Shattered City - Core Book

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The lands have been fragmented by a crystal crashing into the planet long ago, bending the laws of physics and tearing continents away. Major factions include houses, guilds, and heroes that inhabit the borderlands.

The story is set on the planet of Icaion, whose lands have been fragmented by a giant crystal that crashed into the planet in the distant past.

A giant crystal smashed into the planet at a terrifying velocity long ago. When it broke apart, the crystal fragments rained down and ignored the planet's gravity, bending the laws of physics and tearing continents from the crust.

EXPLORE AND REBUILD A

LAND SCARRED BY WAR


CREATORS OF THE MYSTHEA UNIVERSE
LEONARDO BERTINELLI, ALESSANDRO VERACCHI

DESIGN SENSITIVITY CONSULTATION


DOUGLAS SANTANA MOTA, MINERVA MCJANDA JAMES MENDEZ HODES

ADDITIONAL WRITING ILLUSTRATIONS


HELEN GOULD, THEA DON-SIEMON, KIRA MAGRANN TRAVIS ANDERSON, EREN ARIK, RYAN HENNESY

EDITING LAYOUT AND PRODUCTION


REBECCA CURRAN MINERVA MCJANDA

PLAYTESTING
ERIK CROSSLEY, ANGHARAD CROSSLEY, GEORGE SHARP, DAVID MORRISON, HELEN S, ANGEL GARCIA, BECKY ANNISON, ARTHUR DE ANDRADE,
BETO RODRIGUES, GUSTAVO TENÓRIO, TARCIO MARTINS, RAMON MOURE, THALLES ZABAN, THIAGO ROLIM AND FRIENDS.

© SEPTEMBER 2020, UFO PRESS LIMITED. © 2018 TABULA GAMES.


AUTHORIZED ADAPTATION. USED WITH PERMISSION, ALL RIGHTS RESERVED.

PRINTED IN THE UK BY BIDDLES BOOKS LTD

UFO PRESS PRODUCT NUMBER: UFP0201

ISBN: 978-1-8381947-0-3
INTRODUCTION

THE REBEL UNDERGROUND 52


THE TOWER OF VILLOS 55
THE UNTAMED CLAN 58
THE VERDANT PRIESTHOOD 61
GUILD PLAYBOOKS 64
VARORIN, GUILD OF MERCHANTS 64
CHAPTER 1: VOLAREES, GUILD OF NOBLES 67
KAETUR, GUILD OF SOLDIERS 70
THE FRAGMENTED LANDS OF MYSTHEA LUSMA, GUILD OF FAITH 74
MAGISTA, GUILD OF SCHOLARS 78
A CITY IN A SHATTERED WORLD 6
HOW TO USE THIS BOOK 8
TALES OF THE DULKODEL WAR 10

CHAPTER 4:
HEROES OF THE DULKODEL WAR
CHAPTER 2:
HEROIC DEEDS IN A FORLORN LAND 85
RULES OF THE BORDERLANDS COVENANTS 89
HARM 90
BASIC RULES 14 ROLES 91
BEGINNING YOUR GAME 16 GEAR 92
KNOW YOUR AGENDA 21 THE PEOPLES OF MYSTHEA 96
A COMPENDIUM OF FACTORS 22 HERO PLAYBOOKS 103
MOVES IN PLAY 24 THE AWOKEN 104
THE CHIMERA 107
THE FIREBRAND 110
THE IMMERSED 113
THE MARTYR 116
THE PROWLER 119
THE SENTINEL 122
THE SINGER 125
CHAPTER 3: THE STORYTELLER 128
THE SURVIVOR 131
LEADING HOUSES OF THE BORDERLANDS THE TOILER 134
THE VAGABOND 137
HOUSE MOVES 31 THE VETERAN 140
POLITICS AND LOYALTY 34 THE WARDEN 143
STRATEGIC RESOURCES 36 THE WARLOCK 146
HOUSE PLAYBOOKS 39
THE ARCHITECTS OF THE LIVING CITY 40
THE CRYSTAL-CROWNED 43
THE ORDER OF KYRADAR 46
THE REMNANT CONSPIRACY 49

2
CHAPTER 5: CHAPTER 7:
THE CHRONICLES OF MYSTHEA STORIES INSCRIBED IN CRYSTAL
STEPPING IN, DIVING DEEP AND RISING ABOVE 153 LEGENDS OF THE BORDERLANDS 196
COHORTS 154 THE QUIET ARTS OF QOAM 199
A HERO’S FATE 155 BLEEDING MAGIC 201
CRISES: BLOOD, SWEAT AND TEARS 158 OTHER MYSTERIES 202
THE BROKEN WARRIORS 160 OUR GREATEST CREATIONS? 203
THE EXILED MARCH 161 THE HARMONIOUS ARTS 204
THE FEAST OF ASHES 162 QOAM CRYSTAL CULTURES 205
THE HEALER’S CRUSADE 163 WAR IN A WORLD OF MAGIC 209
THE POISONED LAND 164
THE WATERS OF LIFE 165
THE TURN OF THE WHEEL 166
WONDERS 167
THE BASTION 169
THE CRUCIBLE 170
THE GREAT BINDING 171
THE GOLDEN AGE 172 CHAPTER 8:
REVOLUTION! 173
THE VERDANT DEFIANCE 174 THE WILD LANDS OF MYSTHEA
TARTARUS 175
A WANDERER’S JOURNAL 214
A HUNTER’S BESTIARY 216
THE CREATURE ORACLE 224

CHAPTER 6:
ARCANE DESIGNS
APPENDICES
DECIDE YOUR MOOD 178
GUIDING LIGHTS 179 APPENDIX 1: A QUIET GRIMOIRE 228
TRIGGER REACTIONS 181 APPENDIX 2: THE LONESOME ROAD 231
ACCOMMODATE YOUR PLAYERS 183
PLAYING THE OCCUPIER 184 INDEX 237
TELL YOUR STORY 185
MENACES WE FACE 186
EXAMPLE FLASHPOINT: THE REVOLT 192

3
CHAPTER 1
THE FRAGMENTED LANDS
OF MYSTHEA

IN THIS CHAPTER:
A CITY IN A SHATTERED WORLD 6
HOW TO USE THIS BOOK 8
TALES OF THE DULKODEL WAR 10
CHAPTER 1: THE FRAGMENTED LANDS OF MYSTHEA

THIS IS A GAME OF WEIRD GEOMANTIC FANTASY


Welcome to the planet of Icaion. Perhaps, millennia ago, it was a peaceful and beautiful
land. We’ll never know – when a giant crystal smashed into the planet at a terrifying
velocity, it changed everything. A thousand fragments of that crystal rained down
across the planet, ignoring the gravity of the planet as they followed their own strange
rules of magnetism.

This web of alien energy bent the laws of physics across Icaion, unleashing countless
inexplicable anomalies and tearing crystal-pierced continents away from the crust and
up into the sky. Evend more insidiously, a blanket of mist and clouds spread across the
surface of the planet, strangely opaque to all senses and bringing with them flesh- and
mind-warping ambience.

Your story takes place on the continent of Mysthea, pulled above the clouds by the
many crystal shards piercing it and brought into orbit with the largest of the shards that
pierce that planet – the Henakor. In the eons since the impact, life adapted to this new
environment: all creatures, from simple beasts to the land’s sentient peoples,
developed an instinctive faculty to attune with this alien crystal – called Qoam – and
move the shards telekinetically. Some creatures evoked that alien ambience to develop
even stranger powers, while others showed a debilitating sensitivity to it and fled its
insidious touch.

THIS IS A GAME OF EMPIRES


As new forms of life emerged, so too did new civilizations.
First small communities, then many diverse city-states, and
finally great and terrible empires. At the point your story
begins, two powers have devoured all other nations and now
wage war on each other for complete command of Mysthea.

In the continent’s frigid north is the Empire of Kitrea. This


land is ruled by adepts of ambience, shaper monks who
reshape conquered cultures like a gardener pruning bonsai
so that their festivals and social rituals empower the Kitrean
heartlands and twist ‘volunteers’ into weapons of war. Their
conquered peoples are nominally free to rule themselves,
but their dreams and imaginations are chained.

At the continent’s southern edge is the city of Ilvash,


bathed in the warmth of the Henakor and capital of the
Kingdom of Ahatils. King Retudran Ahatils may be the
nominal ruler of this land, but for the past century he has
spent his time at the head of conquering armies –
constantly chasing greater glories, while delegating the
stewardship of his conquered lands to five rival guilds. As
the King amuses himself at the war front, the guilds extract
wealth and lore and labour from their captive provinces,
using it all to fund the opulent wealth and political games
of the elites in the capital.

6
THIS IS A GAME ABOUT REBUILDING
AIn theWAR-SCARRED CITY
years when an uneasy truce held between Kitrea and Ilvash, Montara sat
stubbornly in the borderlands between them – a fiercely independent city, home to
a patchwork of communities and faiths and cultures. Then that peace broke.

When Kitrea conquered Montara, their cruelty, corruption and neglect left deep
wounds. When Ilvash deposed the Kitreans as occupiers, they deepened those
wounds and inflicted fresh ones. Now the war front has pushed onwards, and one
of Ilvash’s guilds left behind a faction from their ranks to rule Montara.

You play heroes from the factions within Montara fighting for their lives, their
community, and their freedom – or perhaps one of you is playing a scion of that
occupying guild, trying to satisfy their masters back home while keeping the city’s
population subdued.

As flashpoints threaten to set the city ablaze, as you fight to pull down the
occupying forces or work within their systems to earn yourself prosperity, as you
work with the others to find moments of beauty and hope, what sort of community
will you build? And what mysteries of Mysthea will you uncover along the way?

7
CHAPTER 1: THE FRAGMENTED LANDS OF MYSTHEA

Chapter 1: The Fragmented Lands of Mysthea is what you’re Chapter 6: Arcane Designs is the Game Master’s
reading now. Read on for a run-down of the rest of the book, companion. Here you’ll find advice on building a Mood,
ideas and inspirations to draw on, and scattered stories of Guiding Lights to help you make decisions from moment to
the recent history of your city. moment, and Reactions you use to manage the pacing of the
game and push players towards interesting decisions. You’ll
Chapter 2: Rules of the Borderlands describes how you play also find guidance on accomodating players and running an
this game. Here you’ll find a run-down on the Powered by the engaging campaign, building menaces to trade cutting
Apocalypse engine Shattered City runs on, procedures for words with socialites and fierce blows with warriors.
setting up your game and getting started, a list of Factors
you’ll be using to add life to your map of the city, and an Chapter 7: Stories Inscribed in Crystal delves deep into the
example of play showcasing the game’s rules. setting of Mysthea. You’ll find reports on the continent’s key
places and the most important events of its recent history.
Chapter 3: Leading Houses of the Borderlands introduces the You’ll read an in-setting perspective on the Qoam arts – their
faction-scale level of this game. In this chapter you’ll learn many uses, their eldritch side-effects, and the remaining
how Houses make their mark on the world with Decrees and mysteries that still linger around them. You’ll find a range of
Endeavours; how you track the shifting web of influence, crystalline cultures, showing the ways this power has been
alliance and conflict between them; and how they gather and utilised by peoples across the borderlands. And finally, we
exploit Strategic Resources to pursue their agendas. You’ll present factors to consider as you tell a story of crystalpunk
also find our House Playbooks – 13 different factions to make warfare, clashing empires, occupied cities and desperate
your own, whether they be long-established organisations, refugees.
children of the war, or the occupying Ilvashan Guild.
Chapter 8: The Wild Lands of Mysthea introduces you to the
Chapter 4: Heroes of the Dulkodel War covers the main stars wonders and horrors of bizarre wildlife of this floating
of your saga – Heroes rising from the ranks of your Houses continent. In this chapter you’ll find a guide to the many
to change the fate of this city. You’ll learn about the Moves different environments of this world, dangerous Horrors and
that govern how Heroes take action; the crystal-manipulating terrifying and cataclysmic Titans – along with guidance on
Qoam Arts they can draw on; the Covenants that give them how to create new monsters to feature in your campaign.
strength and support; the Roles that describe their arc
through their House’s ranks as they gain experience; and the Finally, we end with our Appendices. A Quiet Grimoire serves
Gear that helps describe their capabilities. You’ll also find 15 as reference and inspiration, showing what feats masters of
Hero playbooks to guide your character’s history and the Quiet Arts can accomplish with sufficient aid and foci.
abilities, including Bold and adventurous champions, The Lonesome Road adapts the rules of this game to suit a
Civic leaders and veterans, and Uncanny wielders of the single player, with tweaks to game setup and an Oracle to
strange forces of Mysthea. introduce unexpected rewards and complications.

Chapter 5: The Chronicles of Mysthea introduces rules you


can use to guide the arc of your campaign. Rules to help you PLAY AIDS
Dive Deep into the actions of Heroes during a flashpoint, and To play this game, you’ll need:
Rise Above back to the City phase when it’s done. A simple
Cohort playbook, so that players can act as a Hero’s ◊ At least two six-sided dice per player.
supporting cast if that suits the game’s flow. Rules for your ◊ Playbooks and rules handouts, in PDF or printed out.
Hero’s fate – either a Coda describing their retirement, or ◊ A place to draw your city map that everyone can access –
their ascension to act as an independent Champion. a blank sheet if you’re playing in the same space, or an
Crises that the whole city must pull together to face, lest online drawing program/whiteboard.
Montara crumble. The Turn of the Wheel, rules to describe
how your city grows and changes over multi-year timeskips. We also offer a range of play accessories – a dry-erase city
And finally, grand Wonders your Houses can craft to change map, cardstock dry-erase playbook handouts, Factor and
the city for generations to come. Strategic Resource card decks and more. Visit
ufopress.co.uk/mysthea to find out where you can get them,
and download handout PDFs!

8
HOW TO USE THIS BOOK

Final Fantasy (Video game). So many games of this series


INSPIRATIONS focus on arcane crystals, cruel empires and heroes searching
The world of Mysthea is full of enigmas, marvels, and for freedom that it’s hard to pick one. We’d suggest 6, for its
incredible magic, often with strange and evocative terms tale of a cruel empire exploiting primal forces to fuel their
attached – but your group has the final authority on what conquest of a fantasy land – or 14, to experience nations
features in your world and what all of these strange terms truly trying to recover from a comprehensive calamity while still
mean. You may find that few fantasy tropes have a straight 1:1 having to contend with the eldritch plots of a hostile empire
translation into Shattered City, but despite Mysthea’s and their own callous treatment of ‘beast’ races.
strangeness its peoples are human and their conflicts should
have clear and dramatic stakes. To help you out, here are The Banner Saga (Video game). Refugees desperately travel
some works whose tales could easily play out in Shattered City across an increasingly war-torn land as primal forces change
– adapted for this weird fantasy setting, of course. in cataclysmic ways. This game deftly matches the human
drama of your heroes and the people they must protect, and
Rome (TV show). Rome displays the ground-level life and high- the unfolding mysterious of this world.
level schemes at the center of a grand empire. Veterans
building new lives, callous nobility, slaves from far-off lands, A WORD FROM THE AUTHOR
priests of imperial and taboo faiths – all could live in Montara. Here we are! I honestly thought this would be a
simple job. We had the Mysthea board game’s visual
The Witcher (TV show). Grand empires clash. Powerful identity, lore, and art, and Legacy: Life Among the Ruin’s
magicians grasp the very threads of fate. And in the ruleset, which matched the concept perfectly. Quick and
background mundane people try to live their lives, calling for easy, right? But between that early March 2018, to our
a strange mercenary to protect them from monsters and campaign one year later, and now, my life changed
curses. Like Geralt, your heroes are exceptional people, but dramatically. And I got back to my wandering ways,
not so exceptional that they can ignore the needs and travelling here and there for six months, trying to find
demands of the people around them. And not so exceptional myself in new vistas, new smiles, new hopes.
that they can set themselves against nations and empires And when I finally decided to go back “home” (was
and hope to survive – at least, not without aid. there any?), the Covid-19 pandemic struck.
I don’t know if it was chance, fate, or zeitgeist that
Vikings (TV show). This vaguely historically accurate show guided the creative process. But I always wanted
is a great depiction of the journey your Hero might take over Shattered City to balance the scenario’s intense
the course of your game – starting as a humble farmer, weirdness with very human challenges, relatable and
becoming a warrior, and then a leader and finally crafting familiar. Also, I wanted a game of memories and
their own dynasty to reshape the fate of the world. meaningful relationships. Of action tempered by
tolerance, in spite of all the mistakes of the past. And of
Avatar: The Last Airbender (TV show). As in Mysthea, the heroes that healed, rebuilt and led much more than
supernatural is commonplace in the world of Avatar. The killed and plundered. Sounds tailor made for the world
control of elements a martial art, a cultural tradition, and a we want (and need) after the Great Lockdown, right?
sacred act. And still this show grounds its events in human All this is to say the game demanded more time and
drama: the ambition of empire, the plight of conquered and words to grow, evolve, and mature than we all expected.
persecuted peoples, and the way that times of war can force We obliged, of course. Now it’s done and I am very proud
well-meaning and peaceful people into tough choices. In of it, and I have so many people to thank it all for!
particular, seek out The Promise, a comic set after the TV First, thanks to each member of our team for their
series that delves into questions of loyalty and nationality in talented contribution! How often have Travis’s and Eren’s
communities that have existed under occupation for artistic visions blown me away? How delighted I was
generations and are now freed. with Kira, Helen, and Thea’s creativity and depth in their
essays? What about Leonardo’s incredible last-minute
Stalker (Film). Watch this because it’s a moody and addition of a Monster Oracle? And how can I ever thank
reflective masterpiece of cinema. But also watch this to see Mina enough for her support and belief in this project?
a veteran guide lead outsiders into an ruined land where On a personal sphere, I would like to thank Arthur, not
miracles may happen, easily ported into the ambience- only for hosting me for much of the critical creation
twisted battlefields of the Dulkodel War. process, but even more for our (very) late chats in the
kitchen. Besides that, the usual thanks to my big sis,
Annihilation (Film). An expedition travels into a terrifying this time for convincing me my literary voice was strong.
realm where the landscape and its creatures are in constant, And to many other friends whose enthusiasm was vital.
twisting flux. One by one, the members of the expedition find
themselves tested, changed, transformed by this place, in a Thank you all, my dear Covenants!
journey that is by turns beautiful, unearthly and terrifying. Douglas Mota.

9
CHAPTER 1: THE FRAGMENTED LANDS OF MYSTHEA

THE CONQUEST OF MONTARA But here, in Montara, the War was surely over when the
A Montaran elder remembers… Guilds of Ilvash marched in. Some see the Ilvashians as
liberators from the Empire, other as much needed clients…
I remember when you could see the Five Islands in our many more, just as another invader. It’s hard for us to look at
blessed clear skies. They are still there, I swear; way above them eye to eye. We all did many terrible things to survive, to
the everlasting mists and clouds, orbiting the Henakor. Some be here. And we all know that winners, losers, and victims
say we conjured this never-ending storm from the depths in must learn to pick up the pieces and move forward. We just
our first battles against the Kitrean Empire. If that’s true, it don’t know how. Maybe your venture will help? Or maybe
didn’t help us… we lost our independence anyway. you’ll provoke our lords and masters into inflicting further
ruin on poor broken Montara…
My heart bleeds to see our proud city changed so in a mere
lifetime – from a thriving and independent community to this
fractured and conquered ruin. Nonetheless, our people THE VENTURE’S CITY
survived… and adapted. As long as we paid our taxes and The elder rambles on…
placed their icons across our city, the Imperials would keep
their distance – as if our defeat and weakness were The City is not the same it was, but I remember its former
diseases they might catch. Their disgust was hard to bear, glory well: its gardens, plazas and wide streets. Some
but it still meant a form of freedom for us, the conquered. mornings the city also remembers, trying to rebuild itself
Life was harsh but bearable. when no one is looking. It never does a good job. Too much
has changed, I guess. The first thing you’ll notice on your
Until the fateful day we first saw a Boulron, sinuous and arrive is the great Infrastructure Collapse. All that defines a
elegant, wandering our streets in silent contemplation. There civilised city lies in ruins: aqueducts and reservoirs, broken
were legends of the Reapers, sure. But never more than and possibly poisoned by malice or neglect; sewers all but
rumours of battlefield hauntings, and omens of dire tragedy. failed and festering in the open; roads, bridges and streets
That enormous creature just spent the day there in our main bearing the scars of battles and spiteful vengeance.
square… patiently waiting. The memory still gives me the
chills. That was the day we heard that the Kingdom of Ilvash
had declared war on our occupiers. A war to unite the lands
FACTORS IN FICTION
under a single rule, a final war, the Dulkodel War. Soon, the Expressions in bold refer to Factors – markers on the
Ilvashian armies rose like a tide, its waves hammering our map significant to the rules and the fiction. Factors can
walls, day after day eating at our defences and dragging into be placed anywhere; their location here is only an
its depths all who dared to resist its pull. example. See p. 22 for more details.

But the Empire simply refused to yield, no matter the cost in Not that the people have fared any better, even if we bear the
lives and pain. Foreigners from every other city-state of the marks of sorrow and pain with practised indifference. And if
Empire came to die in our lands, in our streets, the senseless our amputated limbs, burnt faces and broken skulls don’t
bloodshed only delaying the inevitable. Maybe our City was keep you awake at night, the anguished screams of broken
a symbol of the Empire’s conquering might – too beautiful, minds surely will. The War scarred much more than stones
old and rich to be relinquished. We were caught between two and flesh: it defiled our people’s very soul. Some have
grinding stones which would not stop until we were dust. decided to join the rank of predators and killers – each of
And the Reapers, they were everywhere! these Sinister Hearts have their own hunting methods and
chosen prey, but all bring back the worst horrors of War to
But right when we thought Kitreans would rather sacrifice us the City’s dark streets. And as much as we would like to
all than admit defeat, they finally retreated in shame. The blame their madness on magic and ambience, we know that
War passed us by and moved on to further fields, raging on our weakest souls may simply have been poisoned by all
and on, escalating into atrocity and genocide. One can only these years of violence and loss and suffering.
wonder what kinds of horrors Kitreans are ready to endure
and inflict as their sacred homeland is invaded, as their If this the City has a soul of its own, it too was twisted into a
capital is besieged. And what terrifying weapons King restless nightmare by the Qoam Arts unleashed during the
Ahatils will demand the Ilvashans unleash… siege. On the site of the fiercest battles toxic ambience
infects the mind with wicked thoughts, fuels Echoes that
mindlessly repeat their dying actions, and warps flora and

10
TALES OF THE DULKODEL WAR

fauna in alien shapes. It’s not unusual for people to grow When we first arrived, this valley was crisscrossed by Trade
strange in these Forbidden Loci, under the watchful Arteries, full of refugees coming and going… not knowing
guidance of once-humans mutated beyond recovery by where was safe to flee to. A sight of misery I’d rather forget.
ambience. The plans of these Dark Forces may make no Those roads now lead to ghost towns, overtaken plantations
sense to us, but their power is real and their numbers are and crumbling manors and fortresses. Some farmers cling
despairingly high. to their land even while nations clash. They starve and
freeze, surviving on whatever was left by hungry and greedy
Still, the worst is yet to come, you know? Vermin, weakness, soldiers from both sides. How long do you think it took until
and filth are feared heralds of Dreadful Plagues that may they to decided to claim by force and guile whatever they
finish what the War started, killing our City and leaving only could? These Vicious Outlaws wouldn’t know how to adapt
a necropolis in its place. Influential voices in Ilvash have to civilisation again even if they tried. Do not interact. And if
suggested razing the City to the ground and simply relocat‐ you engage, do not pursue and show no mercy, regardless of
ing us. I hope those in your Venture can see that for all its their age. We call them Dulkoldel’s children, born and raised
wounds and traumas, there is much in Montara worth saving. in the War… vicious creatures, the lot of them!
After decades in this painful crucible, gold shines defiantly
through the dirt and the sorrow: selfless and fearless Our scouts report more disciplined patrols closer to the
leaders, movers and creators, true Jewels of History! And ruins. We expect Masterless Warriors: deserters, yes, but
what of our children, these Treasures of Hope, who might organised, equipped, and trained. They usually seek the
one day build a new world free of empires and kingdoms, wealth and luxury they were denied before, in their own
where Montara can be free once more? lands and during service. If we present a difficult target, they
won’t start a fight, unless provoked. However, there’s no
telling how these bastards would react in case of a last
THE BORDERLANDS desperate Imperial Push. Give them no quarter during
A Kaetur Ranger drills another crop of green recruits… battle, and spare them your wrath only as long as you see
them killing Kitreans.
Citizens, listen up! You are about to enter no man’s land. Fail
to obey my every word and you will die. It’s that simple. Do Don’t look so surprised, citizen! The War is far from over. And
not stray off our planned route. Ever! Even if you hail from we all know that if the Empire somehow manages to marshal
these lands, these Hostile Grounds have acquired a taste for their last forces, Montara and the Barcada’s Pass would be
our chaos and violence. their obvious targets – to encircle our armies and cut our
logistics support off.
Over the next three days we will cross Barcada’s Pass – a
Perilous Path that has cost us as many lives as any battle. And while we battle, Arcane Horrors ancient and new stalk
Imperials crashed a sky-island there to cover their retreat, of these lands. We’ve heard reports of Olynthos, an Onygauros,
all things! The crystal walls expanding from the outer scouring what is left of Barcada in a grim harvest for its
perimeter can still cut off our advance, so we need to collection – do not interact, especially if it takes an interest
proceed with haste. We expect heavy automata resistance, in you. And if the worst comes to the worst and we need to
but unless we face a shard storm, arboreal mists or some retreat, avoid the woods at all costs – they hunger, and brook
other Weird Weather, the upper hand is ours. Just, for all that no intruders. In these ruined wilds, Mysthea truly seems to
is sacred, do not manifest Qoam arts unless instructed. reject humanity. But these lands are ours, by will of our great
These lands are broken to the core. and glorious King, and we won’t give them up without a fight.

A CITY BY THE BORDERLAND


We chose Montara, guarding the winding pass to the mountains that once divided the world, as the landscape to ground
our ideas and concepts. Your group will define much of the City’s story in game setup (see Chapter 2), and define the
city’s epithet – Montara the Serene, the Frigid, The Everlasting, etc – as a symbol of how you made it unique and yours.
But nothing stops you from picking another city from the vast frontier, such as:
Aqshal was simply too rich and gentle to remain free. A once vast metropolis, its flooded plains fed the world, while
its great river kept trade alive… at least until the War claimed everything for itself.
Villos-on-the-Edge almost broke the Kingdom all by itself! Surrounded by beautiful (and very defensible) hills, this
storm wracked city on the edge of the continent defied all attempts of conquest.
As a holy symbol and pilgrimage site, Qlys was a trophy no side wished to lose. Unique in Mysthea, it is blessed by
upward rain that comes roaring from the chasm at its centre, which many believe ends deep in the Storm below.

11
CHAPTER 2
RULES OF THE BORDERLANDS

IN THIS CHAPTER:
BASIC RULES 14 A COMPENDIUM OF FACTORS 22
BEGINNING YOUR GAME 16 MOVES IN PLAY 24
KNOW YOUR AGENDA 21
CHAPTER 2: RULES OF THE BORDERLANDS

Welcome to Shattered City, a tabletop roleplaying game of Sometimes events in the ongoing conversation will activate
conflict, community and mystery in a fantasy city torn apart a discrete chunk of rules (called a move) that guides the
by war. Together, your group will build your own version of story based on the player’s dice rolls, choices or established
Montara – its wonders, its peoples, and its wounds. Then fictional circumstances. Each move has an in-fiction trigger:
you’ll play to find out what happens: how the different this is something your Hero or House has to do in the story
factions pursue their own vision for the city, how Montara for those mechanics to kick in.
rebuilds from ruins or suffers further under the heel of their
occupiers, and how your own individual characters find joy Moves are there to say ‘this particular thing is worth
and wonder, pain and strife in this city in the borderlands. spending screen time on’ – you can work great changes in
the fiction without triggering moves by making clever use of
Most of your group will take the role of particular agents in details that have already been established. If someone’s
your story – powerful Houses in Montara’s society, and already offered to help, you don’t need to roll Negotiate; if
Heroes from their ranks. One of you will likely take the role you’ve positioned a wooden palisade between yourself and
of the Game Master (GM). The GM is there to keep track of an enemy, you don’t need to roll Resist Danger to avoid their
the setting, provide resistance and challenge to the Houses arrows. Other times you may want to use a particular move,
and Heroes, and make sure all the players get an equal but be unable to. If you’re in a bad situation – say, tied to a
chance to shine. They’re also there to portray non-player chair with your hands behind your back – your ability to hit
characters (NPCs) – the Heroes’ allies and rivals within their your moves’ triggers will be severely limited.
House and across the wider world. They voice these NPCs in
conversations, and give the story a supporting cast. Simply put: everything in the game starts and ends with the
details you’ve established together.
It’s a role with a different set of responsibilities, detailed in
their own chapter of this book. The GM is the game’s
facilitator, managing the story’s pacing and making sure the TRIGGER SPECIFICS
rules and procedures of the game are followed. If you’d like Some moves are actions: you describe your hero or
to run this game but aren’t comfortable keeping all the rules house performing the trigger, and then work through
in your head or making the real-world arrangements of the move’s mechanics. For example: Assault (p.92) has
session planning, it’s fine to ask for volunteers among the When you use an appropriate weapon to battle your
other players to manage those responsibilities. enemies…
For rules on how to play without a GM, see Appendix 2:
Other moves are checks; you’ll describe what you’re
The Lonesome Road (p. 231).
doing, and the GM will ask you to trigger a move to see
how that resolves. As a player, you can’t declare that
This chapter will teach you the basic rules of Shattered City, you’re triggering the move, the GM will instead tell you
and how your group can get started building your own unique when your actions in the world need you to resolve it.
Montara. For details on how Houses work, check out chapter For example: Resist Danger (p. 85) has When you find a
3. For details on Heroes, visit chapter 4. way across precarious or dangerous terrain…

THE CONVERSATION Finally, there are story moves that trigger according to the
concerns of your group’s story rather than the fiction. For
Shattered City draws on the rule design philosophy of Vincent example, The Council (p.156) has your Venture set out
and Meguey Baker’s Apocalypse World, which means that it the problems the city is facing, The Turn (p. 166) brings a
concerns itself first and foremost with the conversation that’s cycle to a close and sets up the next one, and Diving Deep
happening at the table. This is a roleplaying game: a (p. 153) sets up an adventure for your Heroes to go on.
conversation between the players and the GM, working
together to build a story and see what happens to the world. Remember that you can always advocate for the story
Most of the time you’ll be talking without using any rules. The you want to tell. If you really want to use a check move,
players describe the actions their characters or families are tell the group that and work with them to make its
taking, the GM describes how those actions change the trigger happen. If you want to use an action move but
situation, and the conversation continues. don’t quite see how to make its trigger fit in this
situation, ask the others for their perspective. You’re
all in this together as storytellers and audience both.

14
BASIC RULES

THE GM’S REACTIONS


The GM doesn’t make moves, but instead has
reactions. These are specific ways to guide Shattered City’s focus on the conversation, with other rules a temporary break from
the story towards Shattered City’s themes and the story you’re telling, means the flow of play is a little different from traditional
create a fun experience. The GM never rolls roleplaying games.
dice, and instead uses reactions in response
to the players’ actions: when a player rolls a 6 Here’s a flowchart to help guide you through this flow at the table:
or below, when everyone looks to them to say
what happens next, or when the players do T�� C�����������: GM and players discussing what’s happening now, the
something with already established facts of the scene, the reactions of their characters etc.
consequences (a ‘golden opportunity’).
A player describes an action their Players look to the GM to see
Each GM reaction is a way of raising the
Hero or Guild is taking. what happens.
stakes, shaking up the situation and
providing adversity. Check out Chapter 6 to
see more details on these.
Has it been established that this
action would have immediate Yes
MAKING YOUR MOVE repercussions?
Moves vary in complexity. The simplest
don’t have any sort of dice roll or choices;
they just state that this fiction trigger will No
lead to this outcome. Others give you
choices, or use dice to make the outcome
less predictable.
No Is this a move?
When a move uses dice, you’ll be told to roll
+Stat. This means you take two six-sided Yes
dice, roll them, and add the total to the stat
indicated.
Is there a roll?
A 6 or lower (6-) is a miss. The GM makes a
reaction, adding complications to your life.
No Yes
A 7 or above is a hit. You’ve succeeded, at
least partially:
Roll the dice.
◊ A 7-9 is a partial success. You don’t
succeed fully, or maybe there’s a cost.
7 or above 6 or below
◊ A 10 or above is a full success. You
succeed with style, and maybe learn
something about the world.
Make move result choices.
Some moves give you hold. This is a
currency you hold onto to spend on move-
specific effects, and it’ll normally expire at GM makes a reaction, following
the end of the current situation. Ground the results in the fiction.
their agenda and principles.

ADVANTAGE AND DISADVANTAGE


When you roll with Advantage, roll all the Sources of Advantage will specify Also, note whose dice got the lowest
relevant dice and pick the highest two. which actions they apply to, and if and highest numbers, to determine
When you roll with Disadvantage, roll all they ever run out. Fleeting Advantage fictional consequences based on the
the relevant dice and pick the lowest is a special case that simply boosts move used (see Support on p. 33 and
two. Advantage and Disadvantage dice the next move it’s relevant to, and then Aid on p. 89).
cancel each other out on a 1-to-1 basis. goes away.

15
CHAPTER 2: RULES OF THE BORDERLANDS

To play Shattered City, you’ll need at least 3 players, one of


whom takes the GM role: managing the fiction, describing IMPERIAL RULE
the world’s response to the player’s actions, and helping The first step is to work through the Kitrean occupation. How
adjudicate rules. You’ll also need copies of the House and did they rule, and what crimes did they commit?
Hero playbooks, the basic moves handouts, the Borderland
sheet and at least two six-sided dice. Choose two of the following, and answer the linked
questions. For each question, mark a point on the city map
Here’s how to get started: and describe a particular moment where the answer to the
question became clear.

Cruelty kept the conquered in line. Harsh and public


punishments lasted long enough to break witnesses as
Discuss the sort of tones and themes you’d all like to deal much as the victims. Pain was a given and life had
with in the game. Shattered City is a war story in a weird absolutely no value under their yoke.
fantasy setting. You can have a story with as much violence
and depravity as the earliest seasons of Game of Thrones, or How did even the kindest Kitrean hurt the Montarans
the violence and raw passions of Vikings, but is that what they tried to help or support?
your group wants? We’d recommend you discuss a general
age rating for the game – if it was a series, would it be How did the Kitreans twist Montaran observances?
whimsical, “clean” and family-friendly (The Shannara What punishments were reserved for those who dared
Chronicles, Final Fantasy); a more mature and grittier drama practice the old ways?
(Marco Polo, The Banner Saga), or restricted (HBO’s Rome,
the Dragon Age trilogy)? Some Montaran folk collaborated with the Empire,
wielding the lash against their compatriots. How did
Beyond that, if there’s a specific topic you don’t want to they fare when the Kitrean regime collapsed?
address in the game, let the others know. Be willing to accept
others’ requests too – you’re all here to tell a story together, Corruption ate away the Empire’s soul, leaving a callous husk
and that works a lot better when you know and accept each in its place. The Kitreans would ignore their own laws and
others’ boundaries. It’s helpful to set up an anonymous way treaties, accept (and even demand) bribes, and shamelessly
to collect lines (topics they don’t want to even exist in your luxuriate in the opulence stolen from their subjects.
story) and veils (things they don’t want to see onscreen).
Also, encourage an environment where everyone is Who among the locals most benefited from the
empowered to ask that a particular thing not happen or be endemic Imperial corruption?
reversed; formal safety tools like the X Card (tinyurl.com/x-
card-rpg) or Script Change (briebeau.itch.io/script-change) How did the Imperials prey on the City’s poorest?
are great for this.
Which jewel of Montaran infrastructure was rendered
useless by rampant corruption?

Negligence towards their subjects was a constant. The


To play through this saga, you’ll need a map of Montara and Kitrean occupation had no care or concern for their citizen’s
its surrounding lands. You’ll build this together now. A blank well-being, seeking only to strip this place bare and send its
piece of paper is fine, or a shared online whiteboard if you’re people to die in the war.
playing remotely. Sketch out the rough shape of the city;
you’ll want it to take up the majority of your map, but leave Which district burned down after harsh crackdowns on
room around the edges for landmarks in the borderlands. famine-fuelled riots?
Mark out which direction leads North (to the front lines), and
which leads South (to the Kingdom of Ilvash). Where are the few remaining sources of potable water?
How long do people have to walk to reach them?
If you want a starting landscape, you can use the map
shown on this book’s endpapers, available separately Did any conscripted Montarans return from the front?
as a free download on ufopress.co.uk/downloads. How had Kitrean war-arts twisted them into better
soldiers?

16
BEGINNING YOUR GAME

Magista, the Scholars. Montara has much to teach Ilvash:


THE KINGDOM’S ARRIVAL Magista are here to seek out its secrets, plunder its tombs,
The Kitreans were pushed out, and replaced by a Guild – one and exploit its technologies to benefit only the Kingdom.
of the five great powers of Ilvash, sent by the Kingdom to
occupy this city and direct it towards Ilvash’s aims. Magista pushed the Kingdom to war, hungry to acquire
the Empire’s superior and exotic arts. Now, Montara is
Your first and most important decision is: who will play the where Magista teases apart Kitrean wonders and hosts
Guild? The city’s occupying government might be controlled captured or defected mystics.
by a player, or left in the hands of the GM. If a player takes
the reins, they should be comfortable playing an antagonist The Kingdom was unprepared for the Empire’s terrifying
for the other players, and a source of problems for the city. arts. In Montara, Magista desperately searches for
countermeasures, and experiments on mutated and
If you want your game to focus on the squabbling rulers twisted veterans of the front.
more than the Venture, very little will break if you have
multiple Guild players. Just be sure to negotiate Guild Magista’s marvels gave the Kingdom the confidence to
player duties between them. crush their outdated rival, and now they are
industriously warping Montara with their terrifying arts.
However you play it, your choice of Guild determines the wounds
Montara bears and the challenges your Venture will face. Varorin, the Merchants. War and occupation have left the
Pick one of these options, choose which way their presence people of Montara hungry, needy, desperate. Varorin can sell
here has reshaped Montara, and mark your map them everything they lack, and get rich in the process.
accordingly.
The war devastated Montara’s economy, leaving only a
Kaetur, the Soldiers. The army that crushed the Kitrean basic barter system between survivors. For citizens to
occupation, and the city with it. Now Montara is an pay the Kingdom’s taxes and buy imported goods, they’ll
important stopping point for soldiers on their way to and have to do what Varorin wishes to earn Kingdom scrip.
from the front lines, and bored, wounded, and disillusioned
soldiers fill its streets. The local trading cabals were able to make themselves
useful to both sets of occupiers. Now Varorin is
Imperial forces razed the city in their hasty retreat, and forming these cabals into an oligarchic council – under
the occupiers were able to march in glorious and Varorin oversight.
unscathed.
Smugglers and black marketeers have profited hugely
A fierce block-by-block battle devastated the city, and from the occupation. Between the tightly-regulated and
the occupying forces claim that Kitrean saboteurs still limited Varorin markets and the cutthroat underworld
lurk in the shadows. markets, Montarans face hard choices.

A lengthy siege broke the city, and the occupying forces Volarees, the Nobles. Ilvash prides itself on its ruling
are hardened and battle-scarred. classes’ nobility. Volarees is here to lead Montara, to inspire
them, to make Ilvash’s legends Montara’s legends and bring
Lusma, the Priests. Ilvash worships the Henakor, and Lusma their laws and social mores into alignment with the
is here to make sure Montara does too. They’ll divide Kingdom’s.
Montara along lines of sacred and profane, and twist
ambience towards the Henakor’s will. Before the Empire, Montara was ruled by scheming
nobles surrounded by opulence. Now, Volarees present
The war was a holy crusade against the heretical themselves as a caring and populist nobility in touch
Kitreans, and Lusman zealots are now here to root out with the common man.
all traces of Kitrean philosophy.
Before the Empire, Montara was ruled by a council of
The war caused great misery across the Borderlands, oligarchs, landowners and capitalists. Now, Volarees
and Lusma views their presence here as a humanitarian present themselves as a virtuous and mystical nobility,
intervention. exalted by their birth to stand above the common man.

The war birthed countless heresies and abominations, Before the Empire, Montara was ruled by enigmatic
and caused many Ilvashans to doubt their faith in the priests of a bloody-handed cult. Now, Volarees present
Henakor. Lusma will make this city into a new cathedral, themselves as publicly accountable law-bringers,
a beacon to comfort believers and terrify apostates. judges here to settle long-lasting grudges.

17
CHAPTER 2: RULES OF THE BORDERLANDS

Most of you in the group will control a House: a faction Each non-GM player takes a different House playbook,
within Montara, significant in this story thanks to a wealth of unless they’ve already decided to play a Guild. Then each
resources, mystic lore, strong social support, or something player goes through these steps:
stranger. Your particular House playbook will give particular
options for the role you play in the modern society of 1. Pick Stats. Your choice says something about the world:
Montara, and your choices as a group will shape the city your when you pick a stat array, read its description to the
story is set in. group. Guild stats have been set by the decision you
made in Step 2.
Together, the Houses you create will form a common 2. Pick Traditions. These give you an idea of their style, their
Venture working to bring great changes to Montara. You may organisation, and how new members enter the House.
not always be allies – you might even end up going to war – 3. Pick a Doctrine that suits your overall philosophy.
but the other player Houses are your peers in the Venture and 4. Decide on your Loyalties. Each House represents a
the factions whose actions you will be most concerned with. grander movement within Montara, and gains benefits
from their role in the city’s web of loyalties. Ask questions
This book presents eight different House playbooks, represent‐ of the other players to decide your starting relationships,
ing different forces trying to survive and prosper in Montara: and then see what benefits those relationships provide
you with. Guilds instead track their relationship with their
◊ The Architects of the Living City, builders and mystics masters in Ilvash, losing power as they push for
and urban physicians seeking to heal this metropolis. independence.
◊ The Crystal-Crowned, Montara’s ancient and immortal 5. Choose Resources. Your resources say what advantages
ruling class seeking to restore the authority the Empire your House starts the game with, and what things they
took from them. desperately need.
◊ The Order of Kyradar, monster-hunters facing down city- 6. Pick House moves. Note your Alliance and Conflict Moves.
ending threats so that no other community will face the You also get a Core Move and one free choice of another
same fate as their homeland. House Move. Note that Endeavours (�) take one of your
◊ The Remnant Conspiracy, Kitreans left behind when the limited stock of Decrees to use, while Reactions (�)
Empire retreated, trying to survive and claw out their own passively augment your actions.
place in Montara. 7. Finally, note the character section: your Heroes can take
◊ The Rebel Underground, an ideological movement an Inheritance Move from the options provided, and outfit
tending to the citizen’s ills and fighting to restore liberty. themselves with your House’s Assets.
◊ The Tower of Villos, agents of a criminal network selling
addictive and memory-infused crystals across the Now that you know your House’s ideals, strengths, and
borderlands. position in Montaran society, give them a name and
◊ The Untamed Clan, a loose-knit group of rural hunters, introduce them to the group.
scavengers, farmers, and artisans who know this territory
better than any others. House playbooks that nobody’s using are a good source
◊ The Verdant Priesthood, chimerical fusions of flesh and of inspiration for the GM. Use them as the seeds of non-
vegetation gathering enchanted seeds and growing player Cabals competing with the players.
wonders from them.

18
BEGINNING YOUR GAME

DISTANT LANDMARKS LOCAL KNOWLEDGE


Now it’s time to make the setting yours. First, you’ll make Next you’ll flesh these locations out. Go around the table,
basic sketches of the key locations on your map. Keep the with each player in turn assigning one of these aspects to a
fine details of these locations vague, for now. Monument or Landmark. Do four rounds of this, until each
player has assigned one of each aspect.
CITY MONUMENTS
Each player rolls twice on this table. Take it in turns to draw ◊ A Political Nexus: A GM-controlled Cabal is deeply rooted
a mark of the generated location in your city until everyone in this location. If you created any in Step 3, they’re valid
has drawn two, and add embellishments as you wish. selections for this, or you can create a new one.
◊ A Scar of the War: This location is ruined, a sad reminder
Roll 1 Roll 2 Location of all that was lost to the War. Pick out a Wonder (p. 167)
1 School, academy, training hall. that might work to heal this scar.
◊ A Haven: A well-preserved, secure base for your House.
2 Luxury merchant, jeweller, apothecary.
Say what your neighbours think of you here.
3 Foundry, warehouse, counting-house. ◊ An Impending Threat: Choose or randomly select a
1-3 Factor (p. 22) tied to the location. Even usually-benign
4 Market, city farm, festival grounds.
Factors will be a sign of trouble to come. Event Factors
5 Garrison, gang HQ, internal barricade. will be in the process of unfolding or come to pass soon,
at the GM’s discretion.
6 Hospital, herbalist gardens, asylum.
1 Lodging house, cafe, tavern. If multiple aspects are assigned to the same place, combine
them to give the location depth, and avoid being
2 Watchtower, city walls, outer moat.
overwhelmed by too many fronts. Likewise, a single Cabal
3 Palace, grand tower, sky island. may claim many Landmarks. These grander factions will
4-6 have more resources, and play a larger role in your scenario.
4 Courthouse, prison, execution square.
5 Stables, harbour, tunnel entrance. Finally, give Montara its epithet and discuss its history and
style. For example:
6 Temple, monastery, holy site.
◊ Montara the Serene, a temple-city that drew pilgrims up
BORDERLANDS LANDMARKS into Mysthea’s mountains in the years before its holy
Next, each player rolls twice on this table. As before, take heights were desecrated.
turns to draw each location in your map’s outlying areas. ◊ Montara the Bountiful, the breadbasket of the
Roll 1 Roll 2 Landmark Borderlands. Its river-fed plains were endlessly fertile and
its metropolis was proudly cosmopolitan, but the war
1 A howling chasm leading deep beneath. tainted its rivers and razed its farms.
2 A fertile plain long used for farming. ◊ Montara the Lasting, built strong and solid to withstand
the storms blowing in from the continent’s edge – and
3 A field of bridge-linked floating islands. pick through the valuable flotsam the storms bring.
1-3
4 A fungal grove in a sacred cavern.
5 A hollow hill, once a monster’s lair.
6 A grand bridge crossing a mighty river.
1 An active volcano and a destroyed estate.
2 An inn pinned to a crucial crossroad.
3 An inverted skyborne crystal mountain.
4-6
4 A fortress-guarded mountain pass.
5 A deep river or placid inner sea.
6 A wild wood warped into sentience.

19
Each House has one member the game pays special attention To make your Hero, follow these steps:
to: your Hero, chosen to deal with the House’s current
tribulations. This nomination may be formal or informal: it’s up ◊ Pick Stats. Your Hero’s proficiency with their moves.
to you if your prominence was granted, earned, or stolen. ◊ Pick Particulars. How your Hero appears to the world.
Also decide on your Ancestry (see p. 96).
Each non-GM player takes a different Hero playbook, picking ◊ Pick Covenants. Your bonds with the other Heroes.
from one of these categories: ◊ Pick your Relic. Follow your playbook’s instructions to
decide on the form of the Qoam shard that lets you
Bold heroes are troublemakers, using their skill and might to channel the Silent Arts – and describe a pivotal memory
change the world. firmly tied to it.
◊ Pick their Role in the House. Are they a Leader, an Agent,
◊ The Firebrand is an agitator and guerrilla, building up a Rebel, a Prophet, a Traitor, or an Outsider? Trigger the
protest movements and sabotaging infrastructure. linked Role Move to set the stage for their starting story.
◊ The Prowler is a thief, a criminal, and a ruthless ◊ Gain a Core Move and an extra Move from your Hero
scoundrel. playbook. Also pick an Inheritance Move from your
◊ The Sentinel is tough, canny, and perceptive, dedicated to House or Ancestry.
taking the blows meant for others. ◊ Finally, describe your hero to the other players.
◊ The Survivor has seen the worst this world has to offer,
and learned harsh strengths from it.
◊ The Vagabond is a mysterious loner, living a wanderer’s
life of love and revenge.
Your story starts with the first Cycle. The task of rebuilding
Civic heroes play on Montara’s social context, forming bonds this city has just begun, and many of its mysteries remain
and commanding organisations. undiscovered. You’ll make contact with the other Houses of
◊ The Immersed is a bridge between their House and the Venture, rediscover the borderlands that surround
another group, bringing the two group’s perspectives and Montara, try to prosper under the Ilvashan occupation, and
strengths to the problems they face. protect against raids from the forces of Kitrea, deserters,
◊ The Storyteller remembers the stories of the past, and and monsters.
celebrates the heroes of the present.
◊ The Toiler is a manual labourer, getting their hands dirty Each Cycle will present new challenges and opportunities,
as they and their crew pick up Montara’s rubble. starting with The Council (p. 152) where your group identifies
◊ The Veteran is a dignified and experienced leader, flanked this Cycle’s most pressing concern. As you play you’ll move
by trusted attendants. between the actions of the House at large to specific Heroes
◊ The Warden is a matchmaker and community figure, from their ranks as you tell that age’s story. Sometimes
sensing what others yearn for and nurturing connections Heroes from multiple players’ Houses will work together;
that will change the city’s fate. other times the story will focus on one player’s Hero, and
other players will pick up Cohorts to fill out the cast.
Uncanny heroes are mystics, drawing on the Quiet Arts or a
singular creation of those arts. As your Heroes work to protect their House, undermine their
◊ The Awoken is an ancient construct built by forgotten enemies, and rebuild the city, they may move between
arts, granted sentience by the crystal shard within them. different roles in their House. As they do they’ll change their
◊ The Chimera is a monster of the Dulkodel War, their House’s fortunes and gain more experience. As Heroes die
original form scarred and twisted by Kitrean experiments or step back from an active role in the House operations,
or flesh-warping weaponry. they leave behind a Memorial – a way their future House
◊ The Martyr draws power from their pain, becoming members can remember them and call on their skills.
something strange and miraculous as their wounds mount.
◊ The Singer is an artist whose passion reshapes the Quiet Once the drama of the Venture’s founding is over, the cycles
Arts into something great, pure, and beautiful. turn. You move the clock forward a significant chunk of time
◊ The Warlock delves into the mysteries of this land, walking – maybe a season, a year, even a decade. You alter the map,
strange paths and making deals with beasts and titans. adding new threats and opportunities and describing how
each House has changed in the intervening time. The game
moves back to the House level, and the story continues.

20
Chapter 6 goes into greater depth on how to run Shattered
PLAYING SHATTERED CITY City; you should read up on it between sessions, but for now
When playing roleplaying games it’s often easy to fall into here’s some principles to get you going:
safe methods of play. You act conservatively, carefully
husband your resources, and are leery of making new allies ◊ Get comfortable with the basic moves; keep an eye out
or breaking old relationships. Shattered City will work a lot for their triggers.
better with proactive players who are willing to risk ◊ Write down every detail.
everything, so here are some tips to bear in mind: ◊ Vary the time scale: sweeps of weeks and months give
Houses room to breathe, while zoomed-in minutes and
◊ Use your House to get information and set up your plans. hours give Heroes a chance to shine.
◊ Use your Hero to dive deeper into specific bits of your ◊ Turn the players’ questions back on them.
setting and seal the deal. ◊ Firmly establish each House’s Surpluses and Needs,
◊ Even if your Houses are at odds, establish good reasons strengths and failings. Ask about Surpluses to flesh out
to work with the other Heroes. the world. Push Needs to bring urgency to their lives.
◊ Think about what’s driving the other Heroes, and how you ◊ Give every Hero screen time with the other Heroes.
can build on that. ◊ Put interesting NPCs in the players’ Houses and hailing
◊ Think about what you do to help your House survive. How from other Cabals.
did that role lead to you meeting the other Heroes? ◊ Look for seeds you can use for future conflicts.
◊ Always follow the fiction. ◊ Twist their ideas by splicing them with ones of your own.
◊ Play pro-actively, act dangerously. ◊ Give them chances to pursue their objectives, with a cost.
◊ Ask questions about the world, other players’ Houses and
Heroes, and your own playbooks. Look for chances to get players to describe their House and
◊ Be willing to provide your own answers. Hero, and respond with your own ideas. Look out for
◊ Be willing to take temporary roles as supporting Cohorts conflicts and scarcities in the world for use as future plot
– and be ready to offer other people roles in your retinue seeds. Make a list of everything the Houses need, and
if they’re lacking things to do. everything the Heroes want. They can’t have those things.
Why not? And what will the Heroes do about that?

PLANNING SHATTERED CITY You’re here to keep the creative juices flowing, and to make
If you’re the GM, your job in the first session will be mostly sure people don’t fall back onto cliches. Remember that
reactive. Give the players space to fill out what their Heroes’ you’re a player too; give yourself a chance to make your own
daily lives are like, how their Houses deal with each other details and get invested in the game.
and outsiders, how the Heroes relate to each other, and how
they begin working on their Houses’ objectives.

Hero roles are a great place to start here. Pick a role within
a House that a Hero isn’t occupying, and use that to spotlight
the House’s dynamics. Here’s some examples:

◊ If they’re a Leader, give them a rebel to confront.


◊ If they’re an Outsider, show the one prophet who’s still in
contact with them and holds out hope they’ll return.
◊ If they’re a Rebel, show them an outsider to drive home
the cost of going against the flow too much.
◊ If they are a Prophet, give them a leader to sway or rebel
against, as they fiercely hold on to the status quo.
◊ If they’re a Traitor, give them loyal agents to deceive, but
also a nemesis whose defeat will justify their dirty deeds.
◊ And if they’re an Agent, make sure to show the leader that
gives them their orders.

21
CHAPTER 2: RULES OF THE BORDERLANDS

You’ll often weave specific elements into the tapestry of your Stage
tale. Here we lay their foundations in broad strokes; when ◊ Ancient Wonder: A great monument from the ancient
players insert them in the story, they’ll connect them to ongoing past, perhaps predating even the Cataclysm.
events and unveil whole new plot twists and mysteries. ◊ Artery of Trade: A route deemed safe enough to enable
regular travel and steady commerce.
Event ◊ Forbidden Locus: Where ambience poisoned the land,
◊ Cerulean Storm: The endless storm below surges up and twisting life, haunting the mind, and perpetuating the
rages all over Mysthea. anguish of death in Echoes.
◊ Dreadful Plague: A disease gets out of control and ◊ Hostile Ground: Where the harsh environment can surely
spreads like a wildfire, killing rich and poor alike. kill the unprepared or the non-native.
◊ Fateful Disaster: Lives and property are in terminal ◊ Place of Power: Where barely contained mystical
danger due to fate and negligence or malice. energies converge and overflow.
◊ Henakor Surge: Arcane forces flowing from the Henakor ◊ Perilous Path: Where the risks usually bar travel and/or
or one of the Five wash over an area, mutating flesh, bone whose destination is unknown.
and mind. ◊ Source of Solace & Beauty: A place where beauty heals
◊ Imperial Push: One more desperate Imperial offensive the soul and comforts the body.
breaches the front lines and threatens the Borderlands. ◊ Wound of the World: An erupting volcano, a Qoam meteor
◊ Vicious Outlaws: People turn their back on society and try crash site, or other cataclysm has made the land ruptured
their luck in the wilds or unclaimed ruins, resorting to and deadly.
crime to meet their needs.
◊ Weird Weather: Changes in weather dislodge the people
and beasts from a once fertile and pleasant region. FACTOR TIPS
◊ Works Collapse: Vital infrastructure is destroyed, New Factors can be added to a variety of situations – your
resulting in dire consequences. job as a group of storytellers is to tie them to loose threads
in your setting and ground these new elements in the
Personage existing fiction.
◊ Arcane Horror: Singular creatures whose alien actions
and hungers clash with the needs of your community. As a Hero, Unearth is obviously your first option, but don’t
◊ Bastion of Order: People of prestige and power, whose underestimate the versatility of Reason. The latter move in
shoulders bear the weight of the pride and responsibility particular allows you to deftly reframe the current situation:
for a people or community. use it to soften threats, find new opportunities, or link current
◊ Dark Force: Inhuman or no-longer-human organisations events to more fleshed out and familiar Factors.
that seek to overthrow or conquer the Kingdom.
◊ Icon of Old: One of those dignitaries who have shaped Houses can weaponise Factors, particularly with Conspire.
history with their might, wisdom, wealth, or sacrifice. Imagine exploiting a newly discovered Artery of Trade
◊ Imperial Judge: A representative of the greater powers without competition, because you convinced your rivals that
who seek to rule Montara, here to audit the occupation. that is in fact a Perilous Path. Or that a Bastion of Order has
◊ Jewel of History: Those of great talent and potential that a secret life as a hateful Sinister Heart. The list goes on and
could one day change the course of history. on. But both Endure and Research allow you to answer your
◊ Sinister Heart: Those whose crimes and sins whither own question by adding a Factor to the map. Don’t forget
society and present great risk to one’s life and soul. that its location on the map can provide great significance.
◊ Titanic Beast: A gigantic, semi-divine creature that no
mundane warrior can hope to fight, following its own You can, of course, make your own Factors if this list is
cryptic motivations. insufficient. To create a good Factor, be true to Mysthea lore
to build an epic tale of arcane wonders, intrigue, and
heroism. But also, be bold and embrace your group’s
unexpected ideas to create a land unlike any other.

22
A COMPENDIUM OF FACTORS

SYSTEM GLOSSARY
◊ Advantage: A bonus that means you roll three dice and ◊ Game Master (GM): The player tasked with portraying
take the highest two when resolving a Move. Can be the setting, managing the game’s pace and presenting
Fleeting or Ongoing. the other players with interesting challenges.
◊ Ambience: The terrible byproduct of Qoam manipulation: ◊ Garment: The gear worn by your Hero, with abilities
energy that mutates flesh, breaks minds, haunts locations granted by its tags.
with Echoes and shatters the landscape. ◊ Harm: Damage inflicted on a Hero, normally thanks to
◊ Armour: Protection subtracted by the Harm inflicted by a GM Reaction. Reduced by Armour.
relevant dangers. Normally provided by Garment tags ◊ Hero: A House’s viewpoint character for this Cycle.
or Hero Moves. ◊ Hit: A dice roll of 7 or more, normally meaning the
◊ Arsenal: A weapon used by your Hero, with useful rolling player succeeds. Will often further break down
properties described by its tags. into a 7-9 result and a 10+ result.
◊ Arts: A House’s store of Qoam crystals and arcane ◊ Hold: Points granted by a Move, to be spent on
technology. activating specific effects detailed in the Move.
◊ Assets: A House’s store of personal gear, Companions ◊ House: A faction active in this city controlled by a
and Transport – available to outfit their Heroes. player.
◊ Cabal: A non-player faction acting in your city. ◊ Lore: A House’s accumulated knowledge of the world.
◊ Champion: A Hero who has gathered enough experience ◊ Menace: A GM-created antagonist with their own
and prestige to act as a faction in their own right. custom Reactions.
◊ Cohort: A simplified character playbook used as ◊ Move: A parcel of rules introduced when its trigger is
supporting cast when play focuses on a particular Hero. hit in the fiction you’re telling, often involving a dice roll
◊ Companions: A small band of non-player characters or questions for the triggering player to answer.
acting under a Hero’s instruction, with strengths ◊ Miss: A dice roll result of 6 or less, allowing the GM to
according to their tags. make a Reaction.
◊ Covenant: A vital relationship held deep in a Hero’s heart, ◊ Need: A Strategic Resource a House is particularly
able to be Evoked for power, Tested, or even Broken. lacking.
◊ Crisis: A particular problem facing your city prepared by ◊ Ongoing: This source of Advantage/Disadvantage will
the GM, with escalating Reactions and a terrible continue affecting you while a specified condition is
aftermath if the Crisis is allowed to come to completion. true.
◊ City Phase: The phase of play where you tell stories of ◊ Playbook: A particular archetype of Hero or House,
your faction’s schemes and broad-scope plans. with its own abilities and impact on the setting.
◊ Cycle: A particular era in your city’s history, brought to ◊ Reaction: A response selected by the GM when a player
a close by The Turn of Cycles or a Wonder’s creation. rolls a miss, when the players look to them to see what
◊ Death Move: A Move triggered when your Hero dies. happens next, or when there’s a golden opportunity.
◊ Decree: Currency representing a House’s ability to ◊ Relic: A Qoam fragment shaped to perform particular
perform complicated actions, used to perform effects. Grants Foci to the hero bound to them.
Endeavours in the City Phase. ◊ Role: Your Hero’s position in their House, with playbook-
◊ Disadvantage: A penalty that means you roll three dice specific effects. When you change Roles, your Hero’s
and take the lowest two when resolving a Move. Can be traits improve.
Fleeting or Ongoing. ◊ Stats: Numeric traits determining your Hero or House’s
◊ Endeavour: Complex and powerful House Moves, strengths, added to the results of appropriate dice rolls
costing a Decree to use. when resolving a Move.
◊ Factors: Locations, events and people of particular ◊ Strategic Resource: An abstracted token representing
importance to your story, often tacked on your map. a commodity, group of specialists, or intangible asset
◊ Flashpoint: The part of play where you focus on your held by a House.
Heroes’ attempts to deal with a particular Crisis. ◊ Surplus: A Strategic Resource a House has in
◊ Fleeting: This source of Advantage/Disadvantage will abundance.
only affect your next roll. ◊ Transport: Gear that aids your Hero in travelling across
◊ Focus: A particular expression of the Qoam arts, used the landscape – mounts, drawn vehicles, and ships. Its
by Heroes to Manifest telekinetic effects. The more useful properties will be specified by its tags.
Foci used, the greater the effect. The available Foci are ◊ Venture: The council of Houses and Cabals working to
Potent, Swift, Precise, Wide and Lasting. shape the future of your city.
◊ Wonder: An impressive structure or history-changing
event brought about by a House’s actions.

23
CHAPTER 2: RULES OF THE BORDERLANDS

To give you an idea of what Shattered City looks like in play, If the players decide to simply press on, they’ll trigger
read on. Don’t worry if you don’t understand everything that Explore, wrapping up in one move any impact the
happens – it’ll all be explained later! dangerous tunnel journeys have on the party. But maybe
the players decide the characters proceed cautiously and
search for traps or try to avoid particular hazards with skill
HEADING UNDERGOUND and daring, triggering Resist Danger (p. 85).
Kitrean agents were down there somewhere, in the maze of
tunnels below Montara. The venture’s war party was ready There’s also a story pacing question here. The GM might
and eager to hunt, but wary of walking into a trap. Everyone want to flesh out these tunnels as an element of the world,
looked to Nimbus, the mysterious hero of the local Rebel describing ruins to Unearth (p. 85) or tunnel dwellers to
Underground – if this Vagabond couldn’t guide them there, Compromise (p. 85) with. If they decide to push the
no one else would. players towards their mission’s goal, they should still
follow their Agenda to Make the World Seem Real – maybe
GM: “What do you do?” prompting players for details of the tunnels and the
rigours of the journey, weaving these together as a
The GM and the players agree that the warparty is suspenseful build up to the Imperial confrontation.
travelling through unmapped regions, triggering Explore
(p. 87). The Vagabond’s player takes their +3 Prowess and
rolls 2d6, giving a 3 and a 4. The total of 10 is enough for INTO BATTLE
a full success! Nimbus’ player could simply state that the The party is traversing a great chasm, its walls covered in
group had reached the Imperial base, but then they would abandoned construction works, when the ambush Nimbus
have to Explore to find their way home. So they pick both: expected finally strikes. A nightmarish roar jolts them into
action as a Kitrean warbeast surges out of the darkness,
◊ Arrive at a waypoint instead of your destination, but pounding the rear of their column and pushing them to a
you will not need to Explore to travel this route in future. rope bridge. Any safety the bridge offers is short-lived as an
arrow strikes one of Nimbus’ companions in the chest.
◊ Discover a Surplus along your route, though it may be Screams mingle with the singing of a dozen more bows firing
hard to return it to your House. a deadly barrage.

Advancing at a guarded pace, the party scouts the maze for “What do you do?”
signs of the Imperials. Soon they discover a vast cellar, with
overturned tables and chairs and half-eaten meals. The food Nimbus’ player was expecting an ambush, and had a solid
hasn’t rotted, though it is cold and stale. The Imperials carried plan in mind. They tells the GM that the Vagabond will
whatever supplies they could on their hasty retreat, but left nimbly rush across the bridge, drawing the fire of the
casks upon casks of a full-bodied and sweet wine. Imperial archers. The GM says this triggers Resist Danger
– which Nimbus’ player is happy to hear with their high
GM: “What do you do?” Prowess. They get a solid 11, sidestepping the danger and
gaining fleeting advantage.
Nimbus orders the party to stop and rest – their prey is
travelling heavy and it will be better to fight them with fresh Nimbus dashes and dodges, arrows whizzing past and
forces. And the wine… well, it will fetch a fair price back in barely missing their mark. On the far end of the bridge a
town! Runners are sent to secure the trail, and ask those handful of Imperial soldiers brace to hold on the attack. The
back in town for support to clear out the cellar’s contents. Vagabond readies his heirloom sword, but they are too many
to be pushed back with mere force of arms.
The GM rewards this choice with a Barter Goods Surplus.
Besides, when they return the route will not require any Nimbus has taken the Imperial infantry squad by surprise,
further roll. But ahead, the path is not yet safe and the but the GM reminds his player that Nimbus’ arsenal tags
fleeing Imperials might have had time to prepare an (Melee, Piercing) won’t be enough to Assault (p. 88) a
ambush, set traps or simply picked up the pace… so what group this large. The player decides to boost the attack
do the characters do? with the Qoam arts with Manifest (p. 86), bringing in their
Relic’s Wide focus. Fleeting Advantage means that they

24
MOVES IN PLAY

take a result of 7 from a dice roll of 1, 2, 5 and add Nimbus’ Blurr feels her mind settling into a rigid, inhuman perspective
+1 Wisdom for an 8. They spend their Wide focus to grant – but this crystalline focus is what she needs to use a swarm
the Area tag to Nimbus’ attacks, and as a backlash of tiny shards to intercept the arrows raining down, even if
Embodies Surging ambience – roiling chaos hiding within she doesn’t care to stop wounds that are merely painful.
him even as he tries to suppress it for now.
But Nimbus’ Embodied Surging ambience? That could cause
With a fierce war cry Nimbus jumps into the air, manifesting issues. As the group clears the bridge, the Warlock runs
to extend the reach of his blows with magic. through some occult meditations.

The Assault is the riskier part of his plan, thanks to Blurr’s player points to her Warlock Move, Weaver of the
Nimbus’ +0 Might. With bated breath his player rolls their Threads. She uses this to bleed Nimbus’ Surging
dice, and punches the air when they see a 4 and a 6! The ambience out into the environment and make it Alien.
player picks these Objectives:
When land becomes Disturbed, monsters are empowered –
◊ Rout their formation and send them running. the beast changes immediately, new spikes and half formed
jaws projecting from its massive shoulders. Its rage is
◊ Scavenge something valuable – gain +1 Arts. palpable to Blurr, a furnace setting the local ambience alight
as it charges the Warlock. Will she drop her barrier and
As a downside the GM picks Upheaval: the situation is expose her fellows to bombardment, or face the beast
destabilized and chaos will follow. without the use of her Arts?

Meanwhile, Nimbus’ squad of zealots battle to fend off the “What do you do?”
beast at the war party’s rear, drawing on their Horde, Drilled,
and Vicious tags. The GM describes their valiant defensive
actions, and the great cost – removing the Horde tag as the COVENANTS IN PLAY
creatures tear through their armour and flesh. With a terrifying monster charging them and imperial
reinforcements closing in, it’s time for desperate measures.
Nimbus strikes true – the Imperial infantry breaks formation Blurr knows she’ll need help if she wants to succeed...
under his empowered strikes and flees. He turns to see how
his companions are faring and quickly has to back up as the “What do you do?”
remainder of his war party beats a hasty retreat off the
bridge. Nimbus is now caught in a tough spot – the beast is First, Blurr’s player describes how she ducks out of the
lumbering across the rope bridge on one side, and the routed way of the monster, seeking to buy some time. A Resist
Imperials are beginning to regroup on the other. Danger roll with her +1 Prowess gives an 8 – the GM tells
her that if she does this she’ll be separated from the
“What do you do?” others, and Blurr’s player decides to press ahead nonethe‐
less. She describes Blurr distracting the warbeast and
giving the party time to retreat over another bridge to
DRAWING ON POWER another outcropping.
The situation is desperate, and another member of this party
steps forward – Blurr, a Warlock of the Untamed Clan. She Then, her player reminds the table of her other Warlock Move,
knows that without the Quiet Arts this group will be done for Of Monsters and Men: “When you Bleed ambience to twist an
– their covenant must join all their might to survive! area into a throne fitting your majesty, you can beckon arcane
horrors and Titans to you and treat them as peers”.
Blurr’s player decides to use the Warlock’s Swift focus to
shield the bridge from the arrows. Nimbus lends his power With a moment’s concentration, the Warlock gathers the
too, using Aid (p. 89) to add Advantage and his Wide focus strands of ambience, the roiling surges turning this place
to Blurr’s working. She adds her +2 Wisdom to the highest Alien, and channels them into the chasm. As the warbeast
two dice of 2, 5, and 5, getting a total of 12 for her closes in on the defenceless Warlock she reassures the
Manifest! The Heroes would each face two backlashes for fearful party that the Untamed Clan’s name carries great
a two-foci effect, but a 10+ means they only face one. weight over the godlike creatures of this land. And then, with
the drumbeat of long, leathery wings, a titanic Mother of the
Blurr’s decides that she Embodies the ambience into Hive (p. 98) emerges – snapping up the warbeast in a single
herself and become Alien with a sharp, cruel mind, while bite. Once it’s finished chewing its snack, it lands and
Nimbus’s player decides that his fallen warriors manifest regards Blurr with its many eyes. A hissing voice emerges:
as Echoes Haunting him. “Your magics disturb us and strain our patience, Warlock.
State your business!”

25
“What do you say?”

The player says that she is offering to perform one service


for the Hive, if they help the party reach the chasm’s
bottom – an attempt to Compromise. However, given
Blurr’s feeble +0 Cunning, Nimbus’ player decides to offer
an Aid die: “It’s my ambience that disturbed you – this
magician just channelled it. Had I been a better guide we
would have never needed your help. Please hear her out!”.
Blurr rolls 2 and 4, with an additional 5 from Nimbus; a
partial success with 9! After some consideration, she
chooses to Enlist the Hive’s support for the proposed
action, paying with a Tough Price to ensure their loyalty
and Help Needed from Nimbus.

Blurr’s voice rings out: “Calling upon your pact of loyalty


to the Untamed, I request thy power and wings to take us
down the depths of your domains safely. Name your
service, and I shall serve.” Hive guardians and workers
crawl from the chasm, their chorus answering the
Warlock’s pledge: “We shall carry you down, Untamed.
But the price must be agreed upon and paid by your
company… or else you alone will reach the destination
you seek. Agreed?”.

Blurr eyes her companions and cohorts suspiciously –


her Untamed Clan has an intrinsic distrust of cityfolk’s
ability to keep their word. “Nay, our guide’s magic started
this bargain. He will join our pact, and no one else. Name
your price.”

“We want the one you hunt alive! For our daughters demand
vengeance.” Were those scars of harness and bridle on the
neck and snout of the Hive guardians crawling out of cracks
in the walls? The Warlock barely nods in acceptance, locked
in a staring match with the reptilian eyes. Before Nimbus
can protest the sanity of capturing an Imperial commander
alive, the beast hisses in triumph, joined by the rest of the
Hive in an eerie chant that deafens every other sound.
“Come, mount us and hold tight lest you be blown away to
your deaths.”

As Nimbus’ Aid dice was highest, their Covenant with


Blurr increases – but Blurr’s Covenant with Nimbus is
Tested (p. 89) as a result of the Compromise.

Blurr rolls, adding +1 as she only holds one Covenant


with the elusive Vagabond… and it’s a 10! The two of
them discuss how their relationship deepens, and
establish that the role Nimbus played here is a revered
and important position in the Clan’s mysticism: the lure,
the one whose ambience seals pacts. They decide to
write a new Covenant at +1, based on Ritual & Alliance.

The two of them fly off on the back of this creature, leaving
the rest of the party to retreat out of this cavern and draw
the Imperials away from the expedition’s true target.

26
MOVES IN PLAY

THE CITY PHASE


The mission was a success! After a fierce battle in the The Clan gains Influence over the Rebels twice over – once
tunnels Blurr and Nimbus were able to capture the Imperial thanks to the cost picked on Conquer, and once thanks to
officer leading this gang of slavers and turn her over to the their Support dice coming up highest. As Influence can’t
Hive. But this underground area is far from secure. stack (see p. 34), their player cashes in the superfluous
Influence to gain another Decree.
The group shifts to the City phase now, with each House
gaining a Decree to spend on their House’s actions. She then reminds the GM of the Surplus: Hunters she had
hidden, and uses Stalk the Land to reveal them in the wake
After some heated debates in dark alleys and seedy taverns, of the battle and give the Imperials Need: Recruits. She
the Rebel Underground decides to secure the rich plunder spends that free Decree on her own Conquer action,
found in the Imperial tunnels beneath Montara. And for that claiming the tunnels from the weakened Imperials. With a
they plan to ask for the Clan’s strong arms… just in case. result of 9. The Clan is now fully in control of the tunnels,
but there’s two costs to pay. She Hurts a faction of the
The Clan’s player spends a Decree on the Untamed Move GM’s choice and Commits a Surplus; the Hunters must
Stalk the Land, moving their Surplus: Hunters down into stay down here to patrol the tunnels, and the GM decides
the tunnels. that the shadow war further builds up ambience that hurts
the Hive. The Clan now owes the Hive back for the injury
Then the player controlling Nimbus and the Rebels spends inflicted on them.
a Decree to Conquer (p. 31) the supplies Nimbus
discovered down there, with the Clan’s Support (p. 33). With the Rebels in a good mood with their newfound
They roll 3 and 5, plus a 6 from the Clan – the total of 11 wealth, and the Clan establishing firm control of the
assures a full success, even with the Rebel’s +0 Grasp. tunnels under Montara, it’s time to wrap up this City phase.
They add the Surplus: Barter Goods to their House’s The group looks at Diving Deep (p. 153) and starts putting
stores. As a cost, they decide the Rebels Hurt someone together a new flashpoint for the heroes to deal with,
else, and the GM picks the Clan. This gives the Clan pulling in whatever elements of Blurr and Nimbus’ roles
Influence over the the Rebels, but they’re OK with that; they that are still in play…
don’t think of the Clan as a major political threat.

After some brief respite, the Venture returns to the under‐


ground cellar. And while the Rebels simply secure the wine
caskets and flee back to the city, the Clan’s warriors and their
beast companions hunt down the Imperials in the dark
tunnels. The skirmish becomes a bloodbath, and the Clan
don’t just come out victorious – they claim as theirs the
whole section carefully mapped by the Rebels.

27
CHAPTER 3
LEADING HOUSES OF THE
BORDERLANDS

IN THIS CHAPTER:
HOUSE MOVES 31 THE REBEL UNDERGROUND 52 LUSMA, GUILD OF FAITH 74
POLITICS AND LOYALTY 34 THE TOWER OF VILLOS 55 MAGISTA, GUILD OF SCHOLARS 78
STRATEGIC RESOURCES 36 THE UNTAMED CLAN 58
HOUSE PLAYBOOKS 40 THE VERDANT PRIESTHOOD 61
THE ARCHITECTS OF THE LIVING CITY 40 GUILD PLAYBOOKS 64
THE CRYSTAL-CROWNED 43 VARORIN, GUILD OF MERCHANTS 64
THE ORDER OF KYRADAR 46 A LINE OF VOLAREES, GUILD OF NOBLES 67
THE REMNANT CONSPIRACY 49 KAETUR, GUILD OF SOLDIERS 70
CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

You may be a remnant of one of the old regimes of Montara,


or a movement forming among the city’s civilians and HOW HOUSES TAKE ACTION
refugees. You might be one of the strange factions of the At certain moments of the story the GM will announce a City
Borderlands, used to its wonders and terrors and serving your Phase and give one Decree to each House. City Phases
own strange agenda. Or you might simply be workers, usually represent the combined efforts of your people over
merchants, con artists, seeking prosperity and freedom from the course of a handful of days. Longer City Phases mean
the Kingdom’s rules. that the GM may grant you more Decrees. You can hold up to
3 Decrees, and any excess is lost.
You don’t stand alone – your peers and rivals work with you in
something you’ve come to call the Venture. Together you hold There are two types of House Move:
considerable resources, but the task ahead is monumental.

Endeavours cost a Decree to use. When you use them,
say how you’re fulfilling the move’s trigger.
Will you rebuild your city, discover arcane truths of Mysthea,

Reactions are free, but can only be used when their
and win freedom from your conquerors? Or will the crushing trigger is hit in the fiction
forces of war and empire and internal strife crush your
Venture’s hopes? Together you’ll play to find out.
If you’re having difficulty imagining what House move
HOUSE STATS usage looks like, in story or at your table, the key is
that they abstract out multiple smaller efforts:
Your House’s power to reshape the world is measured by
three House Stats:
1. Someone decides something needs to happen.
2. They convince other House members to help do it.
◊ Reach represents your House’s influence in the wider
3. Various agents of the House work on the problem
world. You roll +Reach to Negotiate with your allies.
according to their own skills.
◊ Grasp represents your House’s ability to project force and
4. Agents return to the House and report on how the
maintain control of its assets. You roll +Grasp to Conquer
effort went.
new resources.
◊ Sleight represents your House’s ability to hide their actions
and misdirect others. You roll +Sleight to Conspire,
spreading false information and hiding your actions.

Your House will earn (and spend) three General Assets:

◊ Arts represents your House’s hoard of potent Qoam


crystals and techniques in their use, from the ancient lore
to the bleeding edge. Houses need Arts to attempt great
arcane feats through Rituals.
◊ Lore is your knowledge about the world. Gain it by
sending your agents out to learn in the field and allowing
your academics to study it. Spend it to find answers to
tough questions, and uncover the truth about the map
with Research. Houses also need Lore for Rituals.
◊ Decrees represent your House’s ability to act in concert.
Certain House Moves – Endeavours – can only be used
by spending a Decree.

Your Doctrine may give you free Decrees or Endeavours.


These can only be gained once per City Phase.

30
HOUSE MOVES

� CONQUER
When you spend a Decree and direct your faction to seize or
� NEGOTIATE
When you spend a Decree and seek a meeting with the leaders
maintain control of a Strategic Resource, Location or Factor, of a faction, say what you want them to do and roll +Reach:
roll +Grasp. On a hit it’s yours, but not without cost. On a 7-9
choose two; on a 10+, choose one: ◊ Support your next House Move.
◊ Execute their next House Move according to your
◊ Commit one of your Surpluses to secure your target – if demands.
you lose one, you lost the other. ◊ Trade one Surplus for another.
◊ Bear a Need of the GM’s choice as the cost of your ◊ Cease a Conflict.
victory.
◊ Hurt a faction accidentally; they gain Influence over you. On a hit, those you meet must perform the action. On a 7-9,
◊ Spark a Conflict with a faction of the GM’s choice. either lose Influence over them or give Influence to another
faction who intervened and helped you seal the deal. On a
Conquer doesn’t need to be violent, nor restricted to 10+, pick another request from the above list that your
physical targets. For example, you could trigger it by delegates managed to convince them to accept.
taking over a merchant Cabal’s trade routes through
aggressive political campaign. The important thing is that Player Houses can refuse your request, but there’s a
once you’ve acted, it’s clear that you are the one in control cost: they lose Influence over you, or they must Endure
of the thing you’re claiming. if they have none.

Commit seems like the safest course of action, but at


great risk to your Surpluses. Bear a Need and Hurt a Negotiate is a subtle and versatile tool to influence the
House or Cabal both feel costly, but compensate by being world at large in relative safety, even if you end up burning
straightforward and immediate. Keep in mind that Guilds bridges with your allies or owing other parties to get the
can Hurt their master’s interests in the Borderland – which deal you need. Still, let those who owe you favours fall in
may seem tempting at first, but always comes with a heavy line to Execute your plans and take the chances of failure.
price later. While Sparking a conflict will often be a natural And if you want them to dig for information about
outcome of this forceful manoeuvre, use it carefully; the something, just request that they Execute Research!
Conflict can rapidly escalate as it spreads through your
web of alliances. You can increase your odds of success with other moves
by ensuring you have Support, if you accept other parties
It’s also worth talking about the defensive use of this gaining inside information and solid evidence on your
move, and how it compares with Endure. The key plans. And if Trade seems innocuous enough, consider
distinction is that Conquer is an organised and active how hurtful it can be to have a hard-won Surplus, critical
defence of your House’s holdings (hence the Decree cost), for a Wonder, escape right through your fingers. Finally,
and won’t just mitigate the loss you’ve suffered but Cease a Conflict can help refocus your Venture on the
instead deny or even reverse it. When you Conquer in tasks at hand, or appease a Cabal – but what good can it
response to another player’s attack, their move resolves do if your ally’s foes don’t respect the ceasefire?
first and informs the fiction your Conquer must exist
within; when it’s time for your move, describe where this Also note that these are great chances to Step In or Dive
new reserve of strength comes from and try your hardest Deep to visit our Heroes. Whether it’s a short scene of
to turn the tables. tense negotiations, or the mustering of grand powers for
dramatic action, place your characters in the spotlight and
milk this situation for all the drama it’s worth.

31
CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

� CONSPIRE
When you spend a Decree to activate your agents within
� PERFORM A RITUAL
When you spend a Decree and enact world-shaping Qoam Arts,
another faction, roll +Sleight. On a hit, choose one thing you describe the crystal-empowered marvel you put into motion
want them to do: and roll with:

◊ Sabotage a Surplus, making it fail at the worst moment. ◊ +1 if you spend 1-Arts; or -1 if you don’t spend Arts.
◊ Mask the true nature of a Factor. ◊ +1 if you spend 1-Lore; or -1 if you don’t spend Lore.
◊ Conceal your involvement in your next House Move.
◊ Frame someone else for an anonymous House Move. On a hit you create a phantom Surplus, which you must
immediately use as per Employ. On a 7-9 ambience bleeds
On a 7-9 your agents leave a clue behind for a faction of the into the affected area and its inhabitants. Pick one:
GM’s choice, which sees through the deception and gains
Influence over you. ◊ An affected faction takes the Bleeding as an act of war,
starting a Conflict with you.
Conspire is a deadly tool that can suddenly shift the whole ◊ One of your Allies tells us how you break the land, and
balance of power, if used properly. Sabotage directly your Alliance with it.
cripples tangible Surpluses, from burning crops to sapping ◊ Your ritualists are shattered and warped by the ambience,
walls. But it also describes blackmail and propaganda and you gain Need: Scholars.
campaigns that sap other much less quantifiable
resources, such as morale and leadership. The conspiring The Arts permeate everything in Mysthea, as essential as
House has final say on when the Surplus fails and is fire, metallurgy, death, or taxes. Their great risks are
erased, though if events play out such that the sabotage is considered part of life, and overshadowed by the infinite
discovered and repaired in the fiction the Conspiring possibilities and applications. Rituals allow a House to
player has lost their window to destroy the Surplus. solve an immediate problem in a quick and dirty way, but
there’s always a cost. The evoking of ambience is both an
Mask allows you to convince people that a rival Jewel of environmental problem and a political act. In the event of
History is in fact a Dark Heart, and destroy their reputation; a miss, the GM can be kind and say how the effect fizzles
or spread word that a Hostile Ground is in fact a Forbidden out before anything can happen... or twist the knife and
Locus and lure the unwary into a costly fool’s errand. evoke every single possible consequence on the list.
Conceal will hide the identity of the one responsible for
your next House Move, while Frame can target any
previously concealed House Move and lay responsibility
for it at the feet of any faction of your choice. And it’s only
� CELEBRATE
When spend a Decree and gather in a grand celebration, each
on a partial success that any of these actions will be of your allies may also spend a Decree and describe how
traced back to you. they contribute to the festival.

� MEMORIAL
When you spend a Decree and work to honour the memory of
You roll +Reach, with each Ally’s Support. On a hit, the
harmony among your people realigns the energies of the
land – erase one form of ambience lingering in this area and
a fallen Hero, say what form the memorial takes: a statue, an within the celebrants for each House helping.
altar, an engraving, etc.
On a 10+, the owner(s) of the highest die gains a Decree as
The Hero’s player chooses one of the Hero’s moves and links their House is energised by the festivities.
it to this legacy. Those who pay their respects at the
memorial can, with the player’s consent, gain one use of this
move. Any number of Heroes can benefit from the Memorial
at one time, so long as the fallen Hero’s legacy has not been
� GEAR UP
When you spend a Decree to outfit your Hero for a particular
tarnished – physically or otherwise. task, pick one for each relevant Surplus:

If you build a Memorial to an Allied House’s Hero, pick one: ◊ Grant them a new asset (armoury, garment, transport or
companion) giving it a tag to define its core strength.
◊ Their next Hero is a member of your House as well as ◊ Add an extra tag to an existing asset.
their own, marked with an extra role and Advance.
◊ Their next Hero swears to perform a task of your choice. Each option may be picked multiple times. These assets
last for at least the length of a single Flashpoint, but will
be long gone by the time the next Cycle rolls around.

32
HOUSE MOVES

� ENDURE
When your House decides to resist a threat to their lives and
� SUPPORT
When you help another House with their actions, offer them a
resources, roll +Momentum. On a hit you’re able to react to die. If they take it, they roll alongside their own as if they had
the danger; pick 1. Advantage.

◊ Understand how the danger is linked to an existing Factor, If your die is the highest, say how you made the difference
and gain fleeting Advantage acting on this knowledge. and gain Influence over them.
◊ Erase a Surplus right now to completely prevent the
damage. If your die is the lowest, the acting player says how you
◊ Call out for support. Whichever faction is most willing jeopardise the effort and you lose Influence over them.
and able to respond says how they mitigate the danger,
and gains Influence over you. In case of failure or partial success, you’ll share in any
danger, retribution or unforeseen consequences.
On a 10+ the trial brings your House together. Gain a Surplus
of the GM’s choice, whatever the other outcomes are. Some actions can’t be allowed to fail. That’s why you
accept the chances of Support, either bringing other
Endure is a general-purpose way of responding to an parties to the planning table or taking part in their plans. A
incoming threat. The more resources you can draw on, the battlefield’s worth of conflict can be resolved by a Conquer
better you do; the more needs you bear, the worse it goes. enhanced by Support, so long as you have clear objectives
This is where you’ll most clearly see the effects of your and threats.
Surpluses and Needs, and you’re encouraged to highlight
specific ones when describing how you succeed or fail. When several Houses Support one Action, spread the
Pay extra attention to Understand, as it allows you to results across all Supporting Houses when the highest or
thicken the plot that led you to this tight spot – it can give lowest dice are tied.
you what you need to build a lasting solution to this threat,
but does nothing to stop the danger you’re experiencing
right now. Erase shifts the effects of the danger into the
realm of Strategic Resources, and Call Out does the same
with political Influence – falling under another group’s
sway is sometimes better than facing danger alone.

� RESEARCH
When you take a moment to consult your House’s scholars,
spend 1 or more Lore. For each spent, pick one:

◊ “How do I get Surplus: ”.


◊ “How do I remove Need: ”.
◊ “What’s the truth behind ”.
◊ “How can we best make use of ”.

You may answer yourself, or look to the GM. Whoever


answers introduces a Factor tied to the answer, and you gain
Fleeting Advantage acting on the answer.

Lore allows you to edit the map, and by consequence the


story and the setting. Take the fiction in careful
consideration and use Factors as a guide to what could be
added. If the answer is not clear and you can’t see how
such addition would solve your problems, ask the GM!
Their answer might not be obvious at first when they add
a Factor to the map, but now you know where to explore,
who to question or what to study.

33
CHAPTER 3: LEADING HOUSES OF THE BORDERLANDS

Your House has a key role in a wide network of social


influence: a web of respect, fear, and debts owed which ALLIANCE
holds the City together. When two Houses meet at a Members of an alliance gain these bonuses:
negotiating table, your map of Influences, Conflicts, and
Dominion over other Houses and Cabals give context to the ◊ When an Ally finishes a Wonder, get +1 on the Wonder roll.
discussion, and abstract their obligations to each other. ◊ When you gain a Decree, you can donate it to your ally and
gain 1-Lore in the bargain.
◊ When you Support an Ally, you offer 2 dice – and you
INFLUENCE choose which result counts after their roll.
Influence is independently tracked – you can have Influence ◊ When an aggressor declares a Conflict against you, your
over a faction whether they have Influence over you or not. It’s Allies must immediately declare a Conflict against the
binary; you either have Influence over someone, or you don’t. aggressor – or else lose their Influence over you.

� SOCIAL GRACE
When you gain Influence over a faction you already have
The Alliance can only be broken by one of you spending a
Decree to do so – or by Command’s Dictate policy. If you
leave an Alliance for any reason, you also lose Influence
Influence over, pick one: over your former Allies.

◊ Remove their Influence over you. Surely, strong diplomatic ties present a better strategic
◊ Gain a Decree. approach to both parties than open struggle or subject
◊ Immediately Negotiate without a Decree cost, with the vassalage. So, join forces and honour your Venture to
goal to either: build great things together!
⧫ Form an Alliance, if they have Influence over you.
⧫ Gain Dominion over them, if they have no Influence
over you. CONFLICT
When you start a Conflict with a faction, the target suffers the

� MARK OF DISGRACE
If you would lose your Influence over someone as a result of
effects of your Conflict Move.

At the end of each Cycle, decide as a group which Conflicts


your own actions but you have none, they pick one: cease as temperatures cool.

◊ Gain Fleeting Disadvantage from the disgrace. Don’t start something you can’t finish! Once you’re in a
◊ They start a Conflict with you as the grudge deepens. Conflict, you’re in it for the long haul – the turmoil can only
◊ Erase your Alliance or your Dominion over them. end when someone takes steps to Negotiate a ceasefire,
time erodes your will to fight, or one party completely
Politics in Mysthea are a raging battle for freedom of ceases to be.
entanglements, manoeuvring to remove your rivals’ and
enemies’ Influence over you. Meanwhile, you will try to The Conflict doesn’t need to be mutual or openly declared
form Alliances or increase your Dominion over others, – in fact it’s perfectly plausible that the target remains
creating a web of support that discourages aggression unaware of your movements until it’s far too late.
from those who deem you weak.
A Conflict among Allies breaks the Alliance, but it is
possible to have an ongoing Conflict against those with
Influence or Dominion over you.

Why start a fight? Mostly, it’s a way of breaking a Cabal, to


pave the way for conquest, or to stop a House from
becoming too powerful.

34
POLITICS AND LOYALTY

DOMINION INFLUENCE WITH YOUR MASTERS


With Dominion, you can Command others.
Guilds also track their Influence with their masters, as
a gauge of their standing in the Capital’s politics.
� COMMAND
When you spend a Decree and call on a faction you have
Guilds start the game under their master’s Dominion,
though that enmeshment within the Guild’s structure
grants benefits.
Dominion over, roll +Reach and choose one:
When your Masters already have Dominion over you and
◊ Commandeer from them one of their Surpluses, or
gain further control, the GM picks one:
2 points of their Arts or Lore in any combination.
◊ Secure their Support for your next action, treating the
◊ They task you with creating a Wonder that must be
result as if they’d rolled the lowest die.
finished this cycle (see p. 167).
◊ Task them with building a Memorial to one of your Heroes.
◊ Dictate policies, erasing their Influence over another faction. ◊ They demand a Strategic Resource in tribute.
◊ They force you to start a Conflict.
On a hit, they do as they are told, but on a 7-9 you lose
Influence over them. Player factions can resist by sacrificing To be free of their demands, you must remove all your
their Influence over you, or Endure if they have none. Ancestral Guild’s Influence on you. With no Influence,
you’re in a desperate position – a peer of the Houses of
To fall under someone’s Dominion is to lose your freedom the Venture. But if you desire control, not freedom from
and pride, to have them walk your secret halls with Ilvash, you can attempt to turn the tables – gaining the
impunity. Those under your Dominion will work hard to listed powers back as you gain Influence and then
regain their autonomy, or turn the tables. So rule wisely, Dominion over your Guild. And once you have Dominion
because those on top usually face the hardest falls. you can Command the Guild to take action across
Mysthea, complete a Wonder, or remove a Crisis – acting
Compare Negotiate and Command, and the burden they with overwhelming force and collateral damage.
put over the targeted House or Cabal. With Commandeer
can take the fruits of their labour without giving anything If you start a Conflict with your Ancestral Guild, they
in return. Secure will throw them to the wolves, assuring automatically unleash your own Conflict Move against
your success at their expense. Commission is a form of not just you but any other House and Faction in
soft power, making your Heroes their heroes too and Montara the GM wishes to affect. Will your masters be
bringing them into closer alignment with your House’s gracious and single you out, or let the whole city feel
culture, And finally, Dictate can break their Dominion over their wrath?
others – or dissolve even long-lasting Alliances.

HERE’S AN EXAMPLE OF SOCIAL INFLUENCE:


The Rebel Underground has declared a Conflict with the Crystal- REBEL CRYSTAL-
Crowned (1). This draws Lusma in too (2) thanks to their UNDERGROUND CROWNED
Alliance with the Crystal-Crowned (3), which makes things
tricky because of Lusma’s Influence over the Rebels. The
Untamed Clan would help, and turn their mutual Influence with 1
the Rebels (4) into an Alliance, but Lusma has Dominion (5)
over them so they dare not act.

This would be represented on the Rebel’s influence board like this: 4 2 3


Faction Name Influence Alliance Conflict Dominion

Untamed Clan

Lusma 5
Crystal-Crowned UNTAMED LUSMA
CLAN

35
CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

In Shattered City, you don’t have to worry about keeping track of MOMENTUM
the precise details of your House’s wealth, health and Your Momentum measures your Family’s overall health,
happiness. You’re generally assumed to have just enough of calculated as:
any given commodity to get by.
[Total number of Surpluses] – [Total number of Needs]
If you have an abundance of a resource – easily twice or more
what you need to get by – you write it down as a Surplus. Adjust Momentum whenever your number of Surpluses or
Surpluses can be spent to activate particular moves, build Needs changes. This will trigger special effects if this takes
incredible Wonders, and tapped to grant your Hero powerful you above +3 or below -3:
assets with Gear Up.

Similarly, sometimes you don’t have enough of something and


you’re suffering from the lack. You write these down as a Need.
� WINDFALL
If Momentum would go over +3, erase a Surplus and pick one:
For as long as you have the Need, your House will be less able
to handle adversity, and the GM can use the Need to justify ◊ Gain a Decree.
more severe consequences from your actions. ◊ Gain fleeting Advantage on your next House Move.
◊ Gain 2 Lore or Arts in any combination.
If a Need could be met by a Surplus, erase both. ◊ Build a free Memorial to a Hero.

If you gain a Surplus or Need you already have, gain a different


one that everyone agrees is appropriate given the current
circumstances.
� AFFLICTION
If Momentum would go below -3, erase a Need and pick one:

If you roll 6- on a House Move and have a relevant Need, the ◊ Lose Influence over another faction.
GM can make as severe a reaction as they like. ◊ Gain fleeting Disadvantage on your next House Move.
◊ Someone takes advantage of your weakness, and steals
a chunk of territory or social status from you.

� HARNESS
When your House claims or creates a key new strength, add it
as a Surplus.

� EMPLOY
When you spend a Decree and use a Surplus to confront a
problem, erase the Surplus and say how your action resolved
the situation in your favour.

36
STRATEGIC RESOURCES

This list of Strategic Resources is as broad and general as Fresh Water


possible, to allow for open interpretation of most assets Surplus: You have a source of pure, clean water – a
you will find in play. Read on to see what having each requirement for civilisation to flourish again. It holds an
resource as a surplus or a need might look like. And almost magical sway over those used to brackish, gritty,
should something exceed this list, by all means barely-potable sources.
complement it, describing it as clearly as possible. Need: You must carefully ration your water supply and
recycle as much as you can, lest you be forced to risk illness
Artisans with every drink and lose all semblance of hygiene.
Surplus: Skilled crafters, artists, and performers fill your
holdings with well-made, beautiful things. For each part of Justice
your gear, you can name who crafted it and their particular Surplus: Everyone who’s done you wrong has been brought
stylistic quirks. to task, and your House is at peace. Others now seek you out
Need: The ability to craft useful things or appreciate to advocate for them.
aesthetics is lost to your House. Everything you own is crude Need: There’s a long-standing crime that demands reparations.
and utilitarian, and you have little ability to customise The group that hurt you hasn’t suffered at all, while you have
equipment to fit your needs. to deal with the harm they dealt every day.

Barter Goods Land


Surplus: You have a wealth of valuable items. Bags of grain, Surplus: You control a vast swath of the Borderlands around
salvaged jewellery, warm cloaks, useful scrap, and so on. Montara, and you can keep it safe and usable. Your living
Trading some here and there has raised your quality of life areas are spacious and roomy, and you have room to expand.
significantly. Need: You’re penned in. No-one has room to feel comfortable,
Need: When you need to trade for something, it costs you and there’s nowhere to house new recruits, hide valuables, or
severely every time. Anything you don’t produce yourselves build new facilities.
must be carefully rationed and budgeted for.
Leadership
Crops Surplus: However your House is governed, it’s working well.
Surplus: You have an independent food source that keeps They may have a charismatic leader who commands loyalty,
you well-fed and healthy. Whether they’re golden fields of a smooth and efficient bureaucracy, or a culture of respect
corn, towering wind mills, or a storehouse of preserves, you and understanding.
have enough to feed your people many times over. Need: It’s unclear how your House is meant to operate. There’s
Need: You’re starving. Maybe you’re isolated from any food no clear voice managing discussions, and few have a clear
source, or nutritional deficiencies from your regular food idea of what they’re meant to be doing at any one time.
source have led to brittle bones, jaundice, and ill health.
Luxury
Defences Surplus: Your House lives at the height of opulence – or as
Surplus: You have measures in place to protect yourself. close to that as the borderland allows. Their holdings are
These might be high walls around a settlement, guard patrols, soft, beautiful, comfortable, and desirable.
scrap metal welded on their wagons, or rugged armour. Need: Life is harsh and uncomfortable. Tempers are frayed,
Need: Your holdings are unprotected. Saboteurs and raiders stress is high, and it’s difficult to imagine that tomorrow will
could take your stuff without much effort, your vehicles are be any better than yesterday.
constantly being worn down by the elements, and so on.
Medicine
Engineering Surplus: You have at hand – or can manufacture – a cure for
Surplus: You have skilled architects and engineers able to most ailments and maladies. Even dire injuries can be dealt
put advanced plans together, and the skills and tools needed with, given time.
to construct them. Need: You’re very weak to illness. Maybe there’s a particular
Need: Everything you build is in constant need of repairs and plague spreading through your camp, maybe you have
patch jobs at best, and that’s if you’re able to work out how to compromised immune systems, maybe your lifestyle leads
fix it. Making something long-lasting is close to impossible. to regular injury.

37
CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

Morale Scouts
Surplus: Your House has a clear sense of shared purpose, Surplus: Your guards, patrols, or mapmakers ensure you’re well-
camaraderie, and fellowship. They believe in each other, and informed about the surrounding area. Reports regularly come in
think that the House can work together to do great things. on the geography and inhabitants of the land around you.
Need: Your House has descended into back-biting, despair, Need: There’s something in your local area that mystifies you
and factionalism. Any attempt to organise them into a group and poses a grave threat to your House: monsters glimpsed
action is likely to run into complaints, sabotage or apathy. in the undergrowth, strange stirrings underground, or maybe
a tall tower filled with strange lights radiating awful sounds.
Prestige
Surplus: Your House’s members are at the forefront of Spies
Montaran society. They’re respected, feared or beloved: other Surplus: Your agents across the Borderlands send you
groups will welcome their presence and seek their approval. details on the movements of factions and the dangers on the
Need: Your House’s members are pariahs, disdained, or horizon. You know more about your foes (and friends) than
beneath other’s notice. Your citizens get more done when they can imagine.
they hide their affiliation, and though others will respect Need: You have little idea what motivates your rivals, or what
bargains and obligations they’ll do so grudgingly. they might be up to. You’re often surprised, scooped or
outmanoeuvred by those you compete with.
Scholars
Surplus: Your House understands more of the workings of Trade
the world than most, and have used that to improve their Surplus: You’re the focal point of a web of caravans and
quality of life. They’re better able to maintain Qoam marvels, merchants that spans the Borderlands. You have your finger
and they have an idea of how to use grand projects to on the pulse of commerce, and collect a healthy skimming
reshape the world. off the top.
Need: Your House has little knowledge of how to exploit the Need: You’re isolated or ostracised. Maybe traders are too
laws of reality. Grand infrastructure is best used as shelter scared to visit you, don’t want to risk associating with you, or
from the elements, and a sturdy spear serves you better than they just know that you wouldn’t be able to pay.
a mysterious shining crystal.
Transport
Recruits Surplus: You have a well-maintained berth or stable, and
Surplus: Your House has a surfeit of raw manpower. They when your House travels they can do so swiftly and easily.
may not be particularly skilled, but many hands make light Need: Getting your House anywhere in a hurry is a
work. At game start, a House with this Surplus has about 40- nightmare. If they even have vehicles or mounts, they’re ill-
50 able-bodied adults. tempered and in constant need of maintenance.
Need: Maybe you have a lot of sick or wounded, maybe
you’re only a handful of people strong. Either way, you don’t Warriors
have the manpower to accomplish any sort of large-scale Surplus: You have plenty of soldiers, bristling with imple‐
action with finesse. At game start, a House with this has ments of war. Maybe you are veterans of this very war, or you
about 5-10 able-bodied adults. came across a band of well trained mercenaries who you
equipped to this particular enterprise. In any case you are
Safety not to be messed with.
Surplus: You luxuriate in hard-earned peace and stability, Need: You can’t send a patrol out in the field without
whether by securing your home against the conflicts filling rendering the rest of the House defenceless. There are few
the city or avoiding the most contested areas. The realities soldiers, or they are green and probably ill equipped.
of war are beginning to fade from memory, and you’re
beginning to get a sense of a normal life here in the frontier. Wealth
Need: It seems every time you blink a new crisis assaults Surplus: Let peasants hoard scraps and food; your halls are
your House. Between health, safety, shelter, and countless filled with splendour, and all luxuries are within your reach.
other concerns, there’s too many fires to putout, and no way Need: Even if your harvests are bountiful, or your goods
you can keep this up without something going very wrong. masterfully crafted, all profit and prestige yielded flows
directly towards your masters and overlords.

38
HOUSE PLAYBOOKS

The Architects of the Living City The Crystal-Crowned (p. 43). The Order of Kyradar (p. 46). The Remnant Conspiracy (p. 49).
(p. 40). Builders and mystics Montara’s ancient and immortal Monster-hunters facing down Kitreans left behind when the
and urban physicians seeking to ruling class seeking to restore cityending threats so that no Empire retreated trying to
heal this metropolis. the authority the Empire took other community will face the survive and claw out their own
from them. same fate as their homeland. place in Montara.

The Rebel Underground (p. 52). The Tower of Villos (p. 55). The Untamed Clan (p. 58). The Verdant Priesthood (p. 61).
An ideological movement Agents of a criminal network A loose-knit group of rural Chimerical fusions of flesh and
tending to the citizen’s ills and selling addictive and memory- hunters, scavengers, farmers, vegetation gathering enchanted
fighting to restore liberty. infused crystals across the and artisans who know this seeds and growing wonders
borderlands. territory better than any others. from them.

Kaetur, the Soldiers Lusma, the Priests Magista, the Scholars Varorin, the Merchants Volarees, the Nobles
(p. 64). Ilvash’s military, (p. 68). A Henakor-wor‐ (p. 72). The Kingdom’s (p. 76). Montara is lacking (p. 79). The ruling
using Montara as a shipping cult here to researchers, seeking much, and Varorin will classes are here to lead,
stepping-stone to the supplant local faiths and Montara’s secrets and make use of that to inspire, to make sure
front lines. work strange rituals. testing their inventions. desperation to buy Montaran bards tell
Montara’s treasures. Ilvashan legends.

39
HOUSE PLAYBOOKS

40
HOUSE PLAYBOOKS

“Which of you has angered the City? We have Influence over


MAKING YOUR ARCHITECTS you, as we appeased the City before it was too late.” The
STATS volunteer says what they did, and you say how the City
Choose one: lashed out against them.

◊ Reach 0, Grasp +1, Sleight +1 if you work to turn every And tell everyone:
city into a part of the First City.
◊ Reach +1, Grasp 0, Sleight +1 if you act as messengers “One of Cabal also treads the Maze Beyond, and we have an
between the continent’s living cities. ongoing Conflict with them.” The GM will say what power the
◊ Reach +1, Grasp +1, Sleight 0 if the War mysteriously Cabal gains from that place.
awakened Montara and you are slowly piecing together
its mysteries. RESOURCES
Pick two as Surpluses and take the rest as Needs:
TRADITIONS Crops, Defences, Engineering, Fresh Water, Scholars.
Choose one of each, or create something else:

◊ Populace: Strange inhabitants of the First City; Homeless THE ARCHITECTS’ MOVES
orphans, raised and nurtured by the City; A secret You get these moves:
fraternity drawing members from every polis.
◊ Style: Geometric tattoos that change to suit the City’s
humours; A bejewelled symbol of office; An intricate
monocle of sapphire and brass.
� ALLIANCE MOVE
When another group protects the City and its citizens under
◊ Governance: A professional code of civility and progress; your guidance, gain Influence on them.
Independent cells led by a venerable sage; Seers debating
the City’s many subtle signs.

DOCTRINE
� CONFLICT MOVE
Geomantic Sabotage: While you are in Conflict with a faction,
Choose one to determine the nature of the First City: turn an area of the city they control into a Hostile Ground.

� The Divine Garden: Spend 1-Arts to set an Anchor in a


Hostile Ground, and 1-Decree to turn it into a Source of
Solace and Beauty.
� THE MAZE BEYOND
Your domains extend into secret places beyond this world, an
� The Endless Metropolis: Spend 1-Arts to set an Anchor in infinite maze of arcane design. During House creation, choose
a door or gate in any city. Your Heroes can Manifest to two sectors from the First City and place them on the map:
cross through an Anchor into the Maze Beyond.
� The Eternal Fortress: Spend 1-Arts to set an Anchor in a ◊ A Bizarre Bazaar
pass, a ford, a gate or tunnel, and 1-Decree to mystically ◊ A Fey Carnival
forbid its crossing. ◊ A Hallowed Temple
◊ A Secret Street
LOYALTIES ◊ A Den of Vice
You are loyal to this City – and more than just brick and ◊ An Arcane Library
mortar, a city is its people. Gain the benefits of each of these ◊ An Ethereal Museum
conditions for as long as you meet them: ◊ The Ancestral Home
◊ The Scorched Ramparts
◊ 2 or more Alliances: Gain another Architect Doctrine.
◊ No Dominion: Gain another Architect Doctrine. When you place down one of these sectors, say one way it’s
◊ No Conflicts: You can spend Lore instead of Arts to extraordinary and strange and one way it’s surprisingly
trigger your Doctrine abilities. mundane.

Then, read these out and ask for volunteers: When you spend a Decree and reshape the boundary between
Montara and the First City, place a new sector on the map, or
“Which of you fought alongside us in the First City? We have to remove all sectors and set down the same number of new
a watchful Alliance against future incursions.” The volunteer ones on your map.
says what kind of enemy you both stood against.

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Choose one more move: ASSETS


Architect Heroes get +1 to Cunning or Prowess. In addition,

� A MASON’S CEREMONY
When you perform a Ritual to build a structure or reshape the
each hero may pick one option from each list as their
signature gear:

land, the Surplus created is lasting and does not need to be How do you fight?
immediately used. ◊ An esoteric martial art of arcs and pivots (Melee, Hidden).
◊ A builder’s mallet (Melee, Hefty).

� AN ETHICAL IMPERATIVE
When you Support or otherwise protect another Faction
◊ A ritual sickle (Melee, Heirloom).

How are you defended?


before they ask for your help, gain 1 Decree to be used on ◊ Sliding dodges and cutting angles (Mantle, Subtle).
their behalf. If they succeed or avoid danger thanks to your ◊ Reflexes amplified by secret herbs and potions (Mobile,
intervention, gain Surplus: Morale, Leadership or Prestige. Armoured).
◊ Tattooed Qoam circuits (Arcane, Subtle).

� A DIVINE GARDEN
When you spend a Decree and tend a Forbidden Loci, turn the
How do you travel?
You travel the paths of the First City; mundane transportation
area into a Source of Solace and Beauty. is unnecessary.

When you spend a Decree and tend a Source of Solace and What useful expertise can you draw on?
Beauty, add an Anchor to it. As long as the Anchor lasts, ◊ A mendicant mystic (Scholarly).
people can Heal there without needing Surpluses – this ◊ One of the City’s automata (Drilled).
place mends flesh and bone and cures any disease, ◊ A wise herbalist and surgeon (Physician).
poisoning or malady of the mind.

The Anchor fades at the end of the Cycle; at that point, or if PLAYING THE ARCHITECTS
the Anchor’s removed earlier, the Garden withers. The Architects’ main power is their impact on the world
you’re building, adding a whole other dimension to your

� A MYSTICAL ENGINE
When you Employ a Surplus to build a permanent structure
setting. An Architect’s story focuses on their Heroes as they
explore the links between Montara and the First City, and
walk those strange roads. By picking this House, the player
atop a Place of Power, treat the structure as an Anchor. While becomes the default curator of the group’s maps, and there
the structure lasts, you ignore 1 Requirement for any Wonder will be plenty – as the city becomes more and more detailed,
built around it. gaining new levels, below ground and beyond dimensions.
And what about if your Venture makes contact with other
Cities? The Architects could easily establish a beachhead
ARCHITECT HEROES there, either shifting their current Anchor locations or
INHERITANCE creating new ones.
Architect Heroes can start with one of these moves:
Optional moves turn this House into a Surplus powerhouse.

� GATE PEREGRIN
Though they can grab for power, the Architects’ loyalties and
doctrines encourage cooperation for the common good. On
When your character ritually requests admission into the First the other hand, you introduce the Maze Beyond and its
City, they can Manifest to instantly travel between Anchors. dangers and inhabitants. Maybe you are all that stands
against foes that wouldn’t even exist in this city or this story,

� WISE ENGINEER
if not for your influence.

When you study a towering, historic or impressive structure, Your Heroes thrive in the city and beyond, and change both
you can dictate one fact about its origins or weaknesses. as their tale unfolds. A Prowler can unveil a seedy underbelly
of a fantastic underworld, while a Warlock explores an
alternative (and monstrous) version of the Montara. Finally,
the Vagabond perfectly represents a shadowy interloper
walking strange streets, at home everywhere and nowhere.

42
“I said you had permission to enter, not to speak. You must understand – not even the
Imperials dared to challenge us here. Like them, you are but a brief gust of sound and fury.
We ARE Montara, and long after your passing we will still rule.”

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CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

Then, read these out and ask for volunteers:


MAKING YOUR CROWNED
STATS “Which one of you first found power in the confines of the
Choose one: Redoubt? We have Influence over you.” They say what the
price you paid for that power.
◊ Reach 0, Grasp ★, Sleight 0 if the Empire conquered
Montara by force of arms. “Which one of you was saved by a strange and unique creature?
◊ Reach ★, Grasp 0, Sleight 0 if the Empire conquered You have Influence over us as we desperately wish to know
Montara with wealth and treachery. more.” They describe their fleeting glimpse of their saviour.
◊ Reach 0, Grasp 0, Sleight ★ if the Empire conquered
Montara by sorcerous might. And tell everyone:

The ★ Stat starts at -1. For each Role marked by your current “One of the city’s Cabals used to be our servants, with many of
Hero, the ★ stat increases by 1, up to +3. their kin still within the Redoubt. We have a Conflict ongoing.”

TRADITIONS RESOURCES
Choose one of each, or create something else: Pick one as Surplus and take the rest as Needs:
Luxury, Morale, Prestige, Safety, Wealth.
◊ Populace: Identical descendants with inherited
memories; Tortured bodies, kept alive by fading magic;
The remnants of pre-cataclysm race, not entirely like any THE CROWNED’S MOVES
of Mysthea’s peoples. You get these moves:
◊ Style: Swirling and colourful silks, stronger than steel;
Animal masks, ceremonial armour, and heavy jewellery;
Black leather dripping in spikes & chains.
◊ Governance: A council of flickering Echoes; The
� ALLIANCE MOVE
When another faction realises the key role your current Hero
demanding voice of the Founder in every member’s head; played in their history, you gain Influence on them.
The mumblings of ancient, dreaming elders.

DOCTRINE
Every Crowned Hero must choose one per Role marked:
� CONFLICT MOVE
Fortified: When you enter a Conflict with a faction, the
Redoubt adapts to their greatest strengths – say how.
◊ Eternal Passion. Name an object of your adoration: a
person, a place, a treasure. You’d rather die than see it
harmed.
◊ Echoes of the Past. Describe a set of actions from the
� THE LAST REDOUBT
Your citadel has halls beyond counting, filled with forgotten
past and repeat it in ritual fashion whenever possible. wonders and horrors. Whenever you wish, evoke your House’s
◊ Predators of Dust. Name one thing you must take from mood to gain one of these features, replacing the previous one:
others for consumption.
◊ Sorrow: Its ethereal gardens provide deep solace.
As long as the Crowned Hero follows these strictures, they ◊ Belligerence: Lighting pummels its outer grounds.
gain a ‘Deathless Torpor’ harm box. Marking your Deathless ◊ Horror: Echoes of dead servants offer counsel and omens.
Torpor box takes you out of action, dead to the world and ◊ Revelry: Its sprawling halls present a lavish feast.
immune to further harm. See The Last Redoubt for details on
how this box must be Healed. Choose a defence that you cannot control:
� Deadly wails that echo on and on.
LOYALTIES � Automated shells that kill with brutal precision.
You inhabit the Last Redoubt – a looming and ominous � Mists that lead the unwary astray.
fortress, the seat of your power. Place it on the map. As you
regain your former glory, so does the Redoubt: Choose a threat that lurks within it:
� A curse upon all who venture too deep.
◊ 1+ Dominion: The Redoubt can always keep an internal � Monsters that infest the lower levels.
threat imprisoned, or keep out an external threat. � A proud mind inhabiting a key location.
◊ 2+ Dominions: The Redoubt’s ghostly defenders
relentlessly hunt intruders. Once each cycle, your Hero can Heal their Deathless Torpor
◊ 3+ Dominions: The Redoubt’s ever shifting halls sprawl harm box if the lurking threat is confronted and defeated.
out into the Maze Beyond, and its capacity is unlimited. The next cycle, a new threat takes its place.

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� EVERLASTING LIFE
And choose one more:

� A SHIMMERING LIGHT
When you spend a Decree and host an event in the Redoubt,
You have vanquished age and death. When you Unearth, gain
1-Lore – you’ve lived long and remember much. When others
Unearth, they can always choose to ask “How [the Crystal-
those invited must either oblige or lose their Influence on you. Crowned Hero] played a key role in this” in addition to their
When the event begins, the Redoubt’s faded luxuries regain other questions.
their lustre and its defences lower to allow entry. Describe the
decadent festivities that will shape the guest’s mood to Sorrow, ASSETS
Belligerence, Horror, or Revelry for as long as they remain. Every Crystal-Crowned Hero starts with a free Advance. In
addition, each hero may pick one option from each list as

� LORDS OF HEAVENS
When you spend a Decree and submerge your House in
their signature gear:

How do you fight?


profound emotion, Montara’s ancient rituals hear and obey. ◊ A blasting bronze staff (Melee, Ranged, Area).
Over the city the weather changes accordingly, spreading a ◊ Voice amplification necklace (Ranged, Weird, Area).
further day’s travel out after any Endeavour you perform and ◊ Ring of power (Melee, Brutal, Area).
cancelling the listed Surpluses:
How are you defended?
� Sorrow: A frigid fog or simmering haze (Scouts & Safety). ◊ A cloak of draconic leather (Regal, Hardy, Arcane).
� Belligerence: A fierce sandstorm (Crops & Trade). ◊ Ancient bracers of power (Heirloom, Arcane, Mantle).
� Horror: Raging thunderstorms (Morale & Leadership). ◊ Ornate plate armour (Regal, Arcane, Armoured).
� Revelry: A fae and inebriating wind (Recruits & Justice).
How do you travel?
This lasts until you end it or someone Negotiates to Cease it. ◊ Death on Wings (Mount, Swift, Canny).
◊ A land fortress (Drawn, Hulking, Durable).

� ANCIENT WRATH
When you marshal your forces to fight for your legacy, get 1
◊ A finely bred charger (Mount, Luxury, Mighty).

What useful expertise can you draw on?


hold for each point of ★. You can spend Arts to get extra ◊ Your veteran master at arms (Vicious, Drilled).
hold, 1-for-1. While you battle, you may spend 1 hold to ◊ Your chief scientist (Scholarly, Genial).
command the Redoubt to: ◊ Your loyal shadow (Shadowy, Astute).

◊ Remove a foe from the battleground.


◊ Negate an incoming attack. PLAYING THE CRYSTAL-CROWNED
◊ Force your foes out into the open. As the last scions of Montara’s defeated nobility, this House
◊ Summon ghostly reinforcements. brings gothic decadence to the setting. They serve as a
conduit to Montara’s troubled past, guides to its ruins, and

� THE GHOST PARLIAMENT


When you Research and consult the preserved remains of
reminders of its sins. From the Redoubt they wield
impressive power, but can achieve little hiding within its
walls. The Crowned will fight for supremacy, but lack the
your ancestors, they reveal their wisdom about the past. political and cultural means for that. However, the House has
Establish a connection between two existing Factors and this strange symbiotic relation to their Heroes, who are more
declare the nature of their connection: reverence, hatred, or powerful, better equipped, experienced and connected than
kinship. Crowned Heroes are always considered a Factor. any other. They can whip the nobles into a frenzy of dramatic
action. But then, as they rise, soon they fade away (or retire
to glory), and the House once again falls into apathy.
CROWNED HEROES
INHERITANCE Each Crowned Hero is a Veteran by definition – and no other
Crowned Heroes can start with one of these moves: playbook carries so much synergy. Other Heroes such as the
Chimera, the Warlock and the Outcast, also draw a great

� LORDS OF DUST AND SORROW


deal of power from becoming immortal. They bring different
tones, but all fit well with the macabre mood and themes.
When you command Echoes to submit to your authority, roll
+Roles marked. On a 7-9 they must obey, flee, or cease to be. Dramatic, powerful, tragic… the Crystal-Crowned offer much,
On a 10+, you only give them two of those options. demand even more, and won’t settle down for anything less.

45
“I know what the things you’ve seen mean. Beasts and children scratching symbols into
your walls, rainbow-coloured clouds on the horizon... Have the nightmares started already?
They have? Hrm.
“It won't be long before gossamer wings emerge from that storm and cover its skies. We call this
titan Sanctifier – it will nest here, and feed on everyone who was not strong enough to run.
“Bring me more ale, and I will tell you how we can stop this beast.”

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And tell everyone:


MAKING YOUR ORDER
STATS “One Cabal is lead by a hero of one of our past battles with the
Choose one: titans. We have an Alliance with them.”

◊ Reach -1, Grasp +2, Sleight -1 if the Empire unleashed RESOURCES


Titans over Montara during the war. Pick two as Surpluses and take the rest as Needs:
◊ Reach +1, Grasp 0, Sleight -1 if Titans have rampaged Transport, Warriors, Scouts, Defences, Scholars
across the Borderlands since the Empire retreated.
◊ Reach +1, Grasp +1, Sleight -2 if the lands around
Montara have always belonged to the Titans. THE ORDER’S MOVES
You gain these moves:
TRADITIONS
Chose one of each, or create something else:

◊ Populace: Hunters carrying out a duty inherited from their


� ALLIANCE MOVE
When your Order saves a faction from a Titan attack, gain
ancestors; A war cult of brutal and fearless zealots; An Influence on them.
honourable corps giving their lives for the greater good.
◊ Style: Extensive body art marking each kill; Flowing
robes of shimmering colours; Plated armour and heavy,
hooded cloaks.
� CONFLICT MOVE
No Warning: While you are in Conflict with a faction, they
◊ Governance: Clinging onto remembered traditions of lost Endure Titan attacks and Henakor Surges with lasting
Kyradar; Interpretations of an apocalyptic text; A council Disadvantage.
of oracles, each attuned to a particular titan.

DOCTRINE
Pick one:
� HUNTER’S WARNING
Your House is dedicated to hunting Titans – gigantic
creatures that stalk the land and are usually hostile to human
� Learned Cultists: When a Titan attacks, you gain a free life. Each has unique strengths, hungers and capabilities –
Research action. some are notorious like Volfyrion or the Cannibarok, others
� Noble Knights: When a Titan attacks, you gain a free still utterly unknown.
Command action.
� Mystic Survivors: When a Titan attacks, you gain a free When you spend a Decree and scout for signs of Titan attack,
Rituals action. reframe a detail you’ve seen as an omen of incoming danger.

LOYALTIES Say how it threatens the factions of your choice; they


You aren’t from here, but you’re not strong enough to face become Warned. You can spend a Decree to Command
Titans alone. Gain cumulative benefits based on your Warned factions, even if you don’t have Dominion on them.
deepest relationship with any one House:
If the Titan is stopped before the threat becomes plausible,
◊ Influence: When a Titan attacks, you say where you can each Warned faction gains Influence over you.
find a Surplus to help fight it off.
◊ Alliance: When any other House’s holdings are menaced If you stop it once it’s a clear threat, gain Influence on every
by a Titan, you may narrate the arrival of your forces. Warned faction.
◊ Dominion: When you Command to seize one of your
vassal’s Surpluses, you also gain Surplus: Safety, Morale If someone else stops it once it’s a clear threat, you gain an
or Leadership. automatic Alliance with whoever stopped it.

Then, read these out and ask for volunteers: If the Titan assault happens as you foresaw, you and each
Warned faction gain a Need of your choice.
“Which of you has shown signs you know things about the
Titans we don’t? You gain Influence over us.”

“Which of you fought alongside us in the Dulkodel War, and let us


down at the worst possible moment? We gain Influence on you.”

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CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

And choose one more: ASSETS


Kyradarian Heroes get +1 to Might or Wisdom. In addition,

� HELLDIVERS
When you sound Hunter’s Warning, you may describe the
each hero may pick one from each list as their signature gear:

How do you fight?


Hostile Ground that your target brings with them. If you ◊ A bone harpoon (Ranged, Tether, Stun).
defeat the Titan, your Heroes become immune to the effects ◊ A legendary longbow (Ranged, Far, Piercing).
of that environment for the rest of this Cycle, and can spend ◊ An heirloom lance (Melee, Hefty, Weird).
1-Arts to grant this effect to their companions.
How are you defended?

� TITAN WISDOM
If the Titan of your Hunter’s Warning is killed and you get
◊ Tinted plated mail (Armoured, Uniform).
◊ A mystical amulet (Arcane, Mobile).
◊ A hunter’s cloak (Hardy, Subtle).
access to its remains, you gain Surplus: Arcane Remains.
When used in a Wonder, this replaces any two of its regular How do you travel?
requirements. Tell us how this warps the project in alien ways. ◊ A loyal and friendly winged lizard (Mount, Flying, Swift).
◊ A ferocious barely-tamed warbeast (Mount, Canny, Mighty).

� THE SUMMONING
When you spend a Decree and lure a Titan towards an Warned
◊ A floating fortress (Ship, Hulking, Mighty).

What useful expertise do you draw on?


House or Cabal, roll +Lore spent, up to +3. On a hit the Titan ◊ Your grizzled crew (Horde, Strong).
destroys one of their Surpluses for each point of Lore; on a 7-9 ◊ Your younger sister (Mystic, Drilled).
it also destroys one of your Surpluses. On a 6- it unleashes ◊ Your roguish uncle (Shadowy, Vicious).
great power, creating a new Hostile Ground. Don’t miss.

PLAYING THE ORDER


� LEGENDARY ARSENAL
Choose what gives your Order the means to fight the Titans:
The Order is single-minded… and with good reason.

Titans kill cities and cripple nations, physically and


� The animated skeletons of long-dead giants. sometimes spiritually. Mighty and wise Kyradar fell to the
� Ill-tempered but devastating Relics. Great Dragon. And the Order won’t forget the scars and the
� Rites that briefly grant titanic power to a single warrior. nightmares of losing their city, their goddess, their
civilisation.
Start each cycle with 3-Arsenal. You may spend 1-Arsenal to:
To find vengeance or protect others they hunt Titans, and the
◊ Send a Titan reeling away from the battlefield. Borderlands respect them as heroes. The may bring down
◊ Drastically alter the battlefield or your place in it. undefeatable Titans using Legendary Arsenal or Titan Killer.
◊ Ward a wide area from harm. Or they can build Wonders with Resources gathered from
those threatened by the beasts – wonders that become
increasingly alien, as soon as their first Titan is killed.
HEROES OF KYRADAR
INHERITANCE Don’t forget that your Titan-killing skills can help you
Kyradarian Heroes can start with one of these moves: elsewhere. Helldivers is particularly good at this, letting you
hunt down particular prey to temper your Heroes against a

� MONSTROUS DIVINATION
particular environmental hazard.

When one of your Covenants faces a Titan, you may gain Finally, a dark version of the Order focuses on conquest
insight into the Titan’s nature as if you had Exploited the through Summoning – an act of heresy or a war crime,
Covenant no matter your distance from it. depending on whom you ask.

� TITAN SOUL
The Survivor is perhaps the most iconic Kyradarian, but
consider that only a Beaten & Weathered Veteran or a Black
When you Exploit the Covenant to gain an insight into a Titan, Emperor Warlock can truly hurt a Titan – and victory over
you can create a free and immediate Opening to Confront it. Titans is all that truly matters for the Order.

48
“Come, take a seat. You weren’t followed – who would expect you to visit scum like us,
especially in person?
“Don’t bother with the pitch. We know why you came. What you truly need.
“Are you ready to pay our price?“

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“One Cabal has infiltrated us. I’ll say which cabal I suspect,
MAKING YOUR REMNANTS and I’m in Conflict with them.” The GM says who the spy truly
STATS works for, and they have Influence over you.
Choose one:
RESOURCES
◊ Reach -1, Grasp +1, Sleight +1 if the citizenry rose up Pick one as Surplus and take the rest as Needs:
against Kitrea in the occupation’s final days, burning Justice, Leadership, Morale, Prestige, Safety.
mansions and garrisons.
◊ Reach +1, Grasp 0, Sleight -1 if the city’s new rulers
sheltered Kitrean remnants in exchange for co-operation. THE OUTCAST’S MOVES
◊ Reach 0, Grasp -1, Sleight +2 if the Kingdom purged all You get these moves:
trace of the Kitrean occupation, forcing survivors deep
underground.

TRADITIONS
� ALLIANCE MOVE
When a faction overcomes their prejudice to seek your help,
Choose one of each, or create something else: gain Influence over them.

◊ Populace: Kitrean civilians left behind in the evacuation;


Secret police following a clandestine agenda; A radical
sect who refused to abandon the mysteries of Montara.
� CONFLICT MOVE
Whispers & Lies: As long as you are in Conflict with a faction,
◊ Style: Punishment brands, now worn with pride; A dark their Research costs 1 extra Lore.
uniform, covering all identities; Colourful ropes and
arcane knots, quickly donned and removed.
◊ Governance: Cryptic orders from the homeland; A secret
council, meeting masked and anonymous; Scattered cells
� RUNNING IN SHADOWS
You don’t have their connections, their power, their influence
with limited contact. – you must plot carefully and act decisively to survive. You
alone can hold up to 5 Decrees. Any Decree gained beyond
DOCTRINE this limit is wasted, and your stored Decrees are erased by
Choose one: The Turn.

� Security: Gain a free Decree when you Employ or Harness And choose one more:
Safety.
� Resistance: Gain a free Decree when you Employ or
Harness Morale.
� Insurgence: Gain a free Decree when you Employ or
� THE CANT IN THE NIGHT
Your share a language kept secret from the rest of the world.
Harness Leadership. Pick two for conversations:

LOYALTIES � It’s discreet, hiding its true meaning in colloquial use of


You’re pushed to the margins of Montara. As you gain allies the mainstream language.
and make a home here, your fortunes will improve. Consider � It’s safe, and no one outside your House understands it… yet.
your deepest relation with any local Faction, and gain the � It’s rich, and you can express complex ideas in a variety
cumulative benefits of your stances towards them: of topics.

� Influence: You have shelter always ready. Authorities And two for an alternate method of communication, that you
can’t find you if you lay low in the City. must describe:
� Alliance: Your Allies must always Support you when you
Conspire, or else they lose Influence over you. � It’s instant, to deliver and understand.
� Dominion: You are an accepted part of the City, and your � It’s safe, and it won’t be recognised as a message or
opinion carries great weight with the masses. language.
� Its long-ranged, reaching far or wide.
Then, read these out and ask for volunteers: � It’s lasting, delivering warnings and tales from the past
and into the future.
“One of you is secretly in league with us. We have an Alliance
no one else knows about.” They say how they are helping you.

And tell everyone:

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� LISTENING TO THE ABYSS


When you spend a Decree and gather your loremasters and
ASSETS
Remnant Heroes get +1 to Cunning or Prowess. In addition,
each hero may pick one option from each list as their
spies in council, gain one point of Lore and Arts for each of signature gear:
your remaining stockpiled Decrees.
How do you fight?

� WALKING THE LABYRINTH


When you spend 3 Decrees and put in motion a grand plot,
◊ A traditional scarf of your people (Melee, Flexible).
◊ An elegant dagger (Melee, Piercing).
◊ A sturdy walking staff (Melee, Hidden).
gain an extra Fortune in the Turn or Wonder roll that closes
this Cycle. You can only have one plot active at any one time. How are you defended?

� STORMING THE GATE


When you spend 3 Decrees and field all your agents in a
◊ Trail clothes (Hardy, Mobile).
◊ Swirling dancing steps (Subtle, Mobile).
◊ Hidden greaves and bracelets (Armoured, Arcane).
carefully-planned action, spend 3 Decrees to combine two of
Conquer, Conspire, or Negotiate, targeting the same faction in How do you travel?
a simultaneous action. Pick one to roll with fleeting Advantage. ◊ With your own two dusty and aching feet.

What useful expertise can you draw on?


REMNANT HEROES ◊ A wise mystic (Genial, Mystic).
INHERITANCE ◊ A beautiful performer (Artisan, Shadowy).
Remnant Heroes can start with one of these moves: ◊ A dour guardian (Astute, Vicious).

� TO HONOUR THE SCORNED PLAYING THE REMNANTS


When you try to rally the City’s poor, oppressed, and shunned The Remnant Conspiracy was designed for players who
towards your goal, you always gain an extra Objective from quietly observe their friends’ frantic actions, biding their time
Compromise – no matter what you roll. for the perfect moment to strike. Here their thoughtful and
cautious approach is rewarded, allowing for a blur of

� MANY WANDERING SOULS


decisive (sometimes downright vicious) action. Not
surprisingly, their game relies heavily on Conspire, and with
When a Hero of any House becomes an Outsider, they are Storming the Gate every action they take has an obscure
drawn to you like a moth to a flame. Automatically form or angle, an unconventional solution. Also, you effectively have
rank up a Covenant with them. If they give you the power to a free action to start a Wonder, determined by your Doctrine.
provide their Role Move details normally contributed by the
GM, increase the Covenant to Rank 3. Adding their other moves, the Remnants end up playing
incredibly safe. Of course that the Firebrand seems tailor
When you meet an Outsider Cohort, gain lasting Advantage in made to defend your cause and House. However, with the
Cunning with them. Vagabond in play you can pretend your House simply doesn’t
exist, or has precious little to do with the Heroes’ Covenants.
Until it is far too late, at least.

51
“Just listen to the crowd chanting. They are tired of compliance! Of silence! No more will
we be their subjects, their slaves. No more!
“Look, here come the troops to silence us. Either we shame them into backing down, or
they’ll spill our blood.
“Either way, the uprising is served.”

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And tell everyone:


MAKING YOUR UNDERGROUND
STATS “Where there are hierarchies, there are those who support our
Choose one: creed. We gain Influence over each and every one of you that
has Influence or Dominion over us.” Each other player must
� Reach +1, Grasp +1, Sleight -1 if the pain of the Empire’s describe their most rebellious or freethinking spirit; you say
conquest is still fresh, and an uprising is imminent. how your rebellion fascinates them.
� Reach +1, Grasp 0, Sleight 0 if the conquest is a bitter
memory, and the resistance is dug in for the long haul. RESOURCES
� Reach 0, Grasp 0, Sleight +1 if Montara has been Pick two as Surpluses and take the rest as Needs:
conquered longer than anyone can remember, and an Justice, Leadership, Morale, Spies, Scouts
uprising is unsuspected.

TRADITIONS THE UNDERGROUND’S MOVES


Choose one from each, or make your own: You get these:

◊ Populace: A ragtag band of desperate revolutionaries; A


whisper network made up of the most unlikely people; A
small and highly secretive team of strategists.
� ALLIANCE MOVE
When you show another faction how their actions have
◊ Style: Completely ordinary, except for a hidden sigil caused unwanted collateral damage, gain Influence over
somewhere on your person; Masks, hoods, and good them or Cease any one of their ongoing Conflicts.
boots; Tattered but serviceable clothing to blend in with
the city’s slums.
◊ Governance: Group debate and consensus decision-
making; Rotating leadership on a regular schedule; A
� CONFLICT MOVE:
Peasant Uprising: As long as you are in Conflict with a
single leader and their deputy, commanding the rest. faction, they Endure with lasting Disadvantage.

DOCTRINE
Choose one: � MIGHTY RENEGADES
It doesn’t matter that you are everyday people – together you
� Uplift the Lowest: When you steal significant resources will change the course of history! As long as you are not
and give them away, gain a free Conspire action. under anyone’s Dominion, when you have one of Surplus:
� Know Your Enemy: When you gain intelligence that causes Recruits, Morale or Leadership and gain a second, you also
you to reassess your plans, gain a free Conspire action. get the third.
� Freedom From Chains: When you erase a Need inflicted by
the city’s rulers, gain a free Conspire action. And choose one more:

LOYALTIES
Your greatest loyalty is to the cause. Gain these benefits,
according to the development of your Revolution! Wonder:
� THIS IS OUR CITY
When those who fight for the Revolution come under attack,
you may describe them…
� No Resources Invested: You’re a close-knit group trying
to achieve a single goal. Gain Advantage on rolls to free a ◊ Withstanding a spirited assault.
member of your House from captivity. ◊ Retreating to a more defensible position.
� Under construction: You have the ear of someone high-up ◊ Counter-attacking against all hope.
in the city. You say who this is, and why you trust them ◊ Evacuating their civilians.
(and vice versa). ◊ Conceding critical parts of the battlefield.
� In a Cycle started by a Revolution! Even the quiet,
peaceful citizens are seeing things your way; you gain Once they’ve done three of these, Rebels and their allies
Surplus: Prestige. emerge from every alley, rooftop, and sewer, in a surprise
attack that will cripple the enemy.
Then, read these out and ask for volunteers:

“Which of you relied on us to gain your current standing? We


have an Alliance.” They say how you formed this Alliance, you
� CHILDREN OF THE STORM
When you Celebrate, you gain Surplus: Spies or Scouts (your
say why it endures still. choice) right there amidst your Allies’ ranks.

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CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

� QUIET WORK
When you spend a Decree and incite the oppressed against
ASSETS
Underground heroes get +1 to Cunning or Prowess. In
addition, each hero may pick one option from each list as
injustice, say what you want to accomplish and roll +Reach. their signature gear:
On a 7-9, pick one; on a 10+, pick two:
How do you fight?
◊ You fully achieve your goal. ◊ An inherited sword (Melee, Heirloom, Piercing)
◊ You Conceal your involvement. ◊ Bottles of alchemical fire (Ranged, Area, Lingering)
◊ You find something extra to help your cause. ◊ An assassin’s dagger (Melee, Piercing, Hidden)
◊ Nobody is injured.
How are you defended?

� NOT A BROKEN MAN


As long as you remain the City’s compassionate soul or voice
◊ Hidden armour (Subtle, Armoured)
◊ Layered fabrics (Mobile, Utility)
◊ Heavy coat (Hardy, Utility)
of reason, gain one extra choice on each Conspire you
attempt, no matter what you roll. They trust you, perhaps How do you travel?
more than they should. ◊ On foot via the city’s rooftops, alleyways, and secret paths.

� HELL CAN'T STOP US


When you spend a Decree and gather and direct the angry
What useful expertise can you draw on?
Choose one of each list.
◊ Violent zealots ◊ Master spy
mob, name a Surplus you want to erase from those who (Horde, Drilled, Vicious) (Astute, Shadowy)
control or exploit the City and roll +Reach. On a hit they ◊ Sympathetic civilians ◊ Army officer
destroy it; for every one of your Surpluses you burn to fuel the (Horde, Strong, Shadowy) (Astute, Drilled)
angry mob, name an additional Surplus they will undermine. ◊ Unsavoury characters ◊ Famous singer
On a 7-9 choose 2, on a 10+ choose 1: (Horde, Rogues, Genial) (Artisan, Genial)

◊ The mob causes wide and unintended collateral damage.


◊ You lose Influence on every Ally. PLAYING THE UNDERGROUND
◊ You can’t incite the mob again this Cycle. What of the people of Montara? The common folk who have
survived Kitrean rule, the War, and Ilvashan conquest? The
Rebel Underground lets you explore their fate and tell their
UNDERGROUND HEROES tale of daring actions and terrible sacrifices.
INHERITANCE
Underground Heroes can start with one of these moves: Obviously, the Rebels live for the Revolution! Sure, your
optional moves help you build other civic Wonders – check

� RIGHTEOUS FURY
out The Golden Age and The Verdant Defiance. But it all
comes down to the massive social unrest, of which you are
With a few hours and access to alchemical reagents, you can a catalyst. The power of the Revolution is in the mundane.
make 1-stock of explosives. 1-stock is sufficient to: Anyone of us only needs to tune into our own world to
witness the nobility and excesses of countless revolutions,
◊ Spread fire over a city block-sized area. as they all too often slide into complacency, greed, or
◊ Bring down a structure as big as a house. mindless violence. What will you do differently now that you
◊ Be used as a weapon (Ranged, Area, Brutal). have your chance?

To do more, ask the GM how much stock it’ll take. No Hero fits the Underground better than the Firebrand, of
course. But don’t overlook the Martyr, a regular person who

� BRING TO JUSTICE
rises to the occasion and becomes an inspiring icon. Or a
Toiler, putting in work and sweat to build a city that’ll care for
When you search the city for details of a crime or corruption, everyone’s needs and leave none lacking.
you can Unearth rolling +Cunning. On a 10+ pick one extra:

◊ You find a source willing to support your claim.


◊ You find evidence that’ll lend weight to your claims.
◊ You find someone who can spread your story.
◊ You stay beneath the notice of the perpetrator.

54
“You draw such clear lines of light and shadow. You think Villos-on-the-Edge is a den of
iniquity and crime, ruled by a conspiracy of arcanists, relic smugglers and criminals. But
you forget: the Tower we serve has defied the authority of Kingdom and Empire alike.
“You think we care if you judge us? We know your vices. We numb your pain. You need us,
and we own you.”

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Then, read these out and ask for volunteers:


MAKING YOUR TOWER
STATS “Which of you has waged a past campaign against the
Choose one: Tower’s influence? You have Influence over us.” They describe
the truce that ended the hostilities.
� Reach +1, Grasp +0, Sleight +1 if your rival in the city’s
underworld is an Imperial cult and its acolytes. “Which of you holds our Mirage crystals as a central aspect of
� Reach +0, Grasp +1, Sleight +1 if your rival in the city’s your rites and ceremonies? We have Influence over you.” They
underworld is the disavowed Sixth Guild of Ilvash. describe the origins of this custom.
� Reach +0, Grasp +0, Sleight +2 if your rival in the city’s
underworld is the decadent old nobility of Montara. And tell everyone:

TRADITIONS “One of the Cabals is our rivals in the underworld. We have an


Choose one of each, or create something else: ongoing Conflict with them!” Ask the group what criminal
practice the Cabal controls in Montara.
◊ Populace: A family bound by ties stronger than blood; The
initiates of a dark mystery religion; Scholars, as reckless RESOURCES
as they are brilliant. Pick two as Surpluses and take the rest as Needs:
◊ Style: Inhuman crystalline enhancements; Long coats, Justice, Morale, Safety, Spies, Wealth.
tall hats and ritual animal masks; Revealing fineries for
the alluring and grotesque alike.
◊ Governance: A prophet, possessed by an ancient Relic; THE TOWER’S MOVES
Faceless messengers of the Tower’s will; Commands You get these moves:
relayed by a magic mirror.

DOCTRINE
Pick one:
� ALLIANCE MOVE
When another faction gains Need: Mirage, gain Influence on
them.
� Insidious Warlords: When you provide another Faction with
Surplus: Mirage, gain a free use of Conquer or Conspire.
� Ruthless Rogues: When you provide another Faction with
Surplus: Mirage, gain a free use of one of your Ancestral
� CONFLICT MOVE
Cut the Supply: While you are in Conflict with a faction, they
Circle benefits (see Loyalties). gain Need: Mirage and cannot remove it.
� Dream Weavers: When you provide another Faction with
Surplus: Mirage, gain a free use of Ritual (still spending
Arts and Lore as normal). � THE TOWER'S ARTS
When you spend a Decree and weave powerful emotions and
LOYALTIES memories into Qoam shards, gain one Surplus: Mirage per
The Ancestral Circle of Villos rules over you just as Guilds point of Arts spent. You alone can hold multiple instances of
are ruled by their Ilvashan masters. Choose the Circle’s Surplus: Mirage, and neither Surplus: Mirage nor Need:
starting control over you and gain the cumulative benefits: Mirage affect your Momentum.

� Neutral: You traffic in memories and emotions, and can Bliss is, however, a fleeting thing… When a new Cycle starts,
spend a Decree to change any one Surplus/Need: Mirage erase all Surplus: Mirage from the game.
into Surplus/Need: Morale.
� Influence: You can count on reinforcements sent from And choose one more:
Villos, ready to raise hell or bring thuggish protection. You
may spend a Decree to change any one Surplus/Need:
Mirage into Surplus/Need: Safety.
� Dominion: The Tower is feared and respected as a major
� SHADOW HARVEST
When you Conquer a place haunted by memories of pride or
political power. You can spend a Decree to change any sorrow, gain 2 points of Arts or Lore, in any combination.
one Surplus/Need: Mirage into Surplus/Need: Justice.
When a new Cycle starts, gain 1 point of Arts or Lore for each
of these sites you still control.

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� CRIPPLING NEED
Wherever you peddle harvested dreams and feelings, any
ASSETS
Tower Heroes get +1 to Cunning or Wisdom. In addition,
each hero may pick one option from each list as their
faction that loses Surplus: Mirage gains Need: Mirage. signature gear:

� SORCEROUS RITES
When you spend a Decree and sacrifice stolen relics in grand
How do you fight?
◊ A poisoned blade (Melee, Lingering).
◊ A sceptre wreathed in tormenting memories (Melee, Weird).
ritual, spend 1-Arts to choose one: ◊ A box trapping the winds of a Cerulean Storm (Area, Weird).

◊ While you hold Surplus: Mirage, get Ongoing Advantage in How are you defended?
Hostile Grounds created by ambience. ◊ A cloak of soot and ashes (Arcane, Subtle).
◊ Summon a group of beasts or a singular Titan, pacified ◊ A polished crystal mask (Arcane, Mobile).
enough to listen and perhaps obey. ◊ A protective ward (Arcane, Mantle).
◊ While you hold Surplus: Mirage, get Ongoing Advantage
against Houses and Cabals haunted by Echoes. How do you travel?
◊ A beast of wind and shadow (Mount, Swift).

� BLACK CELEBRATION
When you Celebrate with a sensual festival in a broken land,
◊ A caravan of vices (Drawn, Luxurious).
◊ A fey wind (Ship, Swift).

you may spend Surplus: Mirage to get an automatic 7-9 What useful expertise can you draw on?
instead of rolling. Each ally that joins the celebration can ◊ A canny sex worker (Genial, Rogue).
give you 1-Arts to Erase Need: Mirage. ◊ A musclebound thug (Tough, Vicious).
◊ A notorious assassin (Shadowy, Vicious).

TOWER HEROES
INHERITANCE PLAYING THE VILLOSI
Tower Heroes can start with one of these moves: Sure, theft, murder and vice were all too common everywhere
in Mysthea – but nowhere as rampant as in Villos-by-the-

� CAST A MIRAGE
Edge. In its alleys laden with bazaars, pleasure houses and
dreaming dens, countless broken souls drank deeply from
When you cast your spells over a Relic, roll +Wisdom. On a hit foreign memories and long dulled emotions. Some say the
7-9 pick two; on a 10+ pick three: city was founded around the Tower, and that the building
only started its wandering ways recently.
◊ You Steal a Relic’s emotion, disconnecting it from its
owner. Though aloof and arcane, its servants have always
◊ You Weave a memory within a Relic, rewriting its controlled criminal activities there with a silken touch and an
Covenant cores. iron grip. And when the War increased demand for release
◊ You Brand a dissonant feeling into a Relic, cursing it with and oblivion, the Tower emerged above all other criminal
lasting Disadvantage to Manifest. guilds, conspiracies and gangs across Mysthea. Villos
◊ You do it without showing signs of your meddling. became then too small for their ambition.This House spins
◊ You do it without needing to touch the target. around the control of a unique Strategic Resource, Mirage.
◊ You do it without attracting all Echoes nearby. By offering respite from a world broken by magic with
familiar memories and comforting feelings, they control the

� CAPTURE IN CRYSTAL
disquieted and alienated. The Villosi can heal and comfort
as much as they can enslave; it’s all in the players hands.
When you enrapture an important figure with stolen memories
and feelings, roll +Cunning. On a hit, they change their A Villosi Prowler is a terror to behold in action – callous,
nature; they’ll become a different type of Personage Factor resourceful, efficient. But a Firebrand or Veteran can both
(or become one if they weren’t already). On a 7-9 pick one; on also become tremendously effective Tower servants.
a 10+ pick two:

◊ The change is permanent.


◊ You choose the nature of their new Factor.
◊ A new Personage Factor doesn’t seek retribution for the
change.

57
“Surrender, for we hunt with beasts and they bless us with their ferocity and wisdom.
“Surrender, for we know the paths through this land and you cannot escape us.
“Surrender, because without us this city will starve.”

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And tell everyone:


MAKING YOUR CLAN
STATS “An important Cabal splintered off from us, years ago. We
Choose one: have an Alliance with them.” Work out with the GM what
difference of opinion or practice caused the schism.
� Reach +1, Grasp -1, Sleight 0 if the farms and earthworks
outside the city remain mostly intact, and life is returning. RESOURCES
� Reach -1, Grasp +1, Sleight 0 if Montara’s outlying wilds Take any three as Surpluses, and take one other as a Need:
were twisted and scarred during the city’s conquest. Hunters, Labourers, Spies, Scouts.
� Reach +1, Grasp 0, Sleight -1 if displaced citizens and
refugees are struggling to survive and causing ecological These are your key resources – you can have multiple
disruption in the city’s satellite settlements. instances of each.

TRADITIONS
Choose one of each, or create something else: THE CLAN’S MOVES
You get these moves:
◊ Populace: Rural labourers, farmers and ranchers;
Hunters and herbalists taught secret lore; The nobility’s
landscapers, now masterless.
◊ Style: Intricate tattoos, leathers and feathers; Defiantly
� ALLIANCE MOVE
When you guide another faction to a hidden treasure in the
rustic and practical outfits; Bone trinkets, crystal gadgets wilds, gain Influence on them.
and mysterious vials.
◊ Governance: A code of ecological responsibility; Omens
seen in weather, flora and fauna; A labour union whose
president represents the clan.
� CONFLICT MOVE
Hit and Run: While you are in Conflict with a faction, you can
withdraw one of your Key Resources to safety whenever you
DOCTRINE spend a Decree.
Pick one:

� Dominion Over Nature: When your Key Resources are


revealed, gain a free Conquer action.
� STALK THE LAND
Through mystic lore or practical experience, your people
� Leave No Trail: When your Key Resources are revealed, roam the land unseen and unchallenged. When you gain one
gain a free Conspire action. of your Key Resources, put an appropriate marker on the map.
� Faith of Beak and Bone: When your Key Resources are
revealed, gain a free Rituals action. When markers are placed, they’re Hidden and cannot be
affected by House actions or GM reactions, or Employed by
LOYALTIES you. You may Reveal a Surplus at will; if it’s in response to its
You mistrust city politics – your responsibility is to the world particular trigger, there are special effects:
and people living outside its walls. Gain these cumulative
benefits when no city faction holds this power over you: ◊ Surplus: Hunters. Reveal after a nearby battle to give an
involved faction Need: Recruits.
� None hold Dominion over you: You are never alone, ◊ Surplus: Spies. Reveal after an important meeting or
bonded to your familiars in ways most would never clandestine action nearby to gain 1-Lore.
understand. You have lasting Advantage on Endure. ◊ Surplus: Scouts. Reveal in an unexplored area to discover
� None are Allied to you: Your familiars keep watch over a bountiful resource, worth a Surplus if you can secure it.
your settlements and hunt intruders. Any hostile force ◊ Surplus: Labourers. Reveal after a House triggers
that crosses your lands must take a Need of your choice. Windfall nearby to gain the erased Surplus.
� None have Influence over you: You can keep pace with
your familiars. When moving through the wilds, no one Once a marker’s Revealed, they’re vulnerable to hostile
can find or outrun you. House actions and GM reactions. If you somehow lose them,
you lose the Surplus. Spend a Decree to Hide or move all
Then, read these out and ask for volunteers: Revealed Surpluses at the beginning of the next City phase.

“Which of you tried to claim what’s ours, underestimating our


mastery of this land?” They say what caused bloodshed, you
say how peace was achieved.

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� EYES ALWAYS OPEN


And choose one more:

� BLOOD HUNT
When you spend a Decree and stalk your foes like prey, spend
When you first reach a location, pick one thing you
immediately notice:

1-Lore to tie one of the target faction’s Surplus to a specific ◊ A perilous vantage point.
character in their organisation. If you can kill, incapacitate or ◊ A dirty shelter.
recruit the character, the faction loses the Surplus. ◊ An unpleasant escape route.

� A MOUNTAIN TALLER
When you Endure to protect your traditions and territory, give
You can always find a trace left by the last being to cross this
location, and sense the direction they left in.

your opponent a Need of your choice on a 7+. ASSETS


Untamed Heroes get +1 to Might or Prowess. Each hero may

� RITES OF THE MOON


When you spend a Decree and perform traditional rites to
pick one option from each list as their signature gear:

How do you fight?


strengthen your bonds with the natural world, spend 1-Arts to ◊ Bows (Ranged, Silent).
gain Surplus: Hunters, Scouts, Spies or Scavengers. ◊ Blades, fangs, and talons (Melee, Elegant).
◊ A ritualistic morningstar (Melee, Brutal).
WHEN DOES YOUR FAMILY PERFORM BONDING RITUALS?
◊ When a furious storm strikes. How are you defended?
◊ On the anniversary of a momentous loss. ◊ Familiar’s senses (Subtle, Mobile).
◊ When an old leader is beaten in ritual combat. ◊ Leathers and furs (Subtle, Hardy).
◊ Mystical body painting (Arcane, Mobile).
WHERE DO THEY NEED TO BE?
◊ On the top of a bare hill, with clear views of nature. How do you travel?
◊ In a deep forest clearing, hazy with hallucinogenic spores. Mounts with the Canny tag and one more from: Durable,
◊ In a shrine built for this purpose and then razed. Mighty or Swift.

� ARTS OF THE WILDS


The ways of the land have so much to teach you. While you
What useful expertise can you draw on?
◊ A hunter skilled in pack hunting (Drilled, one of Strong or
Vicious).
hold Key Surpluses, gain these bonuses on your Hero’s moves: ◊ A lurking scavenger (Astute, one of Shadowy or Vicious).
◊ Surplus: Hunters. Add “Terrify: gain Influence on a ◊ A wise earthshaper (Astute, one of Hardy or Mystic).
witness of your ambush” to the character list of Assault
options. How do you strike deep?
◊ Surplus: Spies. Gain 1-Lore on any Encounter hit. PLAYING THE CLAN
What secret do you uncover? The Clan plays differently from other Houses: you have and will
◊ Surplus: Scouts. Gain 1-Lore on any Explore hit. always need a specific set of Surpluses to function. This can be
What calls this place home? a disadvantage for a variety of reasons: your enemies know
◊ Surplus: Labourers. Gain 1-Arts on any Unearth hit. where to hit you for best effect, a Windfall may force you to
What do you make, inspired by this event? erase one of your key resources, and you might end up too busy
playing with key resources to devote yourself to Wonders.

UNTAMED HEROES On the other hand, the rush of claiming land as your own can
INHERITANCE be addictive. However you decide to customise your Clan,
Untamed Heroes can start with one of these moves: they excel at what they do – whether that’s raiders of the
wilds, hardy farmers, or guides to the wonders of Mysthea’s

� SOUL RIDERS
nature. They’re not necessarily an aggressive House, and
can play extremely well in defence or as bold explorers.
You are ritually bonded to an exceptional Companion or Coupled with powerful Companions and Arts of the Wilds,
Mount – give it two extra tags. When this familiar takes a hit they become downright scary.
for you, erase its tags to absorb harm you would have taken,
1-for-1. So long as any tags remain, restore all other tags It’s easy to imagine an Untamed hero doing well as a Prowler
when you Heal your familiar. or Veteran for the ‘formidable ranger of the wilderness’ feel, or
the Immersed or even Chimera for a more inhuman feel.

60
“I understand you seeing us as heretics, abominable even. We who have performed the
Blooming have renounced our flesh and blood. But by becoming one with all that is green
and alive, we also bring a message of resilience and interdependence. Of continuity beyond
death, and harmony to our ailing world.”

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CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

And tell everyone:


MAKING YOUR PRIESTHOOD
STATS “One Cabal knows the secret of our transformation. We have
Choose one: Influence over each other.” The GM says when this happened,
and you describe the priceless treasure they gained from this
� Reach 0, Grasp +2, Sleight -2 if the Verdant were born encounter.
from the Empire’s terrible experiments in the chasms
under the city. RESOURCES
� Reach +2, Grasp 0, Sleight -2 if the Verdant have always Pick two as Surpluses and take the rest as Needs:
been a reclusive group in the city’s outer wilds. Crops, Fresh Water, Land, Prestige, Safety.
� Reach +1, Grasp +1, Sleight -2 if the Verdant creed
germinated in the refugee camps around Montara’s walls,
giving the dispossessed newfound strength. THE PRIESTHOOD’S MOVES
You get these moves:
TRADITIONS
Choose one of each, or create something else:

◊ Populace: The hurt, desolate and lost, seeking a new


� ALLIANCE MOVE
When an Ally forms a new Alliance, you thrive on the
body; Acolytes mutated in a lengthy rite of passage; interwoven connections and gain Influence on them.
Altered survivors of exposure to a terrifying anomaly.
◊ Style: Bark and thick vines; Leaves, flowers and thorns;
Velvety and colourful “flesh”.
◊ Governance: The wisdom of an ancient priest, rooted and
� CONFLICT MOVE
Rooted Deep: When you enter a Conflict with a faction, mark
gigantic; Dreams and visions sent by spirits from the on the map the spot where you will make your stand –
deep Verdant; Irresistible seasonal impulses. nothing can force you to move from there if you don’t wish it.

DOCTRINE
Choose the Priesthood’s sacred duty � THE VERDANT CREED
When you act in sacred harmony, you materialise the flux of
� To Nurture: Spend 1 Seed instead of a Decree to perform mystical energy as living seeds of power. Whenever you use
a Ritual that provides critical resources to an Ally. or receive Support and the result is two matching dice,
� To Shelter: Spend 1 Seed instead of a Decree to perform generate 1 Seed.
a Ritual to protect an Ally from danger.
� To Enlighten: Spend 1 Seed instead of a Decree to perform When you act on your own trusting in the verdant blessings,
a Ritual to understand the inhuman and the uncanny. spend 1 Seed to change the value of any die to the highest
result present.
LOYALTIES
You understand that all living things are connected and
You don’t have to use the two highest dice when you
interdependent – so, you seek nothing but to build Alliances.
use or receive Support; when a roll comes up 4, 4, 5
Gain the cumulative benefits of every listed condition for as
using the 4s will grant you a Seed, but if the House
long as you meet them:
you’re aiding has a Stat of +1 you may have to convince
them to accept a mixed success...
◊ 1 Alliance: You can always communicate feelings and
sensations to your Allies, wherever they are.
◊ 2 Alliances: You gain access to a second Doctrine. And choose one more:
◊ 3 Alliances: You gain access to all three Doctrines.

Then, read these out and ask for volunteers: � THE VERDANT ARTS
When you flood an area with plants and magic, you may spend
“Which of you sought to destroy us when our faith first took Seeds in addition to Lore and Arts to perform a Ritual. If you
root here? You have Influence over us.” They say the reason use any Seeds, you can choose one of the following effects
behind the aggression, and you say how the priesthood for the Ritual:
contained it.
◊ Hold a Menace in place.
“Which one of you embraced the Verdant creed as your official ◊ Summon a Titan, ethereal and wise.
faith? We have an Alliance and we have Influence over you." ◊ Harvest the key to a creature’s essence.

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� SOWING THE SEEDS This move can be purchased with a Hero Advance:

� WOOD WHISPER
When you spend a Decree and work the land with sacred
magic, spend 1 or 2 Seeds to enchant Surplus: Land. After a
few nights the enchanted Surplus will yield your choice of When you extend your senses across the Verdant tapestry,
Surplus: Fresh Water or Crops, or both if you spent 2 Seeds. you experience the feelings and sensations of your
Covenants, Companions and Cohorts, no matter how far

� RAISING AN ARMY
When you spend a Decree and use sacrifices to infuse the
away they are. The connection is two-way – though you
control if they receive your emotions and senses.

world with magic, spend 1 or 2 Seeds to enchant Surplus: ASSETS


Crops or Fresh Water. After a few nights the enchanted Verdant Heroes get +1 to Wisdom and Might, but they can
Surplus will sprout your choice of Surplus: Recruits or never truly hide their plant nature. Each hero may pick one
Defences, or both if you spent 2 Seeds. option from each list as their signature gear:

� BLOSSOMING MEMORIES
When you spend a Decree and enter into communion with
How do you fight?
◊ Killing vines (Melee, Flexible).
◊ A living wooden sword (Melee, Heirloom).
your roots, spend 1 to 3 Seeds to enchant Surplus: Recruits ◊ A cloud of death spores (Area, Subtle).
with the wisdom of your ancestors. Over the course of a few
nights the Recruits will be replaced with one of Surplus: How are you defended?
Artisans, Scholars or Warriors for each Seed you spent. ◊ The hardest bark (Armoured, Hardy).
◊ A cloud of leaves (Mobile, Subtle).

� THE BLACKBRIAR HEDGE


When you spend a Decree and exert your mastery over trees
◊ A crown of flowers and thorns (Regal, Arcane).

How do you travel?


and vines, spend 1 or 2 Seeds to enchant Surplus: Defences. ◊ A floating mass of tamed Kodror mold (Ship, Hulking).
Over the next few nights these Defences will animate and ◊ A striding tree (Mount, Mighty).
expand on their own, yielding your choice of Surplus: Land or ◊ A chariot drawn by wings and shadow (Drawn, Swift).
Safety – or both if you spent 2 Seeds.
What useful expertise can you draw on?
◊ A novice, still human (Shadowy).
An enchanted Surplus remains available throughout the ◊ A warlock drawn by the Priesthood’s secrets (Scholarly).
process. If the Surplus is given away, lost or destroyed, ◊ A witch, master of simple Verdant magics (Mystic).
any and all Seeds invested in it are destroyed. Once an
enchanted Surplus has yielded its bounty, it must lay
fallow for the rest of the City Phase. PLAYING THE PRIESTHOOD
One of my playtesters always loved Legacy, and then
Shattered City; but he always found the idea of any
competition in a RPG absurd. Antagonism and “player vs
PRIESTHOOD HEROES player” situations horrified him. The Priesthood was made
INHERITANCE for this kind of player! Let others scheme and conquer, you
Verdant Heroes gain this move: drive and sustain every effort, simply because it is in your
nature to cooperate. With the Priesthood in play, Support

� GROWN, NOT BORN


rolls will resemble the casting of runes, with a handful of
dice and the cautious interpretation of favourable results.
Your wooden body suffers no spear or hammer, and even the Because in the end, nothing matters more than your Seeds…
hardest blades can’t quite cut it. Replace your Harm slots with the fuel of your unique Arts.
Marked, Cracked, Burnt, and Splintered. All have no stat
penalties, but cannot be restored with Recover. Grand. Noble. Fey. Paired with Lusma (or the Villosi!) the
Priesthood builds a tale of incredible high fantasy.
When you root yourself for a day in rich soil and embrace Thematically, both the Singer and the Warden showcase the
sunlight, Heal. best this House has to offer: unity and empowerment. But
surely, few Heroes in play will be as frighteningly powerful as
an Awoken Priest.

63
“Citizens, eyes on me! I don’t care about their monstrous forms, or their ferocious wrath. You
are Kaetur, one and all. You broke Kyradar! You survived the Dulkodel fields. You will break this
enemy too. You are, one and all, Soldiers of the greatest army to ever march in Mysthea.
“Onward!”

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“Which of you supports our war the most fervently? Gain


CREATING YOUR SOLDIERS Influence over us.” They tell the group why they fear or hate
STATS Kitrea enough to support Kaetur’s presence in Montara.
Choose one:
And tell everyone:
� Reach +1, Grasp +1, Sleight -1 if Kitrean forces razed the
city in their hasty retreat. “One of the Cabals is a threat even to us. We have an ongoing
� Reach -1, Grasp +1, Sleight +1 if a fierce block-by-block Conflict with them, but they have Influence over us!” The GM
battle devastated the city. names this Cabal, and names the source of their advantage.
� Reach -1, Grasp +2, Sleight 0 if your lengthy siege is what
finally broke the city. RESOURCES
Pick three as Surpluses and take the rest as Needs:
TRADITIONS Leadership, Morale, Scouts, Spies, Warriors.
Chose one of each, or create something else:

◊ Populace: A caste of soldiers bred and raised for war; THE SOLDIERS’ MOVES
Patriotic volunteers raised on tales of glory and valour; You get these moves:
Professional soldiers and their conscripted slaves.
◊ Style: Armours and weapons with macabre motifs; Blank
crystalline masks, and polished gear full of sharp edges;
A scarlet cloak, a few pieces of armour, and nothing else.
� SUBJUGATION MOVE
When you beg your ancestral guild for aid, increase their
◊ Governance: Battle companies sitting in council; A control over you and name an enemy within Montara or
hereditary ruler, advised by ambience-twisted oracles; A without. At the start of the next City phase, Kaetur will
tyrant elected by a council of elders. devastate the enemy you name, but pick one of the costs
listed under Conquer.
DOCTRINE
Choose one: You’re not strong enough on your own to withstand the many
threats to your rule. That’s why you’ll get the locals to help
� Terrifying Marauders: Gain a free use of Conquer when you. When you post a bounty, pick one you haven’t yet posted
you start a Conflict. this cycle and fill in the gaps:
� Stalwart Defenders: Gain a free use of Conquer when
someone starts a Conflict with you or an Ally. ◊ Prevent anyone entering/leaving (Stage Factor).
� Opportunistic Warmongers: Gain a free use of Conquer ◊ Protect (Personage Factor) from harm.
when someone Ceases a Conflict. ◊ Hunt down and kill (Personage Factor).
◊ Send Surplus: (Recruits/Weaponry/Scouts/Transport/
LOYALTIES Warriors) to the front lines.
Your Ancestral Guild starts with Dominion over you. Gain ◊ Scout out (Stage Factor) in the wilderness.
cumulative bonuses according to their control over you:

◊ Neutral: Your Guild stands proudly alone, together The target can be an existing factor, or new to the story.
against the world. You have lasting Advantage on rolls to
rescue or avenge one of your people. When a House collects on a completed bounty, they gain 1
◊ Influence: Discipline is high, and your guard patrols will Decree – and you gain Influence over them.
quickly alert you if anything hostile crosses your borders.
◊ Dominion: Your soldiers’ speed and endurance assures If any bounties have not been completed at the end of the
that no other force can hope to keep up with you. You Cycle, gain Need: Leadership and then clear this list.
have Advantage moving as a group over large distances.

Then, read these out and ask for volunteers: � CONFLICT MOVE
Military Campaign: As long as you are in Conflict with a
“Which of you fought side by side with us in the last vicious House or Cabal, they Conquer with lasting Disadvantage.
battle to claim the city? The ties forged in battle persist and
we have an Alliance.” They tell the group what you both had
to sacrifice to win.

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� ARTS OF WAR
With proper supplies, your war machine is unbeatable. The
� A DARING BROTHERHOOD
When you bring together all your armies and march to battle,
following benefits are cumulative, as long as you have all the get lasting Advantage in your Conquest so long as you stay
listed Surpluses: together. If you give up without conquering your target, gain
Need: Leadership. If the campaign is a success, gain
◊ The Tides of Conquest: So long as you have Surplus: Surplus: Justice, Prestige or Wealth.
Morale and Warriors, gain +1 Grasp. Your legions march
as one against the world.
◊ The Engines of War: So long as you have Surplus: Morale
and Leadership, gain +1 Reach. Your military might
� A KEEN INTELLECT
When you spend a Decree and send out scouts to probe a
reinforces your diplomacy and political power. military target, roll +Sleight. On a hit, choose one:
◊ The Web of Destruction: So long as you have Surplus:
Spies and Scouts, gain +1 Sleight. Your skills at irregular ◊ You learn a secret weakness of their defences.
warfare allow you to stay in the shadows. ◊ You may move through this area quickly and unseen.
◊ You learn clues to a hidden strength or unknown history.
And choose one more:
On a 10+ you are given access to a haven you can use while

� AN IRON FIST
When you spend a Decree and send your soldiers into a
you’re in your target’s territory.

community, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1: SOLDIER HEROES


INHERITANCE
◊ The community’s leaders conspire with you to keep the Kaetur Heroes choose one of the two moves below. The
people peaceful and cooperative. other move can be purchased with a Hero Advance:
◊ You lock down this district, and Conspire attempts

� A DARK SOUL
targeted here have Disadvantage.
◊ They uneasily send tribute. Gain 2-Arts or Lore in any
combination. When you make an example out of a dissenter, a defeated foe
◊ You conscript their people, but they’re green and will likely or a useless minion, hold 1. Spend hold 1-for-1 to force a
break in the next major battle. Gain Surplus: Recruits. resident of a conquered settlement to:
◊ You terrify their neighbours; gain Influence on a Cabal.
◊ Perform a task for you, no matter the risk.

� A BRAVE HEART
When you fight for survival or supremacy, choose one effect for
◊ Give up a secret they’d rather you not hear.
◊ Give up all their possessions.

� OUR UNDYING LOYALTY


each of Surplus: Recruits, Morale, and Leadership you have:

◊ An unstoppable foe will be pushed back. Add one extra tag to your Companions and form a Rank 1
◊ One of your foe’s champions will be overwhelmed. Covenant with them – you now form a squad.
◊ One chosen champion of your House will decimate
scores of your foe’s regular troops. When you and your squad act as one, roll with Advantage. If
◊ Those who witness the battle will be forever marked by your squad is ever completely wiped out, you can’t gain
the strength and power of your people. Companions again until you avenge them and your Guild
gains Need: Justice.

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ASSETS
Kaetur Heroes get +1 to Might or Prowess. Each Hero may PLAYING THE SOLDIERS
pick one option from each list as their signature gear: In these times of war, Kaetur enjoys pride of place among the
Guilds of Ilvash. The conquest of this city is another jewel in
How do you fight? Choose one from each list. their crown, but after conquest comes occupation. Why was
◊ A practical short sword (Melee, Piercing). your division dispatched here – to quash local resistance? To
◊ An ornate glaive (Melee, Area). protect this new acquisition from Imperial reprisals? To
◊ A dragon-shaped mattock (Melee, Hefty). conscript its people and incorporate its wonders into your war
machine? Your division is at home on the battlefield; will you
◊ A scoped crossbow (Ranged, Far). turn your tools of war towards protecting this fragile peace, or
◊ An assassin’s dagger (Melee, Hidden). plunge the situation into chaos so that you alone can triumph?
◊ A spiked gauntlet (Melee, Lingering).
Arts of War gives you a clear objective: hoard as many
How are you defended? Strategic Surpluses as you possibly can. Conquest obviously
◊ Your squad’s plate main (Uniform, Armoured). plays a central role in acquiring these Surpluses, and A
◊ Traditional borderlands’ garb (Subtle, Hardy). Daring Brotherhood will all but assure your success.
◊ A scout’s leather armour (Uniform, Agile). However, never underestimate the potency of a Conspire-
heavy game to support your Conquest – and of course, the
How do you travel? benefits of A Keen Intellect for your Hero’s exploits. With A
◊ A loyal warbeast (Mount, Mighty). Brave Heart, you need very little to become nigh
◊ Your unit’s logistics train (Drawn, Durable). unstoppable, while An Iron Fist lets you clamp down on other
◊ A sky yacht, your pride and joy (Ship, Swift). faction’s attempts to undermine you.

What useful expertise can you draw on? While managing all these Surpluses, Windfall will serve as a
◊ Army Healers (Drilled, Physician). refining tool, fueling your conquest with Decrees. Wonders
◊ Scouting Rangers (Hardy, Vicious). may threaten your logistics with their massive requirements,
◊ Heavy Infantry (Strong, Vicious). but if you ever decide to start one the odds are that you will
rush to its completion. Be careful, though, as even allies might
plot against your rising power. You can’t help but be feared.

As the archetypal soldier, a Kaetur Sentinel certainly feels


like a perfect match. And one equipped with Command and
A Dark Soul can certainly be the most feared bully of these
Borderlands. But consider that the House’s power comes
from the Undying Loyalty of its legions. Suddenly the
Veteran, Firebrand and the Toiler start making a lot of sense,
as leaders of highly competent squads.

67
“Hush. Close your eyes and sense the Five…
“Their ambience touches everything you do everything you are. They are in every sharp rock
in our path. In the endless storm and the sunless cold. In the madness in your soul.
“Do not reject this world, broken and haunted. Embrace it and it
will guide you to the Henakor’s holy wisdom.
“Embrace our teachings, for we are Lusma – and the understanding is ours, and ours
alone.”

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“Which of your harbours a breakaway sect of our faith? We are


MAKING YOUR FAITHFUL in a quiet and subtle Conflict.” They say why they shelter them,
STATS and you say why you’re scared of this heresy spreading.
Your start with Reach 0 Grasp 0 Sleight 0. Choose one:
And tell everyone:
� If your Guild led the crusade to crush the heretic Empire:
always roll Grasp with Advantage. “One Cabal worships entities that we censure and fear. We
� If your Guild acted to alleviate the misery caused by the have an ongoing Conflict with them, but they have Influence
War: always roll Reach with Advantage. over us!” The GM describes this Cabal and their faith.
� If your Guild is seeking to quell schisms and bring
doubting souls back into the fold: always roll Sleight with RESOURCES
Advantage. Pick three as Surpluses and take the rest as Needs:
Justice, Leadership, Luxury, Prestige, Safety
TRADITIONS
Chose one of each, or create something else:
THE FAITHFUL’S MOVES
◊ Populace: A lineage mutated by the Henakor’s ambience; You get these moves:
A sect of those who survived an inhuman intelligence’s
judgement; Ascetics replacing flesh with holy crystal.
◊ Style: Simple robes in dark colours; Gems pierced
through bone and skin, proudly displayed; Loose clothes
� SUBJUGATION MOVE
When you beg your ancestral guild for aid, increase their
and long hair, floating weightlessly as you move. control over you and describe the dilemma you offer up to
◊ Governance: An ancient Onygauros hoarding centuries of the Henakor. At the start of the next City phase the GM will
holy relics; Prophetic dreams that brand the flesh of the describe the Henakor Surge, Cerulean Storm or Arcane
chosen; Trained geomancers casting crystal lots to divine Horror that assaults the city, and the answer to your dilemma
the will of the Five. your mystics divine from this event. Take fleeting advantage
acting on this answer.
DOCTRINE
Chose one: When a House performs a Ritual in public, you may offer them
free access to your store of Arts and Lore and give their Ritual
� Sacred Authority: Gain 1-Arts when you Dictate Policy Advantage. If they accept your offer, say what element of their
with Command. practices is expunged to fit Lusman doctrine and gain
� Gatekeepers of Truth: Gain 1-Arts when you Mask a Influence over them.
Factor with Conspire.
� For the Common Good: Gain 1-Arts when you Support
another House and your die is included in the result. � CONFLICT MOVE
Sacred Interdiction: While you are in Conflict with a faction,
LOYALTIES they perform Rituals with lasting Disadvantage.
Your Ancestral Guild starts with Dominion over you. Gain
cumulative bonuses to Sacred Geometries according to their
control over you: � SACRED GEOMETRIES
As long as you honour the sacred Henakor energies in rites
� Neutral: The Guild’s knowledge gives you power. You may and gestures, whenever you discard a 1, 2 or 3 thanks to Dis/
treat the boxes next to Pride or Wealth as if they held a 3. Advantage you place it in one of these slots:
� Influence: Qoam energies sing in your blood. You may
treat the boxes next to Faith or Mirage as if they held a 3. Faith □ □ □ Pride
� Dominion: You are willingly mutated and uplifted by Arcana □ □ □ Wealth
sacred ambience. You may treat the boxes next to Arcana Whispers □ □ □ Mirage
or Whispers as if they held a 3.
Once any row has a sequence from 1 to 3 in any direction, the
Then, read these out and ask for volunteers: work is complete and you are considered Infused with the
quality next to the 3. Set the row’s dice to 5: when you invoke
“Which of you adopted rites of our doctrine into your own this power before your House or Hero takes action, substitute
practices? We have Influence on you.” They say when they in an Infused dice for a guaranteed 5. The Infused die is then
adopted your rites; you say the details of this practices. lost. Once all Infused dice are gone, you are no longer
considered Infused; if you lose the Infused quality
otherwise, also lose the linked dice.

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And choose one more:


FAITHFUL HEROES
� UNCANNY JUDGEMENT
When you spend a Decree and pronounce judgement on
INHERITANCE
Lusma Heroes can start with one of these moves:

� A RIGHTEOUS ACCUSER
unbelievers, expend Influence on each of them to lose your
Infused quality and give it to them as a Need.
When you condemn a powerful figure or organisation in
When a Faction accumulates 3 such Needs, a terrible fate public, roll +Cunning. On a 7-9, pick one; on a 10+ pick two:
befalls them: a Titan assault, Henakor Surge, or a Fateful
Disaster of your description. ◊ You’ll suffer no reprisals.
◊ The crowd delivers a representative of your foe to you.

� DIVINE REVELATION ◊ The audience riots, forcing your enemy into retreat.

� A SAINT OF HARMONY
Once the Sacred Geometries sequence is complete, you can
lose the Infused quality to gain it as a Surplus. When
Employed in a Wonder, this Surplus can replace any of its When you use the Qoam arts to promote harmony, you can
regular requirements – tell us how the project is warped in spend an Infused die to:
arcane and alien ways.
◊ Get an insight towards your current goal – gain 1-Lore.

� JOIN THE CORNERS


When you offer power to a faction participating in with your
◊ Gain a free Focus on your next Manifest attempt.
◊ Plant the seeds of your faith in the mind of another – form
or rewrite the cores of a Covenant with them.
Rituals, you can lose your Infused quality and grant it to them
as a Surplus – and gain Influence on them. As long as they ASSETS
have this Surplus, you can claim dice they discard from Dis/ Lusman Heroes get +1 to Cunning or Wisdom. Your hero may
Advantage rolls for Sacred Geometries. pick one option from each list as their signature gear:

� SHATTER IMPERFECTIONS
When you whip your worshipers into a frenzy and send them
How do you fight? Your chosen weapon gains the Heirloom
tag.
◊ A Qoam sceptre (Ranged, Area).
into battle, lose any number of Infused qualities and pick one ◊ Sacred Words of Power (Melee, Hidden).
of the following for each lost: ◊ A crystal blade (Melee, Lingering).

◊ Invoke a storm to cloud your enemies’ eyes, allowing you How are you defended?
to take them by surprise. ◊ Protective charms and amulets (Subtle, Armoured).
◊ One chosen champion of your House will be unharmed by ◊ Holy Mantle (Arcane, Regal).
the foe’s attacks. ◊ Padded Armour (Subtle, Mobile).
◊ The site of the battle will be marked and forever stand as
a testament to your righteousness. How do you travel?
◊ A beast no one would dare riding (Mount, Hulking).
◊ A battle chariot (Drawn, Mighty).
◊ A blessed chunk of Qoamstone (Ship, Durable).

What useful expertise can you draw on?


◊ Inquisitors (Shadowy, Astute).
◊ Legates (Drilled, Genial).
◊ Magistrates (Hardy, Scholarly).

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PLAYING THE FAITHFUL


Mysthea holds many faiths, but none as influential or You generate strange resources with Divine Revelation and
widespread as Lusma. They thrive in adversity and unity, as Uncanny Judgement; here’s what they might do in the fiction.
expressed in Sacred Geometry, which consistently rewards
both Disadvantage and Advantage – recycling their FAITH
discarded dice. From there, each House move offers potent Surplus: Your people worship Icaion’s arcane beauty openly
tools to wage battle, establish political supremacy, build through ceremony, altars and dogmas. It grants them resolve
Wonders, etc. Whatever you want your Faithful to do, they’ll in front of adversity and unity in purpose.
excel at it. Need: Your people feel the burden of wild Henakor energies.
It is not a measure of low morale, but how can you ever hope
Sacred Geometries also offers extreme flexibility to change to survive this broken, mad world?
your House’s outlook as time passes by, less so if you
abandon neutrality towards your Ancestral Guild. From ARCANA
maddened zealots to wealthy and sophisticated priests, to Surplus: No matter how advanced or alien the Qoam Arts
anything in between, depending on your choices of Infused are, you understand them with the depth of a science.
Qualities. Work with the GM to keep it deeply embedded in Need: To your people, the Qoam Arts are simply
the Fiction! unfathomable.

Lusman Heroes range from social powerhouses, such as the PRIDE


Warden or the Storyteller, to oddities like the Chimera or the Surplus: Your people stand tall in the face of Titans and
Immersed. The Faithful can flow from social to mystical bargain with them on seemingly equal terms.
seamlessly, but always dedicated to the Quiet Arts. Need: Your people understand how ignorant and small they
are in the face of these elder beings. They might even believe
in victory or resistance, but they know they don’t deserve it.

WHISPERS
Surplus: Your form bends – as you serve, so have you been
rewarded. You embrace ambience mutations with pride.
Need: Your form shifts and bulges as the Henakor’s power
wreaks havoc on your flesh and mind. Your people fear
ambience deeply, and thus fail to control its worse effects.

MIRAGE
Surplus: No matter how mystifying the world appears, you
keep your civility. Mundane tasks and basic needs let your
people to cling onto reality even as the world breaks.
Need: You have accepted how utterly broken with ambience
the world really is. Why bother keeping appearances and
deceiving yourself that you are in control?

71
“Avert your gaze and detach your mind – the war’s carnage is none of your concern.
“We are not here out of loyalty to Ilvash or the Guilds. Or out of hatred for the Kitrean
Empire, or seeking personal glory and power.
“We have our eyes on a far greater goal. Montara is our testing ground, our crucible. When
this madness is finally over Ilvash will need us more than ever – to rebuild their cities, heal
their casualties… and shape their future.”

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“Which one of you has received the wonders we freely give,


MAKING YOUR SCHOLARS and accepted our technicians into your most sensitive
STATS practices? We have a tense Alliance!” They say what problem
Choose one: your marvels solved, and you say what costs they bring.

� Reach 0, Grasp -1, Sleight +2 if your hunger to plunder RESOURCES


the Empire’s superior and exotic Arts sparked the war. Pick three as Surpluses and take the rest as Needs:
� Reach +1, Grasp -1, Sleight +1 if the Empire’s many Engineering, Leadership, Medicine, Prestige, Scholars
secrets came to light only during the War and at great
cost in lives.
� Reach +1, Grasp +1, Sleight -1 if your Guild pushed the THE SCHOLARS’ MOVES
Kingdom to war to show off the might of their creations. You get these moves:

TRADITIONS
Choose one of each, or create something else: � SUBJUGATION MOVE
When you beg your ancestral guild for aid, increase their
◊ Populace: A monastic order who gave up their vows to gain control over you and say what sorcerous, meteorological or
acclaim with their arts; Iconoclastic scientist seeking a cryptozoological problem you need help with. At the start of
place to perform forbidden experiments; Victims of a the next City phase you’ll receive delivery of an arcane device
strange disease working together to find answers. that’ll suppress the problem, so long as you continue
◊ Style: Casual except for a shining gem pendant, coloured carrying out the devices’ eldritch requirements.
according to rank; Linen bandages and shawls engraved
with formulas and poetry; Heavy stone helms and crystal- Once per cycle, you may host a forum to discuss some
studded plating, of limited martial value. pressing mystery. Anyone can spend 1-Lore to send a
◊ Governance: A council that only deliberates under the representative to discuss the matter, describing the secret or
influence of mystical drugs; The cryptic messages of an expertise of their House they bring to the forum. If the
ancient computing crystal engine; An autocrat who may attendees come to a unanimous conclusion about what must
only be deposed through a mystic duel. be done, they act with Advantage implementing the solution
for as long as they act together. You gain Influence on all of
DOCTRINE them, and gain the Lore they spent.
Choose one:

� Mystical Legalists: Gain 1-Lore when you Endure, but you


must pick 'Understand how the danger is tied....'
� CONFLICT MOVE
Sorcerous Campaign: As long as you are in Conflict with a
� Arcane Economists: Gain 1-Lore when you Harness a faction, they Support with lasting Disadvantage.
Strategic Resource.
� Enlightened Engineers: Gain 1-Lore when you Employ a
Strategic Resource. � ACADEMIC INVESTIGATION
Your college has a well-curated and extensive store of
LOYALTIES records in certain fields. Choose one:
Your Ancestral Guild starts with Dominion over you. Gain
cumulative bonuses according to their control over you: � The construction of grand Architecture, ancient and
modern.
◊ Neutral: When you encounter an object, artwork or � Catalogued relics and artifice of ancient and foreign
structure from a non-Ilvashan culture, its cultural peoples.
significance is clear to you. � A bestiary of Arcane Horrors and Titans
◊ Influence: When you Research, you may also ask an � The geography and mysteries of Mysthea.
additional question not on the list. � Persons and Proceedings of Historical Significance
◊ Dominion: You may spend 3-Lore instead of a Surplus to
mark off a Wonder Requirement. When your scholars Research a creature, item or situation
covered by one of your specialty fields or your Hero interacts
Then, read these out and ask for volunteers: with it, tell everyone a fact about it and how someone could
Harness a Strategic Resource from it.
“Which one of you holds the Borderlands’ brightest mind? We
gladly give you Influence over us, in hopes of enlisting the You may Employ Surplus: Scholars and spend 2-Lore to add
genius.” They say what breakthrough this person has another speciality field.
recently uncovered, and why it’s so valuable to your Guild.

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And choose one more:


SCHOLAR CHARACTERS
� SHAPE THE MORTAL CLAY
When a marvelous or mysterious life form is brought back to
INHERITANCE
Magista Heroes may start with one of these moves:

� ARCANE CRAFTER
your holdings, gain 1-Lore.

When you spend a Decree and work your arts upon the When you spend 3 Arts and craft a Relic, pick a Focus and two
creature, pick one for each point of Lore spent: Covenant themes for the artificial mind within. If you bind the
relic to you, you don’t roll Unleash and get an automatic Rank
◊ Create potions that temporarily grant one of its traits to 1 covenant with the memories inside it.
the user.

� SIGHT BEYOND EYES


◊ Corral a small breeding population of the organism.
◊ Find a way for you to resist its abilities or avoid its
dangers. When you open your mind in a place of power, spend 1-Lore
to uncover one in the scene:

� CONDUCT HERMETIC ◊ A hidden treasure from the past.


◊ A key to the future.
CEREMONIES
When you gather your House’s scholars in council for your
◊ A source of solace, beauty and hope.

Rituals, you can spend up to 3-Lore and or Arts in any ASSETS


combination, gaining a bonus of up to +3. Magista Heroes get +1 to Prowess or Wisdom. Each hero
may pick one option from each list as their signature gear:

� TRANSFORM THE How do you fight? Your chosen weapon gains the Heirloom tag.
◊ A Qoam staff (Ranged, Hefty).
MATERIAL WORLD
When you spend a Decree and use all your lore to change the
◊ A jewelled headband (Area, Brutal).
◊ A spiked chain guided by your arts (Melee, Flexible).
world, pick a Wonder requirement you wish to overcome.
Choose two of the following conditions; if you meet them, How are you defended?
count the Wonder requirement as fulfilled: ◊ Orbiting crystal plaques (Arcane, Regal).
◊ Jewelled bracers (Arcane, Armoured).
◊ You must prepare for weeks before performing the task. ◊ A long cape, adorned with Qoam circuits (Arcane, Hardy).
◊ You must perform the task in a hostile place.
◊ You must perform the task in a short window of How do you travel?
opportunity. ◊ A stubborn beast of burden (Mount, Durable).
◊ You’ll need an exotic resource. ◊ A rambling fortress (Drawn, Durable)
◊ A shard of crystal propelled by your Arts (Ship, Swift).

� PIERCING FORESIGHT
When a House rolls two 1s, you can show up at the critical
What useful expertise can you draw on?
◊ Qoam Inscribers (Scholarly, Artisans).
moment to intervene and avert disaster. Gain Influence on ◊ Bodyguards (Drilled, Astute).
them and Support them now, with fleeting Advantage. ◊ Scavengers (Astute, Shadowy).

Whenever a House rolls two 6s, you show up at the critical


moment to make use of their success. Gain 2 of Lore or Arts,
in the combination of your choice.

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PLAYING THE SCHOLARS


What role do scholars play in propping up a grand empire? As Enlightened Engineers you can indeed Transform the
For the Kingdom of Ilvash, the Guild of Magista serves three Material World with a relentless pace of Wonder building.
very useful functions: they devise new technologies to But keep in mind that if you want to avoid the political game
provide for Ilvash’s civilians and arm their armies; they give altogether you can always go for Mystical Legalists,
the empire’s philosophers and heretics a place to express refusing and resisting every attempt at Negotiation and
their unorthodox views without risk of those views spreading Command, hopefully reaping even more Lore in the process.
to the broader populace; and they launder the innovations of
conquered peoples, allowing the Empire to benefit without By now it’s clear that you consume (and generate) more Lore
ever needing to acknowledge a debt to other cultures. than anyone else. Consider then Shape the Mortal Clay or
Piercing Foresight as your first optional Move. Just don’t
So why is your college here? Will you use your arts to rebuild forget Heroes are a House’s primary source of Lore!
this ruined city and salve the wounds of war? Will you learn Consider an Awoken Hero with A Mind Unlike Ours, created
this land’s mysteries and appropriate them for the benefit of precisely to overcome the rigours and dangers of field
your Guild and Kingdom? You can use your arts to reshape the action… while keeping the true Scholars entrenched in
world – but what shapes can you imagine this world taking? safety. Or a roguish sage as the Storyteller, mixing science
and myth with an adventurous spirit.
The Scholars hold tremendous power over the fiction,
allowing you to dictate facts about a variety of topics both
on the House and Hero levels. You work well as Arcane
Economists, supporting other Houses with Piercing
Foresight and Academic Investigation.

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“A Cabal has stayed independent thanks to their shrewd


CREATING YOUR MERCHANTS information brokers. They have Influence over me.” The GM
STATS says what kind of compromising leverage they have over you.
Choose one:
And ask them for a volunteer:
� Reach +2, Grasp -1, Sleight +1 if the war devastated
Montara’s economy, leaving only a basic barter system “Which one of you holds a great treasure that our masters
between survivors. have demanded we secure? You have Influence over us.” They
� Reach +1, Grasp 0, Sleight +1 if the local trading cabals say what the treasure is, you say what you fear will happen
were able to make themselves useful to both sets of to the city if you cannot secure it for your ancestral guild.
occupiers.
� Reach 0, Grasp 0, Sleight +2 if smugglers and black RESOURCES
marketeers found huge demand for their services during Pick three as Surpluses and take the rest as Needs:
the occupation. Artisans, Barter Goods, Prestige, Spies, Trade.

TRADITIONS
Chose one of each, or create something else: THE MERCHANTS’ MOVES
You get these moves:
◊ Populace: A federation of independent traders backed
by private military; Local employees signed up to an
arduous franchise contract; Merchant-princes and
indentured servants.
� SUBJUGATION MOVE
When you beg your ancestral guild for aid, increase their
◊ Style: Luxurious silks and furs; Meticulous body paint and control over you and receive a Surplus of your choosing at
jewellery marking status; Woolen tunics decorated with the start of the next City phase.
patterns of a secret code.
◊ Governance: A rigid hierarchy appointed by the Ancients; At the start of each Cycle, the GM will pick out a type of
An open market of favours and votes; Independent Surplus that is in demand in Volarees’ markets. Any House
traders under a strictly enforced charter. that sells that Surplus to your Ancestral Guild via you gains
1 Decree, but you gain Influence over them.
DOCTRINE
Choose one:

� Traders in Stories and Song: Gain a free Negotiate action


� CONFLICT MOVE
Trade Embargo: As long as you are in Conflict with a faction,
when you take part in a Celebration. they Negotiate with lasting Disadvantage.
� Cut-throat Extortionists: Gain a free Negotiate action
when you Command a vassal.
� Connoisseurs of Opulence: Gain a free Negotiate action
when you gain a Windfall.
� STOCK IN TRADE
Choose one particular product range your House trades in:

LOYALTIES � Plantations and livestock. Barter Goods, Crops, Fresh


Your Ancestral Guild starts with Dominion over you. Gain Water.
cumulative bonuses according to their control over you: � Mercenaries. Scouts, Spies, Warriors.
� Construction and Architecture. Defences, Engineering,
� Neutral: Everyone who carries something valuable to the Recruits.
city will bring it to you first. � Fine and luxurious goods and services. Artisans, Luxury,
� Influence: When your agents meet with a new Cabal or Prestige.
make contact with a new settlement, you may reveal what � Ancient books, maps, and scrolls. Engineering, Medicine,
hidden resource brought you here. Scholars.
� Dominion: The transport of goods and messages � Logistics and far flung goods. Trade, Transport, Wealth.
between the Capital and the Borderlands is another Stock
in Trade for you. Once per session per product, you can draw on your stocks to
boost a roll’s results by one category: 6- to 7-9, 7-9 to 10+.
Then, tell everyone:
You can Employ one of the listed Surpluses for a Stock in
“Everyone, like it or not, has to trade with me. I gain Influence Trade you don’t have marked to invest it. Once you invest all
on all of you.” three listed Surpluses, add that Stock in Trade to your list,
gaining an additional boost each session.

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CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

� THE LAW OF CONTAGION


And choose one more:

� THE LAW OF RETURN


When you trade someone a Surplus linked to one of your
When you assesses a new acquisition, roll +Wisdom. On a hit,
pick out a factor on the map that this item reveals secrets
information about. Say what it is, and gain 1-Lore. On a 10+
Stocks in Trade, gain 1-Stake. If this takes you to 3-Stake, state some details on its past owner(s).
gain any one other listed Surplus from that Stock in Trade’s
product range and set your Stake to 0. ASSETS
Varorin Heroes get +1 to Cunning or Prowess. Each hero

� THE LAW OF ATTRACTION


When you give your Hero something special from your
may pick one option from each list as their signature gear:

How do you fight?


reserves, you may Gear Up without spending a Decree. The ◊ A taskmaster’s whip (Melee, Lingering).
GM will give you 1-3 downsides; you may then decide if you ◊ A clockwork crossbow (Ranged, Piercing).
still want to take it. ◊ A clawed gauntlet (Melee, Hidden).

◊ It’ll be useless afterwards. How are you defended?


◊ Its value will be immediately obvious to anyone who sees ◊ Company outfit (Regal, Uniform).
you carrying it. ◊ Travelling gear (Hardy, Utility).
◊ You’re taking it away from an agreed buyer, and there’ll be ◊ Adorned breastplate (Armoured, Regal).
consequences if it isn’t returned.
◊ You’ll need help from a specific player character or NPC How do you travel?
to use it well. ◊ Floating emporium (Ship, Luxury).
◊ Beast-Drawn Caravans (Drawn, Hulking).

� THE LAW OF PREDATION


You are the scavenger, always on the prowl for the leftovers
◊ Finest pedigree mount (Mount, Swift).

What useful expertise can you draw on?


of those stronger than you and the faltering steps of the ◊ Hagglers (Genial, Shadowy).
weak and the infirm. When someone gains a Windfall, lose ◊ Artisans (Artisans, Hardy).
Influence over them to gain an extra Decree or their Erased ◊ Bodyguards (Drilled, Vicious)
Surplus, your choice. When someone faces an Affliction, gain
an extra Decree.
PLAYING THE MERCHANTS
� THE LAW OF SUCCESS
Your House is skilled at wringing every last benefit from their
Varorin is by far the most diverse Ilvashan Guild. Artists,
mercenaries, farmers, scholars; if they can earn wealth,
they’re welcome here. But Varorin is never satisfied as long
Resources. When you invest a Surplus linked to one of your as any resource exists outside their web of producers,
Stocks in Trade in a Wonder, gain fleeting Advantage on your specialists and magnates. There’s something in this city that
next House Move. Varorin hungrily wants, and your company is here to secure it.

How are you going to do that? Well, it all depends on what


MERCHANT HEROES you seek to gain, and what you’ll pay to get it. You might be
INHERITANCE a predatory force here to extort valuables, a purveyor of
Varorin Heroes can start with one of these moves: exotic luxuries from the heart of Ilvash, or a guild of
specialists trading in services. In any case, remain vigilant of

� THE LAW OF SYNERGY


opportunities to manipulate your markets through The Law
of Return, or invest to broaden your Stocks in Trade.
When you bring goods to market, roll +Cunning. On a hit you’re Negotiate hard and often! Let others do the heavy and dirty
able to sell them for a tidy profit. On a 7-9 pick 1, 10+ pick 2: work, you have a city to rule. Remember that your Stocks in
Trade give you incredible reliability, and even if the
◊ You hear an interesting rumour: gain 1-Lore investment to broaden your product range rivals that of
◊ You befriend another merchant: form or rank up a Wonders it can ward off catastrophic failures.
Covenant with them.
◊ You realise the true worth of what they paid you with: Both moves make your Heroes excellent traders, no matter
either 1-Arts or a clear path to acquiring a new Surplus. how Uncanny they are. Of course, a Prowler or Storyteller
bring good angles to the mix, but go ahead and experiment;
Varorin profits from access to diverse skills!

78
“My dear peers, welcome. I brought you all here to honour the memory of my late husband. You
all know how he saw the common folk as the source of our authority and power. The Pledge,
yes? That they would serve us, as long as we brought them stability, peace… justice.
“When he lead us, you may have admired or hated him – but all that is past. Together we
WILL honour his memory and his works. Or we will lose the people, and then everything else.
“More tea?”

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CHAPTER 3: THE ANCIENT GUILDS OF ILVASH

“Which of you served on the front line under our banner? We


CREATING YOUR NOBLES gain Dominion over you, but you have Influence over us.” They
STATS describe the crimes they saw you commit during the conquest.
Choose one:
And tell everyone:
� Reach +2, Grasp -2, Sleight +1 if before the Empire,
Montara was ruled by scheming nobles surrounded by “One of city’s Cabals has just used treachery most foul to
opulence. weaken us. Obviously, we have an ongoing Conflict with
� Reach -2, Grasp +2, Sleight +1 if before the Empire, them.” The GM describes the Cabal, and the dishonourable
Montara was ruled by a council of oligarchs, landowners method they used to attack you. You tell everyone about the
and capitalists. scion of your line that they grievously hurt.
� Reach +2, Grasp +1, Sleight -2 if before the Empire,
Montara was ruled by enigmatic priests of a bloody- RESOURCES
handed cult. Pick three as Surpluses and take the rest as Needs:
Defences, Land, Leadership, Prestige, Safety.
TRADITIONS
Choose one of each, or create something else:
THE NOBLES’ MOVES
◊ Populace: An alliance of noble bastards; The best and You get these moves:
brightest of a disgraced noble family; A chapter-house of
anointed knights.
◊ Style: The finest leather cloaks, covering crystal finery;
Dragon masks and fine golden silks; Golden chains and
� SUBJUGATION MOVE
When you beg your ancestral guild for aid, increase their
piercings, body painting and little else. control over you. Next City phase, announce the arrival of a
◊ Governance: Quests and duties taken by honour-bound legendary hero of Volarees. Treat them as a Cohort with two
volunteers; A fluid chain of command based on status Cohort Moves and +1 to any two stats; they’ll help you for the
and wealth; A mirror of the Capital’s rigid monarchic duration of this crisis, but have their own agenda.
hierarchy.
At the start of each Cycle, name a new law for Montara to
DOCTRINE follow. Anyone who publicly breaks your laws lose Influence
Choose one: over you. If any House makes it to the end of the Cycle without
breaking any laws, you gain Influence over them. In order to
� Demanding Tyrants: Gain a free use of Command when strike one of your laws from the list, increase your ancestral
you gain Dominion. guild’s control over you.
� August Diplomats: Gain a free use of Command when you
form an Alliance.
� Great Constructors: Gain a free use of Command when
you Employ your first surplus into a Wonder.
� CONFLICT MOVE
Interdiction: As long as you are in Conflict with a House or
Cabal, they Command with lasting Disadvantage.
LOYALTIES
Your Ancestral Guild starts with Dominion over you. Gain
cumulative bonuses according to their control over you: � THE DUTY OF NOBILITY
Everything you do is motivated by a strict moral code, held
◊ Neutral: You are known as the local law, and the local sacred by your line. Answer these questions:
population fears or respects your judgements in all matters.
◊ Influence: When you declare someone an outlaw, they’ll Who always deserves protection? The sick, the poor, the
find no shelter anywhere in Kingdom-controlled lands. young, the weak, the old, a particular faith, doctors, teachers,
◊ Dominion: When your envoys arrive at a new court, name slaves, etc. Get Advantage whenever you protect them.
one thing your hosts will now always (or never) do.
Who always deserves your justice? The rich, the strong,
Then, read these out and ask for volunteers: murderers, thieves, slavers, cheats, bigots, imperialists,
hoarders, etc. Get Advantage whenever you pursue them.
“Which of you do we honour above all others for your
unwavering support? We have an Alliance and you have What does your moral code prevent you from doing in the
Influence over us.” They tell everyone else of a serious chink name of justice? Theft, beatings, kidnapping, extortion, murder,
in your armour that you ignore. betrayal, etc. Roll with lasting Disadvantage on everything if
you transgress, until the GM thinks you’ve made amends.

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And choose one more: Where to find their lair; Who their allies are; How dangerous
they are; What they’re planning.

� RULE OF LAW
As long as your House actively patrols a region and keeps its
ASSETS
Volarees Heroes get +1 to Might or Cunning. Each hero may
citizens safe, they’ll know through rumours and whispers pick one option from each list as their signature gear:
when someone breaks your laws. When a region has been
patrolled for an entire cycle, name one part of their lifestyle How do you fight? Your chosen weapon also gains Heirloom.
they forget as their lives are shaped by your principles. ◊ A gleaming longsword (Melee, Piercing).
◊ An ancient battle axe (Melee, Brutal).

� FORTUNE OF SCIONS
When your House hits -2 Momentum, you may roll +Reach. On
◊ A hunting longbow (Ranged, Lingering).

How are you defended?


a hit gain Surplus: Prestige, Luxury, or Wealth, on a 10+ erase ◊ Your gala uniform (Regal, Uniform).
a Need. Say how other nobles provide for you in your ◊ An officer’s armour (Regal, Armoured).
moment of need. On a miss, any faction not in an Alliance ◊ A luxurious fur coat (Regal, Hardy).
with you can freely declare a Conflict with you – they smell
blood and stand ready to take you down. How do you travel?
◊ A steed with a pedigree as long as yours (Mount, Canny).

� HERALDS OF HELL
When you spend a Decree and march upon an opponent,
◊ A four-in-hand carriage (Drawn, Luxurious)
◊ Your sky-frigate (Ship, Hulking).

bringing to bear all your finest troops, roll +Grasp. On a 7-9 What useful expertise can you draw on?
choose 1, on a 10+ choose 2: ◊ A cousin and royal guard (Hardy, Drilled).
◊ A trusted seneschal (Scholarly, Mystic).
◊ Their allies will not provide them support. ◊ Your favourite paramour (Genial, Artisan).
◊ Their followers start rioting in panic.
◊ One of their enemies pays you a Surplus in tribute.
PLAYING THE NOBLES
� SUMMON VOLFYIRION
When you spend a Decree to summon the great dragon and
The Noble Guild of Volarees has resources other Guilds only
dream about. They never need to ask if a goal is possible –
only what it will cost them. But this power doesn’t spring out
unleash it upon your enemies, kill a Titan or raze a landmark of nothing. It takes constant work to maintain a social order
or Surplus held by another faction. Then roll +Reach. On a 7- with the nobility at its apex. With one hand they exalt their
9 choose 2, on a 10+ choose 1: virtues, convincing society that the scions of Volarees are so
gracious and distinguished that they deserve this wealth and
◊ You cause wide and unintended collateral damage. privilege. With the other hand, they inflict terrible cruelty on
◊ You galvanise your foes against you. those who step outside their order – both as a warning to
◊ Lose Influence on everyone not in Conflict with the target. others, and in order to claim their victim’s wealth.

How will you serve the will of Volarees in this city? Will you
NOBLE HEROES be their iron fist, using the terrifying power of Heralds of Hell
INHERITANCE and Summon Volfyrion to establish your dominance? Or will
Volarees Heroes can start with one of these moves: you be their velvet glove, bringing their justice with Rule of
Law and your Subjugation Move? For easy power, identify a

� LOYAL SUBJECTS
long-standing grievance in this city and come down hard on
one side of it to win that faction’s support – but be aware
When you brandish your House’s authority anywhere in the that easy power always comes with a human cost.
Kingdom’s reach, you can recruit citizens under the King’s
commands. As long as you abide by The Duty of Nobility, Sentinels and Wardens deeply embody Valorees ideals and
you can use them as Companions with 2 tags of your choice. duties. Though maybe all the Borderlands really need is a
Reduce the Harm you take by 1 if they fight alongside you. kind-hearted Noble; a Singer or maybe a Storyteller?
Whatever the case, never forget that the Nobles’ power is

� THE KING’S LAW


founded on an image of nobility and accountability. Be
proactive in pursuing your code, but remember that one of
When you go into a community hunting for the Kingdom’s the most interesting stories to tell about a code is to show
foes, roll +Cunning. On a 7-9 learn 1, on a 10+ learn 3: what happens when it’s broken.

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CHAPTER 4
HEROES OF THE DULKODEL WAR

IN THIS CHAPTER:
HEROIC DEEDS IN A FORLORN LAND 85 THE CHIMERA 107 THE SURVIVOR 131
COVENANTS 89 THE FIREBRAND 110 THE TOILER 134
HARM 90 THE IMMERSED 113 THE VAGABOND 137
ROLES 91 THE MARTYR 116 THE VETERAN 140
GEAR 92 THE PROWLER 119 THE WARDEN 143
THE PEOPLES OF MYSTHEA 96 THE SENTINEL 122 THE WARLOCK 146
HERO PLAYBOOKS 104 THE SINGER 125
THE AWOKEN 104 THE STORYTELLER 128
CHAPTER 4: HEROES OF THE DULKODEL WAR

You are a Hero forged in the arcane turmoil of the Great War
of Dulkodel – a war that simply refuses to end. You are locals HERO STATS
and refugees, veterans and survivors, residents of this broken Your Hero’s power to face down the world’s challenges is
land who share in each other’s suffering, loss and deprivation measured by four stats:
and yet still try to build a better world.
◊ Might represents your ferocity and skill with arms. Use it
As an instrument of your House, you can call on the aid of to Assault your enemies and Confront titanic beasts.
your peers, followers and masters. But they won’t be enough ◊ Prowess defines how trained and skilled you are, and your
to protect your soul from from the withering horrors of the composure in the face of danger. Use it to Resist Dangers
War and its echoes. You’ll need to seek out those who have you face and Explore perilous wilds.
shared the brightest and darkest points of your life, your ◊ Cunning is your understanding of other people, and ability
Covenants. But when your House comes into conflict with to use that understanding to get what you want. Use it to
your Covenants, you may have to decide whose Hero you’ll be find a Compromise in disputes and Encounter new friends.
in the end. Your House’s? Your friends? Or, perhaps, a ◊ Wisdom sums up all you know about the land, its people
champion famed across all of Mysthea? and their Arts. Use it to Unearth ancient wisdom, or to
Manifest a feat of the Qoam arts.

Then there’s your Covenants – powerful bonds with those


important to you. Each of your Covenants will have two core
concepts and bond strength; the stronger the bond, the more
reliable it is when you need it most. Find out more on p. 89.

Finally there’s your Foci – the particular quirks of your Hero’s


telekinetic arts. When you command a Qoam shard with your
mind, depending on your Foci its movement might…

◊ Potent: ...smash stone and metal, lift great weights.


◊ Swift: ...react in an eyeblink, be faster than an arrow.
◊ Precise: ...have delicate care, pass beneath notice.
◊ Wide: ...encompass a broad area, lead a horde of shards.
◊ Lasting: ...linger long after you set it in motion, move
without your concentration.

You’ll start with a focus that grants one of these. To add


more you’ll need to get your allies’ Aid, learn greater mastery
through experience, or Unleash powerful relics.

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As you play through your Heroes’ stories, you’ll hit moments

� UNEARTH
where their skills are tested and their fate rests on the
outcome of a few short moments. These moves govern those
moments, setting out the core conflicts every Hero may face. When you look beneath the surface details of a person, place,
or thing, roll +Wisdom. On a hit, declare two facts from the
Unlike with House, there’s no Decrees: Heroes trigger moves list below; on a 10+, declare 3. The GM secretly picks one
solely from the consequences of their actions and their fact to be dangerously misleading, biased or incomplete.
position in the fiction, though as discussed on p. 14 you
should always keep an eye on the story you and the other ◊ A previous interaction with your House.
players wish to tell. ◊ How the War has impacted it.
◊ The original source of its importance or influence.

� RESIST DANGER
◊ The current extent of its importance or influence.
◊ A reliable source of further information about it.
When you act uncaring of danger, describe what you do; the ◊ Parties interested in its future.
GM says what happens and what moves (if any) you trigger.
The Borderlands hosts a multitude of cultures and histories
When you shift your action to reduce the risks, say what buried beneath the rubble of the Empire. Unearth will help
danger you’re trying to avoid and roll +Prowess. you uncover these mysteries, and connect them to current
events. Feel free to let the GM declare the facts if you wish.
On a 10+ you sidestep the danger completely and you’re in a

� COMPROMISE
position to take action.

On a 7-9 the GM will give you a clear idea of the exact When you use leverage to make a proposition, roll +Cunning.
consequences the danger will have for you. You can cancel On a 7-9, choose one Objective and two Reactions; on a 10+,
your action and avoid the danger, or accept the choose two Objectives and one Reaction.
consequences and act with fleeting Advantage.
OBJECTIVES:
On a miss, the danger comes fully true, and your insufficient ◊ Enlist their support for a specific action.
efforts put you in a bad position; take fleeting Disadvantage. ◊ Earn their friendship – form a covenant with them.
◊ Win Influence for your House over their faction.
Your Heroes will face countless dangers: a swarm of razor- ◊ Earn their finest tools and lore – gain +1 Arts.
sharp crystal shards, a mob of soldiers, their disapproving ◊ Learn something from your allies – gain +1 Lore.
parents. With this move you can act despite the risk and
suck up the consequences, or gamble that you’ll be able to REACTION:
make an informed choice or avoid risk entirely. ◊ They want you to pay more to ensure their loyalty.
◊ A friend has to seal the deal: Test your Covenant with them.

� REASON
◊ Your House loses Influence over their faction.
◊ Their enemies plot their own schemes against you.
When your hero gains a new point of Lore, you may
immediately spend it to declare a connection between the Compromise requires some sort of leverage, something
current situation and an existing Factor. you say or present that must appeal to your target. Not
surprisingly, it is quite likely that they will comply. But you
You can spend 1 more point of Lore to declare the nature of risk becoming thoroughly entangled in a web of intrigue
their connection: alliance, dominion or conflict. and divided loyalties in almost any combination.

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� MANIFEST
Arcane energies permeate Mysthea, and the determined
and the talented can shape them into tangible, miraculous,
When you channel your will into a Qoam shard, decide which acts of power. They broke your world. And they keep your
focus tags you’re drawing from your relic, your masteries, world together. All characters can use Manifest to channel
and each ally Aiding your effort. Then roll +Wisdom. the Qoam arts, but it always risks a dire cost. Be mindful
that by choosing to use Manifest, you are saying to your
On a hit, you work telekinetic force through the shard or play group that you want to shift focus from the question
whatever it’s embedded in. Spend your focus tags to add of whether you can solve a problem to what it’ll cost you
these effects (each can be picked multiple times): to solve it.

◊ Apply a Potent tag to double the force the shard imparts Before being boosted by Foci, your controlled Qoam shard
or resists, or to gain one of Brutal, Armoured or Hardy. can lift as much stone as you could, move at walking pace,
◊ Apply a Swift tag to move the shard as fast as an arrow, act with ungainly clumsiness, and requires your constant
react as fast as an eyeblink, or gain one of Mobile or Ranged. attention. Adding foci supercharges this, according to the
◊ Apply a Precise tag to move the shard without others options picked, but there’s also a general increase in
noticing, move the shard with incredible delicacy, or grant power and danger. A one-focus feat is mundane. A three-
Piercing or Subtle. focus feat is heroic. A five-focus feat is the stuff of gods
◊ Apply a Wide tag to control up to a building-sized mass of and legends.
stone, control dozens of shards independently, or gain
Area or Regal. Embody effects can be contained for later release, but the
◊ Apply a Lasting tag to have the movement continue for signs of pollution are obvious and this state is fragile. An
the rest of the scene without needing your concentration; Alien Hero has time to frame the scene where they
apply a second Lasting tag to set it performing this jeopardise their Covenant, but the Alien nature will only
movement indefinitely (see Lithites, p. XX). grow over time until given an outlet. If the player decides
◊ Spend any three focus tags to make an Opening against not to act out the Alien behaviour, the GM may choose to
a Titan (see Confront); spend any five focus tags to strike step it up to a Haunting or even a Surge in an appropriately
down any foe. dramatic scene.

Each Hero participating in the feat picks one backlash per


tag used, or one less if the roll was a 10+:

You Embody the ambience, and choose what effect waits


within you:
◊ Alien: When it’s released, rank down a Covenant as your
mind becomes crystalline – rigid, brittle or sharp.
◊ Haunted: When it’s released, take fleeting Disadvantage
as Echoes hound you.
◊ Surging: When it’s released, take 1 Harm as flames,
debris or lighting shatter around you.

You gain Disadvantage on Manifest for each form of


ambience held within you. You can choose to release it at
any time – but the GM can also use a Reaction to set it free.

You Bleed the ambience into the environment. Roll a die to


decide the effect:
1-2: Alien: Beckon beasts or a titan to this area or rouse
their Disturbed nature.
3-4: Haunted: Your House takes fleeting Disadvantage as
Echoes plague the land.
5-6: Surging: Spawn a Hostile Ground in this area, lasting
the rest of this Cycle.

If anyone Bleeds an effect that’s already present in the area,


Break!

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HEROIC DEEDS IN A FORLORN LAND

� UNLEASH � ENCOUNTER
When you open up your mind to a masterless Qoam Relic, roll When you search through a community for a useful ally, roll
+Wisdom. On a hit you bind it to you; the GM will tell you what +Cunning or +Covenant Rank with the contact you’re name-
Focus you can channel through it. On a 7-9, pick one: dropping. On a hit, you find someone – pick one:

◊ Imprint one of your own memories into the Relic, erasing ◊ They’re significant to the flashpoint.
what was there before and changing the Focus it provides. ◊ They’re not tied up in their own crisis.
◊ Leave the old memories within. Each time your Manifest ◊ They’re already working to the same goal as you.
attempt goes against the imprinted memory’s values, the
attempt gains Disadvantage and the GM reveals one of On a 10+, your ally is a firm friend. If they’re a new ally, form
the Covenant cores within. When both cores are revealed, a rank 1 Covenant with them; if they’re a returning Covenant
you can form a Rank 1 Covenant with the Relic using of yours, increase its rank.
those cores; when they apply, the Relic will Aid your
attempts to Manifest. Those who have friends have everything. This move works
best when you have an urgent and clear need. Save it for
On a 10+, you fully sense the memory within and may form a dramatic moments and this move will shine; use it too
Rank 1 Covenant immediately. often and it will lose dramatic power. Also note that you
can make up for low Cunning by tying your contact to an
A Relic can provide a second mind to help shape your existing Covenant, meaning you share history and have a
workings – but so long as it has its own will, it may take friend in common. Or you will revisit important NPCs, in
offence to the tasks you demand of it and give your case of a Covenant written during play, grounding them
Manifest attempts Disadvantage. Will you take that even further in the tale.
gamble, or will it be more useful as a blank slate?

The wielder can always tell the distance and direction to a � EXPLORE
bound Relic – and they will also always feel when it is When you spend days or weeks travelling through dangerous
harmed, threatened or destroyed. or unknown lands, roll +Prowess. On a hit, you learn new
things and gain 1-Lore. On a 7-9, pick two:

� BREAK ◊ Lose something along the way.


When you Bleed out a form of ambience that’s already present ◊ Suffer a hurt or sick travelling companion.
in an area, the land breaks. All ongoing Manifested effects ◊ Blocked by an obstacle or threat on your way back.
are wrenched from their master’s control, and every ◊ Arrive at a waypoint instead of your destination, but you
character in this area must say how they are also broken: will not need to Explore to travel this route in future.

◊ They sacrifice a Relic to the resonance, shattering it. On a 10+ simply arrive without incident, or pick one from the
◊ Part of their body becomes useless, vitrified into Qoam list above and one from the list below:
crystal. With time, this crystal may be attuned to as a relic.
◊ Their mind and form is transformed into something new; ◊ Discover a Surplus along your route, though it may be
they lose any Inheritance moves, but may gain new ones hard to return it to your House.
if other peoples take them in. ◊ Form or increase your Covenant with a fellow traveller.
◊ They break entirely, dying on the spot or becoming a
GM-controlled character. Travel is never easy. If you dare going beyond familiar
lands all kinds of challenges and perils await. And note
In spite of all our differences, what binds us as a that if the path you took has a clear waypoint, you can
community? How much do we have to lose to cross that return safely without rolling Explore again. You have
threshold? And when the world changes us in unexpected tamed the path.
and terrifying ways, will those who love us see us as a lost
cause and mourn us even as we stand in front of them?

This is perhaps the hardest move in Shattered City, and we


want it that way. We encourage the reflection and
discussion it will spark. But we also advise caution and
respect for those at the table and beyond it, in the name of
shared humanity.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

� ASSAULT
And before you engage, consider your foe’s numbers and
have a clear tactical Objective in mind. You won’t Hurt all
When you use an appropriate weapon to battle your enemies, of them, just the right amount to have them yield… but how
roll +Might. On a hit, choose a Tactical Objective. On a 7-9 do you deal with these prisoners? And if you send them
the GM chooses two Reactions; on a 10+, choose an running with Rout they can just as easily rally for a
additional objective and the GM picks one Reaction. counter-attack, and so on. Every scenario will play out
differently. Finally, note that Assault is always a risky
TACTICAL OBJECTIVES: proposition – even if you roll as well as possible there are
◊ Hurt some of your foes, enough to have them yield. consequences. There’s no safe way to hurt others, unless
◊ Rout their formation and send them running. they’re completely at your mercy and you don’t need to
◊ Control their position or movement. trigger this move. Though that comes with other costs...
◊ Snatch something under their control.
Finally, there is no numeric initiative in Shattered City –
Available only on a 10+: whoever should act first, will do so. Natural reactions will
◊ Form or rank up a Covenant with a survivor. follow and the GM will arbitrate any disputes. When you
◊ Scavenge something valuable – gain +1 Arts. activate a move’s fiction trigger, work through its
◊ Learn something from your foes – get 1-Lore. mechanics and then return to the fiction, showing how it’s
been altered by the move.
REACTIONS:

� CONFRONT
◊ Isolated! Your foe separates you from the others or puts
you in a dangerous spot.
◊ Collateral! Something/someone important to you is hurt. When you fight to reveal an arcane horror’s weakness, say
◊ Reinforcements! Others will come after you. what the most pressing potential danger is:
◊ Estrangement! Events in the battle Test a Covenant.
◊ Harm! You take Harm appropriate to the enemy. ◊ That the foe lashes out at you.
◊ Upheaval! The situation is flung into chaos. ◊ That you’re separated from your allies.
◊ That the foe causes collateral damage.
First, we must make one point very clear: few battles in ◊ That the foe shifts location to hinder your attacks.
Mysthea should be a bloodbath. Consider each opponent
as a person who likely believes their actions are the right Then roll +Stat as appropriate to your offensive. On a hit, you
(or at least necessary) thing. A person who has seen find or create an Opening. On a 7-9, the risk comes true. Each
horrors and violence, perhaps more than you. Consider if Hero can only use a given stat or choose a particular danger
hacking one of their limbs or causing massive internal once per confrontation.
trauma is in fact your best choice.
When you exploit an Opening, roll +Might or +Covenant with
We strongly believe it should be your last one. the opening’s creator. On a hit, you strike true and strip away
one of the foe’s Qualities - and remove the Opening. If you
Even if the creature staring down at you is anything but destroy its final quality, it’s dead. On a 7-9, the GM applies
human, there’s likely a good reason for it to risk its life in a one of the dangers above as the foe lashes out in pain.
battle to the death – a reason that most likely can be
avoided, or somehow negotiated, if you at least try to You can’t simply Assault some beasts and monsters and
understand it. hope to survive their massive wrath. They can only be
beaten in a drawn out, back and forth battle. Aid, Resist
If combat is your choice, you must get yourself into the and Recover will certainly be employed alongside
right position to make full use of your weapon. A weapon’s Confront in a flurry of bloody action.
tags make all the difference – a dagger (melee, hidden)
can’t quite threaten a rampaging beast like a long spear Great titans can’t be harmed by your Heroes’ regular
(melee, hefty, piercing). So, determine right away if your Arsenal or abilities. To exploit an opening on their massive
weapon enables you to confront your foes, and if not, what forms, you may have to use a 3-foci (or higher) Manifested
steps you should take to make it feasible. effect or Exploit the Covenant to get a crucial insight.

88
COVENANTS

� AID
The horror of the Great War can be overwhelming. Every day
you see it in the haunted eyes of wounded soldiers and the
vacant stare of stranded refugees. Your Covenants are the When you help a Covenant with a move, offer them a die. If they
bonds that will keep you sane amidst it all, the memories take it, they gain Advantage, rolling your die with theirs.
that anchor you to humanity when the world unravels.
If your die is the highest, say how you made the difference and
As you make your characters, you’ll form a Covenant with the raise the rank of your Covenants with each other (max +3).
character to your left, and with the character to your right.
You’ll pick one word each from your playbook’s list to If your dice is the lowest, the acting player says how you
summarise the core of your story together in broad strokes. jeopardise the effort and Test the Covenant.

Tell us about when and where these memories of yours were In case of failure or partial success, you’ll share in any
forged. Don’t worry too much about the details, as you will danger, retribution or unforeseen consequences.
have plenty of opportunities to flesh out more of your history
together later on, during play. Several Heroes can Aid one Action, and spread the results,
good or bad, if the highest and/or lowest dice are tied.
When you form a Covenant during play, you pick one core for

� TEST THE COVENANT


it and the other person picks the other. Here are some ideas:

Bloodline Birth Childhood Dreams School Fostering Travel When your bonds with someone are strained, roll +1 for each
Woods Mountain Books Passion Crime Change Music Art Covenant you hold with them (max +3).
Drugs Violence Lovers Friendship Rivalry Rebellion
Vengeance Pride Academy Army Politics Career Faith On a hit, you both remember an event from your past
Charity Visions Ritual Cult Marriage Progeny Family adventures that reminds you of the bond’s importance; on a
Alliance Disaster Sickness Poverty Loss Survivors 10+, raise the rank of a Covenant with them by 1.

When you form a Covenant in play, it’s not symmetrical – the On a miss, rank down a Covenant you hold with them, and
other person may or may not form a bond with you in turn, say if it’s them that has changed or you.
but it’s not automatic.

� EXPLOIT THE COVENANT


COVENANT RANK When you use a bond as fuel for your power, pick an option:
Each covenant you hold has a rank from +1 to +3. The higher
the rank, the more the bond can weather without breaking. ◊ Use the Covenant’s rank instead of a stat for a single roll.
◊ Align your mind with a nearby Titan or Arcane Horror and
If a covenant’s rank would go above +3, instead write a new declare a fact about its nature or intentions.
covenant with that person at rank +1 with a different core. ◊ Foretell what will happen if your covenant partner or their
community fully embraces the covenant’s core.
If a covenant’s rank would hit 0, erase it from your sheet. ◊ Do something to give your Covenant partner’s roll
Disadvantage, and then Test the Covenant.

Then lower the Covenant’s rank by 1.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

When you take harm, subtract your Armour from it then Hero playbooks have suggested Harm boxes, but the group
cross out that many harm boxes in any order of your choice. can rewrite a box’s fiction tag or change or add a stat penalty
See Garments (p. 93) and Hero Playbook moves for sources if that serves your story. Note that these replacement Harm
of Armour. boxes count toward your total limit; if any four have been
marked, any more harm will mark their Dead box.
Hero playbooks have four archetype-specific harm boxes;
minor boxes with fictional consequences, and major boxes These are the moves you’ll use to clear out your harm boxes:
that also penalise a stat.

Minor boxes are temporary, Recovered with a moment’s rest. � RECOVER


Examples: Angry, Bruised, Sprained, Stressed, Winded. When you take cover or put space between yourself and a
threat, heal a Minor harm box. The GM says how the situation
Major boxes are lasting, taking time and resources to Heal. changes while you’re distracted.
Examples: Bleeding, Blinded, Feverish, Hallucinating.
With a few hours of peace, heal all Minor harm boxes.
Heroes also have a Dead box or equivalent; when your four

� HEAL
Harm boxes have been marked and you take further Harm, or
you think it’s appropriate for the situation, mark this box and
trigger your playbook’s Death Move. When you spend a few days resting in safety with access to a
relevant Surplus, heal all Harm boxes. The GM says how the
Once your Death Move is resolved, your character is likely no local area changes while you’re being treated.
longer playable – you might work out with the GM how to
introduce your new character into the story, or play a Cohort
(p. 154) until you have time to plan them out.

Each harm boxes’ in-fiction consequence lingers until it’s


healed, and impacts the actions it’s possible for your
character to take. Tougher characters will have more minor
boxes to check off before they start taking stat penalties, but
even those have implications in fiction; a Winded Storyteller
won’t be able to sprint up a hill, and a Bleeding Martyr will
have to bind their wounds or suffer further harm.

90
ROLES

Your Hero has a particular Role in their House: Leader, Agent,


Rebel, Prophet, Traitor or Outsider. These set out how your
Hero exists in relationship with your House, and come with
playbook-specific story beats to help you say how your Hero’s
actions affect their House. It’s by working through these
stories, and by moving into new Roles, that your Hero can
grow in strength and shape their House’s future.

CHANGING ROLES
As time passes, your character can move from one Role to
another, marking a new role and gaining an Advance. This
might happen because you’ve completed the plot beat set
out by your current role, or because their relationship with
their House has dramatically changed – leaving the old plot
still out there as a potential source of dangers.

You may change Roles at will and introduce the associated


plot, though as always you should make sure it’s in line with
the story the group wants to tell. The social role is
inseparable from the attached plot – if you want to trigger
Leader’s attached plot beat, you have to show your Hero
gaining a position of responsibility; if your Hero gains a
following, mark Leader and introduce its plot.

� ADVANCE
When you mark a new role, pick one:

◊ Gain a new move from your Hero Playbook or Inheritance.


◊ Add 1 to a Stat, up to +3.
◊ Gain Mastery over an additional Focus.

You have access to Inheritance moves from your


communities, and those you’ve spent significant time with.

If you’re marking your fourth role, this is your last advance –


you can’t mark any further roles. You also unlock the ability
to do one of these:

◊ Retire your character to safety after finishing this final


role and trigger their Coda (p. 154).
◊ Ascend to the status of Champion (p. 156), able to stand
alone from their House.

Versatility is strength! The more life experience a Hero


has, the more tools they’ll have at their disposal – and
the better they’ll be at using them. And if you can work
your way through each Role, you’ll have the opportunity
to work great changes to the world on your own terms
before your Heroes fades into the background and lets
new blood step forward.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

Your House has a stockpile of gear Heroes can draw on based Your Hero starts with four gear options from their House’s list.
on the House’s resources, with each Hero playbook also giving These options can change from one Cycle to another, to
that Hero a unique Relic to draw on. reflect the changes in a Hero’s outlook and capabilities. With
time to prepare, their House can give them further capabilities
Gear is divided into four broad categories: by using Gear Up (p.36).

◊ Arsenal: Blades, bows, and mystic blasts. Gear is defined by tags that set out what circumstances the
◊ Garment: Armour, finery, and environmental protection. gear’s most useful in, and in some cases impact the
◊ Transport: Methods to travel the land. mechanical outcome of moves. Some types of gear have
◊ Companions: Assistants, bodyguards and scouts. starting tags – a tag that sets out the basic capabilities of the
asset. When you Gear Up, you get one of these tags for free in
addition to another of your choosing.

92
GEAR

Weapons from your House stockpile have 1 to 3 tags. As Every occasion requires the proper Garment, be it a gala
described in Assault, these tags act as permissions – they party or an infantry clash on the battlefield.
tell you what circumstances your weapon is effective in, and
what the consequences for using it may be. ◊ Arcane: The garment protects you from raging ambience,
and gives you 1 Armour when ambience deals non-
All weapons have one of these starting tags: physical Harm to you.
◊ Armoured: The garment is reinforced against physical
◊ Melee: Useful against targets within arm’s reach. blows. It negates disadvantage stemming from physical
◊ Ranged: Useful against targets outside arm’s reach and impacts – hail, landslide, suppressing fire, etc – and gives
out to a few hundred metres. Usually you need to take you 1 Armour when you take physical harm.
some action to attack again after using it. ◊ Rugged: The garment helps you resist the elements. It
negates disadvantage from cold, rain or dangerous weather,
Potential tags for the weapons you pick up: and gives you 1 Armour when those deal harm to you.
◊ Mantle: Through voluminous folds or arcane arts, the
◊ Area: Affects a wide area when used, enabling you to take garment’s protection can be extended to those within
on groups that outnumber you. arm’s reach.
◊ Brutal: Devastates its targets and leaves collateral ◊ Mobile: You can move freely in the garment, allowing
damage. athletic and acrobatic movements.
◊ Elegant: The weapon needs particular training to use well, ◊ Regal: The garment is impressive and eye-catching.
but is impressive and precise in skilled hands. ◊ Subtle: The garment helps you avoid notice. If you have
◊ Far: Useful against targets all the way out as far as you cover or do not move, you will not be seen.
can see. May have trouble aiming at targets within talking ◊ Uniform: The garment showcases your membership and
distance. rank in your House, or in another faction.
◊ Flexible: It wraps around defences and can be redirected ◊ Utility: Pockets and carry-loops let you carry far more
mid-swing. than you otherwise would.
◊ Hefty: Knocks an enemy back on a hit. But, you need to
stand on steady ground to use it or become vulnerable
and unable to move after using it.
◊ Heirloom: The weapon played a pivotal role in your
House’s history and gives you Advantage on rolls to
command and convince members of your House. If you
lose it and don’t recover it before Rising Above to the
House level, your House must Endure.
◊ Hidden: You can carry this weapon without being seen as
a danger.
◊ Lingering: The pain this weapon causes will force foes it
hits to stay away from you.
◊ Non-lethal: It incapacitates and won’t deal lasting harm.
◊ Piercing: Can penetrate armour and thick hide.
◊ Silent: The weapon is subtle in use, unlikely to draw
attention to you.
◊ Stun: Makes enemies slow and sluggish on a hit.
◊ Tether: After you hit, you can easily hold onto/keep pace
with the foe.
◊ Weird: Twists ambience into a weapon, circumventing
standard defences.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

Sometimes a Hero acts with assistants, whether they’re The land is large, and Heroes benefit from methods to travel
House members or an independent band. When your Hero is across it.
directly assisted by their companions, they increase the
action’s breadth or scope, according to their tags: All transports have one of these starting tags:

All Companions have one speciality tag, and may have more: ◊ Mount: An animal ridden by its passenger(s). Capable of
intelligent and independent action, but may only carry
◊ Artisans: Capable of creating or performing beautiful work. light loads.
◊ Astute: Great at spotting hidden or ambiguous details. ◊ Drawn: A cart, wagon or sled drawn by animals. Slower
◊ Drilled: Capable of working in dangerous situations than a mount and requiring a trained driver, but can carry
without panicking or breaking. In battle, they give your more cargo.
Hero the Armoured tag. ◊ Ship: A vessel made of Qoam-imbued stone, enchanted
◊ Genial: Great at getting others to open up or listen. to be buoyant enough to float on water or – with effort –
◊ Hardy: Capable of enduring a profound hardship. When through the air. Can carry the same loads as a Drawn
you travel together, they give your Hero the Rugged tag. transport, but is vulnerable to storms.
◊ Horde: There’s dozens of them, giving them weight of
numbers. In battle, they give your Hero the Area tag. In addition, your transport may have one of these:
◊ Rogues: Skilled at thievery and running cons.
◊ Scholarly: Possessing vast knowledge and capable of ◊ Durable: The transport is resistant to harm. Gain
deciphering ancient texts. advantage when you Resist Danger with it by enduring or
◊ Shadowy: Great at avoiding notice and appearing where powering through danger.
they should not be. ◊ Flying: The transport can take to the air with ease,
◊ Mystic: Deeply learned in the Qoam arts. In battle, they whether through its own wings or natural buoyancy, or
give your Hero the Weird tag. through the efforts of dedicated Qoam-workers.
◊ Strong: Capable of performing labour: construction, ◊ Luxury: The transport is opulent and impressive. Time
harvest, construction, clearing debris, etc. In battle, they spent travelling on it counts as rest for the purposes of
give your Hero the Stun tag. healing times.
◊ Physician: Skilled at healing humans and animals. ◊ Swift: The transport is nimble and rapid. Gain advantage
◊ Vicious: Skilled at using violence. In battle, they give your when you Resist Danger with it by evading danger and
Hero the Brutal tag. acting fast.
◊ Mighty: The transport can be used as a weapon (Melee,
When Companions act unsupervised by the character, the Brutal). Gain Advantage when you Assault a smaller-
GM will say how well that goes. So long as they have a scale foe with it.
relevant tag they’ll find some success, but might fall short in ◊ Hulking: The transport is much larger than others of its
one aspect, cause unfortunate consequences, or lose one or kind. It can carry many more passengers or cargo, but its
more tags as the effort dearly costs them. size can make it slower and more cumbersome.
◊ Canny: The transport is better able to control its
When a group loses their last tag they’re no longer useful – movements than others of its kind. If it’s a Mount, it gains
they may be wounded, exhausted, or no longer interested in a speciality tag (see Companions). If it’s Drawn or a Ship,
helping you. To restore their tags, give a group of it gains the same ability to control its own movements as
companions resources and time to Heal. a Mount.

94
GEAR

Heroes always start with one Relic: a Qoam


fragment with a focus tag of their choice and an
associated memory attached to it. As a reminder
of each focus:

◊ Potent allows you to apply great force.


◊ Swift allows you to impart rapid speed.
◊ Precise offers a delicate touch and subtle
movements.
◊ Wide allows you to affect an area a handful of
paces around the affected shard.
◊ Lasting enables you to sustain the feat
without concentration, or have it continue
moving long after the current scene.

As they mature, Heroes can gain further Mastery


and the ability to wield additional Foci
simultaneously. But they must acquire these new
Foci, either as an unattuned Relic that has
outlived its owner or a blank shard of Qoam
ready to be imbued with memory. In both cases,
to claim it for themselves Heroes must use
Unleash (p. 87).

The theft of a Relic often comes with the owner’s


murder: a Relic cannot be Unleashed while its
owner lives. A given Relic can only be Unleashed
once, ever – and if you leave the old memories in
place you’ll have to contend with the ancient will
within this shard. This offers power, but at a cost:
even once the new owner forms a covenant with
the lingering will of the Relic it may disapprove of
their actions at a crucial time.

Of course, most new owners of Relics will


choose to erase its memories. History is full of
priceless Relic being lost, just be found by a
desperate rogue and wiped out – starting a long
tale of revenge and rancour from those who
cherished the previous owner. In these times of
war, some Houses have found their coffers
swelling with looted Relics. Most decide to
simply Imprint new thoughts into plundered
shard, fearing the foreign desires, dogmas and
grudges these Relics carry.

The Relics Heroes start with have been Imprinted


– perhaps because their House wiped the Relic
before gifting it to them, because the Relic is a
new creation, or simply because the Relic is so
old that any will within it has long faded.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

The communities of Mysthea are wild and diverse. A given Each of these Ancestries also has an Inheritance Move
person might be descended from survivors of the cataclysm your character can take instead of the one provided by
who adapted to this new world, a novel species created by their House (see p. 18). Taking the move isn’t required to
the mutations of ambience, or may even be a singular play one of these creatures – it just means they’re
creature who manifested fully-grown from the anomalies defined more by their culture than their biology. You can
filling this world. These are just some of the many peoples of choose to pick up this move when you gain an advance
Mysthea; as you play, you’re encouraged to add your own (see p. 91), and if it makes sense in the story you can
groups to this list. pick up a move from a different ancestry. Ambience and
the Qoam Arts are often more a matter of perspective
As the dominant sentient species on this continent, Humans and experience than biology, after all.
(p. 101) tend to define the other creatures by contrasting
them with humanity – and as humans playing this game Finally, some kinds of people are so singular they have
you’ll see these other creatures through human eyes too. their own Hero Playbook – in particular the Awoken (p.
When you play a creature with a non-human Ancestry in your 104), a reactivated ancient automaton, and the Chimera
game, try to show both unexpected differences and (p. 107), warped into a weapon by Kitrean rituals. These
unexpected similarities with humanity, and make sure to to playbooks are their own special thing, so don’t have one
show them as a unique individual and not just a token of the Ancestries detailed in this section.
representative of their species. We’ve given each Ancestry A third playbook that can deal with the different creatures
roleplaying prompts to help you in this. of Mysthea is the Immersed (p. 113), a hero with deep ties
to two different communities – who might be different
political factions, or two different creature types whose
upbringing the character was split between.

96
THE PEOPLES OF MYSTHEA

“The Reapers”
Boulron are eerie, elegant creatures – tall and lanky, moving
with sinuous, silent grace that belies the danger of the sharp, INHERITANCE MOVE
� TOUCH OF DEATH
resilient blades their arms end in. As far as anyone knows,
they’re recent arrivals in Mysthea; near the start of the
Dulkodel War, citizens of Ilvash woke one day to find many When you spend an hour conducting rituals of mourning
Boulron silently moving through their streets. After an initial around a sentient creature’s corpse, no more than a day old,
panic, it became clear that the Boulron were not hostile, and roll +Wisdom. On a hit, pick one:
in modern times their presence is a fact of life. Those that
choose to talk with others generally do not seem to know ◊ Craft an Echo of the victim, initially friendly and willing to
where they came from, and express little curiosity about it. talk about their life.
◊ Imbue your arms with the energy of death, granting them
Boulron roam the land, and seem curious about other beings – the Lingering and Weird tags.
observing them from a distance, but not interacting. They are ◊ Animate the body to walk alongside you and serve you as
drawn to death; it’s common to see Boulron congregate where a Companion with Drilled and Strong.
someone has died, just to stand for hours in what seems a form
of sorrow. Others take a more active role in death, wandering On a 10+, the GM will give you a brief flash of an interesting
the land to find a company of soldiers to attach themselves to. corpse within a few hour’s travel; get Advantage using this
In battle, they’re a terrifying force, cutting through whole squads move on that corpse.
of soldiers with their great scything blades.

Boulron rarely find permanent communities to call their home.


In part, this is because many communities fear Boulron as an
omen of death – or have seen first-hand the horrors a Reaper
can inflict, in previous battles. But it’s also because all Boulron
feel a deep urge to wander – to walk this world seeking death,
and perform their instinctive rituals of mourning.

PLAYING A BOULRON
A Boulron character might use their How do you fight? asset
pick to represent their arm blades, with the Melee, Area tags.
They’ll likely have difficulty with other weapons or handheld
tools, but where there’s a will there’s a way.

When you play a Boulron, consider:


◊ How long have you walked this world?
◊ What particular death has made a mark on you?
◊ What made you resist the wanderlust and stay in Montara?
◊ What do you get out of your mourning rituals? What cause
do you think they’re in aid of?

ON MASKS
The expansion of humanity’s empires across Mysthea
has drawn many of the other peoples into humanity’s
cultural orbit. Creatures that spend most of their lives
around humans soon learn that it’s easier to give
humans a fake face to focus on, and the wearing of
simple stone masks has become a common cultural
practice. Some creatures decorate their masks to
communicate their personality, and even embed Qoam
shards within the mask to animate it – while others
reject this pressure to assimilate, proudly displaying
their true face (or lack thereof) to the world.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

“The Hive”
Cryphon take a vast array of forms – all scaly, winged and
exceedingly eloquent. They’re the most social of the sentient If their home hive is far away, or the seeker has lost the
species of Mysthea, surpassing even humans. Whether they way back, or even if they have chosen their newfound
live in blended communities with other species or in their community over their birth hive, they may instead
own separate hives, they fill the area they live in with a barely choose to moult in the presence of their companion. If
audible whistling as they chatter among themselves, this happens, the seeker will skip straight to the Hive
decorations and stone carvings in high-up areas, and a deep Mother form, adopting the role of matriarch and
but pleasant smell of burnt wood. protector of their companion’s community.
The Cryphon moulting procedure is Qoam-augmented. The
The Cryphon life cycle is complex and branched, with each seeker builds a cocoon of shards around themselves, held
creature following an unpredictable path through the together with viscous saliva. Once entombed, the seeker
possible forms available according to their needs and the sends resonance through the cocoon, building a focused
needs of the community. They start out as a small lizard-like web of ambience to warp their flesh into the next stage of
creature, about the size of a cat, fed and cared for and taught their life. Later stages might be bulkier, better able to build
language by the hive over the span of a few days before and maintain a hive; powerful flyers, carrying messages and
being sent out into the world. These ‘seekers’, as the Hive scouting for the hive; ferocious predators, bringing down
call them, are driven to seek out interesting and exciting prey with talons, fangs and tail spikes; communicative
creatures outside the hive and bond with them. strategists, able to keep track of dozens of hive members at
once and command their movements with fluting whistles.
As something like a familiar, pet, or companion, the Cryphon
will see the world from their partner’s perspective, help them Finally, there’s the Hive Mother; a giant creature as large as a
with their quick eyes and quick movements, and learn skills house, able to birth new Cryphon from spawning sacs across
and lore unknown to the Hive. At a certain point the seeker their back and communicate with all their hive (Cryphon and
will feel an urge to return to their home hive to moult, often otherwise) across great distances using by using the
coinciding with the moment when the seeker picks out a continent-wide web of Qoam resonance as a carrier wave.
name for themselves.

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THE PEOPLES OF MYSTHEA

Hive Mothers aren’t leaders so much as magistrates,


rememberinng the legal precedents set by their many mothers
and ruling on each new dilemma their Hive brings them. Where
Cryphon law clashes with their surrounding community, their “The Sculptors”
neighbours are often forced to reassess the flighty, chirpy The highest peaks of Mysthea belong to the Sculptors. The
beasts – Hive Mothers know the law in their bones, and are Esrith are a solitary species, wise and stern, working their art
dogmatic, cold, and unflinching in their enforcement of it. In in the icy mountains of this land.
this age of empire, this has made Cryphon hives unwelcome in
Ilvashan and Kitrean lands. As they’re pushed to the At first sight, they look like colossal snakes – two or three
mountains, sky-islands and wastes of Mysthea they face metres long in their youth, growing dozens or even hundreds
friction with new neighbours, and environments that their of metres long as they age. The majority of their body is white-
current forms are poorly adapted to. scaled and sinuous, covered in a fine layer of down-like scales
with a darker crest running dorsally along their length. Their
head is similarly snake-like, with a wide mouth lined by poison-
PLAYING A CRYPHON carrying fangs whose gullet glows with the Esrith’s internal
Some Cryphon can fly by manipulating Qoam shards in their heat. This heat – produced by friction between thin Qoam
hollow bones, using their wings to aid balance and shavings stored in a tough-walled sac running the Esrith’s
maneuvering. If that fits your concept, you can use your How length – is what allows these creatures to survive in the frigid
are you defended? asset pick to represent this, with the mountains they make their home.
Mobile tag and maybe Subtle or Regal.
But that’s not all they use their heat for. With great delicacy and
When you play a Cryphon, consider: grace, the Sculptors use their internal furnace to melt the ice of
their homes, using their forelimbs to guide it as it freezes. In
◊ Are you a seeker? If so, which of your starting covenants this way they shape their homes into grand works of art,
have you bonded with? marked by the haunting melody of wind flutes, countless
◊ If you’re not a seeker, what are your current form’s sculptures, and breathtaking architecture all worked in the ice.
strengths and weaknesses?
◊ What’s a particular quirk of your Hive’s law? Have you ever Esrith rarely seek out the company of others; even among
questioned your Mother’s wisdom? their own species, attachments are short-lived and to a
specific purpose. The Esrith living in a particular mountain
range will meet once a decade or so for frenzy of creation –
INHERITANCE MOVES experimenting with new tools and techniques, learning from

� METAMORPHOSIS
each other, filling the meeting point wiht a wild array of
wartworks, and sometimes finding a compatible Esrith to
When you construct a cocoon of Qoam shards around raise a cluth of eggs with.
yourself or someone else, roll +Wisdom. On a hit, the
inhabitant picks 2 to retain and 1 to transform: Their disdain for social connections has one main exception:
the drive to act as a mentor. They do not discriminate
◊ Their wounds, illnesses and ambience backlashes. according to species or artistic medium – all a potential
◊ Their particular body plan and physical appearance. protégé needs to do is catch the Sculptor’s eye, and accept
◊ The cores of their covenants. their invitation to live with them as their student. An Esrith may
have a single pupil learning under them, or an entire community
On a 10+, the transformation brings new power. The subject of artists. However many there are, the Sculptor will teach
can trade out any one of their moves for an Inheritance them their techniques and philosophy, keep them warm and
Move; one from their House or species, or one tied to well-fed, and decorate their homes with their student’s art long
someone they have a covenant with. after the student has returned to the plains below.

� HIVE MOTHER
This master-student relationship is the main reason an Esrith
will leave their home and travel the lands of Mysthea – either
This move can only be gained by using Metamorphosis to trade seeking new pupils, or wishing to check in on particularly
that move for this one. The user emerges from that cocoon as cherished alumni of their school. These reunions may be
a Cryphon Hive Mother, towering and sagacious. They gain an joyous, bittersweet, or mournful – Sculptors live far longer
additional minor harm slot (Grazed), the Hefty tag on their than most of their students, after all. But if they find a former
blows, the ability to send messages to their Hive across the student has been hurt, killed, or even plagiarised? The Esrith
land, and Advantage on all Compromise and Unearth rolls will not hesitate to show what stone-piercing talons and
where their instinctual legal code is relevant. glacier-melting heat can do to flesh. Vengeance is another
art form for them to refine.

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PLAYING AN ESRITH INHERITANCE MOVE
� SERPENT’S EYE
Esrith have a constant source of heat burning within them. If
you want this to be a key part of your character, you can use
your How are you defended? asset pick to represent this, When you intensely study another’s work of art, ask the GM
gaining the Rugged tag and either Armoured or Utility from one question per Role marked:
your bulk.
◊ What’s the core theme of the work?
In situations where extreme heat is the problem, not cold (e.g. ◊ What did the creator intend with the work?
scorching desert, a burning forge), you’re liable to suffer – ◊ What does the work say about the artist’s culture?
Esrith who must travel to these areas often hire attendants to ◊ Would the work appeal to [an audience you’ve
fan them or pour cooling water across their body. Past a encountered]?
certain age, Esrith have too much bulk for even this to work, ◊ What pieces of this can I adopt and adapt for my own
and cannot comfortably leave the mountains. You may keep work?
this weakness only in the fiction, or otherwise the GM might
apply Disadvantage on all rolls that require quick thought or Get fleeting Advantage acting on each answer.
strenuous activity.

When you play an Esrith, consider:


◊ What is the key truth you’re trying to express with your art?
◊ What artistic mediums, aside from ice-sculpture, have
you attempted? What still frustrates your efforts there?
◊ Which of your past pupils made the greatest impact on
you? What do you carry of theirs?
◊ What’s brought you out of the mountains?

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THE PEOPLES OF MYSTHEA

“The Mist-Daubed”
Humanity is undoubtedly the most dominant form of sapient There’s one other thing to note: only humans dream,
life on Mysthea. They’re curious and adaptable, constantly and always of the mists.
seeking out new places to live and better ways of surviving
there. This has lead to them making their homes across the
continent, though the technologies they employ to cope with PLAYING A HUMAN
their environment often twist it into a form that only nurtures If your Human is particularly hardened to the mists – maybe a
Humanity and leaves other species struggling. cloud-fisher or a mystic who immersed themselves seeking
wisdom – you might use your How are you defended? asset
They’re also extremely social: like Cryphon they are driven to pick to represent this, gaining the Arcane and Rugged tags.
exist within a community of others, but Humans are relatively
eager to leave old groups and form new communities over their When you play a Human, consider:
180-year lifespan. Like Esrith, they place great value on ◊ What shape do the mists make in your dreams?
intangible concepts, but have little consensus as to which: ◊ What ideal particularly drives you?
whether it’s family, religion, national identity, a common cause, or ◊ Have you travelled far, or is Montara your home?
some other ideal, Humans use these concepts as glue to bind
their communities together. When it works well, this lets groups
of Humans work together to perform incredible feats. When it INHERITANCE MOVE
� ADAPTED TO THE MISTS
goes wrong, the community’s driven to act in ways that hurt the
majority while enriching their leaders, lashing out at other
communities instead of dealing with the problems within. When you steel yourself against the influence of ambience,
roll +Prowess. On a 10+ hold 3; on a 7-9 hold 1; on a 6- still
It’s unclear whether Humanity survived the great crystal’s hold 1, but your rigidity prevents you from using the Qoam
impact or were generated by the anomalies the impact arts while you have hold. Spend hold, 1-for-1, to completely
created, but either way they have clearly felt the touch of the resist any mystical effect that would twist your mind or body.
mists. Their skin is the grey hue of the clouds around Mysthea,
and Humans seem to have a natural resistance to ambience.
More than any other species they’re able to resist the
mutagenic and mind-warping effects of Qoam resonance.
This can make Human communities dangerous for other
races, from the scattered mist-fishing villages that line the
continent’s edge to the capital cities of Ilvash and Kitrea – the
first bathed in the terrifying and glorious radiance of the
Henakor, the second the locus of an empire-wide web of
ambience. This particular tolerance has allowed humans to
experiment with Qoam prostheses and body modifications,
changing their bodies with an ease perplexing to other races.

It’s difficult to make sweeping statements about human culture.


Each community will draw different lines around acceptable
behaviour, acceptance of outsiders and nonhumans, and
common modes of sex and gender presentation. Human skin
colour is uniform, but other ethnicity markers abound – modes
of dress, meaningful symbols and patterns, hair growth patterns
and styling, skin painting, body piecing, scarification, etc.

Settlements under Ilvashan rule will find practices outside the


Kingdom’s norms are punished by the laws of the guild of
Volarees and the doctrine of the guild of Lusma. Conversely,
communities that fall under Kitrean rule are theoretically able
to live their lives as before, but find a strange hollowness at the
heart of their practices as the empire’s grand workings channel
away emotional resonance to fuel the rituals of the empire’s
heartlands. Only in the Borderlands can unique communities
truly thrive – but the Dulkodel War is threatening even that.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

“The Collectors”
The Onygauros are a species of huge scarab-like creatures, Onygauros’ drive to expand their collection pushes them into
with four arms and broad translucent wings. Onygauros are constant contact with other races. Their strength and skill
known as Collectors, thanks to their habit of living in small with weaponry has made them a common presence in
caves fill with huge collections of a particular kind of item. armies, mercenaries paid in cheap trinkets. Others instead
The item in question varies from creature to creature; one become expert merchants, using their natural ability to
cave may be filled with thousands of kinds of bottles, while understand what others value to corner the market in their
another may be filled with filled with drawers, blades, even a particular obsession.
menagerie of a particular species.

These items often have very little value to other races, which PLAYING AN ONYGAUROS
often works in the favour of a Collector who sees them as Onygauros have a particular affinity with manufactured
extremely precious. Other times, it brings strife – when objects, able to make use of any weapon, tool, or piece of gear,
others insult the Onygauros’ precious things, or even no matter who it was constructed for. In battle they can wield
trespass in their lair, they find it extremely difficult to multiple weapons at once, adding one tag to their main
maintain their composure and resist flying into a rage or a weapon from each other weapon they carry.
vast and fathomless depression.
Also, pick out the particular kind of item you are obsessed with;
if you want to represent this obsession mechanically, you have
Advantage using Unearth to see the full details of one of these
items, but someone holding one of these items and proposing
a trade always has enough leverage to trigger Compromise.

When you play an Onygauros, consider:


◊ What’s the one thing you’re driven to collect?
◊ What good or service do you barter with to get more items
for your collection?
◊ What’s the worst thing you’ve done to grow your collection?
◊ What part of your collection do you take with you when
you travel away from it?

INHERITANCE MOVE
� A HOARDER’S LAIR
When you place down an item of value as the seed of your
collection, this place becomes mystically tied to you. Pick
one benefit per Role you have marked:

� You know immediately when others enter your lair, and


they cannot hide from you within it.
� You can Manifest to give an item all of the properties of
a similar item in your collection.
� Any Relic that fits in with your collection will generate no
ambience so long as it remains in your lair.
� By spending a day cataloguing your collection, you’ll have a
vision of where to go to find a new and valuable acquisition.
� Your collection speaks to you, drawing on the
accumulated resonance of the items stored within.

102
The Firebrand (p. 110) is The Prowler (p. 119) is a The Sentinel (p. 122) The Survivor (p. 131) has The Vagabond (p. 137)
an agitator and guerrilla, thief, a criminal, and a is tough and canny, seen the worst this world is a mysterious loner,
building movements and ruthless scoundrel. dedicated to taking the has to offer, and learned living a wanderer’s life of
sabotaging infrastructure. blows meant for others. harsh strengths from it. love and revenge.

The Immersed (p. 113) The Storyteller (p. 128) The Toiler (p. 134) is a The Veteran (p. 140) The Warden (p. 143) is a
is a bridge between their remembers the stories of manual labourer, getting is an experienced and community leader and
House and another the past, and celebrates their hands dirty as they dignified leader, flanked matchmaker, nurturing
group, bringing the two the heroes of the present. and their crew pick up by trusted attendants. relationships that will
group’s strengths and Montara’s rubble. change the city’s fate.
perspectives to the
problems they face.

The Awoken (p. 104) is The Chimera (p. 107) is a The Martyr (p. 116) The Singer (p. 125) is an The Warlock (p. 146)
an ancient construct built monster of the Dulkodel draws power from artist whose passion delves into the
by forgotten arts, granted War, their original form their pain, becoming reshapes the Quiet Arts mysteries of this land,
sentience by the crystal scarred and twisted by something strange and into something great, walking strange paths
shard within them. Kitrean experiments or miraculous as their pure, and beautiful. and making deals with
flesh-warping weaponry. wounds mount. beasts and titans.

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By a miracle of the Arts you gained a mind and a heart, even


if your body is basic or bizarre. Whether you were designed ROLE MOVES
as a slave or soldier, you strive to be more than your Trigger one at Hero creation:
creators imagined.
LEADER
You are the Awoken, and nothing will ever cloud your mind Mark when your people stand at the edge of
again. extinction. Take charge and say what in you can
save them: compassion or callousness.

MAKING YOUR AWOKEN AGENT


STATS Mark when you are sent somewhere no natural
Distribute +2, 0, -1, -1 among Might, Prowess, Cunning, and being would survive. Say what the experience
Wisdom, and add your House bonus. awakens in you: an inquisitive mind or an indomit‐
able will.
PARTICULARS
Pick one from each or make your own: REBEL
Mark when you use violence to liberate those
◊ Gendered, indifferent, seeking, defiant. oppressed by your faction. Say who the victims are
◊ Fine crystal face, rough stony face, human-like metal and how you become more like them.
face, wooden animal mask.
◊ Brass plates and glowing Qoam joints, stony and mossy PROPHET
body, a piece of art in crystal and steel, living wood and Mark when you go through experiences too strange
carved vines. for other peoples to comprehend. State one
◊ Cold voice, soft voice, inhuman voice, mute. fundamental truth about the world you realise
◊ No Ancestry. thanks to the experience.

COVENANT TRAITOR
Choose a core for your bond with the player on your left and Mark when you embark on a bloody-handed
on your right: Discovery, Research, Heirloom, Ruin. Fuse this crusade. State your target and say what this
core with theirs to decide together how each bond was awakens in you: hot fury or lethal efficiency.
forged – describe a brief scene based on this two word
concept. Give one Rank 1, one Rank 2. OUTSIDER
Mark when this society disappoints you greatly.
RELIC Wander away into the wilds and say if you become
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and wiser or simply stranger.
assign it to the Relic that powers you. If this Relic is ever
removed or destroyed, you are Terminated. Use your two
remaining Covenant cores to describe a memory bound to HARM BOXES
this Relic. � Scratched
� Bent
� Damaged
� Failing Systems
� Terminated

TERMINATED MOVE
When you mark your Terminated box, you deactivate. If your
internal Relic is intact, anyone can perform Rituals in a
place of safety to bring you back to action fully repaired.
Alternatively, they can scrap you for 5 Lore and/or Arts in
any combination.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

AWOKEN MOVES
Take this:

� CRAFTED, NOT BORN


You can shrug off damage that would maim a human. You
have 3-Armour against environmental effects and attacks that
are not Hefty or Weird. In addition, you don’t need food, water,
or air to survive, but you can only be repaired with Rituals
instead of Heal – and all your Harm slots count as Major.

And choose an Inheritance Move and one of these:

� PEERLESS BRUTE � LONG LOST LORE


When you use pure strength to destroy something standing in When you encounter people or texts from a different
your way, roll +Might. On a hit you do it, but pick 2: civilisation, roll +Wisdom. On a 10+, you are fluent in that
language and culture. On a 7-9, you are limited to mystical
◊ Nothing of value is destroyed. and scientific concepts.
◊ It doesn’t attract a lot of attention.

� REASSEMBLE PARTS
◊ No one else is hurt or killed.

On a 10+ gain fleeting Advantage dealing with your next When you reconfigure your body into a more practical or
physical challenge. dangerous form, roll +Prowess. On a hit, keep control and
hold 2. On a 10+ hold 3. Spend hold to:

� ETERNAL MEMORIES ◊ Grow plates that give you +2 Armour against one hit.
When you come upon a remnant of the past, roll +Wisdom. On ◊ Swiftly move to anywhere in sight.
a hit, get 1-Lore and the GM tells you something you ◊ Shift a limb into a wicked weapon (melee, weird, brutal)
remember about it from before the world was broken. On a for one attack.
10+ you can ask a follow-up question. ◊ Break through an obstruction.

� A MIND UNLIKE OURS


On a miss, Test a Covenant as you temporarily lose control.

Any time you gain Lore or Arts, gain an extra point of Lore. If
you immediately spend it on Reason to link this situation to
an inhuman or arcane Factor, you can declare the nature of
the connection for free.

You endure hazards and violence no living thing could ever dream of surviving. But you are not necessarily built
only for violence – being possibly the keenest mind of all Heroes with a variety of moves. Of course, if you want
to play a juggernaut, this is your playbook, thanks to Peerless Brute and your natural resilience.

An Awoken peculiarity is that your Roles build up your personality with little to no effect in the world at large.
Though not as potent, they build a complex journey of self-discovery – with dramatic results. The Awoken fits
better with the uncanny Houses: an artfully grown Verdant Priest, an Architect assembled from pieces of
buildings and road… the weirder the better. But in truth, the Awoken is integrated into Mysthea’s culture, and
can be any House’s chief scholar or ambassador to the stranger communities of this land.

Lastly, where do your Eternal Memories and Long Lost Lore come from? Finding that answer may be crucial...

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You are a child of the War – its ultimate weapon and most
tragic casualty. Even mutated beyond recognition, you retain ROLE MOVES
your independence, your hope for a better life. Whether they Trigger one at Hero creation:
value the person you used to be, the weapon you were turned
into, or everything you seek to be, you are cherished and LEADER
valued by your House. Mark when you accept a test of your powers. The
GM will pit you against two terrifying foes; pick
But you’re not their pet – you are the Chimera, and you won’t one and state why it fears you.
ever be tamed.
AGENT
Mark when you are sent against a singular horror,
MAKING YOUR CHIMERA and state two things you’ve heard about it. The GM
STATS will secretly decide which one is true.
Pick one Stat and set at +3, and another Stat and set it at -2,
describing their weird tells. The last two Stats start at 0 – REBEL
add your House bonus to one of them. Mark when you guide others through their own
transformation. Say how they become more true to
PARTICULARS their desires, but the GM says new resource they’ll
Pick one from each or make your own: need to maintain their new state.

◊ Masculine, feminine, concealed, ambiguous. PROPHET


◊ Right gender, wrong gender, removed gender, alien. Mark when you return home after a mysterious
◊ Shifting face, blank face, twisted face, brooding face. disappearance. Describe the dark forces that
◊ Shining eyes, ‘normal’ eyes, no eyes, inhuman eyes. kidnapped you, and the GM describes your prison.
◊ Tattooed glowing sigils, grafted inhuman limb, incised
crystal circuits, an aura subtle as starlight. TRAITOR
◊ Original Ancestry, patchwork Ancestry, unique Ancestry, Mark when you turn the mob’s ire on some other
shifting Ancestry. hated group. Tell us how this wins you safety, for a
small time. The GM says what in the mob’s actions
COVENANT horrifies you: their far-reaching hatred, their
Choose a core for your bond with the player on your left and horrific intensity, or their public support.
on your right: Change, Violence, Army, Sickness. Fuse this
core with theirs to decide together how each bond was OUTSIDER
forged – describe a brief scene based on this two-word Mark when your House casts you out as an
concept. Give one Rank 2, one Rank 3. aberration. Go on a pilgrimage to an ancient haven
and say what wonders you dream of finding there.
RELIC
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and
assign it to a Relic absorbed within your shifting form. It HARM BOXES
can’t be stolen, but if it ever destroyed you will suffer � Exhausted
3-Harm. Use the two Covenant cores you didn’t pick earlier to � Angry
describe a memory bound to this Relic. � Shape-shifting (-1 Cunning)
� Hallucinating (-1 Prowess)
� Mutated

MUTATED MOVE
When you mark off your Mutated box, you enter a chrysalis.

An hour later you’ll emerge fully-healed, and with a new


Protean Form configuration that would have helped you resist
what killed you. But you lose all your memories, even if your
Covenants remain as a lingering and mysterious bond.

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HERO PLAYBOOKS

CHIMERA MOVES
Take this:

� PROTEAN FORM
When you lash out in fury or fear, shed your facade and reveal
your true form. Choose if your true form is:

� Winged: You can fly to hard-to-reach areas.


� Nimble: You can outmanoeuvre any prey or pursuer.
� Muscular: You can overpower similar-sized foes.
� Amphibious: You can easily live and move underwater.

And choose one thing it gives you Advantage on:


� The Hunter: Hunting prey.
� The Warrior: Causing pain and injury.
� The Guardian: Detecting menaces.

And choose an Inheritance Move and one of these:

� AT ANY COST � REFLEXIVE ADAPTATION


When you have a moment to study a foe or hazard, tell your When you take Harm, pick how your body protects itself:
allies what you are set to control: the harm it can inflict, when
it will strike, where it will strike. ◊ Enduring the aggression: gain a Garment tag.
◊ Overpowering the aggressor: gain an Arsenal tag.
Also pick what you’re ready to sacrifice: the beauty of this ◊ Attuning to the battlefield: gain Advantage moving there.
place, precious time, an important alliance. ◊ Outliving the menace: Heal 1 Major Harm the next time
you Recover.
When you put the plan in motion, roll +Wisdom. On a hit, make
your sacrifice and control the foe. On a 7-9, your allies pick Your adaptations last for the length of this confrontation.
another thing you must sacrifice to maintain this control.

� STRANGE FASCINATION
� FERAL SENSES When you spend time alone with someone, they can become
You have a unique way of sensing the world – describe it. fixated on you. Roll +Roles marked. On a 10+ hold 3, on a 7-9
When you investigate a scene, you can ask the GM one hold 2. They can use up 1 hold at any time by giving you
question based on these senses. The GM must answer something they think you want, spying for you, protecting
truthfully, though veiled in symbolism. you from harm or introducing you to someone important. As
long as you have hold, get Advantage when you Compromise

� MYSTIC INSIGHT
with them.

When you attune to the energy of a habitat, roll +Wisdom; on


a hit, you can Resist Danger and Explore here with Wisdom
instead of Prowess. On a 10+, the GM will describe the
region’s landmarks and threats.

You’re a perfected creature: stronger, faster, tougher, smarter, and wiser, perfect in every way. But you’re also a
wild card and a reminder of the war’s most terrifying excesses. Decide if you enhance your House’s strengths
or compensate for their weaknesses, and commit fully to that. The Chimera thrives in extremes.

Do you try to pass as a ‘normal’ person? Or do you proudly display your true form? And will your answer to that
question change as you die and are reborn, with each new person you become?

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HERO PLAYBOOKS

You are restless, canny, and charismatic. You fight in the


shadow of their grand hierarchies, evading their watchdogs ROLE MOVES
and ruthlessly punishing injustice. Armed with dangerous Trigger one at Hero creation:
truths and hidden blades, you rise as an inspiration for the
weak and the oppressed. LEADER
Mark when your House rises up against an
You are the Firebrand, and they will learn to fear you. oppressor. When you personally confront this
oppressor, say where your forces are waiting in
ambush.
MAKING YOUR FIREBRAND
STATS AGENT
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and Mark when you infiltrate a group to bring it down.
Wisdom, and add your House bonus. Say someone there who trusts you; GM says one
who suspects.
PARTICULARS
Pick one from each or make your own: REBEL
Mark when your House betrays your creed. Name a
◊ Masculine, feminine, concealed, ambiguous. principle; those who break it this age risk ruin.
◊ Burned face, surly face, angular face, friendly face.
◊ Dead eyes, fiery eyes, passionate eyes, furtive eyes. PROPHET
◊ Muscular body, bony body, compact body, graceful body. Mark when you uncover evidence of society’s
◊ Boulron, Cryphon, Esrith, Human, Onygauros. stagnation and decay. The GM will say what
bastion of order must be brought low to avert this
COVENANT decline. Describe the golden age you expect their
Choose a core for your bond with the player on your left and downfall to usher in.
on your right: Poverty, Minority, Neighbourhood, Prison. Fuse
this core with theirs to decide together how each bond was TRAITOR
forged – describe a brief scene based on this two-word Mark when you sacrifice the oppressed to raise
concept. Give one Rank 1, one Rank 2. your power across the Borderlands. Name the
leaders who come to listen to your principles. The
FOCUS GM will tell us about those who have seen through
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and your actions and vowed bloody vengeance upon
assign it to a mysterious Relic. Tell us of the passionate you.
mission of its creator, and secrets you believe the Relic
holds. Use your two remaining Covenant cores to describe a OUTSIDER
memory bound to this Relic. Mark when your actions cause suffering to a group
you have no quarrel with. Say which group you
most need to make amends with, and the GM says
who profited from the suffering.

HARM BOXES
� Winded
� Fearful
� Feverish (-1 Cunning)
� Bleeding (-1 Might)
� Dead

DEATH MOVE
When you mark your Dead box, your death sparks protests
and riots among the oppressed and disenfranchised. Tell us
what they tear down or change for the better.

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FIREBRAND MOVES
Take this:

� THE SECRET ARMY


When you spend a few days gathering rebels and idealists
around a cause, gain Companions with one of these tags per
Role you have marked: Shadowy, Vicious, Horde, Astute, Rogues.

And choose an Inheritance Move and one of these:

� WORDS OF REVOLUTION � ETERNAL ARSENAL


When you seek the counsel of the oppressed and When righteous fury consumes you, the effects you Manifest
disenfranchised, roll +Cunning on Unearth. On a 10+ you’re evoke flames instead of telekinesis. The flames are as hot as
also given access to a safe house you can use while you’re a burning torch, but can be made hotter, burn wider and
in this area. spread faster with the addition of Focus tags.

� ICONOCLAST � THE BLACK DOSSIER


When you reveal the dark secret of an authority figure to their Like all successful politicians, you know how to exploit the
community, roll +Cunning. On a 7-9 choose 1, on a 10+ weakness of others. When you use someone’s shameful or
choose 2: illicit secrets as leverage, one of the Reactions they pick for
Compromise must be “you promise to keep the secret hidden”.
◊ Their allies stop providing them support.
◊ Their followers plot revolution.
◊ Their enemies offer you aid.

� A SHADOW IN THE WIND


When you sneak through cover, nothing that hasn’t already
spotted you will notice you. If you would be revealed, the GM
will warn you in time to hide. Even when you attack, there’ll
be a period of confusion for you to exploit.

You rebel tirelessly… against the occupying Guild, the Venture, even your own House.

Forget the War, that’s beyond even your ability to fight. Focus instead on the war’s collateral damage and the
suffering it has caused for the city’s people. Focus on those who have incited or profited from the chaos,
watching the world burn from comfort and luxury. Your House will determine your resources, but your methods
or ideals are your own. But even with your incredible guile and strength in numbers, you will need to learn
subtlety to survive the inevitable reaction from your powerful enemies. Prepare carefully, strike viciously, and
know when to retreat back into the shadows.

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The orphaned child, found and raised by an alien family. Or


the hostage, learning their captor’s skills and struggles. Or ROLE MOVES
the envoy, building bridges between the factions dearest in Trigger one at Hero creation:
their heart.
LEADER
Whatever you are, you were lost and then were found, and Mark when you forge an alliance between your
you must serve both banners to be who you truly are. House and your Kin. The GM will say how this
alienates your House from their community.
You are the Immersed, and you are never truly alone.
AGENT
Mark when you disguise your House’s activities by
MAKING YOUR IMMERSED using your Kin as a proxy. Say who you intend to
STATS fool. The GM says who will hold the secret as
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and leverage against you.
Wisdom, and add your House bonus.
REBEL
PARTICULARS Mark when you take up arms against your own
Pick one from each or make your own: House in defence of your Kin. Say why anyone who
wishes to harm them must go through you first.
◊ Masculine, feminine, concealed, ambiguous.
◊ Out-of-place looks, combined looks, a range of looks, PROPHET
unremarkable looks. Mark when you uncover a mysterious Titan or Place
◊ An accessory evoking your House. What is it? of Power related to your Kin. Say how it could
◊ An accessory evoking your Kin. What is it? potentially transform their role in the Borderlands.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. The GM says what horror awaits if it falls into the
wrong hands.
COVENANT
Choose a core for your bond with the player on your left and TRAITOR
on your right: Bloodline, Mountain, Visions, Survivor. Fuse Mark when you sacrifice your Kin to save someone
this core with theirs to decide together how each bond was else. The GM will say what action you must take
forged – describe a brief scene based on this two-word against your House or their community to balance
concept. Give one Rank 1, one Rank 2. the scales, and what trouble will be introduced to
your bond if you refuse.
RELIC
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and OUTSIDER
assign it to a Relic weapon with Heirloom and two other Mark when you reject some part of your House’s
Arsenal tags of your choice; describe it, and say which of culture to be closer to your Kin. Name someone
your communities granted it to you. Use your two remaining important who is horrified by this, and the GM will
Covenant cores to describe a memory bound to this Relic. name someone who is determined to emulate you,
cost and danger be damned.

HARM BOXES
� Your Kin come to your aid
� Drawn away
� Burned (Cut off from your House)
� Rejected (Cut off from your Kin)
� Dead

DEATH MOVE
When you mark off your Death box, your two peoples come
together to mark your passing. Say what task they embark on,
with your Kin lending your House their Support until it’s done.
A Memorial built to you sanctifies the local area, letting
everyone present peacefully communicate with your Kin as
per Kith and Kin so long as they respect your memory.

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IMMERSED MOVES
Take this:

� KITH & KIN


In addition to your House, you’ve forged a bond with a group
on the fringes of Montaran society. They may be a breakaway
sect, criminal gang, anomaly-spawned creatures, quickened
plant life, or something stranger, but you can communicate
with them and they accept you as one of their own.

Name your Kin. Say where you go to spend time with them, and
what vulnerability, predilection or prejudice has put them on
the fringes of Montaran society. You have a rank 3 Covenant,
and always have Advantage when you Compromise with them.

And choose an Inheritance Move and one of these:

� BLOOD MAGIC � ESOTERIC ETIQUETTE


Through your bond, you become a key to deeper powers. When others follow your lead to navigate interactions with
When a member of your Kin permits you to lay hands on them your Kin, they will be accepted and can communicate with
and channel arcane energies, you may Manifest as though your Kin as per Kith & Kin.
they were a Relic, gaining their Aid on your attempt.
Should a member of your party benefiting from this provoke

� THE BOND
your Kin, or if you voluntarily rescind your protection from
someone, roll +Cunning. On a 10+, only the offending party
Where you go, your Kin can follow. In any scene where their draws their ire. On a 7-9, all of your followers suffer. On a
presence has not been otherwise established, you may miss, even you temporarily lose the benefits of Kith & Kin.
narrate a member of your Kin arriving or revealing

� BECOME AS ONE
themselves. Conversely, in any situation where your Kin are
present but you are absent, you may arrive on the scene
whenever you feel you are needed most. Your bond is transformative, letting you become more than
an honorary member of your Kin. When you take a moment to
The bond is mutual: as a reaction, the GM may always say emulate their visage and abilities, roll +Roles marked, up to
that members of your Kin choose to appear unbidden at your +3. On a 10+, 3. On a 7-9, 2. On a 6-, still choose 1.
side, or try to compel you to appear before them.
◊ Where your Kin goes, you can follow. You can emulate or

� IN YOUR FOOTSTEPS
keep up with their mode of travel, and you do not suffer
disadvantage in any environment where they would not.
At least one member of your Kin may always go unseen, ◊ You fight shoulder-to-shoulder with your Kin. Gain 2-3
unnoticed, or unrecognised in your company. You can weapon tags to show how your violence mirrors theirs.
silently communicate with them, and if you send them off on ◊ Your foes will see you only as a member of your Kin.
their own mission it’ll never lead to their capture or death. ◊ You do not inherit any innate vulnerabilities, weaknesses
or compulsions of your Kin.

Are you a double agent playing both sides? A human kept in an Onygauros’ hoard? A recently-wed bride trying to
bring harmony between your family and your partner’s? Everything depends on who you pick as your Kith & Kin.

From there, will you fight overtly armed with Blood Magic or the Feral Ways? Or will you be a subtle envoy, using
Illusory Tribe and The Bond to bring your Kin’s subtle aid into your efforts? Your House will demand a lot from
you, and offer much, but it’s up to you if you’ll let them define who you truly are. Your Kin will always be there for
you unless you turn your back on them, but their peculiarities place them on the fringes of Montaran society. And
what of your Covenants? Will they respect your liminal life, or push you to choose?

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You’re no hero. You just want to do the right thing. Who could them to take up.
stand idly by while so much grief and horror goes unchecked?
Not you. And you won’t give up on anyone else, either.
ROLE MOVES
You are the Martyr, and truly? You’re the greatest hero of all. Trigger one at Hero creation:

LEADER
MAKING YOUR MARTYR Mark when your people face extreme hardship and
STATS want. The GM tells us what you can sacrifice to
Assign Ω to Might or Prowess, and Δ to Cunning or Wisdom. show them how to endure with wisdom. If you do
Then put +1 and -1 in the others. See Harm for further details it, tell us how they are inspired by your example.
on Ω and Δ.
AGENT
PARTICULARS Mark when there is a job so dirty or difficult that
Pick one from each or make your own: you’re the only one willing to accept it. Tell us how
you realise it’s even worse than anyone expected.
◊ Masculine, feminine, concealed, ambiguous. As you work on the task, the GM will reveal a
◊ Bent body, wiry body, flabby body, lanky body. mysterious treasure or golden opportunity waiting
◊ Blank eyes, fiery eyes, sad eyes, steady eyes. at its completion.
◊ Weathered face, ordinary face, stern face, scarred face.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. REBEL
Mark when you try to break your people out of their
COVENANT comfortable, safe ways. The GM tells us of two
Choose a core for your bond with the player on your left and forces that will resist change at all costs. Confront
on your right: Charity, Childhood, Injustice, War. Fuse this them openly and say how your people change once
core with theirs to decide together how each bond was you resist everything they throw at you.
forged – describe a brief scene based on this two-word
concept. Give one Rank 1, one Rank 2. PROPHET
Mark when you condemn your people for their
RELIC wicked or cowardly ways. The GM will describe two
You are a wondrous and terrifying font of ambience, calamities their ways have brought on them – pick
somehow able to manipulate the Qoam arts without a Relic. one. If you all survive the ordeal, they will
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting that overcome their weakness.
you hold within you, and also describe a plain and
unassuming keepsake. Use the two Covenant cores you TRAITOR
didn’t pick earlier to describe a memory bound to this Mark when you meet the greatest tormentor of this
keepsake and to your strange power. Age. To win their heart and soul you must give
yourself fully to them. Say which of you will teach
a harsh truth to the other.
HARM BOXES
Stats marked by Ω and Δ start at -1. For each harm listed in OUTSIDER
their tracks their value goes up by 1, up to +3. You can only Mark when you embark on a journey of (self-)
mark your Dead Box when both tracks are fully marked. discovery. Ritually sacrifice a symbol of your past,
your present, and your future. The GM describes
Ω Δ those who leave everything behind to join your quest for
� Twisted joint � Anguished wisdom.
� Torn flesh � Fearful
� Broken bones � Hopeless
� Blinding pain � Despairing

� Dead

DEATH MOVE
When you mark your Dead box, your sacrifice brings together
everyone whose burdens you were carrying. Name as many
of them as you wish, and say what cause your death inspires

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MARTYR MOVES
Take this:

� CLEAR EYES
When you stand on the brink of defeat with any Ω harm marked,
you become Sanctified. So long as you’re Sanctified, you gain
the undying respect of those who witness you facing your
ordeal. Friend or foe, they will from now on defend your
reputation, marked by the strength of your devotion.

When you witnesses a tragedy related to your cause with any


Δ harm marked, you become Rapturous. So long as you’re
Rapturous, you grant new strength and courage for the weak
and despairing when you make a stand, and fill the heart of
tormentors with fear and doubt if you attack.

Both states end when any Harm on their tracks is healed.

And choose an Inheritance Move and one of these:

� CANDID GAZE � HOLLOW STARE


When you have a quiet moment to tend to the wounded and When you confront a tormentor, describe for the group a time
despairing, Heal them of all emotional and psychological you felt great pain and sorrow to evoke a response of your
harm and take it for yourself – marking 1 harm box for every choice from the tormentor:
2 boxes of theirs you choose to heal.
◊ They gloat over their power.

� FIERY GLARE
◊ They seek to humiliate you.
◊ They go out of their way to cause you more pain.
Every time you refuse an opportunity to rest and heal, gain +1 ◊ They try to convince you that you deserve punishment.
Armour on top of any Armour you already have.
Each can only be picked once in a given confrontation. If you
Lose 1 Armour every time you take any harm until this bonus evoke three, describe the fatal weakness they expose.
is gone.

� STEELY CONTEMPLATION
� GLAZED SIGHT When you shield another from certain death, gain 2-Armour
When you find enlightenment in pain and sorrow, roll +Δ against the harm that they would have suffered.
instead of +Wisdom. When you are hurt while Rapturous or
Sanctified, gain 1-Lore.

The Martyr is not for the faint of heart. Their story challenges you to watch it unblinking until the bloody end.
You will suffer. You will live through tragedy. And you will get ever stronger and wiser. Throw yourself into the
chaos and turmoil, ease the burden of those weaker than yourself, and do what no one in their sane minds
would even attempt.

The Martyr enjoys enviable flexibility. It’s not a question of what you can do, but how close to death you will get
in order to get it done. Live for the moment when you surprise your allies and rise to the occasion with potent
new stats, no matter how dire the odds.

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You are possessed by an all consuming ambition, simply too


vicious and devious to be trusted. ROLE MOVES
Trigger one at Hero creation:
Others may try to use you, but in the end? You are the
Prowler, and you will get what you want. LEADER
Mark when your leaders falter and you take charge.
Tell us your underhanded plan to overcome the
MAKING YOUR PROWLER crisis. The GM says how it makes your people
STATS venal or avaricious.
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and
Wisdom, and add your House bonus. AGENT
Mark when your House sends you to steal a
PARTICULARS legendary treasure. Say which rival thief wants it at
Pick one from each or make your own: any cost; the GM says why it’s so important to its
current owner.
◊ Masculine, feminine, concealed, ambiguous.
◊ Weathered face, weasel face, dashing face, twisted face. REBEL
◊ Sardonic eyes, angry eyes, cold eyes, one-eyed. Mark when you conspire against your own Venture.
◊ Agile body, scarred body, lanky body, stout body. Name a faction that now considers you a hero and
◊ Boulron, Cryphon, Esrith, Human, Onygauros. tell us why.

COVENANT PROPHET
Choose a core for your bond with the player on your left and Mark when you come to know of a priceless relic.
on your right: Crime, Passion, Vengeance, Friendship. Fuse Say its current whereabouts, and the GM tells us of
this core with theirs to decide together how each bond was its secret properties.
forged – describe a brief scene based on this two-word
concept. Give one Rank 1, one Rank 2. TRAITOR
Mark when you purge a bountiful land of its
RELIC inhabitants. Say who in your House turns a blind
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and eye to your depredations so they can get rich. The
assign it to a Relic weapon with three Arsenal tags of your GM says how the bloodshed curses the land.
choice. Describe it and say who you took it from, and use
your two remaining Covenant cores to describe a memory OUTSIDER
bound to it. Mark when your House stands on the eve of a
critical battle. Refuse to fight for them and go seek
your fortune elsewhere. Name something,
anything, that’ll survive the ordeal unharmed.

HARM BOXES
� Cut-Off
� Pinned
� Gut wound (-1 Prowess)
� Broken (-1 Might)
� Dead

DEATH MOVE
When you mark your Dead box, you escape the scene and die
on your own terms. If escape is impossible, you leave an
Echo to forever haunt this area or your killers.

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PROWLER MOVES
Take this:

� AGENTS OF THE NIGHT


When you infiltrate a location or community, roll +Roles
marked. On a 10+, pick 3. On a 7-9, pick 2:

◊ You enter unnoticed.


◊ You have an escape route.
◊ No violence is needed.
◊ You find a route to the most valuable thing there.

And choose an Inheritance Move and one of these:

� BEAUTY IS UNBEARABLE � HEROISM IS OPTIONAL


When you flashback to your careful plans during a heist, When you look for an avenue of escape, you’ll always find one.
sabotage or assassination, you may ask the GM one of these When you make use of it, roll +Prowess. On a hit, you get away.
questions: On a 10+, pick 1. On a 7-9, pick 2.

◊ What else is valuable here? ◊ You get hurt during the escape.
◊ What’s my target’s most powerful defence? ◊ You end up in another dangerous situation.
◊ Who will retaliate? ◊ You leave something important behind.
◊ Who else wants our target? ◊ You owe someone for your escape.

� NIGHT WALKING
Gain fleeting advantage acting on the answer.

� WALK BESIDE ME
When you ambush your pursuers under the cover of darkness,
you inflict savage damage, terrifying those who witness it.
When you gather your co-conspirators on the eve of action,
roll +Cunning. On a 10+, hold 3. On 7-9, hold 1. While When you’re ambushed under the cover of darkness, you may
executing the plan, spend hold to provide Aid to them even if always throw an ally into danger to create safety for yourself.
you share no Covenants or if you are not in the same scene.

� ON THE EDGE
When attacked, you can respond before the first blow lands.
You’re impossible to surprise as long as you have your senses.

Soldier, mystic, politician… the Prowler reveals the darkest side of every House. Try as you might, you won’t be
able to play a truly heroic Prowler for long. This playbook naturally gathers a long, long list of crimes and sins.

However, you are undeniably effective… and extremely useful. Though many in your House and Venture will
judge your methods or condemn your actions, they’ll still call upon you when they need a dirty job done.
Regardless of your plans and preparations, yours is a life of brutal violence. Don’t overlook Might (or Wisdom!),
as a fallback them things turn sour!

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You are your peer’s most trusted defender, and the backbone
of every Covenant circle. Whatever the threat, you face it ROLE MOVES
proudly vigilant and brutally effective. Others can’t help but Trigger one at Hero creation:
defer to your judgement and character.
LEADER
You are the Sentinel, and they will not pass through. Mark when your House is at war with a more
powerful faction. Single out their champion, and
tell us two of their strengths; the GM will tell you of
MAKING YOUR SENTINEL their secret weakness. Beat them to break your
STATS foe’s morale.
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and
Wisdom, and add your House bonus. AGENT
Mark when you swear to keep someone safe. Say
PARTICULARS what about them reminds you of your past. The
Pick one from each or make your own: GM will say who among their loved ones will fall
for you.
◊ Masculine, feminine, concealed, ambiguous.
◊ Handsome face, blunt face, hidden face, scarred face. REBEL
◊ Wise eyes, merciless eyes, judging eyes, one eye. Mark when you protect one of your people’s
◊ Huge body, muscular body, stocky body, compact body. enemies from your House. Reveal the secret
◊ Boulron, Cryphon, Esrith, Human, Onygauros. backstory that led to this.

COVENANT PROPHET
Choose a core for your bond with the player on your left and Mark when an overwhelming force marches
on your right: Protection, Law, Siege, Oath. Fuse this core towards conquest. Pick the perfect place to halt
with theirs to say together how each bond was forged; them in their tracks. The GM says who is inspired
describe a brief scene based on this two-word concept. Give by your heroism.
one Rank 1, one Rank 2.
TRAITOR
RELIC Mark when you let in the wolves at the door. Name
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and the critical advantage you get from your betrayal.
assign it to a Relic outfit with three Garment tags of your The GM will name two things you hold dear that’ll
choice. Tell us who you inherited it from, and use your two be ravaged by the attack – pick one.
remaining Covenant cores to describe a memory bound to it.
OUTSIDER
Mark when you fight against a threat that poses no
harm to your people. Say which Cabal is helping
you – the GM tells us their reasons.

HARM BOXES
� Bruised
� Angry
� Drained
� Crippled (-1 Might)
� Dead

DEATH MOVE
When you mark off your Dead box, plant your feet and make
your last stand. No matter what, you’ll remain fighting until
your allies are safe and the danger has passed. Only then do
you die.

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SENTINEL MOVES
Take this:

� HOLDING BACK THE TIDE


When you stand in defence of a person, place or thing, roll
+Stat appropriate to the threat, as defined by the GM.
On a 7-9, pick one. On a 10+, pick two.

◊ No harm comes to the thing you defend.


◊ No harm comes to you even as you stand in its way.
◊ You force the threat back and away.

And choose an Inheritance Move and one of these:

� STEEL RAIN � COURAGE TO CONQUER


When you ambush your enemies with a coordinated offensive, When you assess a situation in crisis, roll +Wisdom. On a 7-9
you can Aid any and all members of your team. If your die answer 2, on a 10+ answer 3:
comes up lowest, you don’t Test the Covenant.
◊ What is the safest way to approach this crisis?

� COMMAND
◊ How can I save the most lives?
◊ What hidden danger is yet to come?
When you give someone an order or warning, roll +Might. On
a 7-9 they must do it, freeze, get out of there, or attack you. Gain fleeting Advantage acting on each answer.
On a 10+, you only give them two of those options.

� ARMOURED IN VIGILANCE
� CITADEL OF DUST So long as you stand watch over your Covenants, you’ll notice
When you take your time scouting the area and preparing your anyone attempting to sneak up on them, blight them, or
defences, hold 1 per Role marked. When under assault here, launch an attack on them, with time to take action.
you may spend 1 hold at any time to:

◊ Blunt an enemy assault, stopping it in its tracks.


◊ Reveal artifices that jeopardise a critical enemy asset.
◊ Sneak a small counter-offensive behind enemy lines.

See beyond the obvious martial role. The Sentinel can easily be a political or mystical bastion, depending on
your favoured Stats. Most of your moves leave the nature of the threat open – what matters is that you can
protect your House and Covenants from it. However, if you play on the martial Sentinel stereotype, you will be
a peerless leader, with each Role fulfilled marking a battle overcome. Thanks to you, the Venture might not only
survive, but even win a life freed from the horrors of this war.

Finally, work hard to develop and maintain your Covenants… you job is too thankless to do it on your own!

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The Quiet Arts are empowered by control over emotion and


memory, and you are a master of both. Your art connects to ROLE MOVES
people and moves them deeply. You can’t help but reshape Trigger one at Hero creation:
the world through your message, your music.
LEADER
You are the Singer, and your music will live forever! Mark when you gather the great talents of the age.
Say how the work you make together will bring you
all acclaim. The GM tells you the price of fame.
MAKING YOUR SINGER
STATS AGENT
Set Cunning to +2. Distribute 0, 0, and -1 among Might, Mark when you are sent to build bridges with a rival
Prowess, and Wisdom, and add your House bonus. faction. Describe the powerful patron you will find
there. The GM will tempt you with more fame, if
PARTICULARS you accept a dramatic demand by your new patron.
Pick one from each or make your own:
REBEL
◊ Masculine, feminine, concealed, ambiguous. Mark when you stage a performance to undermine a
◊ Long and flowing hair, shaved head, tight locks, short and feckless or despotic ruler. Say how your collective
messy. rage stirs the climate UP into chaos. The GM
◊ Willowy, curvy, robust, rugged, coltish. decides whether this strange weather stretches
◊ Jerky and aggressive motions, a flowing sway, timid and from horizon to horizon or lasts for many weeks.
discreet posture, grand and dramatic gestures.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. PROPHET
Mark when you sing out your defiance at an
COVENANT overwhelming menace. Your people will rally under
Choose a core for your bond with the player on your left and your presence and make the menace pay now or
on your right: Birth, Change, Music, Lovers. Fuse this core later, your choice. The GM says how the menace
with theirs to decide together how each bond was forged – retaliates specifically against you.
describe a brief scene based on this two-word concept. Give
one Rank 1, one Rank 2. TRAITOR
Mark when you go on a quest for a cursed song, and
FOCUS tell us of the mayhem or tragedy it’ll cause if
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and performed. The GM will describe the eldritch
assign it to a Relic outfit with three Garment tags of your guardian who seals away the song with their life.
choice. Tell us how you won this regalia, and use your two
remaining Covenant cores to describe a memory bound to it. OUTSIDER
Mark when you stand ready to sell your soul in a
place of power. The GM introduces an arcane horror
who’ll offer you your heart’s desire. Decide if you’d
rather name the price you’ll pay, or the time when
you must to pay it. The GM will decide the other.

HARM BOXES
� Disheartened
� Drained
� Panicking (-1 Wisdom)
� Bleeding (-1 Prowess)
� Dead

DEATH MOVE
When you mark off your Dead box, you cease to be in a burst
of energy, light and emotions. From this moment on, each of
your Covenants gains one use of A Kind of Magic at +3 as
your Echo lends miraculous power to their performance of
your song.

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And choose an Inheritance Move and one of these:


SINGER MOVES
� ARTIST’S SOUL
Take this:

� A KIND OF MAGIC
When Manifest backlashes leave you Alien, you avoid ranking
down a Covenant so long as you immediately channel the
When you perform a new song inspired by profound emotions, impulses into your art. When you take time to compose a new
give it a title and a core Covenant theme. Both you and all song, erase one Embodied ambience held within you.
those in your audience with a Covenant matching the theme

� FASCINATING PERFORMANCE
form a Covenant with the song itself. This Covenant’s Rank
starts at 0, +1 for each of these (max +3):
When you bare your soul in a performance, roll +Cunning.
◊ Many join their voices to yours. On a 7-9 pick 1, on a 10+ pick 2 conditions that affect your
◊ Other instruments support your voice. audience during your performance, and roll with fleeting
◊ The song is performed on a dramatic stage. Advantage acting on them:
◊ The song’s core theme is relevant to the current situation.
◊ You hold all of their attention.
While the song is performed, those connected to it can ◊ They are affected by the core theme of your song.
receive Aid from it. ◊ They forget pain or fear.
◊ One of them becomes enraptured with you for good.
If someone’s Rank with it would go above 3, they may instead

� BATTLE HYMN
form a Rank 1 Covenant with a song of their own with
different themes.
When you sing to encourage your allies, those with a Covenant
to the song gains an extra Harm Slot: “Disheartened”.

When you Confront a Titan with your music, you may roll +Song
Covenant as the stat appropriate to your offensive.

� MYSTIC CHANT
When you Manifest Qoam arts through your music, roll +Song
Covenant instead of +Wisdom.

� SOULFUL HOWL
When you perform a song made for the ears of beasts and
Titans, roll +Cunning. On a 7-9 pick 1, on a 10+ pick 2:

◊ Your song calls them from across great distances.


◊ You affect all beasts and titans who hear the song.
◊ They follow a command fitting the song’s core theme.
◊ They become or cease to be Disturbed.

Your songs mean that you rival the Warden in your ability to bring people together. Take careful notes on each
song’s themes and stay alert for people susceptible to their effects. Your performance will form impromptu
Covenant circles, even stronger than those built over a lifetime of shared experiences.

Your additional move will determine your music’s use, though you’re often best in a supportive role. But never
forget that your voice weaves potent magic on its own, as seen in Fascinating Performance and Soulful Howl.

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Your name is known through the borderlands, and your


stories enthrall children and sages alike. But few understand ROLE MOVES
your breath of your knowledge, the grounding in reality that Trigger one at Hero creation:
gives your stories a sense of depth and veracity.
LEADER
You are the Storyteller, and the truth is yours to play with. Mark when you tell your House a story of a fabled
treasure. Whatever you say will grow and spin out
of proportion. Say who looks to you to advise their
MAKING YOUR STORYTELLER pursuit of it.
STATS
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and AGENT
Wisdom, and add your House bonus. Mark when you’re asked to bring a parable to a
community. Say who it affects most deeply, and
PARTICULARS the GM says how it mutates as it’s retold.
Pick one from each or make your own:
REBEL
◊ Masculine, feminine, concealed, ambiguous. Mark when you satirise your own people’s values or
◊ Matter-of-fact prose, stage whispers, academic formality, failures. Name someone important who takes your
hellfire-and-brimstone speeches. words to heart. The GM names someone who
◊ Playful eyes, haunted eyes, appraising eyes, excited eyes. never will again.
◊ Perpetual smile, down-turned lips, luscious lips, thin lips.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. PROPHET
Mark when you learn of a new discovery. Describe
COVENANT how this discovery will capture the imaginations of
Choose a core for your bond with the player on your left and Montara for generations to come – or else
on your right: Dreams, Music, Pride, Faith. Fuse this core with describe an application of it that they will fear and
theirs to decide together how each bond was forged – mistrust for just as long.
describe a brief scene based on this two-word concept. Give
one Rank 1, one Rank 2. TRAITOR
Mark when you fabricate a story to demonise and
RELIC vilify. Tell us how widespread acceptance of this
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and story destroys your target. The GM will tell us
assign it to a Relic that manipulates sound; tell us of the what part of your monstrous depiction they live
stories it holds and the mentor who gave it to you. Use your up to as a result.
two remaining Covenant cores to describe a memory bound
to this Relic. OUTSIDER
Mark when you teach your own version of your
House’s core philosophy. The GM says which part
of this story you’re most viciously mocked for, at
least for now. You say what part will gradually be
assimilated into their orthodoxy.

HARM BOXES
� Isolated
� Lost (-1 Prowess)
� Confused (-1 Wisdom)
� Babbling (-1 Cunning)
� Dead

DEATH MOVE
When you mark your Dead box, say who you trust to tell your
story. If they do, they may mark one of your unmarked roles
in the process. If they refuse or fail to tell your story, it is up
for grabs. If no one tells it before the age is done, then you
are truly forgotten, even as the stories you told in life live on.

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STORYTELLER MOVES
Take this:

� TALES AND LEGENDS


When you tell your audience the story of a marvel or mystery,
state one fact per Role marked about its (arcane, brutal,
dramatic, horrific, romantic, savage) (origin, power,
weakness, fate).

If you make one fact an untrustworthy fiction, gain 1-Lore as


a clue to find out the truth behind the myth. Your audience
gains fleeting Advantage to act on the true lore, and fleeting
Disadvantage to act on the false one.

And choose an Inheritance Move and one of these:

� 1001 NIGHTS � ROAD TALES


When you tell an aggressor a moving story, Resist Danger When you Explore wild country, gain 1-Hold per Role marked.
with Cunning. On a 10+, they’ll let slip a vital secret. Spend 1-Hold to frame one of these scenes:

� ANCIENT BESTIARY
� A chancy encounter with noble foes.
� A new vista of solace and beauty.
When you describe rumours, half-truths, and glimpses of an � A natural hardship overcome.
elusive creature or phenomenon, name three of: � An ancient threat eluded.

◊ Why it’s difficult to directly observe, After each encounter, form or rank up a Covenant with
◊ What it’s driven to do, someone present.
◊ Where it came from, or what first caused it,

� VOICE OF THE ICONS


◊ What makes it wondrous or fascinating,
◊ What hidden peril it brings or heralds.
When you tell a House stories that make their champions into
The GM secretly picks one to be false. Your audience has legends, you can offer their Hero a new Role:
fleeting Advantage acting on the true lore, and fleeting
Disadvantage acting on the false one. � Knight. Something must be found, rescued or conquered.
If you swear an oath to do this, add +1 to Prowess or
Once per Cycle, you can introduce the object of your story Might. Say how your House will suffer if you fail.
into a scene of your choice. � Scoundrel. A terrible threat must be confronted. If you
accept this hunt, draw first blood to add +1 to Prowess or

� DARKEST BEFORE DAWN


Cunning. The GM says what you’ll have to sacrifice to win.

When your stories give someone solace and purpose, Heal These count towards that Hero’s limit of 4 Roles.
any mental/emotional Harm they’re suffering.

Anyone can be a Storyteller – you just need to have a burning desire to share what you know, and to entertain
while you are at it. Unique among all Heroes, you absolutely ignore stat based moves. Do you want to be a
Might-focused Kyradar soldier who just happens to be a Storyteller? Go for it!

Every circle will benefit from your support at some point. You know so much lore, can bind a group together over
long journeys, and distribute easy and straightforward Roles to quicken your ally’s growth into true heroes.
Your limitation is a certain frailty in Harm boxes, though these are all psychological and emotional – so long as
you continue to draw solace and purpose from your stories, Darkest Before Dawn can keep you moving.

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The Dulkodel War set untold horrors loose upon the world.
Horrors enough to break the bravest soul. But your ROLE MOVES
compassion gives you courage, and your courage grants Trigger one at Hero creation:
you strength.
LEADER
You are the Survivor, and no one else will suffer like you did. Mark when the thing you survived threatens your
House. Say how they’ll need to change to survive it.

MAKING YOUR SURVIVOR AGENT


STATS Mark when you are sent where the action is
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and thickest. Name one aspect of the menace that ties
Wisdom, and add your House bonus. it to The Things I’ve Seen.

PARTICULARS REBEL
Pick one from each or make your own: Mark when another faction is threatened by the thing
you survived. Leave at once to provide them with
◊ Masculine, feminine, concealed, ambiguous. much-needed aid, orders be damned! Tell us how
◊ Weathered face, grimy face, friendly face, scarred face. those you save will express their undying gratitude.
◊ Hollow eyes, sunken eyes, wary eyes, cold eyes.
◊ Lean body, bulky body, marked body, quick body. PROPHET
◊ Boulron, Cryphon, Esrith, Human, Onygauros. Mark when a new calamity looms over your people.
Name places, things or people important to your
COVENANT House it threatens. Warn everyone before it’s too
Choose a core for your bond with the player on your left and late! The GM will make sure you arrive barely in time.
on your right: Disaster, Healing, Protection, Sickness. Fuse
this core with theirs to decide together how each bond was TRAITOR
forged – describe a brief scene based on this two word Mark when you steer the tragedy you survived
concept. Give one Rank 1, one Rank 2. towards your foes. Say how they were never
prepared for this. The GM will tell us how it will
RELIC rage out of your control.
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and
assign it to a crystalline prosthetic that has helped you OUTSIDER
overcome the past. Describe it, and say who developed it for Mark when you can’t stay here any longer. Say what
you. If you ever happen to lose it, work out with the GM how you were missing in your House; GM says where
the pain of the past returns. Use your two remaining you might find it.
Covenant cores to describe a memory bound to this Relic.

HARM BOXES
� Bruised
� Stressed
� Bleeding (-1 Force)
� Crippled (-1 Force)
� Dead

DEATH MOVE
When you mark your Dead box, choose one of the people
present to learn your final lesson of survival. No matter what,
they’ll survive their journey back to a place of safety.

If their Dead box is checked, instead of dying they wake up


later in a place of safety with their Dead box healed.

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SURVIVOR MOVES
Take this:

� THE THINGS I’VE SEEN


Choose what destroyed your life:

� Arcane Monsters: When you Exploit the Covenant to


commune with them, declare one thing that will help you
survive their onslaught. You and those who take
advantage of this insight gain fleeting Advantage.
� Wounds of the World: When you Resist Danger from
raging arcane energies, roll with Advantage.
� Dark Hearts: When you form a new Covenant with their
victims, set its initial value to 2.
� Fateful Disasters: When disaster befalls your allies, you
can show up right where you are needed the most, in the
nick of time.

And choose an Inheritance Move and one of these:

� THE PLACES I’VE BEEN � THE COMPASSION I CARRY


When you lead others to safety, gain 2-Armour until you are When you take a moment to provide succour to victims during
clear of danger. Those who follow your lead gain 1-Armour. a disaster or battle, take a moment to heal one of their Minor
Harm boxes. If you carry them to shelter, also heal one of

� THE ONES I’VE LOST


their Major Harm boxes.

� THE NAME THEY HONOUR


While you fight to avenge a fallen friend or companion, you
can rank down any other Covenant when you Exploit the
Covenant with your fallen friend. After losing so many, you As long as you never refuse aid to the victims of disaster and
learned to steadfastly defend their legacy. violence, roll +Prowess on Compromise and Encounter.

� THE MEMORIES I CHERISH


If you lose this move, regain it when you mark Harm as part
of a successful attempt to save someone’s life.
When you gather your Covenants and share stories above
everything you have overcome, they each ignore one
backlash when you next Aid their attempt to Manifest.

Wherever there is a battle or disaster, you will find a Survivor willing to risk everything to save just one more
person… or to avenge another victim. But note that the perils you throw yourself into don’t need to be limited to
your choice for The Things I’ve Seen. Also, in spite of their many stat independent moves, the Survivor thrives
on a high Prowess build.

Every House can have a Survivor Hero – all have faced losses during the War. Where were you, before you were
a part of this House? How long have you been here, and who has made you feel welcome here? What part of
your new home still feels alien to you – or too painfully reminiscent of the life that was taken from you.

Together, the Survivor and the Martyr both create the poignant kind of stories Shattered City was from the very
beginning meant to tell. Throw yourself into danger, save lives, and make sure that those leaders and generals
and sages who call this war just and good and noble know exactly what kind of pain they have unleashed.

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“The world has those people in – rough diamonds, my mum


always said – good people, with ‘uncultured’ manners, not ROLE MOVES
much schooling, but strong morals, stronger arms, and an Trigger one at Hero creation:
iron constitution. They build the guild halls, brew the bars,
chop the trees, mine our riches, fish the rivers, you know? LEADER
Mark when you take on a job that’s too large, urgent or
“But people don’t see them, they forget them, until these dangerous for just your crew. Tell us of the crews you
Toilers demand what’s fairly theirs… or start to fight.” will gather to get it done – and why only this team can
pull it off. The GM will say what you must sacrifice to
succeed and how your crew will suffer if you fail.
MAKING YOUR TOILER
STATS AGENT
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and Mark when your House faces an imminent crisis.
Wisdom, and add your House bonus. Say what you can do to help that no one else can.
When you do it, the GM will say who will get hurt
PARTICULARS trying to keep up with you.
Pick one from each or make your own:
REBEL
◊ Masculine, feminine, concealed, ambiguous. Mark when hard-working people suffer gross injustice.
◊ Leathery face, rugged face, plain face, ruined face. Put down your tools to go help, and tell us what you
◊ Large shoulders, sinewy limbs, barrel chested, simply need to do to set things right. The GM will tell you
huge. how those back home will suffer in your absence.
◊ Impassive eyes, grizzled mane, a faded scar, stern voice.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. PROPHET
Mark when those in power impose unjust rules on
COVENANT their subjects. Tell everyone how commoners are
Choose a core for your bond with the player on your left and going to react. The GM tells you of the reprisals this
on your right: Construction, Challenge, Party, Accident. Fuse reaction will bring.
this core with theirs to decide together how each bond was
forged – describe a brief scene based on this two word TRAITOR
concept. Give both Strength 1, and name a loved one who Mark when you hide the truth of an imminent crisis
you have a Strength 3 Family Covenant with. to prevent panic. Choose if you must see innocent
people dying, your family suffering, or your
RELIC reputation destroyed if you are to avert this crisis
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and on your own.
assign it to a simple but robust Relic. It will endure Breaking
once without shattering. Use your two remaining Covenant OUTSIDER
cores to describe a memory of how you won this fine gift. Mark when your world or those you love change too
much. Withdraw where no one can follow. As long
as you remain distant and unchanged, you can
endure and thrive in the most hostile of territory.
Name a loved one that can bring you back.

HARM BOXES
� Indifferent
� Angry
� Strained
� Mutilated (-1 Might & Cunning)
� Dead

DEATH MOVE
When you mark your Dead box, name one final problem to
solve and an inglorious task that will sort it out. Your crew
and all of those who once loved you will see it through, no
matter how hard.

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TOILER MOVES
Take this:

� WORK HARD
When you assess a disaster, crisis, or hardship, name the
inglorious task that can sort things out and roll +Roles
marked. On a 7-9, you can gather your crew and perform the
task, but choose two. On a +10, choose one:

◊ It’s too complex. You will need support from a highly


skilled artisan or scholar.
◊ It’s too big. You’ll need to recruit dozens more strong arms.
◊ It’s too dangerous. Your crew might not survive it.
◊ It’s too costly. There’s a Surplus you must expend to succeed.

And choose an Inheritance Move and one of these:

� AS ONE � FIGHT ROUGH


Your reputation draws followers from far and wide: your You are not a professional soldier, but a determined and
starting Companions gain the Horde and Hardy tags. When a vicious brawler. When you get into a fight...
new Cycle starts, your crew gets larger – gain new Compan‐
ions with a free tag, in addition to Horde and Hardy. ◊ Gain the Melee tag if you go barehanded.
◊ Gain the Brutal tag if you trash the place.

� TALK STRAIGHT
◊ Gain the Area tag if you are outnumbered.
◊ Gain the Armoured tag if you are intoxicated or enraged.
When you observe a debate dragging on longer than it should,

� PARTY HARDER
speak your mind and name a solution to the dilemma. Those
around you must give you their full attention and take heed
of what you say next. When you celebrate a job well done with your crew, say how it
got too rowdy and choose one:

� TOUGH IT OUT ◊ You make a friend for life. Gain a new 2-tag Companion.
Your resolute self confidence keeps you going… but you ◊ You hear about an irresistible job. The GM tells you about
gotta do it on your own. When you Exploit a Rank 1 Covenant, the new crisis or hardship that people will pay richly to
permanently erase it to gain +3 to your next roll. mitigate.
◊ Someone falls for you… hard! The GM tells who now
Also, name the loved one you endure all this for. Whenever loves you, in spite of all your best efforts.
your Covenant with them would be reduced to 0, instead tell ◊ All your gambling pays off. You win an unattuned Relic!
us how these circumstances have changed your bond and
rewrite one of the Covenant’s themes. Rank down the Covenant with your crew to get an extra option.

The Toiler attracts natural loyalty. They don’t have the Veteran’s renown or the Singer’s grace, but instead win sheer
admiration with their lust for life, uncompromising attitude, and incredible tenacity. There is nothing you won’t
achieve, no obstacle you can’t overcome. It won’t ever be easy, or clean – but if you can’t do it, no one else will.

A Toiler is a great pairing with a refined and subtle House, showing the dirty work that keeps them going.
Houses that grant interesting Companions make for great Toilers – a Kyradarian working in pest control, a
Verdant Priest pulling raw magic out of the earth, an Untamed bringing rustic wisdom, a Remnant doing the
quiet gruntwork of espionage and black bag operations.

Dive into their tale of challenges and hardships, of seemingly undeserved love and self imposed isolation – and
look around you, because you probably know a Toiler in real life.

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There are always those who don’t belong. Living on their


own, they disdain the comforts of wealth and luxury. Their ROLE MOVES
mysterious ways are irresistibly charming… and often Trigger one at Hero creation:
incredibly dangerous! And those safely huddled behind city
walls are simply unready for them. LEADER
Mark when you set up a camp in the wilds. The
You are the Vagabond, and your legend is just beginning. destitute and the desperate will flock to your
protection. Name three existing Companions that
leave their current Houses to join your band; the GM
MAKING YOUR VAGABOND secretly picks one of them to be a double agent.
STATS
Set Prowess to +2. Distribute 0, 0, -1 among Might, Cunning, AGENT
and Wisdom, and add your House bonus. Mark when your skills impress a powerful patron.
The GM describes the bloody vendetta they hire
PARTICULARS you to end, by any means necessary. Name your
Pick one from each or make your own: price – the higher it is, the harder the opposition.

◊ Masculine, feminine, concealed, ambiguous. REBEL


◊ Lean and mean, tall and proud, short and brutish, light Mark when a ruler becomes too greedy or callous.
and quick. Craft a persona you’ll use to strike at them. So long
◊ Laughing eyes, dead eyed stare, fiery gaze, ironic glances. as your true identity remains secret you gain a
◊ Shaggy hair, cropped close, lank and matted, always superior Mount or Companion, described by the GM.
hooded.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. PROPHET
Mark when you face down a dogmatic, hypocritical
COVENANT organisation. Publicly denounce their ways and
Choose a core for your bond with the player on your left and launch your attack: the bolder you are, the larger
on your right: Passion, Pride, Travel, Woods. Fuse this core the following that forms to support your cause.
with theirs to decide together how each bond was forged –
describe a brief scene based on this two-word concept. Give TRAITOR
both Rank 1. Mark when you turn against a powerful figure in or
allied to your House. Say how they’ve personally
RELIC wronged you. The GM will say how you can best
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and them in a fair fight – good luck getting that! You are
assign it to a battered and timeworn Relic. Use your two locked in this Role as long as your foe lives.
remaining Covenant cores to describe a memory of your
loved ones, whose last memories are trapped within it. OUTSIDER
Mark when you embark on a long journey home. The
GM describes the strange places you must visit to
reach your goal. Choose what you seek there:
everlasting love, a priceless relic, reclaimed prestige.
Those who travel with you split the other rewards.

HARM BOXES
� On the run
� Pinned
� Feverish (-1 Cunning)
� Lame (-1 Force)
� Dead

DEATH MOVE
When you mark off your Dead box, you return as a Revenant,
dead set on fulfilling one last task. Keep all the fiction and stat
penalties, but heal two Harm boxes. You gain 3-Armour until
the completion of your task, at which point you finally find rest.

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VAGABOND MOVES
Take this:

� MYSTERIOUS STRANGER
As long as your real identity remains unknown, you can treat
one of your stats as if had a rating of +Roles marked instead.
Each time you discard an old identity and introduce a new
persona to a community, you can change your chosen Stat.

And choose an Inheritance Move and one of these:

� DANGEROUS OUTLAW � GHOST WALKER


As long as your real origin remains unknown, choose two of When you stalk a foe through wilderness and ruins, gain one
the following: Hold per Role marked. As long as your foes don’t know what
is harassing them, spend Hold 1-for-1 on these options.
◊ When you fight close-up you gain the Lingering tag. Each option may be picked multiple times to repeatedly
◊ When you strike from range you gain the Tether tag. twist the knife.
◊ You garments always benefit from the Subtle tag.
◊ Your Mount always benefits from the Canny tag. ◊ Waylay them. Critically delay their movement or force
them to take a route of your choice.
If you lose access to this move, regain it by establishing a ◊ Harry them. Pick their numbers apart, paving the way for
new identity or removing those who know your secret. your Assault.
◊ Sabotage them. Destroy their cargo, their vehicles, or

� MASTERLESS CHAMPION
their supplies.
◊ Elude them. Hide your position or identity.
As long as your real intentions remain unknown, you can bring

� HAUNTED HERO
in an extra Focus tag when you Manifest. This free tag still
leads to an additional backlash.
When you take action during a chase, bring up a new

� EXOTIC OUTSIDER
flashback of battle and loss to add a complication to your
opponent’s path and force them to do one:
When you arrive in a community where you’re a complete
stranger, you will catch the eye of your most desirable ◊ Risk harm to maintain your distance.
partner there as a rank 1 Covenant. Take them on a wild ◊ Lose ground.
adventure to win their heart for life. ◊ Be exposed to an attack.

If you force all three, the chase comes to an end – in a place


This bond can be romantic, but doesn’t have to be; hearts of your choosing.
are won on the battlefield just as often as in passion.

How do you live the life of a mysterious stranger and still draw strength from your Covenants? Why have you
renounced your story and identity? What drives your wanderlust and sense of justice? The Vagabond’s power
lies in mysteries.

Their Roles exist separate from House dynamics, and it’s up to you how you reconcile this – you can have your
Vagabond direct the House’s actions even if they only follow them grudgingly, create a secondary member of
your House to be your figurehead for House actions and represent you on The Council, or even disclaim
responsibility for the House and let the rest of the group decide what they do during City phases.

A perfect Champion in the making, your life is full of adventure and romance. Enjoy!

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Nothing surprises you any longer. You have survived the


horrors of battlefield and court, witnessed horror and ROLE MOVES
wonder and glory. More importantly, you’ve learned the cost Trigger one at Hero creation:
of victory. To know you is to respect your deeds.
LEADER
You are the Veteran, and you will teach them a trick or two. Mark when you take over control of your House.
They’ll bring concerns to you before opposing you.

MAKING THE VETERAN AGENT


STATS Mark when you become another leader’s adviser.
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and Say a topic they’re seeking instruction in, GM says
Wisdom. Add your House bonus to one. a topic they’re over-confident in.

PARTICULARS REBEL
Pick one from each or make your own: Mark when you seek allies to bring a corrupt leader
down. Say a group who’s suffering under them, GM
◊ Masculine, feminine, concealed, ambiguous. says another group they’re favouring.
◊ Wrinkled face, wise face, tired face, rough face.
◊ Piercing eyes, arresting eyes, frosty eyes, welcoming PROPHET
eyes. Mark when you focus on your House’s youth, certain
◊ Muscular body, angular body, chubby body, bony body. they’ll become better leaders than you ever were.
◊ Boulron, Cryphon, Esrith, Human, Onygauros. Say if they’ll be wiser, stronger, or kinder. The GM
says what upheaval they must overcome to mature.
COVENANT
Choose a core for your bond with the player on your left and TRAITOR
on your right: Parents, Mentor, Council, Memento. Fuse it with Mark when you depose the leaders you advise. The
theirs to decide together how each bond was forged; GM will say who else you need to hurt or sacrifice
describe a brief scene based on this two word concept. Give to assert control. Name who will step in to take
one Rank 1, one Rank 2. over and purge their weakness.

RELIC OUTSIDER
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and Mark when you reveal your membership in a secret
assign it to a ceremonial Relic outfit with three Garment tags society. Say which other groups they’ve infiltrated.
of your choice. Why were you honoured with such a gift? Use
your two remaining Covenant cores to describe a memory
bound to it. HARM BOXES
� Knocked Down
� Fearful
� Lose __________
� Lose __________
� Dead

DEATH MOVE
Even when you mark your Dead box, you have one more deal
to complete. Hand one companion a message or sigil to
deliver, and say what the recipient will be obliged to do upon
its delivery.

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VETERAN MOVES
Take this:

� ABLE COHORTS
Everywhere you go, your trusted agents go with you. Pick two
and name them:

� Bodyguard: Get +1 Might when they fight at your


command.
� Guide: Get +1 Prowess when they scout ahead.
� Courtier: Get +1 Cunning when they sweet-talk your
target.
� Scholar: Get +1 Wisdom when you listen to their advice.

Write their names in your empty Harm slots. When you mark
those harm boxes, the blow hits them instead of you. They’re
taken out. To Heal those slots, convince someone equally
skilled to join you, or spend time healing them in a place of
safety with access to a relevant surplus.

And choose an Inheritance Move and one of these:

� RENOWN AND NOTORIETY � FRIENDS AND AGENTS


When you draw on your reputation in another’s court, roll When a group of Companions starts following you, add one Tag
+Cunning. On a hit, everyone seeks out and values your of your choice. If you spend a few days training and instructing
opinion. On a 7-9, choose a group that plots against you: the them, restore all lost Tags or change one of their Tags.
one in charge, their advisers and allies, or the lesser masses.

� SKILL AND BRAVERY


� SECRETS AND DEALS When you compete in a duel (of swords, riddles, race,
When you enter a new court, roll +Wisdom. On a 7-9 name whatever), roll +Cunning. On a hit the audience sees you as the
one secret of the leaders, and an enemy of theirs. On a 10+ one in the right (or at least the most honourable one)
you’ve helped one of those parties in a major way. Say how. regardless of the duel’s outcome. Pick one; on a 10+, pick two:

� SCARS AND GRUDGES


◊ Your opponent now views you with friendship or respect.
◊ The audience rewards your display with valuable gifts.
You and an ancient menace are trapped in a decades-long ◊ Someone there offers you a job based on the skills you
vendetta, and somehow it will not die. When you Confront it, demonstrated.
reveal a memory of your past battles to roll +Roles marked
when you create or exploit an opening.

It’s not grey hair and a lined face that defines you, but instead the renown you’ve won, the things you’ve done,
and that you’ve survived it all. A Veteran can command scores of highly talented Able Cohorts and Friends and
Agents. With this grand organisation, you cast a long shadow – make good use of that by sending your agents
far and wide, getting involved in every major plot occupying the city this cycle. From there you can choose
whether your build is more warlike (Scars and Grudges and Skill and Bravery) or political (Renown and
Notoriety and Secrets and Lies).

Though the Veteran is definitely a potent social force, feel free to play around with the form their authority takes.
They could be a trusted vizier whispering advice into the ruler’s ear, a celebrated officer in the army, or the
archmage of a fringe cult.

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Covenants holds our society together and shield us from the


Quiet Arts’ worst dangers. At the centre of every celebration, ROLE MOVES
and deep in the crucible of a dire crisis, you cultivate, guard Trigger one at Hero creation:
and nurture them.
LEADER
You are the Warden, and you are the soul of your people. Mark when you ask those you brought together for
help. You say how they can protect you together.
The GM secretly chooses which one of them will
MAKING YOUR WARDEN lose a loved one in defending you.
STATS
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and AGENT
Wisdom. Add your House bonus to one. Mark when you’re sent to make a match for your
House’s benefit. You say who you’re tying together,
PARTICULARS and why it’ll be much easier than others expect.
Pick one from each or make your own: The GM will say what’s blocking this union.

◊ Masculine, feminine, concealed, ambiguous. REBEL


◊ Knowing face, charming face, serene face, aged face. Mark when you rescue someone from an abusive
◊ Calming eyes, appraising eyes, watery eyes, loving eyes. situation. You say where on the map they’ll be safe
◊ Plump body, thick body, lanky body, agile body. from those who pursue them. The GM says who
◊ Boulron, Cryphon, Esrith, Human, Onygauros. the abusers lash out at instead.

COVENANT PROPHET
Choose a core for your bond with the player on your left and Mark when you see greatness in the fruits of an
on your right: Siblings, Love, Ceremony, Gratitude. Fuse it with unlikely union. Say how you expect them to bring
theirs to decide together how each bond was forged; hope to the future. The GM describes the required
describe a brief scene based on this two word concept. Give sacrifices and betrayals to disentangle the
one Rank 2, one Rank 3. members of this union from their current
obligations.
RELIC
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and TRAITOR
assign it to a Qoam lodestone – a crystal that points towards Mark when you see the tumult a relationship will
the Covenant most in your thoughts. This Relic marks your bring to the world. Name someone who will help
membership in a Montaran sect: use your two remaining you thwart it. The GM tells you whose heart they
Covenant cores to describe a memory of your time with them. need to break to follow your plans – and their
inevitable revenge.

OUTSIDER
Mark when you start tearing down an abusive
culture. Say how you plan to forever change the
group’s social mores. The GM says what’ll happen
to your House if your plan falters.

HARM BOXES
� Isolated
� Lost (-1 Prowess)
� In Blinding Pain (-1 Wisdom)
� Deeply Hurt (-1 Cunning)
� Dead

DEATH MOVE
When you mark your Dead box, everyone you brought
together comes and pay their respects for your legacy. This
great meeting will inspire a friendship, love, or new House
that changes history.

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WARDEN MOVES
Take this:

� MARRIAGE OF TRUE MINDS


When you guide a group in a rite, celebration, or toil, each
Hero involved can form or rank up a Covenant with another
member of the group. If the others trust you to choose a new
Covenant’s core themes, it starts at Rank 2.

And choose an Inheritance Move and one of these:

� WINDOWS TO MY BREAST � THE EVER-FIXED MARK


When you immerse yourself in a social group, roll +Cunning. When you spend time with those building a Wonder, you can
On a 10+ hold 3. On a 7-9 hold 2. Spend 1 hold to find out: declare that a successful union between members of different
factions involved will satisfy one of the Requirements.
◊ Who has a romantic interest in whom.
◊ Who’s at the top and the bottom of the group’s hierarchy. When using your reputation with groups you brought together
◊ The strongest bond tying the group together. as leverage, you can substitute in a relevant Covenant’s rank
◊ The exact thing to say to make someone a complete for Cunning.
wreck.

When acting on this information, act with fleeting � PRAISES ARE PROPHECIES
Advantage. When you first meet someone in authority, roll +Roles
marked. On a hit they’ve heard of you and will treat you

� LOVE ALTERS NOT


accordingly. On a 10+, say which part of your background
particularly made an impact. On a failure, the GM will instead
When someone comes to you with their problems and you say the reason for your notoriety.
listen without judgement and offer advice, roll +Cunning. On

� TO THE EDGE OF DOOM


a 10+ choose 3, on a 7-9 choose 2:

◊ Their raging emotions are soothed. When you protect love or those you love, add this option to
◊ They’ll carefully plan out their next actions. Exploit the Covenant:
◊ They see things from the other’s side.
◊ They let go of their grudges. ◊ Gain Armour equal to the Covenant’s Rank against the
next blow that strikes you.
As long as they follow your advice they will mend all but the
most bitter feuds, rolling Test a Covenant with your Aid.

First up – you’ll need a notebook! Juggling this many Covenants, with so many people, will be more than your
playbook sheet can handle. You play the Warden so that you can be at the epicentre of events, leading your
Covenants, shepherding people into harmony.

Like the Storyteller, your core abilities don’t depend on your stat loadout. You can even excel at the Cunning-
reliant Love Alters Not and Windows To My Breast by making good use of Exploit the Covenant, and drawing
on the Aid of those who love you. You can be anything you want as a Warden… anything but a loner.

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Humanity is a bawling beast, bleeding in the uncaring


cosmos. There are other things out there, on the prowl, ROLE MOVES
closing in on every side. You’ve seen them. You know that Trigger one at Hero creation:
time is running out.
LEADER
You are the Warlock, and yours is the power. Mark when you gather allies to confront a horror.
Tell us of the nightmarish place you all must travel
to, and what you’ll sacrifice there to stop the
MAKING YOUR WARLOCK menace.
STATS
Distribute +1, 0, 0, -1 among Might, Prowess, Cunning, and AGENT
Wisdom, and add your House bonus. Mark when you are sent to bring down a terrible foe.
Name the artefact you build that can turn the tide,
PARTICULARS and the GM will tell you about the collateral
Pick one from each or make your own: damage it will unleash.

◊ Masculine, feminine, concealed, ambiguous. REBEL


◊ Eerily beautiful. terribly hideous. Mark when you declare war on a faction that is
◊ Gangly body, large body, frail body, enhanced body. unleashing powers they cannot control. Name the
◊ Menacing aura, peaceful aura, disquieting aura, eldritch force you’ve bargained with to bring them
aggressive aura. down. The GM will name the terrible price that
◊ Cold voice, soft voice, grave voice, raspy voice. bargain will demand of you.
◊ Boulron, Cryphon, Esrith, Human, Onygauros.
PROPHET
COVENANT Mark when you weave a spell to peer into the future.
Choose a core for your bond with the player on your left and Tell us of a Cabal’s fate: corruption, glory or
on your right: Academy, Alliance, Books, Cult. Fuse this core downfall. The GM tells us how their actions will
with theirs to decide together how each bond was forged – lead to tragedy for those you care about.
describe a brief scene based on this two-word concept. Give
one Rank 1, one Rank 2. TRAITOR
Mark when you see free will as a luxury Montara
RELIC cannot afford. Forge arcane bounds to enslave
Pick a Focus from Potent, Swift, Precise, Wide, or Lasting and their leaders to your will, and name the token they
assign it to your ritual staff, a weapon with Weird and two will carry as a sign of your control. The GM will say
other Armoury tags of your choice. Use your two remaining how the tokens make you vulnerable.
Covenant cores to describe a memory of the trial you had to
overcome to earn it. OUTSIDER
Mark when you stand watch against the darkness and
the horrors within it. The GM says how you can keep
those things at bay. Name one emotion you will
sacrifice and never feel again, as a price of your vigil.

HARM BOXES
� Plagued (-1 Wisdom)
� Twisted (-1 Might)
� Feverish (-1 Cunning)
� Tormented (-1 Prowess)
� Sequestered

SEQUESTERED MOVE
When you mark off your Sequestered box, you are yanked out
of this world into a strange and otherworldly realm. You can’t
escape on your own. But all of those who mark their Death
box this cycle will instead end up in this realm. With their
help, you all have a chance of coming back to life.

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CHAPTER 4: HEROES OF THE DULKODEL WAR

WARLOCK MOVES
Take this:

� WEAVER OF THE THREADS


When you concentrate, you sense the ambience Bled into a
location and Embodied within those present.

When you use an arcane ritual to twist the threads of


ambience, change the nature of one backlash present in this
scene per Role marked – Bleeding Embodied ambience out
into the world, or Embodying ambience within yourself or
one your Covenants present.

And choose an Inheritance Move and one of these:

� OF MONSTERS & MEN


When you Bleed ambience to twist an area into a throne fitting � BLACK EMPEROR
your majesty, you can beckon arcane horrors and Titans to When you unleash ambience Embodied within you, roll +Roles
you and treat them as peers, enabling you to roll marked to use it as a weapon with one Armoury tag per
Compromise with them. Embodied ambience erased. On a 10+ pick 1, on a 7-9 pick 2:

Also, when you visit an esoteric, alien or scholarly community, ◊ It takes critical time to go off.
roll +Wisdom. On a 10+, they accept you as one of their own. ◊ There is wide and unintended collateral damage.
On a 7-9, you are fluent in their language and culture. ◊ There are lingering effects in the local area.

� THE BLACK KEYS


Or pick 3 to make a Fateful Disaster that will ravage the
countryside, bring down a city, or hurt even Titans.
When you Explore hostile grounds, decide if you travel

� RIVAL SONS
unnaturally fast or protected from its dangers and horrors.
When you Explore Echo-haunted lands, the Echoes there can
guide you to the forbidden places of the world… and beyond. When you open your mind to the whispers of Echoes, Embody
Haunted ambience to add one of the following in the scene:

� THE GATHERING ◊ A hidden treasure from the past – gain 1-Arts.


When you align your will with ambience-affected minds, gain ◊ A key to the future – gain 1-Lore.
Advantage when you Encounter or Compromise with them. ◊ A source of solace and beauty – Heal one person present
other than yourself.
When you lead the rituals of a House’s Celebration, you can
erase any ambience Embodied within all attending Heroes –
or pick out a single character, twisted by a Break, and
reshape their body and mind to make them whole again.

The Warlock knows secret knowledge, and can gain concrete power with their wisdom. The Quiet Arts are but
a fraction of their power, and even they do not fully understand the powers they seek to command. Your greatest
works of magic and triggered by your Role moves – don’t hold back! These moves are meant to shake the
foundations of Mysthea, and change the course of history.

You break every law, and even your Harm and Death moves differ from everyone else’s. An Architect will have
plentiful access to places of power and experience with other worlds, but a Lusman, Crystal-Crowned, Verdant
or Villosi Warlock will channel their own sources of mysterious power.

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THE CHRONICLES OF MYSTHEA

IN THIS CHAPTER:
STEPPING IN, DIVING DEEP AND RISING THE FEAST OF ASHES 162 THE CRUCIBLE 170
ABOVE 153 THE HEALER’S CRUSADE 163 THE GREAT BINDING 171
COHORTS 154 THE POISONED LAND 164 THE GOLDEN AGE 172
A HERO’S FATE 155 THE WATERS OF LIFE 165 REVOLUTION! 173
CRISES: BLOOD, SWEAT AND TEARS 158 THE TURN OF THE WHEEL 166 THE VERDANT DEFIANCE 174
THE BROKEN WARRIORS 160 WONDERS 167 TARTARUS 175
THE EXILED MARCH 161 THE BASTION 169
CHAPTER 5: THE CHRONICLES OF MYSTHEA

With our Hero and House rules, with maps and Factors and Strategic Resources, with conquering Guilds and plotting Cabals, the
thought of turning all this into a cohesive tale might be intimidating. That’s why Shattered City has this chapter: a toolbox of
rules guide your story, focus your camera’s lens on a particular crisis or community, and keep the wheel of history turning.

As you play Shattered City, you’ll move between three different scales:

THE FLASHPOINT PHASE THE CITY PHASE THE CYCLE PHASE.


You follow a few Heroes as they grapple Players take the reins of their Houses, Months and years pass, the fortunes of
with a specific emergency or opportun‐ describing the grand endeavours they Houses rise and fall, and Heroes find
ity. A flashpoint might last hours or days put into motion over days and weeks. At themselves in new roles in a changed
within your fiction, and a few hours of this scale, your opponents are similarly city. The Turn (p. 166) governs the
play – with players whose Heroes aren’t broad: hostile Cabals, an unfolding broad strokes of this montage, with
participating taking control of Crisis (p. 158), key Factors on the map. each House facing better or worse
disposable Cohorts (p. 154). You’ll When an event needs greater detail, you choices according to their current
explore the world’s mysteries, fight or can Step In to the character level for a health. If the cycle ended with the
strike deals with GM-controlled brief scene; when all Houses have creation of a Wonder, it’ll offer its own
characters, and perhaps even work expended their decrees, the GM frames particular set of outcomes as you set
great magic and face down titanic a new flashpoint. And when your out how the city is changed. And once
horrors. After each flashpoint, your current Crisis has reached its climax, in all of that is done, you’ll set the stage
story returns to… joy, tragedy, or a city-changing Wonder for a new cycle using The Council, and
(p. 167), you move to… your story continues on…

� THE COUNCIL
At the beginning of every cycle, powerful figures meet across
WHAT IF WE’VE CAST OUT THE GUILDS?
If Montara has ousted Ilvashan rule, this meeting takes
Montara and discuss its fate. These discussions will set the place wherever the Kingdom of Ilvash is planning its
stakes for this chapter in your city’s history. reprisals. This might be a place in the wilds where the
exiled Guild has camped out, the general’s tents just
First, we visit the occupying forces. Their player (or the GM, behind the war front, or the genteel salons of grand
if there’s no Guild player) sets the scene of the meeting Ilvash. Take this chance to show how the Houses have
room. Does this place demonstrate Ilvash’s grandeur, luxury, bloodied the nose of a continent-spanning power – and
practicality? What scars of the Montaran conquest still show the costs Ilvash finds itself facing if it wishes to punish
through? Each other player in turn plays an adviser to the this strange upstart.
Guild’s leadership, and picks one:
As the Guild meets, the Venture plots in the city’s shadows.
◊ Deliver news from the front, and pick the Surplus King Each House player describes who their organisation has
Ahatils demands Montara provide to reinforce his legions. sent, and the GM describes any other Cabals attending the
Guild’s player: say what trouble is now coming Montara’s Council. Take this moment to acknowledge any changes in
way from the front. the Influence Map after The Turn.
◊ Deliver news from the capital, and pick a local Surplus that
has become fashionable and in high demand back home. The Guild player (or the GM, if there is none) describes the first
Guild’s player: say what Ilvashan nobles are likely to visit signs of the disaster their recent actions have set in motion –
Montara this cycle and cause you problems. they can pick one of our Crises (p. 158), or make their own.
◊ Deliver a report on a subversive group within Montara, Then, going round the table, each House enacts these steps:
and propose a new law to crack down on this Cabal.
Guild’s player: say what worse outcome you think this law ◊ Announce a problem, threat, or opportunity they can’t
will prevent. handle. It may already exist in the world, or be entirely new.
◊ Deliver a report on a promising development in the ◊ Say which other House should deal with the issue. That
Guild’s reshaping of Montara, and name the Surplus that House must accept ownership of the issue, get someone
will be harvested when it’s completed. they have Influence over to help, or refuse and lose
Guild’s player: say how this grand reshaping will greatly Influence on the initial House.
disrupt the ecology or society of Montara. ◊ If they refuse and no-one else volunteers, the GM marks
the map with a Factor reflecting the problem’s emergence,
The Guild’s leadership receives each report in turn, and then spread or escalation.
brings the meeting to a close. Their player says if the leader’s
closing speech shows tragic ignorance, callous brutality, Once this scene is over, begin the first City phase of this
short-sighted greed or unfounded ambition. cycle, starting with the Guild’s opening action.

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STEPPING IN, DIVING DEEP AND RISING ABOVE

� RISING ABOVE
When the GM moves the group into a City Phase, the events
of your story now cover weeks, span miles and govern the
fates of scores of people. Decrees are spent to change the Once your Flashpoint comes to a close, each Hero picks one:
world in a wider scale – and you will be surprised how
Endeavours and Reactions chain one into the other, in a ◊ They became closer to someone, gaining or ranking up a
cascade of cause and effect. Once the dust settles and all Covenant with them.
Decrees are spent, you’ll wrap up by Diving Deep and moving ◊ They grew distant from someone, ranking down a
to the Hero scale. Covenant with them.

There you’ll play out a particular emergency or opportunity Each player who didn’t play their Hero during the Flashpoint
the Heroes have gathered to face, and show how their picks what the Hero did instead:
actions change the fate of their friends, communities, and
Montara itself. And once the Flashpoint’s done, you’ll Rise ◊ They worked hard and negotiated wisely: add 1 Lore or
Above and show how the Houses of your Venture deal with Arts to their House’s stock.
the changes to their landscape. ◊ They scouted for information: describe a lead that might
give their House a new Surplus or remove a Need.

� DIVING DEEP
When no Houses wish to put further Endeavours into action,
◊ They helped out a Cabal: gain Influence on them.
◊ They find out more about a menace: tie it to a Factor.

the group frames a Flashpoint for their Heroes to face The GM will describe the broader consequences of the
following these steps: Flashpoint on the city, and decide how many Decrees each
House gains. Then you begin this new City phase.
◊ Pick an ongoing plot in the city you’re all interested in.
This may be the actions of a Cabal, the Guild or a 1 Decree gives a short breather before you dive back
particular Factor, one of the problems introduced in The down to the streets.
Council, or something else. 2 Decrees allow involved plots and intrigues to play out.
◊ Pick a Hero to be the first focus character of the 3 Decrees mean the city will be very different the next
Flashpoint. This should be whoever’s Role is most time a Flashpoint brings your Heroes together.
relevant to that plot, or failing that whichever Hero hasn’t

� STEPPING IN
had significant screen time recently.
◊ The GM and that Hero’s player set the scene, bringing in
extra details from the Hero’s current role. When your group wants to explore a City phase event in
greater detail, the GM frames a scene in the event’s
Start playing, telling the story of the unfolding flashpoint. immediate aftermath, involving Heroes or Cohorts from the
When other Heroes are brought onscreen, they can add Houses affected.
complicating details stemming from their Role. If a
particular Hero isn’t interested in this current flashpoint, Once the scene is done, resume your City phase, with the
their player can instead pick up a Cohort to portray (p. 154). Houses’ fictional positioning adjusted by the scene.

A Flashpoint takes place in a single continuous flow of Sometimes House Moves naturally suggest a brief
scenes and actions – dealing with the scions of exotic moment for a Hero to get involved in. Don’t waste these
Cabals, witnessing poignant omens of the current Crisis, moments! Interrupt the City phase and add colour and
and confronting dire Titans. Houses might be called to potency to the House Move’s result with a first hand
action, but their efforts should remain in the background. account. This is particularly useful if other Houses offered
Instead work on the beating heart of your story – the Support, so that other Heroes can easily get involved.
people. Not only the Heroes, but every interesting Keep this short and sweet – once the scene’s done, get
character that surrounds them. right back to the ongoing City phase but be sure to take in
account the difference the Heroes made. The House
move’s effects – good and bad – will still happen, but
Stepping In allows you to keep the momentum going on a
success or try to mitigate the catastrophe on a failure.

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CHAPTER 5: THE CHRONICLES OF MYSTHEA

When future storytellers tell the saga of your House, your You should keep track of the Cohorts in your House: if they
Heroes will be the one they spend most words upon. But survive a mission, keep their playbook on hand on index
what’s a hero without a supporting cast? When your Heroes’ cards, scrap paper, or in a shared document so people can
stories travel down diverging paths and a team-up doesn’t easily grab them when they re-enter the story.
make sense, you can instead use Cohorts – more disposable
characters there to assist the party, flesh out the House and Cohorts still use Hero basic moves and stats, but their
give all players a voice in the fiction. playbook is much simpler:

STATS
Split +1, 0, 0, -1 between your stats, and add your House bonus. � AGENT
Say a narrow field you’re an expert in: researching, diplomacy,
GEAR hunting, etc. When you use your skills, reveal a secret about
Pick one gear option from your House’s assets. Describe the the situation and get fleeting advantage acting on it.
simple Qoam shard that grants you a single Focus. When you die, reveal a shortcut, secret or stratagem that’s an
alternate path to the party’s goal.
PARTICULARS

� REBEL
◊ Masculine, feminine, concealed, ambiguous.
◊ Face: Trusting, scowling, angular, worried.
◊ Eyes: Rebellious, squinting, calculating, wise. When you go against your House’s Doctrine, get fleeting
◊ Body: Muscular, bony, heavyset, graceful, soft, squat. Advantage when you treat with their rivals or enemies.
◊ Name: Ada, Isis, Brigit, Leo, Lux, Cato, Lin, Anders, Bull, When you die, your House finally respects your outlook – say
Nemo, Silver, Telron, Anuth, Celethe, Leheir, Sanya, Kolbor. a way they change in your honour.
◊ Relationship: Sibling, child, cousin, aunt, rival, protege or

� PROPHET
peer of the House’s Hero.

When someone acts in a way contrary to your House’s


HARM Doctrine, ask the GM how it’ll spell their doom. When you act
� Drained on this information, roll with Advantage.
� Winded When you die, name a Cabal you preached to – they will
� Hurt (-1 to a stat) honour your Doctrine above all others from here on out.
� Mangled (-1 to each stat)

� TRAITOR
� Dead

When you betray kith and kin, hold 3. Spend hold to gain
MOVES access to: a critical location, secret lore, a Relic that can be
Inherit a move from your House, and pick one: weaponised, or a leader in their moment of weakness.
When you die, name your truest nemesis and how your

� LEADER
misdeeds will cause their downfall.

� OUTSIDER
When a group does something you spent days training them
for, you may Aid them no matter the distances between you
or the Covenants you hold with them. You are a mystic or a zealot, probably both. Pick a stat: you
When you die, gain 3 final uses of Aid, to be used as long as can take 1 harm to roll it with Advantage.
the beneficiary says how your memory inspires them. When you die, terrible ambience Bleeds into the area. Those
that brave these Hostile Grounds can find a Relic on your body.

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A HERO'S FATE

Many have come and gone, yet you differ from them. As a When your fourth Role is fulfilled – i.e. when the plot thread
Hero, you have reshaped lives and changed the landscape, it introduced has been completed – you must pick one:
and the Borderlands won’t forget you and the things you did. ◊ Retire your Hero and activate their Coda. Join the
supporting cast and let new Heroes step forward.
◊ Become a Champion. They grow beyond their House and
become a political force onto themselves.

The concluding passage of your piece leaves a lasting fortress guarding Montara from the threat’s invasion, a
impression upon the world. Once you reach your fourth Role home base for roaming hunters, a philanthropic group
you reach the eve of a momentous conclusion. When you providing food and shelter to those in need, something else?
conclude this Role, unleash the correspondent Coda below:
Agent: You are sent where the action is thickest. This role
For the Leader, a Community. Mark on the map the new is fulfilled when the crisis is resolved or when your charge
settlement where your followers keep the vision of your rule is safe, but the context of that moment will decide the tone
alive, long after your passing. It usually belongs to your of your legend. Did you defeat the things threatening
House, but may splinter off if their vision is questioned. them? Did you train them to defend themselves? Did you
decide they weren’t worth protecting? Did you fail?
For the Agent, the Legend. Tell us how people keep the
Hero’s Legend alive. Those who call upon your Legend gain Rebel: A Cabal is threatened by the thing you survived.
fleeting Advantage to inspire loyalty, devotion or fear. Fulfilling this is very straightforward: save the Cabal! As
with the Agent though, the method and context vary a lot.
For the Rebel, the Landmark. Mark on the map a monument For your coda you draw a Landmark: a reminder of the
tied to your struggle. Those who pay respects there gain terrible dangers of the menace, or a guide to a better way.
fleeting Advantage fighting for your cause.
Prophet: A new calamity looms over your people. You may
For the Outsider, the Movement. Say who flocks to your well stay and try to save the calamity’s victims, but your
ideals from other factions. They will evolve into a Cabal as role as a Prophet is fulfilled when everyone is warned or
the ages turn. They might antagonise your House, but at their the calamity wanes. The calamity’s outcome will decide if
core they respect your principles and history above all else. the festival of your coda is a celebration or a memorial!

For the Prophet, the Festival. Describe the circumstances Traitor: You steer the thing you survived towards your foes.
and customs of this festival. Those who honour your vision Once the destruction is over, once you stand in the ash and
there will have fleeting advantage to follow your footsteps rubble caused by your decisions, this role is fulfilled. If this is
and re-enact your deeds. your coda, you’ll likely go down in history as a monster. But
it’s up to you if the alliance that forms is your House declaring
For the Traitor, the Alliance. Name a Cabal or Menace that ‘never again’, or their enemies deciding they must be punished.
will cease all hostilities, bonded by their hatred of your
betrayal or united by your sacrifice. Name the event where Outsider: It’s time to move on. Say what you were missing
the Traitor is still publicly vilified. in the House; GM says where you might find it. You simply
have to find what you were missing in your House to fulfil
Roles are there to guide players through an arc of change this – what that ends up being is entirely up to you. This is
and maturation, and the Coda is the arc’s capstone. To an easy one to convert into a coda: once you’ve found
reach it you must seek out new Roles, and fulfil them in the what was missing, you can share it with the borderland’s
fiction. What does it mean to fulfil a role, and how can that peoples to create a movement of those who prize it.
expand into a Coda? Let’s look at the Survivor to illustrate:
If your retired Hero remains in Montara, they’re still
Leader: The thing you survived threatens your House. around to play a role as part of your story’s supporting
When this is fulfilled, the thing you survived is no longer a cast. Other Heroes – including yours – can visit them
threat to your House – and by making it your coda, you and pay respects as if they were a Memorial.
establish a community that’ll ensure that stays true. Is it a

155
CHAPTER 5: THE CHRONICLES OF MYSTHEA

Across Mysthea, “Champion” is a title bestowed to Heroes of


undisputed talent and fame. Masters of the Quiet Arts, CHAMPION MOVES
accomplished politicians, war heroes… each Champion has Gain this move:
found their own way to preserve their independence and

� A THOUSAND FACES
stand shoulder-to-shoulder with factions of thousands.

As in every playbook choice, this one delivers a clear No longer under a House banner, a Champion shapes fate by
message from your players: they want to focus on their their actions… and by fate they are changed in return.
Heroes’ saga, even at the expense of their House’s.
When a Champion hits one of these triggers, they gain 2
Charges and adopt that Role. While the Role is yet to be
REQUIREMENT resolved, they can’t activate any other triggers.
To become a Champion, you must have fulfilled four Roles
and established your own power base – a fortress or place HERO
of power or faction that owes its allegiance only to you. Mark when you take on the quest to find, rescue or conquer
something or someone. Choose who will suffer if you fail:
your former House, the Kingdom, Empire, or Free
CORE EFFECTS Borderlands as a whole, or the City’s common people – the
◊ A player who chooses to elevate a Hero can’t play a new GM will tell you how.
Hero from their House as long as the Champion is in play.
◊ Whenever a House targets a Champion with a move, the MENTOR
Champion can’t Endure – instead, the Champion’s Mark when you teach, guide and protect a Jewel of History.
attempts to mitigate the damage are resolved by Tell us of how they can reach the full extent of their power.
Stepping In or Diving Deep. The GM will say one thing that can twist their nature or spoil
◊ A player controlling a Champion can decide whether to their potential.
assign Decrees gained at the start of the City phase to
their House’s stock or their Champion’s. ANTIHERO
◊ A Champion can’t hold Influence, Alliance, or Dominion – Mark when you stand alone against a Bastion of Order. Tell us
until they Employ a Surplus that completes a Wonder. what unexpected advantage you can gain over them when
◊ Champions can no longer gain Roles in their House or you draw first blood. The GM will say how they reveal their
granted by other Hero’s moves (such as the Storyteller’s innermost corruption to the world while lashing back at you.
Voice of the Icons). Instead, see A Thousand Faces.
◊ Your Harm slots and Death Move remain those from your TRICKSTER
Hero playbook. Mark when you provoke an Icon of Old. Tell us what treasure or
secret you can gain from them. The GM will tell us of the hidden
advantages the Icon of Old has in store to use against you.

MARTYR
Mark when you suffer terribly so others may live. The GM says
who is changed by your sacrifice: your tormentors, those
under your care, or the privileged witnesses. You tell us how.

VILLAIN
Mark when someone needs to be brought to heel. Tell us what
part of your legacy you must sacrifice to accomplish this.
The GM will tell us about the innocent who embraced your
wicked ways for good.

156
A HERO'S FATE

Spend 5 Charges to gain one of these moves:

� HERO’S JOURNEY � THE MASKS OF GOD


When someone becomes your mentor, rival, beloved, or nemesis, When you give a piece of your gear a name, spend 1 Charge
gain 2 Charges and form or rank up a Covenant with them. to give it a new relevant tag, even above the 4-tags limit.

� HONOURED HOLDINGS
When you risk your life to protect or oppose this Covenant,
spend 1 Charge to get advantage on a roll.
Here you bow to no one – under this roof your will is law.

� SACRED FOUNTAIN
When your Champion holds court with emissaries from other
Houses & Cabals, spend 1 Charge as an Endeavour to
You have secured a stable Place of Power, with laws that all Negotiate with one of these emissaries.
must obey. Form an Alliance with a relevant House or Cabal
of your choice. Describe the Surplus that grants it its importance:

Choose 2 laws that bind those that visit, and the penalties � Defences: Mighty walls, hard to reach gates, it roves
for breaking them. wherever you wish it.
� Land: It commands a vast valley, it guards vast fields, the
LAWS only port to a large island.
� Offer sacrifices. � Luxury: A rich heritage of relics and artefacts, exotic
� Lay down your arms. goods from distant lands, enchantments to keep and
� A slave who crosses the threshold is free. serve the holding.
� Leave your grudges outside. � Trade: A respectable emporium, a privileged location,
� Everyone drinks. Everyone eats. No one goes without. finest infrastructure.
� Do no violence and no intentional harm.
� Honour the Henakor/the Titans/all living things. You can Employ this Surplus and it will be available again at
� Everything belongs to everyone. Give freely. the beginning of the next Cycle, unless the fiction dictates it
� Don’t touch what isn’t yours. has been destroyed.
� Keep your agreements.
� Settle your grievances privately. Your Holdings now have Momentum and can roll Endure, and
they’re subject to Windfall and Affliction. If you have both
PENALTIES Honoured Holdings and Esteemed Hosts, combine the
� Exile. Surpluses and Needs together for Momentum purposes.
� Execution.

� ESTEEMED HOSTS
� Forced labour.
� Restitution.
� Imprisonment. Many people have gathered under your banner over time and
� Public humiliation. pledged fealty to you, and you alone. When you send your
� Disfigurement. Companions out on mission, spend 1 Charge to give Conquer
� Punitive violence. or Conspire fleeting Advantage.

Describe its overall mood with two Covenant cores from the When you hold a ceremony so your Companions can pledge
main list, and choose one special quality: fealty, spend 1 Charge to turn them into a Surplus (Artisan,
Engineering, Scholars, Recruits, Scouts, Spies, or Warriors)
� It’s the only stable Place of Power on the map – and might and erase them as Companions.
destabilise other Places of Power if you let it.
� It has healing properties, and can count as the relevant You can Employ this Surplus, and it’ll be available again at
Surplus for Heal. the beginning of the next Cycle, unless the fiction dictates
� It is sacred to a group of unique creatures, or a Titan of the cohort has been destroyed.
your choice.
� It contains a gate to the Maze Beyond. Your Hosts now have Momentum and can roll Endure, and
they’re subject to Windfall and Affliction. If you have both
When you honour its ancient laws, spend 1 Charge instead of Honoured Holdings and Esteemed Hosts, combine the
a Decree to perform a Ritual. Surpluses and Needs together for Momentum purposes.

157
CHAPTER 5: THE CHRONICLES OF MYSTHEA

Each cycle of your story will revolve around a particular DECIDE ITS AFTERMATH REACTIONS.
Crisis, a specific scar of the war or illness of Montaran When the Crisis comes to fruition, it’ll mark the city for
society that you must confront or suffer the consequences. generations to come. Write down questions you’ll ask the
players to build the horror of the Crisis in the fiction, and
A Crisis is not active like a rampaging monster or a subversive particular Reactions you’ll use to drive the Crisis’
cult. Instead it’s condition afflicting society, whether it’s consequences home. Once the Aftermath comes to pass,
political, environmental, martial, or cultural. At the start of the Crisis is over – or rather, becomes an ongoing fact of life
your cycle it may seem trivial, but it’ll only grow worse without in Montara.
direct intervention by Heroes and their Houses.
This should be disastrous, but not game-ending; if a Crisis
comes to pass, it should define the Cycle and reshape the
UNFURLING A CRISIS player’s Houses, but shouldn’t wipe them out entirely or lay
When it’s time to introduce a Crisis to your game, your group them so low it wouldn’t be fun to continue playing them.
can pick one of the examples on the following pages, or
make your own. To make your own, follow these steps: AND – REMEMBER ITS REWARD.
When a Crisis is solved, the Venture benefits mainly through
DECIDE ITS ORIGINS. avoiding its Fallout. But whoever lead the successful effort in
In the ruined Borderlands, dangers might arise from the War’s the Montaran public’s eye gains a reward – if it’s a House, they
consequences, unexpected or obvious – or from an upheaval gain a free Decree, and if it’s a Hero they gain a free Advance.
in the Henakor energies’ usual balance. And don’t forget the
impact of the Guild’s occupying government, and of the
Venture’s attempts to regain freedom. This is the main step THE CRISIS CLOCK
that needs the whole group’s input – other steps will likely be Crises should bring urgency to the game and encourage
performed by the GM as they prepare for future sessions. intelligent and decisive action. Ignore them for long and the
City might slide in irreversible collapse, dragging the Venture
DECIDE ITS REVEAL. with it. Endeavours consume your House’s attention, and
Determine how the Heroes first notice the Crisis’ effect upon sometimes that time is a scarce luxury. To help this sense of
the world and its people. The GM should think about what urgency, you can introduce a Crisis Clock.
questions they’ll ask the players to ground the Crisis in the
Hero’s environment. Set out counters (an analogue clock, a pile of beads, or
maybe lit candles). Twelve counters is a good starting point,
DECIDE ITS FACES. though the group can adjust once they get a good feeling for
Your Crisis also require people for the Heroes to interact timings. After every Endeavour, remove one of them. If all
with, a face for victims, abusers and opportunists. As the counters are removed, the Crisis comes to pass and its
story of the Crisis develops, feel free to swap in one face for Fallout takes place.
another – a herald of the oncoming horde might be replaced
by their master general, for example. Again, sketch out Crucial victories may add a few tokens as a buffer, and
questions for each Face, letting your players develop a sense gross negligence and terrible mistakes may remove
of attachment to them. tokens – the key is that every Endeavour counts.

DECIDE ITS ESCALATION REACTIONS.


These are particular problems the GM can bring in as it Other Powered by the Apocalypse games encourage
grows. Remember, these are used when someone rolls a 6-, GMs to use clocks liberally, for whatever ticking doom
or when everyone looks to the GM to say what happens next. they desire. As Shattered City already has many other
timing measures, the Crisis Clock is best used when the
precise time table is better left subjective, but there
must be real pressure for action.

Decide thresholds at which the situation worsens: deprive


them of assets and allies, deny them safe ports, increase
Cabal hostilities. Players must understand the stakes and
feel the momentum building with every tick of every clock.

158
CRISES: BLOOD, SWEAT AND TEARS

PLAYING OUT THE CRISIS We would like to remind you that these issues and the
pain they bring are all too real. Even veiled in fantasy
The GM may also develop a couple of individual Menaces
(p. 186) that may be faced during the Crisis. Each Crisis is fiction, they all represent a plight from our own aching
likely broad enough that every Hero should be able to world. There are countless people around the world
interact with it. To aid this you should present variation in the facing challenges much greater than whatever we can
problems the Menaces pose: politicians, scholars, warriors enact in our game tables. Respect their plight.
and explorers should all have something to do. Where the
Menace will be confronted directly by the Heroes, you should How?
give its representatives moves and Harm if applicable. It is
through dealing with these Menaces that Heroes will Learn about it!
understand the root cause of the Crisis, and build a plan to
deal with it before the worst comes to pass. Here we provide a single NGO for each issue – these are
real world warriors facing real quests and challenges.
Most of the Crises presented here are subtle – even though Read, join, contribute… or simply become aware of it.
everyone realises the problem, most fail to understand the full And send those they help your prayers, if nothing else.
scope of the pain it brings or its long term consequences. We live in a war-torn and long-suffering word. Step up
Worse still, nobody seems to agree on how (or even if) it and help healing it.
should be dealt with. As time passes by and the problem
matures, it is now seen as ‘part of life’ and many think it’s far The Broken Warriors:
too late for any solution other than the most radical or naive. https://www.woundedwarriorproject.org/
People have lost hope things could ever get any better. Others The Exiled March:
might exploit this gaping wound in the City to their own https://www.refugeesinternational.org/
interests, turning bitter pain into pure poison or explosive rage.
The Feast of Ashes:
Regardless of your players’ actions not everyone will ever https://www1.wfp.org/
agree with them, thinking their remedy is just another poison. The Healer's’ Crusade:
These reactionary forces will move in to frustrate the Venture’s https://www.doctorswithoutborders.org/
efforts or turn them against everyone else for their own gain.
The Poisoned Land:
We can not recommend enough that you listen to the Fiction and https://www.maginternational.org/
give these matters some serious, serious thought. There are no The Waters of Life:
hard and fast and rules, and problems will shift based on the https://www.wearewater.org/
consequences of your interactions with other elements present
in your setting. A problem this big never simply disappears, and
whenever a simple solution is used, two new problems emerge.
It takes time. It takes dedication. But if the problem is dealt with,
the City draws renewed energy from the crisis.

159
CHAPTER 5: THE CHRONICLES OF MYSTHEA

A disfigured beggar grabs your mantle…


“Spare some leftovers for a loyal servant of the Crown? ESCALATION
Please!” ◊ Offer an Opportunity: Caught between the horrors of the
front lines and the hopeless life of a veteran, countless
start deserting the Army. They flock to the Borderland’s
REVEAL cities hoping for a new beginning. Will the Venture
Where do the veterans beg for food and spend the night? embrace them or hunt them down?
◊ Put Someone in a Spot: Veterans increasingly turn to
How do veterans pay for their fix of Mirage memory crystals? crime for a living – many simply do not have the basic
skills to function outside of the Army, beyond the War.
How are deserters executed? Without careful re-integration only a brutal crackdown
can stop them. Otherwise, the former masters of the
underworld will regain much of their power, bolstered by
FACES the veterans’ numbers, motivation and skill.
ALLEL, A VOLAREES REBEL SENTINEL ◊ Show the Consequences of Past Decisions: The army
(WEATHERED, DANGEROUS, MUTILATED) marches into the City for a mandatory draft, hunting for
When did they become a hero? deserters as they go. All who resist are brutally punished
and executed, sparking riots and further violence. The
Why do they hate Volarees? Venture may lose Influence over the city’s Cabals,
depending on how they deal with the situation.
What else did they lose in the War, besides their health and ◊ Trap Them: Caught between the occupying army, the
beauty? criminal underworld and the Venture, desperate veterans
grab significant VIPs – including a few player Heroes – in
IZANA, A VILLOSI TRAITOR VAGABOND an attempt to bargain for better treatment. This will not
(FEROCIOUS, ALLURING, PARANOID) end well for anyone involved.
Why have they been exiled from Villos?

What is the secret source of their power? AFTERMATH


What compensation do veterans demand from the King?
What crime made them notorious in the City?
How do they destabilise the capital when his majesty flatly
ROZIG, A KAETUR REBEL TOILER denies?
(HONOURABLE, LOVED, HARSH)
What is the reward over their head? How are the last moderate voices among the veterans
silenced?
Who has been giving them shelter?
◊ Show the Consequences of Past Decisions: The veterans
What do other veterans rely on them for? destroy the City’s most powerful or influential Cabal, the
one best integrated to the Venture.
◊ Build Connections: The veterans form their own Cabal set
to force the Crown on improving the veterans' lot across
the realm.
◊ Give Them Recourse: Despite all the violence and greed,
the veterans actually gather enough support to care for
the impoverished and alienated survivors of the War.
◊ Apply Political Consequences: If left unchecked the
veterans mobilise people's opinion across the Kingdom
against the War. The Army, weakened by corruption,
desertions and low morale, faces its first and most
serious battlefield defeat to date, leaving King Ahatils
little choice but to offer a truce. This truce will haunt the
City forever, as it now lies in the front lines of the next
great war.

160
CRISES: BLOOD, SWEAT AND TEARS

An exhausted clerk herds the crowd…


“Leave your message on the wall and move forward. I can’t ESCALATION
help you, sir. There is no knowing where they might be. ◊ Trap Them: Refugees flood the City! Every conflict and
Please, proceed to the encampment. Nothing else I can do. conspiracy comes to a halt under the urgent needs of the
Move! Next!” mob. The Venture must deal with the problem before
resuming the reconstruction.
◊ Apply Political Consequences: Other Borderland cities
REVEAL and the rest of the Kingdom send envoys to make sure the
What monument is covered by notes with pleas, sketches and flood of refugees stop. The Venture must take action or
maps? lose Influence with their patrons.
◊ Offer an Opportunity: The refugees bring a deep and
Where do the refugees hope to reach on their flight from the diverse pool of talents, and they are ready to work more
Empire? than anyone else to rebuild. If properly integrated they can
boost Montara’s economy beyond even the Capital’s level.
Why are you sure the majority won’t make it? But can you do it without alienating the City’s natives?
◊ Introduce a New Locale: Refugees start a long pilgrimage
to a haven they can call their own. They will search for any
FACES Ancient Wonder factor in play, or simply somewhere
SHAAM LEIN, AN ARCHITECT OUTSIDER SINGER distant and inhospitable.
(YOUTHFUL, OTHERWORLDLY, BROKEN) ◊ Put Someone in a Spot: An assassination attempt on an
How do they move the refugees to the Maze Beyond? Army officer by Kitrean agents reveals the hard truth –
that there are Imperial spies and saboteurs hidden among
What are the rumours of their fate there? the refugees.

Why have the powerful forbidden all of their music?


AFTERMATH
LIFIAN, A VARORIN LEADER STORYTELLER What great offence makes refugees lose all faith in the
(LIVELY, SOPHISTICATED, POOR) Kingdom?
Where did Lifian’s wealth come from?
What other city on the Borderlands hosts refugees openly?
How have they spent it all?
How do Kitrean agents overthrow this city’s government?
Why do refugees trust their advice on where to go for a new
beginning? How are the refugees forced to abandon the Haven they had
been flocking to?
ARNESETH, A KYRADARIAN OUTSIDER IMMERSED
(HUNGRY, VICIOUS, POWERFUL) ◊ Add a Need: Safety, Justice or Prestige, depending if the
How does Arneseth hunt? House is Royalist, Citizen or Borderlander, respectively.
◊ Build Connections: Empower any Dark Force factor(s)
What is so diabolical about their Kin? you have in play, as their ranks swell with refugees. Or let
the desperate drifters serve Arcane Horrors in exchange
How did Arneseth betray all that Kyradar stood for? for protection and belonging.
◊ Reveal an Unwelcome Truth: The front lines of the War
first blur, then disappear. Violence is now everywhere.
And while the Empire might fall, Kitrea is far from
conquered.

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CHAPTER 5: THE CHRONICLES OF MYSTHEA

A father has been caught hunting creatures for their flesh…


“Let go of me! Send me to prison and your crime will be ESCALATION
greater than mine. Aaaaaah! I killed a beast. You will starve ◊ Reveal an Unwelcome Truth: Farming takes time and a lot
my children, you bastard!” of effort. Until fields become productive again, the City
simply can’t feed itself. Every City phase every House
In a world where a wide range of creatures are clearly gains Need: Crops.
sentient, it’s no wonder that most people are strictly ◊ Put Someone in a Spot: The Royal Army has raided farm
vegetarian. To eat another sentient species’ flesh is as far and wide in the Borderlands for additional supplies…
serious as cannibalising your own kind. The occasional and send the City a generous tribute. One Ilvashan House
transgressor is called a hunter. gains Surplus: Crops.
◊ Apply Political Consequences: As the middle point
between the Capital and the Front, the City is chosen to
REVEAL garrison fresh troops. The Venture simply can’t provide
How long will the caravan guards resist the looting crowd? for everyone! Either they will lose Influence over their
Ancestral Guilds, or local Cabals, or the people – whoever
How do mothers hide their shame when they abandon their they decide to sacrifice.
infants at the temple’s door? ◊ Offer an Opportunity: A great trade opportunity presents
itself, just enough to avoid immediate famine in the City.
Why has the communal garden failed once again? However, the supplier will gradually increase prices to the
point of extortion. And at any moment they can simply
stop selling, even if just to make a point. Exchange
FACES Surplus: Barter Goods for two, then three, other
GHULNEG, A VARORIN OUTSIDER SENTINEL Surpluses… or give them Influence.
(HAUNTED, TIRED, HONEST) ◊ Show the Consequences of Past Actions: People are
What punishment does Ghulneg reserve for hunters, and fleeing the countryside and abandoning their last farms –
hunters alone? putting all their hope in help sent by the Kingdom to the
City. They will, however, strain your limited resources to
What act of justice will they regret forever? the breaking point.
◊ Tell the Consequences and Ask: The starving finally rise
Who do they love who is also suffering with the famine? as one to loot whatever food stocks remain, however
insufficient. Only lethal force can hope to quell their
ALDEL, A KIRADARIAN OUTSIDER PROWLER desperate fury – but it might alienate the Venture from
(VICIOUS, STRONG, UNCLEAN) the City forever.
What trophy does Aldel collect from their prey?

What is so monstrous about their hunting weapons? AFTERMATH


What is the greatest sacrifice people fleeing the City pay in
Why is their hunting party particularly feared? their search for a new home?

ALAINA, A LUSMAN REBEL TOILER How are the bodies of the countless killed by the pestilence
(BEAUTIFUL, KIND, PRACTICAL) disposed off?
What kind of weather has Alaina been praying for?
How do the kin of the creatures being hunted organise to find
Why have they abandoned the fields in the countryside? vengeance?

Who has stolen all the production that would feed the City? ◊ Lose a Surplus: Recruits or Morale as the emaciated
bodies litter the streets.
◊ Take Away their Stuff: Any Wonder in development is
destroyed, every requirement invested so far, lost.
◊ Apply Political Consequences: Every Alliance is broken,
and local Cabals simply abandon the City.

162
CRISES: BLOOD, SWEAT AND TEARS

A healer beats a heartbroken retreat…


“We cannot take her! The counter-attack has already pierced ESCALATION
our outer defences. If we don’t remove our wounded soldiers, ◊ Reveal an Unwelcome Truth: A delegation of healers seek
Imperials will butcher them. Take this medicine and run! It will the Venture to request help in keeping ruined and
hold her infection for a while…” crowded hospitals, asylums and orphanages running. It’s
unlikely that the Venture can truly make a difference with
their resources alone.
REVEAL ◊ Put Someone on a Spot: Army envoys bring a healer in
Why won’t the wounded soldiers survive the trip back to chains, accused of conspiring with Imperials. Failure to
Ilvash? thoroughly investigate and punish harshly the traitor and
any accomplice attracts heavy criticism from the
How are the sick excluded from the City? Ancestral Guilds of Ilvash.
◊ Offer an Opportunity: Upon investigation or freely
Why does a Reaper choose to haunt the city’s orphanage? informed by a companion or cohort, the Venture finds out
that healers are indeed cooperating across enemy lines…
even giving shelter to wounded or broken opponents.
FACES ◊ Capture Them: As a plague hits an asylum, the people of
ACHISSA, AN UNTAMED AGENT SURVIVOR Montara find out there Kitreans sheltered there. Enraged,
(WEATHERED, EFFICIENT, RESOURCEFUL) the mob acts on its own, ready to seal off the building…
Why do people think Achissa was born in privilege? and maybe even burn it with everyone inside.
◊ Force a Confrontation: Whistler, Hummer and Wailer,
Where did they gain fame as a fearless soldier? three particularly peaceful Reapers, are goaded into
brutal violence by the mob – allowing patients to escape
What part of them has been replaced by crystal prostheses? the asylum. They spread the plague all over the City.

ANNEAS, A REMNANT LEADER MARTYR


(EXOTIC, HUMBLE, DRIVEN) AFTERMATH
Why does no other healer dare to follow Anneas? Where do the Kitrean healers come from?

Where does their authority over the House come from? Who starts to animate the corpses of the countless victims?

What news do they bring from the ailing Kitrean Empire? How does the Army suffer once the City is quarantined?

PAL-E-RIS, A KAETUR AGENT AWOKEN ◊ Show the Consequences of Past Decisions: The plague
(KIND, WISE, ANCIENT) forces the City to close all access to travellers and
Where has Pal-E-Ris started to gather and protect other healers? merchants. Inside, whole sectors must be quarantined, to
pen in the infected and avoid further contagion.
What is the plague’s most horrifying symptom? ◊ Add a Need: Casualties mount horrendously and the dead
outnumber the living. Add any two of Need: Justice,
Why do many believe the plague to be an Imperial mystical Medicine, Recruits, Trade – depending on what has been
attack? lost or threatened so far.
◊ Apply Political Consequences: Without logistical support
from the City the Army has little alternative but to retreat
back into Ilvash… taking the plague with it. The Kitrean
Empire gains much needed respite to marshal its forces
and shore up its defences. The War’s outcome suddenly
becomes much less certain and its end has never seemed
so distant.

163
CHAPTER 5: THE CHRONICLES OF MYSTHEA

A scarred farmer mourns…


“I never saw the Trap. I just stepped right over it.
ESCALATION
“It was too late then when I heard my boys’ screams. I couldn’t ◊ Take Away Their Stuff / Erase a Surplus: A grand project
even stop Elaina from trying to… save our children, or dying (or Wonder!) building site suffers a sudden Trap
with them. detonation. The progress so far is lost, or the specialists
(Artisans, Engineering, Scouts, Scholars, or Warriors)
There was nothing I could do. Nothing!” involved in the project are wounded or killed.
◊ Deal Harm: Change the pace of an Assault or
Confrontation by suddenly revealing Traps in the
REVEAL battlefield. Make it a hard a move as you can manage.
What is so horrifying about the Traps seeding the land? ◊ Introduce a New Locale: Scouts or merchants bring news
of a lush valley, not too far off. Its resources could
Why is it so hard to detect dormant Traps? alleviate the worst of the City’s woes; better still, not a
single soul was spotted there. Refugees rush to occupy
How was the Empire able to create and deploy so many of this bountiful land.
them? ◊ Reveal an Unwelcome Truth: The hidden valley is
obviously Trap infested – many lose their lives before the
whole area is evacuated and isolated.
FACES ◊ Capture Them: A stranded Imperial battalion risks a mad
OLERA, A KAETUR OUTSIDER VETERAN dash back north, hoping to cross into the safety of their
(PROUD, BITTER, ADMIRED) own front lines. The Army can’t act in time and requests
How does Olera help Trap victims? the Venture to confront the Imperials before they could
attack the front. But the lost battalion’s bold advance is
How did they wager their reputation on banning the use of Traps? shielded by a large Trap infested region.

Who managed to undermine their authority and send them


into exile? AFTERMATH
What did the Crown promise to the new settlers arriving in the
NAERITE, A REMNANT TRAITOR PROWLER City?
(DISCREET, INFLUENTIAL, CAUTIOUS)
How much does Naerite charge for one of their Trap maps? Why do people stubbornly refuse to enter or cross areas once
known to be Trapped?
Where do their mercenaries secretly deploy new Traps?
How does nature reclaim Trapped areas, now that they lie
How does the Empire reward their services? abandoned?

CALENE, A MAGISTA REBEL WARLOCK ◊ Erase a Surplus: Large areas of the Borderlands are
(METICULOUS, CALLOUS, ELOQUENT) abandoned by locals and refugees alike. Tragic stories of
Where did Calene learn to craft Traps? loss and painful wounds haunt these Trapped lands.
Erase any two of Need: Land, Leadership, Morale, Safety
How did they ‘improve’ on the original Trap design? – depending on what has been lost or threatened so far.
◊ Apply Political Consequences: Somehow this land feels
Why do they champion the use of Traps so passionately? cursed! The Guild loses Influence back in the capital, and
resources needed to support the city’s rebuilding are
redirected elsewhere.
◊ Separate Them: The Crown pulls settlers out of these
lands and back to the safety of the Capital. Some Houses
are press-ganged into to manning the caravans, some are
conscripted to the front, and some are sent to serve the
Kingdom in other conquered cities on pain of death.

164
CRISES: BLOOD, SWEAT AND TEARS

A firebrand incites the crowd:


“How much longer should our children play on streets flooded
with filth? The Venture could have fixed the galleries and ESCALATION
aqueducts by now if they just wanted it. ◊ Add a Need: Those without Surplus: Fresh water will soon
receive Need: Medicine– and if immediate action is not
We need water for everything… and it’s all around us, taken, they’ll also gain Need: Recruits.
poisoning us!” ◊ Put Someone in a Spot: Poor people invade the City’s
wealthiest neighbourhood, looking for easy access to
clean water. The elite demand that their peace and
REVEAL comfort are preserved… at all costs.
What is the worst obstacle people face in their everyday quest ◊ Show the Consequences of Past Actions: If Heroes fail to
for clean water? tackle the problem in time, have their dearest NPC fall to
illness… and a slow and painful demise. Let them be just
Why do people keep away from the Echo-haunted well? the first visible victims of something far bigger, intimately
related to the lack of fresh water.
What have parents tried to prevent kids from playing in a ◊ Reveal an Unwelcome Truth: The pollution of the
sewage-fouled stream? waterways by raw sewage in the ruins and slums now
threatens the whole City’s water supply.

FACES
KARU NIN, AN UNDERGROUND AGENT WARDEN AFTERMATH
(KIND, BRIGHT, FRAIL) What is the greatest sacrifice people fleeing Montara pay in
When has this neighbourhood felt this alive before? their search for a new home?

How many other kids have joined Karu Nin in their raucous play? How are the bodies of the countless killed by the pestilence
disposed off?
Why do adults put up with (and even protect) these noisy
kids? How do the elite warp the city with the Qoam Arts to secure
their supply of fresh water?
HADAL, A MAGISTA OUTSIDER SURVIVOR
(LEARNED, INDIFFERENT, LONELY) ◊ Lose a Surplus: Any two of Crops, Freshwater, Medicine,
How does Hadal profess their Verdant creed beliefs? Prestige, Recruits – depending on what has been lost or
threatened so far.
What is their most beautiful piece of landscaping among the ◊ Apply Political Consequences: Lose Influence over every
flooded ruins? Cabal and House.

Why do people in the neighbourhood shun them?

THURARDE, A KAETUR OUTSIDER PROWLER


(CALLOUS, CONFIDENT, RICH)
Where does Thurarde channel away the water supply?

How do they protect their control over the supply?

What prohibitive price do they charge for access to their water


supply?

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CHAPTER 5: THE CHRONICLES OF MYSTHEA

The world doesn’t change overnight. The seeds you sow But when you feel that this Cycle’s Crisis has played out, that
need time to mature, before the harvest can reaped. your Houses have dealt with their most pressing Threats,
and your Heroes have faced change and stepped into a new
From the Venture’s creation in a ruined Montara to a phase of their lives... call for the Turn and end the Cycle.
prosperous and united Borderland, your Houses’ and Heroes’
stories will span decades. Factors and Cabals will link their In general, a given Cycle will last around 4-6 sessions.
fates to yours, great changes will sweep the land, and new You’ll provide brief snapshots of your House’s history, while
nations will emerge as ancient ones fall. Cycles come and go telling your Heroes’ saga. Between Cycles, decide the
in a never ending tide of events. scope of the changes you wish to see. A few years can
shake things up a little but still allow you to revisit familiar
characters and places; a decade or more gives space to
rewrite most of your established details.

When the Cycle turns, roll +Momentum. On a 10+ choose two Fortunes. On a 7-9 choose one Trial and one Fortune. On a miss
choose two Trials. If an option would take a House stat above +3, instead gain an appropriate Surplus, as determined by the
GM. All Windfalls, Afflictions and changes in the Influence Map should be resolved on the spot.

TRIALS FORTUNES
◊ Your House suffers persecution and violence, but it ◊ Your House goes through a golden age, questioning old
pushes them to adapt and grow. Gain a new House move, philosophies and forging new paths. Gain a new House
but gain Need: Justice. move and Surplus: Leadership.
◊ Your House was dominated by another House of the GM’s ◊ Through marriage and trade, you learn a strength of
choice, and have only recently managed to break away. another House. For the next Cycle your Heroes can
For the next Cycle your Heroes can choose from their choose from their Inheritance moves, and you form an
Inheritance moves, but you are now in Conflict. Alliance.
◊ Starvation and poverty forced your House to try raiding ◊ Your House spends its time brokering deals and making
and thieving, and it pissed people off. Gain 2 Surpluses, friends. Erase a Surplus via spending on gifts and trades
your choice, but declare a Conflict with a Cabal. to gain Influence over a Cabal of your choice.
◊ A heretofore unknown Arcane Horror took a particular ◊ Your House found a hidden vault containing secrets of
dislike to your House and has been hounding you all ever the Empire, or other Borderland culture. Say what its true
since. Say some secret you’ve learned about it and gain 2 treasure was and gain 2 Arts. However, your delving has
Lore, but take lasting Disadvantage on House moves left you isolated; gain Need: Trade.
against it. ◊ Your House finds a windfall by absorbing a smaller
◊ A plague ravaged your House, and in spite of other Cabal. Gain 2 Surpluses of your choice, but internal
Houses’ promises of future help, no one sent help. Gain conflicts are still to be settled; gain Need: Morale.
Influence on all the Venture‘s Houses, but take Need: ◊ Your House builds a place of safety and commerce,
Medicine. creating a new haven in this land. Gain +1 Reach and
◊ Your House saved Montara from some great threat, Surplus: Prestige, but take Need: Crops.
whether invading armies or natural disaster, but at great ◊ You go to war, whether for justice or spoils. Gain +1 Grasp
cost to themselves. Gain +1 Reach and Surplus: Morale, and Surplus: Warriors, but someone out there has a grudge.
but take Need: Recruits. Declare a Conflict against a Cabal and all their Allies.
◊ Your House fell apart into feuding factions. The eventual ◊ A series of messy public disagreements caused many
victors are stronger, more unified, but looked down upon House members to leave, but it was all according to
by old allies. Gain +1 Grasp and Surplus: Leadership, but plan. From their new homes, your exiles send you
gain Need: Prestige. regular reports on their host’s activities. Gain +1 Sleight
◊ Disaster scattered your House. You abandoned your and Surplus: Spies, but take Need: Recruits.
holdings, but you know now how to stay hidden better
than ever. Gain +1 Sleight and Surplus: Scouts, but take Feel free to adjust entries to better fit the context of your
Need: Land. game – you can even make up completely new entries for
these lists if your group wants.

166
WONDERS

RESOLVING THE TURN status and play with them, or build a new Hero from scratch.
Each player gives the broad story of their House through the Then, they select which role their Hero begins in, taking an
Cycle, adding or adjusting elements on the map to fit the Advance if this is a new role for an established Hero.
Fortunes and Trials chosen. Name a new custom they
develop to remember this Cycle, based on Celebrations and For each Factor, link them to a new or changed element on the
Memorials from the before The Turn. map – leaving the nature of this link to be revealed in play.

Each player also decides whether they keep their old Hero Finally, to set the stage for this new Cycle, trigger The
playbook, move that character to a new Hero Playbook Council.
(picking one move to take with them), elevate a Cohort to Hero

Your House may build a Wonder slowly over many Cycles, or


BUILDING WONDERS assemble it in a frenzy of activity over a few months – but
As your Venture moves from a fledgling movement to a they always take enough time to put together that others
triumphant and battle-scarred institution, its ambitions will have a chance to respond. The invested Surpluses remain
swell far beyond mere survival. They will begin to dream of present in the world, and are vulnerable to the actions of
making a permanent impact in the Borderlands, acting on a other players and the GM’s moves. If the fiction would
scale even grander than Endeavours – building true Wonders! suggest the project has been set back a step, you may have
to erase your mark next to one or more requirements,
Each Wonder is a grand project that’ll reshape Montara, meaning that you’ll have to invest that resource again.
bringing your Cycle to a close once completed. To construct
it, you’ll need to look at its five Requirements: Surpluses that
must be invested into the project, or conditional actions that WONDER ROLL
must be performed. When a wonder is unleashed, each player aside from the
Owner answers these:
Wonders aren’t necessarily unique – each Wonder can be
unleashed multiple times, perhaps even by the same House. ◊ Are you in an Alliance with the Owner? If so, take +1; if
not, take -1.
◊ Does your House have one or more surpluses matching
BUILDING WONDERS the Wonder’s Requirements? If so, take +1; if not, take -1.
When you Employ a Surplus in order to mark off a Wonder’s
requirements, mark off that requirement and say what your On a miss take two Trials, on a 10+ take two Fortunes, and
House does to work towards the project’s completion. on a 7-9 take a Trial and a Fortune. You choose one of the
Fortunes or Trials – the owner picks the second.
Once all requirements are marked off, this Cycle comes to an
end with a Wonder-specific version of The Turn. The owner Some Wonders provide an ongoing bonus – an attractive target
of the Wonder doesn’t roll anything; they just reap the for other Houses! As a group, work out what key thing in the
benefits and shape the narrative outcome of that wonder’s fiction represents control over the Wonder: a building, a sceptre,
completion. Finally, the Owner picks one Fortune of their a set of keys, a prestigious title. If another House takes control
choice for each Allied Cabal, and one Trial for every non- of this thing via force of arms, social manoeuvring, or deception,
Allied Cabal. it won’t provide a bonus to anyone for the rest of this Cycle. At
the start of the next Cycle, it’ll give its new owner its benefits.
Projects may be built communally, with multiple Houses
Employing Surpluses in the Wonder. If there is doubt over When a Wonder is completed, many Resources change
who owns the wonder, it’s the House responsible for the hands. To make things easier, let’s define some terms.
most marked-off requirements at the time the Wonder is
completed. If you fear what one of your peers will do with Transfer means the donor takes the indicated Resource as
control over the thing you’re making together, will you a Need, and the recipient takes it as a Surplus. Normally,
Conquer and Conspire to undermine them? Or will you you’ll be Transferring Resources to the project’s Owner.
continue the great work and try to make sure you’re well-
placed to deal with whatever results? Share means both you and the Owner of the project gain
the indicated Resource as a Surplus.

167
CHAPTER 5: THE CHRONICLES OF MYSTHEA

A completed Wonder gives the owner incredible control over


the shape the next Cycle takes. Threats and opportunities MAKE IT FUN FOR EVERYONE
from the old age can still continue into the new, but the Players who start a Wonder are showing a desire for two
Wonder’s existence will irreversibly alter your perspective on things: narrative control and strategic rewards. They should
them. That’s a crucial part of Shattered City – there’s no still ensure this process remains engaging for everyone.
going back, only constant evolution onwards. Great stories and powerful scenes can be found even from a
Trial imposed on you.
Unlike a Turn, a Wonder is a player’s statement of intent.
They will take control of the narrative and guide Montara’s Roll with the punches! On the Owner’s side, there’s no point
future closer to their own vision. It’s a moment of tension denying a Wonder’s rewards or else it won’t justify the
and fulfilment – and it rarely goes without some friction from investment and risk. Here Shattered City shows a surprising
the other parties whose vision might diverge from yours, for competitive side – expect strategic deliberation from all
one reason or another. So, we have some advice to guide involved as the Wonder inches closer to completion, and
your group during this process: even more so during the Wonder Roll. Weave every Trial &
Fortune into the history and build a grand tale of change and
challenges. Update the map, rewrite alliances and root the
RESPECT THE FICTION next Cycle’s characters deeply to the events ushered by the
A House might have all the adequate Surpluses for a Wonder, Wonder. Celebrate the fact that players planned it all, that
and still find no valid reason to pursue it. Perhaps there they took the reins of the story with such conviction.
aren’t enough people in Montara for a new Bastion. Or your Ultimately, you are all playing to find out what happens.
House not have the knowledge for such a grand working as
the Binding. Perhaps the player can’t even decide what their
House is pursuing a Revolution about. Make it believable and WONDER BLUEPRINTS
justified, or your entire fiction may unravel. Shattered City presents 9 Wonders for your Houses to
attempt:

BUILD MOMENTUM ◊ The Bastion: You build or restore a new district of


Even if players decide to hoard their Surpluses to rush their Montara under your control – but will it be a place of
Wonder completion, it can’t come from nowhere. Fiction peace, or tyranny?
must be served! Narrate every Surplus devoted to the Project ◊ The Crucible: Using strange and arcane arts, you rewrite
as a sacrifice or investment, and explain how and why that the very flesh and blood of a people and grant them
has happened – a great dramatic scene might be lurking just incredible new traits.
underneath the surface of the answers. Also consider that ◊ The Great Binding: You entice the attention of one of the
investing surpluses drops Mood – if they trigger an great beings of this world, becoming its favoured
Affliction, they can end up facing trouble in the fiction much servants.
more severe than a mere stat penalty. ◊ The Golden Age: You bring the greatest minds of the
borderlands together, building new systems of learning
and insight.
MIND OUTSIDE INTERFERENCE ◊ Revolution! You bring the old order down, setting up
There are two ways a project can be cancelled by outside yourself in its place.
forces. The first and most obvious is in the fiction. Say, for ◊ The Verdant Defiance: You restore life and greenery to a
example, that a House was preparing for Revolution but lost portion of the borderlands, healing the scars of war.
popular support and reached a diplomatic agreement. They ◊ Tartarus: Even a threat that cannot be ended can be
abandon the cause and thus lose every invested Surplus. stymied, distracted, tied up and bound deep beneath the
earth. But at what cost to future generations?
The second method projects can be cancelled is when other
Houses Conspire to sabotage the project, or Command to
claim critical Surpluses. If all Surpluses are removed and the
owner gives up on it, the Wonder has failed.

168
WONDERS

Your Venture’s charter to rebuild Montara was clear, and your Requirements: Engineering, Fresh Water, Land, Safety, Trade.
House has invested in the revitalisation of a whole district of
the city – a new home for its citizens, and a monument to your Permanent Bonus: Whoever controls the Bastion has access
own glory! to an extra one of their Loyalty benefits there.

TRIALS FORTUNES
◊ The Slums: Your people failed to adapt to the Bastion’s ◊ Cathedral: Your House contributed to the Bastion’s glory
rules and ended up filling its ghettos and slums. The owner with a temple to your Doctrine. Tell us what it professes
tells us what went wrong and you describe why your and what it looks like. The Owner tells us why it attracted
people remain there. At the beginning of a Cycle, whoever much more people than expected. Whoever controls the
controls the Slums can Transfer two Surpluses to the Cathedral increases their Reach by +1.
Owner to unlock an (extra) Prowler move for their Hero. ◊ University: A centre of knowledge and arts. Tell us how
◊ Plague: Nobody knows if you brought it in or if the Plague your House supports the University and the Owner tells us
simply chose you. Tell us about the symptoms and the what it looks like. At the beginning of every Cycle,
Owner tells us how the city contained it. Gain the Needs: whoever controls the University gains Surplus: Scholars
Medicine and Recruits. If the Owner donates a Surplus and Shares it with the Owner.
matching any of your Needs right now, give them Influence. ◊ The Central Bank: Somehow your people ended up in
◊ Crime Wave: So much to gain, so much to lose… Tell us control of all investment and credit in the Bastion. The
what crimes your House perpetrated, and the Owner tells Owner tells us how far your reach goes and you tell us the
us how it all ended. Transfer one of the Owner’s Surpluses circumstances that led your House to this position. With
to yourself, but lose Influence on the Owner and every your permission, Houses and Cabals can Exhaust
other House or Faction with a Fortune in the Bastion. Surpluses in the Central Bank and then withdraw their
◊ The Riots: Civil unrest swept the Bastion and your House invested Surplus at the beginning of the next Cycle, also
was right in the middle of it. Tell us about your role in it erasing one of their Needs. If you ever deny the Owner,
and the damage it caused. The Owner tells us how the you lose Influence on them.
Riots were repressed. Erase 2 Surpluses of the Owner’s ◊ Hospital: Indirectly or not, your House tends for the weak
choice. Your Hero and the Owner’s start the next Cycle and the wounded of the Bastion. Tell us what the Hospital
with one (extra) Firebrand move of your choice. looks like and the Owner tells us why your House is
◊ Horrible Pollution: The by-product of civilisation perfectly suited for the task. With your permission,
overflows and threatens the health of the Bastion. Tells us Houses or Cabals can Heal in the Hospital. If you ever
how your House is related to the source of this pollution. deny the Owner, you lose Influence on them.
The Owner tells us of the consequences. Take 2 Needs of ◊ The Great Market: You control the flow of trade that keeps
the Owner’s choice and 1 Surplus of your choice. Share the Bastion alive. Tell us how you exert this control and
one of your Surpluses with the Owner. the Owner tells us how your influence is kept in check. At
◊ Shortage: A city is always three meals away from chaos. the beginning of every Cycle, you can give a House or
The Owner tells us how it all started and you tell us why Cabal Surplus: Barter Goods to remove their Influence
your House suffered the worst of it. Transfer all the over you. The Owner always receives the Surplus and
Owner’s Needs to you, and for every Need gain one does not lose Influence.
Decree for the next Cycle. ◊ Garrison: Your House defends the city. Describe the
◊ Corruption: Worms eat away at the Bastion’s frame, outlook of these forces and the Owner tells us about the
undoing everything great people worked so hard to build. greatest challenge you faced on the pursuit of duty. The
Tell us why your House suffered the worst of it and the Owner and whoever controls the Garrison gain Guards
Owner tells us of the consequences to the city at large. Companions (Drilled, Horde) when Gearing Up.
For each -1 to Reach you accept Transfer one of your ◊ A Palace: Your House built a safe haven in the Bastion.
Needs to the Owner. The Owner tells us how you achieved such lofty status
and wealth in the city. You describe what is the most
valuable thing there and how it is kept safe. Gain +1
Reach as long as you hold the Palace. The Owner’s Hero
gains +1 Cunning as long as the Palace is occupied.

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CHAPTER 5: THE CHRONICLES OF MYSTHEA

“Those who do not move do not notice their chains.” DESCRIBE THE CHANGE
- Rosa Luxemburg If the change is towards a specific end, the Owner chooses a
Hostile Ground on the map where the Subject now has
Life and entropy play a cosmic game of cat and mouse. A Advantage. The Subject can choose other Hostile Grounds to
game you decided to rig by changing someone’s nature, their adapt to, but must choose an aspect of their essence
very essence. And now there is no knowing where it will go replaced or changed for each further adaptation:
from here, where it will end… and who will win, if anyone at all.
◊ What they consume to live.
Requirement: Medicine, Scholars, 3 Lore, 3 Arts, a Key to the ◊ Their external appearance.
Subject’s very being. ◊ One of their senses.
◊ Their voice and language.
Note: This Wonder is special in not requiring a Wonder roll.
Houses who don’t play a role in this transformation sit on the If the change runs rampant, the Owner picks a fundamental
sidelines, though they still have their own voice on the part of the Subject’s nature that changes first. The Subject
impacts on Montaran society. decides how many other changes they go through, up to and
including completely changing their House Playbook.
CHOOSE THE SUBJECT
Your own House: The change draws a rift between you and The Subject can erase any and all of their Influence on other
your former Allies. Mutually erase Influence on every House factions as alliances shift under the strain of trans‐
& Cabal. Regain Influence on those to whom you give proof formation. For each Influence erased, they gain 1 Decree in
(real or not) of your unchanged essence. the first City phase of the next Cycle.

Another House: DESCRIBE THE CULTURAL SHIFT


◊ If with their player’s full consent: You unleash the change The further the Subject evolves, the more distant they seem
upon the Subjects to become either a feared scourge or from the mundane realities of Montara. For every Alliance
their wise benefactor. Gain Influence over each other. the Subject decides to break with any House or Cabal, they
◊ If without their consent: The change affects a fraction of can pick one of these permanent benefits:
their number, who form a new Cabal.
Give the Cabal two of the following: a name, a unique ◊ They redistribute their Reach/Grasp/Sleight values.
advantage gained, a resulting tradition, and a cultural ◊ Their Awoken, Chimera, or Foundling Heroes start with an
taboo. The Subject states the other options. extra Hero move.
◊ Their Singer, Storyteller, or Warlock Heroes start with an
A Cabal: Same as “with full Player consent”, above. extra Hero move.
◊ They gain a brand new House move to represent their new
DECIDE ON THE METHOD outlook – designed by them or the player of their choice.
If the Owner did this to themselves, move to the next step.
If the Owner visited The Crucible on others, they say how… TELL THE SUBJECT’S STORY
◊ Reach: By convincing the Subject to embrace it. Then, the Subject asks the other Houses:
◊ Grasp: By forcing it upon the Subject.
◊ Sleight: By quietly infecting the Subject with it. ◊ Which of you came to our rescue and helped us build a
community? They get Influence over you.
The Owner gains lasting Disadvantage on the relevant Stat ◊ Which one of you uses our new art in one of your most
for the next Cycle as their peers grow wary of their actions. important rites? They describe it and give you Influence.
The Owner describes the traumatic process the Subject will ◊ Whose youth is enthralled by our new forms and ideas?
undergo. The Subject tells us how it affected their culture. They say what is so appealing, and give you Influence.

The Subject gains a House move, related to the method: PLAYING THE CRUCIBLE
◊ Reach: A new House Move from the Owner’s playbook. The Crucible is all-encompassing, intimate and life-chan‐
◊ Grasp: A new House Move from the Subject’s own ging. It affects the Subject deeply, letting them recreate their
playbook, as resistance brings their people together. House playbook from scratch… and then some! It changes
◊ Sleight: Some other House’s Doctrine or Alliance Move, your web of alliances drastically, leaving a deep impact on
as they lend the Subject much needed aid during the Montara’s culture.
mysterious transformation.

170
WONDERS

You have enticed a powerful sentience from this strange and


broken world to your service and honour – in a delicate and COUNCIL ROLES
complex ballet of masters and servants. Heroes may gain access to an additional Role, according to
their House’s position on the Visitant’s council:
REQUIREMENTS
◊ Barter Goods or Artisans, to become the Binding’s THE BUILDERS
Builders. The Visitant wishes to rebuild the splendour of ages gone by.
◊ Defences or Safety, to become the Visitant‘s Guard. You are the ones toiling to make it happen.
◊ Luxury or Trade, to become the Visitant’s Tenders.
◊ Scholars or Prestige, to become the Visitant’s Diviners. � Mark when you accept a quest to change the world. The
◊ Summon the Visitant – performing a rite of power in a Visitant will gift you a Relic to aid in your quest. The GM
place of solace and beauty. says how your actions end up remaking more of the world
into the Visitant’s image.
The Binding can be cooperatively built and attended by up to
four Houses, who will divide the duties above. One House THE GUARDS
can embrace any number of these duties. Many seek to enslave or destroy the Visitant. You are the
ones protecting those fools from its horrible wrath.
SUMMONING THE VISITANT
When summoning the Visitant, those who contributed � Mark when you vow to defend the Borderlands and the
determine among themselves the nature/identity and core Binding. On the brink of defeat, call upon the Visitant to
agenda of the Visitant, if this has not already been rain destruction on your foes. You choose what will be
established in the Fiction. forever scarred by its devastation: the land or its people.

The Requirement Surplus is not erased, but set aside to THE TENDERS
support the Binding and its Visitant. If it is lost, that position For all its might, the Visitant is but gossamer and shadow –
in Council is lost – unless another Council member can fill in, an idea wrapped in and held together by magic. Without your
providing the required Surplus. care and it would simply unravel.

Those who didn’t take part in the Wonder say one way the � Mark when you put the needs of the Visitant above that of
Visitant wreaks havoc on their House’s holdings, society or those who trust you the most. The GM will say how the
plots, and gain a Need of the GM’s choice. Visitant hungrily demands for more. You say what miracle
it performs once it is properly nourished.
PERMANENT BONUS
Houses not on the Council can Research by spending Arts, THE DIVINERS
donating it to the Council. It does not think like us – in scope, scale, or depth. If not for
your studies and wisdom and all its knowledge would be lost
Once per Cycle, Houses on the Council can petition the as mere myth.
Visitant for a powerful boon for free. They pick one:
� Mark when the Visitant’s prophecies reveal the fate of your
◊ The Visitant reveals a secret no one could possibly know. loved ones. Intertwine their future with that of a Cabal of
◊ The Visitant places its potent force at your disposal in a your choice. The GM will tell us if the Visitant has seen
conflict. their corruption, glory or downfall.
◊ The Visitant grants you a unique Relic from its hoard.
◊ The Visitant provides intelligence on your House’s
enemies.
◊ The Visitant applies its wisdom and outsider moral
perspective to propose a solution to a problem facing
your House.

The petition must be made in person by a Hero, whose player


must complete a Role set by the Council in accordance with
the Visitant’s own motives and agenda.

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CHAPTER 5: THE CHRONICLES OF MYSTHEA

Your House pooled the greatest minds of your time in a period Requirements: Leadership, Luxury, Prestige, Scholars, Wealth.
of prestige and enlightenment. All flock to your banner, ready
to follow your House into the future. Permanent bonus: Whoever has authority over the collective
gains Surplus: Scholars at the beginning of every Cycle.

TRIALS FORTUNES
◊ Bend the Knee: Your people embrace the Owner’s culture ◊ Philosophy School: Your House’s wise ones create a
in lieu of their own. Gain one of the Owner’s Inheritance lasting pillar of knowledge. Tell us of its essence and the
moves for your Heroes during the next Cycle. Also, Owner tells how their culture embraced (and changed) it.
Transfer Leadership or Morale to the Owner. Tells us what You gain the Owner’s Alliance Move for the next Cycle,
aspect of your culture your people ignored and the Owner and they gain yours – permanently.
tells us what you embraced of their culture. ◊ The Fostering: The brightest minds of your House joined
◊ Bitter Farewell: The brightest minds of your House leave the Owner’s House. Tell us how they made your House
to join the Owner. Tell us who left and the Owner tells us proud, and the Owner tells us why most never returned
what they have achieved. Transfer Scholars and home. You and the Owner gain each 3-Arts and Lore in
Leadership to the Owner and gain Influence on the Owner, any combination.
as your former kin intercede in your favour. ◊ The Great Finding: Bold explorers found a ruin in your
◊ Great Dungeon: Your House donates (or downright loses) lands, full of treasures and relics. You and the Owner
all its Arts to the Owner, but describe a haunting menace salvage 2-Arts each. Also, name 3 Surpluses that can be
that emerged from their careless research of the past. If found there, and The Owner describes the risks that need
you have no Arts to give, the menace afflicts your House to be braved in order to acquire them.
instead as the Owner digs too deep for answers in your ◊ Paradigm Shift: The Owner’s doctrine validates and
domains. spreads your most basic beliefs. Tell us what aspect of
◊ One Truth: The Owner’s Doctrine put your most basic your culture was embraced across the Borderlands and
beliefs in check. Tell us what belief was questioned and the Owner tells us how people changed it over time. Any
the Owner tells us how this new notion spread across the House who gives you Influence gains your Doctrine move
entire Borderlands. Transfer Morale to the Owner. for the next Cycle in addition to their own. The Owner gets
◊ Erase the Past: The future is so bright that you struggle to yours for free.
hold onto your past. Tell us what tradition your House held ◊ Building the Future: The deeds and names of the Cycle
on to above all others, and the Owner tells us of the will be remembered forever. Tell us what tradition your
consequences. Gain a new House move, but give people decided to elevate above all others. For the next
Influence to the Owner and another House or Cabal of the Cycle your Heroes and the Owner’s can choose the
GM’s choice. They provided for what you were lacking Magician Role: “Mark when you lead your House in a great
during this Cycle. work of creation to change the world. Say what it’s meant
◊ Censured Heresy: A dangerous new custom was adopted to achieve; the GM says what you must change to make it
during the Golden Age with dramatic consequences for a reality.”
your House. The Owner tells us what it is and you tell us ◊ Radical Notion: Your people are infected by enlightened
why you were particularly vulnerable to it. You and ideas and a rebellious spirit. Tell us what changed in your
whoever else the Owner decides gain Need: Safety, governance. The Owner tells us how it affected their
Justice or Medicine. House as well. Your Hero and the Owner’s start the next
◊ Close the Border: Your House fears being swallowed Cycle with one (extra) Firebrand move.
whole by the Owner, and decides that xenophobia is the ◊ Cultural Integration: Your House embraced change and
only possible answer. Tell us what sacrifices were made. became an integral part of the broader culture ushered by
Set you Reach to -1 for the next Cycle but tell us how the the Golden Age. Tell us how it changed your House’s
new House Move your just gained saved your people. essence. Form a three way Alliance between you, the
Owners, and a Cabal of the Owner’s choice.

172
WONDERS

“Things fall apart; the centre cannot hold; Requirements: Justice, Leadership, Morale, Scouts, Spies.
Mere anarchy is loosed upon the world,
The blood-dimmed tide is loosed, and everywhere Permanent bonus: So long as you hold the authority of the
The ceremony of innocence is drowned; Revolution you may declare a single simple rule for society
The best lack all conviction, while the worst to follow at the beginning of each Cycle. Anyone who breaks
Are full of passionate intensity.” the rule immediately loses Influence on you.
- The Second Coming, William B. Yeats

TRIALS FORTUNES
◊ Peasant Uprising: Your workforce supports the ◊ The People Unite: The ideals of the revolution spread and
Revolution. The Owner tells us what tragic event sparked create a cohesive response across the Borderlands. Tell
riots, and you tell us how they were harshly put down. us what shattered this peace, and the Owner tells us what
Erase one of your Surpluses and gain a Need of the traces of this widespread alliance remains. You and the
Owner’s choice. Any Martyr Hero you have during this Owner gain Influence with every other Cabal as the
Cycle starts with one extra Move. current of goodwill overcomes all differences.
◊ The Wheels Break: The Revolution’s upheaval brings your ◊ Charity Without Frontiers: In this time of turmoil you
economy to a screeching halt. Describe for us a striking become the gentle arm of respite in the Borderlands,
sign of these lean times. Transfer one of your Surpluses whether you support the Revolution or not. If you have
to the Owner, and gain +1 Grasp as your House becomes Needs in common with any faction, both of you Erase it.
hardened by the harrowing times. The Owner tells us what ended this noble enterprise.
◊ Colonial Exploitation: The Revolution failed to improve ◊ The Company: The Revolution was an opportunity for your
the lot of your people. You ended up being conquered, House to exploit less united groups. Pick a Resource no
subtly or not, by a Cabal chosen by the Owner. They gain other House or Cabal has and gain it as a Surplus.
Dominion over you. Tell us how the new House Move you Distribute it as a Surplus or Need to every other House or
just gained saved your people. Cabal. The Owner gains Influence on every House and
◊ Cycle of Servitude: In spite of the Revolution’s winds of Cabal but yours, making a united front against your
change, the shadow of slavery covers your domain. Tell us mercantilist oppression.
who enslaved who, and the Owner tells us how the ◊ Cycle of Freedom: People worked for freedom across the
abominable practice ended. You gain the Need: Justice, Borderlands. Describe your House’s revolutionaries, and
and you and the Owner Share Surplus Recruits. the Owner tells us how they fought for the cause. Your
◊ The Coup D’etat: Your leadership failed in face of the Hero and the Owner’s start the next Cycle with one (extra)
Revolution. The Owner tells how plotters attempted to Firebrand move of your choice.
depose them, and you tell us how your leaders faced the ◊ Enlightened Rule: The rulers of your people smoothly
challenge. Start a Conflict with a House or Cabal of the embrace the Revolution. The Owner tells us what aspect
Owner’s choice, and tell us of their role in the Coup. of the Revolution you embraced. You tell us how much
◊ Anarchy Reigns: Your hierarchy collapses in the face of your House changed because of that. Your Hero and the
the new order. Tells us of the riots and their Owner’s start the next Cycle with one (extra) Veteran
consequences. You have no choice but to default on old move of your choice.
deals: break every Alliance and Cease every Conflict right ◊ Disaster Relief: A disaster struck the Borderlands and the
now. You gain Need: Safety. Revolution closed ranks to provide humanitarian relief. The
◊ The Masters’ Leash: The rulers of your people react Owner tells us of the disaster, and you tell us how the rulers
harshly to any signs of the Revolution, stomping it out. Tell managed the crisis. You and the Owner both gain Influence
us what sacrifices were made to preserve the status quo. over a third House or Cabal of the Owner’s choice.
Gain +1 Sleight as your people become devious and ◊ The Militant Arm: Your House couldn’t simply watch the
militant, but gain the Need: Justice and Safety. And you Revolution unfold without taking action. Tell us if you
give the Owner nothing! stood for or against the Revolution. Give any House or
Cabal but the Owner the Need(s): Justice, Recruits,
and/or Safety. Take each different Need you distribute as
a Need for yourself.

173
CHAPTER 5: THE CHRONICLES OF MYSTHEA

You know deep in your bones that to rebuild you must first Requirements: Crops, Freshwater, Land, Morale, Recruits.
dirty your hands in rich soil and toil under the sun. It’s hard
work, for hearty people. You are ready. Permanent bonus: The Owner can erase an outstanding
Crisis, defused by the exploding population or abated by the
plenty and prosperity ushered in by the Verdant Defiance.

TRIALS FORTUNES
◊ The Curse: Prosperity becomes excess and vice and the ◊ The Rangers: A whole new frontier opened up under your
hard earned bonanza starts to be taken for granted. Gain watchful guidance. For the next Cycle your Heroes and the
Surplus: Barter Goods or Recruits, but also gain a special Owner’s can choose the Ranger Role: “Mark when you
Need: Curse. Erase 3 instances of Surplus: Morale, Trade, vow to defend the Defiance wilds. The GM says what you
and/or Wealth to finally lift the Curse. need to leave behind to become a Ranger. Say how you
◊ The Lore of the Fields: Your people depend wholly on learned to turn the land against invaders and predators”.
others to provide for them. Gain Surplus: Barter Goods or ◊ The Keepers: The rituals used to create the Defiance also
Recruits, but give Influence to the Owner and a Cabal of awakened natural constructs to tend over this beauty. Your
their choice; they provided for you during this Cycle. Awoken Heroes and the Owner’s start each Cycle with one
◊ The Great Famine: Hunger can’t be tolerated when extra Awoken move of your choice – as long as they are
abundance prevails. Over the next Cycle, if you don’t have made of verdant matter.
Surplus: Crops and Freshwater gain Need: Morale, Luxury ◊ Care for the Land: Your people thread layers of verdant
and Recruits. You and the Owner gain 2 Decrees to abate streets, well tended land with bountiful harvests and
the tragedy. healthy woods. Pick one settlement important to your
◊ No Way Back: The Defiance revealed a deficiency so House and fulfil two requirements for the Bastion Wonder
severe that your people refuse to go back. Share Surplus: there. If someone invests this Fortune in the same
Barter Goods or Trade with the Owner. If at any point settlement, they gain Advantage on its Wonder roll.
during the next Age you don’t have both Surpluses, gain ◊ Care for the Waters: You harvest fresh water with a
Need: Morale. profound respect for its cycle. Add two new rivers or lakes
◊ Exodus: Grass is indeed greener on the other side. The to the map, near your holdings. They become connectors,
Owner places newly cleared Surplus: Land and Fresh and whoever controls them gain Surplus: Fresh Water and
Water on map. Draw a settlement of your people close by. Crops.
Make it into a new Cabal and Transfer two Surpluses to ◊ Care for the People: Well fed, motivated, healthy; it is no
them, while the Owner Transfers two Needs to them. surprise your people flourishes and their numbers multiply.
◊ The Company: The Defiance was an opportunity for your Over the next Cycle, when you acquire two of Surplus:
House to exploit the less united. Gain a Green Defiance Recruits, Barter Goods, and/or Medicine, you gain
requirement as a Surplus. Distribute it as a Surplus or whichever one you don’t already have.
Need to every other House and Cabal. The Owner gains ◊ The Sacred Garden: You tend a wondrous grove. Gain
Influence on every House and Cabal but yours, building a Surplus: Medicine and Progress and place both on the
united front against your profiteering. map as the Garden. Whoever controls it holds the cure for
any disease and can Heal, even after the Surpluses are
spent.

174
WONDERS

Imagine something so powerful and evil that it cannot be Requirements: Engineering, Leadership, Scholars, Wealth,
destroyed, but it will surely taint the Borderlands and everyone Hold the threat in place.
in them. But you have contained, stopped it… for now.
Permanent bonus: Tartarus banishes or imprisons the threat;
the Owner describes the Hostile Grounds that form around it.

TRIALS FORTUNES
◊ Tainted Land: There was no way to stop the Threat’s poison ◊ The Fortress: Your House has sworn to stand watch over
from seeping to the lands around Tartarus. The Owner says Tartarus to eternity. Draw a fortress you built overlooking
how quickly the Hostile Grounds are growing. Each Cycle, Tartarus. Name 3 Surpluses that will always be available
Houses/Factions bordering the Hostile Grounds gain to whoever holds the fort, and the Owner names a Surplus
Need: Land or Freshwater. This can only be stopped by a that must be erased each Cycle in order to maintain it.
Warlock, who can Unlock Crops if successful. ◊ The Architects: Some chosen members of your people
◊ The Doomsday Cult: There will always be carrion birds, worked side by side with the Owner to build Tartarus. Start
living off ruins and misery. The Owner tells us where the next Cycle as the Toiler, the Veteran, or the Warlock,
these cultists came from. Every Cycle, Houses/Factions picking an extra move when building them. Others can
bordering Tartarus gain Need: Safety or Trade. This can start with an extra move as one of the other two Heroes if
only be stopped by a Sentinel, who can Unlock Prestige they give you Influence.
if successful. ◊ The Groundskeepers: Your House has formed an order to
◊ Pilgrimage: There are those who come from far and wide maintain Tartarus and fend off invaders who might release
to worship Tartarus and all it means. The Owner draws on the Threat. Start the next Cycle as the Awoken, the
the map their route and the slums they now inhabit. Every Sentinel, or the Veteran, picking an extra move when
Cycle, Houses/Factions bordering the Hostile Grounds building them. Others can start with an extra move as one
gain Need: Justice or Luxury. This can only be stopped by of the other two Heroes if they give you Influence.
a Singer, who can Unlock Recruits if successful. ◊ The Quest: It is not over! The Threat might return and it
◊ Grave Robbers: There are those who lust for the perceived has fallen to you and your people to finish what the Owner
riches Tartarus might contain. The Owner tells us about has started. Start the next Cycle as the Awoken, the
the lowlife behind this vilified gang. Every Cycle, Houses/ Chimera, or the Warlock. If you manage to fulfil all four
Factions bordering the Hostile Grounds gain Need: Roles you may neutralise the Threat once and for all. Gain
Wealth or Defences. This can only be stopped by a Influence from every House and Faction across the
Survivor, who can Unlock Trade if successful. Borderlands if successful.
◊ Cursed Lineage: The twisted forces contained by Tartarus ◊ The Prophecy: From your House come words of wisdom on
mutated some of your people into these wretches, who how to heal the land. State four Roles distributed between at
banded together for mutual protection… and bloody least two, and no more than four, different Heroes. If the
revenge. The Owner tells us of the powers this Lineage sequence you predicted is fulfilled and Heroes are
now wields. Every Cycle, your House gains Need: successful in their prophesied Roles, erase the Hostile
Medicine or Justice. This can only be stopped by a Grounds and place 3 Surpluses of your choice there.
Warden, who can Unlock Wealth if successful. ◊ A Shadow of the Past: You can feel it calling you and your
◊ Exodus: The memories of the horror won’t leave you, and people, and you are sure it can be tamed and used for the
your people can only find peace far away from Tartarus. greater good. State a Wonder that, if completed, will
The Owner tells us about their destination and the trials unleash the Threat once again into the Borderlands,
they face on their journey. Every Cycle, your House gains perhaps greatly changed. Gain through fate and chance 3
Need: Morale or Recruits. This can only be stopped by a required Surpluses for the stated Wonder.
Toiler, who can Unlock Leadership if successful.

“Unlock” means that the faction holding the listed Tartarus is unique: it’s a reaction to a Threat that can’t be
Needs erases them and gains the listed Surplus instead. confronted or solved otherwise. It’s the ultimate
To be successful in a quest a Hero must fulfil two Role common good Wonder – everyone should help as much
conditions with the specific goal of solving the quest. as possible to avoid any Trials plaguing the land. As you
probably noticed, the Owner gains very little besides
Tartarus will become the linchpin of your next Cycle (or narrative control. Their main reward is that the Threat is
two) as Trials are resolved. If ignored, they’ll fester and sealed away – and it should only return after plentiful
taint the surrounding lands. foreshadowing and ignored warnings.

175
CHAPTER 6
ARCANE DESIGNS

IN THIS CHAPTER:
DECIDE YOUR MOOD 178 PLAYING THE OCCUPIER 184
GUIDING LIGHTS 179 TELL YOUR STORY 185
TRIGGER REACTIONS 181 MENACES WE FACE 186
ACCOMMODATE YOUR PLAYERS 183 EXAMPLE FLASHPOINT: THE REVOLT 192
CHAPTER 6: ARCANE DESIGNS

Shattered City starts in year 770 of the Ilvashan calendar. For Your grand tale will span decades of intense change and
all the suffering and effort it has already caused, the upheaval. It’ll visit the action on the battlefields and the
Dulkodel War shows no sign of coming to an end. The deals in the courts of power, and star scheming nobles and
Kingdom finds its forces without the strength to definitely bold merchants. But your story also belongs to families
break Kitrea, and the wounds it deals to the Empire, though struggling to survive in the war-torn ruins, to veterans trying
deep, aren’t be able force a surrender. For their part, the to find a place in a world that doesn’t need them anymore, to
Imperial’s leaders believe that surrender would mean the nobles torn between lofty ideals and the harsh, ugly reality…
death of every single one of them by the hand of their abused and the intimate moments that define true friendship and
subjects and vengeful enemies. There is too much bad blood, love amongst them all.
crimes too terrible and dark for forgiveness or compromise.
If you focus on the Heroes’ dramas alone, you will miss the
What role will the Montaran Venture play across this saga? sweeping tide of history. On the other hand, tell only the
Will its Heroes lead the final attack on the Kitrean Capital? Or broad strokes of House histories and you’ll miss the full
thwart the attack and bring a ceasefire, through covert scope of what is at stake. Your tale of these Borderlands
action or mystical might? Will they form an independent must find balance between subtle emotion and epic scope –
state on the Borderlands – and how will the King react to from brief words shared between a mother and child, to new
their brazen challenge? traditions laid down over generations.

We must play to find out what happens! Here, we will explore how to achieve this balance.

The most subjective and powerful tool at your disposal is a Keep in mind that every conflict should be resolved based on
consistent mood. Every chronicle in Montara will surely flow how much you are willing to sacrifice for victory. Reward
from one of our suggested moods to the other at some ambition, audacity and pragmatic politics. And as the stakes
point. Likewise, every Hero and House can be built and get ever higher, so will the risks taken… and the costs of
played focused in any of them. Rest assured that in due time defeat. Highlight it in the gory details of a desperate battle in
you and your group will find your own particular voice – we the mud or on the suspense on the eve of a coup.
hope it is bold and original!
In this mood, the Guilds are the face of the countless crimes
The trick here is to search for material that evokes your of colonialism, military intervention and occupation. The
intended mood: inspiring lyrics and haunting songs; the Guild’s presence here shouldn’t be a good thing in any of
daring aesthetics of movies, comics, and games; the Heroes, these moods, but in this one you should really twist the knife.
plots and language from series and books, both classic and Look through history for stories of colonial excess and
contemporary. With each choice, you add depth. And each atrocities, but make sure you’re not just using the suffering
shared reference conveys more about the game than any of real world people as a tantalising gloss on your stories –
rule, any explanation. treat their histories with respect.

What, then, is Shattered City for you?


AMystheans
(NEW) WEIRD TALE
have clear proof that they live in a cold and hostile
ATheDARK WAR STORY cosmos: the crystal source of all mystical energies, the
Venture forms within Montara against a background of Henakor, is a blade in the planet’s heart. The endless storm
broken hearts, bodies and walls. Every soul our Heroes meet hides a world that is slowly but surely dying. Though no
bears a scar, a tragic memory of loss and want – staining all evidence persists of a time before the world’s breaking, your
their motivations and methods with cynical pragmatism or adaptation to life on Mysthea is limited… and to go mad in one
nihilism. The horrors of the War has taught its survivors to way or another is, perhaps, only a matter of adaptation.
fight tooth and nail, seizing any advantage, exploiting any
weakness. Don’t expect courtly innuendo and gallant The Weird Tale’s essence lies precisely in this disquieting
knights, but instead plot out skirmishes and wicked feeling that nothing is as it should be: broken minds, revolted
sabotage, cold betrayal and conspiracy. flesh and surreal landscapes, mutating each other in a merry-
go-round of labyrinthine cities, dreadful cults and baroque

178
GUIDING LIGHTS

rites and festivals. A Weird Tale aims to unsettle and evoke dear. Focus your story less on political struggles and the
wonder. Take your Heroes through heroic journeys filled with moral quandaries of waging an ethical revolution, and
symbolism, abusing mirrors, masks, trances and visions. instead dive into the staples of classic fantasy adventure.
Focus on the alien elements of each creature in your society Fight clear villains, solve arcane mysteries, find new homes
- even humans. Keep Titans impossibly vast and unknowable for your people and face down titans in incredible battles.
in their intentions. Never forget ambience as the perfect tool
to reflect people’s anguish and the land’s strangeness. In this mode it’s best not to have a player control the Guild –
let the occupiers be clear villains or misguided and
Villosi and Verdant Heroes are almost by definition weird, ineffectual bureaucrats, just another obstacle for your
whatever their choice of Heroes. Everything they do can be Heroes to overcome.
interpreted as an omen or miracle, more so if wielding the
Quiet Arts… and its many horrifying consequences. Remember that an epic can also be a saga, a tale about your
Heroes’ rise to power and the ascension of their Houses. Play
In this mode, drive home the foreign nature of the city’s new with the fate of nations and stage your tale across the
masters. Underline their strange customs, their uncanny sprawling mountains, rivers, and forests of the Borderlands.
magic and fanatical beliefs, the way they re-purpose familiar Show them how vast the world really is to give them a
landmarks into something unsettling. And keep their true measure of the impact of their actions. Let them reshape
goals for Montara as a chilling mystery... reality through the power of their Covenants, their memories
and passions. Show Heroes that the changes they fight so
hard for do make a difference.
AKingBRIGHT EPIC
Ahatils indeed inspired an age of valour in this realm, Sentinels and Wardens tinge every scene with noble
though not in the way he may have wanted. His War, and all aspirations and goals, while the Rebel Underground and
its many horrors, has created a crop of Heroes across the Order of Kyradar – more than any other House – can be built
Borderlands fighting for freedom, peace, and those they hold as forces for honour and freedom.

PROMOTE YOUR AGENDA SAY WHAT YOU MUST


Your Agenda is the core philosophy of running Shattered This is a conversation. Always remember that you must say:
City. Everything you do should serve your Agenda – it’s why
you’re playing. ◊ What the Principles demand.
◊ What the rules demand.
MAKE THE WORLD SEEM REAL ◊ What your prep demands.
If the world’s not believable, you’re going to have problems. ◊ What honesty demands.
Make sure to stay grounded and human even in the most
fantastical situations. WHAT DOES YOUR PREP DEMAND?
Between sessions you might decide things about how the city
MAKE THEIR LIVES EPIC functions, what dangers lurk out there in the borderlands, and
Everyone’s here to make interesting stories. The Hero’s the goals, strengths and needs of Cabals. You might think
successes should be momentous and their failures should about scenes you’re excited to see, and even speculate about
be infamous – give them every chance to avoid mediocre or how they’ll play out, but a key part of running a game well is
petty outcomes. being fair. You shouldn’t negate a player’s victory by inventing
new threats or rewriting old ones, but neither should you
PLAY TO FIND OUT WHAT HAPPENS change things around to make things easy for them – the
This is your reward and your goal: there’s no pre-planned Heroes should live interesting lives, not effortless ones.
story, and no assumed future. Just the logical
consequences of the players’ actions in the world, and the Your prep is there to remind you of what’s been established
story they create. Avoid getting bogged down in planning: so far, and help keep your group’s story grounded and
feel free to imagine possible situations and interesting consistent, but it shouldn’t be a cage around your
conflicts to bring out, but stay ready to ditch everything in imaginations. When they try something unexpected,
response to the player’s choices. consider the situation in the fiction, the rules, and the
Principles, and say what makes sense to you.

179
CHAPTER 6: ARCANE DESIGNS

BE EXCITED TO SEE WHAT THEY DO NEXT


REMEMBER YOUR PRINCIPLES Like any audience member, you’re here to celebrate their
Your Principles are how you pursue your Agenda. They’re victories and mourn for their losses. Put them into interesting
guidelines to keep in the back of your head as you play. situations, but never force them in a particular direction.

SHOW A DEFIANT LAND RAVAGED BY WAR APPLY CONSEQUENCES ELSEWHERE


From the ruined streets of Montara to the wildest reaches of Sometimes it’s better not to show the Heroes the
the borderlands, signs of violence and loss are ever-present. immediate consequences. Make a note and bring them to
Show these scars, but also highlight the unyielding nature of light later. Make sure their source is clear when they’re
those who bear them. revealed, so that it’s clear you’re not just inventing extra
adversity as a power trip.
HELP THEM DREAM OF A BETTER WORLD
Set everyone’s eyes to the future. Their desperate struggles and ASK QUESTIONS AND USE THE ANSWERS
glorious triumphs are all a victory over the hungry darkness of Use questions to focus the group’s imagination on specific
the War. But whose dream are they working toward? elements of the world. When you want to highlight
someone’s day to day life, motivations, or history, just ask
FILL THE WORLD WITH RUINS them. Their answers tie them to the world and give you
As you describe the world, fill it with mystery and history. foundations to build your own ideas on. Avoid completely
One lives in a giant crater; what carved it out, and what was open questions, though: asking a player to decide too much
there before? Are those hills, or ruined temples? might make them feel crushed by the responsibility, or force
you to step on their toes if something they suggest is
REVEAL AN EERIE WORLD harmful to the tone you all want from the game.
In the sites stained by violence or polluted by magic, echoes
and surges make perfect reminders of how broken and mad BE FLEXIBLE WITH YOUR RESPONSIBILITIES
the world truly is. Take time to make this world a reality. Sometimes it’s more interesting to put decision-making
power in someone else’s hands. This can be one of the
BEGIN AND END WITH THE FICTION players, giving them the choice of how a situation resolves,
Remember that moves and their effects exist only within the or letting them say what’s happening when the spotlight
fiction unfolding at the table. When your players make a moves to them. It can even be one of your Heroes, letting you
move, its trigger should colour its results, and its results make the choice that makes sense according to the Heroes
should be concretely contextualised in the fiction. and world as established.

WAR HAS NO STATUS QUOS When you want to introduce someone or something to
The easiest way to make your game dynamic is to always be the group, it’s effective to get the player’s help.
ready to destroy, uproot and mutate the people, Cabals and Describe three adjectives tied to it, and then ask the
settlements in the world. Don’t trivialise the Heroes’ achieve‐ Heroes for signs of these qualities, something
ments, but make sure they have to work for their security. palpable and visual. Let your players surprise you and
take part in the joy of creating this world!
DRAW MAPS, LEAVE BLANKS
Shattered City is grounded in the landscape. Houses fight A HOUSE IS A GROUP OF INDIVIDUALS
over natural resources and political borders, Heroes explore Even when actions are happening at the House level, you can
mysterious structures and find stranded settlements, and put actions and reactions within the context of a member
natural disasters sweep across the land. A map helps you learning information and making choices – either their main
track these and keep everyone on the same page – but Hero or an incidental Hero invented for this moment. “Lex,
remember to leave room to add and adjust elements. you’re the first to see the scouts return. As they unpack they
shout up a report – Sanguine Monks are on the move
WRITE HISTORIES, AND REFERENCE THEM southwards”.
Shattered City is also deeply rooted in history. Keep a record
of the significant events of each Cycle. Flesh out the past MAKE YOUR REACTIONS LOOK NATURAL
whenever you can. When you’re looking for ideas, consider When you use a reaction, consider the current situation and
how these past events might cause new troubles. where you’d like the story to go. But don’t describe your
reactions through that meta-textual lens: channel your
NAME PEOPLE, KNOW WHO BACKS THEM reactions through established parts of the fiction and
Everyone has the potential to be important, and having a maintain the illusion that they’re a natural consequence of a
name keeps them memorable. As everyone’s a member of a living, breathing world.
clan or cult (however estranged) consider where they could
get help once Heroes start making trouble.

180
TRIGGER REACTIONS

Reactions are the precise tools you use according to your


Principles to pursue your Agenda. When the conversation
slows down or passes into your hands, make a reaction that YOUR REACTIONS
guides the story’s pace and topics towards whatever you feel REVEAL AN UNWELCOME TRUTH
best serves the Agenda, the Principles, and the particular Something about the world is more dangerous than the
creative goals of your group of players. players thought, or one of their strengths is revealed to be
less potent (or reliable) than they were expecting. Use this to
add tension to the scene, but not necessarily in a way that
USING REACTIONS demands immediate action.
As the GM you’re here to manage the pacing of the game,
push the players towards interesting decisions, and play the PUT SOMEONE IN A SPOT
world and its inhabitants. As such you don’t make moves so Force someone into a situation where they must make a
much as reactions. You make reactions in three situations: decision. You can describe the situation and give them their
options, or you can show that their current situation is
◊ When a player rolls a 6 or lower on a move. untenable and let the player decide what decision they make.
◊ When everyone’s looking to you to find out what happens Use this to bring the scene’s tension to boiling point.
next.
◊ When the players offer you up a golden opportunity. TELL THEM THE CONSEQUENCES AND ASK
If the thing a Hero’s doing may cost them, you can say what
To explain that third point, it’s when the fiction so far has the consequences will be and ask if they still want to go
established that one thing will follow on as a direct through with it. This way you can complicate their life while
consequence from another. If it’s been previously established giving them the power to choose how much they suffer.
that opening a mystically sealed door will collapse the ceiling,
and a player describes their Hero open the door, that’s a SEPARATE THEM
golden opportunity. Less dramatically, it’s what happens when Stop the players working together. At the Hero level, a
a PC makes a faux pas in a foreign court, when they collapsing ruin might leave two players stranded away from
consciously take the last supplies an expedition had, when the others; at the House level, a river in flood could divide the
they do something you want to immediately respond to. The Borderlands and stop Houses from trading. In traditional
difference between this and the first two categories is that the RPGs splitting the party can bring the game grinding to a halt,
GM can actively interrupt a player’s narration to give an but the Apocalypse Engine in Shattered City helps you keep the
immediate reaction. The GM should only do this when the game’s spotlight flexible and highlight a Hero or House’s
trigger has been previously established. strengths and weaknesses when isolated from the others.

When you make a reaction, it can be hard or soft. TAKE AWAY THEIR STUFF
Heroes have interesting gear, helpful followers, useful
A soft reaction is one that leaves room for the players to react assets and strategic territory. Don’t be afraid to take some of
– for example, describing a cache the Heroes spot on the that away through sabotage, thievery or flaws. Make them
other side of a chasm (Offer an Opportunity) or that a soldier want to get it back.
raises her spear and charges the Sentinel (Put Someone in a
Spot). Once you’ve described the reaction, you ask the players APPLY POLITICAL CONSEQUENCES
what they do and work through the actions they describe. Anything they do can have political consequences, within
Generally, when the players look to you, you make a soft move. their Venture, back in the Capital or among the people of
Montara. One person’s actions can jeopardise ancient
A hard reaction is one that cuts straight to the alliances or undermine a House’s dominion.
consequences. They tread on a weak roof section and fall a
few stories (Deal Harm as Established), or they get home TRAP THEM
and find that their brother’s lost their food stocks on a bet Put the Heroes in a situation where their options are severely
(Erase a Surplus). When a player rolls a 6 or less or triggers limited. This could be literal (bound and locked in a cell) or
a golden opportunity, it’s your cue to make a reaction that’s more fleeting (pinned down by a siege). On the House level
as hard as you like. A threat introduced by a soft reaction can you can restrict a caravan’s ability to escape an ambush,
also lead to hard reactions down the line if the players have an important operative go missing, or trap them in a
overlook it or decide to focus their efforts on other dangers. web of obligations.

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CHAPTER 6: ARCANE DESIGNS

DEAL HARM (AS ESTABLISHED) SHOW THE CONSEQUENCES OF PAST DECISIONS


If the fiction says someone should get hurt, hurt them. If When you revisit somewhere the players have been before,
someone jumps off a cliff, you can kill or harm their Hero; if a show how it’s changed since we were last there.
player gets an enemy to walk over a trap, you can narrate their Demonstrate how their previous actions – both this Cycle
pain without the player having to roll Assault. When a player’s and in past Cycles – have had an impact on this place in
getting hurt, make sure the Harm’s appropriate to the fiction. expected and unexpected ways.

INTRODUCE A NEW LOCALE ERASE A SURPLUS


If Heroes stumble onto an interesting new location, or you Erasing a Surplus is pretty dramatic, and represents great
dramatically change the land, put it on the map to cement it changes in the fiction: losing a mine, a spy network, or your
in player’s imaginations. granary. It’ll take great effort to rebuild them. If the peril
they’re assaulting would reduce their capabilities but not
GIVE THEM RECOURSE, SOLACE OR COMFORT cause ongoing issues, it makes sense to remove one of their
Even the battlefields have moments of beauty, peace and Surpluses.
grace. When your Heroes have gone through the wringer, it
can be remarkably effective to take the pressure off and let ADD A NEED
them relax a little. Even on a 6- you can choose not to inflict In contrast, a Need is something new that’s afflicting a
misfortune – or even provide unearned rewards. House. If a plague starts spreading through their ranks, if
they’re forced out into the wastes, or if they go through a
BUILD CONNECTIONS schism, it makes sense to add a Need. A Need lingers and
Establish relations between Factors, and Heroes and their can cause repeated trouble, so they’re best used for ongoing
Covenants. Integrate loose elements to your established problems in the House.
fiction, and let players discover the reasons and history
behind it all. USE A REACTION FROM A CABAL OR MENACE
You may have Cabals or Menaces prepared. Each of those
OFFER AN OPPORTUNITY, WITH OR WITHOUT A COST will have their own reactions to activate when the time is
Show them something they want, and say what they need to right.
do to get it. Sometimes you’ll want to put a huge cost on this
to force a dilemma on the player; other times you’ll make it AFTER EVERY REACTION: “WHAT DO YOU DO?”
easy because it’s more interesting to see what the player Make it clear after every reaction that the ball’s now in the
does with it. player’s court. Answer any questions they have, but it’s their
turn now to act.

182
ACCOMMODATE YOUR PLAYERS

The setup of a game of Shattered City is highly collaborative.


Your group decides not only what their Houses look like, but LATE ARRIVALS
also Montara’s geography and recent events, their backstory The simplest situation is when you have a player dropping in
so far and the threats they’ll be facing. All of that makes it a for a session. They can play a member of one of the player’s
much more involved (and rewarding) effort to start a new Houses, either as a Cohort or as a full Hero playbook. Have
chronicle. Here we suggest a few ideas to make your game them pick a different role to the current House Hero, to give
more flexible and dynamic: them a different perspective on the House. The benefit of
this is that it’s easy to introduce them, and they have another
player they’ll definitely be able to play off. Also, there isn’t
INTRODUCING NEW ROLEPLAYERS much pressure for them to adapt quickly or bound to remain
Shattered City puts a lot of details on the table, but the world on the ongoing game. The downside is they don’t have much
building process gradually introduces the setting and history autonomy, and you’ll have to work out if they can trigger
so far. Really, it doesn’t matter much if your players have House moves.
little to no experience in traditional tabletop RPGs or in more
narrative driven ones. Local Houses are usually The alternative scenario is that this new player joins the
recommended for new players as they give clear tools and group for good. In that case it’s worth stepping back to the
don’t present the challenge of playing the antagonists. game setup procedure, to give this new player an opportunity
to put their stamp on the world. It’s best to frame this as the
All you need is to keep the pace gentle and steady. We existing Houses learning something new about the world,
suggest that you take a cue from video games and start with rather than adding something that would have been obvious
a step by step tutorial – though that doesn’t mean an artificial but somehow went unremarked upon. Don’t spend effort
or boring session! Simply focus on Heroes first and introduce: detailing things about their point of origin if it won’t be
relevant. Instead, show things they saw as they neared the
◊ A social scene, where Heroes must Encounter and borderlands, threats that have been pursuing them to this
Compromise to gather information, avoid conflict and place, and buried features of the City that explain why they
make new allies. It’ll naturally guide you to Covenant rules. came here. Tell of their arrival to Montara and let their
◊ A discovery scene, usually outside Montara, so Heroes History shed light on unclear aspects so far or simply focus
can Explore the borderlands, Resist Danger, and Unearth on another front of the War.
mysteries they find there. This is a great moment to
introduce Lore, Arts, and Reason.
◊ A battle scene, where they Assault enemies and Resist AMaybeDYNAMIC ROSTER
Danger on the battlefield. This is the perfect moment to what your group needs is a tighter focus to make
apply the use of Gear, and help them understand tags. things simple… either because players drop in and out of the
Harm will certainly come into play, and so will Recover group often or simply because they are not experienced. In
and Heal. either case, it’s fine to have multiple players controlling a
◊ A mystic scene, where they Confront something too single House, each with their own Hero, who will come in and
powerful to be taken down by normal means. This is a out of focus. Let them work their influence regardless of
great moment to Manifest powerful effects… and deal their Role – even an Outsider’s voice can steer the House in
with its ambience. If Aid has not been used so far, a certain direction.
introduce this element as key to success.
Give each Hero their own Decree reserve to trigger moves for
You can introduce these scenes in any order, and flow from their House, as and when their Hero draws on the House’s
one to the next as Fiction demands. Once you introduce all agents and resources. When a new City phase starts,
four scenes, mix and match them freely – always respecting distribute Decrees evenly and let them move different parts
your groups’ rhythm and preferences. Once they feel of the collective. If other players object to a proposed action,
comfortable, there will be enough loose threads and plot that’s a good time for Endure.
hooks for a solid 2-3 Decree City phase. Their Houses will be
in a reactive position, hard pressed to take action in an
already busy scenario – so let them simply state their
objectives and introduce the respective moves one by one.

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CHAPTER 6: ARCANE DESIGNS

ONE SHOTS ONLINE GAMING


Shattered City hits high gears in the 3-6 sessions or after the Mysthea fits perfectly online gaming, allowing the group to
first turn of cycles, and can easily last four times as long. focus on Hero driven action during sessions and more
Obviously then, convention play and one shots present a real structured City phases by posting. The key here is to find a
challenge. good map building tool, even if you have to delegate one
official cartographer for the whole group. Create a handful of
The trick is to take the creative duties for yourself and give layers or map copies to track the extent and reach of
them pre-prepared Houses, Heroes and Montara itself, with Factors. Also, keep a communal Influence Board open for
some key gaps and questions that’ll guide your players in everyone and centralise its control, or delegate once more.
filling them in. Consider a game with one House and many
Heroes to speed up and simplify play. Use a Crisis as the It is highly recommended that each player rolls their own die
pivotal element of the session – giving players a when they Aid/Support someone else, to make it clear who’s
manageable and defined goal. rolled what. Finally, Wikis provide an excellent resource to
keep track your notable people, factions, artefacts, and the
Finally, apply a Crisis Clock for extra pressure (see p. 158). (re)discovered history of the setting.

I hope that if you’re reading this, you’ll agree with me that reprisals, or were you captivated by Ilvashan wonders? Do you
empires are unjust; that occupying forces inflict pain and see your city of origin as a cautionary tale, a glorious success
misery on their hosts; that colonial exploitation leaves story, or simply one city of many in a grand Kingdom? Or does
wounds that take generations to heal, if ever. The Guild’s the flame of outrage still burn within you, dreaming of a way
occupation of Montara cannot be considered good or moral. to free yourself and your home from colonial rule - or if not
How, then, should you go about playing them in this game? your home, then maybe this upstart city of Montara?

One way is naive ignorance of the costs your presence is


demanding; another is cartoon villainy. But for a more
CHANGING SIDES
nuanced depiction, remember: to conquer others, an empire As cycles turn, your story may see Guild members
must first conquer itself. Empires shape their subject’s moral rejecting Ilvash and pledging themselves to the
universe, and convince them the empire is immortal and Venture’s cause. How does this play out in the
inevitable. Montara’s new governor is likely to see mechanics? Here’s a few ideas:
themselves as a hero: with one hand, they bring education,
sanitation, protection, opportunity. And with their other hand, ◊ A single Hero changes sides. They now count as a
they shield Montara from the Kingdom’s wrath: as long as member of whichever House now acts as their patron.
they submit and meet their quoatas, this city will be spared The Guild player may continue playing the main force
the terror the Kingdom employs on upstart vassals. of the Guild, or put that in the hands of the GM.
◊ A breakaway faction joins the Venture. The GM takes
This abuser’s logic, that the pain they inflict can be justified control of the occupying forces, while the player
by the gifts they bring and the worse alternatives, is false controls those who change sides.
and should be exposed in play. Their gifts come with costs: ◊ The occupiers cast off the Guilds wholesale. From
imperial education erases local culture, sanitation this point on, The Council shows those outside
criminalises ‘unhygeinic practices’ and overlooks their value, Montara trying to take it back (see p. 152).
and those opportunities profit the kingdom far more than
they do the locals. And the wrath waiting in the wings may be If the player keeps control of a faction of ex-Ilvashans,
something the Kingdom cannot easily deploy this far from their mechanics will need adjusting. Instead of a
the capital, and with the Dulkodel War grinding on. Subjugation Move, write a new Alliance Move showing
how they win other’s loyalty. As described on p. 35, they
Finally, remember that your Guild’s Heroes likely hail from lose access to their Ancestral Guild’s support, though
occupied territories themselves – scions of blessed Ilvash may form new ways of gaining power from Loyalties. It’s
are unwilling to leave their opulence to slum it in the squalour up to your group how much they retain access to their
of the far provinces. What was the tale of your home’s Playbook Moves and Assets: it may make more sense
occupation? Do you remember the horror of Kingdom for the player to change their House playbook, instead.

184
TELL YOUR STORY

OPENING THE CURTAINS loyalty or hatred in play. Your game shouldn’t have outright
As explored in Chapter 2, your first session will have your conflict between players at the start of the game, but can
group create Houses and Heroes and flesh out Montara and certainly end up there thanks to events in the fiction. Where
the Borderlands. This process should empower and inspire possible, try to channel hostility between them into indirect
players to create a rich tapestry of bonds and story hooks. competition – racing to claim a resource first, undermining the
As the GM you can sit back during this stage and take notes, rival’s alliances with other Cabals, building Wonders, etc.
but be sure to prompt players with extra questions when
initial ideas feel like they deserve deeper nuance. Also, keep When they’re directly acting against each other, step back a
an eye on the relationships between Houses and Heroes, bit before resolving the move. Make sure everyone’s clear
prodding your players to make sure that no one entity is left about the situation in the fiction and the actions that everyone
out in the cold or dominating the relationship web. is taking, and let them change their actions as needed if the
situation is cast in new light. Then trigger the move most
THE BEGINNING relevant to the fiction as established, until the conflict’s
When you finish building Montara and the Venture, you will played out. Say one hero wants to capture another and their
have a map and a wealth of plot hooks to explore. For your quarry wants to flee. Survey the established events, the gear
first flashpoint and session, we suggest two possibilities. in play, and the strengths of the heroes. If the attacker’s
stealthy and leaves no chance to escape, trigger their Assault
You can simply narrate the Venture’s foundation in the city and and go from there. If the quarry heard their approach and is
give them a short City Phase to show their initial actions, and already sprinting for the window, trigger Resist Danger and
set up scenes for Heroes to Step In or Dive Deep. If they’re play out the consequences.
unsure what to do, point them at their House’s Needs and
political ties. They know what their House playbooks told In all player-vs-player situations, remember your Agenda:
them about the City, if that much. Actions might be ineffective you’re here to make their lives dramatic and preserve the
and blunt, generating more conflicts for our Heroes. integrity of the fiction. Sometimes you won’t be able to reach
a compromise that makes everyone happy; remind them that
Or you can focus on Heroes and their Roles. When players pick Shattered City’s fiction can move rapidly, and even an
a role, they’re giving you a clear sign of the sort of story they’re incredibly put-upon Hero can get their revenge soon enough.
interested in; work with them to tell that story, and use it to
showcase culture and lifestyle. Interconnect their Role related THE TURN OF CYCLES
facts so they all have solid reason to interact with the same Where do you go from there? The second Cycle is a good
antagonists and challenges. Try to link each goal to a location time to bring in Wonders. Briefly introduce their mechanics
in the map, and call back to them in later sessions. and the options available, and let them go to work chasing
their dreams of change. Make sure you mark down the
THE FIRST CYCLE Wonder’s physical manifestation on the map, and work
Houses and Heroes often spend the first Cycle approaching or through the Wonder’s effects on broader Mysthean society.
confronting Cabals, in order to bring some stability to the City. Winners and losers from the Wonder’s aftermath can easily
Also, group some threats from your worldbuilding session lead to a player-versus-player tone to the next few Cycles, as
together as a way to get the Heroes working together, before divisions between haves and have-nots start emerging.
they split off to work on their own goals.
At some point, your Houses and Heroes will change the world
And if the inherent challenges of rebuilding Montara weren’t beyond Montara. Depending on their actions, the borderlands
enough, the Guild’s cold and brutal machinations muddle the may have become a free territory, an influential power in the
waters further. Too far away to care or even understand the Kingdom, maybe a third belligerent in the Dulkodel War. Most
impact of their actions, their interests demand harsh action likely there will be a season of intense conflict – martial,
from Heroes and risk their Covenants. Your Houses’ political and mystical – to bring the war to a close.
response to these demands will define their true nature, the
strength of their loyalties and their means to fight back. As you end your tale focus on closing each Hero’s arc, letting
their impact resound across their Houses and the
The Houses of the Venture exist in a cold war of wary alliances, borderlands. Let them witness wonders and embody the
with outright violence and altruistic cooperation equally rare. best and worst of these times. Finally, go ahead and give
Similarly, Heroes are intended to be close partners, old friends them closure: find a fundamental dilemma fitting to serve as
or rivals, with room for those relationships to slide towards the closing chapter, tying together the themes of your game.

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CHAPTER 6: ARCANE DESIGNS

Menaces are the most direct tools you can use to provide Once you have a concept for this character, tag them as an
adversity for our Heroes. Each one of them has typical appropriate Factor and connect them to a relevant Cabal –
Reactions that define their impact on the fiction. Use these no one lives in a void! Finally, pick three GM Reactions as
as you would use any other GM reaction: when someone their typical moves.
rolls a 6-, when everyone looks to you to say what happens,
and when the players offer you a golden opportunity.
EXAMPLES
THE HARM SCALE In these examples, we’re using Houses as inspiration for
What often defines a Hero is their willingness to face danger Cabals. You can do the same in your game, picking Houses no
and enter in harm’s way. Weapons, inclement weather, player is using.
treacherous falls – the source matters little as it all boils
down to Harm. The amount dished out may vary greatly OLYNTHOS, A DARK FORCE OF THE TOWER OF VILLOS
depending on the circumstances: This Onygauros is particularly sinister and unmistakably
powerful, thanks to their grisly collection of blood samples.
◊ 1 Harm: Punches, kicks, a swarm of rats. Will their hoarding urge manifest as a drive to explain their
◊ 2 Harm: Improvised weapons, a savage beating, a large collection’s intricacies, or a hunger to add visitors to it?
predator's claws and teeth, a malicious poltergeist.
◊ 3 Harm: a well armed trained soldier, a potent Qoam Nothing should be obvious and straightforward with this
effect, a rampaging monster’s scything arms. creature. It always has another layer of contingencies and
◊ 4 Harm: A Relic weapon on the hands of its master, being surprises… and no one acts against it without paying a price.
caught at the eye of a wild Henakor surge
◊ 5 Harm: A titan’s raw fury. Reactions:
◊ Force a Confrontation.
Harm is a matter of occasion and opportunity. A professional ◊ Offer an Opportunity.
soldier in their full gear can deal 3 Harm to a Hero, but maybe ◊ Tell them the Consequences.
1 Harm in a drunken bar fist fight. Now imagine a desperate
platoon’s last effort flowing through our same soldier, for a THESSIME, A JEWEL OF HISTORY OF THE UNDERGROUND
catastrophic 5 Harm manifested effect. One person, different Everyone in the streets knows this skinny homeless girl; they
circumstances, wildly different Harm potentials. love her bright smile and spin tales of her daring escapes.
It’s no wonder that the City has fallen in love with her;
See Chapter 8 for Beasts and Titans to use as sheltering, nurturing and protecting her against all who
supernatural and monstrous Menaces. would do her harm.

Thessime truly cares for people and dealing with her requires
sensitivity and tact. Even more so given the fact that she is
unwittingly becoming the centre of a tangled net of interests,
There's trouble across the land. As your Heroes brave the from radical firebrands, to mystics covetous of her “power”
wilds and delve in dark alleys in service to their Houses, they'll over the City, to the smartest Venture politicians.
come across people wishing to do them harm. Play every foe
like they could become a recurring villain, rival or potentially Reactions:
even an ally. Name and connect them to the City – an agent of ◊ Put Someone in a Spot.
a rival House or a criminal Cabal is always a better foe than a ◊ Offer Them an Opportunity.
random mook. And give them a motive, a reason for them to ◊ Build Connections.
risk their lives opposing the Heroes. Never play lightly with the
idea of someone forfeiting their lives for a cause.

Also, consider the thousands who have Broken in the


battlefields of the War. Society sees them as disfigured
tragedies at best, soulless or crazed at worst. None of them
look alike and think the same. Are they tolerated by the
community? Or how do they survive in ostracism? Even those
that fit in among their former peers may simply be more
adept at masking the trauma of war.

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MENACES WE FACE

DIMILLOS, A SINISTER HEART OF THE REMNANTS


An amnesiac husk of a soldier that doesn’t even
know what side it was fighting for before the
change. Scarred beyond recognition in body and
mind, all there is left within it is the soul of a
vicious killer.

No one is safe from Dimillos! Ambush Heroes,


Cohorts and Companions brutally, and assassinate
them without ceremony. When have the Heroes
met the killer before? And why are their Houses
partially to blame for its condition?

Reactions:
◊ Take Away their Stuff.
◊ Inflict Harm.
◊ Show the Consequences of Past Actions.

PYLOS, A BASTION OF ORDER OF THE CRYSTAL-CROWNED


A proud Montaran noble who managed to retain
control of their ancestral fortress in the
mountains. Pylos has been defending these hills
since the Somber Years, and they’re as battle-
tested as they are hardy.

The veteran’s true strength lies in the fortress’s


well defended ramparts, and those who dare to
assault its many halls will soon learn why it has
never been conquered.

Reactions:
◊ Introduce a New Locale.
◊ Reveal an Unwelcome Truth.
◊ Trap Them.

ANCASTOS, AN ICON OF OLD OF MAGISTA


Generations ago a scholar filled a tome with
heretical and labyrinthine notes on the nature of
the world. The tome gained some notoriety after it
fuelled the first Great Binding – and then far more
when Lusman priests executed Ancastos!

Ancastos’ Echo still protects the tome, now a


powerful Relic, and can reveal much the Kingdom
would rather stay hidden… if they are approached
properly.

Reactions:
◊ Reveal an Unwelcome Truth.
◊ Give Them Recourse.
◊ Show the Consequences of Past Decisions.

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CHAPTER 6: ARCANE DESIGNS

Your group will have finished game setup with a plentiful


array of Cabals at work in your city – from the City Details EXAMPLES
step, and from House loyalty questions. Some of them may THE AVENGING PRINCES, VICIOUS OUTLAWS
have opposed the Empire and even predate its invasion of Once upon a time they were indeed nobility – but their brutal
Montara; others may have formed in that regime’s final reign is remembered with dread. Without popular support
hours, hail from elsewhere, or even have sprung up after the they were ousted by the invaders and exiled into the wilds.
Ilvashan conquest. Either way, all of them are tied in to your Only their beasts remained loyal… and in gratitude the nobles
setting, anchored to a particular location, and have some descended to their level.
previous backstory with the people of your Venture.
The Princes and their beasts are not to be trifled with. Despite
Now that you have their concept, the next step is to create their ambitions, these days they are just glorified (and horribly
then the Cabal’s Face – a pivotal person in the story of the violent) mercenaries; which means they can be co-opted and
Cabal. Pay attention to variety and go beyond stereotypes, that they hold many dirty secrets from all sides of the conflict.
so your cast is not only comprised of Cabal leaders and
diplomats but also warleaders, firebrands, lawyers and Reactions:
priests in surprising combinations; say, the barbaric raider’s ◊ Erase a Surplus.
priest, the warleader of an Imperial temple, and so on. ◊ Establish Connections.
◊ Offer an Opportunity.
Each Cabal should have 1-2 Surpluses and 2-3 Needs,
assigned to fit the fiction. Each Surplus represents one of the SANCTIFIER'S CHOSEN, AN IMPERIAL PUSH
Cabal’s key strengths. Their Needs, on the other hand, The Empire fortune lies in a weapon powerful enough to turn
represent the things the Cabal is lacking and will be actively the War around: Ierexei, a winged Titan who spawns
searching for. monsters wherever it nests. The Chosen conjured this horror
and direct its wrath on the name of the Empire.
As your Houses answer Loyalty questions you’ll add further
depth to the Cabal’s recent history and relations with the Pity the House that ignores the Chosen! When they finally
Venture. It helps to keep their Influence Board simple – only attack, it will be with overwhelming strength and careful
track their influence, alliance and dominion over player- planning. And an infiltrating cult of Titan-worshippers make a
controlled factions, and only change it in response to player wonderful foil for a Kyradarian player.
action or after The Turn.
Reactions:
The Guilds of Ilvash are a special kind of Cabal; if you have ◊ Add a Need.
no Guild player, write up the occupying Guild as a Cabal and ◊ Tell Them the Consequences.
use that Guild’s Subjugation Move freely. If there is a Guild ◊ Reveal an Unwelcome Truth.
player, their masters back home just need a few Faces – at
least until the local Guild disappoints their masters enough
that a delegation arrives to take more direct control, and truly
takes the stage as their own distinct Cabal.

188
MENACES WE FACE

It goes without saying that Houses are more than likely to The web of Alliances and Dominion can resolve a dispute
oppose each other. As a GM, try to make sure that direct before the first soldier ever swings their weapon. Late in the
confrontation between their Houses or Heroes is rare. Keep it game it will be hard to find any neutral Houses or Cabals, so
involved in politics and covert action, shrouded in secrecy and even players who aren’t the main belligerents will play a role
subtlety. A runaway Venture wracked by internal conflict cannot in the unfolding drama. Involve Cohorts from both sides
stand against the external pressures of occupation and war! liberally, showing a ground-level view in the thick of the
action and far removed from the decision-makers. Get
But it does happen, and when two players clash, it's likely reactions from people watching the duel, observations from
that their goals aren't entirely opposed. Try to work out what spies observing the battle, and flashbacks to better times.
each player wants from the situation and have them trigger
the appropriate moves. But before heading into this, make
sure the stakes are clear to everyone.

Mysthea is a chaotic and challenging place to survive in. On Then you have much more unpredictable Factors: Weird
top of that, the War has twisted vast battlefields and Weather, Dreadful Plagues and Fateful Disasters striking
fortresses, ruined ecosystems, and birthed strange energies from nowhere. Natural Menaces are largely passive, so their
that still linger on – turning the no man’s land dangerous and reactions should trigger on Hero actions and represent ways
unpredictable, and emphasising the value of the relative Heroes can mitigate or exploit the hazard. Start with a
security of conquered Montara. By defining these natural concept for your Menace and work out if it causes direct
Menaces, you gain tools to make them a proper set-piece of damage to Heroes – if so, give it a harm rating. Also give it
a Flashpoint, or a constant background thread of your Cycle. two or three special GM Reactions to represent the effects it
has on the Heroes or their Houses and the environment.
First, there’s Hostile Grounds, regions hostile to human life:
deserts of shredding glassy sands, wandering forests
hunting for sustenance, plains swept by winds too loud for EXAMPLES
the mind to bear and too strong for the body to overcome. A STRANGLED LAND, WORKS COLLAPSE
Furious rivers snake down the mountains, cutting deep into
When in Hostile Grounds, you roll with Disadvantage on all the rock with their icy cold flow. Now the only way across has
affected actions. A perilous mountain pass might make been destroyed. And a whole section of the country is
physical movement challenging, a haunted temple might isolated, as out of reach as any of the wandering isles high
inflict Disadvantage on thoughts and feelings and Qoam above. Who is suffering the most and how long can they hold
Arts, and an ambience-twisted blood-soaked battlefield on? Who benefited the most from its destruction and what
might penalise everything. To overcome this Disadvantage, are they ready to do to stop (or delay) its reconstruction?
find specific gear or employ the practical wisdom of those And will you do when it becomes clear that only the bridge
born and raised there. was holding these mountains from drifting apart?

If you’re adapted to your environment and acting against The isolation of communities will force a change in the
someone who would roll with Disadvantage, roll with Borderlands’ political map. Logistics change overnight, and
Advantage. with them the balance of power.

There’s no hard and fast rule for when disadvantage comes Reactions:
into play, but remember that it’s the environment itself you ◊ Separate Them.
should be considering. If you wouldn’t expect to be able to ◊ Take Away their Stuff.
survive there without special equipment or training, it’s ◊ Apply Political Consequences .
definitely Hostile. If the only reason you’d be imperilled is
because of monsters or raiders, probably not. Disadvantage
is a good way of expressing how a dangerous environment
makes everything more risky, but active Menaces to life and
limb need a more lasting impact.

189
CHAPTER 6: ARCANE DESIGNS

THE FLOOD, A FATEFUL DISASTER THE SANGUINE FORTRESS, A FORBIDDEN LOCUS


Everybody knew the City was not ready to bear the brunt of Imperial monks conducted horrifying experiments on the
the rain season, but nobody expected this. The storm was fortress’s previous occupants. Despair hangs heavy from
too sudden, and the most vulnerable citizens were exposed every torn tapestry and empty cage. Any Overflowing
to the violent flood that threatened massive damage and ambience brought or created into this slaughterhouse
loss of life. Bleeds and activates a legion of Hauntings.

Reactions: The Fortress is one step away from Breaking, and once
◊ Erase a Surplus. unleashed its Echoes will desperately seek to instil empathy
◊ Create a Need. – to force the living to walk in their shoes, wear their shackles,
◊ Put Someone in a Spot rot in their cells, feel their torture and painful demise.

SHATTERED BREATH, A DREADFUL PLAGUE Reactions:


The myriad colours of the sunrise enticed people out to soak ◊ Reveal an Unwelcome Truth.
in the beauty – and breathe in lungfuls of the fine crystal ◊ Separate Them.
dust. That night, the coughing began. Then the bleeding and ◊ Trap Them.
the wheezing, caused by crystals reproducing and feeding
off the victims’ flesh. With an evil intent of its own, it seeks THE HOWLING PLAINS, HOSTILE GROUNDS
to spread the contagion. There is a country lost between Kingdom and Empire,
unwanted and avoided by both. A forgotten corner of the
Times of plague and pestilence force difficult decisions like no continent made of sloping badlands, exposed to the fury of
other. Should you even try to save everyone, in spite of the risks? the endless storm. Where avalanches roar daily, taking the
How much are you willing to sacrifice for the greater good? How unwary over the edge and into the abyss. Where stone
much pain can you endure before giving up in shame? storms grind anyone caught in the open, until there is only a
bloody stain over the cliffs. Where thunderous noise deafens
Reactions: the ears and tortures the mind.
◊ Put Someone on a Spot.
◊ Deal Harm. There are risks and hazards everywhere here. Whatever you
◊ Add a Need. do, disaster may befall you… or your targets.

THE SINKING, A WEIRD WEATHER PHENOMENON Reactions:


Morning never came, as impossibly thick mists penetrated ◊ Tell the Consequences and Ask.
houses and filled streets like a sinuous and malevolent ◊ Put Someone in a Spot.
beast. How long will the cold darkness last? And what (or ◊ Offer an Opportunity.
who) are the mysterious winged beasts carrying back into
the mists? THE BARCADA PASS, A PERILOUS PATH.
This lush valley was once known as “the Empire's
There are things down there, hidden among the clouds of the breadbasket”, which explains the savagery of the battles to
endless storm. Hungry and vicious things. But there are also control it. Once defeat was inevitable, Kitreans crashed an
new vistas and places, full of opportunity and danger. Then obscenely large wandering island upon the Pass. What was
there is the dense milky mist, isolating and besieging everyone. once busy crossroads and gentle farmland became a
gruesome trek to the front lines.
Reactions:
◊ Reveal an Unwelcome Truth. It doesn't matter how well one prepares for the Barcada
◊ Trap Them. crossing, there is always something that’ll go wrong. The best
◊ Introduce a New Locale. you can do is grit your teeth and hope that your preparations
will let you survive it.

Reactions:
◊ Reveal an Unwelcome Truth.
◊ Show the Consequences of Past Decisions.
◊ Add a Need.

190
191
CHAPTER 6: ARCANE DESIGNS

No population just rolls over when invaded, even if they among the people: “May your skies be bright”; “And may
might give that appearance. Montara is no different. yours be blue.” It is a disguised way of hoping that the
occupation will end very soon in the future, returning their
As part of the Borderlands, Montara has been threatened by city to its old self-determination.
both the Kingdom and the Empire. By this point, they are
used to being tugged between the two as if their lives are no People find many small methods of getting in the way.
more than pieces on a board. Sometimes it’s adding too much of a certain herb so a
meeting has to be adjourned whilst everyone tends to their
Some have accepted it as their new way of life for their city upset stomachs; sometimes it’s simply overcharging and
to be traded between others, but many are tired and angry. redistributing the excess among the poor. None of this is
The stubborn, smouldering heat of opposition burns quietly strictly illegal, and can be easily explained as incompetence
in the places that the locals can still claim as their own: the with many apologies. That’s the precise reason why these
smoky bars, private roof gardens, and unused cellars methods were picked.
witness words of dissent and rebellion.
One of the most important but outwardly most harmless
There are many different people involved now. Some of methods the average person uses to disrupt their occupation
them are young and brash, making bold expeditions to steal is by attending to their culture. Their holy days are celebrated
weapons and disrupt the plans of the Kingdom. Some are more fiercely than ever, even if the number of believers hasn’t
old and wiser, thinking up long-term strategies for defence actually risen. It’s to make a point: that their faith cannot be
once the city is won back by the residents. Some are even taken from them, even if their city can. For the more radical
older, a precious resource: no one outside the rebellion rebels, it’s also a way to meet in large groups without raising
would suspect a harmless grandmother of being a suspicion. Religious holidays have become regular check-in
distraction or an eavesdropper. dates for a number of different operations.

Those who know of this growing insurgency but don’t want The number of people who are joining these quiet plans for
an active part in it have their own ways of resisting. Drawing a revolution is growing every day, unbeknownst to anyone
on ancient myth, a common parting phrase has developed who isn’t a native resident. And their time is coming soon.

Things have been changing in Montara. The city has begun to The current leader, Jaqo, is holed up in the attic headquar‐
feel different. People whisper to each other and look ters, plotting each movement with minute detail. This is her
cautiously around themselves before disappearing into back only chance, and she’s taking no risks: she’ll be taking the
rooms. The soldiers belonging to the Ilvashan Guilds are main force up to the headquarters of the Ilvashan Guild to
uneasy: they all sense that something is happening, but their claim it back for the city. She’s been waiting her whole life to
intelligence officers can’t quite put their finger on it. do this: she inherited a fierce belief in revolution from both
of her parents, who failed in their own attempts. This is her
For the revolutionaries of the Family, these streets are last stand, for herself, her family, and her city.
finally becoming their streets. All that’s left is to actually
take them back. Her right hand man, Kirin, will be surveying the crowds from
the roofs to signal to the rebels hidden amongst all the
They have slowly gained the trust of the majority of civilians, dancing and merriment. He will be the one to tell them when
and have planned a major uprising for the next holy day. That’s to strike at the occupying forces, distracting them after Jaqo
three days from now. It’s the biggest festival of the year, has made her attack. The problem is, Kirin is going to
celebrating the longest day and the shortest night. Everyone sabotage it. Their revolution has been too long coming, and
will be dressed in their brightest clothes, wearing masks of he has lost faith that they can successfully retake the city
the sun, moon, or stars. It’s a day for everybody to be against the disciplined forces ranged against them. He looks
disguised – so there’s no better time for the Family to strike. at their supporters and sees homeowners and merchants,

192
EXAMPLE FLASHPOINT: THE REVOLT

not determined people willing to risk everything for their city.


He wonders how he could ever have thought they could win. ADDITIONAL NPCS
Kirin has not been turned by anyone in particular, so no CAPTAIN REDHART
opposing force knows of the plans yet – but he easily could The aforementioned captain of the guard has been at her
be. If left alone, he will simply sabotage the plan by sending post in Montara for several years. She hates it. She wishes
the signal at the wrong time. she could be somewhere more interesting, with actual
fighting to be done more often. She’s a noble woman who
Whichever outcome the group prefers, there are several takes her honour and pride very seriously – almost as
signs that something major has been planned. They can help seriously as she takes her career. But her longing to be
it or hinder it; regardless, there will be all kinds of mischief elsewhere has blinkered her to the real threats in the city.
happening on the longest day. After the last revolutionary uprising, she thought the Family
were done. She thought wrong.

SUSPICIOUS EVENTS LIZERA


◊ In the run-up to the festival, there seem to be more people As Jaqo’s partner, Lizera has had to watch the woman she
than usual in the streets. They’re not helping with the loves walk into danger countless times. She keeps trying to
decorations or setting up stalls; just wandering about, as tell herself that this event is no different – something that
if they were tourists, even though they don’t seem to be Jaqo has said many times – but she can’t shake the terror of
If you look up, you might even glimpse someone suddenly losing her wife. The thing is, Lizera isn’t a member of the
vanishing behind a rooftop. Someone is definitely Family herself. She’s only meant to have limited information
keeping an eye on the roads leading up the major about what’s going on, but Jaqo trusts her entirely and has
buildings of the city. told her most of the plan. If she can find a way to stop it
◊ New chapters of the Order of Kyradar start arriving in the going ahead without Jaqo finding out or getting hurt, she will
city. They have had visions of a great transference of take it in a heartbeat. It will hurt her to lie to her partner, but
power – though they’re not sure exactly what it is, they it would hurt her more to stand by and watch her get killed.
fear that a Titan is coming, and that the battlefield will be
in the city. They’re right, and they’ll have to deal with it MOWE
alongside the political disturbances. Perhaps some Orphaned at six, Mowe is not quite a member of the Family,
strange alliances will have to be made. but he gives them information whenever he can in the hope
◊ The barracks are in an uproar: several weapons have gone that he can make something of himself if he proves useful
missing in the middle of the night. The captain is enough. Now approaching thirteen, he’s beginning to lose
desperately trying to keep this news from reaching her that hope: they keep telling him he’s too young, that he
superiors, but it’s going to leak sooner or later if she doesn’t know what he’d be getting into. But he’s sure that he
doesn’t find those swords. does know and he’s sick of being treated like a child. He
knows that something big is happening during the festival –
if he can find out what, he can prove himself and finally be
accepted. Unless he gets a better offer, that is.

193
CHAPTER 7
STORIES INSCRIBED IN CRYSTAL

IN THIS CHAPTER:
LEGENDS OF THE BORDERLANDS 196 OUR GREATEST CREATIONS? 203
THE QUIET ARTS OF QOAM 199 THE HARMONIOUS ARTS 204
BLEEDING MAGIC 201 QOAM CRYSTAL CULTURES 205
OTHER MYSTERIES 202 WAR IN A WORLD OF MAGIC 209
CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

THE KINGDOM OF ILVASH


A Volarees widow dreams of halcyon days in her palatial
estate…

Come and enjoy your tea, before it goes cold. What a tragic mistake we made. If we only knew… But we had
every reason to be bold, and confident… and naive. Our
Delicious, isn’t it? These berries were first taken from the nation had prospered much under King Ahatils and his
hills where that monstrosity of a palace stands today. They champions: legends such as the wise Telron of Magista, and
represent the true heritage of Ilvash, much more elegant and fierce Anuth of Kaetur. And Kitrea was, well… beyond the
venerable than our current gaudy monarchy. Don’t bother pale. One could only watch their decadence and
looking that surprised or worried – there is nothing that depredations for so long before taking action. You know
anybody in court can do to us. We keep that bully on the better than anyone!
throne that we created. Without us his rule means nothing.
I am glad you agree.
But I digress. You just arrived and here I am babbling as if
any of it mattered to you. How silly of me. So, when the King declared war, we saw it as a righteous
mission. My gallant peers in other Volarees lines left their
How do you like the Capital? Is it your first time in the South? homes vowing to return soon as heroes, and our Kaetur
forces paraded in the streets celebrating the war. They saw
Peaceful? I surely agree. Ilvash is indeed an immense glory within their grasp, seeking to become legends in their
source of solace and hope, kind and beautiful beyond own lifetime like the icons of old. Nobody doubted them.
words. For those sheltered here, life keeps its gentle We celebrated our first victories with elegant balls in these
rhythms: our fields are still tilled by antique automata; our very gardens.
temples still fill the air with incense, prayers and meditation;
our markets as always welcome to anyone searching for a Then the first wounded started to return, first in a trickle,
piece of the exotic and exquisite. Soon, these streets and then a flood. Their tales of cruelty and world-twisting horror
parks will become home to you. took the Capital by storm. Parties faded away, now seen as
distasteful and quite unfashionable. The war finally became
I understand you came to join our mason circles. Do not the Dulkodel War, the war to end all wars.
worry. My captains have chained a wandering island of
decent size, ready for you to begin reshaping it. To give it a Now, after a decade of conflict, the Kitreans have made it
touch of the exotic – a glint of Montara, the Distant! Hah! It quite clear they will fight to the last. Ultimate victory has
will cause a furore, I say! People will kill for a chance to join became a requirement for peace… perhaps even for our very
us there in the coming festivals. All thanks to your talents. survival. Our generals say it won’t be long now, and that our
kith and kin will soon be home. We have heard that many
You are indeed the most precious gift my son ever brought times before.
home to me.
No, Ilvash is absolutely not ready to treat my son with
Oh, my dear, don’t… kindness. Not yet.

You must understand, the Capital is no place for him now. More tea?
He is unwell. You will join him soon enough in our estates, but
you must be introduced to all of Volarees if you are ever to be
accepted. And he must stay in his manor. Polite society simply
has no place for the war’s veterans, for the horrors they saw.

196
LEGENDS OF THE BORDERLANDS

THE DOOM OF KYRADAR ICAION


A Kyradarian survivor rages on… The land’s genesis, forgotten by Humankind, as recounted by
an ancient, Awoken automaton to a Kitrean researcher.
Hear me! For we do not have long.
“Good day, AX3N. Are you ready to communicate today?”
I hail from once-mighty Kyradar, city of floating bridges and
sailing fortresses. I gazed into its shining heart, eager for its “Harming organics and causing collateral loss is not this
every command, every sweet word of wisdom. Many of you unit’s purpose. Though this unit’s request remains.”
believed it to be a wound of the world, overflowing as it was
with raw, potent Qoam energies. Ignorant savages! That was “We’ve been through that before: we will not terminate you.”
our goddess, our mother, our city – and through her,
ambience became a gift, tamed and bridled. And still we fell “You deny a request that affects nothing but this unit’s
to the Ilvashan hordes that overwhelmed our vassal states own right to self determination.”
and castle walls. Our numbers were not nearly enough to
stem their tide. Though our spirit held fast and we closed “We are not going anywhere, AX3N.”
ranks around the places of power of our goddess-city… the
citizens killed by famine and exposure outnumbered those “This unit’s longevity grants it patience you lack.”
who died by Royalists arms.
“At least we agree on something. Well, the art of negotiation
But then they unleashed Volfyirion, the great Titan, upon us. I requires compromise, do you agree? We both must let go of
witnessed our heroes and champions fall, one after another. I something to achieve what we want.”
saw every one of our rituals fail, or spiral out into horrific
excess. The dragon hungered for Kyradar’s heart, and the closer “A logical assumption.”
it got, the more enraged and powerful the creature became. I
will never forget the despair of my husbands on witnessing their “AX3N, before we agree on terminating you, we must
coming doom. Or the screams of our city when it died. Its understand the reason behind your behaviour and the details
crashing palaces and faltering portals. The cries of those of your construction.”
entombed in buildings that shifted madly in pain.
“Imprudent. The knowledge that motivates this unit’s
Kyradar was not built, but found. It was an ancient wonder action can infect you, bringing nothing but distress.”
from before history; unique and invaluable. Now it is lost, and
the world is lesser because of it. Every one of its survivors “You deny a request that affects nothing but our own right to
has vowed to stand against these monsters, and ensure that self determination.”
no one else suffers the horrors we carry in our memories.
“True. Shall we review the terms of our agreement?”
So here I stand by your side, against the great beast which
has ravaged your lands! It will be upon us by nightfall, and “You have my word on it: I will terminate you once you
there is nothing you can do to stop it from bringing you city answer our questions.”
to ruin. Unless you listen to me…
“State your query.”

“When were you built?”

“In the year 7836 of the August Dynasty.”

“You know that’s useless to us! How long ago were you
built?”

“This unit cannot be precise: the day’s length is erratic


and doesn’t match this unit’s records. If this unit had
access to star charts it could compute a time lapse.”

“Stars… I remember you mentioned other suns shining


distantly in the sky, far beyond the storm.”

197
CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

“The Cerulean Storm – created by the impact of the “We both call this planet Icaion. It is still dying, just in
Henakor planetfall…” such a slow time frame that Mankind managed to build
upon its wreck. The floating continental islands you call
“Created? It has always been there.” home are but debris…”

“Negative. The giant crystal descended from the “AX3N, still yourself and regain your composure.”
heavens in flames, shattering the civilisation that built
this unit when it struck.” “…you are all maggots, eating away at the planet’s
corpse. Oblivious to the wonders and hubris that brought
“We have records of at least ten centuries of history. The you here. Blind maggots, worshipping that what killed
Storm has always been there.” the world, and revering its corrupting energies as an Art.”

“Negative. You inhabit the carcass of a dying planet – “Guards! AX3N, let go!”
fragments of a greater whole held together by Henakor
energies.” “Savages. This unit will achieve its termination. One way
or another!”
“Then, what it was like before?”
“No!”
“This unit lacks the linguistic resources to properly
convey the heights of sophistication your ancestors
reached. Your pantomime of their customs is crude at THE EVENTS OF RECORDED HISTORY
best, often purely cruel.” Here is the official Mysthea Universe timeline, as
explored in the Volfyrion, Mysthea and Icaion board
“What really happened there, AX3N? How could these wise games. Use Shattered City to play through a ground-level
ancestors find an end so damning that it wiped out every view of life during these events - or change the fate of the
record of their passing?” world and let your group shape the world and its history.

“The Cataclysm changed… everything. Its crystalline The battle for the Kitrean capital will be an apocalyptic
debris, called Qoam, scattered across the planet’s affair, the routing of the last suicide pockets of
surface and into its greatest depths – embedding deeply resistance. Every weapon will be used mercilessly by
into stone, filling the winds with their dust, polluting both sides and the result will be a crumbling necropolis
rivers and lakes. Vast Henakor Surges of mystical in the far North. Victors write history, and the Kingdom
energies bathed our lands. This ambience poisoned will simply erase every single line about the battle,
minds, warped flesh, and fouled the weather… as you singing only of the victory. Most veterans won’t make it
well know.” back to the Capital, and those who do will be equally
reticent to share any memories of it.
“Who created you?”
Once freed from the burden of the atrocious War and
“Your predecessors were not unlike you, although the desperately needing to leave the painful memories
mists had not yet bleached their bodies of colour. But behind, the Ilvashan Kingdom will enter two decades of
they were sane.” unbridled peace, progress and prosperity. The apex of
this renaissance will be the development of Artefacts,
“Sane?” enabling the Guilds to safely raise great vessels into
the skies – large enough to reach the Five holy isles
“They recognised the alien nature of the Qoam crystals orbiting the Henakor. What they find there will change
– and their toxic effects to body and mind.” the Kingdom’s culture forever.

“But we’ve looked into your heart - it’s a Qoam crystal that Finally, the Henakor will not keep Mysthea above the
powers you!” clouds forever. Eventually the Kingdom must face the
Fall, where the continent will pass through the clouds
“Both statements are true.” and crash into the civilisation of Icaion on the surface
far below. This advanced civilisation, nestled around
“So tell me, what made you do it? Why did you attack us, the Henakor’s contact point with the planet, will be at
destroy a temple, and beg for death?” the tipping point of disaster, facing its own arcane
horrors and the extreme hostility of their environment.

198
THE QUIET ARTS OF QOAM

A sage of Lusma teaches…

Stare into its prismatic light. Listen to its soft whispering. Caress or grasp it, but feel it. Don’t force it, just
breathe in and focus on your intention. The Five will answer.

For some, Qoam manipulation is a matter of faith, fuelled by emotion and limited only by imagination. Others
use it with precision and reliability, not unlike a science. And for most it’s but a craft, a skill one can master. And
for the desperate fools who oppose the Henakor’s will and reach beyond their means, it’s a divine punishment.
Listen on, and I’ll teach you the proper ways: foci, relics, circles, covenants, and the horrors of ambience...

Everyone in Mysthea can perform telekinetic feats with a The disciplined and the talented learn to stabilise intent and
little practice and concentration, channelling the arcane will, combining multiple Foci and increase the power of
energies that permeate the world and emanate from the manifested effects. We call it Mastery, the expertise to
Henakor. The Quiet Arts, as they are called in Ilvash, demand balance the demands of two or more Foci. The introspection
discipline and effort to learn – but the potential is universal. and discipline this demands often forces us to turn our back
on kith and kin, cutting off distractions and attachments. It’s
Philosophers speculate that the Arts’ only limitation is our a dangerous and taxing road, as one must carry the burden of
will, that an unfettered mind could affecting anything, ambience alone. But that road leads to our greatest legends
anywhere. Fancifully, they postulate that an enlightened – wise architects building castles overnight or mystic
mind could mould light, heat, vegetation, even flesh. warriors single-handedly fighting Titans to a standstill.
In reality, it takes all of one’s concentration to reach beyond
our physical grasp, to affect any more than what our own More commonly, would-be mystics form Circles to commune
arms could carry. To exert no more strength than our with the Quiet Arts. Together they may achieve the same
muscles, and even a fraction of our own speed. Still, even heights of power as a dedicated master… though not without
these simplest manifestations of Quiet Arts gave us a cost or consequence. Each attempt’ leader has a tough task
fighting chance in this hostile and broken world of ours, and to perform, keeping the Circle harmonious as they each
kept us on equal footing with the horrors lurking in the wilds. evoke their most potent memories of each other. The very
concept of Covenants was born out of the necessity of
And they scratch just the surface of our potential… forming Circles – no mere friendship or rivalry, but shared
experiences sanctified by the energies of the Qoam crystals.
To go further, one must just open one’s mind to a Relic – a
shard of crystalline Qoam imbued with emotional Still, the process is fraught with tension – and only the most
attachment, such as that gained in countless hours training intimate relationships endure constant Circle work. Any
with a weapon, lifelong reverence for an ancestral family distraction, deceit or reserve rings out in this moment of
heirloom, or maybe everlasting love remembered by a utmost clarity. And though rancour has destroyed more
cherished token. Relics are memories, frozen in crystal and Circles than ambience, bonds of undying love have also been
bathed in magic. Not surprisingly, they are often one’s most forged and tempered in the fires of magic – love stemming
jealously guarded possessions, and an owner can always tell from mutual and absolute acceptance.
the general distance and direction to their Relic.
Circle members must be within arm’s reach of each other
In death, the owner’s final memories and feelings collapse all while they prepare, but once the effect has been manifested
at once over their chosen Relic, leaving an everlasting the leader may carry it with them far from the others. Each
imprint. Handed down from generation to generation, these Relic is bound to the effect, and if their power is diverted or
prized heirlooms judge and accept only those who honour revoked, the effect fails at once – a quirk that has lead to the
their legacy. Each new owner imprints further layers of downfall of many a tyrannical Circle leader. And, regrettably,
memories, creating incredibly powerful Relics with horrific ambience will quickly spread through the whole Circle
sophisticated and demanding wills. Many a family and sect if any Circle member perishes while the group is sustaining an
has been truly defined by an ancient Relic, and its ancient effect – and the deceased will surely become an Echo.
owner’s vision and might.

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CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

In short, to open one’s mind and soul to the Henakor is When one Manifests power, their will flows from self to Relic
indeed an act of courage and trust, as much in oneself as in in a known, familiar rhythm. But unlike the natural flows of
others. This is what it is to Manifest. the Henakor’s energy our mind is restless and flawed.
Therefore, there is no such thing as a perfect effect: any
If the need for Circles shaped the way our communities first change wrought upon the world creates discordant
formed, it was the art of rituals that enabled us to grow into ambience. Ideally, the ambience is embodied and tamed
kingdoms and empires. Look around you, to our vast walls within one’s own mind, making it briefly Alien and aloof.
and buildings of stone and crystal, to our autonomous Memories associated to Relics wane, becoming opaque and
constructs and self-replicating gardens – all the largest distorted. Thoughts align with the Qoam, for better or worse:
practical applications of the Qoam Arts stem from ordinary emotions run in sharp angles and rigid, harmonic lines. The
strangers working under careful planned protocols and Alien also lose resilience and adaptability – popularly
routines, pooling painstakingly gathered minutiae and every referred to as ‘going brittle’ – overtaken by a sense of frailty
available Relic for a massive effect. and the inability to deal with pain and change.

At best, Rituals are the miraculous solution to all our woes. Most worrisome, though, is when such disordered thoughts
But a hastily or carelessly performed Ritual can affect such a become too sharp, or viciously cruel. The Alien lose all sense
large area, that it often results in war with one’s neighbours. At of empathy, and simply don’t understand other’s pain. From
the personal level, Manifest requires you to play with the subtle betrayals of long standing relationships, to callous and
delicate emotional matrices that bind manifesters and their brutal murder – the damage can be deep and permanent.
Foci; in a broader social context the Qoam Arts are a matter of
ecology and politics. All due to ambience. Some people, afraid of confronting their own madness,
simply let it Overflow upon the world. Echoes often result,
subconscious telekinetic reflections. A Relic’s power and its
associated memories often shape these Echoes, mixing
them with sources of anguish, stress and sorrow currently
Imagine a pristine, untouched grove. Unspoiled and moving afflicting the Hero. Many creeds teach that these Echoes
by the rhythms and laws of stone and brook. Timeless, yet should be embraced as wise (if strange) mentors and
ever-changing. Nothing that has ever happened here was bittersweet companions. Others paint them as the Qoam
due to emotion, or intent. Just the mere action of flora, fauna artist’s inner devils, tormentors that must be confronted to
and the elements. continue the artist’s growth.

This is a place free of ambience. Echoes can even interact with each other – mixing their
passion plays in strange and creative ways. Echoes may
Or, imagine a floating sky-island. Henakor energies flow even outlive Alien and Broken creators - haunting their
freely through Qoam crystals and bear the island aloft, yes. Covenants and Houses, trying to convey one last message,
Yet, no ambience. or complete one last act of passion and duty.

Now picture the Dulkodel battlefields and their million And when the mind and body cannot hold the Qoam
victims. Their agonising cries and shattered dreams. Relics energies, it overflows in a chaotic Surge - igniting clothes,
unleashed and broken in moments. Countless workings of shattering stones, arcing like lighting, denying gravity. A
the Silent Arts unleashed in fear and terror and rage, Surging Hero endangers themselves and others, and both
clashing in cacophony again and again and again. Ilvash and Kitrean law strictly punish those who unleash this
immense harm it can create.
This is ambience – the toxic effect of consciousness and its
agonies upon the delicate balance of Henakor energies. That’s all for the day. Trust in the Henakor. Trust in the Five.

200
BLEEDING MAGIC

A Kitrean renegade preaches…

Without the human mind Qoam energies could never express Their willingness to learn from the excesses of ambience
their true potential. And only through Qoam we can ever hope has served them well, but their followers are right to fear the
to approach ours. We are, in fact, half of all that is divine. increasing aloof inhumanity of the faith’s leadership. For
every saint seeking to heal an unbalanced world, there’s is a
All Qoam users can choose to push the dissonant energies zealot who believes that ambience saturation is our natural
they create away from their body. But once these energies (or intended) state.
have bled out into the environment, their effects are
unpredictable and uncontrollable. A ordinary caster, trying to Some of Kitrea’s sanguine monks seek to understand our
create a simple effect, can suddenly become the epicentre of place in the world by studying Mysthea’s ecology, and
a mystical tidal wave going as far as the eye can see – a understanding how even the beasts of this world channel the
Bleeding Surge. It cascades outwards in fractal lines as the Qoam arts. The instinctive workings of these creatures tend
natural flows of Qoam energy try and fail to to absorb your to be fairly focused and rigid, lacking the refinement of our
ambience, like a river bursting its banks. The world stops Arts. If you have faced a Cannibarok’s crude and potent
making sense: hills turn inside out, vegetation gains hostile maelstrom effect – where it irresistibly pulls all Qoam
and quickened life, buildings and streets turn against their shards in the area towards its many hungry maws – you
long time residents with malignant will, and rivers flow know what to expect from pretty much every other
against their course and boundaries, even flowing directly up Cannibarok. Curiously, these beasts eschew the use of
into the sky. For these reasons, Bleeding a Surge is a gross Relics, as if their very soul were in direct connection to the
crime in most communities of Mysthea - its effects may turn Henakor.
whole neighbourhoods uninhabitable and leave fields barren
or even malicious. This intimate connection also means that when ambience is
bled into region and turns it alien, it can disturb their minds
While reasonable people fear these tormented lands, and drive them into strange frenzies. But while the thinking
cultists and magi see only power. The Lusman faith, the peoples of Mysthea find ambience making their minds sharp
Hidden City, Kitrean shaper monks… mystics flock to and brittle, beasts can find this disorder strangely attractive.
Bleeding areas seeking holy wisdom and powerful insights. Indeed, flocks of creatures may travel from far and wide
Unsurprisingly, the Lusman contingent of the Kingdom’s towards the beckoning ambience, and entering into strange
damnable armies sacrificed countless lives to push into behaviours once they are there.
Bleeding battlefields.

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CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

A Magista lorekeeper preaches caution: Herein lies the horror of the Dulkodel War – never before has
so much ambience been unleashed so relentlessly, Breaking
We are far from knowing all there is to know about the Quiet the land time and again. But soldiers there couldn’t give up
Arts and the Henakor – Magista scholars, Kitrean shapers their Relics, no matter what. After all, throwing away the
and Verdant priests each only see parts of the great ability to Manifest in pitched combat would’ve left you
mysteries. Take, for instance, the early days of the Dulkodel unarmed and unshielded against a terrible enemy.
War. In the ancient capital of Ilvash, people celebrated every
battalion leaving to win glory, even when the first dreadful A hundred different routines were developed to protect
reports of the battlefields returned. one’s Relics, and embrace the Breaking ambience. They
would fight on, day after day, unimpaired by their mutations
Until the first hauntings were reported, and mass panic and at times turned better killers by their madness. They
gripped the capital. fought until they forfeited every tie to their Covenants and
Houses, and surrendered everything to the alien malady of
Back then, no one had heard of Echoes appearing so far away ambience. The Broken turned an already tragic war into a
from the Manifested arts that spawned them. Believing it to be horrific nightmare.
a sorcerous attack from the Empire or some divine curse for
our hubris, mobs sought shelter in Lusman temples – but the And what happened to those that returned home, alienated
priests had no answers to the plague of Echoes. from those once dear to them and bearing afflictions in body
and mind? Did our citizens pour out compassion and
At that point, we all believed that we could safely Bleed empathy, rebuilding those lost Covenants and changing our
unchained anguish into foreign lands, haunting our battle‐ society to accommodate their Broken minds and bodies? The
fields. As Echoes spread along chains of love and loyalty and shame on your face tells me you already know the answer.
family, haunting our closest family and loved ones hundreds
of miles away… we learned another of the War‘s hard lessons.

In the wilderness, the land can Bleed when large Qoam


crystals shatter. Stars do fall, wandering mountains do
crash. But today we see it as a rare calamity. Every culture
holds legends of an age long gone when the world went mad,
wracked by storms savage enough to flay flesh from bone,
and gravity maelstroms pulling islands beneath the clouds.
But by all historical accounts, we believe that those
tumultuous times are long past.

And what about when reality breaks?

Bleeding ambience creates a resonance link between the


manifester and their surroundings. When the land can’t take
any more, the Qoam matrices Break. They unleash a wave of
dissonance that grows and grows through a feedback loop
until it’s far fiercer than the originating effect.

When a Break occurs, Relics may absorb the dissonant


ambience into themselves, shattering crystal and memories.
If anyone lacks this last-ditch protection, the energies
course through mind and flesh, warping everything in its
path. The process is barely understood, despite extensive
observation and study from our mystic Houses. Cures
remain a legend and desperate hope, and every culture has
its own grim tales warning of reckless mystics who found
themselves horribly Broken.

202
OUR GREATEST CREATIONS?

An Untamed artisan takes a break from her craft: underground. Places where metal lithites not unlike our own
stand in eternal vigil. Sometimes one wakes up, an Awoken
Looking to buy a few extra pairs of hands? Or just curious without any Qoam matrix to power them. But I’ve also heard
about what we do here? Well, I’ll be happy to explain... that their long inactivity leaves them unable to adjust to our
world, and the Henakor… it simply horrifies them.
I’m not surprised you’re curious – of all the many Quiet Arts,
the making of lithites is easily the most quick-moving.
Before the War, most were shaped of rock and crystal alone: Lithites can be created by a Three-Foci effect, as long
now, steel, stone, brass, wood, and glass lend their form and as two of them are Lasting. They function as
function to our service. Companions, with Tough, Drilled, and another tag
appropriate to the non-Lasting Focus.
Most people only ever see simple lithites, creatures with a
single function created by a dedicated Circle or by the dozens A Relic-powered Automaton is capable of independent
with a Ritual. They can’t act independently of their supervisor, thought, though will find its instincts shaped by any
but the benefits of a mighty and untiring worker (or a nigh memories within their Relic.
invulnerable soldier) outweigh the costs.

True Automata are permanent creations fuelled by a Relic


with the Lasting Focus. The best practice is always to use a
Relic created exclusively for this use, free of any will or
memory. But many groups lack the means to make these
purpose-built Relics, and end up using whatever Lasting
Relic they can get their hands on. This... hasn’t ended well, in
my experience. The consequences are melancholic at best,
tragic at worst – the Automaton gains limited sentience,
overcome by the fragmented memories imbued within the
Relic. Neither person nor device, they live in a social and
legal limbo. Mostly, I only see these poor creatures when I’m
called in to disassemble them.

Sometimes, the same rituals that turn a sculpture and a Relic


into an Automaton accidentally create something else. The
creature awakens – not inheriting their personality and
knowledge from any Relic’s imprint, but building them from
nothing, or maybe from the Qoam matrices of the land…

These Awoken creatures are fabled and respected. The


Henakor cults uphold the Awoken as holy agents, a
miraculous window to higher realms of understanding.
Scholars believe them to be the key to truly understand the
Henakor’s deepest secrets. And lorekeepers seek out
ancient Awoken, to learn the secrets held within.

Unlike constructs or automata, the Awoken can Manifest


effects of their own. They are, however, particularly vulnerable
when reality Breaks – they cannot offer up their core Relic as
a sacrifice, and so many carry sacrificial Relics with them or
twist their artificial body into whole new shapes.

I don’t know if I trust the stories, but I’ve heard that some‐
times explorers and miners discover ancient ruins deep

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CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

For all of recorded history, our society has been shaped assembled overnight, and then presented for an Onygauros’s
around the healing of ambience. Many of our festivals and judgement; sombre funeral watches and animals sacrificed
rites stem from Cleansing practices - ways to attune to a to a Boulron; hallucinogenics imbibed to experience
Bleeding land’s madness until balance is restored. It is a something akin to Human’s dreams; celebrants baring their
communal exercise in humility and empathy, quieting skin to Cerulean Storms and embracing the mists, hoping to
dissonance through syntony. be blessed by a judging Caerulas. Putting yourself in
harmony with the inhuman and alien.
Titans and the Broken are honoured, and their behaviour
reflected in worshipful rites, dances and songs. Festivals Few moments match the catharsis of witnessing the land
encourage exercises in empathy, as celebrants push their heal its Bleeding before your eyes, surrounded by Echoes
minds into one shape after another to build ever greater and pulsating Qoam crystals as Covenants swirl in ecstatic
harmony. These may be games where collections are dances or embrace in intense passion.

204
QOAM CRYSTAL CULTURES

Circles working together are vulnerable in a way solitary Circles are often treated as outsiders in their culture, as this
Qoam users are not. They acutely feel the sorrow, pain, intense intimacy often excludes their relationships with
anxiety, joy, and love experienced by their partners. The other people. Sometimes they are even ostracised for their
relationships formed in these Circles may be familiar, behaviour, with their community fearing the power of a
platonic, romantic, or even sexual; it’s common for a circle to Circle, or their seemingly blasphemous intimate knowledge
have a mix of all these relationship types, varying from of each other's minds. Some communities are more
member to member. Regardless of the relationship style, the welcoming of Circles than others; Lusman influence pushes
Circle’s harmony must be maintained – though what this communities to treat a Circles’ strangeness as divinely
means varies based on the goals, personalities, and inspired, while communities further from the Henakor that
emotions present. Some Circles look argumentative or toxic, view Qoam manipulation with cold practicality are more
but form their own kind of harmony within these emotions. likely to view Circles as a liability.

Harmony does not necessarily mean the group is peaceful. It’s up to your group how close your characters are to each
Everything present in a mundane relationship is intensely other; even users of the Arts can be casually linked by
heightened in one founded on Qoam ambience, as emotional Covenants and use them for magic power without swearing
ties weave into the shared memories in each practitioner's the formal oaths that bind a Circle. Culturally, this casual
focus. A solid relational foundation must exist for the Circle relationship between Covenant-linked Qoam artists is similar
to weather conflict and change. to a business partnership or close friendship; a Circle seen
more like a marriage. Thanks to the cultural impact of Circles
From inside the Circle, having this many close relationships through history, multiple-partner romances are common
can be a difficult but beautiful experience. Finding four or five across Mysthea even outside the ranks of magicians.
others who resonate deeply with you is hardly common. Not
only is a deep interpersonal connection needed, but also a Communities, too, are shaped by the flows of ambience.
willingness to bare your soul to each individual in the Circle. Bleeding emanates as a psychic attack, threatening to crush
Sharing intimate memories, particularly difficult and dark the human hope for healing, and groups must pull together to
ones, puts each member in a vulnerable position. Acceptance, withstand it. Every community will have an occasional person
affection, and validation can help partners handle their hardest who can’t handle the pervasive dread and falls into a deep
memories, and shared trauma and horror can be lessened depression, needing care over the course of the season.
through human comfort. These are the strongest Circles.
Each culture has a calendar of festivals to cleanse their land:
Circles can also have unhealthy relationship patterns. Most grand celebrations where people express their hope and
of these fall apart within a few years, but some can last a desire to be freed from the twisted trauma embedded in their
lifetime. Codependency, resentment, and abuse festers in Bleeding land. Spring often heralds the largest and most
the heart of these toxic Circles. The work they do in the world important Cleansing festival, with the awakening life in the
often reflects their relationships with each other; these more soil empowering a community to heal disrupted ambience.
toxic groups both consciously and unknowingly inflict their
trauma onto others as well as themselves, leaking unstable The Kitrean empire – institutionally opposed to independent
ambience into the local area. Circles can come into conflict Circles and far more focused on communal celebrations of
based on these differences, with more stable groups mutation – particularly reveres the Spring festival of Fluxian,
attempting to quell or harmonise the toxic ones. celebrating the physical transformation of dormant land to
blossoming life. Fluxian rituals varying between households
To those outside the Circle, the closeness of the group can and cities, but there are two main ones: a costumed
be hilarious, overwhelming, or exhausting. Circles are used enactment of critters emerging from dark burrows, and
to being judged by outsiders for their psychic knowing beautiful ice sculptures carved into flowers, trees, or
glances, open affection amongst each other, or emotional landscapes, allowed to melt over the few days duration of
drama that bleeds into every social interaction around them. the festival. Communities head out into Bleeding lands near
From the outside this can feel like being constantly left out their homes, and plant seeds to represent healing through
of private jokes, in-Circle jargon, or intimate shared history. new growth – even if those seeds are unlikely to sprout.

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CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

The original bracelets are drawn to pairs who share this


RELIC ORGANISATIONS intrinsic desire, to know someone entirely and be bound to
THE SPIRAL MYSTICS them. These two become almost-divine representatives of
Gabbro is a small town sat by an inland sea, dominated by a the bracelets themselves, and rule the Order for this age. The
great spiral shell. Legends say the intricate carvings on the bracelets are silken thin, woven with strands of silver so fine
shell were inscribed by Matriarch Ashiri, a revered leader who that only tools guided by the mind of a Qoam master could
embodied such heights of ambience that she lives even now have performed this delicate work.
beneath the waves, her flesh replaced with immortal Qoam.
The Order of Two’s culture focuses on duality, the many
Those who live near the shell soon dream of Ashiri’s life. The dyads that can be found in oneself, others, and the world. It
Spiral Shell’s dreams show Ashiri hearing whispers from the also centres ideas surrounding the power of reflections, and
waters urging her to walk beneath them, and finding in their connections between two people or entities. The Order of
depths great cities populated with strange creatures. They Two expects each of its followers to find a partner to bind
gave her a shell so giant she could barely carry it back to themselves to. Love for your partner is key, with friendship,
shore, and Ashiri carved intricate spiralling patterns into it as family, or romance fuelling an ever-stronger bond. The
though they were a labyrinth of passageways. This was a philosophy of the Order of Two asks it’s followers to look into
map both to a spiritual understanding of the Spiral Shell, and the eyes of another and accept them as the same, no matter
to a sacred underwater city that she would one day build. what differences they may have. The Order of Two has
brokered peace summits, quashed hate groups, and united
The shell is a home, a shield, a mental attitude. Those who communities divided by ancient grudges.
devote themselves to it construct elaborate headpieces and
back coverings that mimic the look of a shell. They are SPEAR SINGERS
intricately carved, both decorative and functional as armour, The Spear Singers hail from a series of small towns in the
and embedded with Qoam crystals. The mystic’s skin is eastern wetlands. Their signature Relic is a spear significantly
decorated in tattoos matching the swirls of the shell carvings. heftier than normal, with a spearhead made from an obsidian-
They must at all times carry salt water on their person. They like Qoam shard. Holes are strategically drilled into the
are devoted to creating safe homes, protection for those who spearhead so that its flight creates a haunting song – and
have none, and for walking a virtuous path of the Spiral Shell. resonates within the Qoam to push it surging forwards.
What they see as virtue is remembering that all paths are
taken by choice, and though you cannot control what happens The original singing spear, gifted to the most cherished
on that path, you can control who you walk it with. warrior of each generation, was created by Klwelkine, an
expert dancer. The War inflicted terrible suffering on their
The Spiral Shell path is one that seeks to be closer to the sea, village, and they searched for a way to fight back. The design
to the creatures there, and to remember how everything is came to Klewlkine in a dream where they used dance as a
connected no matter how big, small, or visible. Each summer weapon, with their spear singing out the music they danced
the Spiral Mystics have a collective pilgrimage into the sea, to. Klewlkine made this spear, and soon was teaching others
swimming deep into a secret underground cave system built the fighting style they’d learned in their dream.
entirely of carved shell and Qoam. Here, they claim to meet
with the old matriarch, who returns to them in the form of a The original spear was stolen after Klewlkine fell in battle
giant blue crab... against a Kitrean warbeast, but the practice grew and
spread. Now, hopefuls seeking tuition travel to the Spear
ORDER OF TWO Singers and pledge to protect the people, towns, and
The Relic that rules the Order of Two is a pair of thinly woven habitats of the eastern wetlands. Some outsiders join the
bracelets made of silver. These bracelets must always be Spear Singers, but it’s rare: the practitioners know that those
worn by two partners, connecting them through Qoam from other lands might try to profit from their secrets, or
ambience. They were first discovered generations ago by a unthinkingly dilute the meanings within the practices.
small Circle in a long-conquered city of the Borderlands, two
women who loved crafting jewellery almost as much as they They’ve adopted a particular style of dress that honours their
loved each other. They shared everything in life, even adding lands. The Spear Singers’ hair is often styled like the
two additional Qoam crystal arms each so that they could feathers of cranes in the marshes, the colours of their robes
create more impossibly beautiful artefacts. This was when rich greens and muted tans that are tailored to flow like tall
they created the first silken bracelets, Relics imbued not only grasses when they dance. Though their dress is not very
with their memories, but their shared dream of becoming intimidating, it allows them to blend in with their
entwined with another in heart, mind, and action. These surroundings, remaining nearly invisible until they wish to be
bracelets led them to ever greater deeds, and attracted a seen. Their attire and dances celebrate the Spear Singer
community who wished to learn from their practices of heritage and the ancestors who have lived and died in the
intertwined connection and duality. wetlands for centuries.

206
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CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

CRYSTAL AUGMENTATIONS
Augmentations have a variety of purposes, ranging from Symbiote communities have started forming in the wilds,
cosmetic to spiritual. Some people know that the Qoam Rootmakers and like-minded folks who pursue a hybrid way
crystals are a part of their identity and use them to alter their of living that uses the land sustainably. Their Qoam Relics
appearance in extraordinary ways. Qoam crystals are also are highly attuned to ideas of compassion, wildness, and
used in weaponry, to enhance battle ability as well as cycles. Other Rootmakers have done slightly more
replacements for body parts lost in violence. Several new outlandish augmentations, turning arms into branches or
Qoam crystal augmentation identities have popped up changing the texture of their skin to stone. While still
among humankind as a result. Extrahumans, Rootmakers, welcome in Rootmaker communities, their alterations are
Symbiotes, and Viseria are all augmentation subcultures seen as far more radical and inhuman. They don’t see the
that have grown as a result of these new identities. change as being all that different from attaching a magical
crystal to a human body, but the nature of their
Cosmetic augmentations have grown in popularity as people augmentations is far less animal. Because of the strange
became more comfortable with Qoam crystals in culture. ways all Rootmakers look, many are outsiders in mainstream
While these augmentations are cosmetic visually they are not culture, welcomed or shunned depending on how open
superficial in meaning. People who augment they way they different communities are to outsider identities.
look with Qoam have a deep connection to altering their
bodies for a variety of reasons. Several feel as though the Crystal Qoam augmentations for battle, combat, and fighting
crystals are a natural progression of the human form - since are some of the most prolific. In this time of war cultural
Qoam is now a part of the land, why should it not also be a acceptance of these augmentations is growing – the step
part of the body? While not homogeneous in thought, crystal from humans using weapons to humans becoming weapons
augmenters tend to view their bodies as clay for the Qoam to isn’t so great in the public consciousness. As with other
shape, offering options for how to move and appear that have modifications, some warriors added extra limbs, or
never been possible before. Some use their arts to add extra amputated legs to replace them with crystal weaponry –
arms or legs and become part of the Extrahuman movement. arms or legs now terminating in swords or shard-throwers.

Others change their body to match their self-image, Qoam weaponry enmeshed within living bodies have a
reshaping elements of their internal or external anatomy to tendency to be more unstable than other Relics. Repeated
counteract body dysmorphia or gender dysphoria. Creating exposure to violence and trauma makes them volatile and
these Relics requires a great deal of self-love, dedication to require emotional maintenance. For this reason, warriors
transformation and growth, and the will to cast aside the who bond with these Relics have a rigid culture of healing
status quo and create a body that fits. Different cultures and meditation after each battle. This realigns the
accept these changes more or less readily - some fear them resonance in the shards and ensures they don’t become
or call them heretical, while others celebrate the freedom unusable. But the violent memories embedded in the
these body-enhancers represent. Seeing someone reject a wielder’s own body often create PTSD-like symptoms,
body like yours can lead you to think through why you value lingering long after the warrior retires from battle.
this form, in a way you may never have done otherwise.
These warriors call themselves Viseria, reminiscent of the
Some communities create Qoam augmentations that grant visceral nature of muscles, tendons, bone and blood
them a spiritual kinship with the land. This philosophy transformed into malleable Qoam crystal. They believe that
believes that since the matrix of Qoam energy permeates the they are living weapons, the Qoam a part of them and them
land, it is therefore embedded in our ancestors and our a part of the Qoam. In this sense, their Qoam crystal body
selves. As the world transforms we must transform with it, parts are not weapons as an extension of their bodies, but
becoming like the world. To these Rootmakers, the Qoam their bodies as weapons.
augmentations they create for their bodies bring them closer
to the ecologies, flora, fauna, and minerals of the world. Similar to martial arts philosophies, they work to harmonise
Several use natural formations as inspiration for what their their Relics and their bodies as much as possible. Training
Qoam augmentations look like, adding tails, ears, gills, regimens for Viseria are intense, often the sole focus of the
wings, claws, and scale-like shapes and appendages to their warrior’s lives. Balance is at the heart of their philosophies,
bodies. These people practice behaviours much like their as being a part of a culture is as important as defending it.
animal kin, often living out in the wilderness and shunning So although the Viseria are trained warriors, they also seek
traditional towns and cities. to be a good partner, parent, or creator of life and balance all
the death. Many Viseria maintain a garden, planting new
growth every season, as a way to give back to the life cycle.
Those who do not follow these codes are no longer
considered Viseria and live as criminals, outlaws, or worse.

208
WAR IN A WORLD OF MAGIC

There is something more than a little mad about war. Looked In Napoleon’s time, an army could still hope to move in one
at dispassionately, wars shouldn’t happen. For what they compact mass into enemy territory, provisioning itself by
accomplish, wars are tremendously costly. If cool heads taking whatever the hapless civilians in its way happened to
prevailed, one might expect the stronger side to recognise its possess: the old strategy of bellum se ipsum alet – the war
advantage, the weaker side to stare likely defeat in the eye, feeding itself— that fuelled the European Wars of Religion
and the two to negotiate an outcome that gives the stronger through thirty grinding years in which up to four-fifths of the
side what it would have gained by fighting, without the population of the main conflict zones lost their lives. In a
slaughter and the destruction and the immiseration. world where some nine-tenths of the population was
tethered to the land by the need to put in the labour of
But, more often than not, cool heads do not prevail. The growing crops, plunder was an adequate strategy.
Archduke gets a bullet in the head; officers caught up in the
chaos find it simply unthinkable to change mobilisation In a world of heavy industry or high magic, where the
plans and cancel launch orders; hotheads conjure up productive capacity exists to put weapons in the hands of
improbable gambles which promise to turn certain defeat millions – in the time period of our World Wars and of
into glorious victory, if only they were tried; the gods will Shattered City – a system of logistics based on localised
accept nothing less than spilled blood; individuals pursue plunder would collapse under its own weight. So what’s a
their own narrow goals using their own narrow means and do strategist to do?
not stop to think that the sparks they scatter may engulf the
world in flame. And once war gets going, it acquires a Essentially, there are two options for fighting a modern war:
momentum of its own. Blood begets blood. An eye for an gather up stocks of arms, ammunition, rations, Qoam
eye. And those who may never have imagined that matters shards, and whatever else is might be needed, and aim for a
would come to such a head find themselves straining to quick victory before the stocks run down; or settle in for the
tame the consequences. long haul, with a fundamental reorganisation of the home
economy toward the needs of wartime production as the
Culturally, we think of war in terms of the valour of those inescapable price.
fighting, the genius of the strategists, the morale of the home
front. More often than not, this perception is misleading. In Kaiser Wilhelm’s famous address to his soldiers departing for
a magical setting just as much as a mundane one, war is at the invasion of France in 1914, “You will be home before the
least as much a material enterprise as a spiritual one. Every leaves have fallen from the trees”, was not just an idle boast
soldier out on the field of battle is a farmer not growing about the German military’s power to sweep all before it, but a
crops, an artisan not shaping Qoam shards, a Master of the desperate hope: without a quick knockout blow to secure
Quiet Arts turning their skills to destruction rather than the victory, Germany would be forced to recall soldiers from the
myriad subtly interwoven tasks upon which a technologically front lines and into war production. When the Schlieffen
advanced society depends. offensive stalled, Germany was forced to do exactly that, and
to conserve its remaining manpower by digging in. For the
Their absence cannot but be missed, for, as Napoleon is next three years, the story of the Western Front would be the
supposed to have said, an army marches on its stomach. familiar one of grinding war in the trenches.
Troops without equipment cannot fight; troops without pay
or food will mutiny or die. An army, no matter how strong, But, wait. If the alternative to a lightning war, under conditions
exists on its supply lines; cut them off, and it will wither. of industrialised warfare, is a total war, is the Kingdom of
Napoleon would know: the Russians in 1812 defeated him Ilvash being reckless by sending the scions of its best Guilds
not on the fields of Borodino and Smolensk, but in the fields to administer a far-flung conquest more or less as they see fit,
of ripening grain and the stockpiles of Moscow that they rather than into the factories or the trenches to kill and die on
systematically destroyed. Without food or shelter, a Grand command? Not so. Whether intentionally or not, the leader‐
Army of 600,000 was consigned to headlong retreat, melting ship of Ilvash has grasped another of the deep principles
away to less than a tenth of its initial strength by the time it underlying industrialised warfare: who trades, wins.
reached safety.

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CHAPTER 7: STORIES INSCRIBED IN CRYSTAL

Our friend Kaiser Wilhelm can once again demonstrate. Before Protected from global competition by tariff walls, German
the First World War, German politicians sought to prepare the agriculture remained a land of smallholdings where
country for wartime victory by building up a military-industrial- peasants tilled the land with much use of animal power and
political complex later termed the Marriage of Iron and Rye. their own labour, but relatively little modern technology. In
The German leadership considered that, in the event of war, industry, the situation was similar: true, the German barriers
the country had best be self-reliant in key sectors of the to trade encouraged the formation of giant steel and
economy such as armaments, iron and steel, and food armaments cartels that were the envy of the world, but at the
production. So long as the capacity to produce everything the cost of depriving the vast swathe of lighter industry of
military might need remained within German lines, the thinking investment for the best firms and competitive pressure for
went, Germany’s strategic position would be secure; by the rest. Being labour-intensive, under-mechanised, and
contrast, the British, being a free-trading nation relying on capable of producing less per worker than their British
massive quantities of imported grain to keep the Home equivalents, the German strategic industries proved much
Islands fed, would quite literally starve as soon as Germany less capable of absorbing the shock of millions of workers
were to apply pressure to its maritime supply lines. departing from the front lines.

The idea of German self-sufficiency pleased politically As for the British, their policy of producing what they were
powerful agricultural and industrial interests tremendously, most competitive in and trading for the rest put them in an
and the German Parliament consummated the marriage by excellent position to shift over to their war economy. Not
protecting the key sectors behind a wall of very high tariffs. only did greater efficiency permit a greater shift of
By 1914, the policy seemed to be working: imports of manpower to the front, it also left Britain with much unused
strategic products had come to be replaced with domestic or underused land which it could put into cultivation during
production. When war broke out, it seemed that the German the times when its food imports were squeezed by German
front line would want for nothing. submarine raiding. Even more importantly, the long years of
trading at a surplus during the war left the British with a vast
And yet, in the months and years to follow, it was the German pool of capital that could be run down to pay the costs of
economy, not the British, that could not cope with the fielding a military on full war footing. The Germans, without
demands of the war and teetered toward collapse. By 1917, this buffer, were forced to lean heavily on creating paper
Germany was in the throes of a ‘Hunger Winter’, while Britain, money, and you know where that ended.
supposedly so vulnerable economically, was riding out the
German U-Boat blockade in relative comfort, with rationing
and limited choice of foodstuffs but without a major
reduction in caloric intake. The German policy of self-
sufficiency had backfired: far from making the German
economy resilient, it made it inefficient and vulnerable.

210
WAR IN A WORLD OF MAGIC

The examples could be multiplied. In the US Civil War, the been permanently closed off from settlement. And that’s just
United States managed to overcome initial battlefield reverses iron, that’s just chemicals. Now think of even vaster areas
by using its Navy as an ‘Anaconda’ to block the Confederate where reality is no longer as it should be, where only
trade of cotton to Britain and France in exchange for war concerted and dangerous intervention by strong Circles of
matériel. In the Second World War, American lend-lease aid Qoam users can hope to bring about an improvement.
was pivotal to keeping Britain and Russia in the war even after
Hitler had managed to subjugate the vast majority of the It is far easier to contaminate than to decontaminate. Just
European Continent. So there you go: by sending you off to a ask the guardians of the site in Hanford, Washington, where
far corner of their dominion to do what you do best, as you see the United States built nuclear reactors to produce
fit, Ilvash is looking after its own interests. Whether you make plutonium for the Manhattan Project. Adjusting for inflation,
them proud or defy them and forge your own path… that part the entire American effort to produce a nuclear bomb cost
of the story is yours to write. barely one-fifth of the cost of bringing that one site back to
a condition where people can safely enter. Expect costs in a
So far, we’ve mostly looked at the Dulkodel War by analogy world of magic to be higher still.
with our own world’s history. As far as teasing out some
universal features of armed conflict goes, that’s all very well, Finally, no discussion of the differences between total war
but you must be wondering what difference it makes when the as we know it and total war on Mysthea can be complete
world is impaled by a giant crystal that gives rise to all manner without considering the war’s human costs. The unending
of strange and unpredictable magic effects. Well, I don’t want intensity of the trench warfare in the First World War forced
to be prescriptive – the precise details of how the Qoam Arts militaries and societies to acknowledge the reality of
shape the society of Montana are for you and your group to psychological trauma that could not be dismissed as
determine, after all – but here are some points to consider. cowardice and a lack of soldierly spirit. Further, the ongoing
march of technology – both the technology of killing and the
First of all: the Qoam Arts, when uncontrolled, or even when technology of saving lives despite catastrophic injuries –
well-controlled but poorly executed, are very dangerous, with meant that increasing numbers of soldiers returned from the
surges of Bled ambience having the power to distort reality battlefield permanently disabled and badly disfigured, some
itself. Strong social norms and legal institutions governing with injuries never seen before, such as damage to the lungs
Qoam users are thus the foundation stone of most societies from poison gas.
in the world of Mysthea. In times of war, the delicate
regulations built up over generations are likely to prove In the world of Mysthea, the huge amounts of ambience
inadequate, and hard-edged bureaucracy – for instance, released on the battlefields of the Dulkodel War mean that
registration of Qoam users to the military draft and injuries to body and spirit are not only commonplace: given
internment of those who refuse to be registered – is likely to enough time on the battlefield, they are nearly universal. In
be thrown up helter-skelter to take its place. our world, societies dealt with the visible aftermath of war in
those who had gone off to fight by attempting to disguise
Such heavy-handed treatment is bound to encourage their injuries, or, when that failed, to isolate those affected
resentment and dissent, and partisan warfare by Qoam from society.
users who refuse to be subject to the new systems of control
may be tempted by partisan activities: think of how much The field of plastic surgery owes its existence to the First
lasting damage can be done by an intentional Bleeding of World War; where plastic surgery was inadequate, as with
Qoam energies in the right place. Insurgency and massive facial injuries, industries producing items such as
counterinsurgency will be savage and at a premium tin-plate prostheses sprang up overnight; when even that
compared to warfare in our world; both offer a ready avenue could not restore a ‘normal’ appearance to veterans, they
for player characters to make a name for themselves in the would often be removed beyond society’s gaze. In France,
annals of the Dulkodel War. they would be consigned to veterans’ homes and have
colour-coded park benches reserved to them; in Russia
What is true of the actions of renegades is doubly true of the under Stalin, disabled veterans were taken off the streets
use of the Qoam Arts on the battlefield. The ambience altogether and consigned to institutions.
released by the war – so very much of it – is likely to prove a
blight on the land for generations to come. Even today, more In Shattered City, the sheer scale of the damage wrought by
than 100 years later, it is easy to trace where the Western uncontrolled ambience is likely to make any such responses
Front of the First World War ran by studying a map of impracticable. Those changed by the War are here to stay,
northern France and looking out for the so-called Zones but their struggle for rights and recognition as members of
Rouges, the areas so churned up by thousands of tonnes of society may not, if our world is any guide, be an easy one.
high explosive, so peppered with unexploded ordnance, the
trees so riddled with shrapnel that even to stand near them
during a lightning storm is to court death, that they have

211
CHAPTER 8
THE WILD LANDS OF MYSTHEA

IN THIS CHAPTER:
A WANDERER’S JOURNAL 214
A HUNTER’S BESTIARY 216
THE CREATURE ORACLE 224
CHAPTER 8: THE WILD LANDS OF MYSTHEA

A mercenary stares vacantly into the horizon… “We call the most peaceful and intelligent of these myriad
creatures the Other, welcoming them into our cities and
“It’s true enough that when armies clash they turn the land helping them integrate. Of course, they do become restless
barren and haunted, unable to support life. But beyond all this, and confused when disturbed by ambience – but in all truth
this War and the people who fight it, there are wilder lands full we all do, and society still holds, even if it’s sometimes frayed
of life and wonder – lands without a hint of our works, around the edges.
untouched by our existence.
“Not every nonhuman creature can be called an Other:
“How tempting! To wander away, to never see a human again. mindless vermin support the land’s harmony and feed those
who hunt, monsters can’t overcome their base urges and lack
“This is a silent and vast land, disturbed only by whispering the tools to join society, and true Titans… well, they are closer
rivers and the constant dance of the mists. Though peaceful, to gods than to any beast or man. And they all change us, who
many different creatures populate it; simply step away from deal with them or merely witness their work. There is
the clearer paths and you can expect to find a form of Other something magic, somehow deeply sacred and humbling in
never seen before – or something stranger. The Cataclysm understanding we are no better than them. We’re connected in
touched everything. And each and every expression of life our joys and sorrows, in our love and respect and awe for our
battles continuously for balance, for the right to exist and lands… our vast and silent lands.
prosper in this broken, mad world of ours.

Mysthea is a cluster of continental sized islands floating across the never ending storm below, and mists above. And though
those born and bred in our capitals might think we have tamed and tiled the world, wanderers know best. Only outside the walls
and off the roads can we really understand how we are truly surrounded by the wilds, how small and fragile are our great
kingdoms and empires. Even familiar landscapes hide mysteries, often known only as rumors or half-forgotten lore.

CRYSTAL FIELDS
Plains that go as far as the eye can see, barren and glittering Dour soldiers and jaded nobles alike have fallen into tears at
with qoam crystal fragments. A land where gravity itself the beauty of the countless shards singing to each other on a
ebbs and flows in its own capricious rhythms. Where one clear night. But all this beauty masks terribly alien memories
needs only to tap into an infinite reservoir of energy – just to that assault those who dare dream or fall into stupor here.
be drowned by the resulting tide of ambience. Even the Not all of them tell of destruction and terror, but all of them
wildlife avoids the fields, as their warping effect is suggest a far and distant land – whole and bright and alien.
immediate and severe.

To Manifest in the Crystal Fields is an act of supreme


ALIEN MEMORIES
Every night spent in the Fields forces a Hero to Exploit
arrogance and carelessness. One can call upon as many
the Covenant and align their mind with the crystals. If
Foci tags as they want, even without Mastery, generating
they reach 0 Covenants, the land inexplicably Breaks!
an equivalent amount of ambience. The land is
permanently saturated with ambience from every form
of backlash – more than enough to Break any act of Those who fail to cross the Fields endanger not only their
godlike power, and obliterate the fools who tried it! bodies, but their souls and minds. No one sane would dare
to settle down here – that’s not to say that there aren’t
villages of unhinged (or enlightened) once-humans. Besides
them, only Onygauros haunt the Fields, often sheltered in
gigantic underground Hive nests – truly inhuman cities, ever
busy, fully absorbed in their disturbed patterns.

214
A WANDERER'S JOURNAL

FORESTS MOUNTAINS
Deep velvety moss covers the forest floor. The damp and thick Craggy peaks, sheer walls, deep valleys with even deeper
mists distort even the sound of our breathing, and twist the lakes – these mountains are the jagged edge of geological
scales and distances we thought we once knew. Bright, vivid scars. This place is an icy purgatory, inflicting pain on
colors assault the senses with alarming frequency, as fungi humanity for the ancient crime that split the world. No ships
compete with bark and leaves. Explorers feel out of proportion can fly here due to the winds. No mount can work the cruel
here, as everything looms over those of us on the ground. paths. No earthen trail lasts for long as ice and gale scour
the rock clean. You must walk… and every step is an ordeal.
The biodiversity in Mysthea’s forests is stunning – as if life
itself was trying to desperately find a way forward. True,
Kodror infests the canopy and incredibly quick Utcoros packs Travel into and across the Mountains often requires
hunt in the shadows. But no two encounters should be alike, potent Manifested effects: 2 or more foci, often with
and most species Heroes find here haven’t been named yet. Potent and Lasting.

Refer to the Creature Oracle, p. 224. The unforgiving peaks sometimes reveal ruins of the world
before, like a trophy displayed in grim pride: ports stranded on
dry plateaus, bridges ending abruptly midair, temples barely
This explosion of life also means that wounds fester rapidly visible under massive rocks. You get a sense of bitter victory
and weakened heroes might have to deal with strange – we broke the mountains, but the mountains broke us too.
diseases. All in all, we don't quite belong here.

EXPOSURE
MALADIES The Mountain’s frigid weather can kill the unprepared, or
When Harm breaks whose Harm breaks their skin or the unlucky. Hardy Garments can protect you from the
bones might contract a wasting disease. Replace usual usual cold, unless the Storm hits! Harm caused by this
Critical Harm boxes for: cold replaces your usual Minor Harm boxes with:

□ Weakened (-1 Force & -1 Sway) □ Exposure (-1 Force & -1 Steel)
□ Wasting (-1 Force & -1 Steel) □ Freezing (-1 Force & -1 Steel)

Heal can only cure this Harm with access to specifically Heroes may Recover from this Harm, as long as they find
secured Surplus: Medicine, or a Physician Companion. some warmth.

Just a handful of Cannibarok haunt these peaks, and Qoam


energies tend to run harmoniously here. Except in ruins,
where Echoes abound.

RIVERLANDS
Home. Every major city and civilization rose from these
fertile and peaceful lands. Rivers are the arteries of our trade
and it’s waters, our people’s very lifeblood. Ships traditionally
dock on waters and sail well, even if they can fly across our
skies empowered by the Quiet Arts.

215
CHAPTER 8: THE WILD LANDS OF MYSTHEA

MISTLANDS
When the lowlands on the edge of our continent are not A few brave hunters dare the mists in their ships, chasing
blanketed by the mists, they are battered by the Storm. legendary Titans – a job as dangerous as it sounds. At the
People who bravely choose to live there develop a religious mercy of the Storm, their only advantage is the capacity to
respect for the unknowable and the unpredictable – for the bleed ambience, whipping up ghosts and echoes to shape
mists are forever willful. vast stretches of clouds. But I cannot tell you how it feels
when they do succeed. One can only feel… Elevated, proud of
THE STORM their, our, might and guile in bringing down gods of old.
It comes without warning, boiling from the depths or These rough men and women manifest Arts that would put
descending from heavens in fury. No creature could fly most Magista to shame, and if their ranks don’t hold the
through its winds – except, maybe, Titans. It freezes most powerful wielders across the lands it’s just because so
those caught in the open (an additional 1-Harm due to few of them survive for long.
cold), and turns the landscape into a temporary Hostile
Ground. The Mistlands lure visitors into a false sense of security,
which only make its landslides, volatile weather, and
REACTIONS: enigmatic monsters even more deadly. The edge beckons to
◊ You can’t be heard. the lost and the pained, calling them to the depths – and many
◊ You can’t see anything. legends say that all who have surrendered themselves to the
◊ You can’t move without straining effort. fall will one day rise from the everlasting storm in glory.
◊ Its winds carry ambience as the largest Surge the
world has ever seen.

Not every piece of lore about this land’s creatures holds


truth. Some are just fanciful rumors, born of fear and MAKING YOUR MONSTER
ignorance. To list all there is to know about one kind, one Each of these bestiary entries lists a range of possible
must look closer at its individuals, and their peculiarities. Qualities. Choose any two Qualities for usual encounters,
What you have here is not all the truth, nor entirely true. adding more to increase their challenge or represent a titanic
or ancient creature.
The creatures are presented here are divided into:
Only the most epic individuals of the types listed here will
have all five Qualities – these suit a creature that will define
HORRORS a Cycle all by themselves.
Brutal and dangerous creatures lacking the
sophistication of language. Some creatures can be dealt with using Compromise and
Assault; others must be Confronted. A Quality will say when it
demands that Heroes use Confront; Titans always require this.
TITANS
Vast, unknowable creatures that hold The Manifested effects of Horrors and Titans generate no
intelligence and power far beyond our own. Ambience. A mark of * in their Arts means that the indicated
Focus gains increased capacity as the creature gains
These categories are fluid – as you’ll find out when you face Qualities.
the truth behind a humble Utcoro’s rage, the rebirth of a
Cannibarok, or a mass of mundane soldiers twisted by
arcane arts until they fight as savage horrors, or as a unified
and horrific titan

216
A HUNTER'S BESTIARY

THE INHABITANT FROM BELOW


This three-headed titan surges out from the mists, soaring over
islands and filling the air below with screeching harmonic wails QUALITIES
before disappearing back below. Caerulas seems to ignore ◊ Titanic Size: Only the great dragon Volfyirion rivals a
living beings, serving only its strange whims. Caerulas in size. It can easily kill cities and swallow ships
whole (4-Harm, Area and Piercing).
“… something in the clouds change; their colour, density or ◊ Crushing Coils: Their sinuous motion can be surprisingly
shape, or maybe the direction they move…” agile, and they can constrict and crush castle towers like
brittle crystal (+1 Harm, Tether and Brutal).
“…an impossibly strong smell of metal in the air, as if lighting ◊ Soul Judgement: A Hero who faces the Inhabitant from
had just struck nearby…” Below can be judged, rolling Confront with Cunning or
Wisdom. They must either cease all aggression and take
“…static electricity runs wildly over hair and clothes…” the Prophet or Outsider Role, or else face its full wrath.
◊ Divine Essence: If anyone is foolish enough to Manifest
against the creature, double the ambience and channel all
of it in an immediate Surge: a storm of ice, fire or lightning.
◊ Godly Fury: Only 4-Foci effects can hope to affect the
gigantic Inhabitant from Below. Other special abilities
that enable a mortal to hurt a Titan will only work once,
ever, against this creature.

ARTS: STORM LORD


PRECISE, SWIFT*, WIDE
The Inhabitant from Below summons hurricanes and gales
around those who dare follow or confront it. If its movements
are restrained in any way, potent lighting will rain down over
those who oppose it.

DISTURBED: STORM WRATH


As long as a Caerulas is Disturbed, the Storm will hit with
twice its usual fury.

RUMORS
“…some tell tall tales of catching the Caerulas’ attention,
saying it stared directly into their souls, judging every detail of
their existence before quickly diving again into the clouds…”

“…tales abound of people brutally slaughtered by the Caerulas,


perhaps those whose souls failed to impress the creature.…”

“…they command the Storms to batter cities overrun by


iniquity and pride, until there was nothing but ruins…”

Volfyrion defies even these description and rules – and


the daunting difficulty of the task of facing it remains
implied in Caerulas’ description. The Great Dragon is
unique, and facing it would involve multiple
Confrontations, the use of whole armies, and the
combined might of several veteran Champions.

217
CHAPTER 8: THE WILD LANDS OF MYSTHEA

THE QOAM EATER


Cannibarokken sense Qoam across great distances, and are
drawn to consume it. Sometimes they raid guild stores and QUALITIES
armouries; other times, one will find a lonely cave filled with ◊ Powerfully Built: Even at the earliest stages of their
shards – emerging years later grown to gigantic proportions. evolution, a Qoam Eater’s power depends less on its
Then they set out towards a new field of crystals, wreaking powerful muscles and much more on its innate magic (2
havoc on their way. Harm, their attacks gain Hefty and Stunning).
◊ Qoam Dissonance: The creature disrupts the local
“…weather grows into a persistent Surge around a Qoam ambience matrix with its mere presence (all Manifest
Eater’s lair…” effects roll with disadvantage).
◊ Enormous Size: If a Qoam Eater’s rampage goes
“…A ghostly procession of Echoes carrying stolen relics and unchecked, they can become massive (+1 Harm,
shards…” demands Confront).
◊ Magic Eater: If they consume a Focus or Relic, they can
“… boulders, furniture, and people slowly levitate as the regrow lost limbs and endure great pain – gaining or
creature approaches…” restoring Enormous Size or Titanic Size.
◊ Titanic Size: If a Qoam Eater’s rampage goes unchecked,
they can become large enough to kill cities (+1 Harm,
classed as a Titan).

ARTS: MAELSTROM
POTENT*, WIDE*
All shards of Qoam in the area is inexorably drawn to the
Qoam Eater. This is usually timed to coincide with a Surge in
the area.

DISTURBED: RAVENOUS
When Disturbed, the creature becomes exceedingly hostile
to Foci and Arts. It can also force the land to Break at any
moment.

RUMORS
“…Guilds monitors closely the presence of Cannibarokken,
trying to exterminate the creatures before they grow too large…”

“…if a Qoam Eater fulfills its life cycle it leaves a powerful relic
on its remains, the sum of all memories it has devoured…”

“… Qoam eaters are just a chrysallis for a creature of pure


qoam energies…”

218
There is only one Duke... and it hates us. This nefarious ◊ Watcher in the Mists: It knows your plans, your shameful
creature schemes from the Maze Beyond, haunting secrets, your gnawing uncertainties. And it uses them
ambience-polluted people and places and infecting its prey against you, evoking memories and projecting your faults
with poisonous thought-eggs. As the egg swells the host into those who once trusted you. (Every Test the
becomes more and more obsessed with alien ideas, and Covenant in the scene gets Disadvantage, and Heroes
when the egg hatches a new creature looks out from behind cannot Exploit the Covenant to understand it).
the host’s eyes. They keep all their memories, and most of ◊ Dark Star: Those face to face with the Duke can’t help but
their natural form, but are fully devoted to their progenitor. gaze into its star. Once it draws you in, Exploit the
Covenant to say what gives you the strength to escape…
And little by little, the Duke’s servants prepare the land for its or else be dragged in to the Maze Beyond
arrival, for a time when friends turn upon each other and
alliances shatter under bitter betrayal.
ARTS: NOT WHOLLY THERE
“...mists come out of nowhere, ignoring wind and (POTENT, PRECISE, SWIFT)
temperature, and with them a deep moaning noise…” The Duke can interact with our world, even when bound in
essence and form to the Maze Beyond.
“...light and shadow project a shape against the buildings,
and you can’t tell for sure what it is. Then, in the clouds
above, the star-shaped light…” DISTURBED: NOT FULLY HERE
The Duke belongs to the Maze Beyond, and normally it can
“... Long-hidden spite suddenly clouds the eyes of a trusted only haunt disturbed minds. At least until ambience disturbs
friend. They seem subtly sick and somehow twisted into the area, and it can invade our reality. Only by healing the
something they are not...“ land can a Mastermind be truly banished, and only in its
domains can it truly be killed.

QUALITIES:
◊ Titanic Size: Though subtle and crafty, the Duke looms RUMORS
large as a storm. It can easily crush temples and city “...The Mastermind enjoys solving puzzles - particularly
walls if it wants (3-Harm, Area and Brutal). how to pierce armour and defences…”
◊ Otherworldly Retreat: The creature is in a state of flux
beyond mere flesh and bone, mostly vapour and malice “...It mimicked my voice to distract the other hunters. Can
(Disadvantage to exploit Openings, until neutralised). it understand us?...”
◊ The Soulless Hordes: Many infected will die to protect
the Mastermind. What will Heroes do to save them? “...Don’t look in the star on its head…”
(Disadvantage to create Openings, until neutralised).

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CHAPTER 8: THE WILD LANDS OF MYSTHEA

THE INFILTRATOR
Hyphae are creatures of magic and will, an ephemeral web of
glittering filaments. They seek out locations cherished by a
community, spread their filaments through them, and drink in ARTS: HAUNTED HOUSE
the thoughts and memories soaked into the stones. They LASTING, POTENT, WIDE*
guard these places, love them, become them. And once Doors slam without warning, locks close on their own,
they’re fully enmeshed, the community will have to accept instruments play in deserted rooms – the Hypha turns their
the Hypha’s foibles, or find somewhere new to live. home against intruders and alerts the place’s guards.

“…an old man’s muttering echoing down the corridors…”


DISTURBED: GENIUS LOCI
“…weird lights in areas known to be deserted…” Hyphae can coexist peacefully with other species as
symbiotic protectors and guards. Once Disturbed, however,
“…things rearrange themselves when no one is looking…” the’ll expel those living in its home – or tear itself free from
the building to conquer a new one (gain or recover No More
and Sleepwalker’s Nightmare).
QUALITIES
◊ Darkest Dungeon: Hypha that haunt long-forgotten vaults
become ever more jealous, paranoid and powerful (+2 RUMORS
Harm, requires Confront if and when they are located). “…there are prehistoric ruins that have been kept by Hyphae
◊ No More! A powerful Hypha can unleash a storm of loose for millennia, and they have never stopped growing…”
objects and furniture, hurting those in the area (2-Harm,
Area) at the cost of the order they jealously protect. “… some have learnt to offer their deceased loved ones to the
◊ Shadow in the Wind: Luminescence is not their natural Hyphae, so that they can be preserved in some form…”
state. As a web of nerves and veins animated by Qoam
energies, Hyphae can sneak into the most secure rooms. “…an unknown entity from the Maze Beyond stalks the
◊ Sleepwalker’s Nightmare: Hyphae can take control of Hyphae, that’s why they’re obsessed with security…”
those sleeping within their hauntings. Worse, they can
manifest within their target’s foci and relics.

220
A HUNTER'S BESTIARY

THE INFESTATION
Kodror is a mold-like lifeform that develops and grows only in
contact with Qoam. Highly toxic to most living creatures,
Kodror gain their nutrients by attaching to creatures and ARTS: WANDERING
consuming them. It’s rarely an issue on the ground since it POTENT*
usually gets eradicated before it can grow to any considerable Slow but absolutely silent and unstoppable, the Infestation
size, but a Kodror grown on floating Qoam chunks can respects no walls, channels or challenges imposed by the
become deadly. At that point Kodror becomes a frightening, terrain. It strikes at night or when the mist is thickest and it
floating abomination, with huge tentacles reaching out for disappears before anyone can follow.
anything passing below them.

“…everything with wings flies away as quickly as possible…” QUALITIES


◊ Grasping tendrils: The overgrown vines can grab an
“…the smell of wet grass and earth after the rain…” enemy and drag them up, or lash out across great
distances (2 Harm, Tether and Flexible)
“…burnt foliage and scorched soil over a vast stretch of land…” ◊ Alkaline Sap: All Might rolls have disadvantage against it,
and those who strike true still suffer (2-Harm, Area and
Lingering).
◊ Poisonous Essence: Bark, leaves and pollen… everything
in the Infestation brings death. Any wounded hero must
urgently deal with a virulent disease (see Forest terrain).
◊ Enormous Size: If a Kodror grows unchecked, they
become massive (+1 Harm, demands Confront).
◊ Swarm Convergence: If a Kodror consumes enough
creatures it will attract and join other clusters, eventually
becoming large enough to overwhelm cities (+1 Harm,
classed as a Titan).

DISTURBED: DISASTER
One of the greatest dangers of a Disturbed zone is that it
attracts the Infestation. Even a relatively small Infestation
can become hard to destroy given their decentralized nature.
Gain or recover Swarm Convergence.

RUMORS
“…they were created by woodland spirits as their weapons
against Humanity…”

“…first originated in the depths of the sacred chasm of Qlys…”

“…are in fact possessed by alien memories in the largest


pieces of Qoam, and carry out their will…”

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CHAPTER 8: THE WILD LANDS OF MYSTHEA

THE DEVOURER
Obsidusa is a walking abomination, made of the Qoam-fused
flesh of those unable to fight him off. It’s said that he QUALITIES
captures and absorbs his victims, engulfing them in his own ◊ Grasping tendrils: The strongest muscles and sinew of a
body. The Devourer is not the only Qoam-infused dozen victims join in tentacles that can grab a distant
abomination roaming the lands of Mysthea; horrors of this enemy or lash out across great distances (2 Harm)
kind turn up often, with their origin a chapter of Ilvash history ◊ Devouring Mass: If he bites a hero he’s brought close (4
most prefer to forget. Harm), he can regrow lost limbs and endure great pain –
maybe even gaining or restoring Enormous Size.
“…bodies start disappearing from their graves…” ◊ Powerfully Built: Even early in his evolution, the Devourer
is much stronger that the sum of the bodies he has
“…covenants have had the most horrific dreams – their consumed (Hefty and Stunning)
partners begging for release…” ◊ Enormous Size: If the Devourer’s rampage is unchecked,
he can become massive (+1 Harm).
“…buildings are found broken and emptied like eggs…” ◊ Qoam Heart: He can steal control of Qoam to power
himself. Relics will manifest their effects against their
owners, and also generate full ambience around them.

ARTS: HUNTER’S MARK


LASTING*
Once Obsidusa tastes your fear, he won’t ever stop hunting
you. Wherever you go you can feel his many tongues tasting
your sweat in anticipation, his malformed fingers closing on
your throat as you sleep. It won’t stop – not until he
consumes you or it is destroyed.

DISTURBED: REVOLT OF THE FLESH


His many victims gain a semblance of independence, and
reveal their faces in that wall of flesh and muscle. They
retain their memories and knowledge – and pity their
Covenants who witness this macabre display. If Obsidusa is
not under attack, he will haunt his victims’ families and
interests.

RUMORS
“…a Champion was known for performing strange
experiments with Qoam, involving other living creatures…”

“…it is said all Devourers were once human.…”

“…these creatures are failed emperiments. The intended


results were far more ambitious…”

222
A HUNTER'S BESTIARY

THE SWARMER
The modest-sized Utcoros hunt in packs to swarm and
overwhelm their prey, roving continuously until they are ready
to lay eggs. This spawning spells their end: Utcoros die on QUALITIES
top of their offspring, so that their toxic bodies can shelter ◊ Ferocious Predators: Their talons and claws flash at
their eggs from the elements and kill any predators. Once the blinding speed (2-Harm).
eggs hatch, the cycle repeats. ◊ Blinding Quick: Their elegance and grace are incredibly
lethal… and mesmerizing.
“…a strong and sweet perfume follows and precedes them…” ◊ Poisonous Blood: Their hide is useless, and no predator
will eat their flesh. Their blood is poisonous and has
“…in the wilds, you can feel the ground shaking with the blinded many a careless hunter (Deals 2-Harm when it’s
sampede of the largest packs…” wounded; Resist Danger, or replace one of your major
Harm slots with Blinded: -1 Might & Prowess).
“…against humans, their howls sound oddly harmonious, as if ◊ Killing Machine: Despite their size, Swarmers become
they were… singing…” incredibly quick and potent once they can taste death
(Area, Piercing).
◊ Swarm Convergence: If Swarmers gather in great enough
numbers they can overwhelm much larger prey (+1 Harm,
demands Confront).

ARTS: UNSTOPPABLE
POTENT, SWIFT*
The larger the pack, the faster they become. And there is no
obstacle they can’t overcome, no wall they won’t climb, no pit
they won’t jump across. They swarm from all angles and at
blinding speed.

DISTURBED: DISASTER
One of the greatest dangers of a Disturbed zone is that it
attracts the Swarmers. Gain or recover Swarm Convergence.

RUMORS
“…in their armies, young recruits demonstrate what they’ve
learned by killing a lone Utcoro…”

“…they live for only a few months before mating and dying.…”

“…they hate Humankind with a passion, and have descended


in their voracious barbarism due to our predations…”

223
CHAPTER 8: THE WILD LANDS OF MYSTHEA

Mysthea is a place of wonder, and people are used to being HOW IS THE CREATURE INFLUENCED BY QOAM?
amazed and terrified by how nature and its forces shaped the One key aspect you should elaborate when creating a
world. Venturing far from settlements means experiencing creature inhabiting the lands of Mysthea is its bond with
lands that might be changed since the last traveller, presenting Qoam. Every living thing in Mysthea is tied to the wild
a very different landscape. For example, a new anomaly could energies erupting from the Henakor. Since the cataclysm,
have been spawned in the meantime, changing the landscape. everything in Icaion has been influenced by the incredible
The entrance to an ancient underground structure might be power of this colossal crystal and every form of life that
discovered. Floating lands may have moved overhead, or a evolved was influenced by the crystal shards. For some
terrifying new creature could block the path. creatures the connection with Qoam is a staple of the
beast’s lifestyle; for example, Cannibarokken are mindless
Creatures play a vital role in defining the unique character of abominations with a terrifying lust toward Qoam and
this world and don’t be afraid to add to your adventures new predatory instincts that make them disregard anything else.
unique inhabitants. One of the most satisfying things about
being a Game Master is adding your own ideas to the game Defining and understanding a creature’s bond with Qoam can
setting and lore, further expanding the universe worldbuilding help shape your development of them. For example, the
in your unique way. But even wild fantastic creatures need to Venari are some extremely tall and slender creatures; some
coexist in – so here are a few things you can do to create new even speculate they have the same origin as Boulron. They’re
monsters that fit right into the Mysthea Universe. spotted in particularly cloudy areas, where they sometimes
form small assemblies. They gather Qoam crystals and
While creating your unique creatures, consider the following: artifacts in circles to perform some kind of ritual, exhausting
its power to the point it becomes a useless rock. Luckily, they
WHAT’S THE CREATURE'S TEMPER? do it rarely and for the rest of the time just mind their own
While some of the most famous creatures of Mysthea are business. A little detail like this narrated by a wise NPC can
potentially very dangerous, this shouldn’t give the add mystery and help flesh out the world, even if it’s just
impression that every living being is a threat. On the contrary, adding to your player’s bestiary.
many creatures in the wilderness are completely innocuous
or even able to perform strange feats useful to society. WHAT’S THE CREATURE'S INTELLIGENCE?
In the lands of Mysthea, there are many intelligent creatures,
Some ancient tales talk about a titanic being roaming the even if Humans predominate. Some creatures might have
lands on foot. The creature had a colorful scaled hide whose superhuman intelligence, like the god-like Caerulas. Other
intensity and bright paterns were beyond any artist’s ability creatures can be still seen to aggregate or live together,
to reproduce. The being’s calm movements soothed sometimes following hierarchies and/or roles, sometimes
everyone nearby, even the cruelest beasts, like he was building some basic structures. While deciding the creature’s
emanating a strange power. Many of those who saw the intelligence, focus on what it does and how it acts in the eyes
creature returned deeply changed and some even started an of an observer. Intelligence needn’t be defined by our
ascetic lifestyle, following the beast and forming an uncanny standards: Boulron’s uncanny understanding of death is a sign
nomadic cabal of peaceful shamans. If the creature wasn’t of great intelligence, even if it is directed to ends that are
long lost, scholars from modern Magista would be seeking strange to humans. This is to , what is “intelligent” by human
the beast to understand how this ability was tied to Qoam standard doesn’t apply to these creatures, whose evolution
energies, but to this date only tales remain. could have brought them to follow completely different needs.

Creatures of Mysthea can be frightening, even to a deep HOW DOES IT INTERACT?


psychological level, but they also can be the opposite. Even It’s also important to understand what relation and
a peaceful creature can be unique and challenge your party. interaction this creature has with mundane society. A
Like the Tiblid, an unusually large eight-legged rodent-like creature be completely unknown and undiscovered, or a
creature whose mere presence interacts wildly with Qoam, common part of everyday life! If a lot is known about a
making weapons or armor react wildly. Or the Kaltori, small creature, the characters should confidently understand how
beings that go around the night stealing Qoam that they to approach it, basing their choices on years of knowledge
proceed to use for building their nests, at times breaking it spent in this land. But it is also important to ask how it’ll
and altering its original shape. For an adventurers’ party, approach them. Is it curious about people and seeks them
missing and damaged gear could be more problematic than out? Does it try to enter cities and settlements, or is it
facing a swarm of Utcoros. skittish and flees strangers?

224
THE CREATURE ORACLE

KEEP IT WEIRD
The unexpected should be your key of creation, so there is RANDOM MONSTER GENERATION
much creative freedom in this. Keep in mind that weird You can use this section to guide your own creations. Roll a
doesn’t have to mean “terrifying” or “abomination”. You 20-sided die to fill the gaps in this description:
could make incredibly weird peaceful creatures, orchard A(n) [adjective] [type] creature with [quirk] and [danger] that
titans and singing worms. [Qoam interaction] Qoam.

Ask yourself these questions about the creature you are For example: 7, 20, 8, 4, 19 would give:
envisioning:
◊ How have Henakor energies influenced its evolution? ‘A lanky tree-like creature with terrifying movements and
◊ Does this creature's lifestyle revolve around Qoam? colour-shifting tentacles that overheats Qoam’.
◊ How does this creature interact with Qoam?
◊ Is this creature common, or it’s one of a kind? Use each column entry as a guide for Qualities to be used
◊ How does the creature interact with others of the same and removed, if these creatures are directly Confronted.
species, if any? Assume Danger and Qoam Interaction entries are ‘active’ in
◊ Can the development of the creature be influenced by the creature’s Disturbed status – even if they’re noticeable in
ancient technology? its normal state.
◊ Can the creature interact with any form of ancient
technology? Combine these results with the Oracle in Appendix 2: The
◊ There is common knowledge about this creature in Lonesome Road, to gauge Challenges and Rewards and
Mysthea society? forecast how these creatures will react next.
◊ Is this creature accepted in society?
◊ If so, does it have any roles?
Dice
Adjective Type Quirk Danger Qoam Interaction
Result
1 Strange Vine-like Sixteen legs Frightening maws Steals
2 Uncanny Humanoid Eyes in bizarre places Bladed extremities Devours
3 Terrifying Crystalline Translucent scales Makes minds alien Drains all power from
4 Towering Rodent Colour-shifting tentacles Curved, sharp horns Summons
5 Miniscule Serpentine A penetrating gaze Countless teeth Telekinetically moves
6 Hulking Equine A weird language Caustic secretions Gifts
7 Lanky Golem A screeching voice Mind-controlling powers Locates
8 Shapeshifting Draconic Terrifying movements Painful aura Repels
9 Wounded Illusory Colour-shifting skin A burning skin Attracts
10 Immaterial Fungal Illogical shadows around it Skin covered in thorns Uses as a blunt weapon
11 Translucent Homunculus Multiple faces in bizarre places Ear-piercing cries Pulverizes
12 Unsettling Abberant Floating, detached limbs Endless attacking arms Causes incandescence in
13 Winged Insectile Painful-looking scars Fire-producing cavities Shapeshifts
14 Bloody Octopoid A mouth stretching along its head A host of mind-parasites Changes the colour of
15 Titanic Amphibian Glowing arms A swarm of biting insects Fractures and cracks
16 Intelligent Reptilian Hairs made of soft-looking stone Incredible strength Changes properties of
17 Wise Avian Transparency from one direction Bone-crushing claws Petrifies
18 Loud Canine An unusual number of fingers A rare infectious disease Resonates
19 Reassuring Feline Metal growths on its body A trail of sticky slime Overheats
20 Paranoid Tree-like Things moving under its skin An enervating aura Animates

225
APPENDICES

APPENDIX 1: A QUIET GRIMOIRE 228


APPENDIX 2: THE LONESOME ROAD 231
APPENDICES

An angry kid fantasizes… ୦ PRECISE:


“…don’t tug! Cut the purse gently and don’t let the shards fall…”
“When I come of age you will see: I will break those Imperials
like toys, fix the house and even the palace! And fly way “…the pleasure of that touch! Who in the ballroom would dare
above the storm, and I will never have to do these chores a caress like that?…”
again in my life! You will all see…”
“…ink filled the pages with shapes of stunning grace and
For the uninitiated the Quiet Arts can do everything and realism…”
anything. Trully, Manifested effects achieve the impossible,
but most people hardly imagine the sacrifices and discipline ୦ SWIFT:
a master calls upon for these miracles. Countless “…the old man’s stare diverted each of my strikes…”
apprentices have been frustrated by this sacred tradition,
built upon centuries of carefully documented applications of “…the assassin threw the knife with unerring accuracy from a
exact knowledge and skill. dozen paces… “

…and still, every other generation gives us a genius who “…she outran an Utcoros pack!”
breaks all the rules and reminds the world the Arts have this
name for a good reason. ୦ WIDE:
“…sand surrounded her, obscuring our view…”
Here we present a few rumors on memorable uses of simple
Quiet Art effects, followed by a few renowned (or infamous) “…the sails flapped with a phantom wind…”
spells, achievable by masters or dedicated circles.
“…his scream sent every cup and plate and cutlery in the room
Range increases with each Focus added, and while you flying around the room…”
begin manifesting effects a dozen paces away, then to
shouting distance. A master can stand at the top of
Ahatils’s Palace and affect anywhere he sees within the HEROIC EFFECTS
massive capital walls. To take a four-Foci effect to its ୦୦ LASTING:
limit one must climb a mountain and pierce through the “…her faithful glaive kept the bandits at bay as the enchant‐
clouds and mists. ress focused on her next effect…”

“…the animated skeleton guarded the dust covered tomb,


PURE EFFECTS Qoam shards encrusted on its limbs…”
୦ LASTING:
“…the door opened for us when we arrived…” “…someone has opened the chest, I can feel it…”

“…the lantern hovered above the family, as they made their ୦ LASTING ୦ POTENT:
way through the night…” “…this gate won’t open. Bring the axes!…”

“…the abacus’s beads moved steadily performing some “…damp, dark, but better bunkered here than out there in this
ancient calculation…” storm…”,

୦ POTENT: “…every blow of his carried tremendous power…”


“…then he slowly raised the soldier into the air two, three
stores high, only to let him fall…” ୦ LASTING ୦ PRECISE:
“…the palace walls were decorated with stunning art, ever
“…with a scowl she’d bring her opponents to their knees and expanding, ever evolving…”
hold them fast there…”
“…no trail, the scout simply left no footprints in the dunes…”
“…running across the rooftops, he knew he would only escape
if he cleared the market street gap with a single leap…” “…he was always impeccable, even in battle…”

228
A QUIET GRIMOIRE

୦ LASTING ୦ SWIFT: ୦ POTENT ୦ WIDE:


“…the smaller gear spun madly, powering the larger mill…” “…we met an invisible wall on the hallway, and had to turn back…”

“…I give you this bow, enchanted to perforate any armour…” “…they jumped from the window, confident she’d halt their fall…”

“…the courier seemed confident that he would reach Aqshal in “… the Cannibarok staggered under her furious blow, but
time…” grinned back darkly…”

୦ LASTING ୦ WIDE: ୦୦ PRECISE:


“…the house took care of itself with simple measures…” “…laying her hands over the wound, she started to reassemble
the shattered bones and knit the lacerated flesh…”
“…though blind, she would always know when someone snuck
up on her…”, “…the imperial yelled in pain as the sword deftly twisted in his
grasp, breaking fingers and possibly his wrist...”
“…no wind, no rain ever touched her carefully painted body…”
“…feeling every cog of the mechanism, he undid its locks…”
୦୦ POTENT:
“…the fully loaded cart dutifully followed the merchant, a ୦ PRECISE ୦ POTENT:
warning to every robber of his power…” “… gold folded again and again into a flower-like shape…”

“…she leapt and struck the Obsidusa with a skinny fist, “… someone broke his bones from the inside, without ever
sending the hulking creature reeling…” rupturing the skin…”

“… a metal shield? Hah, you are funny, aren’t you?” “…the corpse stood with eerie grace, ready to spread terror…”

୦ POTENT ୦ SWIFT: ୦ PRECISE ୦ SWIFT:


“…she bolted like an arrow, destroying every door in her path…” “…the arrow turned here and there in mad pursuit…”

“…with a gesture the old man turned every one of our swings “…sweat ran down her face as the curtains finally ignited…”
against our comrades…”
“…from the edges of the duel circle, each mystic commanded
“…hatred in his eyes, he gave the flying ship chase…” their weapons with murderous thoughts…

229
APPENDICES

୦ PRECISE ୦ WIDE: ୦୦ PRECISE ୦ SWIFT:


“…she sung, followed by cadence of ghostly drums and pipes…” “…through the Arts he molded his foes’ screams and pleas in
an unearthly choir of triumph as he cleaved a bloody path on
“…a dozen books floated around the monk, as she read them the battlefield…”
through her mind’s touch…”
୦୦ SWIFT (୦ PRECISE OR POTENT):
“…they fled through the forest without disturbing a single leaf…” “…the priest ignited: every piece of clothing, every sheet of
paper in his hands, the strands of his hair, the skin of his face
୦୦ SWIFT: and arms, and soon even the flesh boiled; his screams didn’t
“…the chain spun and whipped around her, too fast for eyes…” last long…”

“…tiptoeing across the lake without breaching the surface…” “… he knew he was doomed when he felt more than heard an
ominous humming – his every hair stood on its end; then
“…he charged through the platoon, evading every blade and lighting started to crackle across his armour…”
leaving a trail of blood in his path…”

୦ SWIFT ୦ WIDE: THE STUFF OF LEGENDS


“…a dozen daggers circled him in a complex defensive pattern…” ୦୦ SWIFT ୦୦ WIDE:
“… atop the tower the Verdant circle fought against the storm,
“… a gust of wind blew the smoke away…” unweaving its wind patterns and stealing its power, even
diverting lighting away from the City. The common folk prayed
“… with a stomp she turned the gravel into a deadly barrage…” for their success, though gripped by fear that they could one
day turn the storm against them…”
୦୦ WIDE:
“…alone he sat at the heart of the fort, checking the invader’s ୦୦ POTENT ୦୦ WIDE:
every advance, buying the others precious time…” “… the ground cracked, as blocks of perfect symmetry rose
under the Volarees’ power. They danced in the air and slowly
“…the alarm horn sounded. The soldiers woke and knelt on the fit into each other, forming foundations, walls, arches. There
floor as their armour and gear assembled around them…” was so much to be done before the reinforcement arrived –
but he promised then a castle, and a castle they would have!”
“…everyone in the market knew not to sneak past him or steal
anything. He was as watchful and cruel as an Onygauros…” ୦୦ POTENT ୦ SWIFT ୦ WIDE:
“…the Kyradarian smiled, for he knew everyone thought him
suicidal. But he didn’t have to be more powerful than the Great
(A FEW) MASTERFUL EFFECTS Dragon, just more persistent. He yearned to destroy the beast,
୦ LASTING ୦ PRECISE ୦ WIDE: but today he would have to settle with hurting and distracting
“…the garden never stopped growing, always meticulous, it, denying its hunger of yet another City…”
always beautiful. Once it greeted visitors to a sprawling
estate, but now it has claimed most of the City’s ruins…” ୦୦୦୦ PRECISE:
“…eyes closed in intense concentration, she swum ever
୦୦ LASTING ୦ PRECISE: deeper into the Chimera’s flesh. Beyond bone and veins, into
“… the lovingly-crafted brass sculpture moaned as unnatural the blood and further. She didn’t have long to find the seed of
movement gripped its many joints. It stood stiffly. But with a life – but only by stabilizing it, she could save the agonizing
very human turn of the head it locked eyes with its creator, as shapeshifter…”
if expectant for commands, for its purpose…”

୦ POTENT ୦ SWIFT ୦ WIDE:


“…the ground around the Kyradarian exploded in flames, and As mastery increases, effects become flexible, and the
he embraced the painful burns with manic glee. The suggested Foci combinations looser. Your Heroes will
Onigauros froze its many gory blades in mid-motion and find several ways to achieve the same results or
slithered cautiously aside, studying the surging human. The change the results of similar combinations. Let the
warrior focused and suddenly infused one single word with Qoam Arts serve the fiction and don’t let details hold
terrible power, enough to send the creature reeling across the back the flow of the story.
battlefield…”

230
THE LONESOME ROAD

A sage reminds a hero of their purpose… All you will need to replace the input usually given by GM and
the other players are 5 pairs of dice, each pair in a different
“Forget the Venture, child… let them worry about politics and color, and an opaque bag for all these dice. Other accessories
logistics. You are above all that! I’ve seen you fighting knee- may help: our custom Location & Factor Cards, or even the
deep in the bloody mud; but also saving a weary soul with a Mysthea Universe board games. These are filled with
nothing but a gesture, a smile! I know you are more than a incredible miniatures, and cards displaying stunning artwork!
witness of Montara’s plight, that you belong to these streets Use them to track your NPCs and monsters on your map, and
and battlefields. indicate locations and events.

“Forget our House, even… I and all the others are still here
for you. We know you yearn for something else, and that no We would like to thank our Kickstarter backers
matter how long it takes you will get it. for funding this stretch goal. The Lonesome
Road was designed to combine the dynamic
“And when you call, we will follow.” fictional flow of the Apocalypse Engine with our
previous game’s epic scope, without ever
Welcome to the Lonesome Road, the solo mode for forgetting the Borderlands’s intense and
Shattered City. Here you will find rules and guidance to play intimate struggles and weirdness.
a GM-less chronicle, where you control a House maverick on
their path to become a Champion. This Lonesome Hero will Enjoy and thanks again!
face a variety of Crises and build a new House from the
ground up… if they so desire.

231
APPENDICES

Montara hides many secrets in its ruins, but also singular Accept repeated results at face value, as a Building or
beauty and fearsome chaos. The city is your greatest foe and Landmark becomes increasingly vital for the Houses… or
sweetest lover, you fate… and maybe your doom. simply stranger. What kind of arrangement allows an
Imperial Remnant Cabal to co-exist with one of the Houses?
To flesh out your Lonesome Montara, first answer the City How come a Hospital in the middle of the City is a Perilous
Foundations questions on the Imperial rule on p. 16. They Path… and where does it lead to? Embrace the fantastic to
will give you the first hints on scenes – and the war crimes explain these and much weirder examples you will surely
the Imperials must pay for. Next, to build Montara’s recent create! Never forget wandering islands, chasms into the
history, pick your Hero’s House playbook. Choose two other endless storm below, Ambience and the Maze Beyond to
Houses, also involved in the rebuilding of Montara. They justify these odd pairings.
don’t have to form a Venture, and you need only to decide
on their: And don’t worry about the unused Locations. They will play a
vital role in your adventures.
◊ Stats – only for the setting information;
◊ Traditions – just to flesh out the Houses;
◊ Loyalty Questions – for recent events only, don’t worry VISITING LOCATIONS
about an Influence board! When a Hero on the Lonesome Road seeks support…

Their politics is of little concern in the Lonesome Road, but the ◊ …in any House, they can Reveal, as described below.
Hero will have been closely involved in the events described by ◊ …in the Allied House, they can also Gear Up with any three
Loyalty Questions. Think through the recent past and Tags, once per Cycle OR Encounter, adding a favourable
determine which House will be your Hero’s Rival or Ally. NPC to the setting.
◊ …in the Haven, the Hero can also Heal all Harm in addition
to any action above.
Much later, when your Hero becomes a Champion, the
Influence Board will gradually reappear in your game.
At that point track and use only the current status,
created as the Hero’s nascent House gains relevance…
� REVEAL
When you visit a haven looking for purpose or direction, draw
and when it creates a Wonder. a Building & Landmark card, and an event factor card.
Combine both factors to frame a flashpoint and mark it on
the map – there you will interact with one of the Crisis’ Faces
in one of its escalations or its crucible.
BUILDING THE BORDERLANDS
Draw three Buildings from the deck and sketch the City map. Alternatively, draw a Personage and an Event factor cards to
Next, draw three Landmarks from the deck and add them to frame a flashpoint unrelated to a Crisis.
the areas surrounding the City on the map. Next draw a
Personage, Stage or Event Factor card for each of these As Montara becomes slowly familiar, you will be forced to
Locations, and number them in sequence from 1 to 6. Now, dive deeper into the City and travel further into the
randomly to assign these Buildings and Landmarks to: Borderlands to solve your Crises. Your Hero may have to
Explore to reach this new location, but once discovered
◊ Your House’s base, your Haven. they can be visited again and again, as the stage for the
◊ Your Allied House’s base. escalation of future Crises.
◊ Your Rival House’s base.
◊ The base for a well entrenched Cabal, defined by your
Houses’ Loyalty section.

232
THE LONESOME ROAD

Lonesome Heroes care little to in-House hierarchies and the When there are no more Escalations left is time to face the
strange ebb and flow of commitment they demand. The Crucible, a scene where all the Escalations are dealt with and
Lonesome Road demands selfless deeds, and palpable the Crisis resolved, one way or another. The usual Aftermath
results; to advance our Heroes must see Crises through. questions should be answered only after the Crucible, if the
Hero fails to defuse it. This depends on all the Hero has
Choose or randomize your Hero’s initial Crisis (p. 160-165): managed so far in each Escalation – being much more a
1. The Broken Warriors matter of the fiction you’ve established than just good rolls.
2. The Exiled March
3. The Feast of Ashes You may start a new Crisis in parallel to find solutions for
4. The Healers’ Crusade both problems in a same flashpoint. Careful just not to
5. The Poisoned Land overload your scenes with too many elements and remember
6. The Waters of Life you can assign the new Crisis escalations to your Havens,
dealing with them when you return there for rest, research
First, answer the Reveal to set the Crisis’ mood, tying every and resupply.
new piece of information to map locations. As we mentioned
in Chapter 6, the most powerful tool at your disposal is a Your Companions will play a vital role when you tackle
consistent mood. You’re on your own here, so take the time multiple parallel Crises. Send them on their own to deal with
to add flavor to the experience. Search for the music that an Escalation and consult the Oracle. Arm them with Arts
best evokes the spirit of your Montara. For concept art that and use these Artifacts as tags for the roll. Use the Oracle to
matches your visions of clothing and armour and buildings. understand the challenges and the rewards of their trial. And
Lavishly decorate a beautiful notebook with these always have them lose one tag per Escalation faced so far in
references, your maps and the details of your story. this Crisis.

Then, randomize a Quest’s Face and Escalation, and


If your Hero has already faced two Escalations in this
combine them to a still unused Location and its associated
Crisis and they send Companions to deal with a third
Factor. Together they all frame a flashpoint – the first of
one, the Companions will lose at least 3 tags. This is
many scenes in which our Hero confronts, averts or
what we call the sacrifice. It might be enough to kill or
somehow defuses the Escalation. But how? By Assaulting
disband them, or cost their loyalty towards you.
the opposition? Or maybe find a friendly face through
Encounter and/or Compromise? If everything else fails,
surely you can Manifest and hope for the best. The A Lonesome Hero’s cycle only ends if and when their
important thing is how the success or failure of your fledgling House builds a Wonder. Your Allied House rolls
approach alters the Escalation’s outcome – the Oracle with +1, the Rival with -1, and everyone else with 0. Distribute
(p. 235) guides the outcome of your moves and presents you +1, 0, 0, -1 bonuses however you see fit to each House and
with a range of consequences and further challenges. Cabal’s Wonder roll. Assign your choice of their Trials &
Fortunes and randomize the remaining.
To trigger new flashpoints and fulfill more Escalations, visit
different locations – including your Haven, Allied or Rival
Houses’ Heavens, to newly revealed Locations. Bring back
Faces liberally, either by rolling or according to the fiction.
Always shuffle the Locations and the Factor decks.
Repeated results should indicate recurring villains and
menaces, or allies, in all too familiar scenarios.

Check the tables in Chapter 2 for a list of


Locations (p. 19) and Factors (p. 22).

233
APPENDICES

A warlock divines a child’s fate…

“Hundreds will march by your side and hundreds more ahead. ASSAULT & CONFRONT
For all of you the Kingdom is but a memory of gentle rolling There are four levels of battle in Mysthea, depending on the
hills, elegant plazas and ancient states; of friendship, love, opposition size and numbers:
rivalry and laughter and little else. They seem weary and
burdened by fear or doubt. Not you though – with a confident ◊ A Duel against a single foe or a small group. Roll Assault
step, you march on… as long as you have a weapon with the Melee or Ranged
tag, OR Manifest a relevant effect with at least one Focus.
“The ruins at the end of your journey hide beauty, history and ◊ A Fight against a large group. Roll Assault as long as you
anger, but it’s the local’s anxious stares that grab your attack with Area tag (from Arsenal or Companions), OR
attention. Were you not surrounded by your House peers, Manifest a relevant effect with at least two Foci.
you’d give equal odds on them mobbing you for aid and ◊ A Battle against an Arcane Horror or a group vastly
dragging you away for lynching! Still, with eyes ablaze, you superior in numbers. Roll Confront or Assault, depending
enter their city… on the nature of the target. You will need an Area, Brutal
or Hefty tag from Arsenal AND the support of adequate
“What is it that guides your heart and drives you forward like this?” Companions, OR Manifest a relevant effect with at least
three Foci.
Let the Hero guide you through your story of Montara. ◊ A Dire Confrontation facing off against a Titan. Roll
Use their perspective to keep the human trials and stakes as Confront only if you have a relevant special ability OR
the heart of your stories. And let their ambition build a saga Manifest a relevant effect with at least three Foci.
of bold depth and scope.
A given scene might trigger battles in different levels.
Choose your Hero Playbook and complete it as usual,
except for these differences:
◊ Ignore Roles – you start as a regular member of your HEALING & AMBIENCE
House, not even employed at a special task as an Agent. Whenever your moves Heal your Companions, restore one of
◊ Pick two Companions, name them and form your their tags. When you Recover the Oracle’s next Reward
Covenants. changes to a Threat which escalates the current scene.
◊ Your first and last core themes form the Covenant with
your first Companion, and the second one gets your two To erase ambience, a Lonesome Heroe must rank down a
middle themes. Covenant through Alien behavior, accept disadvantage for
◊ Pick your Focus; your two first Covenants form your their next roll as Echoes hound their actions, or Resist Danger
memory attached to it. from Surges that cause 1 Harm for point of Ambience gained
◊ Whenever you are asked to roll +Roles marked, roll with and held.
Advances gained instead.

ADVANCEMENT & REWARDS


COMPANIONS & COVENANTS Lore works as usual, but a Lonesome Hero tends to Reason
Track only your side of your Covenants. Companions tend to at every opportunity as a sure way to better understand (and
have multiple Covenants, showing their loyalty and control) the scenario. Arts grant one Relic per Crisis; draw a
dedication to you. If a Companion’s Covenants all reach zero, Reward/Complication Oracle to come up with its primary
it means they will walk away… at least until you show them effect and tenets.
new good reasons to join you once more.
Your Hero gains an Advance (p. 91) for each Crisis they see
When a Companion would gain a fifth tag, they instead give you through. Once you’ve fulfilled your first Crisis, you can request
a new Companion with this tag. The new Companion will either your position as a Champion of Shinglori; from then on you
be a close freind of the original Companion, or an exception gain 6 Charges instead of an Advance.
member of their subordinates. Give this new Companions one
extra tag, chosen from the original Companion‘s tags. Lonesome Heroes can only retire or die; upon retirement pick
two Codas and change the setting accordingly as an
epilogue. However, if your Hero lives to become a Champion
your loyal servants and loved ones will carry on your legacy
as a new House.

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THE LONESOME ROAD

For the Oracle you just need five pairs of d6, each pair of a The dice rolled will resolve the Hero Move as usual, but the
particular color – our Mysthea custom dice are perfect for colour of each dice will determine what happens next:
this, but you can pick your own colours so long as you assign
them to these caregories: ◊ The highest die used in the result is your Reward.
◊ The lowest die used in the result is your Challenge.
◊ Martial ◊ A die discarded thanks to Advantage is your Complication.
◊ Environmental ◊ A die discarded thanks to Disadvantage is your Blessing.
◊ Social
◊ Erudition In the case of ties, you have free choice which category to
◊ Arcane assign the tied dice to.

Put the dice in a bag and pull out a random se of dice when In caser of hard failure (on a 6- roll or misfortune due thanks
asked to roll – a pair normally, or a trio for Advantage/ to the player’s fictional positioning), alternate between these
Disadvantage. options:

◊ Deal Harm, Ambience, remove Companions’ tags, and/or


Whenever you are tasked with “choosing randomly” we destroy Foci.
will present you with an even number of choices, which ◊ In their next roll, use the highest die for an (additional)
you can determine by rolling other polyhedral dice. Complication instead of a Reward.
Long gone are the days where it would stop anyone ◊ Give the Hero fleeting Disadvantage.
from playing anything, as good (and free!) dice roller
apps are readily accessible online. Remember: the fiction is always your first and most
important guide for outcomes. Moves will often suggest the
next step of rewards and challenges. The Oracle serves to
complement them and reveal the tones of the next scene in
the absence of further clues.

235
APPENDICES

THE CHALLENGE THE BLESSING


Martial: a group of enemy soldiers, criminals that won’t Martial: reinforcements can finally reach your location, your
negotiate, a powerful enemy champion or a very bruttish foe’s enemies arrive in the scene, you gain your foes undying
Other creature. A situation that can only be dealt with respect… or fear.
violence or violent threats.
Environmental: a source of solace and beauty, a hidden
Environmental: a room in flames, a dangerous trail, a stash or sealed vault, a trade route or another path to wealth.
challenging climb, floating platforms, hostile grounds of any
sort. Only skilled maneuvering can overcome the obstacle. Social: renown or notoriety enough to shield you from harm,
a potential paramour or mentor.
Social: a foreign market place transaction, a deal in a hostile
noble court, a war council, an enigmatic guardian. If you try to Erudition: access to a sage with critical knowledge,
solve the situations by any means other than clever negotiation evidence of a foreign or ancient culture or race.
or inspired words, the consequences can be disastrous.
Arcane: the cleansing of Ambience, hints on the tenets of a
Erudition: the exploration of an ancient ruin, interactions in powerful Relic, a gate to the Maze Beyond.
a foreign language or culture, operation of a complex
mechanism, a health issue that requires immediate and risky
treatment. Or any other seemingly Martial, Environmental or THE COMPLICATION
Social challenge, complicated by old, technical and/or Martial: the situation becomes physically risky and more
foreign codes and practices. potentially harmful – foes become more proficient or
motivated, what was once a powerful Other is now a Titan.
Arcane: a Wound of the World, or Bleed Ambience in any
form, such as malicious echoes, disturbed behavior or a Environmental: the situation becomes harder to achieve due
latent Surge. Or any other seemingly Martial, Environmental to a passive hazard or the difficulty to move and perceive
or Erudition challenge, made impossible by human physical things – a thick mist blankets the area, the floor rocks and
limitations. heaves as the island movement picks up, cold bites deeply
into your bones.

THE REWARD Social: the situation will now have deeper and wider
Martial: Gear, an enemy leader is captured, a critical tactical consequences to your standing in a group, to your direct
advantage. relationship or to your own morals – a tough choice that will
alienate your covenants either way, a chance for a quick or
Environmental: a timely escape route or shortcut, shelter total victory at the cost of your reputation or dignity, a foe is
from inclement weather, a Strategic Resource that needs now in a position of importance, someone holds a dirty
processing and securing, a hideaway from your foes. secret on you.

Social: leverage over an important personage, authority to Erudition: the problem cannot be solved by violence or skill
dictate a House’s policy, a well placed Covenant, safe alone, or you can’t interact with the problem unless you hold
passage to contested or enemy grounds. a key knowledge – the merchant that crosses the portal
speaks an ancient dialect, the mechanism was not designed
Erudition: a font of Lore, in any form appropriate to the by humans, the titan guarding the temple will obey to the
scene. long deceased priests’ command.

Arcane: Arts in the form of a blank Shard or a Relic, a strange Arcane: whatever the challenge was, it’s now impossible to
and enigmatic Companion, access to a Place of Power, a be solved by mere humans or mortals – the scene is about
Verdant Seed. to Break!, the opposition is now an arcane horror… or a titan,
the mountain path now ascends impossibly into the clouds,
the merchant obeys the will of a potent relic.

236
THE LONESOME ROAD

Basic Rules 14 Gear 92 Guild Playbooks Flashpoint 153


Advantage 15 Arsenal 93 Kaetur, the Soldiers 64 Example Flashpoint: The
Disadvantage 15 Companions 94 Lusma, the Faith 68 Revolt 192
Factors 22 Foci and Relics 95 Magista, the Scholars 72 Rising Above 153
Hit 15 Garments 93 Varorin, the Merchants 76 Stepping In 153
Hold 15 Transport 94 Volarees, the Nobles 79 The Council 152
Miss 15 Harm 90 House Moves The Turn 166
Moves in Play 24 Hero Moves 85 Affliction 36
Advance 91 Celebrate 32 The Borderlands 7, 11, 196
Cities of the Borderlands Aid 89 Command 35
Gabbro 206 Assault 88 Conquer 31 The Dulkodel War
Ilvash 196 Break 87 Conspire 32 10, 178, 196, 202, 209
King Retudran Ahatils 6 Compromise 85 Employ 36 The Events of Recorded
Society 101 Confront 88 Endure 33 History 198
Kitrea 6, 10 Encounter 87 Gear Up 32
Festivals 205 Exploit the Covenant 89 Harness 36 The GM
Imperial Rule 16 Explore 87 Mark of Disgrace 34 Agenda 179
Philosophy 201 Heal 90 Memorial 32 Menaces 186
Society 101 Manifest 86 Negotiate 31 Principles 180
Kyradar 197 Reason 85 Perform a Ritual 32 Reactions 181
Montara 10 Recover 90 Research 33
Villos 11, 55 Resist Danger 85 Social Grace 34 The Guilds 17
Test the Covenant 89 Support 33 See Also Houses, Guild
Creatures 219 Unearth 85 Windfall 36 Playbooks
Boulron 97 Unleash 87 House Playbooks 39
Caerulas 217 Hero Playbooks 103 The Architects of the The Henakor 6
Cannibarok 218 The Awoken 104 Living City 40
Cryphon 98 The Chimera 107 The Crystal-Crowned 43 The Silent Arts
Esrith 99 The Firebrand 110 The Order of Kyradar 46 A Quiet Grimoire 228
Humans 101 The Immersed 113 The Rebel Underground 52 Ambience
Hyphae 220 The Martyr 116 The Remnant Conspiracy 6, 197, 200, 205, 214, 234
Kodror 221 The Prowler 119 49 Break 87
Obsidusa 222 The Sentinel 122 The Tower of Villos 55 Automata 203
Onygauros 102 The Singer 125 The Untamed Clan 58 Awoken 104, 203
Sanctifier 46, 188 The Storyteller 128 The Verdant Priesthood 61 Bleeding 201
The Creature Oracle 224 The Survivor 131 House Stats 30 Circles 199
Utcoro 223 The Toiler 134 Momentum 36 Cleansing 204
Volfyirion 81, 197, 217 The Vagabond 137 Lore 30 Crystal Augmentations 208
The Veteran 140 Politics and loyalty 34 Lithites 203
Crises 158 The Warden 143 Alliance 34 Qoam 6, 84, 199
The Broken Warriors 160 The Warlock 146 Conflict 34 Relic 87, 92, 199, 234
The Exiled March 161 Hero Stats 84 Dominion 35 Relic Organisations 206
The Feast of Ashes 162 Roles 91 Example of influence 35 The Five 10, 198
The Healer’s Crusade 163 The Coda 155 Influence 34
The Poisoned Land 164 The Peoples of Mysthea 96 Reactions 30Wonders 167
The Waters of Life 165 See Also Creatures Strategic Resources 36 Revolution 173
Tartarus 175
Heroes Houses Icaion 6, 197 The Bastion 169
Armour 90 Arts 30 The Crucible 170
Champions 156 City Phase 153 Mysthea 6 The Golden Age 172
Covenants 89 Decrees 30 The Great Binding 171
Foci 84 Endeavours 30 Story Moves The Verdant Defiance 174
See Also The Silent Arts, A Cohorts 154
Quiet Grimoire Diving Deep 153

237

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