. Miss or area effect: fray. Effect: If a lure can be placed at once. If the Fisher moves
character is poisoned they are also shattered on further away from range 3 from its lure, un-
hit. summon it.
Deluge (1 action, repeatable): The Hellhound Perfect Camouflage: The Fisher is intangible
dashes 2, then deals piercing fray damage to a foe unless there’s a character adjacent to its Lure
in range 6
Corrosive Gas (1 action, repeatable): The Reel in (free action): The fisher moves its lure
Hellhound creates a terrain effect space in a free up to 4 spaces towards it, then shoves all adjacent
area in range 6. Characters that enter or exit the characters to the lure the same amount.
space, or start their turn there, become Characters can pass a save to reduce this shove to
vulnerable, burning, and poisoned. The area lasts 1.
for the rest of combat. Spit up (1 action): Close blast 1 area effect.
Spitfire (free action, multimark, pierce, Characters take fray damage, are poisoned, and
recharge 4+): Mark a character in range 6. At must save or become winded. Poisoned characters
the end of that character’s turn, if that character is fail the save.
still marked, the Hellhound shoots a fiery blast for The Maw (1 action, melee attack, true
a blast 1 explosion area effect. Characters within strike): On hit: 3[D]+fray. Miss: [D]+fray.
must save. On a successful save, they take fray Effect: If more than one character is adjacent to
damage. On a failed save they take [D]+fray and the Kinfisher, it chooses targets randomly. It
are poisoned and burning. If the explosion would cannot target summons. Then, the fisher’s lure is
hit an area of corrosive gas, it detonates the area, shoved to 3 spaces away from it.
destroying it but increases the area to blast 2 and Gnash (1 action, repeatable): The Kingfisher
all damage by +[D]. Either way, the mark ends. dashes 1 as it flops forward, then deals 2 damage
to all adjacent foes.
Submerge (1 action, recharge 5+): The
Chapter 2+ Kinfisher submerges into the ground, teleporting
5 spaces, then resurfaces, even to an occupied
KINFISHER area. When it resurfaces, characters in its area
take fray damage, are placed in the closest
adjacent space of its choice, then shoved 1.
This bizarre creature is a land-dwelling lungfish
the size of a draft horse, a relative of the land
shark. It uses its enormous jaws to burrow Chapter 3
through solid rock and a fleshy lure to draw in
unwary travelers. At a distance, the lure can look
like a wounded person, a bobbing lantern, or a GIGANTAPEDE
fleeing spy - at least until the fish’s unlucky prey
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The Chimaera has the following action in all characters. Characters the beast passes through
phases: are shoved 1 to either side and take fray damage.
If the beasts ends this movement adjacent to their
Pounce (free action, 2/round): The Chimaera foe, that foe must save or take 2[D]+fray and
flies 5 spaces. Characters under or adjacent to it become stunned, or [D]+fray only on a successful
when it lands are shoved 1 space and take fray save.
damage as an area effect.
3. Serpent
Each time the Chimaera loses a head, its phase
changes. The recharge for its heads’ abilities Toxic Bite (1 action, melee attack, multi
depend on phase, and only roll for a head’s mark): On hit: On hit: [D]+fray. Miss: Fray.
abilities on turns that it takes. Effect: The character is marked. While marked,
attacks from the Chimaera ignore vigor.
Phase I: Three heads Poison spit (1 action, repeatable): A
The recharges on all the head abilities are 6 character in range 6 takes 2 damage and is
poisoned. Poisoned characters take 4 damage
Phase II: Two heads Poison breath (2 actions, ranged attack 4,
The Chimaera’s heads are sturdy. The recharges blast 2, recharge): On hit: 2[D]+Fray. Miss or
on all its head’s abilities are 4+. area effect: Fray. Effect: All characters are
poisoned. Poisoned characters are blinded.
Phase III: One head
Feral Rage: The Chimaera’s remaining head
4. Crocodile
gains +1 action and becomes unstoppable. All its
abilities recharge on a 2+
Savage bite (1 action, melee attack,
piercing, repeatable): On hit: [D]+fray. Miss:
Chimaera Heads (d10 3 times, reroll
Fray
repeats, or pick 3)
Fling (1 action): An adjacent character is
shoved 3. Collide: [D]+fray instead of regular
1. Lion collide damage.
Sun beam (2 actions, ranged attack, line
Lion’s pride: At the end of its turn, gains 10, recharge, piercing): On hit: 3[D]+fray and
vigilance 1. Can intercept attacks against other foe is shattered. Miss or area effect: [D]+fray.
heads.
Savage bite (1 action, melee attack, true
5. Toad
strike, repeatable): On hit: [D]+fray. Miss: fray
damage
Noxious venom: While the Toad head is alive,
Roar (2 actions, recharge): Adjacent
all heads have counter.
characters take fray damage, are shoved 1 and
Tongue (1 action, melee attack,
become dazed. Dazed foes must save or become
repeatable): On hit: [D]+fray. Miss: Fray.
stunned.
Effect: The target is shoved 2 towards the
chimaera.
2. Bull Swallow Whole (1 actions, recharge): A
adjacent character must save or be swallowed
Bull’s Fortitude: All heads are Sturdy while the whole. Remove them from the battlefield. At the
Bull head is alive. start of their turn, the toad spits them out, placing
Headbutt (1 action, melee attack, true them in any adjacent space to the chimaera’s
strike, repeatable): On hit: [D]+fray and shove current location, then shoving them 3 spaces.
1. Miss: fray. Effect: The Chimaera can dash 2 They are winded. Collide: Character takes [D]
spaces before making this attack. +fray instead of regular collide damage and is
Charge (1 action, end turn, recharge): stunned.
Effect: The beast chooses a foe in range 2. At the
end of that foe’s next turn, the beast dashes up to
6. Baboon
5 spaces towards that foe, phasing through
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9. Chicken
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Beast Trophies
Tech Description and Effect Uses
As an action, you may toss this sack of spores. Characters
Yellow spore sack in a blast 1 area in range 3 are branded and you may 3
shove them 1 in any direction.
Use as an action to splash the oil about, reversing gravity
Drift Oil and drifting into the air. You and every other character in 3
range 2 gains flying until the end of their next turn
Venom from a howler beast. You can apply it as an
Howler Venom action. Your next attack gains bonus damage, pierce, and 2
inflicts dazed
Step on the screecher gland as an action to make a
horrible screeching noise. Characters in a blast 1 area
Screecher gland 1
centered on you, including you, must save or become
stunned
You may use this cape as a free action. Dash 4 spaces in a
Landshark cape straight line with phasing. You are intangible while 3
dashing.
As an action, you can hold this severed head up. It spurts
fetid water at all foes in range 4. Those foes are shoved 1
Kelpie head 3
and frostbitten. Collide: They take [D] and are also
blinded.
This expedition you gain the chameleonic trait: when
Stalker scales starting or ending your turn adjacent to terrain height 1 2 expeditions
or higher, gain stealth
This huge stinger is big enough to be used as an offhand
Gigantapede stinger weapon. Your melee attacks this expedition gain on hit: 1 expedition
Effect: Deal 2 piercing damage again and inflict poisoned.
Wrap yourself in tough Chimaera hide. Gain +1 armor
Chimaera Hide 1 expeditions
and immunity to all blights.
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IV. Scavenger Special mechanic: Valuables
Valuables: If fighting scavengers, the GM places
Scavengers is a particular term in Arden Eld, valuables tokens on the battlefield equal to the
referring to the scions of the Churning Age - number of players +1. Valuables are intangible
those who rush into the ruins in search of relics to tokens that can be picked up by any character by
extract for a quick profit, or prowl the roads in moving over their space. Characters drop them
search of vulnerable folk to shake down. Many when defeated, or can drop them voluntarily as 1
find that it is easier to have others do the hard action. Any character that ends a fight holding
work for them, then rob them blind on the way two or more valuables tokens gains 1 dust.
out. Valuables tokens left on the battlefield don’t
count.
Scavenger bands are as diverse as any other folk
of Arden Eld, but usually turn to scavenging out
of a desire for profit, something that can be FOES
intensely personal. Many scavengers come from
the cities, seeking wealth from the ruins that was
denied to them by virtue of social class in their Scrapper
homelands. Still others are opportunists,
Toughs that act as enforcers and workers for
deserters from Imperial armies, Churners whose
scavengers. They are typically large and
business has dried up, or people from local
hardened from years of street fighting or hard
villages that were sick of the parochial life and
labor. Usually have the thankless job of hauling
wanted to exercise their ambition. A lot of the
the heavy loot out of a dungeon.
time, they are barely one step away from
adventurers.
Traits: Fortify, Armor 3
Not all scavenger bands employ banditry, and
One-Two (1 action, true strike, melee
some are actually large, ‘legitimate’ enterprises,
attack): On hit: Deal fray damage twice. Miss:
sanctioned by the major guilds (frequently
Once.
involving a lot of corruption). These bands are
That One! (1 action, mark): A foe in range 5 is
run by individuals colloquially known as Churn
marked. While marked, they count as holding a
Barons - ruthless profiteers who will turn to any
valuables token.
means to make money.
Uppercut (1 action): An adjacent character is
dazed. If that character has a valuables token,
Faction Template they also take fray damage.
To make any foe a Scavenger, you can add the Haymaker (2 actions, true strike, Greed):
following traits. All Scavengers have these traits. An adjacent foe must save or take [D]+fray and
become stunned and winded, or just winded on a
Kin: Scavengers are kin, can be bargained with, successful save. Greed: 1 action.
and will flee or surrender if heavily outnumbered
or heavily losing a fight
Chapter 1+
• Motivations: Scavengers are typically after the
wealth in the ruins and won’t fight if terms can
be reached Bouncer
• Flee: If a Scavenger has 4 or more valuables Thick armed ruffians who are hand picked to
tokens (see below), they attempt to flee the guard the best of the spoils. Usually picked by
battlefield, fleeing successfully if they start their scrap bosses for their prodigious size.
turn in an edge space of the battlefield with no Prodigious size: Size 2.
hostile characters adjacent Guard Loot: Doesn’t pick up valuables tokens.
Greed: If a Scavenger is holding a valuables Instead, counts as holding any valuables tokens it
token, their attacks can critical hit (+[D]). Many is standing on, and has resistance while standing
other scavenger abilities become more powerful if on at least one.
they have a valuables token.
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Giltfinger Nightcloak
Kin that care little for what they carry out, only Master thieves of the scavenger bands. Their
that it glitters. enchanted cloaks are jet black and fool the eye,
Thiefcraft: Gains stealth at the start and end of blending into the shadows.
their turn if holding a valuables token.
Sneak Attack: Attacks from Stealth are critical Traits: Phasing
hits (+[D]) Curse The Eyeless: Evasion against blinded or
slowed characters.
Toe-taker Replace Smoke Bomb with Jet cloak (1
Dust congregates under the fingernails and toes action): Create a blast 1 terrain effect. Characters
of travelers in the ruins, with predictable inside are blinded+. This area lasts until this
influences on the truly desperate. ability is used again or until the end of combat.
Consumptive Greed: Toe Takers always The Nightcloak may teleport 4 before or after
attempt to focus on the closest foe with a creating this area.
valuables token at the start of their turn Replace Mug with Steal Sight (1 action): An
Replace Slice and Dice with Hamstring (1 adjacent foe is blinded+. They can end this
action, +1 boon, melee attack): On hit: [D] condition by picking up a valuables token, or
+fray. Miss: fray. Effect: On hit, until the end of ending a turn adjacent to an ally.
their next turn, foe takes 2 damage for each space
they move.
BROKER
Plucker The managers and pit bosses of the Scavengers,
Hardened fighters who have made a habit of who are responsible for payroll and managing
letting everyone else do the hard work. work teams, often chipping in themselves on site.
Lighten Load (1 action): Effect: The Plucker Dirty and thankless work.
teleports 2. An adjacent foe must save, or take fray
damage once for each valuables token they are Traits: Shelter, Diaga
carrying. The Plucker then steals all valuables
from them. If they have no valuables, they are Bolt of Law (1 action, ranged attack 6 or
instead slowed and take fray damage. melee attack): On hit: [D]+fray and foe is
branded. Miss: fray.
Chapter 2 Swindle (1 action, greed): Swap places with a
All gain Golden Step: The first time a round this character in range 3, teleporting. Foes can save to
character picks up a valuables token, may dash 2, avoid this effect. Greed: Free action
then deal fray damage to an adjacent foe. Incentivize (1 action, end turn): The broker
puts down a valuables token in range 3
Exact Price (1 actions, special recharge):
Finger Collector
Effect: A foe in range 6 becomes stunned and
Especially cruel scavenger barons will
pacified. A foe can avoid this by taking divine
occasionally exact a flesh price in lieu of paying a
damage equal to 25% of their max hp or by
debt.
dropping a valuables token. Effect: Only
Serrated Bolt (1 action): Effect: Deal fray
recharges if the Broker picks up a valuables token.
damage to a character in range 6. Becomes a free
action against foes with valuables tokens.
Collect bounty (2 actions, ranged attack 6): Quickfinger
On hit: 2[D]+fray. Miss: Fray. Greed: Deals Hedge wrights that use fire aether to bend light,
bonus damage and gains +1 boon per valuables making fools of the greedy and dull.
token the target is holding.
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Underboss
Manager-sergeants that organize scavenger Junker
bands and keep them on their toes. Obsessives that collect and sort dungeon detritus,
Cheap Trick: When missed by an attack, may working with scavenger bands to enrich their
deal 1 damage to their attacker, then teleport 1. collection. Usually dropouts from the city
Aura of Skulduggery (1 action, recharge colleges, dungeon researchers who have become
5+): Until the start of their next turn, the too work-obsessed, or collectors with a little too
underboss is immobile but gains Aura 2. The much love for their hoards.
underboss and allies in the aura have evasion.
Traits: Aetherwall, Overdrive, Slip
Chapter 2 Junk Armor: The first time the Junker is
All gain: damaged by an attack or ability in a combat,
Tit for Tat (1 action, mark): The Broker marks reduce all damage to 0 and summon 1 valuables
an ally in range 4. While marked, that character token in a space in range 2 from them.
has counter and evasion.
Scrapstorm (2 actions, pierce, cross 2,
Blood Broker range 8, greed): On hit: 2[D]+fray and foe
Contract wrights that use the water Aether of becomes vulnerable. Miss or area effect: fray.
blood to exact terrible prices. Greed: Deals bonus damage for each valuables
Open Wound (1 action, mark ): An adjacent token this character holds
foe is marked. While marked, each time they dash Scrap Turret (1 action, summon): The
(even as part of an ability), they take 2 piercing Tinker summons a turret in range 6.
damage. Scrap Turret
Sacrifice (interrupt 1): Trigger: An ally would Size 1, immobile, 1 hp
take damage in range 6. Effect: this character Summon Effect: When a foe in range 3
takes damage equal to 25% of their HP. That ally from the turret takes damage, the turret deals
gains vigor 1 before the damage is applied. 1 piercing damage to them. The Junker can
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holding a valuables token. This effect ends at the What passes for lawmen among the Scavengers.
end of combat. Shotgun wielding and dour, answering only to
Flesh to Metal (1 action, recharge 6): A foe the Churn Barons.
in range 8 must save. On a successful save, they
are shattered. On a failed save, they begin turning Traits: Fortify, Armor 3
into solid gold. At the end of their turn, remove Tithe-law: Characters can always avoid effects
and replace their character with a size 1 from the Judge by paying the Judge either 1
destructible object with 10 hp. Until the terrain valuables token or taking divine damage equal to
piece is destroyed, they cannot take a turn. When 25% of their hp.
it’s destroyed, return them to the battlefield. Strength: The judge’s abilities have collide: fray
Characters standing adjacent to the terrain piece damage and foe is dazed. Dazed foes take [D]
count as holding a valuables token. +fray instead.
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Smack (1 action, melee attack): Autohit: fray end this mark by not moving at all for their entire
damage turn.
Cover me! (1 action): All allies in range 3 of the Lift Burdens (1 action, mark, requires 6+
Scum may dash until adjacent Tally): The Aurelian marks an ally in range 5.
Drop Scraps (1 action): The Scum drops a While marked, the ally gains flying and evasion.
valuables token in an adjacent space. Collect (2 actions, requires 10 Tally, resets
Master Steal (1 action, end turn): An tally): Every foe on the battlefield is reduced to
adjacent foe has something stolen. They can 50% of their max hp and loses all vigor. If already
recover the stolen item by hitting the Scum with bloodied, they are reduced to 25% hp instead and
an attack, forcing the Scum to drop it in a free must save or become stunned.
adjacent space. They can pick it up by entering
that space or any space adjacent to that space,
ending this effect. Until they do, they suffer the Unique Elites
following effects. The Scum can only steal one of
each item, but can steal from a different character
each time, and never picks up dropped items. Chapter 1+
• Weapon: Foe is pacified+
• Armor: Foe is shattered+
• Elixirs: Foe cannot gain vigor
• Boots: Foe is winded+ Skimmer
Scavengers that have worked their way to the
Chapter 3 top levels of an organization ‘skim’ off the top of
their underlings. They are canny survivors, able
to direct their gangs of salvage-kin to do their
Aurelian
bidding at a moment's notice.
Esoteric Priests of the Scavengers that worship
the Crimson Titan of debt. As rare and occult as
HP: 80
their power is, they are often hired as
accountants by particularly enterprising Churn
Elite: Takes 2 turns
Barons.
Traits: Shelter, Diaga, Dodge
Cronies: The Skimmer starts combat with 5 mob
Traits: Diaga, Shelter
allies, regardless of encounter budget
Tally: The Aurelian has a d10 power die and Aura
Understreet Loyalty (Interrupt 1): Trigger:
2. Whenever a foe uses an attack against the
The Skimmer is targeted by an attack or ability
Aurelian or any of its allies in the aura, tick the die
from a foe. Effect: The Skimmer changes the
up by 1. Also Tick Tally up by 1 every time the
target to one of its adjacent allies. If it has no
Aurelian picks up a valuables token. Certain
adjacent allies, it can’t take this interrupt.
actions require higher or lower tally.
Pay the Reaper: May discard all valuables
Beat down (1 action, melee attack, range
tokens as an effect at the start or end of any turn
2): On hit: [D]. Miss: 1 damage. Effect: On hit,
to gain defiance. While the Aurelian has defiance,
each other ally of the Skimmer adjacent to the
they cannot pick up valuables tokens.
target foe deals fray damage to them
That One! (1 action, mark): A foe in range 5 is
Take Measure (1 action, ranged attack 8,
marked. While marked, they count as holding a
blast 1): On hit: [D]+fray and increase Tally by 1.
valuables token and are branded+.
Miss or area effect: fray.
Overtime (2 actions, mark): The Skimmer
Count (1 action, end turn): Increase Tally by 1
marks an ally in range 6. While marked, the ally
Weight of Conscience (1 action, mark,
gains regeneration and is sturdy.
requires 3+ Tally): The Aurelian marks a foe in
Gang Up (1 action): Up to three allies of the
range 5. While marked, the foe cannot teleport
Skimmer in range 5 can dash 3 spaces. If they end
and can only move a maximum of 3 spaces a
their turn adjacent to the same character, each of
round, no matter their abilities or speed. A foe can
them deals fray damage to that character.
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Hoarder Chapter 2+
Particularly savvy junk mages can amass a quite
impressive collection of artifacts. Teetering Ring Finger
under the weight of their hauls, which are often Master assassins and ‘problem solvers’ in the
strapped to their backs, they often act as leaders , employ of Churn Barons and guild masters both.
guides, or advisors to scavenger bands. Loathe to They use cloaks woven from special silk imbued
sell or part with any of their collection, they are with the Weeper’s Tears, a liquid collected deep
nonetheless willing to use it to protect themselves underground and said to come from the eyes of
when in danger. the dead Night Titan. These cloaks render them
completely invisible, the only traces they leave
HP: 64 footprints in dust and stab wounds on their
victims.
Elite: Takes 2 turns
Traits: Overdrive, Aetherwall HP: 48
Great Junk Armor: The first and second time
the Hoarder is damaged by an attack or ability in Traits: Skirmisher, Dodge, Phasing
a combat, reduce all damage to 0 and summon 2 Slippery: Evasion when bloodied
valuables tokens in spaces in range 2 from them. Elite: Takes 2 turns
Leave Tracks: At the start of their turn, the Ring
Animate Junk Golem (1 action, 1/combat, Finger puts down a track in their space. A
summon): The Hoarder summons a Junk Golem character that ends their turn in that space
in range 3. collects the track. When a track has been
Junk Golem collected, the Ring Finger’s Master Cloak trait
Size 1, Sturdy, 16 hp, 8 defense deactivates until the end of the Finger’s next turn.
Summon Action: When summoned, or Master Cloak: While this trait is active, the Ring
once on the hoarder’s turn, the golem can Finger cannot be directly targeted or attacked and
move 3 spaces, then shove an adjacent foe 2. their location is not revealed on the map. Instead,
If that foe collides, they take [D] damage and the GM secretly records their location. Auras, area
are shattered. effects, and other effects that can target a space
Summon Effect: When the golem is affect them normally (taking into account dodge).
defeated, drop 3 valuables in or adjacent to This trait deactivates until the end of the Finger’s
the space it occupied. When the golem passes next turn if a track is collected or after the Finger
over a valuables token, it absorbs it, gaining attacks.
vigor 1 and giving its action bonus damage. It
drops any tokens it picked up when it is Pay the Ferryman (2 actions, +1 boon,
defeated. melee attack): On hit: 2[D]+fray. Miss: Fray.
Effect: Deals bonus damage for each valuables
Scrapstorm (2 actions, pierce, cross 2, token the Ring Finger is holding. If the finger is
range 8, greed): On hit: 2[D]+fray and foe holding 3 or more, is automatically a critical hit
becomes vulnerable. Miss or area effect: fray. on hit (+[D]). Effect: The Ring Finger may
Greed: Deals bonus damage for each valuables teleport 2 spaces before and after the attack.
token this character holds Mug (1 action): An adjacent foe is slowed. If
Pile it up (1 action): The Hoarder creates a they have a valuables token, that foe takes [D],
height 1 or 2 junk pile object in a space in range 6. then the Ring Finger takes a valuables token
Characters adjacent to it when it is created are Blinding Bomb (1 action): The Ring Finger
shoved 1. If created under a character, it pushes throws a bomb at a cross 1 location in range 4.
them up on top of it instead. Characters within take fray damage and must save
Junk form (1 action): The Hoarder transforms or become blinded.
into junk, then swaps places with any free Drop Caltrops (1 action, terrain effect, 1/
valuables token. round): The Ring Finger creates a line 3 area of
difficult terrain.
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HP: Each brother has 10 hp per player character Serrated Knife (1 action): A character in range
(min 20 hp) 4 takes fray damage. If they’re bloodied, they take
Speed: 4 (Dash 2) fray damage twice.
Defense: 10 First Blood (1 action, melee attack): On hit
Fray Damage: 3 [D]+fray. Miss: fray. Effect: May dash 1 before
[D]: 1d8 and after attack. Effect: Attack deals max damage
to undamaged characters or characters with any
Traits: - amount of vigor.
Legend: Takes 1 turn after every player character
turn. If slow, only one of its turns is affected. Blood Brothers (d10 4 times, reroll
Juggernaut (Free action, 1/round): Clear a repeats, or pick 4)
status, mark, or all blights
Blood Luck: When a Blood Brother picks up a
1. Boots
valuables token, all their abilities recharge
Traits: Size 2, Sturdy, Fortify, Armor 3
Body Parts:
The Boot (free action): An adjacent foe is
shoved 2. If they’re bloody, they are instead
Blood Brother
shoved 4. Collide: Foe is dazed
The Band has four Brothers. Each Brother is a
Dropkick (interrupt 1, recharge 6): Trigger:
separate entity, tracking hp and effects separately.
A foe finishes taking an action in range 3 of Boots.
The Band is only defeated when all Brothers are
Effect: Boots teleports adjacent to that foe, then
defeated.
they take D]+fray and are shoved 3. Foe must
then save or be stunned. Collide: Foe fails the
On each of the Band’s turns, the Band acts with a
save.
different brother, until all have acted at least once.
Ability recharge and interrupts are checked for
Blessing: All remaining Brothers become sturdy
each brother separately.
and gain The Boot
Each Brother has unique actions and a Blood-
bound Blessing. 2. Fixer
Traits: Fortify, Armor 3
Phases Iron Fist: Attacks against bloodied foes daze
them, hit or miss
Phase I (2+ Brothers): Each time a Blood Garrote (1 action, recharge 6): Effect: An
Brother is defeated, all active brothers gain the adjacent foe must save. On a successful save, that
Blood-bound Blessing of the fallen brother, foe takes fray damage twice. On a failed save, that
empowering them. Each brother has a different foe and Fixer become immobile. At the end of the
blessing. targeted foe’s turn, they must save or take damage
Phase II (1 Brother): If only one Brother is equal to 50% of their max hp. Bloodied characters
remaining, they become unstoppable and gain +1 fail this save. Then, this effect ends. It also ends
action for the rest of combat. early if Fixer or the targeted foe are moved apart.
Only one character can be garroted at once.
Actions
Blessing: One brother can use Garrote once per
Every brother has the following actions in each
round
phase:
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Venom Blade: Attacks inflict poisoned, ignore Ricochet shot (1 action, pierce, ranged
vigor, and deal bonus damage against bloodied attack 10): On hit: [D]+fray and foe is shattered.
characters. Miss: [fray]. Effect: A different foe in range 3 from
the original target takes [D]. Effect: Deals bonus
Blessing: All remaining Brothers gain Venom damage against bloodied foes . Critical hit: Foe is
Blade stunned.
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Scavenger Trophies
Tech Description and Effect Uses
Deal bonus damage to any character holding a valuables
Scav Badge Unlimited
token
Take the following action: Gang Up (1 action): Up to
three allies in range 5 can dash 3 spaces. If they end their
Gold Tooth 2
turn adjacent to the same character, each of them deals
fray damage to that character.
When you make an attack against a character adjacent to
Shank’s Cross Hilt one of your allies, you may spend a charge to grant the 3
attack +1 boon and true strike
Ruffian’s Boots Free action: Gain stealth 5
Don a sparkling cloak that shifts and obscures your
Glittercloak location. During the next combat, gain evasion. Any foe 1
that ends their turn in range 2 of you gains hatred of you.
Use the following Interrupt: Trick of the Light
(Interrupt 1): Trigger: An ally is targeted by an attack or
Sparkling Gem ability from a foe. Effect: That ally gains evasion against 3
that attack or ability. After it resolves, teleport that ally 3
spaces to their ‘real’ location.
This expedition, the first time you take damage in any
Junk Mage Talisman 1 expedition
combat, gain resistance against it
This blade has the ability to magically create wealth from
Plunder Blade nowhere. All your attacks gain (as a relic) Invoke (attack 1 expedition
14+): Create 2 valuables tokens adjacent to your target foe
This cursed icon causes weapons to transmute their foes
temporarily into gold. All your attacks gain slay: replace
your defeated foe with an object equal to their size. After
Hand of Midas 1 expedition
combat, they either revert to normal (with the gold
sloughing off) or stay frozen, depending on the tone of
your game.
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Kin: Imperials are kin, can be bargained with,
and will flee or surrender if heavily outnumbered
or heavily losing a fight
• Motivations: Imperials have orders they are
following from whatever guild master, warlord,
or under-baron they serve. Usually this is to
capture a location, object of power, or person of
interest. If characters can work around those
orders, Imperials can usually be bargained with
or even be helpful.
• Flee: When the commanding officer of an
Imperial detachment is defeated, there’s a 1 in 6
chance (roll 1d6) at the start of each round the
remaining imperials will attempt to flee or will
surrender on the spot, ending the fight.
• All Imperials have the Receive Orders trait
(see below)
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Arkentech Power armor: Start combat with damage and burning. Effect: Burning foes must
Vigor 1. save or become winded.
Imperial Command Aura: Aura 2. Allies in the
aura gain +1 boon on attacks and can randomly Buzz Trooper
critically hit (+[D]). Troopers armed with a belt-driven chain-sword.
Very noisy and not particularly subtle.
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start of their turn, deals bonus damage, and may re-roll the attack with +1 boon, taking the second
dash 2 after any attack. These effects turn off if result as the final result.
the marked target is adjacent to any ally.
Hone (1 action, end turn): The next attack Leader’s strike (1 action, melee attack or
from this character becomes a critical hit on hit (+ ranged attack 5, repeatable): On hit: [D].
[D]). Miss: 1 damage. Effect: An ally in range 3 can
dash 2 spaces.
Chapter 3 Flare Gun (1 action): Ignores stealth. A foe in
Acrobatics (free action): Dash 2. This action range 5 is branded and loses stealth.
can interrupt and split up other actions or Volley Fire (1 action, recharge 6): Effect:
movement. The Sergeant chooses a foe in range 8, then deals
2 piercing damage once to that foe, then once
Imperial Shinobi again for each ally in range 2 of the Sergeant.
Imperial operatives trained in imitation of the
Scroll Arts of the Shades. The combination of Chapter 1+
black powder, traps, and shadow magic is
extremely effective at removing particularly Evocatus
tough ‘obstacles’ for imperial generals, Retired officers that have re-enlisted for better
sometimes including political opponents. pay. They often go into battle to complete the
training of levies and legionnaires.
Shadow clone (1 action, summon): Summon
a shadow clone in a free space in range 3, an Tactics Aura: Aura 2. Foes in the aura take +1
intangible size 1 summon. Foes adjacent to a curse on saves. Foes suffering from a status in the
shadow clone at the start of their turn take fray aura take bonus damage from all sources.
damage from the clone. Clones disappear at the
end of combat or if the Shinobi is defeated. Decurion
Shadow Swap (free action): The Shinobi Officers that are better than average shots and
swaps places with a shadow clone, teleporting lead by example. Tend to garner more respect
Huton (2 actions, recharge 6): The Shinobi than their peers, as they are promoted from
ignites a roaring fireball in range 4 as a blast 2 within the ranks.
area effect. Characters inside must save or take
[D]+fray, or just fray damage on a successful save. Replace Discipline with:
The area continues to rage as a firestorm and Corrective Fire (Interrupt 1): Trigger: An
becomes dangerous and difficult terrain for the ally in range 2 misses with an attack. Effect: The
rest of combat, or until this ability is used again. ally’s target must save. On a failed save, they take
[D] from the Decurion and become burning.
Sergeant Burning foes fail the save.
Arm Shot (1 action, mark): A foe in range 8
Field officers that are all too eager to push their marked. While marked, after they attack, they
rank on the battlefield. Covered in pomp and must save or take fray damage and become
frippery and eager to test out techniques and pacified. If a foe ends a turn without attacking,
weaponry fresh from the imperial war colleges this mark ends.
with very little regard for the results or
applications, a cause of constant griping for the Artillerist
rank and file. Always have well-polished boots. Furnished with the latest scopes and tech,
Artillerists often come to the battlefield with their
Traits: Shelter, Diaga helmets festooned with extremely unwieldy
Imperial Traits: Receive Orders devices that are a source of mockery for the
Discipline (Interrupt 1): Trigger: an ally in grunts and relief for the cannoneers.
range 2 misses with an attack. Effect: The
Sergeant can use this interrupt to cause them to Replace Flare Gun with:
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Spot (1 action, mark): Mark a character in Tactician’s Advance (free action): Up to two
range 8 and line of sight. While marked, that foe allies anywhere on the battlefield may dash 2.
is branded+ and cannot benefit from stealth, Master of Strategy: Before combat starts, may
evasion, or cover. This effect ends if the character move every character to any space up to 2 spaces
ends a turn adjacent to an ally. in any direction from their starting location
Replace Flare with:
Chapter 2+ Ultimate Weakness (2 actions, mark): The
Gunblade: All melee attacks gain On Hit: may Legatus marks a foe in range 8. While marked, the
deal 2 piercing damage to any foe in range 4 as an foe is branded+, cannot benefit from cover,
effect. stealth, or evasion, and every attack against the
target becomes a critical hit on hit (+[D]). The
Mechanist mark lasts until the character is defeated, if
bloodied, or becomes bloodied if not.
Specialty officers armed to the teeth with the
newest bombs and a custom arkentech flame
hurler. Often boost morale through spectacular
displays of pyrotechnics.
Gunner
Line Breaker (2 actions, end turn,
summon): The Mechanist summons an Armed with jumped-up, heavy blackpowder guns
explosive charge, a size 1 summon with 1 hp, in (sometimes with multiple barrels, scopes, or
range 6. The charge can be targeted by any other unnecessary additions), gunners are the
character and is automatically hit by attacks. hammers to the anvil of the legion frontlines.
When the charge is destroyed, it explodes in a Flashy, armed with the teeth, and with an
blast 2 area. Characters inside take fray damage, attitude to match, they are the envy of the
become burning, and are shoved 1 away from the infantry. They make use of steam automata from
center. Burning foes are stunned. repurposed arkentech to drive their opponents
Replace Volley Fire with: into poor positions.
Flame Hurler (1 action, multi mark,
recharge 6): The mechanist sprays flame in a Traits: Overcharge 4, Aetherwall. Slip
line 3 area in range 5. Foes in the area are Imperial Traits: Receive orders
marked. While marked, they are branded+,
burning, and cannot dash. They or an adjacent Heavy Arquebus (2 actions, pierce, ranged
ally can spend 1 action putting the flames out, attack 12, special recharge): On hit: 2[D]
ending the mark. +fray and foe is vulnerable. Miss: [D]+fray.
Critical hit: Damage becomes divine. Recharge:
Chapter 3 Only recharges by taking the reload action
Marching Orders (1 action, stance): When Reload rifle (1 action): Heavy Arquebus
Sergeant takes this stance, as an action, and at recharges. Effect: Becomes a free action in a
start of each of their turns, the Sergeant and all Command Aura.
allies in range 2 can dash 2 in the same direction. Grappling hook (1 action): The Gunner
teleports adjacent to a summon or object in range
3. Alternately, it can teleport adjacent to a foe in
Legatus range, and that foe becomes shattered.
Senior tacticians that are rightly feared by the Suppressor turret (1 action, summon,
foes of the legions. Tend to be advanced in age recharge 6): The Gunner summons a gun
and use their cunning as a master artisan uses emplacement in range 4.
the tip of a knife on a particularly juicy cut of Gun turret
chicken. Size 1, immobile summon.
Aura of Resilience: Aura 2. Self and allies in Summon effect: When a foe in range 4 from
the aura gain +1 boon on saves and are immune to the emplacement is damaged by an attack or
critical hits (downgrade critical hits to regular ability, the emplacement deals 1 piercing
hits) damage to that foe, ignoring cover. This effect
can trigger any number of times a round.
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Chapter 2+
Gnaw (1 action, melee attack): On hit: [D]
+fray. Miss: fray. Critical hit: The War Beast gains
+1 action.
War Balloon
A colorful flying machine, lifted by hot gas and
Snap (1 action, repeatable): An adjacent foe
acting as a mobile battle platform for imperial
takes 2 damage, then is shoved 1, then the War
soldiers.
Beast may dash 1.
Iron Jaw (1 action, recharge 6): The War
Vitality: 12
Beast dashes 3 spaces in any direction. An
HP: 48
adjacent foe when it starts moving must save or be
Speed: 4 (dash 2)
dragged them with it, shoving its target towards it
Defense: 5
until its adjacent. Bloodied foes fail the save.
[D]: 1d6
Fray: 4
Clank
Steam and clockwork-driven automata, made in Traits: Size 2, Sturdy, Flying
imitation of the arkentech automata that Imperial Traits: Receive Orders
populate the ruins. Crude, noisy, and tend to Deflate: If the War Balloon is prevented from
break down at the worst times. flying, it becomes immobile until it can fly again.
Ranged Master: Ignores ranged attack penalties
Traits: Fortify, Defiance, Armor 3 for adjacent foes
Imperial Traits: Receive Orders Battle Platform: Characters can mount or
dismount the War Balloon with their standard
Imperial Automata: This character always move, placing them adjacent when dismounting.
attempts to attack and focus on the closest foe at Imperials can start the battle mounted on the
the start of its turn unless it’s inside a command balloon. While mounted, place them inside a free
aura. space in the balloon (so the balloon has space for
4 size 1 characters). They share its space, move
Thumper Gun (1 action, ranged attack 3, when it moves, and have cover. Characters hostile
true strike): On hit: [D]+fray and shove 1. Miss: to the balloon must pass a save to mount it.
fray damage. Effect: Ignores ranged attack Characters mounting it when it is defeated are
penalties. A different foe in range 3 is shoved 1. placed adjacent and stunned.
Collide: Foe takes fray damage Vantage Point: Characters mounted on the War
Bullet Spray (1 action, close blast 1): Area Balloon have +1 boon on ranged attacks and
effect: Fray damage. increase the range of all their ranged attacks by
Flame Bomb (1 action, close blast 1, true +4
strike, recharge 6): Area effect: [D]+fray
damage and burning. Effect: Burning foes must Side Guns (1 action, ranged attack 6, cross
save or become winded. 1): On hit: [D]+fray. Miss or area effect: fray.
Self Destruct (2 actions, end turn): The Drop Bomb (1 action): The Balloon flies 5 in a
Clank begins shuddering. At the start of its next straight line. It drops a blast 1 area effect below it
turn, it explodes, instantly defeating it and over any space it moved over. Characters in the
creating a blast 1 area effect on its location. area take fray damage and become vulnerable.
Characters inside must save or take 2[D]+fray The character in the center space must save or
damage, or [D]+fray on a successful save. become stunned.
High Altitude (1 action, end turn, recharge
6): The Balloon and any of its passengers drift
Biker high up, removing them from the battlefield. They
all return in any valid space on the battlefield at
Traits: Skirmisher, Dodge the end of the current round.
Imperial Traits: Receive Orders
Unique Elites
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Advanced Scopes: Immune to blinded. Mortar (free action, 2/round): The Weapon
Arkentech Artillery: At the start of combat, chooses a character in range 6. At the end of that
divide the map into four equal size quadrants, character’s next turn, they explode for a blast 1
then number each one. At the start of each round, area effect centered on them, dealing fray damage
the Weapon shoots an artillery barrage into the to all characters and shoving all characters 1 space
start of the air that comes down, affecting all foes away from the target.
in one of the quadrants. Roll 1d4 to check which Submerge (1 action, 1/round): The Weapon
quadrant it starts in in round 1, then it moves moves clockwise to the next side of the battlefield.
clockwise at the start of each subsequent round. Broadside (1 action, 2/round): All foes in
Characters in the chosen quadrant at the end of range 6 of the Weapon must save. On a successful
the round must save or take 2[D]+fray piercing save, they are shoved 1. On a failed save, they are
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Sections
VERIDIAN WEAPON The targetable parts of the Weapon are three
When a lord, baron, or dictator really wants to separate sections: the Engine, the Forward Turret,
show off, they will undertake the construction of and the Aft Turret.
one of these massive, armored airships, a project
- Each section is a size 2 character that is
that typically takes months to complete and the immobile, immune to shove and teleport, and
manpower of a small nation. Festooned with the has 1/3 of the Weapon’s total HP. If removed
latest armaments, scopes, and automata from the battlefield, can only be placed in the
technology, Veridian Weapons take to the skies same space.
as an embodiment of imperial might, splendor,
- Sections cannot be placed within range 2 of
and prestige. Each one carries a super-weapon, each other.
an arkentech mega bomb, or energy beam, or
- The Sections also count as height 2 objects.
something similarly as inventive as it is Other characters can move on them or use
terrifying in effect, to blow away any ideas of them as cover
opposition before they manifest.
- Each track statuses and damage separately.
- When acting, the Weapon acts using the profile
HP: 40 per player number of players (min 80). of only one of its section at a time.
Each section of the ship has 1/3 of its max hp,
- When a section is reduced to 0 hp, it is
rounded up. destroyed. When all three are destroyed, the
Speed: - Weapon is defeated. When a section is
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Imperial Trophies
Tech Description and Effect Uses
The Arquebus gives you a basic heavy ranged attack with
Imperial Arquebus Unlimited
a range of 6.
As an action, you may place an intangible size 1 summon
in a space in range 3. If any character moves or is shoved
Arkentech Mine more than 1 space over or adjacent to the mine, it 3
explodes for 2[D] in a blast 1 area effect and inflicts
burning.
Gain the following action: Flame hurler (1 action,
Flame Hurler close blast 1, true strike): Area effect: [D] and inflict 3
burning.
As an action, you may activate this energy shield to gain
aura 2 until the end of your next turn. Yourself and allies
Arkentech Force Shield 2
have resistance against abilities originating from
characters outside the aura.
As free action, you may deal piercing fray damage to all
Imperial sidearm 3
characters in range 3
As an action, you may fly 4 spaces in a straight line. All
Imperial Rocket Pack 3
adjacent foes when you land are dazed and shoved 1.
Arkentech Power Armor This expedition, start every combat with vigor 1 1 Expedition
This expedition, as a free action on your turn you may
Arkentech Power Gauntlet 1 Expedition
shove a character 1 space. Collide: Foe takes 2 damage.
This expedition, your abilities ignore cover and your
Arkentech Goggles 2 Expeditions
attacks gain +2 maximum range
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VI. DEMON
The origin of Demons is a mystery, but most scholars agree they appear to be closely related to the
Doom. They are among the most dangerous and fearsome creatures that lurk in the deep levels of the
Arkenruins, existing seemingly only to destroy. Whenever they appear, they drive other creatures to the
surface in a Blight.
The deeper you go in the ruins, the more demons you come across, and the more reality seems to fall
apart. Some of the more infamous and unconquered ruins in Arden Eld descend miles and miles, deep
into the earth, where they eventually dissolve into lightless Abyss, full of squirming Natal demons that
crawl over each other like maggots, and stalked by enormous, misshapen horrors.
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Devour (2 actions, 1/combat): The Demon
Faction Template devours and absorbs an adjacent bloodied demon,
To make any foe a demon, you can use the destroying it permanently and gaining vigor 2.
following template: They then gain +1 action for this turn and all their
turns for the rest of combat.
Monsters: Demons do not flee or negotiate. Can also be used as Devour Natal:
All Demons have the Devour trait. Devour Natal (free action, 1/turn): Demons
may Devour an adjacent Natal as a free action,
giving them +1 action for this turn only.
Special mechanic: Abyssal Legion
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burst, and shed their skins, transforming into Rancor (1 action, mark): Mark an adjacent
different and more powerful demons. foe. While marked, if that foe ends their turn
adjacent to the Battle Demon, they take [D]+fray
Natal as an effect. A foe can end this effect by ending
their turn more than 2 spaces from the Demon.
HP: 1
Speed: 3, Dash 2 Chapter 1+
Defense: 5 Starving Demon
Mob: This character doesn’t trigger slay effects These skeletal demons swell to enormous size
Summon: Natals disappear when reduced to 0 when they absorb their defeated foes.
hp and don’t cause engagement. Flesh Hook (1 action, recharge 4+): A
character in range 5 must pass a save or be shoved
Squirm (1 action): Effect: Dash 2, then deal 1 towards the demon as far as possible and winded.
piercing damage to all adjacent foes Instantly recharges and doesn’t require a save if
Void vomit (1 actions): Effect: Deal 1 piercing used on an ally.
damage as an effect to a character in range 3. If Engorge: Increase size by 1 and deals bonus
that character is adjacent to another demon, damage with all actions for the rest of combat if
increase damage to 2. this demon uses Devour.
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Embrace (free action): Shove a character in A powerful, muscular demon crowned with
range 3 2 spaces towards the Nail Demon curling horns. It tears the earth up with its
Painwrack: Characters that collide with the Nail violent strikes and exudes a mist of bloody steam
Demon take fray damage from its body.
Impale (2 actions, melee attack, true
strike, recharge 5+): On hit: 2[D]+fray and Aura of Bloodlust: Aura 1. Foes that end their
shove 4. The Nail Demon dashes after the target, turn in the Aura must save or gain hatred of the
following it. Miss: [D] +fray and shove 2. Collide: demon.
foe is also dazed and winded Earth Breaker (1 action): Create a height 1
debris object in range 3. Characters adjacent take
Chapter 3 2 damage and are shoved 1. Effect: Becomes a free
Replace Enrage with True Enrage: Gains +1 action while bloodied.
action and becomes unstoppable when bloodied. Hurl (1 action, repeatable): The Horn Demon
picks up an adjacent character or summon and
Horn Demon shoves them 3. Collide: Character is dazed
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Crystal Dagger: When the demon teleports, it This demon is a cloud of venomous, choking
may deal 1 damage to a foe in range 3. smoke. Writhing images in the smoke
Vengeance: When bloodied, next attack occasionally surface in the form of screaming
becomes a critical hit on hit. faces.
Crystallize (1 action, mark): A foe in range 4 Traits: Phasing, Flying
is marked. While marked, they turn partly to Corruptive cloud (1 action, recharge 4+):
crystal. While marked, they take 1 divine damage The smoke demon summons a close blast 1 area
each time they take an action. If they miss with an effect. The cloud grants cover and the entire zone
attack, they additionally take [D] divine damage. is considered part of the demon’s Aura of Terror.
This zone lasts until this ability is used again.
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Shed Space: The first time the demon vacates a Effect: Deals +1 damage and +1 dash for each time
space on its turn, it creates a chaos cocoon in the this ability was used this turn.
space it left.
Stretched Demon
Interlinked Demon A demon that looks like a pale, hairless person as
This demon is made of geometric shapes that viewed through a distorted lens. Theorized to be
look wrong to the eye. As it moves, it constantly what happens to natals that fall into parts of the
re-assembles itself. abyss where space works differently.
Reality Splinter (Interrupt 1): Trigger: The
demon is damaged by a foe’s ability. Effect: After Traits: Skirmisher, Dodge
the ability resolves, the foe swaps places with the Demon Traits: Devour
demon, teleporting Spindly Limbs: Ignores engagement from other
Invert (2 actions, recharge 6): A character in character, and spends no additional movement
range 6 is inverted. At the end of that character’s moving up or down terrain.
turn, their HP total becomes their total missing hp
instead. If they are at full hp, this action has no Clutch (1 action, melee attack): On hit: [D]
effect. +fray. Miss: fray. Effect: critical hit (+[D]) against
bloodied characters. Effect: The demon sinks its
claws into the target, grabbing them with
Uniques elongated limbs. If that character ends their turn
within range 3 of the demon, it pulls them in,
removing them from the battlefield and placing
Chapter 1+
them adjacent to the demon. They then take
Ooze damage equal to 25% of their maximum hp.
An amorphous demon that is more like fauna Either way, this effect ends at the end of the
native to the demon realm. Lacks any real target’s turn.
intelligence and survives by digesting its prey Stretch Flesh (1 action): A foe in range 4 has
whole. their flesh warped across space. The character
Vitality: 12 takes 2 damage, then is shoved 1 in any direction.
HP: 48 They must then save or be shoved 2 again in any
direction. Bloodied foes fail this save.
Traits: Fortify, Armor 0 Elongate (1 action, mark): The demons warps
Demon Traits: Devour a character’s localized space, causing them to
Amorphous: Phasing and can share space with occupy a line 3 area instead of their normal space
other characters. Characters that end their turn in while marked.
its space take fray damage. Yawning Void (1 action, terrain effect,
Split: When bloodied, the Ooze summons an recharge 5+): The Demon creates a blast 1 area
ooze duplicate in an adjacent space. The duplicate of non-space, a terrain effect, which lasts until the
is an exact copy of the Ooze at the time this split end of combat. When the demon creates the
happens. Unlike other summons, it does not terrain, it removes all characters inside and places
disappear if the Ooze is defeated and has all them adjacent to any edge. Characters and effects
actions, stats, traits and abilities of the Ooze cannot occupy the space. Any character that
except this trait. The summon acts on the Ooze’s enters the space for any reason can be removed by
turn. the demon and placed in any adjacent space. Foes
can pass a save to choose which space they end up
Tendril (1 action, melee attack, range 3): instead. On a failed save, they take fray damage
[D]+fray. Miss: fray. Effect: Foe must save or be and the demon can choose anyway.
dazed.
Pseudopod (1 action): A character in range 3 is
shoved 1 in a direction of the Ooze’s choice.
Succubus
A semi-intelligent Type VI demon made of
Slide (1 action, repeatable): The Ooze dashes
interwoven tendrils. It exudes a cloud of soporific
3 spaces. Foes it passes through take 1 damage.
musk that induces hallucinations, waking
dreams, and illusory fantasies in those effected.
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3. Scour Force: The target cannot deal the decree or else take [D]+fray divine damage
damage, but also becomes immune to all and become stunned:
damage for the duration. - Decree of Anger: Attack this round.
4. Scour Scale: The target increases its size to - Decree of Selfishness: Do not use abilities that
3. It can share space with foes during this target allies this round.
effect. - Decree of Paranoia: End turn without being
5. Scour Time: The target immediately rolls a adjacent to any other characters.
d20 and their class damage die. All of their - Decree of Rashness: End turn adjacent to a foe
results for any of those dice rolled during this
turn become the respective rolled result (so,
for example, if a 13 was rolled on the d20, all Unique Elites
d20 rolls on their turn would be 13).
6. Scour Space: The target may teleport to any
space for 1 action. However, for the duration,
all characters may teleport to any space Chapter 1+
adjacent to this character for 1 action.
Shift (1 action): The Gazer teleports 2 GREAT BELL DEMON
Shock (1 action): A foe in range 6 takes 2
damage, then must save or become shattered. A huge, stout demon with an enormous black
Nullify (1 actions, stance, end turn): Terrain iron bell. The shackles on its body seem to
effect: The Gazer becomes sturdy, and places indicate it was imprisoned somewhere. These
down a blast 1 terrain effect in an adjacent area. demons are common enough that its believed
These effects last both until the Gazer moves. they once served some function in the Arken
While in the area, characters deal half damage. empire.
Chapter 3 HP: 80
Emissary [D]: 1d8
A demon forged in imitation of a beautiful,
winged kin. Speaks, but doesn’t make any sense Traits: Fortify, Armor 3, Size 2
the longer you listen to one. Theories about these Demon Traits: Devour
creatures are they are a creation of the Abyss Elite: Takes 2 turns
itself trying to entreat with its prey. Black Temple Bell: This demon’s huge bell is so
heavy it can only attack once a round.
Trait: Shelter, Diaga
Demon Traits: Devour Flatten Mortal (melee attack, 2 actions,
close blast 1): On hit: 4[D]+fray. Miss or area
Maddening Babble: Aura 2. At the start of the effect: [D]+fray. Effect: On hit, foe is stunned.
Emissary’s turn, all foes in the aura take damage Bell sweep (1 action): Area effect: All adjacent
equal to the round number +1. foes to the demon are shoved 1 and take fray
damage
Unholy (2 actions, ranged attack, range 6 Swat (1 action): An adjacent foe is shoved 3.
blast 1): On hit: 2[D]+fray. Miss or area effect: Collide: foe is winded.
fray. Effect: Attack target is branded. This action CLANG (1 action): Every foe in range 2 of the
can also be made as a close blast 1 melee attack. demon takes 2 damage and must save or be
Immaculate (2 actions, recharge 6): An ally dazed.
in range 5 becomes Intangible until the end of its
next turn.
Lift Burdens (1 action, repeatable): Self, or
PAINWHEEL
an ally in range 6 may fly 2. Effect: Increase fly by
+2 for each time this ability was used this turn. This hellish demon takes the form of a person
Lesser Decree (free action): The Emissary strapped to or merged with a burning wheel,
makes one of the following decrees, choosing a screaming in agony.
character in range 8. That character must follow
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Fatal Thaum (1 action, multimark): Mark a Diablo (2 actions, ranged attack 8, pierce,
character in range 10. Effect: At the end of that cross 1): On hit: 2[D]+fray. Miss or area effect:
character’s turn, shoot a bolt of energy at that fray. Effect: Deals bonus damage for each foe in
character, creating a blast 1 area effect centered end spaces of the cross. If three or more foes are
on them. Deals [D] to that character, destroys or effected, becomes a critical hit (+[D])
un-summons all created objects in the area and Cheat Reality (1 action, 1/round): The Maze
shoves all other characters 1 away from that Demon fixes it’s Law of the Maze numbers to 13
character. Then, end this mark. (d20) and 6 (d10) for the rest of the round.
Destabilize (1 action): A foe in range 6 Great Warp (1 action): A character in range 6
becomes vulnerable. If that foe moves more than takes piercing fray damage and is teleported 2
1 space on its next turn, it also takes fray damage. Fold Space (1 action): The Maze Demon
Annihilate Flesh (2 actions, gaze target, teleports all adjacent characters 1, then teleports 4
pierce, recharge 6): The Pale man chooses the
target of its gaze, then focuses its eyes on them. At
the end of that character’s turn, they take [D] five UNIQUE LEGENDS
times. Reduce the number of times this deals
damage by [D] for each other character or piece of
created terrain in the area, to a minimum of [D]. Chapter 1+
Chapter 3
LIMB DEMON
A massive, worm-like demon that appears to be
MAZE DEMON made up of fused rings of hands and arms.
A greater form of an Interlinked Demon, a Theories about as to how a monstrosity like this
demon made of interlocked plates of impossible gets it start, but a common postulation is that
geometries. Given time, these demons grow and when the population of natals becomes too high
stabilize, eventually becoming (horrifying and in deep areas of the Abyss, they run out of room
dangerous) dungeons themselves. and fuse into these larger demons, which devour
and absorb their nest-mates until the new
HP: 64 amalgamate being becomes strong enough to eat
Speed: 2 (Dash 1) its way to the surface. Unlucky prey of the Limb
demon are often stuffed into its maw still alive,
Traits: Aetherwall, Overdrive, Size 2, Slip where they are fused and absorbed over time.
Demon Traits: Devour Some are rescuable - for a time.
Elite: Takes 2 turns
VIT: 10
Dissolving Reality: At the start of round 1, 3, HP: 20 per player character (min 40)
and 5, the Maze demon creates a special area Speed: 5 (Dash 3)
effect of Dissolving Reality anywhere on the
battlefield, a blast 2 zone. The zone is dangerous Legendary Heavy: Armor 3. Gain use vigilance
terrain. twice a round.
Law of the Maze: At the start of each round, roll
1d20 and 1d10. All values of any d20 in a Traits: Size 3, Regeneration
Dissolving Reality zone are set to the number on Demon Traits: Devour
the d20. All values of any other die are set to the Legend: Takes 1 turn after every player character
d10 number, even that number would otherwise turn. If slow, only one of its turns is affected.
be invalid. Juggernaut (Free action, 1/round): Clear a
Pull of the Maze: At the end of the round, the status, mark, or all blights
Maze Demon teleports one or two characters in
range 8 into a Dissolving Reality zone. It may Crawling Chaos: When the Demon hits with an
choose itself. attack or uses certain abilities, it summons a
crawling mass of loose limbs in a free space in
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range 3 of its location. The mass counts as a pit destroying them, then deals 2 damage per mass,
and dangerous terrain to all characters but the once, to all foes in the aura.
demon. Limb from Limb (2 actions, true strike,
Heaving Mass: When the Demon’s vigor is end turn, 1/round): The Demon charges 6
broken, summon a crawling mass in range 3 spaces in a straight line with phasing. Characters
Drag Down: The demon critical hits any in its path must save or take 2[D]+fray and be
character it hits standing in a crawling mass. stunned, or fray damage on a successful save.
When the demon passes through a character, it
Phases: summons a crawling mass adjacent to them.
Crush Body (1 actions, melee attack, true Their appearance in the surface world is usually
strike, close blast 1): On hit: [D]+fray and treated as a calamity, and entire sealer orders
summon a crawling mass. Miss or area effect: are often roused to try and drive one back
fray. Effect: Attack target is dazed. Critical Hit: + underground.
([D]) and summon another crawling mass.
Thrash (1 action): All adjacent foes take 2 HP: 32 per player character (min 64)
damage and are shoved 1. Speed: 5 (Dash 5)
Lumbering Charge (1 action): Dash 3 with
phasing. All characters it passes over are shoved 1 Legendary Skirmisher: Has the dodge and
to the side and take fray damage skirmisher traits.
Swallow Whole (1 actions, 1/round): A Traits: Flying
adjacent character must save or be swallowed Demon Traits: Devour
whole. Remove them from the battlefield. At the Legend: Takes 1 turn after every player character
start of their turn, the demon spits them out, turn. If slow, only one of its turns is affected.
placing them in any adjacent space to the demon’s Juggernaut (Free action, 1/round): Clear a
current location, then shoving them 3 spaces. status, mark, or all blights affecting this character.
They are winded. Collide: Character takes [D]
+fray and is stunned. If a character was swallowed Bloodthirsty Sword: The Violence demon’s
last round, it becomes immune to this ability on blades are so sharp they cut the aether of the soul.
the following round. Damage from a Blade of Agony (see below) cannot
be reduced in any way (by armor, resistance, or
Phase II otherwise).
As phase I, but loses Flinch and gains Blade of Agony: Many actions from this legend
Absorb: The Demon has aura 2. When it ends its summon a blade of agony. Blades can be
turn, it absorbs all crawling masses in the aura, summoned in range 3 from the demon.
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chambers. Their influence is such that they warp of the Majesty Demon’s turns, flies 1. Cannot
the behavior of other demons, forcing them into move unless it’s within range 4 of a player
subservience in mock ‘kingdoms’ that wage war character. When defeated, drops its scepter in its
against other dungeon inhabitants and the space. Any character standing in or adjacent to
surface world. Though these demons appear the scepter space deals double damage with
intelligent, their proclamations are chaotic and abilities (double all damage after rolling and
frequently nonsensical. adding fray damage). The scepter disappears
when this summon is re-summoned.
They are immensely powerful aetherwrights and The Shrouded Lady (Summon, 5 defense,
supposedly capable of granting wishes. Those flying): Immune to all damage and effects except
that take bargains from Majesty Demons enjoy a shove and teleport. Teleports 4 spaces when
few years of prosperity before they inevitably summoned, and at the start of each round
hear the call of the ruins. As they trek slack- towards the closest player character. When
jawed towards their doom, they find their soul shoved or teleported by another character, is
and body warping until they are dragged into moved twice as far. At the end of the round, deals
subservience in the Court of the Covenant. 80 damage to all adjacent characters other than
the Majesty Demon.
VIT: 20 The Maiden (Summon, 5 defense, 10 hp,
HP: 120 per player character (min 240) immobile): Has aura 2. Characters other than
the Maiden in the aura are pacified+, but have
Legendary Leader: Once a round can use resistance.
Diaga. Flagellant Knight (Summon, 5 defense, 40
Traits: Size 2, Flying hp): When summoned, or once a round on the
Demon Traits: - demon’s turn thereafter, moves 2 and makes
Legend: Takes 1 turn after every player character attack: on hit: [D]+fray, miss: fray effect: shove 1.
turn. If slow, only one of its turns is affected. Summon effect: The first time a round any
Juggernaut (Free action, 1/round): Clear a character (including player characters) adjacent to
status, mark, or all blights the Knight takes damage that wasn’t dealt by a
Knight, the Knight takes it instead.
Special Summons: Court of the
Covenant Phases:
At the start of combat, or at the start of the round, The Majesty Demon changes phases when
the Majesty Demon summons until it has the bloodied.
following set of summons active: The Sycophant,
the Scepter Bearer, the Shrouded Lady, and the Phase I:
Maiden, and one Flagellant Knight per character. Great Enfeeble (1 action, ranged attack 6):
All summons are demons that must be placed On hit: [D]+1 damage and character must save or
within range 2 of a player character or the Majesty be pacified. Miss 1 damage. Effect: Deals +2
Demon and cannot be placed within range 2 of damage, hit or miss, for each status the foe is
each other. When the Majesty Demon re- affected by.
summons one of these special summons, it takes Great Shift (1 action): Teleport 3 spaces
damage equal to twice their maximum hp, which Death XIII (1 action, 1/round): A character in
cannot be reduced in any way. range 6 pulses with dark energy. At the end of that
character’s turn, they take 20 damage. The
The Sycophant (Summon, 5 defense, 1 hp, character can reduce this damage to 10, then deal
immobile): Counts as an ally for player abilities. 10 damage to an adjacent character, but only if
Projects aura 2 around it. The aura reduces all there is an adjacent character available.
damage to to player characters to 1 while it is Comet Rain (1 action, range 6, cross 2, 2/
inside. At the end of any turn or round in which round): Area effect: [D]+fray. Then, create two
the aura was used to reduce damage, the height 1 comet objects placed adjacent to
Sycophant is destroyed. characters targeted. Characters in cover from the
The Scepter Bearer (Summon, 5 defense, demon take half damage.
10 HP, flying): When summoned, and on each
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Phase 2:
As phase 1, but Death XIII can be used twice a
round, and also has:
Declare Will: At the start of any round in this
phase, the Majesty Demon makes one of the
following decrees (roll 1d6). All Decrees take
effect immediately.
• 1. Decree of Penance: All foes deal 20
damage to themselves as an effect at the end of
the round.
• 2. Decree of Obesience: Foes must end their
turn adjacent to one of the summons from Court
of the Covenant, or else take 20 damage.
• 3. Decree of Pain: Player characters cannot be
reduced below 1 hp this round. Player characters
at exactly 1 hp when the round ends regain hp to
put them at 50% of maximum. Player characters
not at exactly 1 hp become winded, dazed,
slowed, and branded at the start of next round.
• 4. Decree of Annihilation: One foe (chosen
by the demon) takes 40 damage as an effect at
the end of the round.
• 5. Decree of Glory: All damage dealt this
round is doubled.
• 6. Decree of Haste: All movement, shoves,
and teleportation is doubled this round.
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Demon Trophies
Tech Description and Effect Uses
As a free action, create a Void Rift terrain effect in free
Void Shard space in range 3, which counts as a pit to everyone but 3
demons.
Slippery and foul smelling. As a free action, gain counter
Natal Slime until the end of your next turn. Foes that trigger counter 3
are also poisoned
This bone is hollow but seems bigger on the inside. Free
Empty Bone action: End turn. Become intangible until the start of 1
your next turn
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This combat only, gain regeneration 1, but at the start of
Purified Demon Blood 1
your turn gain hatred of the closest foe.
Point this swiveling eye at a foe as an action for the
following Effect: Deals [D] to that character, destroys all
Pale Man Eye 2
created objects in the area and shoves all other characters
1 away from that character.
The huge, living sword of a Violence Demon. Swing it for
the following attack: Universal Violence (melee
Seventh Sword 1
attack, 2 actions): On hit: Deal [D] damage 6 times.
Miss: 3 times
This expedition, your attacks gain (as a relic) Invoke:
Chaos Shard 1 Expedition
Attack, 18+: Inflict all blights
This expedition only, gain aura 2. Whenever a foe gains
Judicator Heart Valve 1 Expedition
vigor in the aura, you may gain vigor 1
This expedition only, you may teleport 2 as a free action
Unstable Demon Bone 1 Expedition
on your turn
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Lowlanders are nearly all raiders, using the
blight as a natural barrier, attacking the towns,
farms, and lands outside when they need to
gather supplies and retreating into the blight
when pursued. Some principled lowlander clans
may try to avoid bloodshed and take only what
they need, but the villages they take from would
nearly all see it differently.
Faction Template
To make any foe a Lowlander, you can add the
following traits. All Lowlanders have these traits.
A society of rejects, survivors, and outcasts, All lowlanders inflict Lowlander toxin (see
lowlanders are a relatively new development in below)
Arden Eld - those that make their homes in the
maze of dungeons under the blightlands - the
areas around long-emerged and active
Special mechanics: Blightland
arkenruins that are inhospitable to life and full of Survivalists
monsters, where the very ground might be Lowlander Toxin: All attacks by lowlanders
poison. They often live in squalor and constant gain on hit: inflict lowlander toxin. A character
danger from their harsh environment, and band afflicted by lowlander toxin loses 2 hp at the end
together for survival into loose clans. of their turn, ignoring resistance, armor, and
vigor. This effect cannot be removed in any way,
Those that live in the blightlands are often only ends when combat ends or the character is
pariahs, exiled from society, for real or perceived defeated, and cannot reduce a character past 1 hp.
transgressions. Families and children are Does not stack.
practically nonexistent, and there’s usually Suddenly!: At the start of any round, the GM can
tragedy behind their stoic facades. spring a lowlander trap in any unoccupied
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space not adjacent to a player character. The trap consumption, an important task in every clan,
is a pit with one of the following effects: leaving their frames corded with muscle.
• Snare trap - A character in range 2 of the trap
must save or be shoved until inside the trap Replace Raze with Fury Strikes (1 action,
• Stake trap - Trap is also dangerous terrain melee attack, true strike, mark): On hit: [D]
• Poison trap - Characters that end their turn in +fray. Miss: fray. Effect: Mark the foe after the
the trap are poisoned and inflicted with attack resolves. While marked, the butcher’s
lowlander toxin. attacks cannot miss the marked foe (turn any miss
into a hit) and deal bonus damage.
All traps can be disarmed by a character taking
the interact action adjacent, removing it. Mule
Strong or burly lowlanders that carry supplies
Traps are not active in Legend fights. through dangerous terrain over a long distance.
They can do the same with captives.
Lowlanders and any of their allies are not affected Blightlands Brawn: When bloodied, becomes
by their own traps, or their effects, and can move sturdy, Kidnap has no recharge, and goes +2
over them normally. Traps remain even if more spaces
deactivated.
Canker
Foes Clan members that spend too long without
protective gear or who have consumed a little too
much monster meat often develop tough hides
SLAB and a rank stench.
Stench: Melee attacks against this character have
Heavy-bodied Lowlanders that keep the peace, +1 curse. Characters starting their turns in an
haul supplies, repair tools and gear and adjacent space are poisoned. Poisoned foes treat
generally keep the camp in working shape. the area as dangerous terrain.
Though their work is often exhausting, long, and Toxic Revenge: Area effect: When defeated,
difficult, they are the backbone of the camp, and explodes with venom, inflicting [D]+fray,
vital to its survival. poisoning and inflicting lowlander toxin on all
adjacent foes.
Traits: Fortify, Armor 3
Lowlander Traits: Terrain Expert Chapter 2+
Great Kidnap: The Slab can spend both actions
Raze (1 actions, melee attack, true strike, on Kidnap to increase its distance to 6 spaces.
range 2): On hit: [D]+far. Miss: fray. Effect: All
foes in range 2 take 2 damage. Snork
Mancatcher (free action): A character in
Clanners with heavy, woven environmental suits
range 2 is shoved 1 towards the Enforcer
that are tasked with cleaning up the worst of the
Bolas (1 action): A foe in range 3 is winded.
clan’s refuse and keeping the peace.
Winded foes must save or become stunned.
Traits: Sturdy, Defiance
Kidnap (1 action, recharge 4+): The enforcer
Intimidate (1 action, mark): The Snork marks
dashes in a straight line 3 spaces, phasing through
a foe outside of range 6. Each time that foe takes
characters. The first character it encounters is
an action while marked, the Snork may dash 2
shoved along with the Enforcer to the end of the
spaces towards the foe, shoving characters in their
line, then shoved 1.
path out of the way. If the marked character starts
their turn adjacent to the Snork, they become
Chapter 1+ stunned and this mark ends.
Butcher Flame Blast (2 actions, close blast 2,
Lowlanders tasked with the ritual task of carving recharge 6): Area effect: characters must save or
and carefully preparing monster meat for take [D]+fray and be shoved 2, or fray and shove 1
on a failed save.
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Pale, gangly clanners that spend more time Apothecaries and priests that have learned the
below ground than aboveground. floral lore of the blight lands, able to gather
Collapse Tunnel (2 actions): The Mole creates sustenance, medicine, and insight from its
a line 4 area effect of difficult terrain. Characters various alien and toxic species of plant life. The
standing in the area when it is created must save aether in blighted lands runs stagnant and
or be slowed. If a pit is caught in the space, it tainted, but has its own kind of order, and can be
explodes with a blast 1 area effect, dealing [D] mastered and channeled like any other.
+fray to characters within but destroying the pit.
Dig Down (1 action, end turn, recharge 6): Traits: Diaga, Shelter
Remove the Mole from the battlefield. Return Lowlander Traits: Terrain expert
them to any unoccupied space on the battlefield at
the start of their next turn. Toxion (1 action, melee attack or ranged
attack 5): On hit: [D]+fray and foe is poisoned.
Chapter 3 Miss: fray. Effect: Poisoned foes are shoved 2 in a
Dig Tunnel (1 action): The Grub chooses two direction of the Boil’s choice.
pit spaces on the battlefield and connects them Sporeseed (1 action): A foe in range 4 is
with a tunnel. Any character can use a free action branded.
to teleport from one end of the tunnel to the next, Noxious Cloud (1 action, recharge 4+): The
as long as the other end of the tunnel is Boil creates a choking cloud, a blast 1 terrain
unoccupied. effect, in range 4. Characters in the cloud have
cover but the area is dangerous terrain and they
Tick take +1 curse on attack rolls. Lowlanders are
immune to its effects. The cloud lasts until this
Exiles of exiles, Ticks are clanners so reviled that
ability is used again.
they have been banished from the clan grounds.
Adrenalize (1 actions, mark): An ally in range
Nevertheless, their labor cannot be wasted, so
5 is marked. While marked, they gain +1 boon on
they are assigned permanent patrol duty and
attacks and deal bonus damage with all abilities. If
occasionally left food and supplies.
that ally is bloodied, they also gain regeneration.
Catalyze (1 action, multimark): A character
Scuttle (interrupt 1): Trigger: A foe moves
in range 5 must save. On a successful save, they
adjacent to the Tick. Effect: The Tick may dash 3.
are poisoned. On a failed save, they become
If they move into a pit, they may also then teleport
marked by the Boil. While marked, the effect of
to any other pit space.
lowlander toxin on them is tripled.
Rusty Blade: When the Tick teleports to a pit
space, they can then throw a knife at any foe in
range 3, dealing 2 damage. Chapter 1+
Lick Knife (free action, recharge 6): The Priest of the Nettle
Tick’s abilities all have slay: gain +1 action this Clanners that learn their ways around the
turn. various poisons and noxious wastes of the blight
Leg Trap (2 action): The Tick chooses a foe in a lands eventually join the priesthood to pass on
pit. That foe becomes immobile. That foe can their knowledge.
choose to take [D]+Fray damage from the Tick to Noxious Censer: The priest has Aura 2.
break themselves out of this effect as a free action Poisoned foes in the aura get +1 curse on attacks
on their turn, or else can save against this effect at and saves.
the end of their turn, ending it on a success. If the
foe is shoved or teleported out of the space, they Viper
also take [D]+fray from the Tick, but this effect Scarred lowlanders that dip the blades and
ends. arrows of their allies in the pure toxic ground of
the blights.
BOIL Deep Well Poison (1 action, mark): A foe in
range 5 is marked. While marked, they gain no
benefit from being sturdy or unstoppable. At the
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start of their turn, the Viper may shove them 1 Wrights that have learned to master the
space as an effect. corrupted air and water aether of the blight
lands. In a twisted imitation of the storm
Priest of the Herb benders, they call the poisonous winds of the
The healers of the Lowlanders, potent in their wastes to their bidding.
knowledge to ease sicknesses and ills - but Blightbellow: While bloodied, the scion’s areas
equally potent in their ability to inflict them of effect increase by +1, including active areas
Purifying Censer (2 actions): The Apothecary Acid Rain: At the start of combat, the priest
summons a censer in range 3 creates a blast 1 terrain effect in range 6.
Herbal Censer Characters that end their turn inside the terrain
Height 1 object effect take piercing damage equal to the round
Object effect: The censer has aura 1. Allies number +2. The scion can redirect the terrain
that end their turn inside the censer’s aura effect to any other point in range 6 as an action.
may save. On a successful save, they end all Fetid Wind (2 actions): All foes are shoved 2
statuses, blights, and marks of their choice in the same direction. Collide: Character takes [D]
affecting them. +fray. Effect: Poisoned foes are struck with
overwhelming sickness and must save or become
stunned.
Chapter 2+
All gain Defiance.
Mycowright
APIARIST
More mycelium than person, mycowrights use Tamers who keep blight bees, necessary for a
water and earth aether to cultivate the various camp’s survival. These odd little insects pull in
toxic mushroom species that grow out in the the tainted aether of the blight lands, and
wastes, learning how to prepare them for food produce Black Honey, an extremely potent
and medicine. substance that is a key component of lowlander
Regenerator: Starts combat with vigor 1 and toxin.
Regeneration, but starts combat bloodied.
Aura of Rot: The Mycowright has aura 2. Foes Traits: Overdrive, Aetherwall, Slip
that start or end their turn in the aura lose all Lowlander traits: Terrain Expert
vigor, then take 2 piercing damage.
Noxious Garden (2 actions, range 5): The Summon the Swarm (2 actions, pierce,
Mycowright creates up to two mushroom ranged attack 8, blast 1): On hit: [D]+fray and
summons in range. foe is poisoned. Miss or area effect: fray. Effect:
Mushroom Does not affect allies. Effect: Deals bonus damage
Size 1, immobile, 1 hp for each character in the area. If 3 or more
Summon Effect: When a character collides characters are in the area, attack becomes a
with a mushroom, it explodes for a blast 1 critical hit on hit and all foes in the area are
area effect. Characters inside must save or shattered.
become pacified, then take [D]+fray piercing Skittering Mass (1 action): A foe in range 8
damage, or just fray damage on a successful becomes vulnerable or takes 1 piercing damage,
save. The character that collided three times as an area effect.
automatically fails the save. Updraft (1 action): An ally or allied summon in
range 6 may fly 3
Attack Insect (1 action, summon): The
Chapter 3
Apiarist summons an attack insect in range 6. It
All gain:
can only have one insect active at once.
Toxic Revenge: Area effect: When defeated,
Attack Insect
explodes with venom, inflicting [D]+fray,
Size 1, flying, 16 hp, 8 defense
poisoning and inflicting lowlander toxin on all
Summon Action: When summoned, or
adjacent foes.
once on the Apiarist’s turn thereafter, the
insect may fly up to 2 spaces, then deal 2
Scion of Pollution piercing damage, twice, to a foe in range 4.
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Chapter 1+ HP: 48
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Dirty Fighting: +1 boon on attacks and bonus beast has a different ability (detailed in the Sic
damage to characters inside pits action).
Tunnel: When the Borer ends its turn, create a Fierce Loyalty (Interrupt 1): Trigger: The
pit underneath it. Wrangler or one of its summons adjacent to them
is targeted by an ability or attack. Effect: The
Ambush (1 action, melee attack): On hit: [D] attack or ability is retargeted to either the
+fray. Miss: fray. Effect: If made from inside a pit, Wrangler or the summon (Wrangler chooses
the Borer can dash 4 before the attack, becomes a which).
critical hit (+[D]), and blinds on hit.
Grapnel Pick (1 actions): A foe in range 3 Crack the Whip (1 action): The Wrangler
takes fray damage. If the Borer is standing in a pit, shoves all summons (hostile and allied) in range 3
that foe also must save or swap places with the 3 spaces in any direction.
Borer, teleporting. Weakening Toxin (1 action): A foe in range 5
Vile (1 action): A foe in range 5 is slowed, and is pacified. Pacified foes take fray damage, which
must save or take take 1 piercing damage for each doesn’t break pacified.
space they move until the end of their next turn. Sic (1 action): The Wrangler activates one of its
Slowed foes fail the save. beast summons, from the following list, using its
Subterranean Abduction (1 actions, end summon action. If it’s bloodied, it can activate all
turn, recharge 6): Effect: The Borer chooses a three. It must activate a different summon from
foe inside a pit, then removes both the Borer and the last each turn.
them from the battlefield. The Borer and its victim
both roll 1d6, re-rolling ties. If the victim rolls Trained Beasts
higher, at the start of their turn they take fray Size 1, 20 hp
damage and may re-emerge from any pit of their Each has a different Summon Action:
choice at the start of their turn. If they lose the - Hound Fly: Flying, dodge. Can fly 3, then
roll-off, they take fray damage three times Attack (Pierce, melee): Line 4. On hit: [D]
instead, and the Borer chooses which pit they +fray. Miss or area effect: Fray.
emerge from at the start of their turn. The Borer - Gorebeast: Sturdy. Attack (melee): On hit:
returns to any open pit of its choice at the start of [D]+fray. Miss: Fray. Effect: Shove 2. Collide:
its turn. [D] and stunned. The beast may dash 2 before
making this attack.
- Spitter: Aetherwall. May move 2, then Attack
Chapter 2+ (ranged 8): On hit: Fray damage 3 times. Miss:
Fray damage. Effect: Foe is poisoned. If foe is
already poisoned, attack ignores vigor.
Wrangler
Those among the outcast with the patience,
bravery, or lack of survival instinct often become Chapter 3
master monster tamers. In larger Lowlander
clans they act as bounty hunters and brutal BATTLE BEETLE
dispensers of justice, enforcing the laws of the Massive beetles with iron-hard shells that are
clan and collecting tithe. Their trained hound- chiefly used for transportation or war. These
flies, insects the size of an arm, can track a beetles, once tamed, can live for hundreds of
quarry for miles. years and sport watch towers, howdahs,
ramshackle residences, or even gardens on their
HP: 80 back. Capturing these beetles is a common
reason that clans sometimes go to war with each
Traits: Shelter, Diaga other.
Lowlander traits: Terrain Expert
Elite: Takes 2 turns HP: 80
Beastmaster: The Wrangler starts combat with
3 trained beasts. Place them within range 3. Each Traits: Size 3, Fortify, Sturdy, Armor 3
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Enrage: +1 action when bloodied and sucks in all the venoms of the blight lands,
Battle Platform: Characters can mount or the corruption spilling forth in unholy
dismount the Battle Beetle with their standard manifestations of pollution.
move, placing them adjacent when dismounting.
Lowlanders can start the battle mounted on the These idol cults are dangerous, and often
Beetle. While mounted, place them inside a free shunned by other lowlanders, as they take
space in the Beetle (so it has space for 9 size 1 captives and eschew the codes of hospitality and
characters). They share its space, move when it contract followed so strictly by the clans.
moves, and attacks from unmounted characters Offerings to the idol are hurled into pits of
gain +1 curse against them. Characters hostile to sucking mud and buried alive.
the wagon must pass a save to mount it.
Characters mounting it when it is defeated are HP: 40 per player character (min 80)
placed adjacent and stunned. Speed: -
Zipline dismount: Characters mounted on the Defense: -
beetle can fly 5 and dismount it as free action. Armor: -
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• Mud Body: Has dodge while inside difficult or must be created in free spaces on the ground.
dangerous terrain or adjacent to the Idol There is no maximum.
• Fetid Grasp (2 actions): Move 2 spaces and • 1-2 Filthy Geyser: Create a pit. At the end of
deal 1 damage to an adjacent foe. If that foe is each round, the pit erupts. Characters in a blast
standing in difficult or dangerous terrain, or 1 area effect centered on it take [D]+fray
adjacent to another clot, increase damage to 2 piercing damage and are poisoned.
piercing. • 3-4 Spewing Growth: Creates a height 1
destructible object (10 hp). The area around it is
Cultist difficult terrain. During the Idol’s turn, the Idol
(12 hp, 10 defense, 4 speed, dodge, can make the following attack once from a
skirmisher) pillar’s location Disorienting Vomit:
• Blood spiller (melee attack, 2 actions): On (ranged attack 6) On hit: [D]+fray and
hit: [D]+fray. Miss: fray. Effect: Deals fray character is poisoned. Miss: fray. Poisoned foes
damage again to bloodied characters, or [D] are shoved 2.
again to characters at 25% hp or lower. Effect: • 5-6 Pillar of Filth: Create a height 3 pillar.
Dash 2 before or after the attack Destructible, and when destroyed, or when a
• Fling filth (1 action). Effect: A character in character collides with it, falls over. Create a line
range 4 is poisoned and must save or become 3 area effect next to it. Characters inside must
slowed. Poisoned characters fail the save. save or take 2[D]+fray and be stunned, or [D]
+fray on a successful save. Area becomes
difficult terrain for the rest of combat.
Vile Darter
(12 hp, 8 defense, 4 speed, aetherwall)
• Blowdart (ranged attack, range 8, 2 Phase 2:
actions): Attack: On hit 2[D]+fray. Miss: fray. Unholy Vapors: At the start of each round, non-
Effect: Dash 2 before or after the attack. Effect: lowlander characters must save or be reduced to
Inflict poisoned. Poisoned foes are shattered. 50% hp on a failed save if they are not already
bloodied. At round 6 or higher, vapors reduces all
non-lowlander characters to 25% hp.
Giant Beetle Summons: As above, but can summon up to 2
(20 hp, 6 defense, 2 armor, 3 speed, clots per player
fortify) Manifestations: As above, but also creates the
• Crush (melee attack, 1 action, true following:
strike): On hit: [D]+fray and shove 3. Miss: • Pit of Sacrifice: Create a pit. Characters in the
fray and shove 1. Poisoned characters are pit take double damage and cannot benefit from
shoved 2 more spaces. Collide: Character is defiance.
winded.
• Pound (1 actions): Dash 2 spaces. Area
effect: characters take fray damage and are Chapter 2+
shoved 1.
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will only show up for exceptionally powerful Spinning Lariat (1 action, repeatable): The
opponents. They respect only prowess in battle Head Lopper dashes 3. All foes it passes by are
and have become totally consumed with their shoved 1. Collide: Foe takes fray damage and is
obsession with strength. dazed.
Mighty Leap (1 action, repeatable): The
HP: 40 per player character (min 80) Head Lopper flies 2 spaces in a straight line.
Adjacent foes when they land are shoved 1.
Legend: Takes 1 turn after every player character Collide: Foe is dazed. If this action is made from a
turn. If slow, only one of its turns is affected. higher elevation to a lower one, foes also take fray
Juggernaut (Free action, 1/round): Clear a damage and the flight becomes 4 spaces.
status, mark, or all blights Grab (free action, 2/round, end turn): An
foe in range 2 must save. On a failed save, the
Legendary Heavy: Armor 3. Gain use vigilance Head Lopper dashes until adjacent, then grabs the
twice a round. foe, immobilizing them. If the Head Lopper or the
Lowlander traits: Terrain Expert targeted foe are separated, this effect ends.
Walking Cataclysm: At the start of each round, Otherwise, at the end of the very next turn, the
the Head Lopper chooses two spaces within range Head Lopper performs one of the following
3 of a different foe. At the end of the round, height moves, ending this effect:
3 dungeon spire objects burst forth from the earth • DDT: The foe is stunned, winded, dazed, and
in those spaces, creating a blast 1 area effect shoved 1
around them when they emerge that daze and • Spinning Piledriver: The Head Lopper and
deals fray damage to characters within. the foe fly 2 together, then the foe takes fray
Characters standing on them are pushed up on damage and has a pit created underneath them.
top of them. • Backbreaker: The foe becomes immobile for
their next turn
Phases:
Changes phases when bloodied. Phase 2:
As phase I, but:
Phase I: Enrage: +1 action
Havoc: At the start of every round in this phase, Havoc is replaced by God Waster.
the Head Lopper chooses any foe. At the end of
the round, they remove themselves from the God Waster: At the start of the round, the Head
battlefield, flying high into the air, then land on Lopper either chooses Raze Hell or Raze
top of the foe, dealing a massive impact. As an Heaven. At the end of the round, they unleash a
effect, the foe takes [D]+fray damage. For every massive storm of violence. As an effect, all foes
other character or piece of terrain height 1 or take divine damage equal depending on a
higher adjacent, this effect deals bonus damage. character’s elevation.
Then, the Head Lopper lands, placing them in a • Raze Hell:
free space in range 2. • Pits: 100% of max hp
• Ground: 50% of max hp
Earth Breaker (1 action, true strike, melee • Height 1: 25% of max hp
attack, close blast 1, combo): On hit: [D]+fray • Height 2 or higher: No effect.
and foe is winded. Miss or area effect: fray. • Raze Heaven:
Effect: Create a height 1 boulder object under the • Pits: no effect
attack space. Increase the height of any existing • Ground: 25% of max hp
terrain spaces in the area by +1. • Height 1: 50% of max hp
• Massive Overhead (2 actions, true strike, • Height 2 or higher: 100% of max hp.
+1 curse, close blast 1, melee attack,
combo): On hit: 3[D]+fray and foe must save
or be stunned. Miss or area effect: fray. Effect:
Create a pit under the attack space. Lower all
terrain in the area by 1 space.
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Phase II:
Round 4 or higher.
As round 1, except:
Crumbling Earth: At the start of the each
round, all foes in pits take 3 piercing damage.
Law of the Worm: This legend gains +1 action.
The extra action must be used to take a Rider
action on the Worm’s turn, or vice-versa, though
the per-turn attack limit must still be obeyed.
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Lowlander Trophies
Tech Description and Effect Uses
This huge hooked pole can be used as a free action on
Mancatcher your turn to shove a character in range 3 as close to you as 3
possible.
Antidote You are immune to lowlander toxin Unlimited
Small iron icon of the pit. As free action you can call on
Ruin Icon 3
the ruins to surface. Create a height 1 run object in range 6
Rub this incredible potent poison on your weapon as a
Pit Poison 1
free action. Your next attack deals Divine damage.
A potent improvised weapon. As a free action, inflict
Monster spine launcher 3
vulnerable on a character in range 6
Thick, foul smelling, and greasy. Use as a free action to
Ointment 3
cure yourself and additionally end all blights.
This expedition, your attacks gain on hit: inflict lowlander
Lowerlander Toxin 1 Expedition
toxin
This expedition, as a free action you may teleport adjacent
Grappling Hook 1 Expedition
to any object in range 3
This expedition you are immune to all blights, lowlander
Survival Suit 1 Expedition
toxin, and difficult and dangerous terrain
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Kin: Ancient Jotunn are kin, can be bargained
VIII. JOTUNN with, and will flee or surrender if heavily losing a
fight
Distant cousins of the Troggs, Jotunn were born • Motivations: Jotunn are motivated strongly by
of the Titans and served them when the world their negative emotions (sadness, anger,
was young. A variety of peoples, they are united distrust, ennui, hunger, etc). Appeasing them or
only by their extreme age, prodigious strength, appealing to their feelings can soften them and
and enormous stature. Most Jotunn stand twice make them open to negotiation.
the height of other kin, some as big as a small • Flee: Jotunn typically don’t flee but value their
building. lives and will surrender if they see no chance of
winning a fight
Jotunn seem virtually immune to disease, and do Monsters: Blood Jotunn are infected with the
not age, making them technically immortal, Blood Rage. Born of the slaying of the Titans, they
though they can still be slain by a powerful are driven only by their pain and rage. Treat them
enough foe. They do not reproduce, but were like monsters - they do not flee or negotiate. It
made by the titans, fully formed. There are might be possible to cure the Rage.
therefore a limited number of them in the world All Jotunn have the traits described in Legacy of
(though many have yet to emerge), and the Titans below.
eventually their age will pass. This is something
many Jotunn are keenly aware of. Special Mechanic: Legacy of the
Titans
Jotunn have long but very fallible memories, and Elite: All Jotunn have the Elite type if they don’t
the ancients remember the Arken and the Doom, already have it. They’re worth 2 points in an
and have witnessed the sins of Kin throughout encounter budget and take 2 turns. Double HP if
the age. This tends to make them melancholy, upgrading from a normal foe.
distrustful, or resentful. At their best, they are Titanblood: Increase size to 2 if not already 2.
burdened by the weights of their long lives. Titanfall: When defeated, roll 1d6 and assign a
Many ancient Jotunn wander the land or stand compass direction (1 - none, 2- N, 3-E, 4-S, 5-W,
guard over crumbling titan ruins, following the 6- GM choice). The Jotunn falls into a close blast 1
edicts, patrol routes, and tasks given to them by area to its space. Size 1 characters inside must
their ancient lords, so long ago that even they save or take 6 damage, or 3 on a successful save.
have forgotten. Others seek out the cities and Move all characters out of the area into the closest
towns of Kin, finding purpose in labor, learning, available space and place the defeated Jotunn
or battle. there. They count as a 2x2 space of height 1
terrain while defeated.
The slaying of the titans scattered their blood Titan Armament: You can arm a Jotunn with
across the land, where it sunk smoking into the Titansteel weaponry. This increases a Jotunn’s
earth. Where the blood crystallized and pooled, it encounter budget cost by +1. If you do, they can
formed cysts that grew a new crop of Jotunn. take 1 extra turn a round, and 1/round may dash 2
The Jotunn that have emerged from the earth in as a free action, then deal fray damage to all
the millennia since then have all emerged insane, adjacent foes.
and driven only by the pain and rage of their
dying progenitors, going on rampages until they
are slain or collapse dead from exhaustion. FOES
Older Jotunn often seek out their insane kin in
order to put them down or out of some faint hope
for salvation, hoping for some final end to their
HIRSINN
pain. Lesser storm jotunn, descendants of the eternal
halls. Strong enough to rip an ox in half with
Faction Template their bare hands, as big around as a carriage
and twice as heavy. These jotunn are hairy,
To make any foe a Jotunn, you can add the
tusked, and often horned, like their lesser kin, the
following traits. All Jotunn have these traits.
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troggs. Their shaggy pelts and thick hides turn Great Leap (1 action, 1/round): The Barbuda
away spear strikes and sword blows from flies 2, then shoves all adjacent characters 1
would-be hunters. In battle, they steam with heat spaces. Bloodied characters are shoved 3 spaces
and are capable of inciting the Berserkgang, a instead. Collide: character takes [D]+fray.
tremendous blood rage, even in their opponents.
Largely spurning civilization, these jotunn are Ettin
tremendous eaters, extremely crafty, and spend Two-headed slave jotunn created to build the
their days hunting, rune-carving, and smithing walls of the ancient titan city Numenea. While
at their cavernous forges carved from bare rock. one head slept, the other would continue the
Their bestial disposition belies a canny intellect work.
and they are fond of riddles, stories, and Two Heads: Saves at the start and the end of its
drinking games. turn to end conditions or other effects.
Ground Pound (2 actions, true strike,
HP: 80 recharge 6): Foes in a close blast 1 area take [D]
and must save or become winded. The area then
Traits: Fortify, Armor 3, Size 2 becomes difficult terrain for the rest of combat.
Jotunn traits: Titanfall
Elite: This character takes two turns
Chapter 2+
All gain Hurl (1 action, repeatable): The
Mighty Smite (1 action, true strike, melee
Jotunn picks up an adjacent character or summon
attack, line 4): On hit: [D]+fray. Miss or area
and shoves them 3. Collide: Character is dazed
effect: fray.
Beserkgang (1 action): A foe in range 4 must
save or gain hatred of the Jotunn. On a successful Valkyrie
save, they are dazed. All-female martial Hirsinn that followed the
Joyous Combat (1 action): Effect: All adjacent Hundred Sword Titan, the god of slaughter,
foes must choose: be shoved 2, or take [D] collecting the weapons of worthy warriors. Now,
damage from the Jotunn. Collide: Foe is winded. they mostly wander the battlefields, weathered
Strength of the Storm (2 actions, end turn, with age and continuing their grisly duty without
stance): The Jotunn gains sturdy and counter purpose.
but becomes immobile. The Jotunn and all its Spare Weapon (free action, true strike):
adjacent allies also gain resistance. This stance Effect: A foe in range 6 is shoved 1 and takes 2
ends at the end of the Jotunn’s next turn. damage.
Comet (1 action, 2/combat): The Jotunn hurls
Chapter 1+ a spare weapon in a line 3 area, where it comes to
Beastblood Jotunn rest as a height 1 object. Characters adjacent to
the weapon when it lands take fray damage and
Jotunn born of beast titans are part or at least
are shoved 1 space.
wholly of animal form, fanged, and blessed with
Split the earth (1 action, terrain effect, 1/
freezing breath.
combat): The Jotunn creates a line 3 area, then
Frost bolt (1 action): A foe in range 3 is winded
creates pits in those spaces. These spaces can be
and frostbitten.
created under characters.
Frost breath (2 actions, true strike): Target
a close blast 1 area effect. Characters within take
fray damage, are inflicted with frostbite, and must Chapter 3+
save or become winded. Winded or frostbitten True Titanblood: Gain resistance at 25% health
characters also take [D]+fray damage instead. or lower.
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purpose in hunting down their maddened kin dangerous terrain for all other characters and
and putting them to death. other characters are blinded+ while in the area. At
Traits: Defiance the end of the round, all storms grow to a blast 1
Counter-strike (interrupt 1): Trigger: The area, or increase their blast size by +1, to a
Jotunn or an adjacent ally is hit or miss by a maximum of 3. Up to two storms can be active at
melee attack. Effect: The attacker is shoved 1 and once.
must save. On a failed save, they take fray damage
and are dazed. Chapter 1+
True Enrage: +1 action and unstoppable while Alp
bloodied.
An earth elemental with a body of churning soil
Bloody Fuller (2 actions, melee attack, true
and stone. Its constant movement beneath the
strike, multiattack, range 2): On hit: [D].
earth sends vibrations up through the bones that
Miss: -. Effect: Shove 1. Effect: Deals added
can be felt for miles around.
damage, hit or miss, equal to 2 times the round
Replace Soar with:
number
Rumble: The Alp becomes intangible, then
dashes 6 spaces.
ELEMENTAL Ancient Geo (2 actions, melee attack, arc 4
+ blast 1): On hit: 2[D]+fray and foe is slowed
Colossal Jotunn forged from the elements, all of and poisoned. Area effect or miss: fray. Effect:
them children of the Formless Titan, the chaos Critical hit (+[D]) against poisoned foes.
mother. These Jotunn are closely connected to the
primal elements that compose their bodies, and Ifrit
care little for the laws, logic, and ways of kin.
A jotunn made of rippling flames. Outside of the
They roam the wilderness, soaring free and
boiling calderas and steaming chemical lakes
utterly unconcerned, only stopping their endless
where these jotunn make their homes, their
travels out of curiosity or confrontation. The very
flames burn weaker.
oldest of the elementals have begun to lose their
Dancing Flames (1 action): The Ifrit deals 2
intelligence and have started to revert to the inert
damage to a character in range 3 and inflicts
elements from which they came, a calm and slow
burning, then deals 2 damage to all burning
unison with the natural world which will
characters.
eventually overtake all of their kind.
Ignition (1 action, mark): The Ifrit marks a foe
in range 3. That foe is burning, and at the start of
HP: 48 that foe’s turn, or when the Jotunn hits the target
with an attack, they explode for a blast 1 area
Traits: Skirmisher, Dodge, Phasing, size 2 effect, dealing fray damage to all characters
Jotunn traits: Titanfall within.
Amorphous: Can share space with other
characters. Any characters that start their turn
Undine
inside its space take fray damage.
This Jotunn is made of the churning water of the
Elite: Takes 2 turns
deep ocean.
Elemental Smite (+1 boon, Melee attack):
Waterspout (1 action, repeatable): The
On hit: [D]+fray. miss: fray. Effect: Foe must save
Undine spurts water, blinding a foe in range 4 and
or become slowed.
inflicting frostbite. Blinded or frostbitten foes also
Soar (1 action): Fly up to 6 spaces in a straight
take fray damage twice.
line
Living Deeps: Instead of a 2x2 space, this
Swirling Elements (1 action): All foes in
Jotunn occupies an Arc 4 space that can be placed
range 2 are teleported 1. Slowed or Blinded foes
in any configuration. When it moves, move either
are teleported 2 instead.
end space of the Arc, then re-place the Arc in any
Raging Storm (2 actions): The Elemental
valid configuration. It can make attacks or use
creates an elemental storm in range 3, a 1 space
abilities from any of its spaces.
terrain effect. Elementals have evasion and
permanent stealth inside the area. The area is
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The Storm Titan had a mighty hall called With their greatscythes, they wander old
Erenhelion, where the titans would feast after overgrown battlefields and groves that were
doing battle. The drops of mead from that hall once charnel houses, tending to the bones of the
smoked where they hit the earth and gave rise to dead and the pale flowers that grow there.
the Aetnir, battle Jotunn of unprecedented skill
and strength, who came forth fully formed, clad HP: 80
and armed for battle. The Aetnir view combat as
a veneration of their progenitor and wander the Traits: Shelter, Diaga, Size 2
land looking for the strongest opponents. There Jotunn Traits: Titanfall
are less than a hundred Aetnir left, and their Elite: Takes 2 turns
numbers dwindle as the age of ancients dims.
Spirit Scythe (1 action, melee attack, arc 4
HP: 80 range 2): Autohit: Fray. Area effect: Fray.
Effect: Attack target is branded and shoved 1 in
Traits: Fortify, Armor 3, Size 2 any direction. This effect also applies to frost
Jotunn Traits: Titanfall bitten foes.
Elite: Takes 2 turns Lonely Dead (1 action, summon): The
Thannir summons a lonely soul in range 4.
Exalt Erenhelion: At the start of the Round, the Lonely Soul
Aetnir either chooses Crush Cowards or Break Summon, Size 1, Phasing, 10 hp
the Mighty. At the end of the round, the chosen Summon action: When summoned, or once
effect occurs. a round on the Thannir’s turn thereafter, may
• Crush Cowards: Effect: The Aetnir raises its move 3 spaces and deal 2 piercing damage to
weapon. At the end of the round, it sweeps out an adjacent foe. If that foe is branded or
with a massive slash, affecting a blast 3 area marked, the soul can also then shove the foe
effect around it, with different effects depending 1.
on how close characters are. Foes 3 spaces away Rune of the Spring Flower (1 action,
take 2[D]+fray. Foes 2 spaces away take [D] multimark): The Thannir marks an ally in range
+fray. Adjacent foes take fray damage. 4. After the marked ally takes damage, they gain
• Break the Mighty: Effect: The Aetnir raises vigor 1 and may dash 2. At the end of the round,
its shield. At the end of the round, it slams its or after this effect is triggered, remove this mark.
shield down. Adjacent characters take 2[D]+fray Rune of the Grave (1 action, mark): A foe in
and are shoved 2 spaces away. Collide: range 6 must save or be marked. On a successful
Characters take [D]+fray again and are stunned. save, they are pacified. While marked, a character
is frostbitten, cannot benefit from defiance, loses
Titan Cut (1 action, melee attack, Line 4): all vigor at the end of each turn, and cannot gain
On hit: [D]+fray. Miss: or area effect: fray vigor. A character can end this mark by spending
Joyous Combat (1 action): All adjacent foes an entire turn not attacking.
must choose: be shoved 2, or take [D]+fray from Lay To Rest (2 actions, 1/round): The
the Aetnir. Thannir chooses a foe in range 3 that is at 25% hp
Great Leap (1 action, recharge 4+): The or less. That foe must save or be instantly
Aetnir flies 2, then shoves all adjacent characters defeated. On a successful save, they are reduced to
2 spaces. Collide: [D]+fray and character is dazed. 1 hp.
Chapter 2+ Chapter 3+
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HP: 64
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Call Steed: The Rider gains a massive Volatile Ember: At the start of the round, the
Titansteed, increasing it’s speed to 5 and granting Keeper creates 1 Volatile Ember in any space
it flying for the rest of combat. In addition, the within range 2 of a character until there are six
Rider may break up any of its movement with Embers active. A Volatile Ember is a special
actions. terrain effect that may be picked up by a character
Primal Levin: At the start of the round, the moving into its space. A character carrying
Rider creates a number of blast 1 area effects embers takes 1 divine damage, once, at the end of
equal to the round number anywhere on the their turn for every ember they are carrying. The
battlefield, which cannot overlap, targeting foes if Keeper’s abilities become stronger against
possible. At the end of the round, massive bolts of character carrying embers.
lightning strike these spaces. Foes in the area take
[D]+fray damage. However, carrying an ember fills a character and
their weapons with godly power and has the
following benefits:
Chapter 2+ 1+: All attacks gain +1 boon and true strike
Keeper of the 3+: Character’s abilities ignore resistance.
6+: Attacking the Keeper instantly destroys any
vigor the Keeper has before damage is applied.
Eldflame
Quicksilver: Certain abilities from the Keeper
Great apprentices of the Forge Titan, Flame drop a pool of Quicksilver. Quicksilver is difficult
Keepers cultivate sparks of the Eldflame, the terrain, which the Keeper ignores. Characters that
divine flame that was used in the making of the end their turn in quicksilver quench their embers,
world. Though sputtering with age, the getting rid of all of them.
imperishable divine flame borns just as hot as the
day it was bestowed, no matter how much it is Phases:
divided. The Keeper changes phases when bloodied.
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summoned are pushed up on top of it. The Forge Great Ignition: At the end of the round, all
has 10 hp plus 10 per player character and is embers that haven’t been picked up explode,
automatically hit by attacks. The Smith may use destroying them and dealing 1 divine damage to
any of the Forge actions below as long as the all foes as an effect.
Forge is active and the Keeper is within range 2. Blade of Creation: The Keeper gains aura 1.
When the Keeper uses Forge, the area on and When the Keeper ends its turn, it draws in any
adjacent to the forge explodes for a 2 piercing quicksilver in the area, destroying it. At the end
damage area effect, and the forge takes 10 the round, it makes the following attack:
damage, potentially destroying it. • Blade of Creation (special action, melee
• The Keeper can only keep one of each unique attack, true strike, divine, range 4, blast
effect active at once, including the forge itself. 2): On hit: [D], once for each quicksilver pool
• When a Forge effect ends, create a space of picked up. Miss or area effect: 2 damage, once
quicksilver adjacent to the Keeper. for each pool picked up.
• Forge Weapon (1 action, end turn): The
Keeper gains vigor 1 and forges a godly weapon,
granting it a new ability. When the ability is
used, the weapon is destroyed, ending this
effect. Only one weapon form can be active at
once until the weapon is used.
• Hammer (1 action, melee attack, +1
curse, range 3, blast 1): On hit: 5[D]+fray
and foe is stunned. Miss or area effect: [D]
+fray.
• Spear (1 action, pierce, line 10): On hit:
[D], five times, Miss or area effect: [D], twice.
• Sword (1 action, arc 6): On hit: 4[D]+fray.
Miss or area effect: 2[D]+fray.
• Curved Sword (1 action, multiattack,
range 2): Autohit: [D]+fray.
• Bow (1 action, ranged attack 10, pierce):
On hit: 3[D]+fray. Miss: [D]+fray. Effect:
Shove 5. Collide: Foe is stunned and shattered
• Forge Shield (1 action, end turn): The
Keeper forges a massive shield, gaining vigor 1,
cover from all directions and dodge. At the end
of the round, they throw the shield, forcing a foe
in range 8 to save or become stunned and
shoved 3, destroying the shield and ending this
effect.
• Forge Helm (1 action, end turn): The
Keeper gains vigor 1 and becomes unstoppable
until the end of the round. The helm shatters at
the end of the round, ending this effect.
• Forge Armor (1 action, end turn): The
Keeper gains vigor 2 and gains resistance. The
armor shatters at the end of the round, ending
this effect.
Phase II
As Phase I, but Forge actions and Lighting the
Everforge no longer end turn.
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Phase 2:
As phase I, but the Warden is returned to 50%
max and current hp. It summons two Eternal
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Jotunn Trophies
Tech Description and Effect Uses
Swing this enormous blade for the following attack:
Titan Blade (2 actions, Melee attack, +1 curse):
Titan Blade 1
On hit: 3[D]+fray and foe must save or become stunned.
Miss: [D]+fray
This mead may be administered to a dead character,
even after combat, to bring them back to life (also restore
Mead of Erenhelion 1
all wounds). If you do so, their soul is bound to the
ancient, ruined hall of the Storm Titan.
Swing this scythe to cure all allies in range 3 and remove
Thannir Greatscythe 2
all vigor from foes in range 3
Elder Titanrune This combat only, become size 2 1 combat
As an action, slam this huge hammer into a blast 1 area
Titan Hammer 1
in range 3. Characters inside must save or become dazed
Thick, potent blood of the Holy Body. Consume to gain
Blackblood 1
vigor 3
This expedition, your ranged attacks gain pierce and
Titanforge Greatbow 1 Expedition
shove 1, but you cannot dash
This expedition, gain the skirmisher trait if you don’t
Great Wolf Mantle 1 Expedition
already have it
This expedition, gain +1 boon on attacks and deal bonus
Nilfling Tooth 1 Expedition
damage to bloodied characters
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enough to play tricks, but otherwise have no
IX. HOB more awareness than the birds, mice, and
flowers from which they draw their essence.
Nature spirits of the Green and the Deep Green, Conversely, the Aesi are powerful and skilled in
Hobs are the keepers of field and forest. Tied old, powerful magic, being tied to deep and dark
intimately to the seasons, the flora and fauna of lakes, enormous trees, rock formations, or
Arden Eld, and to the land itself, these ancient embodied as ancient beasts or in the shape of kin.
beings range from the tiny, mischievous spriggs
to the the colossal Forest Gods. Most of the time, Hobs pay travelers little heed
other than innocent curiosity, and many villages
Hobs are animate spirits made of the aether of of the Green worship them along with a broad
Arden Eld itself - the world soul, that inhabits cast of local spirits, leaving offerings and prayers
every tiny rock, tree, and blade of grass. Most of to placate them. The relationship is often
the time these spirits slumber peacefully inside harmonious and mutual - with Hobs often
the land, their presence felt rather than seen, but reciprocating by guiding travelers back to
in places where the aether of the world is civilization, blessing harvests, or gifting small
especially strong, these spirits burgeon forth, and valuable presents to local children.
emerging at the twilight hours to frolic, gallop,
and clamber through the trees and streams. However, Hobs have existed far longer on Arden
Eld than civilization and do not play by its rules.
Hobs range from childlike or barely intelligent, Some hobs have no more intelligence than the
to ancient and wise, depending on the aspect of wild beasts from which they draw their essence,
nature they are tied to. The tiny spriggs are and can be just as dangerous. Others may find it
curious enough to follow travelers and smart perfectly acceptable to lead a traveler astray for
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three days in order to show them a breathtaking usually returning to their usual natures once the
lake view, to encourage beautiful and colorful crisis passes.
weeds to grow over a field, or to transform
someone into a deer for a week so they can run Greenwalker: Hobs ignore difficult terrain
wild in the forest. Occasionally, this turns sour Spirit Away (free action): The Hob swaps
and conflicts spring up between Kin and Hob - places with an adjacent character, teleporting
conflicts that Hobs remember for a very long both. If either character cannot teleport, this
time. A village priest familiar with their ways move cannot be made.
may grow old and die, or grandson may forget Trickery: Like player characters, Hobs have
the yearly offering that his grandfather made to charge abilities and can take slow turns
the local spirits, and the Hobs see no difference - Faction Blight: Any
only a sudden and unforgivable slight.
Unique Mob: Sprigg
In the worst cases, the aether of the land is
Spriggs are tiny nature spirits born from the
stirred when the natural order is wounded. The
essence of undergrowth and the small animals
Churn has driven more and more kin into the
that live there, such as tiny birds or mice. They
deeper parts of the land, as power-hungry
are extremely curious and playful, and often
kingdoms, barons, and princes use fire, axe, and
emerge from forests to follow after travelers for
machine to tear up the forests and mountains to
some distance in lines like wayward children.
fuel their industries and armies. In these cases,
The aether of spriggs is so thin that it is almost
the Hobs that emerge from the wounded
impossible to harm them.
landscape are wild, vicious, or mad with rage.
Driving up local animals into a frenzy, they
become a terrifying force of nature that can Sprigg
wage all-out war with local towns or outposts,
killing scores. HP: -
Traits: Greenwalker, Phasing, Skirmisher
Speed: 3, Dash 3
Faction Template Defense: -
Mob: This character doesn’t trigger slay effects
To make any foe a Hob, you can add the following
Barely There: Spriggs are intangible and don’t
traits. All Hobs have these traits.
cause engagement. Characters can’t collide with
them and can share their space. They disappear
Kin: Hobs can (technically) be bargained with,
when combat ends, or all other non-sprigg allies
and will occasionally flee or surrender when they
have been defeated.
are badly losing a fight. Unless greatly pressed,
hobs that are considered kin will never kill
Frolic (2 actions): The Sprigg swaps places
characters intentionally, preferring to punish or
with an ally in range 3, teleporting.
humiliate.
Mischief (2 actions): The Sprigg swaps the
• Motivations: Hobs are usually strongly
places of two other characters in range 2 of the
motivated by trespass or injury against the land.
Sprigg, teleporting both of them. Foes take 1
Some are motivated by some perceived slight or
damage. If either cannot teleport, this move
offense against some ancient bargain, rule, or
cannot be made.
compact. Still others are simply motivated by
natural beauty or whimsy and don’t see malice
in their own actions.
• Flee: Being immortal nature spirits, being FOREST HOB
killed doesn’t really bother a Hob (they will Greater hob spirits of the dark and shady spaces
usually return with the next season), but they underneath the trees. Tend to take the forms of
can be flighty and will run away if afraid. beasts, fungi, or shade-growing plants. Due to
Monsters: Hobs that are stirred up by some their size and strength, most forest hobs pay little
natural disaster or desecration of the natural heed to kin and tend to ignore them if not
world are warped and malicious, and will not bothered. During winter, they hibernate and it is
bargain or negotiate until things are put right, easy to stumble across one by accident.
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Lesser Boulderhob
Traits: Fortify, Armor 3 Lesser mountain hobs, these hobs resemble
Hob Traits: Greenwalker, Spirit Away mossy boulders, and will sometimes go for weeks
without moving.
Bounce (Interrupt 1): Trigger: This hob or an Heavy Armor: Resistant against abilities used
adjacent ally takes damage from an adjacent foe. from adjacent spaces.
Effect: That foe is shoved 1. Collide: Character Mudslide (free action, 1/combat): The Hob
takes [D]+fray and is dazed. dashes 4 with phasing, then creates a terrain
effect in the spaces it just passed through.
Pummel (1 action, melee attack): On hit: [D] Characters that enter the space for the first time
+fray. Miss: Fray. Effect: Attack target is dazed. on their turn or start their turn there must save or
Dazed foes take bonus damage. Charge: All foes slip and be shoved 2 in a direction of the hob’s
in range 2 also take fray damage choice.
Stone Toss (1 action): Effect: A foe in range 3
takes 2 damage and is shoved 1, then create a
Chapter 2+
height 1 boulder object next to them. Charge:
Seismic Slam deals bonus damage for every
Range 6
object caught in its area of effect.
Twist Leg (1 action, mark): Effect: A foe in
range 3 is marked. While marked, each time that
foe is shoved or gains a new status, they take 2 Great Carp Hob
damage. A foe can end this mark by not moving This fishlike Hob abducts foes and drags them
for their entire turn. into pools of aethereal water in order to ‘rescue’
Seismic Slam (1 actions, end turn): The Hob them from the air. It often forgets other creatures
ends its turn and gains Delay: it’s next turn can’t breath underwater.
must be slow. At the start of that turn, all adjacent Summon Pool (Free Action, 1/combat,
foes must save or take 2[D]+fray and be shoved 1, terrain effect): The Carp Hobb creates a pit in
or [D]+fray on a successful save. Collide: Foe is free space range 3.
stunned. Drag Under: When this Hob ends its turn, it can
choose an adjacent foe, which must save. On a
failed save, that foe takes [D]+fray, and remove
Chapter 1+
both the Hob and that foe from play as they dive
Twiggan into a pool of magicked water. Both return to play
This sturdy, but still diminutive Hob, is the result at the start of that foe’s next turn, in any free
of a Spriggan animating a body made up of space in range 3 of their original location.
sticks and thorny branches.
Twisting Thorn (1 action, recharge 4+):
Chapter 3
Repeat the following effect twice: A foe in range 3
Seismic slam affects all foes and objects in range
takes 1 damage, then is shoved 1 in any direction.
2 instead.
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they move, including teleporting. Whenever they An ill tempered hob with a colorful array of curse
take damage from an ability, the Hob gnaws at words it is fond of using.
them, dealing 2 damage and shoving them both 1. Replace spirit trickery with:
At the start of the Hob’s next turn, they detach, Spit Curses (Interrupt 1): Trigger: The hob is
ending this effect. It also ends if the Hob and their damaged by an ability, and the ability resolves.
target are separated for any reason. This ability Effect: The ability’s owner gains +1 curse on saves
automatically recharges if the foe makes their until the end of its next turn.
save.
Banshee
SPIRIT HOB This mournful, birdlike hob is drawn to locations
that carrion birds frequent, like graveyards or
Flying hobs that tend to congregate around battlefields. Its shrieking cry is incredibly potent.
lonely and forlorn places such as moors, swampy Spiritfeed: All the Banshee’s abilities gain slay:
wetlands, riverbanks, or mountaintops, drawing gain +1 action
from their mournful essence. These hobs are Sonic Screech (1 action, ranged attack, line
drawn towards the strong emotions and 6): On hit: [D]+fray. Miss or area effect: Fray.
presence of kin as though seeking warmth. Effect: Characters gain +1 curse on saves until the
Though not outwardly malicious, they are end of their next turn. Charge: Line 6+blast 1
dangerous company to spend long hours with.
Mayfly spirit
Traits: Overdrive, Aetherwall, Flying, Slip These playful, insect-winged hobs are fond of
Hob traits: Greenwalker, Spirit Away stirring up barbed plants and watching mortals
do a silly dance.
Spirit Trickery (Interrupt 1): Trigger: The Thorny Thicket (1/combat, 1 action, terrain
hob is damaged by an ability, and the ability effect): The spirit creates a line 3 area of
resolves. Effect: Teleport all adjacent characters 1, dangerous terrain in range 6.
then teleport 1 Thicket Dance: At the start of its turn, before
any delay effects activate, the Mayfly spirit and all
Spirit Orb (2 actions, cross 1, range 8, characters in range 2 teleport 1 space in a
pierce): On hit: [D]+2, twice. Miss or area direction of the spirit’s choice. Foes can save to
effect: once. Charge: Teleport affected foes 1 avoid this effect.
space in any direction
Whisk (1 action): A foe in range 6 becomes
Chapter 2+
vulnerable, then is teleported 1. Vulnerable foes
Spirit Trickery teleport increases to 2.
are teleported 3 instead.
Playful Pricking (1 action, mark): A
character in range 6 of the spirit is marked. While Wisp
marked, each time they teleport, they take 1 This dancing light is the spirit of deep swamps
piercing damage. This damage cannot reduce and the dark spaces between trees.
them past 1 hp. A character can end this mark by Lead Astray: The Wisp has aura 2. The wisp
not moving for their entire turn. may teleport any character that end their turn in
Fell spirit (1 action, pierce, summon): The the aura 2 spaces in any direction.
spirit hob ends its turn and summons a spirit Dancing Light (1 action, end turn,
orb in range 6, an immobile, intangible summon. summon): The Hob summons a dancing light in
Delay: The hob’s next turn must be slow. At the range 6 in any space not adjacent to a character.
start of that turn, the orb explodes, destroying it Dancing Light
and releasing a massive blast of sonic energy in a Size 1, 1 hp, defense 8
blast 1 area effect centered on it. Foes inside are Summon Effect: When a foe starts or ends
shattered, then must save or take [D]+fray twice, a turn adjacent to the light, it explodes in a
or once on a successful save. blast 1 area effect centered on it. Characters
inside must save or take fray damage twice, or
once on a successful save. If the light is
Nixie
destroyed, it fizzles out without exploding.
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Overwhelming Stench: The hob has aura 1. next turn, a huge storm of crows descends on
Attackers in the aura gain +1 curse on attacks, and their location for a blast 1 area effect centered on
any character that ends their turn in the aura them. That foe takes fray damage six times.
must save or become slow and poisoned. Reduce this damage once for each other character
Poisoned characters treat the area as dangerous in the area of effect.
terrain. Bounding Leaps (1 action): The hob flies 3.
Effect: If it lands on an object or adjacent to a
Chapter 2+ character, it can repeat this flight once more.
All gain Cheap Trick: When missed by an
attack, may deal 1 damage to the attacker, then
teleport 1. FIELD HOB
Hobs of the fields, meadows, beaches and
Garberhob savannas, where the skies are plentiful. More
A long fingered hob that is born out of the aether aether-wise than other hobs and fond of tricks
of lost objects. It’s fond of stealing anything it and deals. People sometimes seek out these hobs
finds fascinating. and make offerings for a blessing of fertility, luck
in business, or in rare cases, to curse a rival.
Steal skill (1 action): The Hob chooses a foe in
range 3. Until the end of that foe’s next turn, they Traits: Shelter, Diaga
treat all foes as having evasion and dodge. Hob Traits: Greenwalker, Spirit Away
Lost Object (1 action): The Hob produces and
throws a lost object at a foe in range 4. Roll 1d6 Cut Deal (Interrupt 1): Trigger: An character
1. Elixir: Foe gains vigor 1 in range 3 of the Hob gains a status. Effect: The
2. Kettle full of Tea: Hot tea inflicts fray Hob transfers the status to itself or another
damage, burning and blinded. character in range 3 of the Hob. A foe can save to
3. Portable Hole: Create a pit under the avoid gaining a status from this effect.
foe
4. Old Sandwich: Foe is slowed and The Old Magic (1 action, ranged attack 3 or
poisoned, then must save or lose all vigor. ranged attack): On hit: [D]. Miss: 1 damage.
5. Spare Sword: Foe takes [D]+fray Effect: The Hob inflicts all statuses it is currently
damage. suffering from on its foe, then deals 2 damage,
6. Bag of Hammers: Foe must save or take once, per status its foe is afflicted by.
3 damage five times, or just once on a Yank Thread (1 action): A foe in range 4 is
successful save. branded. Branded foes are shoved 2 in any
direction.
Chapter 3 Fairy Knot (1 action, end turn, recharge 6):
Steal Sight (1 action): An adjacent foe is The Hob chooses an ally in range 6. That ally can
blinded+. They can end this condition by ending a immediately activate any Delay effects it is
turn adjacent to an ally. holding OR immediately regain the use of an
interrupt.
Marry (1 action, multi-mark, recharge 5+):
Eaves Hob The Hob marks any two non-summon characters.
A powerful crow-like hob that lives in the eaves Any time these characters are in within range 3 of
of houses. Brings good luck on families that feed each other, both are pacified+. A marked
it well, and pokes holes in the roofs of those that character can end this mark on both characters by
don’t. using an action to blow a kiss at the other
Traits: Flying character, or by spending their entire turn not
Lucky Feather: When taking damage that would attacking.
reduce the hob to 0 hp, roll 1d6. On a 3+, become
immune to all damage from the triggering ability.
Chapter 1+
True strike bypasses this effect.
Crow storm (1 action, recharge 6): The hob
chooses a foe in range 4. At the end of that foe’s Pixie
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A diminutive, fast talking, foul mouthed hob with Seal-like hobs that can transform into kin-shape
a manic attitude and a powerful knack with the by stealing clothing. They often abuse this power
old magic. to cavort in seaside towns, party, and rack up
Traits: Flying wild debts, only to slip away in the morning.
Pixie Dust: Aura 2. Allies that start their turn in Chastise (1 action): Effect: A character in range
the aura gain flying until the end of their turn. 6 takes 1 piercing damage. If that character
Toad (1 action, recharge 6): A character in attacks before the end of their next turn, they take
range 6 is transformed into a frog. Remove that [D] piercing damage and this effect ends.
character from the battlefield and replace them Slip Clothes (1 action, stance): The Selkie
with a 1 hp frog summon. disrobes and transforms into a spirit seal, dashing
Frog 1 and leaving its clothes in the space it vacated.
1 hp, defense 8 While a seal, the Selkie has resistance and has
Summon action: Hops 1 space in a a phasing. A character can pick up the Selkie’s
direction of the hob’s choice, then spends the clothes by spend an action while standing on their
rest of the turn croaking. space, ending this effect. The Selkie is removed
When the frog is defeated, return the target to the from the battlefield then placed back adjacent to
battlefield. Until the frog is defeated, they cannot its clothes space.
take a turn. The Hob can destroy the frog as a free
action. It can be targeted by any character. Chapter 3
Haste (2 actions, mark): A hob in range 6 is
Bonfire Spirit marked. While marked, they gain +1 action and
These jubilant festival spirits delight in the double their speed.
summer celebrations of outlying villages. Their
exuberance does not help them realize how Floating Petal Aesi
flammable most people are. One of the greater Hobs, that takes a long time to
Fireworks (2 actions): All foes in range 2 take coalesce. These slender and coy Aesi are born
3 damage and are branded. from the amorous feelings of spring, the beautiful
Bonfire Festival (free action, terrain effect, petals of blooming trees, and flowers floating on
1/combat): The Bonfire spirit creates a height 1 water. These spring hobs are numerous - the
bonfire object. The area on top of the object is least powerful but the most amicable of their kin.
dangerous terrain, and the object emits aura 1. Amorous Waltz: Immune to all damage from
Allies in the aura gain the charged effects of all pacified foes.
abilities, even on normal turns. Love-struck (1 action, recharge 6): A foe of
the Aesi’s choice must save. On a successful save,
Bark Spirit the foe is pacified. On a failed save, the Aesi
Hobs that inhabit the stumps of old trees and chooses itself or one of its allies. Until the end of
roots. They are older and wiser than other hobs, their next turn, all other characters than the
and can sometimes speak the tongue of kin, chosen character are immune to all damage and
acting as intermediaries. effects from the chosen foe.
Curse of Thorns (1 action, mark): A Donkey (1 action, mark): The Aesi marks a
character in range 5 from the Bark Spirit is cursed character in range 5. They grow donkey ears on
and marked. While marked, if that character ends the top of their head. While marked, when the
their turn within range 2 of a hob or a hob character uses an ability, they first roll 1d6. On a
summon, they take [D] piercing damage. 4+, the character can choose targets as normal.
On a 1-3, the Aesi chooses the target of the attack
Chapter 2+ for them, which could include an ally of the target,
Aura of Alacrity: Aura 1. Allies in the aura can then this effect and mark ends.
use the charged effects of abilities even on normal
turns.
Selkie
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Speed: 4 (Dash 2)
Uniques Defense: 5
Fray damage: 4
[D]: 1d6
Chapter 1+
Beast spirit Traits: Phasing. This trait also transfers to a
Many hobs take beast form, becoming like the rider.
animals giving them their essence. In this form, Hob Traits: Greenwalker
they are majestic, specimens of their kind, able to Enrage: +1 action when bloodied.
run along on air as easily as ground. Other hobs Saddle up: An adjacent ally can mount or
such as the Aesi occasionally ride them. dismount the beast as a free action, entering and
sharing its space. Whiled mounted, attacks take
Vitality: 10 +1 curse against a rider. Hobs can start any
HP: 40 combat already riding the spirit . The spirit has
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room for one size 1 character. If the spirit is Traits: Shelter, Diaga, size 2
defeated, characters dismount Hob Traits: Greenwalker
Living Root: When defeated, becomes a height 2
Majestic Galloping (1 action): The beast spirit object
flies 3. If it has a rider, it can then fly 3 again.
Wild Rage (1 action, true strike, melee Hungry Forest (2 actions, ranged attack 5,
attack): On hit: [D]+fray. Miss: fray. Effect: blast 1): Autohit: [D]+ fray and foe is branded.
Shove 1. Charge: Shove 3. Area effect: fray. Delay: The Greenkeeper’s next
Rampage (1 action, repeatable): Effect: The turn must be slow. At the start of that turn, the
beast spirit dashes up to 2 spaces. When it ends area erupts again. Foes in the area take fray
this movement, adjacent foes take 2 damage and damage twice. Allies in the area gain vigor 1.
is shoved 1. Bloom (1 action, range 4): The Greenkeeper
creates a space of difficult terrain in the area.
Kappa Charge: Blast 1
A strong, scaly hob that is the essence of powerful Ancient Reversa (1 action, recharge 5+):
rivers and streams. Emerges with the snowmelt, The Greenkeeper gains aura 2 until the start of
and obsessed with contests of strength. their next turn. While inside the aura, when any
character (foe or ally) takes damage, roll a d6. On
Traits: Fortify, Armor 3 a 4+, that character is cured.
Hob Traits: Greenwalker, Spirit Away Overgrow (1 action): The Greenkeeper chooses
a foe in range 6. At the end of that foe’s turn, if
Body Slam (1 action, melee attack): On hit: they have not moved at least 4 spaces from their
fray damage, twice. Miss: once. Effect: Foe is location at the start of their turn, they become
winded. immobile as the undergrowth grows over their
Tidepool (1 action): Shove all characters in feet. This effect ends when they take any amount
range 2 1 space toward the Kappa. of damage, or they or an adjacent character can
Great Suplex (1 action, recharge 4+): The hack the growth away as an action, dealing [D]
Kappa grabs an adjacent foe, the removes both the +fray piercing damage to them but ending the
Kappa and them from the battlefield. Return them effect.
in free space within range 3, adjacent to each
other. The foe takes fray damage, is dazed, and Chapter 2+
then shoved 1.
Spinning Geyser (1 action, end turn, Nymph
delay): The Kappa ends its turn and gain Delay: A spring hob that coalesces from the essences of
The Kappa’s next turn must be slow. At the start reflections in pools. They appear at a distance to
of that turn, it summons a massive geyser be comely kin - different depending on who is
underneath it. Adjacent characters are shoved 4. looking at them. This appearance is a glamour,
Collide: Character is stunned and takes [D]+fray. and upon getting closer, their true form, of
The Geyser becomes a pit space for the rest of shifting water, is revealed.
combat. Whenever the Kappa uses this ability
again, repeat the shove effect on all active geysers. Traits: Overdrive. Slip
The Kappa can choose whether or not to be Hob Traits: Greenwalker, Spirit Away
shoved by this effect, and is immune to the pit Aura of Glamour: The Nymph has aura 2. Foes
space. outside the aura cannot directly target the Nymph
with abilities.
Greenkeeper
A enormous tree-like Hob that has coalesced Yew bow (1 action, pierce, ranged attack
from an old oak tree that has stood alone for fifty 6): On hit: [D]+fray. Miss: fray. Effect: Deals
years or more. Greenkeepers are slow moving bonus damage for every character adjacent to the
and thinking, and consider themselves shepherds target. Charge: Range 12
of the forest. Plant life around them bends and Enthrall (1 action): The Nymph chooses a foe
ripples at their beck and call. in range 8. That foe must save. On a successful
save, they are vulnerable. On a failed save, they
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are vulnerable and Nymph controls their character would use ability against the
standard movement on their next turn. Already Changeling, they must first roll 1d6. On a 4+, they
vulnerable characters fail the save. can use the ability as normal. On a 1-3, the
Riven (1 action, recharge 4+): The Nymph ability’s target changes to the character targeting
chooses a character in range 8. At the end of that the changeling, then this effect ends.
character’s turn, they take [D] piercing damage
once for every 3 spaces of distance between them
and the Nymph. Then, end this effect. Unique Elites
Greenpath (2 actions): Remove the Nymph
from play, then place them anywhere on the
Chapter 1+
battlefield in free space. Clear all statuses from
them.
Great Boulder Hob
Great spirits of the mountains, these colossal
Chapter 3 hobs are peaceful and animalistic, but terrifying
Changeling when enraged. Their tendency to startle,
A strange hob that has coalesced from the combined with their tendency to look like a
unsettling sensation of meeting a stranger on the regular rocky hillside, does not help this
road or in the woods. It is capable of imitating situation.
kin and transforming its shape. Most
changelings don’t seem to have any great malice, HP: 80
but a great deal of amoral curiosity.
Traits: Sturdy, Fortify, Size 3, Armor 12
Traits: Skirmisher, Dodge Hob Traits: Greenwalker
Hob Traits: Greenwalker, Spirit Away Elite: Takes 2 turns
Lumbering: Cannot dash. Only takes slow turns.
Mummery (Interrupt 1): Trigger: The Crumbling Body: Has 12 armor. Each time it
changeling is targeted by an ability. Effect: Swap would take damage from an action or ability,
places with an ally in range 3. The attack targets permanently reduce its armor by 1 for the rest of
that ally instead. combat, even if that damage is reduced to 0. If it's
armor is 0, it becomes vulnerable+
Stab (1 action, melee attack): On hit: [D]
+fray, Miss: fray. Effect: Attack is a critical hit Ancient Geo (1 action, melee attack, arc 4 +
and deals +[D] if made against a blinded or slow blast 1): Attack: On hit 2[D] and foe is dazed.
character. Area effect or miss: [D]. Effect: Dazed foes take +
Lesser Mortal Mockery (free action): The [D] from either effect.
changeling transforms its physical form into a Charged Stone Toss (1 action): Effect: A foe
brief mockery of the closest foe. The effects in range 6 takes 2 damage and is shoved 1, then
depend on the foe’s class. create a height 1 boulder object next to them.
• Stalwart: The Changeling becomes sturdy Earthforce (1 action): An adjacent object is
until the start of its next turn shoved 3. Characters in its path are shoved 1 to
• Vagabond: The Changeling gains evasion until either side, then take fray damage and become
the start of its next turn. dazed. Collide: Characters also take [D].
• Mendicant: The Changeling may end a status Hurl Self (2 actions): The Boulder hob reduces
or blight affecting it its max hp by 25%, hurling part of itself at a foe. A
• Wright: The Changeling creates a height 1 foe in range 5 must save or take 3[D]+fray, be
aethershard object in range 3, then may teleport shoved 3, and become stunned. On a successful
on top of it. save, they are shoved 1, dazed, and take [D]+fray.
Pocket Dust (1 action): A foe in range 2 must Then, create a height 1 boulder object adjacent to
save or become blinded or slow (Changeling that foe. The hob can reduce its hp to 0 and defeat
chooses). The Changeling then gains stealth. itself with this move.
Warped Reflection (1 action, stance,
recharge 4+): The Changeling’s appearance Banderhob
ripples. While in this stance, the next time a
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Enormous, shaggy hobs that are surprisingly A hob appearing in the shape of an elderly Kin,
light on their feet, able to soar through the air dressed for travel. There’s little way to see
with just a touch. They tend to be rotund and through this hob’s disguise, but they often wear
relatively relaxed, so are often underestimated cloaks and hats, and smoke a fragrant pipe.
by unlucky travelers. Surprisingly intelligent These hobs are the spirits of well-traveled roads
despite their lack of speech and bestial form, they and therefore can move about the land quite
are extremely protective of children of all kinds, freely. They often feign illness or weakness, and
and have a habit of unintentionally abducting reward kindness or charity. They have a great
them for long stretches of time. They often knowledge of the ancient healing arts and are
become confused, and due to their large size, see fond of striking bargains.
most Kin as lost children, which can lead to some
unfortunate incidents. HP: 80
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calmly fall asleep and disappear with the Raucous Dance (1 action, close blast 2): The
morning mist. Aesi implores all foes in the area to dance, shoving
them 2 spaces. Characters can choose the
HP: 40 per player (min 80) direction by taking +1 intoxication, otherwise the
Aesi chooses the direction. Collide: Foe takes [D]
Legendary Heavy: Armor 3. Gain use vigilance +fray
twice a round.
Hob Traits: Greenwalker, Spirit Away Uncork (1 action, 1/round): The Aesi
summons a size 1 keg object in range 3. The object
Legend: Takes 1 turn after every player character has aura 1. Characters in the aura are dazed+, and
turn. If slow, only one of its turns is affected. if they start their turn there, they increase their
Juggernaut (Free action, 1/round): Clear a intoxication by +1.
status, mark, or all blights Fire Pit (1 action, 1/round): The Aesi creates a
pit space that is also dangerous terrain.
Divine Ambrosia: The Aegis’s mere presence Stiff Drink (1 actions, true strike, 2/
envelops the battlefield in a drunken haze. Give a round): The Aesi implores an adjacent character
d6 to all characters, representing their level of to drink before giving them a stiff whack. If the
intoxication. Certain abilities Intoxicate foes, character drinks, they gain vigor 1 but increase
ticking the die up by 1. If a die would become 6, a their intoxication by 2. Then, they must save or
character can’t take any more. The must save or take 2[D]+fray damage from the Aesi and become
take 50% of their max hp as divine damage and dazed, or [D]+fray on a successful save. Dazed
spend their entire next turn incapacitated and foes fail the save.
throwing up, resetting the die to 1. On a successful
save, lower the die by 3 but take no other negative Phase II:
effects. As phase I, but has the following:
Sober Up: A character can sober up at the start Haze of Ambrosia: At the start of their turn, all
of their turn by rolling 1d6, taking one of the characters increase their intoxication by +1
following effects and reducing their intoxication Ignite (1 action, 1/round): The Aesi shows off
by 4, to a minimum of 1. Effects with a duration its fire breathing. A foe in range 4 must save or
last until the start of the character’s next turn. take 3 damage, once, (reduced to 1, once, on a
1. Nonstop singing: The character gains aura successful save) for every stack of intoxication
1. Allies in the aura are dazed+ they have, but then clears all intoxication,
2. Stagger: The Aesi shoves the character 2. resetting the die to 1.
Collide: Foe takes [D]+fray Duel of Flagons (1 action, 1/round): The
3. Stand and Blink: The character becomes Aesi chooses a foe in range 3 and tosses them a
immobile flagon.
4. Clingy: The character can only use abilities if • If that character chooses not to drink, the Aesi
adjacent to an ally. gains vigor 1 and clears all statuses and marks.
5. Take a Nap: The character is winded. If • If that character chooses to drink, they increase
already winded, they are stunned. their intoxication by 2. The foe rolls 1d6 and the
6. No extra effects Aesi rolls 1d8. The loser of the contest becomes
dazed and takes 2 divine damage, or 4 if they
Phases: The Aesi enters Phase II when bloodied. were already dazed. If a character wins, they can
challenge the Aesi again, repeating this effect.
Phase I:
Brew Smash (1 action, melee attack, true
strike, blast 1, range 3): On hit: [D]+fray. Miss
or area effect: Fray. Effect: All affected foes take
+1 intoxication if they have less than 4. Effect: On
hit: Critical hit against dazed foes.
Wandering Haze (free action): The Aesi
dashes 2, then shoves an adjacent foe 1
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HP: 24 per player character (min 48) Fae Thief (1 action, 2/round, thievery): The
Aesi steals something from a foe in range 5. Roll
Legendary Skirmisher: Has the dodge and 1d6 to see what. Picking up a memory removes an
skirmisher traits. effect of the foe’s choice. Re-roll repeat effects.
Hob traits: Greenwalker, Spirit Away 1. Friendship: Foe’s abilities can't target
Legend: Takes 1 turn after every player character allies and treat all allies as immune to
turn. If slow, only one of its turns is affected. their effects, including any active marks,
Juggernaut (Free action, 1/round): Clear a stances, auras, etc.
status, mark, or all blights affecting this character. 2. Sight: Foe is blinded+
3. Luck: Foe cannot gain boons or critically
Immortal Thievery: Some of the Aesi’s abilities hit
have the thievery tag. When an ability with this 4. Heart: Foe cannot gain vigor or benefit
tag is used, the Aesi creates a memory as an from defiance.
intangible summon in any free space within range 5. Talent: Foe takes +1 curse on all attacks
4 of that character. Characters can end the and saves
thievery’s effects on them by passing over and 6. Youth: Foe cannot dash and is slowed+
picking up a memory (any memory will do). Wall of Thorns (1 action, 1/round): The Aesi
Gust: At the start of each round, the Aesi puts creates a line 4 area of height 2 thorny wall
down a space of swirling wind in its space. objects. Each object is destructible (10 hp) and
Characters that enter the space, including the also considered dangerous terrain. Character that
Aesi, can fly 3 spaces as an effect, but only once a collide with it take 2 divine damage.
round for each space. Spaces persist until the end
of combat. Phase 2: Mortal Mockery
As phase I, but also:
Phases: On round 4, and every two rounds Mortal Mockery: The Aesi transforms its
thereafter (6, 8, 10 etc), the Aesi uses Mortal physical form into a mockery of the closest foe.
Mockery. The effects depend on the foe’s class. If the same
effect would be chosen twice, the Aesi can choose
Phase I: a different one of its choice to apply.
Steal Ability (2/round, thievery): Trigger: A
foe in range 2 uses an ability and the ability Naturally, all of these effects stack if the Aesi is
resolves. Effect: The foe loses the memory of that allowed to use them again. Why be one class when
ability, becoming unable to use it until they pick you can be all of them?
up a memory. If the ability is a stance or aura, it
has no effect for the duration. • Mock Stalwart
• The Aesi gains armor 3 and the fortify trait.
Leaf Dance (1 action, +1 boon, multiattack,
In addition, Leaf dance gains true strike.
melee attack): On hit: [D]+fray times. Miss:
fray. Effect: Aesi may dash up to 5 spaces during • Mock Vagabond
any part of this attack, making attacks against any • The Aesi may split up all its movement with
adjacent foes during its movement, but must actions. In addition, Leaf dance gains the ability
move in a straight line. During this movement, to critically hit, dealing +[D] on a crit.
they can shove any memories 1 to either side. • Mock Mendicant
Whirling Leaves (1 action): Effect: Teleport 1, • The Aesi gains the shelter and diaga traits. In
then deal 2 damage to all adjacent foes and shove addition, Leaf Dance deals bonus damage.
all adjacent foes and memories. Repeat this effect • Mock Wright
three times. • The Aesi gains the Overdrive 6 and
Aetherwall traits. In addition, Leaf Dance
Greenpath (2 actions, 1/round): Remove the gains pierce.
Aesi from play, then place them anywhere on the
battlefield in free space. Clear all statuses, marks
and blights from them.
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survive the winter - with unexplained warm Northern Winds (free action): The Aesi
spells, mysterious hidden caches of crops, or dashes 3. It becomes intangible and gains
respite from storms and blizzards. When phasing while moving.
enraged, however, their wrath is terrible, and
they will freeze entire towns solid just to avenge Stiffen Limbs (1 action, 1/round): The Aesi
the most minor slight. chooses up to three characters in range 6. During
their next turn, those characters must end their
HP: 32 per player character (min 64) turn at least 4 spaces from their starting location
at the start of their turn, or else take [D]+fray and
Legendary Artillery: Has the aetherwall trait. become stunned.
Once a round, as a free action, can remove itself Frozen Impaler (1 action, 2/round): The
from the battlefield and return in free space in Aesi chooses a character in range 6. At the end of
range 5. that character’ turn, an icicle coalesces and falls
Traits: Flying, Phasing on that character for a blast 1 area effect centered
Hob traits: Greenwalker, Spirit Away on them. Characters inside take 2 damage, then
Legend: Takes 1 turn after every player character create the icicle adjacent to the targeted character.
turn. If slow, only one of its turns is affected. The icicle is a height 2 destructible object (1o hp)
Juggernaut (Free action, 1/round): Clear a that has aura 1. The aura has the following effects:
status, mark, or all blights affecting this character. • Foes that start their turn in the aura take 2
piercing damage
This legend is best fought in a battlefield that is • Foes are vulnerable+ while in the aura.
12x12 or a little larger. • The aura is difficult terrain
Freeze Solid (1 actions, 1/round) - A
Creeping Cold: At the end of the first round character in range 6 becomes shattered. At the
round, the Aesi creates a Creeping Cold effect in end of that character’s next turn, they must save.
every space along the edge of the map, a creeping On a failed save, they are encased in ice, removing
black frost. This is a difficult terrain terrain effect them from the battlefield and becoming replaced
that affects even flying characters. Characters that with a destructible (10 hp) height 1 frozen statue
either start or end their turn in Creeping Cold object. Until the is destroyed, they cannot take a
must save or take 50% of their maximum hp as turn. When it’s destroyed, they are returned to the
divine damage, or 25% on a successful save. At the battlefield in the space they left and can take a
end of every two rounds thereafter (3, 5, 7, etc), turn as normal.
the effect creeps in by 1 space on all sides,
shrinking the available battlefield space. Phase II
As phase I, but:
Phases: The Aesi enters phase II at the start of Frozen Impaler is a free action
round 4 or when bloodied. Icy Death: A wind begins blowing from one side
of the map, which the Aesi chooses at the start of
Phase I: each around. After taking any action, a foe is
Storm Whip (1 action, pierce, melee attack, shoved 1 in the direction of the wind. Collide:
rage 4, blast 1, combo): On hit: [D]+fray. Miss Character takes [D]+fray.
or area effect: fray damage. Effect: Shove 1.
Collide: Foe is vulnerable.
• Diamond dust (2 actions, pierce,
ranged attack 6, blast 1): On hit: 2[D]
+fray. Miss or area effect: fray damage.
Effect: Deals 1 damage, again, for every
character in the area
• Crystalline Lance (1 actions,
pierce, ranged attack 10): On hit:
[D]+fray. Miss: fray damage. Effect:
Foe must save or be shoved 6.
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Hob Trophies
Tech Description and Effect Uses
Summon an allied Sprigg. The Sprigg disappears at the
Yunmes blossom 3 combats
end of combat and acts on your turn.
Summon a wissan root, a sturdy size 1 summon in range
5. The area around the root is difficult terrain, and the
Wissan Root splinter 2
root emits aura 1 around it. Foes in the aura are
vulnerable+
Eat this frozen berry at the start of combat to gain aura 1.
Characters in the aura have cover and foes that end their
Winter Berry 1 combat
turn there are inflicted with frostbite. Frosbitten foes are
branded.
Take a puff from this pipe as a free action to gain +1 boon
Geryan’s Pipe on all rolls until the start of your following turn. During 3
your following turn, take +1 curse on all rolls instead.
Throw this pebble as a free action to shove a character in
Boulder Hob Pebble range 3 1 space, then create a height 1 space of terrain in 3
that space
Eat this mushroom to transform into a frog until the end
Transmogrifying of your next turn. While a frog, you have evasion 20 and
1
Mushroom dodge but cannot take actions or interrupts other than
your standard move and dash
This expedition, while adjacent to an ally you have
Banderhob fur mantle 1 expedition
counter
Spirit Hob Charm This expedition, gain the Spirit Away trait 1 expedition
This expedition, gain dodge and cover while inside the
Mark of the Forest God area of a terrain effect, difficult terrain, or dangerous 1 expedition
terrain
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DEEPTOWER
Deeptower is a simple expedition for level 0-2 The top of the tower broke off and was lost
characters. Try it at level 1 or 2 if you want somewhere during its ascent from the deep earth,
characters to have more options. You can use it as but the bottom half is still intact. The Chroniclers
a jumping off point to get people into the game who noted the event on their seismographs have
and write your own material. named the sinister ruin Deeptower.
REWARDS: 6 xp, 3 dust. There’s some extra Persons of Interest and hooks
arkentech and dust possible, and camp upgrade. Here are some folk that players might run into in
CAMPS: 1 town, and a quick description of each. You can use
any or all of them as hooks for players to go to the
tower.
The Town
Elder Yu:
Oxbridge is a small, tight-knit farming Beastfolk (goblin), Yeokin, he/him
community, a collection of twenty or homesteads, A wizened goblin beast folk who is the town elder.
barns, and a small town square surrounded by He speaks slowly and his great age is apparent.
fields of green and small town shrine to the local His skin is graying and his catfish-like whiskers
spirits. Ruins haven’t surfaced near here for are long, white, and drops almost to the floor.
generations, and the valley surrounding the town
is quiet, bucolic, and peaceful. It’s a cozy town, He has two foster sons and has kept the town safe
with a welcoming, peaceful, and friendly vibe. The for two decades or so.
thatch of the houses is overgrown with grass, Hook: Elder Yu may get a boy to approach
neighbors sit outside in the evenings and gossip, characters as they come into town, imploring
and the gardens and windowsills are lush with them to see him, or may have called them in the
wildflowers and vegetables. Everyone knows each first place. He’s in a desperate state. His foster son
other. Gwyn has been missing for several days after
staying out later for work, and his other foster son
There’s also the eponymous Ox bridge, just Cado is in a terrible depression because of it.
outside of town, where the local herders drive There are also lights in the tower, making the
their cattle before coming into town to trade. It’s Elder think that people are camped there, or
old, perhaps pre-empire, massive, and made of worse. He suspects that Gwyn’s disappearance
red stone that has weathered the rest of time. was connected to the tower or people who have
come to plunder it. Yu will promise payment in
dust if characters can find what happened to his
The Tower son and bring him back… or his body.
There’s an undercurrent of anxiety running
Cado
through the town. Just three days ago, an
Thrynn, Yeokin, he/him
Arkenruin surfaced about half a day by foot, up in
A pre-teen boy. Anxious and quiet, and gangly,
the foothills. This is probably the reason the
with hair that often goes over his eyes. Won’t talk
players are here. The ruin is close enough to the
to the players without some prodding or action on
town that it presents a significant danger if left
the part of the players to get him to open up.
unexplored, and there is doubtlessly still a strong
Players might see him acting suspiciously around
concentration of Dust and arkenrelics within for
town.
the adventurous or greedy - which will doubtlessly
Hook: Cado and his foster brother, Gwyn, heard
draw scavengers.
about the riches in the tower from Quell, the
Churner who was passing through town. Quell
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Quell
Trogg, Churner, she/her
Quell is a Churner, a traveling merchant who was
in town for the night when the tower surfaced.
She has curling horns, dark curled hair, and solid
gold caps on the end of her horns. She has a
morbid sense of humor and keeps her true
intentions hidden.
Hook: Quell knows towers like this can have
powerful arkenrelics hidden deep inside, and paid
Yu’s sons to go scout it out, not expecting them to
actually enter the tower. She felt so terrible about
what happened that she pulled some strings and
hired a mercenary band, Carel’s Brigadiers, to go
get the kid out. The band is still at the tower and
hasn’t returned. She’s genuine in her remorse, but
secretly has also promised the band she’ll fence
any relics they find as payment. She’s not
planning on actually selling the relics, but intends
to split town as soon as she gets her hands on
anything valuable. She might get the characters to
go fix her problem for her, promising payment.
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The Tower
Setting out for the tower is not a particularly hard
journey, though a lot of it is uphill. The tower,
when it comes into view, juts out of the
mountainside like a broken fang, the top split off,
leaving part of it open to the air. The earth around
its base is torn up and characters who linger in the
area will occasionally feel minor seismic tremors
in the earth.
The main tower gate is open but not undefended. The door to area 4 is jammed closed but could be
Relict stand undying watch over it, their empty opened with one or two actions from the players.
shells eerily still until the presence of life causes It makes a lot of noise and could alert Carel and
them to hiss and spark into motion. his men in area 7 on failure.
This fight uses the Relict faction. For every two 4. The Knight
players, add a Tomb Guard
A crumpled figure in ancient arkentech amor has
Then fill the remaining with the following collapsed on an altar at the end of the room here,
enemies depending on your players and lit by a sunbeam. Adjacent to the altar is a stair
preferences: leading down. Rows of stone pews mark the way
there.
Embalmer
Arc Wraith A dark miasma has seeped from the knight’s
helmet, a curling black mist that seeps across the
Automata floor and sinks low across the stone, which looks
corroded.
A good mix of Heavies with ranged attackers will
make a more satisfying fight. The wraiths, if It’s a 6 or 8 segment clock to try and move across
included, stay back. this room safely and deal with the knight
somehow without touching the life-leeching
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miasma, which can inflict harsh harm on the • Carel is willing to talk and negotiate with the
players. Removing the helm will cause the body players, especially if Quell sent them.
within and the armor to collapse into dust. • Carel knows that Gwyn is somewhere down in
the lowest level - he can hear the boy calling out
Rewards for help sometimes.
The helm is a dangerous arkenrelic worth 1 dust if • Carel knows there’s a patrol of Imperials from
players take it out. It can be investigated with an the city Encross that landed by airship about a
action or two from the players to learn that the day away and have entered the lower levels
helm is broken. It can be fixed as a minor somewhere. He’s deciding whether it’s worth
ambition during an interlude to gain the risking his men’s lives to tussle with the
following: imperials. If characters can deal with the
imperials, he’ll let them use the key he has to get
Helm of Mist into the pit.
Trophy • Carel is planning to double cross Quell and Yu
Effect: Free action: You and all adjacent and try to ransom Gwyn back to the town. He
characters gain stealth. Foes are also poisoned. might let this slip accidentally, or if the players
Uses: 3 presss him.
• Carel has the key to the door to the Pit, rather
The stairs lead down to area 11: THE WELL conspicuously around his neck. He also has a
key to the cell in area 7 where Marat is being
2A: THE GALLERY, UPSTAIRS kept.
• Carel and his men have already clearly looted
The top of this room is open to the sky and the top levels of the ruins
elements. Greenery has poured in over the edges
over the last few days. There’s a narrow corridor If negotiations go poorly, he’s not beyond
going to area 6. This room has a couple of grates attempting to rob them blind (of any dust they’re
with bars in them, behind which is darkness. carrying), knock them out, and kick them out of
Investigation of the spaces shows that they were the tower. If Carel’s band is defeated, he’ll
empty but once may have served as cells. One of surrender and leave the tower if asked.
them has someone inside (7).
If characters use the key to get into the pit, Carel
5. OLD GATEHOUSE and his men will attempt to ambush the
A second gatehouse juts out of the building here. characters on the way out. They will demand any
It’s a little climb up. Climbing without alerting the treasure the players found as a finders fee,
Relict in area 1 or Carel in area 6 is probably a 6 fighting the players if they refuse. Canny
segment clock that could end in a fight or a characters can also get away before they’re cut off.
confrontation. Cado is happy to point the
characters here. ENCOUNTER: CAREL’S BRIGADIERS
The gatehouse door is ajar and voices can be This fight is with basic foes. Carel is an elite and
heard from behind it. Crumbled pillars have takes up 2 points. He uses the Rogue template.
almost sealed it off, but there's enough space to
squeeze through. The rest can be filled from the following, at 1 pt
each:
6. CAREL’S BRIGADE Sniper
Sledge
The mercenary Carel and his men are here,
camped out across the bridge.
Skulk
Priest
Carel
Thrynn Guilder, he/him If fought in area 6, the levers on the map can be
Well dressed, callous, calculating pulled with the interact action (1 action) to raise
or lower the bridges on the map.
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them go. If defeated, she’ll try and retreat with her key and are successful, Hela will accompany the
men to the airship and return to Encross if characters in their fight with the Nocturnal.
allowed. Here’s what she knows:
• She’s frustrated and upset after losing a man in 11. THE WELL
her initial forays, and after discovering Carel’s
band, the group is deciding whether they need This room is lit by bright sunlight coming in
to mount an assault on the mercenaries or not. through the cracked wall during the day.
• The well in room 11 probably leads to a way Characters can climb here from outside, or climb
down but is blocked by some sort of monster. If up to the entrance from here, but it’s a long and
characters can deal with it, she’ll deal favorably difficult climb.
with them and send some men to accompany
them. There’s muffled, deep snoring coming from the
• Area 10 has a dangerous monster in it, some enormous well, which is coated in a thin layer of
sort of demon, but it seemed to also house a slime and has an absolutely otherworldly stench
relict node, which could contain dust. coming from it. Characters that get close without
• Demons means this tower might disgorge more waking it up can see that the well is clogged by a
parts of itself, and ultimately a blight, if not Halitoad. It’s possible for creative players to find
quieted. other ways past the toad (luring it away from the
• If told about Gwyn, her posture towards the well, setting a distraction, etc) but failure means it
characters will soften, and she’ll promise to help will immediately wake up and attack them.
the players out of they help her, and they let her
get out with the relic. COMBAT ENCOUNTER: WELL BEAST
• If they promise to deal with Carel and bring
back his key, Hela will scoff but gladly accept. This fight uses the Beast faction. The creature in
the Well is a Halitoad, a huge beast monster. Its
ENCOUNTER: ENCROSS PATROL noise attracts other monsters to the fight from the
outside.
If fighting the soldiers, use the Imperial faction,
with a few templated basic foes. Hela has the Halitoad
following profile, with the Imperial Officer
template.
Fill out the rest with any combination of the
following, but save 1 point.
Officer Buzz Trooper
Howler
Fill out the rest of the encounter with the
following options, costing 1 point each: Gulper
Alliance: If they promise to help clear out the The sounds of heavy footfalls echo through this
courtyard for the Imperials or fight Carel for his room, which is filled with the crumpled skeletal
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Along with the demon are Relict, which can be 3. GREAT SEAL
chosen from the following, at 1 pt each:
The very bottom of the tower is sealed by a
circular door. Inspection shows it has been
Arc Wraith inscribed with arkenrunes of sealing. The door is
Relict Skulk sealed with an extremely powerful mechanism. A
Servitor long clock or a superpowered action could serve to
get it open, or the key from Carel in area 6 could
be used to open it right away. Opening it reveals a
Reinforcements:
yawning void, with a narrow staircase descending
At the start of round 2, and every round
downwards against the wall. It’s a long fall.
thereafter, summon two relict husks anywhere
on the battlefield.
12. Collapsed room
The Relict are not allies of the armor demon, nor
is it allies of them. They will generally attack This room’s exits and entrances are all blocked by
whatever is closest. rubble, except the exit to room 14. Normally
characters won’t enter this room unless Room 10
The four pillars in the room can clearly be collapses into it. If they enter this room, Room 10
attacked and destroyed (10 hp each). If 2 or more hasn’t collapsed, and the archon is still alive, with
pillars are destroyed, or at the start of round 3, the some light they can see its heavy footfalls shake
whole room collapses into the second combat dust from the ceiling. If the room above has
map, room 12, which is adjacent to the Pit room. collapsed, characters can climb up out of it again
All characters without dodge take 1d6 damage as with only a little effort.
an effect and are dazed.
13. Bottom of the Well
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The staircase that leads down here from the well that can be picked up with Interact. While
breaks off about 15 feet from the floor, requiring carrying Gwyn, characters cannot dash, run, or
characters to take some action to get down safely. attack.
The room is pitch black without light. The well is This room is the former prison of The Wretch, a
dry, having drained during the tower’s ascent Nocturnal demon, a powerful Legend, which will
from the deeps, but there’s still a thin film of allow characters to enter the room before
water and clinging on the floor here. attacking if it notices them.
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Aftermath
Hooks
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