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239 views66 pages

ToV Final

ToV Final

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b2267463
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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A Kapcon 21 Scenario

by Luke Walker
with contributions
by Sam Walker

TEARS
OF

VYKYRIS
0

1. Anima and all distinctive logos and terms are the intellectual property, copyright or trade marks of Anima Studio
Project and Edge Entertainment licensed to Fantasy Flight Games. All rights reserved. This work is not authorized
by Anima Studio Project, Edge Entertainment or Fantasy Flight Games and makes no challenge to their intellectual
property. Luke Walker is not affiliated with Anima Studio Project, Edge Entertainment or Fantasy Flight Games.
2. This work is offered free of charge and is not to be sold in any form. This scenario may be printed and/or
reproduced for personal use only, and this copyright notice must be left intact. No part of this text may be
reproduced without permission.
3. All images in this document are the property of their respective artists and are used without permission, except as
noted. This work is neither authorized by any of the artists nor makes no challenge to their intellectual property. The
cover art is by Catherine Lu (http://kheleksul.deviantart.com). The picture on page 10 is by molybdenumgp03
(http://molybdenumgp03.deviantart.com). The pictures on pages 11 and 14 are by gamefan84
(http://gamefan84.deviantart.com). The picture on page 16 is by Justin Oaksford
(http://justinoaksford.deviantart.com). The picture on page 21 is by Helen nagare-boshi (http://nagareboshi.deviantart.com). I was unable to identify the artist for the art on page 19 after investigation. All other artwork
including the sidebars and interior cover is by Wen-M (http://wen-m.deviantart.com) and is used with his gracious
permission.
4. If you have any questions or comments, please contact me at samanthaandluke at hotmail dot com.

CONTENTS
Introduction

pg 3

System

pg 4

Setting

pg 5

Story

pg 7

Act One

pg 9

Summary
Jaderiver
Events
Reference

pg 9
pg 10
pg 11
pg 12

Act Two
Summary
Archangel
Events
Reference

pg 13
pg 13
pg 14
pg 15
pg 17

Act Three
Summary
Yggdrasil
Events
Reference

pg 18
pg 18
pg 19
pg 20
pg 22

Timeline

pg 23

Enemies & NPCs

pg 24

Carnun
Act One
Serenus
The Hive
Aidan & Eva
Act Two
Aventia
Ogmios
Elisabetta
Avernus
Act Three
Borvo
Litavis
Miccolo
Rasaphel
Player Characters

pg 25

Wren
Jarl
Molly
Eolan
Brook
Kyan
Issues

pg 39
pg 44
pg 48
pg 52
pg 56
pg 61

pg 27
pg 28
pg 29
pg 30
pg 31
pg 32
pg 33
pg 34
pg 35
pg 36
pg 37
pg 38

pg 65

INTRODUCTION
Tears of Vykyris is a scenario for Anima Beyond Fantasy, an RPG by Edge Entertainment and the Anima Studio
Project, released in English by Fantasy Flight Games. This scenario is designed to be run in three hours. No prior
knowledge of Anima is needed to play this scenario, though knowledge of the RPG and the Sword Opera genre
will certainly be helpful. This scenario includes everything needed to play it, except some ten sided dice.
This scenario is about a young woman called Wren and the people around her, as they confront a world
shattering plot orchestrated by Carnun. Carnun is a powerful being from beyond the bounds of the known
world, Gaia, who has been trapped in his own pocket of Hell for crimes he committed in the distant past. He
struggles to escape his imprisonment and has finally found a way out through Wren.
With this goal in sight, he sets in motion a number of plans and conspiracies to secure his freedom. Carnun
places his soul in Wren at her conception. He then tricks her to come to a place that lies between Gaia and his
infernal oubliette called Yggdrasil, the Soul Clock. Here can be found Vykyris, a pool through which a person can
travel to any place in Gaia, Hell or elsewhere. Once Wrens tears fall onto the pools surface, it will form a portal
through which he can escape. His first action will be to reclaim his soul from Wren.
This scenario is about self-discovery. All the PCs have a dark and twisted past that has been manipulated by the
insidious evil that is Carnun. This is reflected by the fact that each PC has a number of secrets that will be
revealed during the course of the scenario. This is done by way of the Reveals found attached to each character
sheet at the end of the scenario. These secrets are not even known to the players, who will join the PCs in their
journey to the truth. This is done to provide the players with a number of opportunities for drama and conflict
throughout the session.
Whether the PCs overcome Carnuns machinations will depend how they deal with what they discover about
themselves and each other. Wren is nothing more than a key by which Carnun opens his prison door. By herself,
she stands little chance of resisting him. However, every other PC can help (or hinder) her, making each one
instrumental in the scenarios ultimate outcome. All they need to do is learn the truth about themselves and
the others and then decide what to do. To this end, it is entirely possible that one or more PCs may end up in
opposition to the rest of the group further adding to the overall drama of the scenarios climax. This is not
something that should be discouraged, particularly in Act 3, as in many cases this will drive the PCs stories to
their conclusion.
This scenario is broken into three Acts. Each Act is separated from the others by a passage of time and by a
different location. They essentially form three vignettes rather than a continuous narrative. The GM is
encouraged to use this structure to aggressively frame each Act to allow for more time for character drama,
rather than spending time explaining what happens between each Act in-character. Between Acts (or perhaps
triggered by the PC Reveals) some characters will change. Each PC has at least one transformation of this kind
and each is accompanied by an illustration that should only be provided at the appropriate time.
Finally, at the end of this scenario you will find the description of all the characters of this scenario. The first
group is the enemies, being Carnun and his minions, who the PCs will need to overcome in combat during the
scenario, and the NPCs, being all the people who the PCs will interact with though not through direct conflict.
The second group is the PCs themselves. Each is accompanied by two or more portraits showing their
appearance at various stages in the scenario and two Reveals that are to be handed to the player at the
appropriate time.
This scenario is derived from ideas, pictures and resources that I sourced from a number of places. I would like
to thank everyone who contributed in some way. In particular:
My Wife: Sam Walker for inspiring me to write so many scenarios about heroines.
Playtesters: My boyz, Nick Pitt James Plunket and Nick Cole, as well as Sam Walker, Jenni Dowsett, and Sophie
Melchior for playtesting this scenario.
Nick Cole: For casting his Autochthonic Eye over the system elements.
Wen-M: My favourite artist bar none. This scenario is a tribute to his work.
Catherine Lu: It was her wonderful depiction of Lilian (on the cover) that inspired this whole thing.
Deviant Art: http://deviantart.com is a massive source of my inspiration.

SYSTEM
This scenario contains a system inspired by the one found in Anima that has been simplified for use at
conventions. It has been significantly altered to accommodate high drama back dropped by extended combat
sequences, as well as to highlight the uniqueness of the characters and their drastic changes in the scenario.
This version does lack the depth and options of the full Anima system, and I recommend that if any of this is
of interest to you, you go check out the Anima Beyond Fantasy.
Core Rule
Each PC and Enemy has 4 Characteristics Strength, Dexterity, Intelligence and Power. Human potential is
rated from 1 to 10. Each Characteristic governs a wide ambit of ability. For clarity, Power covers both a
persons charisma and will power.
When a player is asked to make a roll, they roll a d10 and add it to their PCs most relevant Characteristic. If
the player rolls a 10, treat the result as 12. If the result exceeds a Difficulty (Diff) set by the GM, or an
opposed roll result of an Enemy, then the action succeeds. The general guideline for setting Diffs are:
Easy

Average

Hard

Legendary

5+

10+

15+

20+

PCs will evolve throughout the scenario by way of their Reveals. Each Reveal will list the new Characteristics,
Energy and Life of the PC and add a number of actions to the action menu found on the bottom half of the
sheet.
Combat
In combat, time is broken into segments of time called rounds. Each PC and NPC can take actions on their
turn by spending Energy (see below). Should it be required to determine who acts first in a round, the GM
should determine the order based on drama, by going to the spotlight action first and then following the
background action. The GM may also wish to group all Enemies and NPCs together at the end of the round for
ease. Either way, each PC, Enemy or NPC should have one turn each round.
Each PC has a number of Energy to spend each round in Combat on actions from their action menu. This
Energy must be spent within the round or lost. Each action can only be used once per round, unless stated
otherwise. The Energy cost of some actions is spent in the following round. This should be done before any
other actions are taken that round.
To make an attack, the PC, Enemy or NPC makes a roll as normal, using the Characteristic indicated by the
action, and the target defends by making an opposed roll. If the attack succeeds, the target loses Life equal to
the Damage of the attack multiplied by the amount the attackers roll result exceeded the defenders roll
result i.e. the Margin of Success. So, if the attackers roll result is a 16 and the defenders roll result is a 13,
then the Margin of Success is 3. The attackers Damage, being 5, is multiplied by this Margin and results in the
defender losing 15 Life.
Each PC and Enemy also has a Life score which measures how injured they are. If Life reaches 0, the PC or
Enemy is effectively out of the fight. PCs recover all of their Life between Acts.
Enemies and NPCs
Enemies operate like PCs except they dont have Energy to spend. Instead, they have a list of options to
choose from. Enemies may always choose their Default option, unless they are Hindered. PC actions will
specify if they Hinder an Enemy. Such Hindrance applies on the Enemys next round and forces the Enemy to
choose the Penalty option instead. Each Enemy also has a Special option which will apply if the trigger is met,
in addition to the Default or Penalty options unless stated otherwise. Kyan operates in this manner in Act
Three, so the GM will need to explain this to his player when the last handout is given.
NPCs each have a list of effects. They perform a Default effect each round. They also have a Special effect
that applies if a trigger condition is met. A Default and Special effect can apply in the same round if both
apply.
In both cases, GMs are encouraged to modify the listed effects where suitable to best meet the narration and
drama of the scene.
4

SETTING
This scenario is set (mostly) in the world of Gaia, which is the setting for Anima Beyond Fantasy. What follows is
a summary of that setting for a GM that doesnt have access to the books but wishes to run this scenario.
History
The known world is called Gaia. To most of its inhabitants, on the surface, it is a world much like our own
historical past. It is a dark and dangerous place full or war, greed, and death. But it is comprehensible. For a few
though, Gaia is much different. Underneath the surface, there is magic, other worlds and nightmarish denizens.
The PCs in this scenario begin as seemingly street level inhabitants, perhaps with just a suspicion of what lies
below. But as the scenario develops, they will either learn of the true depths of Gaia or it will be revealed that
they knew these depths all along but have kept that knowledge secret.
For most people, the history of Gaia begins around 1,000 years ago when the time known as the Age of Chaos
came to an end. A man called Abel died on the walls of a city of an ancient and corrupt kingdom called
Solomon. When he died, his teachings of God entered the hearts of humanity and quickly spread like wild fire.
The Holy Kingdoms were established in his name. The Church began to sweep away all things supernatural that
caused the fear and pain that had given the Age of Chaos its name. All races other than humans were pushed to
the outskirts of Gaia. That was until they began to fight back.
In the year 223 after Abel died, the War of God began. On one side was Rah Sith, aided by devastating magic
and the most powerful non-human race the Dukzarists. On the other stood Zhorne Giovanni, a lowly warrior
turned general. Armed with his courage and allied with the second most powerful non-human race - the Sylvain
- he stood against the tide and, against all odds, he won. But not before Rah Sith executed a part of his grand
design called the Seperation. Rah Sith sundered Gaia apart with a doomsday device powered by the souls of the
war dead. The wound caused magic to depart the world. The Dukzarist and Sylvain fled to new homes beyond
the Barrier that now began to encircle Gaia, and quickly faded from memory.
In the wake of the devastation, Zhorne Giovanni forged the Sacred Holy Empire of Abel and began anew. The
Empire stretched across Gaia and brought peace and stability with it for over 700 years. It established the
Inquisition to hunt down and eradicate everything supernatural that remained. However, not everyone shared
this sentiment. In secret, an organisation called Tol Rauko was formed by the Emperor to preserve the magical
legacy of Gaia as best they could.
The stability of the Sacred Holy Empire ended 30 years ago when the Giovanni line was usurped by one of the
Emperors four Lords of War, Elias Barbados. His hand had been forced by the cruel and insane acts of the last
Emperor. However, despite Elias acts being just, it brought further turmoil to the Empire. He was left with little
choice but to assume the mantle of Emperor himself.
Elias Barbados performed well in his new role but it did not last. He was led astray by a young abbess called
Eljared who, like Rah Sith before her, used vast arcane energies to fracture Gaia. Mad with grief, Elias was
struck down by Knights of Heaven Order, the Imperial familys personal bodyguard, as he tried to murder his
only child Elisabetta as she consoled him.
What was left was a gulf. The Sacred Holy Empire had no obvious successor. Elisabetta stepped forward to take
her fathers legacy. But the Empire split apart, leaving it surrounded by enemies and a fraction of its former
power. That was one year ago.
The Supernatural
Supernatural is a term that covers many things - from beings to powers to places. For most inhabitants of Gaia,
the supernatural is something to be feared, spoken of in whispers and avoided at all costs. Though this outlook
may seem nave, it is not without justification. Though not all things supernatural are evil, most are dangerous
and unknowable. These are matters best left untouched expect by those with the power, lore and (hopefully)
wisdom to deal with them. For everyone else, it is best to leave their hope in the Inquisition to provide shelter.

Gaia is the name of the main material realm of the setting. It is surrounded by the Barrier that seperates it
from all other material realms, where races such as the Sylvain, Dukzarist and Ebudan now exist. The realms
beyond the Barrier are collectively known as Hell.
In addition, the entirety of Gaia and Hell is joined to a spiritual realm called the Sea of Souls. Between the Sea
and the material realm is the Wake which often intrudes into Gaia, providing a zone of that is a terrifying and
distorted reflection of reality.
Inside the Barrier lie a couple of points of convergence. One such convergence is Yggdrasil, the Soul Clock. No
one professes to understand the purpose of Yggdrasil, though some suspect it may regulate the flow of souls
between the material realm and the Sea of Souls. In any case, what is known is that Yggdrasil acts as a nexus
between places. This function is centred on Vykyris, a vast magical pool lying within its depths. Yggdrasil and
the Vykyris are explained in more detail in Act Three.
Magic, Ki and Psychic
Though most inhabitants of Gaia do not exhibit supernatural powers, such powers do exist and broadly take
on one of the following three forms Ki, Magic and Psychic.
Ki is the bodys inner energy and is the most common of the three. It allows the wielder to extend their own
abilities beyond natural limits. Though rare, Ki has been developed by many organisations that confront
supernatural threats such as Tol Rauko, the Inquisition and the Knights of Heaven Order.
Magic is the broadest of the three and arguably has the greatest potential given enough time and the right
circumstances. Practitioners of magic often specialise into a variety of paths to gain power more quickly.
Magic also covers the ability to summon beings that exist between worlds into Gaia to do the summoners
bidding.
Psychic power is obtained by unlocking the minds potential. It is capable of powerful effects but often takes
its toll on the user if wielded unwisely. Like magic, practitioners often specialise their implementation of their
Psychic potential to achieve greater power.
Other Races
Most inhabitants of Gaia are human. However, other races did exist in this world before the Seperation
forced them out. A few members of these races even continue to live in Gaia today, though they keep their
presence secret due to the dire reaction that it would cause if revealed.
This scenario features three of those races. These should be mentioned in the setting introduction at the start
of the scenario. The first is the Dukzarist, commonly referred to as Dark Elves. As a race, they were the most
powerful that Gaia has ever seen, capable of amazing feats of magic and technology. The Sylvain, or Elves,
were their fairer cousin and despite being similarly powerful, they do not seek to exploit their superiority with
such ruthlessness. The Sylvain and Dukzarist often waged war against each other. The last of the three races
is the Ebudan, a mysterious and spiritual race of winged beings who were thought to be agents of the Sea of
Souls watching over the material realm. They often dedicate themselves to a single task, called the Sue
Aman, which unlocks a powerful inner potential in them if completed.
Also, there are humans called Nephilim that are born in Gaia with the souls of these other races. This scenario
includes one Nephilim, Molly, though Wren and Molly have similar heritages. Nephilim are a by-product of
the many disasters that have devastated Gaia throughout its history such as the Seperation and the Fracture
of the Heavens. Nephilim grow up unaware of their souls heritage. Despite exhibiting lesser forms of their
souls races abilities and weaknesses later in life, these are rarely identifiable as being supernatural. This,
along with having a soul of another race within them, often leads them to troubled lives and a failure to fit in
with society at large.
Nephilim may experience an epiphany of understanding later in life if confronted with something that
resonates with their soul. This experience is never an easy one though and leaves the Nephilim forever
transformed. Now, more than ever, they are trapped between two worlds.

STORY
This section outlines the events leading up to the start of the scenario, the events of the scenario itself and the
basic themes for each PC.
Background
Carnun is a Dukzarist of considerable power. In the Age of Chaos, he was responsible for unleashing untold evil
and suffering. Eventually, a force of Sylvain called the Iron Circle brought him to justice. The Circle decided not
to execute Carnun for his crimes. Instead, they placed him in a perpetual prison pocket realm until such time as
he felt remorse for what he had done. The Circle then agreed to act as Carnuns gaoler and remain forever
vigil. Over time, the Circle and its descendants have dwindled until only one now exists. That lone surviving
gaoler is Eolan.
After many years, Carnun found he was able to partially slip out of his prison and into Gaia. It was then that he
implemented his plan of escape. He would trick a human into giving him a child in which he would place his
soul. This vessel would then act as a key capable of activating a portal to his prison in Vykyris, due to the
vessels sympathetic connection with him.
Several Ebudan, led by Eva, received portents of Carnuns machinations through the echoes of destiny and
travelled to Gaia to try to subtly influence events so his escape would not come to past. At the same time, Eolan
also became aware of Carnuns stirrings and travelled to Gaia in the guise of a human. His plan was to stop
Carnun at any cost. Unfortunately, Carnun had foreseen all of their involvement. In fact, he counted on it.
Carnun approached Jarl, a failed warrior who had fallen to drink and ruin. Carnun promised him wealth and
glory in exchange for one of his blood at a later time. Jarl did not even conceive that such a child was a
possibility, so he agreed. Within a year, Jarl successful defused a difficult and vital conflict between the Empire
and the Church over a site of supernatural significance. Following that success, he was appointed to the newly
created office of the Emperors Word, with the blessing of the Church. This position was the first to hold rank
with the Emperor, the Church and, secretly, Tol Rauko. It allowed Jarl to make a real difference by creating
understanding at a time when conflict was prolific.
With his rise in station, Jarl found happiness. Six years after becoming the Emperors Word, he had two children
Aidan and Brooke. Though he feared Carnuns return, he kept his shame hidden. As both children grew, they
proved that destiny had already taken an interest in them. Aidan had grown up with a feeling that he was being
watched over. When he came of age, he met Eva for the first time and the two quickly fell in love. With eerie
similarity, Brooke and Eolan also found each around this time, and fell in love. Unlike Aidan and Evas
relationship, their own was secretive as few people found themselves at ease around Eolan.
Aidan and Eva married and a couple of years later they had a child called Molly. Molly was born an Ebudan
Nephilim but remains unaware of her full heritage. At the time of Mollys birth, Carnun returned to Jarl. Though
he secretly had no use for Molly as her soul was that of an Ebudan, he demanded her as his price anyway. Jarl
refused and Carnun repaid the betrayal by revealing Evas true nature to him. Jarl, shocked and mad with
shame, assumed Eva was a demonic servant of Carnun and struck her down. In the familys grief, Carnun
disguised himself as Eolan and went to comfort Brooke. That night they conceived a child; his key.
Eolan immediately sensed something wrong with Brooke when he returned. He found her repugnant to his very
soul. Distraught and knowing that he had somehow failed the one he loved most, Eolan left to take vengeance
of Carnun, unaware of Carnuns deception or even that Brooke was pregnant.
Brooke gave birth to Wren nine months later. Sensing something wrong, Brooke inexplicably managed to pass
to the baby the pure part of her soul as protection. This proved to be the one thing that Carnun had not
foreseen and a glimmer of hope that he might be defeated. However, without Eolan by her side or her soul
within her, Brooke found that she began to lose her memories, as if she was losing her very self. She felt
insufferably corrupted. Dismayed, she fled so as to protect Wren from what she was becoming.
Aidan died of heart break three years later. This left Jarl to bring up the two young girls, Wren and Molly.
Sensing ill fate surrounding Wren, he took them both to a new village called Jaderiver in the principality of
Helenia and hid her heritage. He let it be known that Wren was an orphan he had adopted during his time at
war.

In an effort to carry out his vengeance against Carnun, Eolan did two things. He joined the Knights of
Heaven Order, the Emperors personal bodyguard. This gave him access to resources and information to
fight Carnun. However, to blend in he was forced to hunt supernatural beings including others of his own
kind. He closed his eyes to his deplorable actions and did what he needed to do to exact his revenge. He
also sired a son to ensure that the legacy of the Iron Circle would live on. Eolan used his magic to pass on
the hatred for Carnun that was embedded in his soul, making Kyan very much a dark mirror of Wren.
Destiny at work again eventually saw Brooke meet up with Eolan years later. By this time, she had grown
more powerful but she was now an empty shell with no memories. Eolan was shocked by the change in her
and tried to make good his failing by creating a place for Brooke in the Knights of Heaven Order. With her
growing powers, she was welcomed but her demeanour became more and more disturbing. Eventually,
Kyan sensed taint in her and tried to warn his father, but they fell on deaf ears.
Molly and Wren grew up together in Jaderiver under the stern and watchful gaze of Jarl. To his discerning
eye, he sensed Mollys heritage before anyone else. Concerned as to what this meant for her future if it
were not controlled, he used his previous position to see her properly trained with the Knights of Heaven
Order. There Molly blossomed and was placed under the command of Eolan. Her Nephilim soul stirred upon
unknowingly meeting a Sylvain and she has begun to develop feelings for him. Eolan denies these feelings
are reciprocal but deep in his heart he feels the same way and hates himself for doing so.
In the last year, Eolan, Kyan, Brooke and Molly have been fighting Carnuns minions, who appear to be
hunting Wren. Within days from the start of the scenario, they have received word that the Carnun has
located Wren in Jaderiver and they rush to protect her by bringing her back to Archangel.
Summary
The scenario is split into three Acts and tells the culmination of Carnuns plan for freedom. Act One sees
Eolan, Kyan, Brooke and Molly arrive in Jaderiver just as Wren is attacked by Serenus. They must get past
the over-protective Jarl before it is too late. Jarl recognises Brooke, and Molly discovers she has an aunt.
Act Two sees the PCs in Archangel at an Imperial ball. Carnun is revealed as Wrens father, as is her destiny
to destroy him. Wren receives advice on duty from the Empress. Jarls history is revealed by his bitter
replacement Avernus. As they settle on a plan to defeat Carnun, they must overcome a more insidious
attempt at Wrens life.
Act Three sees the PCs take Wren to Yggdrasil to defeat Carnun and fulfil her destiny. However, the true
depths of Carnuns plans are revealed along with all the remaining secrets of the PCs, including Jarls
murder of Mollys mother and the true nature of both Eolan and Brooke. Kyan may unwittingly become
Carnuns instrument against Wren. Will Carnun succeed or will Wren stop him?
Themes
Each PC in this scenario has one central theme. Though these do not need to be made explicit in any way, it
may be useful to identify them so the GM knows what button to push in each case. Also, the themes can be
used as a way for players to select their PCs. The GM can list the six themes and the player chooses the one
they are most interested in.
Wren (Duty): Wren is the one who can stop Carnun and this creates an obligation on her to do so. But if
everyone has failed in their obligations to her, what does she owe them?
Jarl (Lies): Jarl bought a false life built on lies. He now deceives the ones he loves to hide his shame. Will
he accept the truth, no matter the cost?
Molly (Hurt): Molly has been wronged by those closest to her and so has her mother. Her mother
would have wanted to forgive, but can Molly do so?
Brooke (Loss): Brooke has suffered more than anyone. She gave her very soul to protect the thing she
loved only to be the one to lose it forever. What has she gained?
Eolan (Love): Eolan has failed out of trying to do the best for those he loves. At what point does
something done from love become wrong?
Kyan (Rage): Created from hate and brought up to hate, Kyan is understandable angry. To what extent
will he implement his wrath?

ACT ONE
This Act is set at the village of Jaderiver in Helenia where Jarl brought up Molly and Wren after the tragedies
surrounding their birth. It sees the PCs forge a group after overcoming the first attempt by Carnun to
assassinate Wren. Of all the Acts, this one should be the shortest and should probably be somewhere between
30 to 45 minutes long depending on how quickly the players pick up the mechanics. As soon as Serenus is
defeated and Brookes relationship to Jarl and Molly is revealed, bring the Act to an end and move on to Act
Two.
Summary
This Act is set in a sleepy village of Jaderiver. A picturesque, humble and safe environment with which Jarl,
Molly and Wren are very familiar. The violent intrusion of Carnun into this place should start the scenario with
a bang and also give a sense of Wrens humble beginnings, so as to contrast her heros journey. It should also
highlight that nothing is sacred to Carnun.
The start of the Act sees the PCs in two groups and will require some orchestrating by the GM to avoid any one
group sitting around waiting for too long. It is best to think of the flow of this Act like a movie. The main focus
will be on Eolan, Brooke, Molly and Kyan arriving and being confronted by Jarl. This will cut away to short
scenes of Wrens growing danger. Jarl is an initial barrier for these PCs even if it will ultimately be easily
overcome.
Following that opening scene, the PCs will find themselves in their first battle together. This is against Serenus.
Serenus has been designed to promote group cooperation to help forge those initial bonds through shared
peril. Throughout this first battle, allow for opportunities for interaction between the PCs. Also, take the first
round slowly so that every player can be up to speed on the mechanics quickly. This will pay off in later Acts.
Ultimately, the only things that matter in this Act are the forging of the PCs as a group, the establishment of
Wrens peril and the revelation of Brookes relationship with Jarl and Molly. Once these are done, the Act is at
an end.
There are other things that can be got across in this Act but it isnt worth waiting around or extending the Act
to make sure it happens. These include any early relationship developments especially between Kyan and
Wren, and also between Molly and Eolan.
One way of getting more backstory across without additional screen time is to set the battle in Jaderivers
graveyard. In the graveyard, both Aidan and Eva (Mollys parents) are buried. Their presence even after death
can have an impact on events and this is portrayed as an NPC stat block. This concept also helps encourage
Molly come to terms with her past and also propel her into the revelation of Brooke as her aunt.
Finally, it is likely that early questions regarding Wrens lineage will appear in this scene. Players may even
guess that Brooke is Wrens mother, if Wren is Mollys step-sister. Such speculation should not be discouraged.
The PC sheets are written in such a fashion that there is no way to confirm this at this stage. Jarl is the only one
who knows the truth and he is not saying anything, reflected by the fact of being absent from the PC sheet and
the players knowledge.
Jaderiver
Jaderiver is a small village in the sunny, agricultural principality of Helenia. Helenia is a part of the Sacred Holy
Empire of Abel but it is far from the centre of it. It was chosen by Jarl due to its anonymity and its peace and
quiet. Here he hoped that his sins would be forgotten and his wounds healed, and Molly and Wren would have
the best chance of living a life free of pain.
Jaderiver is best presented as a picturesque amalgamation of a Chinese and European village. It should have all
the things you imagine such a place to have such as a comfortable inn, a general store and a sunny central
square, all accompanied by well-meaning village folk. It may even be in the process of preparing for a moon
festival or one of the many small festivals that dot the calendar, giving the place more energy and making it
seems even more beautiful.
Jarl and Wren (and Molly until a year ago) live in a small house that is filled with memories. These memories
reflect the deception that Jarl has lived since arriving. His military background is out for show but not his role as

Emperors Word. Though there are pictures of Aidan and Eva displayed with love and care, there is no sign of
Brooke. In fact, Wren is well known by the villagers to be an orphan adopted by Jarl during his last campaign
as a soldier after finding her on the battlefield clutching her dead mother.
On the outskirts of town there are two places of note. The first is the village graveyard. Here both Aidan and
Eva have been buried. Though it was difficult for Jarl to transport their bodies, he did so in a hope to
somehow make up for the wrong he caused them. This did little to heal his guilt and Jarl no longer goes the
graveyard due to the pain it causes him. Both Wren and Molly spend time in the graveyard and both see it as
a safe place, possibly due to the watchful and loving presence of the shades of Aidan and Eva. The graveyard
is old and is filled with crumbling mausoleums and headstones, jumbled together with large trees, beds of
flowers and other beautiful natural features.
The second is a place called Mistvale. It is a small valley nearby that is constantly shrouded in mist. It occupies
the villagers minds as a place of superstition that is to be avoided. In actuality, this place touches upon the
Wake, which gives it its reputation. Unfortunately, the touch of the Wake means that a number of important
medicinal flowers can be found nearby and nowhere else. It is for this reason that Wren travels there when
the scenario begins.

Events
Before the first scene, during the introduction of the world and mechanics, the GM should set up the
opening premise of Eolan, Brooke, Molly and Kyan travelling to Jaderiver to save Wren from an
assassination attempt. This will allow all the players to have a strong concept of what they need to be doing
from the outset but also give four of the players a basis to interact in character too, which will give the
players something to do when the broken nature of the opening is focussed elsewhere.
The opening scene should be between Jarl and Wren. Wren is leaving to pick up some medicinal flowers
to assist Jarls many ailments. It should provide a fleeting moment to show the coldness of Jarl and Wrens
familial relationship before tracking Wren out of the village, past the graveyard and to Mistvale. Try and
introduce all of these locations with very simple and forthright statements. You dont want to draw undue
attention, but seeding them now will pay off later.
Once at Mistvale, Wren goes about her task and the scene should end with the first hint of danger a
distant buzzing noise, a chill wind from the mists and then a shadow passing over the sun.

10

Cut back to the village. The four Knights of Heaven Order arrive and have the opportunity to view the village and
quickly locate Wrens house. There they meet Jarl for the first time on the wide veranda of his front porch. Jarl
will recognise Molly and be shocked at seeing Brooke. Eolan and Kyan are unknown to him. Though he means
well, he knows that Molly is somewhat poor of judgement and will likely be resistant to reveal Wrens
whereabouts until he receives a full explanation.
If Jarl doesnt present so much of a barrier for whatever reason, then feel free to introduce some of the villagers
who are concerned over the newcomers and question Jarl as to whether he should take them to Wren. This is
another opportunity to establish the superstitious way that the villagers view Mistvale, adding a growing sense of
foreboding.
It is also possible that Jarls identification of Brooke as his daughter will occur in this scene, at least partially. As
GM, it is open for you to mention that the PCs (especially Molly who knows Jarl well) sense that Jarl recognises
her. This should be of interest to Kyan who does not trust Brooke. This should be of interest to Kyan who does
not trust Brooke. In any case, the revelation is important but it should not side-track the narrative too much. Feel
free to cut back to Wren to remind the players not to dawdle.

Wren is attacked by Serenus. He will appear above her, from out of the mists, his Hive still somewhat distant.
He will announce himself as a harbinger of her death and as agent of Carnun. Still weak from traversing out of
the Wake, Serenus will take his time and wait for the Hive to catch him up. Together they will be much more
powerful, but ideally the Hive should only come into play once all the PCs stand against it.
This gives Wren a chance to run. Play out a round or two of combat and rely on Wrens Destiny Defence to get
her out of any tricky situation. If Wren runs, she will be hard pressed by Serenus and she will be unable to make
it back to the village. However, she may find refuge at the graveyard. Given Wrens player a chance to work this
out herself (building on the seed in the early scene) and if not suggest it. If Wren doesnt run, then you can play
out the battle near Mistvale or have the fight travel chaotically until it reaches the graveyard regardless.
The graveyard is where the final battle should take place and the PCs all meet. During the battle have Serenus
cause collateral devastation and have this eventually damage Aidan and Evas resting places. If Jarl, Molly and
Wren rush to protect the site, then they will receive benefits which will help establish some significance of
these two dead NPCs. Also, if Brookes identity has not been revealed at this stage, there is an opportunity to
have Wren and Molly notice the resemblance of Brooke to Aidans statue or even have the memory of Aidan
and Eva give Brooke a moment of lucidity. Not enough to recover her full memory, but enough for her to
recognise Jarl and Molly.
When the battle is done allow the PCs to introduce themselves in character and the fact that they plan to take
Wren back to Archangel for her protection. After Serenus attack, there should be no dispute about the course
of action, but the GM should feel free to call the Act closed and simply move to Act Two in any case.

11

Reference
This section provides the GM with a one page reference for this Act which he should be able to use during
play, rather than having to referencing the previous text.
Duration
30-45 minutes, not including the opening introduction.
Cast List
Enemies Serenus and the Hive
NPCs Shades of Aidan and Eva and villagers
Locations
Jaderiver Picturesque village where Jarl took Molly and Wren to grow up
Jarls House Filled with memories and has a large porch veranda
Graveyard Crumbling graveyard, full of nature, where Aidan and Eva are buried
Mistvale A mist filled haunted valley where medicinal flowers grow
Timeline
1. Introduce the setting and mechanics
2. Establish the premise for the Knights of Heaven Order arrival in Jaderiver
3. Wren says goodbye to Jarl and travels to Mistvale. She wanders past the graveyard. Whilst there she
feels a chill wind from the mist, a sound of buzzing and an ominous shadow.
4. Knights of Heaven Order arrive at Jaderiver and meet Jarl. Jarl recognises Brooke.
5. Serenus announces himself to Wren and begins to chase her. She fights her way to the graveyard.
6. Battle commences for all PCs. Aidan and Evas resting place threatened.
7. Battle won. PCs agree to travel to Archangel to protect Wren.
Strategy
Serenus and the Hive are designed to promote group cooperation as they both need to be confronted to be
defeated meaning that no one PC can do so. Serenus will focus on Wren at first as this will compel the other
PCs to attack him to defend her. Wren should at least once use her Destiny Defence to demonstrate that she
is not powerless and hint at her potential. Once the PCs understand that they need to threaten the Hive
whilst attacking Serenus, the battle will really commence.
Aidan and Evas shades provide the PCs with benefits should they take the time to explore this part of the
backstory during the battle. They also more directly aid Wren and Molly. As GM, it is important to combine
these mechanical effects with suitable narration evoking the loving memories of these two NPCs, as
understanding them will be helpful later in the scenario. It should also be noticeable that Jarl doesnt benefit
as the other PCs do.
Reveals
There is only one reveal in Act One and this is that Brooke is Jarls daughter. This should occur naturally from
how Jarls PC sheet is written i.e. he knows her and has wanted to find her. Her lack of memory should be
confusing and the source of concern, especially for Kyan.
When this reveal is made obvious to Molly and Eolan, then you should hand out the following Reveals:
Molly Brooke is you aunt
Eolan Brooke has changed
After handing out the reveals, this is an ideal time to cut away to Wren or, if the fight has started, to another
PCs turn.
The first will give Molly some additional context in having Brooke being revealed as her aunt and awaken in
her some of heritage.
The second will give Eolan the full background as to his relationship with Brooke, why he is protecting her and
the concerns he has on how she has changed.

12

ACT TWO
This Act is set in Archangel, the capital city of the Sacred Holy Empire of Abel. The PCs arrive and are rushed to
meet the Empress Elisabetta who has become aware of the danger that Carnuns plot puts Gaia in. However,
Carnuns minions do not rest and, at a Grand Ball, the night quickly turns violent. Of all the Acts, this one is the
most flexible. It should probably take around 60 minutes but be careful to not to let it run over and eat into Act
Three. It comes to an end once Ogmios and Aventia are defeated.
Summary
After Act One, the PCs arrive in Archangel and supposedly safety. However, as with each Act, things begin to
escalate. Elisabetta has become aware of Carnuns plan and has taken steps to defeat him. However, she is also
mindful from her own experiences that Wren and the others must not lose themselves along the way if they
are to be successful. This allows the PCs to have a chance to rest, reflect and interact as that was not possible in
Act One and will not be possible in Act Three.
The main focus of this Act is to establish the plot. Act One is about forging the PCs into a group and Act Three is
about resolving the story. That leaves Act Two to do all the setting up that is needed. There are plenty of
opportunities for this through Elisabetta and Avernus, who provide exposition direct. It also establishes the
destiny of Wren and her central role in the overall plot. The second attempt at her life, particularly when such
care is taken to break the group should give the PCs a sense that Carnun believes that together they might
succeed. It also shows Wrens growing potency.
Despite the Empress aid, the nature of the threat Carnun presents equally evolves and becomes much more
insidious. Ogmios and Aventia are his master spies. Ogmios is capable of controlling peoples voices and Aventia
is capable of controlling peoples actions. Together they twist the interactions between the PCs to try and undo
Elisabettas efforts. The aim is to use deception and lies to break the bonds between the PCs and leave Wren
exposed for another assassination attempt.
This Act is flexible in structure. It begins with an audience with the Empress. Following this audience, the history
of Jarl as the Emperors Word is revealed, including the fact that he abandoned the role following a scandal.
Avernus, his replacement, will take great delight in ensuring that Jarl pays for what he did.
This is followed by a Grand Ball that makes up the rest of the Act. The first half of the Grand Ball should follow
the PCs and is the best opportunity for the PCs to interact and explore the various threads and plots that they
have been given so far. As GM, you are mostly there to facilitate this drama as best you can. However, you also
have at your disposal the insidious powers of both Ogmios and Aventia to help heighten the drama and create
conflict if it does not arise naturally.
This interference comes from the PCs inexplicably doing acts and saying things that they would not normally do
or say. For example, Brooke dresses in the attire in which Eolan originally found her a few years ago for the
Grand Ball. Avernus asks Kyan to convey to Wren the identity of her father, and Wren may insist that they two
dance together. Eolan may say hurtful things to Molly, who may well confess her love for him. Avernus may
challenge Jarl to a duel or vice versa.
As a GM, this interference can be difficult and players may not enjoy the feeling that the GM is playing their
PCs. To this end, it is important that the GM not use this interference to retract an action taken by a player. For
example, if a PC walks away from a scene, dont use the interference to have them walk back in. Also, make the
incidents swift and to the point leaving the players to deal with the fallout and subsequent scene. Ideally, if the
players are bringing the drama, you do not need to.
The second half of the Grand Ball is the assassination attempt itself. It starts with Wren going to meet Elisabetta
in an isolated hallway. Hopefully, she is alone due to the other PCs being preoccupied with their own drama
fuelled by Ogmios and Aventias machinations. The meeting is a trap.
Following this meeting, the GM should work quickly to bring in the other PCs in a quick search for the two
assassins and possibly save the Empress. There should be a lot of face palming as the strange words said and
actions taken in the scenario are given explanation. The scene should develop quickly into an action sequence
that may spill all over the Imperial Palace and centre on the Grand Ball Room.

13

Archangel
Archangel is the capital of the Sacred Holy Empire of Abel. The Empress is the person who the Knights of
Heaven Order are duty bound to protect, and the person who appoints the Emperors Word. As such, she will
be an important personage for the PCs. The Empress Elisabetta is young, the same age as Wren and the two
will share a bond as a result. She struggles to hold together an Empire that has been the undisputed ruler of
Gaia for over seven centuries. Though she is doing much better than expected and demonstrates
considerable ability and knowledge, it is a heavy burden and probably an impossible task.
Archangel itself is a vast city, the largest in Gaia with a population of almost three million people. It is the
heart of culture, learning and power in every sense. It is also the exact opposite of Jaderiver and the contrast
between the two should not be understated in helping convey the escalation of scope in the overall story, as
well as Wrens entry into a larger world. Though Archangel has all the normal issues that plague any city,
these dont need to be canvassed in this scenario. Archangel should have an almost romantic feeling, like
arriving in Paris, with the roads filled with carriages, parks and artificial lights twinkling on the river.

At the centre of this splendour sits the Imperial Palace, where the majority of this Act takes place. The
complex is almost a city unto itself, with many wings and attached buildings. It sort of looks between a
cathedral and a palace with many statues, paintings and uncountable glass windows. Ceilings disappear in
vaulted archways and stairs cascade like massive waterfalls.
The specific locations within the Palace are irrelevant and the GM should simply narrate the movement from
location to location as suits. For efficiency, the titanic room in which the Empress receives the PCs at the start
of the Act can be the Grand Ballroom. It has many banners and draperies filling its vast space with a flurry of
colour. Off this room are many balconies and hallways, a number of which are remarkably secluded. The
hallway in which the Empress meets Wren both times in this Act is a long and wide. Along one side there are
hundreds of priceless paintings and on the other is nothing but glass looking out on the city. At night, the
lights are kept low to allow the viewers to enjoy the full spectacle of the twinkling glory of Archangel.
The PCs are also given private rooms not far from the Grand Ballroom. These can be used should the PCs look
for privacy during the Act. The rooms are massive suites, with separate bedrooms, receiving rooms and
ensuites.

14

Events
This Act opens with the PCs arriving at Archangel. It is suggested that the arrival in the city be incorporated into
the narrative between Acts One and Two rather than being played out in full. Describe the city and its many
wonders, but keep it brief until you get to the Imperial Palace. There on the steps to the Palace stands Avernus,
who announces to the PCs that the Empress wishes to see them as a matter of urgency. It should be pointed
out that everyone but Wren recognises that Avernus is the Emperors Word and as such holds special position
with the Empire as well as several other important organisations.
The audience with the Empress is held in the Grand Ballroom. This is a good opportunity to describe the space
which will see use in the rest of the Act. It is a massive open room emphasised by a polished floor embossed
with intricate filigree. There are many exits and multiple levels of balconies overhead. It also has many
draperies and tapestries displaying the heraldry of the Empires principalities and noble houses.
At the end, in front of the largest window the PCs will have seen, is a dais and throne displaying the crest of the
Empire. It will not be until the PCs have moved closed to the dais so the reflection of the sunlight is less dazzling
that they will see that the Empress is sitting there looking at them. Her physical appearance is not unlike Wrens
and the similarity should be noted. She thanks them for seeing her on such short notice and asks them to report
on what happened at Jaderiver. She then greets Wren warmly, even coming down from the throne to embrace
her. She also gives Jarl a delicate smile. She was not born before he left, but he remembers her father well.
Avernus stern gaze on Jarl should convey that the Empress soft touch is perhaps undeserved.
The Empress will then say that she is now fully briefed as to the threat Carnun presents and she has worked out
a plan to defeat him, thanks to the combined efforts of many organisations orchestrated by Avernus. At that,
she asks to speak with Wren alone and the two glide off to a nearby hallway alone. Before she leaves, she
reminds the PCs that tonight is the annual Imperial Grand Ball and she invites them all to attend. It is, after all,
important to mix business with pleasure.
With the Empress gone, Avernus takes charge of the discussion. She tells the PCs that she has discovered that
Carnun is Wrens father and that the reason he wants Wren dead is that he believes that she is the only person
who is capable of defeating him by locking him in his prison for eternity. This will require Wren to travel beyond
the boundaries of Gaia to the entrance of his prison in a place called Yggdrasil. She asks Kyan to convey this to
Wren this evening, though she seems somewhat startled at her own suggestion. The reason for this is that
Ogmios implanted the suggestion himself, knowing how much more difficult it would be given Kyans hatred of
the supernatural.
In the hallway, Elisabetta and Wren have a discussion about duty. This is an opportunity to directly address
Wrens central theme which the Empress shares. Wren should find an opportunity to make a friend here, which
will help add weight to Elisabettas peril at the end of the Act when she is threatened. There is not much
exposition here though. Elisabettas advice is to stay true to herself and dont forget to enjoy life. She
somewhat impishly comments on whether Wren is asking Kyan to the Ball, which will likely to come as a shock.
Elisabetta will simply say that she noticed that Kyan couldnt keep his eyes off her and that hes pretty cute. She
will also ask if Wren could recommend that Molly speak to Eolan about their feelings for each other. Elisabetta
is aware of Eolans pain and astutely sees that the two have feelings for each other that remain unsaid.
Back in the Ballroom, Avernus walks slowly around the Grand Ballroom whilst she talks until she reaches a point
below a massive painting. This painting is of Jarl when he held the position of the Emperors Word. The GM
should show the players Jarls second portrait at this point. Avernus then addresses Jarl direct, demanding to
know why he has returned given his shame and failure. After giving Jarl a chance to respond, Avernus will
simply warn the other PCs to place no trust in Jarl. The GM should try and use this discussion to get across as
much about Jarls past as they can. Though the identity of the girl he murdered is not yet revealed (Jarl keeps it
so buried away it is not yet revealed on the PC sheet and in the players knowledge) most other parts of the
incident are revealed. Jarl murdered an innocent girl just because she was suspected of having a non-human
soul. This should cause some alarm from Molly in particularly. The PCs are then left to their own devices.
Before the Ball commences, each of the PCs has the opportunity to change their outfits. Wrens second portrait
can be handed out at this stage. Brooke finds herself inexplicably dressing in the attire she wore when she first
arrived in Archangel (as seen in her second portrait). It feels like somehow it is due to the revelation of her past
by Jarl and she thinks maybe her old clothes may help bring back memories. It is obviously inappropriate but
she does so regardless. In actuality, the impulse is due to the manipulations of Aventia.

15

The Grand Imperial Ball is an elaborate affair. There are nobles, celebrities, officials and guards attending and
the room is awash with colour and elegance. No expense is spared including lavish menu, exquisite music and
flamboyant firework displays.
The PCs are together again and this is a good opportunity to let the players lead the narrative for a while.
There are a number of seeds laid in the start of Act Two which should give the PCs plenty to do. The
revelation of Jarls past, Brookes choice of wardrobe, and Kyans message for Wren should motivate
dramatic scenes. Let this occur naturally within the time available. As a GM, you do have the ability to
accelerate the drama and conflict through the Ogmios and Aventia. Though it should be done sparingly, their
ability to plant actions and words with the PCs can escalate any scene. Though there are many possibilities
here are some scenes that you may wish to pursue. Kyan or Wren may ask the other to dance when Kyan
approaches Wren regarding her father. The physical contact will highlight Kyans conflict and Wrens shock.
Molly might confess her love to Eolan, particularly if the two are alone and seeking comfort from each other.
Wren may instigate this scene at the Empress behest. Brooke may isolate herself by acting in an aggressive
and unsuitable manner. Maybe she uses her new found powers and upsets partygoers. Avernus may goad Jarl
into a fight, trying to get Jarl to leave Archangel. As things get heated, Jarl or Avernus may call for an honour
duel.

Following the revelation of Wrens father, whenever you deem it appropriate, a servant will call upon Wren
to meet with Elisabetta again. The scene is eerily similar to the previous one, except that the hallway is
shrouded in darkness rather than sunlight. Fireworks provide brief flashes of illumination. Elisabetta stands
watching the display but does not turn towards Wren, giving the meeting an impersonal feeling. She is under
the control of Ogmios and Aventia, who hide in the shadows. Elisabettas whole demeanour has changed as
she confirms that Wren is now aware of her true father. She asks that Wren understands that this makes her
the daughter of a monster and a threat to the Empire. The implication that Elisabetta will demand Wrens
execution is strong. However, Elisabetta is no push over. She resists the domination and staves off calling
guards to attack Wren until the last minute. In the meantime, she tries to warn Wren by using emphasis on
certain words to give a double meaning to them, like do not think of fleeing or no chance of disappearing.
As this is not directly resisting Ogmios influence but adding to it, it proves successful.
Wren should be deeply troubled by Elisabettas behaviour and call upon the other PCs to investigate what is
happening. She may need to intervene in scenes involving the other PCs to do so, highlighting her growing
role in bringing the group together. Alternatively, if she pushes to discover the truth with Elisabetta straight
away, she will spring the trap. If she is clever, she may be instrumental in protecting the Empress, who will
likewise assist Wren when Ogmios and Aventia pull off their veil and attack directly. The remainder of the Act
should be a sprawling fight in the Imperial Palace, in and around the Grand Ballroom. Protecting Elisabetta
from Ogmios and Aventia will help swing the battle in the PCs favour, as will how the PCs deal with Avernus.
Once the battle is done, the Act comes to an end.
16

Reference
This section provides the GM with a one page reference for this Act which he should be able to use during play,
rather than having to referencing the previous text.
Duration
60 minutes, being careful not to go too much over.
Cast List
Enemies Ogmios and Aventia
NPCs Elisabetta, Avernus and various palace attendees
Locations
Archangel Massive and elegant capital of the Sacred Holy Empire of Abel
Imperial Palace The complex where the Empress resides
Grand Ballroom Massive open space with polished floors, multiple balconied levels and banners
Hallway Long secluded hallway overlooking the city
Timeline
1. PCs arrive in Archangel and are met by Avernus
2. PCs meet the Empress Elisabetta who reveals her knowledge of Carnun
3. Elisabetta and Wren talk privately
4. Avernus reveals Wrens father as Carnun and confronts Jarl about his past
5. Brooke dresses inappropriately for the Grand Ball
6. PCs attend Grand Ball and interact.
7. Kyan gives Wren the message
8. Wren meets Elisabetta and senses an ominous threat
9. Battle with Ogmios and Aventia in the Grand Ballroom
Strategy
Ogmios and Aventia are relatively straightforward once in battle. The real challenge for the PCs will be in
swaying Elisabetta and Avernus to their side. Elisbetta in particular has command over the palace guard and
she will use them against the PCs whilst in Ogmios line of sight. He will be protective of Elisabetta as a result
and once separated it will prove difficult to maintain that distance, especially as Ogmios turns the Empress
against that PC. Avernus is more of a narrative challenge and Jarl must prove himself to sway her or that
Elisabetta is somehow endangered by Avernus inability to forgive Jarl.
Reveals
Between Act One and Act Two, give to Kyans player the following reveal:
Kyan You love Wren.
Kyan is embedded with a part of Eolans own soul and it is obsessively fascinated by Wren, who holds the souls
of the person Eolan hates the most, Carnun, and loves the most, Brooke.
Before first meeting Avernus, or earlier if Jarls past is discussed, give to Jarls player the following reveal:
Jarl You were the Emperors Word.
Though this doesnt reveal the whole truth of the acts that Jarl did or the identity of the girl he murdered, it
provides him with the circumstances of his shame and the heights he achieved before then.
When Brooke dresses in her old clothing, give to Brookes player the following reveal:
Brooke You were Eolans Lover.
These are additional but somewhat hazy memories awakened in her due to the encounter with things from her
past. This includes suspicions surrounding Eolan.
When Wren discovers the identity of her father, give to Wrens player the following reveal:
Wren Carnun is your father
This will expand her powers considerably as she becomes more aware of her true legacy.
17

ACT THREE
This Act is set outside the boundaries of Gaia in a place called Yggdrasil, the Soul Clock. Having overcome
two attempts on Wrens life, the PCs now follow Elisabettas instructions and travel to the portal of
Carnuns prison to bind him there for eternity. However, the full depth and depravity of Carnuns plan are
yet to be revealed, as are the deepest secrets of the PCs. Of all the Acts, this one is probably the most
frenetic. It will take up whatever time you have left, which with any luck will be in excess of an hour. It
comes to an end when either Carnun or the PCs are defeated.
Summary
This Act begins with the PCs travelling through an arcane gateway to Yggdrasil under the guidance of both
Elisabetta and Avernus. The existence of this gateway is one of the best kept secrets of the Empire and the
PCs join a select few humans who use it to travel beyond the edge of the known world. The ceremony is
incomprehensible but the significance of it provides a definite sign that matters have escalated once more,
this time to a cosmological level.
The PCs may be on a high from the end of the previous Act, but there should be a sense of many unresolved
matters still bubbling away under the surface. The focus of this Act is to tell the remainder of the story
including the individual strands for each PC. How the PCs deal with these revelations and those of the
previous Acts will determine the outcome of the scenario.
Carnun has left his most powerful servants to last. However, he still gains little from destroying the PCs
physically. Instead, he continues to push and divide the PCs as best he can in a hope to isolate Wren as much
as possible. Her tears are what he values the most. In particular, Carnun hopes to pervert either Kyans
hatred of Carnun against Wren or Wrens love of Kyan to exact the perfect revenge on those who have dared
defy him. Kyan is put in a difficult position after receiving warnings from Avernus that if all is lost or Wren
looks to fail, then he must ensure that Wren cant be used by Carnun by whatever means necessary.
Upon arriving at Yggdrasil the PCs find themselves split into three groups. The first is Kyan and Wren. The
second is Jarl and Molly. The last is Brooke and Eolan. This split enables the PCs to better delve into their
deepest secrets. The remainder of the Act involves pitting the PCs against each other as hard as possible. As a
GM you should cut between the three scenes at moments of revelation, so as to increase the tension. Though
the order is not really relevant, it is recommended that Kyan and Wren go last as they also carry the central
plot. Ideally, these split scenes will take up the first half of Act.
Borvo, a master of shadow magic capable of revealing anything hidden, deals with Molly and Jarl. Unseen, he
whispers the truth behind Jarls shame to Molly. Jarl is unable to deny the truth. Borvo also uses this moment
to reveal Mollys hidden heritage. This attracts the attention of two Ebudan who were previously Evas
companions, Miccolo and Rasaphel. Miccolo can act as the GMs voice in game by demanding that Jarl pay for
his crimes against Eva and requesting that Molly extract that payment.
Litavis, a summoner of monsters and memory capable of bringing forth the truth, deals with Eolan and
Brooke. She reveals Eolans true nature to Brooke, making it clear that Eolan knew of Carnun all along and yet
failed to protect her. Eolan sees Brooke as she truly is, without a soul and monstrous. The last thing Brooke
feels is the urge to reclaim her soul from Wren. Rasaphel appears and demands Eolan to destroy Brooke as a
threat to Wren.
Kyan and Wren make their way to Vykyris. Kyan sees Wrens reflection revealing her as the daughter of
Brooke. Everything about Wren screams wrong to Kyan but he still loves her. The question is whether he
stops her or not. If he doesnt, Carnun takes a more direct approach. He appears and threatens Kyans life if
she doesnt open the portal to his prison. If she refuses, then Carnun carries out the threat. Kyans body falls
into the pool followed by Wrens tears of grief. This has an unforeseen effect in Carnun being able to escape
his prison in the body of Kyan, whose soul is imbued with a hatred for him. A glimmer of Kyan remains
submerged in Carnun reborn and the other PCs will need to decide whether they try and save Kyan.
At the point at which Kyan or Wren make their decision, the other PCs appear to escalate the conflict with
their own drama. Ideally, Kyan will not attack Wren and be possessed, only to be brought forth at the last
moment - changed forever by his experience. Wrens act destines them to never be fully together, giving a
suitably sad tinge to Carnuns defeat.

18

Yggdrasil
Yggdrasil lies inside the Barrier that surrounds Gaia. Yggdrasil is a humongous piece of machinery, as big as a
metropolis, made of black metal, wood and crystal. Its huge hands are always about to strike twelve, locked in
place by celestial chains and doves. Yggdrasil exists in Gaia and all the worlds of Hell, including those of the
Sylvain and Dukzarist, connecting them together. It also sits alongside the Sea of Souls. Though its purpose is
unknown, the best guess is that it somehow regulates the flow of souls from the Sea of Souls to Gaia and Hell.
The exact locations within Yggdrasil are irrelevant for the most part. The GM has the opportunity to use their
wildest imagination to create vistas for this Act. There should be a very real sense that the PCs are no longer in
the world they are used to. However, the GM should be careful not to make this Act about the scenery. In fact,
the otherworldly nature of Yggdrasil means that it is capable of changing form to enhance the drama and
emotion of the scenes directly.
For Molly and Jarl, they arrive in a shadowy place within Yggdrasil that is reminiscent of the graveyard from Act
One. Large metal shapes loom overhead casting impenetrable black shadows. Water falls from the obscured
ceiling above, dampening sounds making the large space feel claustrophobic. At the moments of revelation,
shadows hide the features of the PCs making it difficult to accurately read emotions.
For Brooke and Eolan, the scene is quite different. They find themselves in a striking crystal forest with perfectly
clear lakes. Though the scene is exotic and even romantic, it is also disturbing. Many of the features feel like
perversions of nature. Light will be colourful yet harsh. Loud noises with create ear-splitting echoes and the
shattering of glass. Crystal formations will cut the unwary and also distort features, often creating multiple
different images of a PC from the same view.

Deep within Yggdrasil lays Vykyris. Vykyris is a large chamber in which lies a wide pool. The atmosphere is the
chamber is misty and humid, giving it a dream like quality. The walls seem natural but emerging from them are
fantastical nightmarish shapes, especially dragons. Wren and Kyan arrive on a thin rocky promontory which
reaches out over the surface of the pool. Overhead are other outcroppings and even a bridge by which the
other PCs can enter the chamber.
The ceiling is mostly lost in the mist. It touches the Sea of Souls on the other side. The proximity creates a form
of spiritual condensation that collects on the surface on this side. This creates droplets that fall from the roof
like light drizzle. These are called the Tears of Vykyris and when they hit the water the ripples form a portal to
Gaia or one of the worlds of Hell.
The way that Carnuns prison is opened is when tears from his own soul (that has been removed from the
normal flow of souls by his imprisonment) hit the water. To this end, all he wishes to do is to make Wren cry
into the pool. If Carnuns blood hits the water then the impact is different and it may well seal him in his prison
instead. On his death, Kyan provides an unforeseen means of escape for Carnun as though Kyans soul is human
- it contains Eolans obsessive hatred for Carnun. This has a weaker sympathetic connection than his own soul in
Wren but it is a connection nonetheless.

19

Events
The Act opens in a secret chamber deep below the Imperial Palace. Here is kept one of the best kept secrets
of the Empire, thanks to the collective efforts of both Tol Rauko and the Church: a portal to Yggdrasil, the
Soul Clock. It is rarely used as those of Gaia understand little of matters beyond the Barrier. It is closely
guarded to ensure that nothing travels through it; in or out.
In the room are the PCs, the Empress and Avernus. They are gathered to send the PCs through the portal to
Yggdrasil to stop Carnun. Avernus will be the first to address the PCs and outline the plan. The PCs must
locate Vykyris, a massive pool which is said to hold the gateways to many worlds, including the prison of
Carnun. Here Wren should be able to bind the portal once more to secure Carnuns imprisonment. Though
the exact details of how to do this are sketchy, it is believed that when Wrens blood is mixed with the pools
water, it will allow her to force the portal closed. Given the uncertainty of the plan, Avernus suggests that the
PCs keep their wits about them and improvise as needed.
After that, Elisabetta will say goodbye to them. She will spend a moment with Wren, who she considers a
friend, and remind her of the advice she gave: to stay true to herself no matter what happens. Avernus takes
this opportunity to speak with Kyan alone. She says that there is a good chance that Carnun will try and stop
them and that he may use Wren to this end. If this happens, Kyan will need to ensure that Wren is not able to
be used so. Avernus notes that Kyan is the only one she can trust. In particularly, she warns Kyan to be wary
of Jarl and Brooke. There is also an opportunity for the PCs to have one last scene with the other PCs if the
players want. Once goodbyes are said, the PCs are cast into the Barrier by arcane energies with magic sigils
and circles falling like snow around them. When they arrive at Yggdrasil, they are split into three groups.
Molly and Jarl, Eolan and Brooke, and Wren and Kyan.
Molly and Jarl appear in a massive darkened place, surrounded by steel and water. Sound is drowned out. In
the darkness, Borvo watches them. Give a sense that the shadows are almost sentient to foreshadow Borvos
appearance later this Act. After establishing that the other PCs are not nearby, they will begin to look for an
exit. Out of the shadows, half crafted sculptures seem to emerge that give the PCs an eerie sense of dj vu
with the graveyard in Act One. At one point, Molly spies a rusty brass relief that depicts a story. The start is in
light but the end is in dark. As her eyes follow it, she recognises the people depicted. There is Jarl and her
parents, Aidan and Molly. As tension increases, hand Jarl his second reveal. Molly then see that on her birth
Jarl murders her mother, Eva, after speaking to Carnun who holds dark chains around Jarls neck. In the final
scene, the full glory of Eva as an Ebudan is also revealed.
At this point, Molly and Jarl have a reveal to process, as well as handing to Mollys player, Mollys second
portrait. This is a good moment to cut away to Eolan and Brooke. Encourage the players to continue to
interact in your absence. On your return, Mollys full heritage will now be revealed and Miccolo will appear,
first as a black wing and then in full body. He announces himself as Evas friend, the nature of Evas task and
the crime of Jarl. Miccolo will want to see Jarl pay for spilling Evas innocent blood. If Molly seems undecided,
then have Miccolo reveal that Jarl also did the original deal with Carnun, trading Mollys soul for power and
glory. Molly feels a growing urge to protect Wren, her mothers mission, and discovers she can locate Wren
instinctively.
Eolan and Brooke appear in a wonderfully vibrant crystal forest. Though striking, it is also disturbing and
surprisingly dangerous to the unwary. The place seems to be pure and the PCs should be made to feel like
intruders. In the distorted reflections, they catch glimpses of Litavis and her familiar, giving some forewarning
of her appearance later this Act. Like Molly and Jarl, the PCs will likely look for the others and then explore.
Brooke starts to feel a growing sickness and senses that her departure from Gaia is accelerating her
condition. As Eolan goes to assist her, he passes in front of a crystal spire and his true nature as a Sylvain is
revealed by Litavis. Give to Eolans player his second portrait. On seeing him, Brookes memories also return,
again thanks to Litavis invisible hand. These include various subconscious memories such as Eolan knowing of
Carnuns plot from the start (but never saying anything) and his imbuing of Kyan with his hate of Carnun
(rather than supporting her and Wren in their hour of need). Eolan learns that Wren is the child that should
have been his. Brooke begins to transform in front of Eolan into her true self and you should provide her with
her third portrait. Brooke starts to feel an urge to reclaim her soul from Wren and consume her flesh.
As before, this is a good place to cut to Wren and Kyan and allow the PCs to explore their revelations in your
absence. If Eolan seems like he doesnt take Brooke seriously as a new threat, have Rasaphel appear like
Miccolo. He will reveal his identity and will announce that he is here to strike down Brooke, who is a danger
to Wren. He is confused as to why Eolan will not do so.
20

Wren and Kyan arrive just outside Vykyris. After confirming that they are in fact alone, they enter the chamber
and look upon the pool for the first time. The place is immense. They see the tears fall from the clouds above
and when they touch the surface of the water, the ripples reflect blurred images of a myriad of different scenes.
Each also produces a cacophony of sounds. Though no vision is discernible, the two PCs will catch glimpses and
hear snatches of a lot of things that cause them to pause with their intense emotion - sounds of happy children,
two lovers giving their wedding vows, a man breathing his last breath, the crying of the suffering.
Once at the pool, Wren looks in and Kyan sees her reflection. For the first time, he sees her family resemblance
to Brooke. The ripples on the water cause her face to distort and within those ripples, Kyan sees Carnuns face
smiling like this is Wrens homecoming. Kyan has an opportunity to question Wren and maybe stop her from
proceeding. This is a good time to cut back to Molly and Jarl.

On returning to Wren and Kyan, give Kyan a few moments to see if he will physically oppose Wren, even though
it is unlikely. If he doesnt Carnun appears, rising from the pool in his full Dukzarist form and place the edge of
his sharpened metal cloak to Kyans throat. Unless Wren cries into the pool, he will kill Kyan. No rolls should be
made for this act and any deception by the PCs will not work. Wren must make the choice presented. Wren is
unlikely to give in to Carnuns demand and as a result Kyan dies. The two lovers share one last glance, allowing
them to see the pain they caused in the other before Carnun drags Kyan into the water.
It is at the moment that Kyan strikes Wren or Kyan dies that the other PCs arrive and the final battle
commences. Borvo and Litavis will also reveal themselves and defend Carnun. Miccolo and Rasaphel will lend
aid, though Miccolo and Rasaphel will continue to pursue Jarl and Brooke. Brooke may attack the PCs.
Though the Act may seem like it finishes with a simple battle; there is more at stake. If Kyan and Wren fight it is
a fight between two lovers. If Kyan died, almost immediately after his death, Carnun returns possessing Kyans
body and twisting it in the process. Give Kyans player Kyans second portrait. Wren must now make a decision
of whether to fight Carnun or try and rescue what is left of Kyan. Likewise, Eolan and Molly need to make a
stand about Jarl and Brooke. Do they leave them to the two Ebudan?
Once Carnun or Wren is defeated, take a moment to let the consequences be weighed. If Kyan was restored, he
is forever changed and irrevocable split from Wren for her betrayal. Did anyone die? What becomes of Brooke
who is now irreparable? You should allow the players to narrate ending scenes as seem most satisfying to bring
the scenario to an end.
21

Reference
This section provides the GM with a one page reference for this Act which he should be able to use during
play, rather than having to referencing the previous text.
Duration
60 minutes or more.
Cast List
Enemies Carnun, Borvo and Litavis
NPCs Miccolo and Rasaphel
Locations
Yggdrasil An otherworldly mechanical metropolis, made of black metal, wood and crystal
Vykyris A mist filled chamber filled with dragon motifs and with a massive pool at its centre
Timeline
1. Avernus summarises the plan to bind Carnun whilst the Empress says goodbye.
2. Avernus warns Kyan to be wary of Wren and ensure that she does not become a tool for Carnun.
3. Molly and Jarl arrive in a darkened metal graveyard and Jarls history is revealed. Mollys heritage
blooms. Miccolo appears.
4. Eolan and Brooke arrive in a striking crystal forest and Eolans nature is revealed. Brooke reverts to her
true form. Rasaphel appears.
5. Wren and Kyan arrive at Vykyris and must face hard choices before proceeding.
6. Everyone arrives in Vykyris.
7. Kyan opposes Wren. If Kyan fails to oppose Wren, Carnun kills him and possesses his body.
Strategy
Borvo and Litavis will try and keep the other 4 PCs busy to leave Wren and Kyan to Carnun. This includes
Brooke who may be attacking PCs to get Wren. The PCs may work out that they can actually get at Carnun
through Borvo and Litavis easier than they can themselves. At the same time, Miccolo and Rasaphel
relentlessly attack Jarl and Brooke and will only help if these PCs fall. Eolan and Molly should get a clear
picture that helping out Wren is at the sacrifice of these PCs.
Carnun will focus on Wren. Her tears are all he cares for and though sorrow is better than physical pain, the
later will do.
Reveals
This Act includes a round of reveals for each PC, unveiling their full back stories. When Molly finds out about
Jarls past and she embraces her nature as an Ebudan Nephilim, hand out the following reveals just prior to
the cutaway. Jarls should be given to Jarl as Molly begins to read the relief and Mollys when she is done:
Molly You are an Ebudan Nephilim.
Jarl You killed Eva.
When Brooke finds out about Eolans nature and devolves into her true form, hand out the following at the
same time and just prior to the cutaway:
Brooke Carnun is the father of your child.
Eolan You are Sylvain.
When Kyan sees the family resemblance between Wren and Brooke, hand out the following reveal just
prior to the cutaway:
Wren Brooke is your mother.
When Kyan dies and is possessed by Carnun, hand out the following reveals :
Kyan Your father is a demon.
This reveal will note what Eolan did to Kyan and why this allows Carnun to possess him. It will also provide
him with the mechanics that allow the player to continue to participate in the final battle. If Wren tries to
contact with him emotionally, he will be able to have some impact on Carnun. This will help emphasis that
the finale is not all about simply combat.
22

Date

Event

Long
ago

Carnun, a DukZarist, is bound into a prison in Hell.

943

Jarl makes a deal with Carnun to give him ability, power and glory.

944

Jarl is appointed as Emperors Word, the bond between the Emperor, the Church and Tol Rauko.

950

Jarls wife gives birth to twins being Brooke and Aidan.

967

Eolan investigates and meets Brooke. They secretly fall in love.

968

Aidan meets and marries Eva, an Ebudan duty bound to protect Brooke and Aidan from Carnun.

969

Carnun calls on Jarl to repay his debt by giving him a grandchild. Jarl refuses.

970

Eva gives birth to Molly, an Ebudan Nephilim. Jarl convinced of Carnuns involvement executes Eva. Realising
his error, he is disgraced and resigns as Emperors Word.

Eolan, a Sylvain, takes on the mantle as Carnuns last gaoler.

Carnun uses this tragedy to disguise himself as Eolan and gets Brooke pregnant with his child.
Eolan senses a taint in Brooke and he is disgusted by her. He abandons Brooke and unknowingly Wren.
971

Brooke gives birth to Wren but sensing the danger she passes to her the pure part of her human soul.
To protect her, Brooke hands Wren to her brother Aidan and disappears.

972

Eolan swears vengeance against Carnun. He fathers Kyan and imbues him with his hatred to ensure that his
wrath will live on after his death.
Eolan joins the Heaven Order to hide his presence and hunt down Carnun.

975

Aidan dies from his heartbreak. Jarl is forced to take care of Wren and Molly.

978

Brooke loses her memories. She wanders until by chance she meets Eolan and he inducts her into the Heaven
Order.
Eolan doesnt reveal his true identity to Brooke.

979

Eolan realises that Brooke has changed and is no longer who she was.

983

Kyan discovers that Brooke is tainted and tries to warn Eolan away from her.

986

Molly leaves home to join Heaven Order. Upon meeting Eolan she falls in love with him.

987

Carnun orders his minions to kill Wren. Eolan, Brooke and Molly clash with them and learn of their plan.

988

Kyan joins the Heaven Order.


Carnuns minion discovers Wrens whereabouts and Heaven Order rush to stop him.

23

ENEMIES
&
NPCS

24

CARNUN
Carnun is an ancient Dukzarist of immense arcane power. He was exiled from his
own people, making him bitter and hateful. For him, joy is something to be taken
from others and love is something to be twisted. Due to his intellect, his preferred
tactic is to create layer upon layer of conspiracy, often recruiting those who oppose
him without their knowledge. The pain he can cause has been limited as he has
spent almost a millennia imprisoned. If he felt remorse for his crimes he would have
been freed, but it is a testament to his depravity that this never happened.
WREN
Wren holds Carnuns soul and the key to his escape. Her tears are the thing he values the most,
however they are caused. In a perverted way, Carnun enjoys Wrens pain and sorrow more than
anyone else as it is his own, and he could easily lose himself in that exquisite experience.
BROOKE
Brooke holds a special place for Carnun as the perfect victim of his torturous acts. She now lacks
a soul and Carnuns touch upon her lingers, making her an easy target for his control. He is well
aware that she is the perfect instrument to use against Eolan and Wren.
EOLAN
Eolan is the personification of Carnuns age old enemy. As such, Carnun wants to see him
broken. However, he has come to understand that Eolan is already broken. Weak from his
capacity to love, he is a joke and Carnun has come to pity him.
KYAN
Kyan is the only person that Carnun doesnt want to destroy. Holding a hatred for Carnun at the
centre of his soul, Kyan is a twisted kindred spirit. All Carnun needs to do is to break Kyans links
to Wren and Eolan, and let Kyan take his natural course to misery.
MOLLY
Carnun hates Molly as he hates all things to do with the Ebudan. He revelled in the murder of
Eva and hopes that Molly will despair at the depths of Carnuns manipulations of Jarl. He cares
little for her fate and would gladly see her dead.
JARL
Jarl has been Carnuns main instrument throughout this plan. In his own twisted way, Carnun
sees him as an old friend. Carnun wants to see Jarl live, so that the full impact of what Carnun
has done to him can be fully realised.

Strength
10
Default
or

Dexterity
10

Intelligence
11

Power
11

Life

150

CLOAK SWARM - [Dex] v [Dex], Damage [Str]


Attack twice.

Default

SYMBIOTIC SOUL - [Int] v [Pow], Damage [Str]


Attack once and, if successful, the target much elect, each time Carnun is harmed until his next
round, to either take Carnuns [Pow] damage or give their [Pow] Life to Carnun as healing.

Special

GLOAT OVER THE FALLEN


If a PC is defeated, Carnun gloats and is Hindered. All PCs loose  next round.

and

Special

PROTECT WREN - [Int] v [Dex], Damage [Pow]


If Wren is attacked, Carnun attacks the attacker next round instead of his normal (Default or
Penalty) action.

Penalty

FILLED WITH PLOTS AND CONSPIRACIES - [Dex] v [Dex], Damage [Str]


Attack once. He may only be Hindered by Kyans Momentary Resurgence or Gloats over the
Fallen.

25

26

SERENUS
Serenus is an avatar of death and the agent of the Hive, to which he is utterly
devoted. He is actually an empty husk spawned by the Hive so that the inhabitants
could possess him to enact its collective will. This makes Serenus emotionless and
lightning fast, but he is capable of being overwhelmed by conflicting instructions.
Serenus is also the mate for the Hive and fathers new young as required, keeping
the population at a high level. This incestuous breeding cycle is one of the reasons
that the Hive is ever hungry for new biological material.

Strength
8

Dexterity
8

Intelligence
4

Power
4

Life

100

Default

STEEL WING - [Dex] v [Dex], Damage [Str]


Attack two different PCs.

Special

DEFEND THE HIVE - [Dex] v [Dex], Damage [Str+Pow]


Once a round, Serenus attacks a PC that has attacked the Hive. If successful, the PC is unable to
act next round.

Penalty

MILLION MINDS - [Dex] v [Dex], Damage [Str]


Attack a PC. The first time a PC Hinders Serenus (or Wren if caused by all 6 PCs attacking the
Hive) he or she gains the ability to cancel any one Defend the Hive or Harvest during this
combat.

27

THE HIVE
The Hive is an otherworldly abomination that is made up of many insect like
inhabitants that forms a singular intellect. It lives inside the Wake often appearing in
Gaia in a constant search for resources, without satiation or any logic to what is
sought. It ruthlessly operates in accordance with its alien plan; sometimes
harvesting minerals or plants or, at its most terrifying, biological specimens. Though
this can be as simple as bones, blood or hair, the Hive can also target things on a
cellular level, leaving its victims in inscrutable pain.

Default

SWARM - [5] v [Dex], Damage [5].


The Hive attacks each PC who attacked it this round. If it was subject to attacks by less than 3
PCs this round, it attacks all PCs instead. If it was subject to attacks from 5 or more PCs this
round, Serenus is Hindered.

Special

HARVEST
If a PC was hit last round by the Hive and took 10+ damage, then any attacks against them this
round are [6] v [Str], Damage [12].

28

AIDAN
Aidan grew up as nothing special and he never amounted to much. All he could
hope for was that he would one day be a good husband and father. It was this
simple humanity that Eva fell in love with when she met him. He considered himself
to be the luckiest man alive. On the death of Eva, Aidan died too. It did not take
effect straight away, and his immediate concern to protect Molly saw him stave off
his demise for three years. At the end, his heart break proved fatal. Joining Eva in
the afterlife, he watches over Molly and Wren when they visit his grave.

EVA
Eva was an Ebudan of high status and power amongst her kind. She was capable of
receiving visions of future events and then with the help of her two retainers,
Miccolo and Rasaphel, she would carefully steer matters to avoid the worst
catastrophes. However, this all changed when she fell in love with Aidan, who she
was meant to be protecting. Her happiness clouded her vision and power until it
almost diminished when she became pregnant with Molly. Though Miccolo and
Rasaphel begged her to abandon them, she refused and confessed only bliss.

Default

REMEMBRANCE
A PC, other than Jarl, who takes an action to protect Molly, Wren or the graves of Aidan and Eva
may reroll a roll made in the same round. This can only be obtained once per PC.

Special

PROTECT CHILDREN
If Molly and Wren are hurt in the graveyard, they can ignore the first 10 damage taken.

29

AVENTIA
Many believe that Aventia is an incorporeal spirit that inhabitants the body of a doll
that was crafted for a Dukzarist princess. Her body is seemingly inorganic. But she
possesses so much control over it that she is able to imbue it with a disturbing
semblance of life. It is with this power that she is also capable of inhabiting others
and control their bodies and actions. Her control is so invasive that the target is
often not even aware of the loss of control until it is over, leaving them confused
and dealing with the consequences.

Strength
8

Dexterity
6

Intelligence
6

Power
8

Life

120

Default

PUPPET ATTACK
Choose one PC and that PC spends  to attack another PC. If successful, the second PC also
loses
 . All costs are spent next round.

Special

POSSESSION
For the two rounds after either Ogmios or Aventia are killed whilst the other survives, Aventia
may use Puppet Attack twice each round. She may use both Puppet Attacks on one PC, doubling
the cost for both the PC and the second PC they target.

Penalty

LIFELESS INFUSION
Choose one PC and that PC spends  to attack another PC. If successful, the second PC also
gains
 next round. All costs are spent next round.

30

OGMIOS
Ogmios is a foul being that is reputed to have been a victim of the Hive. It wanted
his voice but during the process of harvesting it, he exerted his powerful will. The
result was that his voice has been replaced by something much more complex and
terrifying. He is capable of mimicking any other voice, at distance and so subtle that
he can mask the words spoken from the speaker, leaving them unaware of what
they have just said. Besides this alteration, his contact with the Hive seems to have
given him an alien and cold demeanour, like he was empty inside.

Strength
6

Dexterity
8

Intelligence
6

Power
10

Life

100

Default

BUZZING BRAIN - [Pow] v [Int], Damage [Int]


Attack two different PCs.

Special

EMPRESS IN DANGER
If a PC spends  to take the Empress from Ogmios sight last round, he forces that PC to verbally
threaten the Empress and the PC receives the Palace Guard attacks that round.

Penalty

PITIFUL MURMURS - [Pow] v [Int], Damage [Int]


Attack two different PCs and himself.

31

ELISABETTA
The story of Elisabetta, the Empress of the Sacred Holy Empire, is long and complex.
At a young age, she arrived on the throne at a time of dire need as the Empire was
breaking up. Against the odds, she forged the remains back together and now rules
with skill and heart. She knows that she must devote her life to her position and that
fills her with a sadness. She does whatever she can to allow others to rise above the
burdens of their own life, living vicariously through the joy she creates. She is
protected against all threats by the Knights of Heaven Order.

Default

PALACE GUARDS [6] v [Dex], Damage [6]


Attack three different PCs and, if successful, the PC may not act next round.

Special

COMMAND SUBJECT
If out of the sight of Ogmios (and instead of Palace Guards), one PC gains  next round and
then Ogmios regains sight of Elisabetta.

32

AVERNUS
Avernus was the daughter of a Knight of Heaven Order. She had five brothers and
was the youngest sibling. She grew up learning to fight and get herself out of all
manner of situations. However, her parents disapproved of her ways and sent her to
join the Church as a nun. However, the Church did not hold any such reservations in
exploiting her strengths. She became a Templar and eventually received the honour
of the Emperors Word. Her appointment was a reaction to the failure of Jarl, as the
previous Word, who she holds in utter contempt.

Default

IMPERIAL AID
Once a round, a single injured PC may ignore 10 damage and gain  on his next round.

Special

SCORNING WORD
If Jarl fails an attack roll or is hit, he loses  on next round.

33

BORVO
Borvo is a Dukzarist and the younger brother of Carnun. In many ways, he is
Carnuns first victim. Carnun taught Borvo shadow magic and the boy showed talent
for it. However, Carnun omitted certain important protections in his teachings,
leaving Borvo defenceless. Quickly, Borvo changed into something else. He is half
shadow and half Dukzarist. Cold like midnight, he is capable of obscuring the truth
and revealing secrets. His shadow half often does not stay contained within his
body, travelling outside to experience light and life with its icy probing fingers.

Strength
7

Dexterity
6

Intelligence
8

Power
8

Life

100

Default

UNSEEN STRIKE - [Dex] v [Dex*], Damage [Str]


Attack one PC. The PC rolls twice for defence and must take the lowest result.

Special

SHADOW SOUL - [Int] v [Pow], Damage [Pow]


If a PC attacked Carnun last round, attack one such PC and, if successful, the PC is unable to
attack Carnun next round. Borvo may not attack a PC that is targeted by Litavis Desperate Oath.

Penalty

BROTHERLY HATE - [Dex] v [Dex*], Damage [Str]


Perform Unseen Strike on Carnun. If done three times in the combat, Carnun destroys Borvo
before he can make the attack.

34

LITAVIS
Litavis was a capable summoner with a good heart. Her ever present familiar, was a
beautiful white deer. All this changed when she tried to summon Carnun from his
imprisonment. Though the seals put there by the Iron Circle resisted, Carnun was
able to ride the energies and corrupt her familiar. Her familiar was made monstrous
and she was forced into isolation as she could not bear to be parted from it.
Despairingly, she has become Carnuns slave, living without hope of his promise to
undo the harm caused. However, her service has twisted her beyond all hope.

Strength
4

Dexterity
7

Intelligence
8

Power
9

Life

80

Default

FAMILIAR THROWS OPPONENT - [Dex] v [Dex], Damage [Str+Pow]


Attack one PC and, if the PC is hurt, choose a second PC. Both PCs loose  and she may ignore
the first 10 damage inflicted on her by those PCs on their next round.

Special

DESPERATE OATH - [Dex] v [Dex], Damage [Str+Pow]


If a PC attacked Carnun last round, attack one such PC and, if successful, the PC is unable to
attack Carnun next round. Litavis may not attack a PC that is targeted by Borvos Shadow Soul.

Penalty

FREEDOM BORN OF BETRAYAL - [Dex] v [Dex], Damage [Str+Pow]


Perform Familiar Strike against a PC or Enemy (players choice). If done three times in the
combat, Carnun destroys Litavis before she can make the attack.

35

MICCOLO
Miccolo, a black winged Ebudan, was a retainer of Eva and brother of Rasaphel. He
acted as Evas sword and struck down those that needed to be removed in order to
implement her plans. He burns with an unfulfilled rage at not avenging Eva, but he
was bound by her last breath not to do so. He looks now to Molly to see if she will
fulfil her mothers role and overcome her human frailty. He holds little hope given
the disdain he holds for Aidan and humanity in general. They are weak and Eva did
not deserve to die for them.

Default

AVENGING STRIKE [8] v [Dex], Damage [8].


Attacks Jarl.

Special

BLACK WINGED ASSAULT


If Jarl, Molly, Wren or Eolan is defeated, he ceases his Avenging Strike grants Molly (or another
PC if she is defeated)  every round.

36

RASAPHEL
Rasaphel, a white winged Ebudan, was a retainer of Eva and brother of Miccolo. He
acted as Evas shield and protected those that she needed to survive the
implementation of their plans. He blames himself for not protecting Eva from Jarl on
that fateful night. He has come to despise Jarl and all his kin - Brooke, Aidan and
Wren. For Ebudan, the sins of the father and the sins of the children and
grandchildren. They deserve no second chances for what they have done. He will
not let others suffer from the same hesitation that cost him one he loved.

Default

PROTECTING STRIKE
At the start of each round, Brooke loses 10 Life and .

Special

WHITE WINGED ASSAULT


If Brooke, Molly, Wren or Eolan is defeated, he ceases his Protecting Strike and grants Molly (or
another PC if she is defeated)  every round.

37

PLAYER
CHARACTERS

38

WREN
You were adopted by Jarl when you were still a baby, whilst he was a soldier on
campaign. He took you in and protected you. Despite dreaming that he might
actually be your grandfather, you have never felt that you truly belonged to his
family and deep down you know it would be a lie. Something has never been quite
right with you. You were plagued by night terrors when you were young. Though the
idea fills you with fear, you have an urge to travel and see the world.
You grew up with Molly, your adoptive sister, in the village of Jaderiver. The town was much too small for your
antics. Molly was the noisy one, taking the lead, but you always quietly supported her and were as much to
blame as she was. You love the village and take particular joy in spending time in the graveyard. Oddly, this was
the playground for both you and Molly, even if the sight of her parents headstones sometimes made her sad.
Jarl has done everything he could to look after you, but he never took an interest in you like he did Molly. He
was strict and often distant. You understand why he does this, you arent his daughter, but it has made growing
up hard as you are without loving guidance. This only got worse when Molly left for Archangel to join the
Imperial service. You now look after Jarl, in his old age, but you feel truly alone.

JARL
Jarl is your adoptive grandfather. He had a long and prestigious military career and you suspect
that he thinks back on those days wistfully. Though you love him and he loves you, your
relationship has never been a close one. Something keeps you apart.
MOLLY
Your adoptive sister and your closest friend. It broke your heart when she left a year ago and
you hope that you will soon be able to follow her to Archangel. The two of you are quite
different in personality but you are the perfect partners in crime.

Energy



Strength
4

Dexterity
6

Intelligence
6

Life

70

SWORD STRIKE - [Dex] v [Dex], Damage [Str].


Attack one target.



UNKNOWN POTENTIAL - [Pow] v [Pow]


Attack one target and, if successful, the opponent is Hindered.



DESTINY DEFENCE
Ignore all damage from one attack. The cost is spent next round.

Power
7

GO WILD (may be used more than once per round)


Any other action such as moving, speaking, using an item and gain +1 to a roll this round.

39

40

41

42

WRENs
WREN s REVEALS
CARNUN IS YOUR FATHER
The shadow that haunts your dreams has finally revealed
itself. You have never met your father, but you know this to
be true. You can feel him under your skin and in your soul;
in all those dark moments which you try and forget. Who
else knows? What does this mean? What plans does your
father have you?
You feel different. The knowledge has brought change in
you but the extent remains veiled. There is potency within
you now and it makes your head swim. Your thoughts drift
to Kyan. There is something about him which fascinates
you, Is it because of your heritage?

Energy





Str
5

Dex
7

Int
6

Pow
8

Life

90

SHIELDING STRIKE - [Pow] v [Str], Damage [Str]


Attack one target and, if successful, that target must attack you next round.
DESTINY DEFENCE
The cost of this action is increased.

BROOKE IS YOUR MOTHER


The one person who you missed most in your life is your
mother. Now you know who she is, and you suspect that the
deterioration of her memory is somehow your doing. She
gave you something when you were born to protect you,
something she could not afford to give. She deserves better.
Why did Carnun do this to you both? Who could have
stopped it?
Standing here, you feel a sirens call in your heart when you
look at Kyan. You know now with certainty that you are
destined to be together. Somehow, your souls are unfinished
and only together will you find true happiness. A happiness
that would heal all the wrongs, if only you can make it
happen.

Energy





Str
7

Dex
8

Int
7

Pow
10

Life

100

TRUE LOVE
You call forth Kyans soul and Kyan PC may perform Momentary Resurgence.
TRUE HERITAGE [Dex] v [Dex], Damage [Str+Pow]
Attack one target and, if successful, the target is Hindered.

43

JARL
You are an old man with a past full of regrets. You were once a soldier and had a
glorious career. But what did any of it actually mean? It meant being left with two
wayward granddaughters and a deep suspicion that you have not been a good
grandfather to either of them. Every time you have tried to make up for what you
have done, you have only ended making matters worse. Perhaps the growing
distance between you is a good thing in the long run.
Your house in Jaderiver is one of the few places you find comfort. You decorate the place with memories pictures of Mollys parents, Aidan and Eva, and your old armour and sword from your soldiering days. It saddens
you some times that there is so little there for Wren. Since you adopted her, her past has eluded you.
You have spent the autumn years of your life learning to improve yourself; channelling your inner strength that
served you so well to commit violence in your youth to other purposes. You hold a deep suspicion for the
Empire and it agents from your years as a soldier. You remain vigilant to protect Wren and Molly from any
threats that comes calling.
Despite your fears, you felt you had little choice but to send Molly to Archangel to train in Imperial service, using
you previous status as a soldier for the Empire as leverage. You sense in her a great potency that you do not
trust yourself to foster. Since Molly left you feel half complete. You worry about her daily. She has the worst
judge of character of anyone you know, blast her.

MOLLY
You know that you favour Molly over Wren. You have more connection to her and
correspondingly feel more obligation to her. Plus she is such a vibrant soul, just like her mother.
You never visit the graves of Mollys parents anymore, preferring to focus on the living.
WREN
You decided to take responsibility for Wren when she was just a baby. She is a wonderful girl,
but somehow it is not enough. Something about her troubles you and you want to protect and
guide her, but find any attempt to do so only pushes her away.
BROOKE
Brooke is your daughter. You havent seen her since close to when Molly was born. You had
hoped that she would have helped you raise Molly. Instead, she has grown up not knowing her
aunt. Maybe Brooke could also have helped with Wren too.

Energy



Strength
5

Dexterity
5

Intelligence
8

Power
6

85

MESMERSING KATA FORMS - [Int] v [Pow]


Attack one target and, if successful, the target takes [Pow] damage and is Hindered.



REDIRECT THE FLOW


Inflict half damage that you suffer on the attacker until your next round.



REED BENDS IN THE WIND - [Int] v [Dex], Damage [Str+opponents Str].


Attack one target. Then, take damage equal to their [Dex]+[Str].

Life

GO WILD (may be used more than once per round)


Any other action such as moving, speaking, using an item and gain +1 to a roll this round.

44

45

46

JARLS
JARL S REVEALS
YOU WERE THE EMPERORS WORD
Your career in the military did not end with soldiery. You
once held the position of Emperors Word, a unique
position that had status with the Emperor, the Church and a
secretive organisation called Tol Rauko that was responsible
for preserving Gaias supernatural history. It was a position
from which you could have made a real difference.
That is, if you hadnt blown it. During the heat of battle with
dark forces, you came across a beautiful woman. You
suspected she was a demonic agent sent to thwart you and
you struck her down. Your suspicions proved false and you
quickly understood that you had acted from your own
shame and rage. Her blood is on your hands.

Energy




Str
6

Dex
6

Int
9

Pow
6

Life

90

WHIRLWIND PALM - [Dex] v [Dex], Damage [Str] for each


Attack one target three times, but the target only rolls one defence roll.

YOU KILLED EVA


This is the secret that you have held in the darkest parts of
your heart. In your youth, you agreed to give Carnun the soul
of one of your descendants in exchange for power and glory.
You were young and never considered you would have
children. You never thought it would come to this.
On the night when Carnun came to collect Molly, you
refused. Carnun revealed to you that Mollys mother was not
human. You thought she had tricked you and awash with fear
and shame, you struck her down. It was only then you
realised that though Carnun was right, Eva was an angel sent
to protect your family from Carnun. You failed her, Molly,
yourself, everyone. This whole mess is your fault.

Energy




Str
8

Dex
7

Int
10

Pow
5

Life

95

PROMISES MADE
You may take all damage taken by Wren, Molly or Brooke onto yourself from one hit. The cost is
spent next round.

47

MOLLY
You grew up in Jaderiver under the watchful eye of your beloved papa, Jarl, and
your quiet but somewhat devious adopted sister, Wren. You look on upbringing as a
happy one. Sure, you wish your father and mother, Aiden and Eva, were alive, but
you took comfort from the many pictures of them in Jarls house, visiting their
graves in the local graveyard and knowing that they loved you very much. There
were moments of sadness but Wren was normally quick enough to make you smile
or laugh.
Jarl and Wren never really got on. He told you he adopted her after finding her stranded as a baby on a
battlefield when he was a soldier. This rift did not matter as you acted as the glue between them. This was the
reason why leaving Jaderiver a year ago was so hard for you. You knew you would leave a hole.
Thanks to Jarls recommendation, you travelled to Archangel and joined the Knights of Heaven Order. Upon
meeting Eolan, your captain, he aroused feelings in you that you have never felt before. He remains standoffish
but you sense he is aware of your attraction to him. Your last year has been like a whirlwind. You have been
fighting the minions of a being called Carnun and were shocked to find that Wren was his target.
EOLAN
It makes you feel silly, as you are not someone who ever believed in love at first sight, but you
dont know how else to describe it. When you saw him, you felt an undeniable connection. You
have tried to admit this to him but he has gently rebuffed your every attempt.
BROOKE
Brooke is a powerful warrior but a loose cannon. You know that she has some relationship with
Eolan, but you cannot work out what it is. Its almost as if she doesnt know either. They share a
familiarity but it seems out of place. Seeing it makes you sad for some reason.
KYAN
Young pup! Though he hates it, you tease him terribly. Then again he is the only junior in your
team. You think he understands that it is good natured. His relationship with Eolan, his father, is
complicated. You want to see them do better, perhaps that would make your life easier too.
JARL
He is your papa and you love him dearly. He has been a father and a mother to you, in the
absence of both. You know that he not proud of his life and that is why he is not as open as he
could be. But his heart is in the right place and he would do you no wrong.
WREN
Sister and fellow conspirator, Wren is your closest friend. You know she looks up to you as an
older sister, but if truth be told you often relied on her more than she did you. You are
desperate to prevent Carnun doing anything bad to her.

Energy


Strength
5

Dexterity
8

Intelligence
5

UNARMED STRIKE - [Dex] v [Dex], Damage [Str].


Attack one target.

ACROBATIC LEAP (may be used more than once per round)


You may reroll one defence roll. The cost is spent next round.




Power
7

Life

70

TEMPLARS ICY BLADE - [Dex] v [Dex], Damage [Str+Pow].


Take [Pow] damage. Attack one target.
GO WILD (may be used more than once per round)
Any other action such as moving, speaking, using an item and gain +1 to a roll this round.

48

49

50

MOLLYs
MOLLY s REVEALS
BROOKE IS YOUR AUNT
An aunt? Aidans sister? The revelation is a total surprise.
However, it fills you full of joy to have more family. Though
you have had your doubts with Brooke in the past, she is a
powerful person and knowledge of a familial connection
with her feels like it adds a piece to the puzzle of your life.
You know that there is power within you beyond what is
natural. Perhaps, this will help you explain that.
But what about Eolan? If Brooke is your aunt then should
you back off? You suspect that you cant, so does this mean
talking to Brooke? The way she looks at you fills you with
dread and the prospect is not something that you look
forward to at all.

Energy




Str
6

Dex
8

Int
5

Pow
8

Life

80

GUARDIAN ANGEL - [Pow] v [Pow]


If an Enemy makes an attack against a PC, you can force them to change target to another PC of
their choice, if successful. After the attack, the Enemy is Hindered. The cost is spent next round.

YOUR MOTHER WAS AN EBUDAN


With the tragedy of her death revealed, you feel shock. Your
beautiful mother; an angel. That is what has lain within you
from the beginning. So much has been lost as your time with
her has been robbed from you. And why?
The look on Jarls face says it all. Though Carnun had a hand
in creating the act, Jarl committed it. He didnt need to and
yet he did; out of his own shame. How could he? These are
not matters which he should have had any say in. It would
have been better if he had just left you all alone.
Deep within you, you feel the beautiful wings of your mother
start beating.

Energy




Str
7

Dex
8

Int
6

Pow
10

Life

90

DIVINE BREATH - [Pow] v [Pow]


If a PC is defeated last round, you can, if successful, restore the PC to Life equal to 10 times the
amount you beat them by and reduce their Energy by  permanently.

51

EOLAN
You are a captain of the Knights of Heaven Order and you carry a heavy
responsibility; both to support your team and also to stop your enemies. Carnun has
long haunted your life and you are one of the few that know the full depths of his
depravity and deception. You must not fail and you must stay ever vigilant.
Though at times it causes you additional stress, you surround yourself in people you
care about. You ask that they help you fulfil your obligations, and in exchange
promise to look after them. However, you do have a tendency to let your feelings for them get in your way.
They are such vibrant and wonderful people, how could you not lose yourself in this way. They are the reason
you strive to victory.
All three members of your team hold a special place with you. Kyan, your son, is destined to continue your
legacy and you have brought him up to hunt the supernatural. Brooke is someone you care about. You cant
help but feel responsible for her lost memories as you are now her only connection to life. Molly is new. She is a
good solider and you feel something for her. You fear that feeling. You have been in love once before and it
did not end well.
KYAN
Your son. You are incredibly proud of him. However, your relationship is not a good one. He
doesnt share your empathy for people and is obsessed with the supernatural threat. He even
tried to warn you about Brooke. If only he could learn how to love, it would do him much good.
BROOKE
A companion from the past, now broken and lacking in memory. You know your meeting her is
not by accident. Like she has a connection to Wren, who is Carnuns target, somehow. You are
the only one who has the opportunity to try and make Brookes life as best as it can.
MOLLY
Molly is like a breath of fresh air. After years of darkness fighting supernatural enemies, she has
filled your life with light. She is the reason why you do what you do. If you could only admit your
feelings to her in a way that would not see you both hurt.
WREN
Carnun wants her dead. You know little about her other than that. She is likely to be powerful,
even if that power has not yet manifested. You dont trust yourself to guide her, given how
much you hate Carnun. Best leave that to one of the other team members.

Energy


Strength
6

Dexterity
6

Intelligence
10

Power
8

SWORD STRIKE - [Dex] v [Dex], Damage [Str].


Attack one target.

ARMOUR (may be used more than once per round)


Reduce damage for every attack against you by [Str] until your next round.




Life

90

COMMAND
Give a PC  on their next round.
ROYAL SHIELD
Use [Int] for your defence rolls (even if noted as otherwise) for the remainder of the combat and
loose  in your next round.
GO WILD (may be used more than once per round)
Any other action such as moving, speaking, using an item and gain +1 to a roll this round.

52

53

54

EOLANS
EOLAN S REVEALS
REVEALS
BROOKE HAS CHANGED
You know that Brooke is Jarls daughter and Mollys aunt as
you knew Brooke before she arrived in Archangel. You were
Brookes secret lover but your relationship was ill fated.
Back then you were disguised so Jarl will not recognise you
and Molly was too young to remember you. You left her to
continue your hunt for Carnun as you felt that you put
Brooke in danger. When she appeared in your life again
years later, she had changed. As feared, you had somehow
exposed her to a taint that seems to have devoured her
memory and who knows what else. Even Kyan sensed it and
you angrily dismissed his concerns for fear that he may
discover your fault in the matter. You hope that reuniting
with Jarl and Molly may heal her. But you are concerned it
might make things worse.

Energy


Str
6

Dex
6

Int
10

Pow
8

Life

95

YOU ARE A SYLVAIN


You are a Sylvain. You have lived for hundreds of years and
were born beyond the boundaries of Gaia. Your ancestors,
the Iron Circle, were the ones who imprisoned Carnun and
you were entrusted to act as his gaoler. However, you are the
last Circle member.
In a previous battle with Carnun, you met Brooke and fell in
love. It was the most exquisite experience. But your love
blinded you and Carnun took advantage of it. He stole Brooke
from you in a way that you could never forgive yourself. You
abandoned her.
Fuelled with hate, you sired Kyan and magically infused him
with the hate for Carnun that poisons your soul.

Energy


Str
7

Dex
8

Int
11

Pow
9

Life

100



ARCANE ATTACK - [Int] v [Dex], Damage [Pow].


Attack one target and, if successful, you may use Arcane Attack against the same target next
round at the cost of .



CALLING NATURES SPIRIT - [Int] v [Str]


Attack two different targets and, if successful, they are Hindered. For each target so Hindered,
choose 1 PC to gain  for their next round. You lose  in your next round.

55

BROOKE
There is not much to tell about your life before now. You have no memory of it.
Your life, as far as you remember, began around ten years ago when you arrived in
Archangel. You met Eolan and he was kind enough to take you in. Your growing
power was obvious even then and Eolan was quick to recommend you into the
Knights of Heaven Order. You know he had to fight to get you in, as many were
concerned with your obvious problems. You didnt really care for the role either but
accepted as a thank you to Eolan.
The intervening years have been good. Though you still have issues remembering things, you manage to retain
memories most of the time due to the repeated interaction with those who are in your team. You feel indebted
to Eolan. He is a good man, though you think he cares a little too much. You do not get on with his son Kyan,
and the feeling is mutual. Kyan looks at you like he does at one of the teams unnatural quarry. Molly is new to
the team. She is bubbly, vivacious and she makes you smile. She makes you wonder of the things you no longer
remember and this makes you a little resentful of her.
Recently, your team has been encountering the minions of Carnun, a powerful demon, looking to kill an
innocent girl called Wren. You have travelled to her village, Jaderiver, to escort her safely back to Archangel.

EOLAN
He is your team captain and he treats you kindly. You see him looking at your sometimes when
he thinks you arent watching. His face is so sad and reflects what you have become. You feel
like there is a hole in you. You are wandering this world like a wraith.
KYAN
You want to like him for the sake of Eolan, but you feel sorry for him. You see the hate that lies
in him, thanks to Eolan pushing him so hard. It will twist him and it already has. You suspect that
he has taken actions against you behind your back. One day, he will come to call.
MOLLY
Molly irritates you but you understand that you are being unfair. She has everything you want
and she seems unable to realise that. Secretly, you would likely take some enjoyment in seeing
her upset and brought down a peg, but you disgust yourself for feeling so.
WREN
Some nave kid with a nice upbringing in a little village. Carnun is probably after her because of
her pure and virtuous nature. Demons can smell that a mile away and hunger for it. She better
do as she is told if she wants to retain any resemblance of her perfect life so far.

Energy

-

Strength
9

Dexterity
6

Intelligence
5

Power
4

Life

100

IGNORE PAIN
Ignore lost  and instead take -2 per  ignored to all your rolls in your next
round.

SPEAR STRIKE - [Dex] v [Dex], Damage [Str].


Attack one target.

ARMOUR (may be used more than once per round)


Reduce damage for every attack against you by [Str] until your next round.

GO WILD (may be used more than once per round)


Any other action such as moving, speaking, using an item and gain +1 to a roll
this round.

56

57

58

59

BROOKEs
BROOKE s REVEALS
EOLAN WAS YOUR LOVER
Putting on your old clothes fills you with comfort and you
feel snatches of memory begin to return. When you arrived
in Archangel all those years ago, it was you who sought out
Eolan. He was shocked to see you because he knew you.
It all starts to come flooding back in. Eolan was your lover.
He did something to you, or he failed to prevent something,
that caused you to change and lose your memories. And
when you needed him the most, he abandoned you.
You feel no remorse any more for what happened. Only
emptiness deep down inside you. Was something taken
from you? Was it precious? Why cant you remember?

Energy




Str
10

Dex
7

Int
5

Pow
3

Life

100

BANSHEE WAIL - [Str] v [Str], Damage [Str+Pow]


Attack one target. All other PCs and Enemies take damage equal to your die roll.

CARNUN IS THE FATHER OF YOUR CHILD


At seeing Eolans true form, your past floods into you, one
last time. Eolan was your lover. He knew of Carnun and the
threat he presented but he failed to protect your family.
Mollys mother, Eva, was murdered at Carnuns behest. In
your grief, you thought Eolan came to comfort you. But it was
Carnun. If only Eolan had told you the truth, it may never
have happened.
Your coupling resulted in Wren, your daughter. His soul
passed into her and all you could do to stop it corrupting her
completely was to give her yours as well. You are without a
soul and that has made you monstrous. What did Eolan do?
Nothing. He abandoned you both and passed his hate on to
his son, Kyan, damning him forever also. If Eolan had stayed,
perhaps you could have forged Wrens salvation together.
You now feel a hunger; a mindless urge to reclaim what was
yours.

Energy




Str
11

Dex
7

Int
3

Pow
1

Life

120

BLOOD CONNECTION - [Dex] v [Dex], Damage [Int]


Attack one PC and, if successful, that PC may spend  to heal another PC an amount of Life
equal to the amount they suffered. The cost is spent next round.
LURE OF THE BLOOD - [Dex] v [Dex], Damage [Str]
If not spent, you must attack Wren.

60

KYAN
You are the son of Eolan and, at the age of 16, you are one of the youngest Knights
of Heaven Order. This fact fills you with pride and is a testament to your unswerving
dedication to destroying that which you hate the most - the unnatural. However,
this does not seem to be shared by your father, who is also your captain. Though he
has always supported you, he has this annoying way of overlooking you. He doesnt
seem to notice your efforts and you have stopped seeking his attention.
This culminated five years ago when you noticed that Brooke seemed to possess powers that were disturbingly
like those of the monsters that you hunt. You saw her for her true self that day. A monster in the empty shell of
a woman. Somehow she had managed to wheedle her way into your fathers care and he was blind to her
manipulations. To Brookes credit, you dont think she is a knowing agent of evil, but that doesnt make her any
less dangerous or disgusting.
Molly recently joined your team and initially you had a crush on her. She was two years older than you and
beautiful. It was a nice feeling and the first time you felt that way. But she constantly hassles you and worse yet
seems to be all moon-eyed about your father. What the Hell, gross!
Your team has recently been in conflict with a group of monsters under the command of Carnun. It has led you
to a rescue mission of a young woman called Wren, who apparently is Mollys stepsister or something. Could
you be cast in a better light? Hopefully, Wren is nothing like Molly though.

EOLAN
Eolan has brought you up to be the perfect monster hunter. You have seen great evil
perpetrated by things not human and have a burning hatred for the unnatural. You have taken
this mission as your own and will continue to kill all that threatens humanity, no matter what.
BROOKE
A monster in your midst or perhaps a victim of them turned against her own kind. Either way,
you dont trust her and cant see why anyone does. She will endanger those you care about in
time and you will be ready to deal with it and anyone who stands between you and her.
MOLLY
She is like an annoying sister. Why doesnt she see you for who you are? At one time, you had
hoped that she would be your girlfriend but now you know she will be just a friend. An annoying
friend. Ah well, it would have likely only served as a distraction anyway.

Energy


Strength
6

Dexterity
7

Intelligence
6

Power
6

SWORD STRIKE - [Dex] v [Dex], Damage [Str] (may be used twice per round)
Attack one target.

ARMOUR (may be used more than once per round)


Reduce damage for every attack against you by [Str] until your next round.



Life

80

FATHERS GUIDANCE (you must remind Eolans player of this action at the start of the game)
If Eolan is present, he can choose to make you reroll any attack or defence roll. The cost is spent
next round.
GO WILD (may be used more than once per round)
Any other action such as moving, speaking, using an item and gain +1 to a roll this round.

61

62

63

KYANS
KYAN S REVEALS
YOU LOVE WREN
You have saved a beautiful girl from a horrible monster.
Does it get any better than that? Shes perfect. You may
seem like you are gushing but underneath it all you know
that this has real meaning. You would feel foolish to say it
but maybe you were even destined to be together.
Her presence has awoken something inside of you. You
remember hearing stories of heroes becoming stronger
protecting those that they loved. You just have to not spoil
it. You dont know how she feels, so you need to take it
slowly. She seems friendly, but the last thing she wants is
some needy boyfriend. Prove yourself to her. Be mindful of
what she is going through. Make her smile.

Energy




Str
7

Dex
8

Int
6

Pow
8

Life

90

KNIGHT PROTECTOR
You may take all damage suffered by Wren from a single attack. Wren gains  on her next
round. The cost is spent next round.

YOUR FATHER IS A DEMON


You fall into the pool; dead. The reflections in the water show
you one last truth. Your father was a demon. He stained your
soul with his own hatred of Carnun. Your life is a lie. You have
spent your life murdering the very thing that you are.
You see Wrens fading silhouette above the surface of the
water. You know why you love her. She is the same as you
and you are the only two like this in the entire world.
Destined to be together forever doesnt even cover it.
As you fade, you feel Carnun grab the hatred that is wrapped
around your soul. He uses it to pull himself out of his prison
toward Wren. NO! He will not use you so, he will not

Energy
-

Str
-

Dex
-

Int
6

Pow
11

Life

Default

STRUGGLE TO LIVE - [Pow] v [Pow]


Once per round, attack Carnun and, if successful, Carnun is Hindered and you may reroll your
next roll to attempt Momentary Resurgence.

Special

MOMENTARY RESURGENCE - [Pow] v [Pow]


After Wren uses True Love to call forth your soul, you may attack Carnun and on your third
successful use of this action your soul gains control of your twisted body from Carnun.

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