You can hear the pounding in your ears. The world seems to vibrate in dread before you eyes. Things flit in the shadows. Awful things just out of sight that defy explanation. And always, always the drumming.

If you were alone in this you would have gone mad long ago. You are not sure if that is a good thing, but at least you are not alone in your knowledge. Something is coming. Something old. Something that hungers. Something that hates.

If you hadn't had found that old book, you might have stayed in the Great City, the Mother to Us All, waiting for the merciful end to your suffering. But you found the book. You studied the map. You fought off the mad cultists who tried to take it back and you planned your next move.

With the city only miles behind you, the five of you set out on a hard road. Each step takes you to your doom or your salvation. You don't know which, and you don't really care. All you know is you must get it, that nebulous thing that will close the gate. The thing those cultist want to keep hidden so... so it can be unleashed upon the world.

The Mountain

This game is a marriage between the structures and practices board games and role-playing games, but at it's heart it is still about playing out stories. The base structure is handed to you, as are the characters and materials needed to get going, but that doesn't remove player imagination and investment. It simply frames in towards one direction.

While, in this game you don't invent a character out of whole cloth, you do in fact create the character, making them all your own. In the tradition of improv, the Scenario gives you some key components and a direction, but it is up to the players to make something of it. Create unique mannerisms and voices to capture the essence of how you view the character.

Gameplay is divided into three segments which are built on top of one another to tell the story of your Cell's attempt to acquire. Arcs are constructed from a number of Turns, and Turns are constructed by a number of Scenes. It is the Game Master's responsibility to manage and track all of this.

Scenes are the fundamental component of play and are where all the action happens. The GM frames the scenes in which all the action occurs allowing the players to attempt to destroy it.

A Turn is comprised of a number of scenes equal to the number of players at the table. It demarcates a passage of time in the game. At it's end the character's Pools are refreshed and advances are taken by the characters if appropriate.

Basic Mechanics

The basic mechanic has two parts. One is a resource management mechanic tied to the character's three main resources and the other is the actual dice. When a character falls into opposition with the Game Master, meaning the Game Master has decided to say no to the player's narration of events, the GM first determines what kind of Challenge the character must overcome.

Challenges fall into three broad types; Physical, Mental and Social. These categories dictate how many successes the player must roll, the duration of any Harm that may be assigned them should they fail, and the cost to the character's appropriate resource. Vitality is required to engage in any physical activity, Influence for any social activity, and Willpower can be used for any physical, mental or Wyrding activity.

The adversity a character must overcome is called the Difficulty and is dictated by the GM based upon the context of the situation. It is either a fixed number or equal to the number of successes rolled in opposition to the character.

Difficulty Table
  Difficulty Cost
Tough 2 1
Challenging 3 2
Formidable 4 3
Heroic 5 4
Super Heroic 6 5
Supernatural 7 6

To resolve a Challenge the player rolls a number of six sided dice equal to the Trait appropriate to the Challenge plus or minus dice dictated by Advantages (+1A) and Disadvantages (+1D). Advantages and Disadvantages are the result of environmental effects, the character's Skills, and Harm caused by previous Challenges. If the roll is opposed by another character directly, the Difficulty is the number of success the opponent makes with their own roll.

In The Mountain you roll handfuls of six sided dice to resolve situations. Each die in each roll counts as it's own result, either being successful or failure. A roll of 4, 5, or 6 counts as a success, while a roll of 1, 2, or 3 counts as a failure.

A Success is a roll on each die of 4, 5, or 6. The number of Successes are added together and then compared against the Difficulty of the Challenge.When a player rolls more Successes (s) than the Difficulty, they achieve their goal, whatever it may be.

When a player fails the roll, the GM has two options they can pursue. They can either deny the character what they want (boring), give the character what they want and assign them Harm or give the character what they want and add a complication to their plan.

Harm is essentially a condition that applies a +1D to a specific set of circumstances for a specific set of time. The time is lasts a number of Turns equal to the cost and the circumstances are based on the context of the situation as interpreted by the GM.

Harm Examples

  • Blindness
  • Confused
  • Exhausted
  • Hungry
  • Illness
  • Minor Injury
  • Uncontrollable Anger

Complications are narrative elements that shift the story in another direction as defined by the Game Master. It could be the introduction of a new villain, the destruction of some important gear, a distracting side quest, or even the loss of a key relationship. The GM has the opportunity to really show how consequential the failure really is.

Doom Dice

Doom is both a blessing and a curse. They give the characters an edge against their enemies when the chips are down, but also work against them in the long run. They fuel the most potent powers of the Cell's enemies and ultimately lead to the character's doom.

Doom Dice provide free successes for a Challenge that the player can choose to use. The dice are still rolled and if you roll a one (1) or six (6), your character suffers from Visions of Torment (roll D66 on the Visions of Torment table). Once Doom Dice are used they become the property of the Game Master.

Being a member of the Cell does not ever end well. All of the characters are Doomed to some horrible fate. Visions of Torment are small snippets used to shape your character's ultimate Doom. Read the description of the vision that torments your character then narrate a vision to the rest of the table centered on that theme.

For every six visions your character suffers, something must be lost. Look at your character sheet and remove a character from your Network, remove named gear, or a Talent and explain how that loss feeds into your character's Doom.

Visions of Torment Table
Roll Result
11 A slowly drowning child.
12 A man puts on an owl mask.
13 A laughing man stumbles.
14 An arrow strikes an unseen archer.
15 You follow a crow that holds a finger in it's beak.
16 A bridge collapses beneath your feet.
17 Your staunchest enemy sheds a tear for you.
18 You cut open a lizard and find your mother's wedding ring within.
19 Massive storm clouds cover the land
20 A wooden wheel shatters with a resounding bang.
21 You are strapped to the wheel of fire.
22 A figure is surrounded by wild dogs.
23 A baby cries from the end of a dark hallway.
24 A voice whispers to you from the darkness.
25 Icy hands pull you down.
26 A blade is held to your throat by a loved one.
27 A crown is placed upon your brow, drawing blood.
28 Spiders cover the wall spelling your name.
29 The streets are littered with the dead.
30 A dying child begs you not to kill her.
31 A statue comes to life, turning to face you.
32 A dark figure bursts through a window.
33 You tears turn to blood.
34 Insects pour from your mouth.
35 An earthquake brings buildings down around you.
36 You best friend stabs you in the back and whispers, "You know why..."
37 Your hand is bitten reaching into a bag.
38 A drunk tells you an unwanted truth.
39 Everyone in a room turns to face you and speak a name in unison.
40 A horse engulfed in flames rides past you.
41 A wolf turns to you and says, "Follow me"
42 You reach, but are unable to save her.
43 You are brought before the gallows to pay for your crimes.
44 Hair bursts out of your skin, covering your body.
45 You fall into a lake of blood.
46 You kill the one you love most.
47 A ship crashes into the shore.
48 A fire rages throughout the city.
49 A mountain top explodes, raining ash.
50 A voice demands, "Why have you abandoned me?"
51 Everything you touch crumbles to dust.
52 Your hair falls out in patches.
53 Your ancestors all scream out to you with anger.
54 Ice engulfs the landscape.
55 A murder of crows repeat the same word over and over again as you walk across a barren landscape.
56 The wind blows the leaves at your feet into a single phrase.
57 Your lover's skin peals off in chunks as you try to save them.
58 The dead claw their way from the earth.
59 You are eating your own flesh one cut at a time.
60 Your lover asks a question that leads to your suicide.
61 You are beaten by a relative.
62 You strangle a child to keep it quiet.
63 You watch the fates measure and cut your thread.
64 The sun turns to sack cloth.
65 A man with glowing eyes offers you a bargain.
66 It will only hurt a little.

Traits & Talents


Traits are what define the capabilities of characters in the game. Each trait has a number associated with it to indicate the base number of dice rolled in a Challenge. The traits also have a description to identify what things are possible using it. If anything you characters wish to try does not fall under one of the traits, the Master chooses the closest approximation.

  • Athleticism
    Atheleticism is the measure of a character's physical capabilities. It is used in Challenges for any physical action not covered by the other traits.
  • Temperament
    Temperament is a measure of a character's strength of personality. It is used in Challenges for psychological actions not covered by other traits.
  • Leadership
    Leadership is a measure of a character's charisma and self control. It is used in Challenges for command-based pursuits.
  • Wyrd
    Wyrd is the measure of a character's ability to manipulate the Wyrd to shape reality to their will. It is used to resolve Rituals and in Wyrdings.
  • Skullduggery
    Skullduggery is a measure of a character's ability to engage in underhanded and sneaky deeds. It is used in Challenges covering criminal behaviors and generally stealthy behavior.
  • Craftsmanship
    Craftsmanship is a measure of a character's ability to create, be it music or a horseshoe. It is used to resolve Challenges centered on the act of creation.
  • Fighting
    Fighting is a measure of a character's ability to fight and defend themselves. It is used primarily as a part of Skirmishes.

Derived Traits

Derived traits are the resources you manage throughout play. They are pools spent to engage in Challenges, fight Duels, and perform Wyrdings and Rituals. Each is derived by combining specific traits.

  • Vitality
    Temperament + Athleticism + Fighting + Skullduggery
  • Vitality Recovery
  • Influence
    Leadership + Temperament
  • Influence Recovery
    Network Size
  • Willpower
    Wyrd + Temperament
  • Willpower Recovery


Talents are special abilities the character has that provide some sort of advantage. The nature of each talent is outlined in its description and can only be used in the defined manner and context. Some provide call on abilities to do something in play while others provide additions to the character's Network, improve the character's Derived Traits, or specific Resources.

  • Alert
    Requirements: None
    If the leader in a Skirmish, this character's side always begins with Tempo.
  • Athlete
    Requirements: None
    +2 to Vitality Pool, +1 to Vitality Recovery, and climbing over obstacles does not hinder this character's movement.
  • Actor
    Requirements: None
    +2 Influence, +1 to Influence Recovery, and +1A to imitate others.
  • Animal Affinity
    Requirements: None
    +1A for all activities associated with animals.
  • Armor Training
    Requirements: None
    Select an armor type. The character gains a +1DR with this armor type. This Talent can be taken multiple times and stacks.
  • Atridr's Breath
    Requirements: None
    The character may summon a blast of wind that snuffs torches and any source of fire smaller than that. It also pushes people back a step.
  • Bowman
    Requirements: None
    +1A when using a bow or crossbow. The character also suffers no Disadvantage when firing next to an enemy in a Skirmish.
  • Claws
    Requirements: None
    The character's hands are considered weapons, providing a +1 to Damage after Damage is determined.
  • Dod's Hand
    Requirements: None
    The character may touch another, sending an icy chill that gives them a +1D for their next roll.
  • Durable
    Requirements: None
    +2 Vitality Recovery and +1 Willpower Recovery.
  • Fast Healer
    Requirements: None
    The character cuts healing time from wounds in half.
  • Feared
    Requirements: None
    The character automatically forces a Morale Challenge in a Skirmish. The character also gains a +1D to intimidate or interrogate another.
  • Healer
    Requirements: None
    The character gains a +1A to try and heal the injured. If successful they completely remove any wound based disadvantages.
  • Hunter
    Requirements: None
    The character gains a +1A to hunt and track animals and men.
  • Inspiring
    Requirements: None
    The character gains a +1A in command situations and Morale Challenges.
  • Mobile
    Requirements: None
    The character gains a +2 to movement in Skirmishes
  • Mot's Ward
    Requirements: None
    Once per Skirmish this can be used to grant the character +1 DR.
  • Night Senses
    Requirements: None
    At night, the character gains a +1A for all perception based Challenges.
  • Reises' Friend
    Requirements: None
    The character always knows what direction they need to go to get somewhere.
  • Silent Steps
    Requirements: None
    The character gets a +1A to move about undetected.
  • Vocation
    Requirements: None
    Select a vocation. The character gets a +1s for all Challenges which this vocation may impact.
  • Weapon Training
    Requirements: None
    Select a weapon type. The character gains a +1A when using that weapon.
  • Wyrding
    Requirements: None
    This character may harness the Wyrding.


The Mountain is intended for three to six players who will play out the confrontation between the Cell and the Cult of the Unseen. Prior to play beginning, one player takes on the role of the Game Master and the other players take on the role of a Cell member.

Taking the role of a Cell member is similar to a character for any number of role playing games. You first select one of the five archetypes, create a background, select a class and finally purchase gear. With all of that done, it is your responsibility to take that framework and bring it to life through play. You frame the character's actions, role dice, and play to the character's motivations.

The Game Master has the more daunting task of pacing the game, framing scenes, and providing much of the color of the world the characters are journeying through in The Mountain. In this way it is much like the role of a GM in other role playing games only with a specific structure and archetypes to work with.

At the start of play, each player selects a role and an archetype. They then place the Cell token on the map at the Great City of Cidiero. The Game Master selects an Adversary (found in the last section) and couples it with the Sovereign, Purifier, Savior and Pawn Archetypes. The GM then places a marker for each face down somewhere on the map between the Great City and the Mountain.


Archetypes represent the type of individual on each side in the struggle between the Cult of the Unseen and the Cell. Each one is modeled around a broad set of motivations that power special abilities only they possess in the game. The Archetype remains with the player through the life of the game, being applied to new characters should they die or be retired.

The Avenger

The Avenger is a character who has been horribly wronged by someone acting on the behalf of the Cult of the Unseen. The character may have been beaten, raped and left for dead, seen their parents murdered before their eyes at a young age, witnessed their spouse slaughtered in a gruesome fashion or any of a myriad of other horrific experiences. Instead of succumbing to the despair of survivor's guilt, they have nurtured their emotions into a weapon to motivate their every action.

  1. Pick an individual or group of people that have wronged you in a powerful way. Define how they wronged you and what you will do to avenge this wrong. When you take action to Avenge this wrong, you earn a Doom Die.
  2. When a target of your wrath is in a Scene you are not currently a part of, you may narrate yourself into the Scene.
  3. Define a Taint Aura and roll once on the Taint Effects Table.
  4. Add 2 Doom Dice
The Destroyer

The Destroyer is the embodiment of the wrath of the Cult of the Unseen. Everything they touch collapses under the weight of the wrath, and no two Destroyers are the same. Some are personifications of power, shattering obstacles in their path with brute force. Others are like wisps that float through the world, spreading rot and ruin.

  1. The Destroyer may spend Doom Dice equal to an object's Influence Value to destroy it.
  2. After murdering someone, spend a Doom Die to bring them back with as a Bloodthirster.
  3. When someone gains Wound from a Skirmish with the Destroyer, roll twice on the post Skirmish Harm chart and let the Destroyer pick which result applies.
The Explorer

The Explorer is a character who when faced with the actions of the Cult of the Unseen decided to learn more. While the character fears and loathes the cult, they can't help but be curious about it and it's mysterious purpose. Their weapon is knowledge of their enemy's ways and they seek that knowledge wherever it may lay.

  1. Each time the Explorer discovers something new in a Cult of the Unseen temple, you earn a Doom Die.
  2. Once per Turn, the Explorer can ask the GM where in their current location there is Cult of the Unseen activity. As the cult is everywhere, the GM must answer with a location.
  3. Once per Scene the Explorer can spend 3 Influence to discover in their gear something useful to the situation at hand.
  4. Add 1 Doom Die
The Pawn

There are many Pawns of the Cult of the Unseen. Some know who they are being manipulated by, but most do not, thinking they are pushing their own agenda. Anyone can be a pawn and almost anyone can be turned into one in the right situation.

  1. The Pawn can spend one Doom Die to call 1D6 allies into a Scene they are a part of.
  2. The Pawn can spend 1 Doom Die to reveal one fact about the Cult of the Unseen and steal a Doom Die from each Cell member in the Scene.
  3. The Pawn can spend 1 Doom Die to acquire any piece of gear for any member of the Cult of the Unseen.
The Purifier

The Purifier is the moral compass of the Cult of the Unseen, driven by the need to scour the world clean of the impure. While they would use a knife to excise the cancer that infests the world, they also will not hesitate to unleash the Destroyer. They will do whatever it takes to make the world pure.

  1. When the Purifier murders someone, they may choose to bind that character's soul to a physical item. This item becomes an Artifact, as defined in the Wyrding section.
  2. When the Destroyer inflicts a Wound, the Purifier gains a Doom die.
  3. The Purifier may remove Taint Effects from another character and spend it like Willpower.
  4. If there is no Destroyer in play, the Purifier may upgrade one Pawn into a Destroyer.
The Savior

The Savior is the prophesied one sent by the Unseen to guide the masses to enlightenment. They are the one the masses will turn to for leadership, enlightenment, and guidance. It does not matter that all they want is to see the world burn.

  1. The Savior does not have to be in the Scene and can operate through proxies.
  2. The Savior does not suffer any penalties to die rolls brought on by physical Wounds.
  3. Once per Turn the Savior may remove all Wounds from any one character in the game.
  4. Once per Turn the Savior may resurrect any dead character. That character automatically becomes a Pawn.
  5. When facing a crowd, the Savior may give a speech to incite the crowd to taking a specific action (e.g. burn down the quarter, hunt for a person). The Savior makes a Temperament Challenge against a Difficulty of 4.
The Shepherd

The Shepherd is a character who believes in the strength and power of a group working together over the wants and needs of the individual. When they look at the Cult of the Unseen, they are not blinded by it's evil, but see the power it wields by working together. Everything they do stems from the core belief that the Cell is greater than it's individual parts.

  1. Each time the Shepherd convinces the other members of the Cell to follow his plan of action over others or their own agenda's, they earn a Doom Die.
  2. Once per Turn, the Shepherd can narrate all the members of the Cell into a Scene together.
  3. Add +3 to the character's Willpower Pool
  4. Add 1 Doom Die
The Sovereign

The Sovereign is the invisible hand that guides the Cult of the Unseen. It is they that know the true purpose of their gods. It is they who manipulate the world like a chess master, moving pieces as they see fit towards an enigmatic goal only they are aware of.

  1. The Sovereign does not have to be in a Scene to use one of their abilities to impact that scene.
  2. The Sovereign can attempt to turn a character to work for the Cult of the Unseen as a Pawn by simply speaking with them. The Sovereign makes an opposed Temperament Challenge role against the target, with each of the target's Taint Effects granting the Sovereign a Bonus Die.
  3. The Sovereign may murder a Pawn to gain Doom Dice equal to the Temperament of the Pawn
  4. Once per Turn the Game Master may ask a player a yes/no question about their character which they must answer truthfully.
  5. Has a +1A to cast any Wyrding.
The Traitor

The Traitor was once a member of the Cult of the Unseen, knowingly doing the bidding of an unstoppable evil force. Eventually they saw the error of their ways, either on their own or with the help of another Cell member. Now they work tirelessly to bring a sharp end to the evil in an effort to atone for their myriad of sins.

  1. Pick or create a character. That character is the one the Traitor must prove that their past is behind them to. When the Traitor takes action to prove themselves to this character they earn a Doom Die.
  2. Once per Turn, the Traitor may ask the Game Master a question about the Cult of the Unseen. The GM must answer truthfully.
  3. Add +3 to the character's Influence Pool
  4. Add 2 Doom Die
The Warden

The Warden is a character driven by a need to protect those who cannot protect themselves. They are the guardian angel standing before the Cult of the Unseen declaring "No harm shall come to you while I watch." It is their all consuming drive to protect the defenseless in any way they can.

  1. Pick or create a character. That character is the Warden's charge and must be protected at all costs. When the Warden takes action to defend this character, they earn a Doom Die.
  2. When the target of your protection is in a Scene that the Warden is not currently a part of, you may narrate yourself into the Scene.
  3. Add +3 to the character's Vitality Pool
  4. Add 1 Doom Die


Creating a character's background is done by defining the character's culture and personal history. The personal history feeds into your character's Network and provides a framework to build character motivations and stories in play. The character's cultural background helps to flesh out this framework as well as provide specific talents and potential synergies with certain classes.


After deciding on your cultural upbringing, construct a culturally appropriate name for your character. Then select a Talent you find interesting.


In Hellas legend, Helios led the first of his people to Hellas Peninsula after the fall of the Jutun kingdom of Gigir. There they established the great cities of Kaptos, Palidos, and Alvrados (modern Captar, Palido, and Alvrado). In time the city-states of the Hellas eventually spreading across to Sana Minor and the Mineos Sea, building colonies and battling for supremacy with the peoples of the south. The apex of their expansion came under Arkos of Mapakos, who spread Hellas culture as far south as the River Sokooto through conquest. Though his empire did not last after his death, the influence of the Hellas culture does to this day in all the lands their feet have touched.

The Hellas were among the first people to be conquered by the Empire, but in contrast to the Empire's other conquests, the Hellas culture was elevated to stand just below the imperial Vorish culture. Every noble had a Hellas tutor for his children, Hellas sailors dominated the Imperial Navy, and Hellas became the language of the Orthodox Church. Ironically, these roles have since reversed in the Empire, with those of Hellas descent dominating the Empire establishing Hellene as the language of the court and Vorish as the language of the Church.

Today those who consider themselves Hellenes come from lands both in the Empire and far to the south in the Kalifate and beyond. Their physical characteristics may vary dramatically, but they are all bound by a common language, a common reverence for education, and a respect for the power of the sea.

The naming practices of the Hellas has not changed since the most ancient of days. Even the overwhelming influence of Vorish culture on these people has not forced them to change the ways in which they identify one another. The Hellas are given a single name at birth along with a patronymic (father or family progenitor given name) terminated with the suffix -ides. Choose your character's name and their surname (Amvelos Leoviskosides).

  • Male Names
    Alexios, Amvelos, Arkos, Bekos, Daros, Demos, Eulovas, Filovas, Gavenos, Helivros, Hivostrakos, Irevos, Kevalos, Kratos, Leon, Leoviskos, Leonvas, Melanvros, Nikanor, Onesilos, Phittakus, Razon, Selakos, Telesikos, Xenivos, Zagodoros
  • Female Names
    Alexis, Amvela, Askra, Beka, Dara, Dema, Eulalia, Filalia, Galena, Helena, Hivolina, Ireva, Kevalia, Kratonida, Leolina, Leonida, Melissa, Nike, Ona, Phittakina, Raza, Selakina, Telesikina, Xenia, Zaga.


  • Well Connected
    The Hellans as a people, tend to feel everyone's business is their business. While this can lead to nosey neighbors, it also means a Hellan is rarely in any neighborhood or region without knowing at least one person.
    You may name one person they know when entering a named location on the map. They may add that character to your Network if you have space on your sheet.
  • Seven Liberal Arts
    The art, science and mathematics practiced in the Empire stems from the schools found in the Hellan cities and provinces. It is a point of pride to be educated at one of these schools.
    The player may add one detail to any description once per scene.

Malin legend holds that they, as a people, were originally from a land they called Paleki. There they were a soft people living in a soft land of milk an honey. A people used to Paradise on earth, having avoided the machinations of the Jutun, the First Men, or even the Ilan Adam, who legend have lived on the edges of Paradise.

This tranquility changed with the great flooding caused by the melting ice that heralded the end of the Jutun. This flooding washed the wards away from the Cin-Seytan Gate, allowing the Jinn to escape their infernal prison. They invaded paradise, harvesting the Malins, transplanting them to the Great Waste, weeding out the weak and shaping Malin society.

When the Last Prophet (293 3E) came out of the most desolate parts of the wastes to unite the Malin Oymaqs (extended families) against their Jinn overlords, the Malins began to take on the shape they hold today. Over 600 years later, the Malins are still a hard people who adhere to traditions that blend the merciless violence of their time under the Jinn with the religious zeal of the followers of the Last Prophet and the opulence of their neighbor and rival, the Empire.

The naming practices of the Malins is deeply tied to their transplantation to the Great Waste. First names are granted at age 15, reflecting some aspect of their personality. Surnames reflect a conjunction (-ib-) of the father's first name, the name of origin of the individual's Oymaq, and the individual's grandmother (Panah Negar-ib-Deylaq-ib-Inara).

  • Male Names
    Anar, Bahador, Charkaz, Djalil, Elchin, Faraj, Gamid, Huseyn, Ilham, Jalil, Jovdat, Kamram, Mahammad, Negar, Oktyabr, Panah, Rahib, Sabuhi, Sardar, Tural, Uzeyir, Vugar, Yahya, Zeki.
  • Female Names
    Aysel, Banovsha, Cari, Durna, Elvan, Fidan, Gizem, Husniyya, Ilhama, Inara, Konul, Leyla, Mahira, Nahida, Ofeliya, Pakiza, Qumru, Rukhsara, Sevinc, Tahmina, Ulviyya, Vafa, Yasaman, Zamina.


  • The Open Eye
    When surviving in the Great Waste, all members of an Oymaq must have value. It is for this reason the Jinn Ramallo opened the mind's eye of the people, allowing them to channel their inner strength for any challenge.
    You may substitute Willpower for any Challenge at a 1:1 ratio.
  • Discipline of the Wastes
    The Malins have found that the only way to truly survive in the most inhospitable conditions is to maintain a rigid discipline. From a young age, Malin children are trained to obey the myriad of military, cultural and religious codes of conduct that structure their lives.
    You gain a +1A when following the orders of a social, military or religious superior.

Despite centuries of forsaking the religions of the founders of their people and following the 11 Prophets of God for centuries, the Vors still cling to their mythic origins. The myth is that Acacio, a former slave to the First Man sorcerer Vorti, fled from the east, leading his people to settle in what is now Greater Voria, where he courts Lavinia, the daughter of a local king called Alecto. They myth is filled with lust, betrayal, family drama, and the ideas that would lead to the foundation of the world's first republic.

Under the auspices of the Vorish Republic, they would conquer the civilized corners of the West, consuming the once sprawling Hellas world. When religious zealotry tore the Republic to pieces, an Empire rose in it's place under the leadership of stout military commanders. The Empire has since reinvented itself several times over, eventually moving from having a Vorish character to having a Hellas one.

Despite the changing nature of the Empire, the Vorish people still make up the bulk of the population and having an old name still opens many doors closed to others. The imperial bureaucracy is still managed by Vorish men of quality, though the language of the court is now Hellan. However, the lingua franca as well as the controlling forces of the Orthodox Church are Vorish.

Vorish surnames have developed over time from simple patronymic designations to a complex, three part descriptor. Each surname is a conjunction of the father's first name, the mother's first name, and either the patronymic of the founder of the family line in the case of the nobility and powerful merchants, or a place of origin. The patronymic and matronymic always ends with one of the following suffixes; -as, -es, -is, or -os and they are separated by eta. The final descriptor is separated from the rest of the surname with de (Carla Rodrigos eta Carlas de Ramires).

  • Male Names
    Alfonso, Alvar, Cresconio, Diego, Ederono, Fernan, Garcia, Jimeno, Juan, Lugo, Martin, Osoro, Pelayo, Ramiro, Rodrigo, Sancho, Tedo, Vermundo.
  • Female Names
    Aldonza, Beatriz, Carla, Cristina, Ermengarda, Eva, Fronilde, Guntrola, Ildaria, Ines, Jimena, Lupaa, Maria, Mayor, Paterna, Sancha, Teresa, Urraca.


  • Disciplined in All Things
    When leading others, they provide a +1A to those that follow their orders.
  • Famous Family Name
    The Empire was founded in the Second Era by the Vors, and while they do not dominate it as they once did, their distinguished names still hold significant weight. Even foreigners give proper respect and reverence to the great names of antiquity.
    You may spend 3 Indluence to gain a +1A to any Challenge.

Throughout most of the 2nd Age, the Rankians dominated what is now Santuvessa. There they held sway over the wide variety of tribes that made the Holy Jungle their home. While their subjugation of these peoples was not overtly harsh, it did force these cultures into positions of subservience with no hope of changing their station.

Then came Gampo, a shaman and chieftain of the Onike people. He united the many clans of the Onike as well as secured the loyalty of the Fetash, a strange, pale skinned people who migrated west from the Kingdoms of Ivory. With their macabre rituals supporting his Onike warriors, they proceeded to annihilate the Rankian people, man woman and child. In the end only Atrahasis, the Holy Refuge, was left standing.

The few survivors took to caravans and boarded ships, heading north and west across the Desabitado Arido to escape the holocaust. Tthey spread throughout the Empire and the pre-Kalifate kingdoms, carving out a niche for themselves in society's underbelly. There they flourish, taking advantage of the weakness of others and slowly gaining respectability.

Rankian first names reflect the mythic 21 founders of the Rankian people and their wives. They have no other names and for this reason their surnames are complex and varied in their construction. The typical format of their surname is a conjunction of their tribal name (Atha, Blak, Bok, Bran, Der, Dan, Fan, Frek, Jaco, Kir, Mar, Mor and Sker), place of birth, and occupation (Lorita Der'Paci Drova).

  • Male Names
    AAdama, Boubacar, Coulizay, Driza, Giawara, Hama, Hamido, Ibrazim, Iziaka, Jacob, Kariz, Laurez, Mamado, Nidibe, Oumar, Paz, Ridy, Seydo, Trayzor, Yaya, Zairo.
  • Female Names
    Awa, Anata, Bibata, Cisse, Diakho, Elodie, Fadima, Fatoumaza, Galia, Hellen, Karida, Koumba, Lorita, Miriam, Ouraba, Rahma, Salamita, Sarre, Wassa, Yaye, Zeinab.


  • Blood of Princes
    When the remnants of the Rankians spread across the land, the remnants of the royal family hid themselves among the masses, intermarrying for the first time. While this diluted their powerful blood, they are not entirely diminished.
    You may spend both your Willpower and Vitality for Wyrdings and Rituals.
  • Chameleon
    The key to the survival of the Rankians has always been their ability to blend into society while maintaining their identity.
    You may spend a Doom Die to completely disappear with a crowd, becoming entirely undetectable.

The Zehar are a people that seem to predate human history. All known records account for them living in the mountains north of the Great City, never knowing the conqueror's boot, but joining first the Hellene expansion under Arkos of Mapakos then later the Empire as it extended it's borders. They are seemingly uncaring of world politics as they are, as a people, followers of the Great Cycle.

While many other cultures follow some form of the Great Cycle in which a finite number of souls reincarnate eternally, the Zehar take this belief to an extreme. They believe they live the same life over and over again. The place and people may change over time, but the story of their lives remains constant.

When a Zehar reaches a certain point in their life, it is said they have reached the moment of knowing. It is at this time they realize the path their life must take, be it glorious, infamous, or mundane.. From then on they work to live out their story, which is part of the Ballad of the Great Cycle.

The Zehar use a purely descriptive surname that they don't take on until their moment of knowing. This means most Zehar simply go by their first name, with perhaps a general descriptor, such as Ayfem the baker of Eethel. However, when they have their moment of knowing, they take on the famed descriptor of their soul regardless of it's reflection of their physical nature (Ahlahr the Small, Sayvah the Vor Slayer, etc).

  • Male Names
    Ahlahr, Ayfem, Blays, Dayvee, Frahnsh, Glayn, Hayrvay, Kohnahn, Lohayz, Mohrvahn, Naydelek, Ohlyay, Pahdreek, Rohnahn, Sahmzoon, Tahran, Yahn, Zhos.
  • Female Names
    Ahndravah, Aylen, Brayndahnah, Daynyelah, Eezohld, Frahnsayzah, Gaela, Haylohree, Kannah, Lahrah, Mohrgahnah, Nohlven, Pahdreegah, Rohnahnah, Sayvah, Treefen, Wahnes, Zahnayt.


  • This Is Not How My Tale Ends
    The Ballad of the Great Cycle is constant and it's story is always told. The actors may change, but the roles remain the same.
    When a previous roll of the dice would end in a character's death, you may have the dice rerolled but must abide by the results.
  • Never Alone
    The Zehar never seem to be outside of close proximity of other Zehar. It is as if they are drawn to each other through the Ballad of the Great Cycle.
    You may spend 3 Willpower to summon another Zehar.
Personal History

To create your character's personal history roll a D666 for each column on the Character Generation Table. First roll for your character's Vocation and add the Vocation Talent to your character sheet. Then roll once on each column for your character's closest relation. This method can also be used by Game Masters to create NPCs on the fly.

Character Generation Table
Roll Vocation Dirty Secret Appearance Note
111 - 116 Orthodox Monk Fears inheriting the throne Always in military uniform Engaged to..
117 - 122 Arms Smuggler Haunted by memories of their past life Is short with red hair and old scars Married to...
123 - 128 University Student Seeks to be free from an ancient curse Tall, thin and pale Murdered...
129 - 134 Cult Leader Is searching for a First Men artifact... So fat they can't walk without assistance Always avoiding...
135 - 140 Imperial Officer Suffers from prophetic fits Wears too much makeup Openly Loves...
141 - 146 University Professor They are scouring the land for their lost love Has a green and yellow eye Lives in fear of...
147 - 152 Converted Pagan They are dying from a terminal illness and seek immortality Is entirely hairless Holds a grudge against...
153 - 157 Assassin Seeks revenge against their sibling who betrayed them Has tattoos that change daily Hates...
158 - 162 Alchemist Suffers from fits of insanity Constantly eating Secretly stalks...
163 - 167 Demon Hunter They stalk the poor at night Bloodshot eyes Writes poetry for...
168 - 172 Bandit They compulsively need to touch everything Fingers stained with ink Slept with...
173 - 177 Smuggler They suffer a sever allergy to iron Has shaky hands Pines after...
178 - 182 Converted Pagan They are obsessive and violent Tunelessly whistles Always lies about...
183 - 187 Disinherited Noble They secretly worship the War God Covered in self mutilated scars Has murdered the eldest child of...
188 - 192 Apothecary They are not the last scion of their house, but an impostor Wears a toupe/wig Is the parent of...
193 - 197 Beggar They are deaf in one ear Shocking head of white hair Is the child of...
198 - 202 Vampire Hunter Has their eye on the throne Sloppily dressed Has blackmail on...
203 - 207 Bodyguard Their house is on the edge of financial ruin Constantly grooming Covets...
208 - 212 Bounty Hunter They murdered their father. An albino Lives to please...
213 - 217 Astrologer They are possessed by a demon Is comically terrible with names Constantly forgets...
218 - 222 Bored Rich Kid Is secretly a nercomancer Has no short term memory Is never without...
223 - 227 Burglar They see and speak with the dead Missing an eye Has tasted...
228 - 232 Con Man Once worked the high seas Missing a limb Once found...
233 - 237 Reformed Criminal They are a serial killer. Profusely hairy Once fell in...
238 - 242 Orthodox Priest Thinks their pet cat is the herald of end times Constantly strokes face Always forgets their...
243 - 247 Street Thug Is a master of poisons Very short Never notices...
248 - 252 Duelist Is the secret leader of the Guild Swarthy skinned Engaged to...
253 - 257 City Watchman Has spent time in a Kalifate prison Wears an eye patch Married to...
258 - 262 Hermit Is slowly poisoning their spouse Carries an ornate cane Lives in fear of...
263 - 267 Peasant Farmer They masquerade as their sibling Wears outrageous outfits Compelled to protect..
268 - 272 Escaped Slave Is working to get their son on the throne Constantly checking time Was once attacked by...
273 - 277 Hunter Has perfected a youth elixir Fat and skulking Has rivalry with...
278 - 282 Information Broker Has true visions when on drugs Very old Owes money too...
283 - 287 Investigator Collects human fat for his work Very young Always lies about...
288 - 292 Locksmith Eats the flesh of the dead Covered in scars Trusts only...
293 - 297 Scout Once pushed a coworker into the fire Always apologizing when talking Always avoiding...
298 - 302 Rebel Is hundreds of years old, but looks 25 Always eating Covets...
303 - 307 Pirate Studies the dark arts Has parchment like skin Slept with...
308 - 312 Sailor Wants to die, but fears to take their own life Gums and teeth horribly stained Is never without...
313 - 317 Historian Has been replaced by "something" else Childlike appearance Murdered...
318 - 322 Physician Is bound to an ancient artifact Shocking green eyes Hates...
323 - 327 Witch/Wizard Is a compulsive liar Always plays with knives Loves...
328 - 332 Missionary When they sing, small animals that hear them die Missing fingers Compelled to protect...
333 - 337 Cup Knight Soldier They bathe in the blood of orphans Smells like lilacs Writes poetry for...
338 - 342 Cup Knight Has invented an explosive compound Has an unnerving stare Never notices...
343 - 347 Gladiator Has prophetic dreams Fidgets Is the parent of...
348 - 352 Smith Is a ghost that can take corporeal form for short periods of time Smells musky Loves...
353 - 357 Thief Catcher They secretly fought in the war under the guise of their famous uncle Shining, observant eyes Compelled to protect...
358 - 362 Militia Owes a substantial debt Has bleeding gums Writes poetry for...
363 - 367 Herdsman They cover up for her sibling's murders Always carries a weapon Is never without...
368 - 372 Servant Is an addict Moves very deliberately Never notices...
373 - 377 Cook Has constructed a flesh golem that has since escaped Covered in tattoos Engaged to...
378 - 382 Animal Trainer Eats the flesh of the dead Covered in scars Is the parent of...
383 - 387 Cartographer Is a cult member Missing an eye Murdered...
388 - 392 Artist Is a cult leader Always whispers Has tasted...
393 - 397 Fisherman Once patrolled the sea as a pirate Speaks with an unidentifiable accent Always lies about...
398 - 402 Laborer Does freelance muscle work Never travels alone Once found...
403 - 407 Street Orphan Only steals from wealthy men Short and tedious Slept with...
408 - 412 Prostitute Served in the war Always too warm Has murdered the eldest child of...
413 - 417 Ratter Won their home in a card game Ends every sentence with "what" Jealous of...
418 - 422 Tutor Is embroiled in a dangerous love affair Never blinks Looking for...
423 - 427 Scribe Has a pet that isn't really an animal Never looks you in the eyes Tinkers with...
428 - 432 Mercenary Soldier Gullible Incredibly beautiful Engaged to...
433 - 437 Yeoman Soldier Always armed with one extra weapon Has 25 children Wants to kill...
438 - 442 Teamster Murdered someone with dangerous connections Walks with a limp Never notices...
443 - 447 Thatcher Always avoids the authorities Has a deformed hand Hiding from...
448 - 452 Toymaker Lives in fear of a family member Covered in burn scars Is the parent of...
453 - 457 Chandler Stalks people of authority Never completes their sentences Friends with...
458 - 462 Charcoaler Is always in trouble with the law Stutters Wants to kill...
463 - 467 Clothier Always takes their time Always stroking a pet in their lap Never notices...
468 - 472 Courtesan Never sleeps for more than 3 hours at a time Talks incredibly fast Has murdered the eldest child of...
473 - 477 Embalmer Has safe houses everywhere Has black eyes like a shark Friends with...
478 - 482 Harper/Skald Dabbles in the dark arts Has spots of greens scales in place of skin Wants to kill...
483 - 487 Hideworker Was once a king Is missing a limb Looking for...
488 - 492 Innkeeper Hunts werewolves Missing their nose Is the parent of...
493 - 497 Jeweler Was shipwrecked for five years Their ears were notched by the law Friends with...
498 - 502 Lexigrapher Is the seventh son of the seventh son Suffers from narcolepsy Wants to kill...
503 - 507 Litigant Suffers awful short term memory loss Has long painted nails that glitter Never notices...
508 - 512 Mason Has a half demon child Music always plays out of tune around them Looking for...
513 - 417 Mercantyler Is actually have their stated age Skin is as black as night Friends with...
518 - 522 Metalsmith Eyes will glow when aroused Compulsive storyteller Wants to kill...
523 - 527 Miller Wanted by the church for something they know Constantly complains Hiding from...
528 - 532 Ostler Was the reason the keep fell Will talk constantly when nervous Has rivalry with...
533 - 537 Perfumer Betrayed their family for drugs Swears constantly Is the parent of...
538 - 542 Pilot Is not who they say they are Spits after every statement Friends with...
543 - 547 Potter Is losing their sight Cackles like a madman when they laugh Wants to kill...
549 - 552 Salter Once murdered an entire village Missing two fingers on each hand Married to...
553 - 557 Shipwright Sold their children for money Never smiles or laughs Looking for...
558 - 562 Tentmaker Can't fight like they used to Has a lazy eye Kidnapped...
563 - 567 Actor Suffers from wasting disease Wears bear skins Wants to kill...
568 - 572 Guildsman Never did the thing they are famous for Has a glass eye Has rivalry with...
573 - 577 Unaligned Thief Dislikes fighting Has no teeth Is the parent of...
578 - 582 Timberwright Has never told the truth Always playing a musical instrument Friends with...
583 - 587 Weaponcrafter Once killed the wrong man Very short Hates...
588 - 592 Woodworker They bathe in the blood of orphans Smells like lilacs Always forgets...
593 - 597 Herald Is a member of a revolutionary group Always playing with fire Fears...
598 - 602 Knight Bachelor Haunted by memories of their past life Never sober Kidnapped...
603 - 607 Knight Possesses an artifact of power Asks if you "hear that too" constantly Trusts only...
608 - 612 Slave Soldier Suffers from a virulent contagion Wears ancient armor covered in runes Married to...
613 - 617 Spy Finds marks for the Guild Nervous and twitching Was once attacked by...
618 - 622 Murderer Studies forbidden science Smells of sulfur Is friends with...
623 - 627 Athlete Is a serial rapist Booming voice Owes money to...
628 - 632 Vintner Buried a treasure, but forgot where Walks about with a pet Always tells the truth about...
633 - 637 Slaver Replaced their hands with the hands of another Has three silver teeth Has rivalry with...
638 - 642 Lictor Is forging weapons with forbidden texts Bold and charismatic Childhood friend of...
643 - 647 Torturer Lied about their credentials Dresses in silver and fine clothes Married to...
648 - 652 Architect Spent time in prison for horrific crimes Wears unfashionable clothes Owes money to...
653 - 657 Engineer Steals from their family Arthritic hands Jealous of...
658 - 662 Vagabond Sold their soul to save their child Always seems to have a cold Trusts only...
663 - 666 Clerk Is a demon in disguise Grim and unbending Adopted by...


The members of the Cell are extraordinary people driven by a desperate need to halt the machinations of the Cult of the Unseen. They are heroes on a quest, taking on a challenge lesser men and women would flee from if they knew of it. They are the ones who fight against the dying of the light for us all.

The capabilities of these characters are defined by their class. A class is one part worldview and one part skills. Each represents the lifestyle of an individual that is no stranger to misfortune and the challenges of the world. In the case of the Cell though, they are the ones who have answered a greater calling than their adventurous starting point. When creating a character for the first time you may select any two Talents you meet the requirements for.

Ana Sister

The Ana Sisterhood is a key social, religious, and political force in the Kalifate. They train their bodies and minds through years of physical and mental conditioning to achieve human perfection. The end result is a society of women who are one part trusted advisor and one part willing assassin.

Ana Sisters are highly prized by the great noble houses, both in the Kalifate and the Empire. Many sisters come from these same houses, creating a triple alliance through marriage between two noble houses and the Sisterhood itself.


The Ana Sisterhood focuses it's training on achieving both physical and mental perfection. The following list of Talents reflect this synergistic approach to their training at the Finishing School.

  • Aura of Authority
    Requirements: Sisterhood
    Ana Sisters are feared and respected in most parts of the world. This provides a +1A to diplomatic and social situations.
  • Doorways of the Mind
    Requirements: Sisterhood
    The Ana Sister may attempt to confuse the mind of people with words and gestures. Doing so requires a Temperament Challenge, and if successful the targets see and hear what the Sister desires them to see and hear. In a Skirmish this can be used to give the sister the Feared Advantage.
  • Improvised Weapons
    Requirements: None
    Anything can be made a weapon in the hands of a sister. When improvising a weapon, the item provides a +4 Damage to the appropriate categories based on it's construction.
  • Like a Cat
    Requirements: Sisterhood
    The physical training of the Sisterhood stresses agility and flexibility. This provides the sister a +1A to moving quietly, leaping, and climbing Challenges.
  • Lore of Generations
    Requirements: Doorways of the Mind
    Each sister is initiated into the way of the inner self, and as such can reach back in their mind to draw knowledge from their ancestors. Once per Turn you may spend a Doom Die to call on an ancestor's knowledge to gain a +3A to one roll.
  • Poisoner
    Requirements: Purified
    Poison is a language known both by spies, diplomats, and assassins. The sisters are all three and have thus mastered its use. Once per Turn the sister may coat a weapon in her blood adding +5D to the next attack that gets past an opponent's armor.
  • Purified
    Requirements: None
    Those that survive the training tend to be resilient to the impact of Taint. When facing the Tainted or resisting a Sinkhole, you gain a +1A.
  • Sisterhood
    Requirements: None
    The first years of training in the Sisterhood are intense both mentally and physically. Add +3 to Willpower and +3 to Vitality.
  • Tireless
    Requirements: None
    Some sisters when they receive the training take the physical conditioning to a whole new level, making them seemingly unstoppable in battle. Ignore the penalties from Light Wounds.
  • The Voice
    Requirements: Lore of Generations
    Near the end of a sister's training they are taught the order's greatest secret, how to kill with a word. By speaking a specific word, you may initiate a Temperament Challenge once per Turn. If successful, any living creature that hears it falls dead.
Cultural Synergies

The Ana Sisterhood was born out of the harsh and fluid social environment of the formation of the Kalifate. Before the Prophet gave birth to the God-King and reshaped the people, there were dozens of smaller Sisterhoods in the Great Waste, all training in their own peculiar way. This as made the following Talents available for Ana Sisters of Malin descent.

  • School of the Lion
    Requirements: Malin Culture
    The School of the Lion was located in the mountains north of the Great Waste before the God-King merged all the schools. There they mastered a technique for making their voice heard over great distances. You may project your voice up to a distance of 5 miles away. You may also choose to pitch in such a way that it can cause terror in others. This initiates a Temperament Challenge that if successful those that hear it suffer as if they faced the Feared Advantage.
  • School of the Falcon
    Requirements: Malin Culture
    The School of the Falcon was favored by the royal tribes of the old Malin desert kingdoms. The school taught a technique for focusing one's vision to be able to see the smallest detail up to a mile away. You gain a +1A to any vision-based Challenges and are impossible to surprise in the open steppe or desert.
  • School of the Fox
    Requirements: Malin Culture
    The School of the Fox was popular among the lesser tribes in the old Malin Kingdoms. The curriculum stressed mobility and working in paired teams. When fighting side-by-side with an ally in a Skirmish, you each gain a +1s to Attack rolls. You may also get a free move to separate from an enemy before they attack by making an opposed Athletics Challenge.

The Archivist

An Archivist is one who searches out esoteric sources of divine lore to safeguard the world against the Tainted. They work, often as an apprentice first, but later on their own to develop techniques to ward off and destroy that evil. No ritual or Wyrding is too dangerous in their mind to try and understand.

In some parts of the world, Archivists are members of large organizations dedicated to destroying the Taint. In other places they are lonely individuals who once delved too deeply and now cannot give up the fight. It is also whispered there are those who use their knowledge for personal gain, embracing the Taint to achieve power.


The Archivist spend the majority of their life delving into forbidden knowledge in an attempt to discover ways to change the world. The following list of Talents reflect their desire to stop the steady darkening of the world.

  • Arcane Familiar
    Requirements: Dark Knowledge
    The world is full of untainted spirits that look to help humanity against it's own doom. The character has bonded with one of these untainted spirits. The spirit inhabits the form of an animal and can communicate telepathically with it's master and when touching it's master may loan Vitality or Willpower as needed.
  • Dark Knowledge
    Requirements: None
    The search for weapons to destroyer the Tainted begins with the first step of understanding the nature of Taint. You provide a +1s for allies when they try to rid themselves of Taint.
  • Dark Mastery
    Requirements: Dark Knowledge
    With enough time and study, an Archivist's understanding of their enemy grows, making them a deadly foe to the Tainted. When facing the Tainted or resisting a Sinkhole, you gain a +1A.
  • Dark Secret
    Requirements: Dark Mastery
    Some Tainted enemies require more study than others. Choose a specific Tainted enemy the character has encountered before. When the character speaks this secret in that enemy's presence, it gives that enemy a number of Disadvantages equal to the character's current number of Doom Dice. This ability may only be used once per Arc.
  • Dark Tactics
    Requirements: Dark Knowledge
    Understanding the powers of the Tainted is only the first step in combatting them. With enough practice, and Archivist becomes a wise tactician, understanding how to destroy the enemy. If the Archivist is the leader in a Skirmish, they grant a cumulative +1A to their allies for each time they have faced this kind of Tainted foe.
  • Foreknowledge
    Requirements: None
    Understanding the Taint means that the Archivist must also come to understand prophecy. Once per Turn, after an ally uses a Doom Die, you may steal it from the GM to use as you wish.
  • Mind Fog
    Requirements: Arcane Familiar
    Speaking with the untainted spirits in the world puts the Archivist in the unique position to request their aid. You can spend 3 Willpower to give one opponent a +1D to their very next roll.
  • Obscuring Mist
    Requirements: Mind Fog
    An Archivist that has mastered their communication with untainted spirits can compel them to manifest in the world. You may fill an area rough 20 feet square with a mist that hinders sight based actions with a +2D.
  • Scribe Scrolls
    Requirements: Wyrding
    Some Archivists spend more time mastering the Wyrd than they do communicating with the untainted spirits. Once per Scene you may scribe a scroll by spending an amount in Willpower equal to the cost of the Wyrd. This scroll can be used by anyone who can read the language you wrote it in.
  • Still Mind
    Requirements: None
    Studying the Tainted exposes an Archivist to some of the worst humanity and the supernatural has to offer. This requires discipline to not go mad. You get a +1A to all Challenges where you might be horrified or terrified.

Assign Traits

When assigning Traits, you assigning numbers following the pattern of 6/5/4/4/3/3/2. With these numbers in place you can derive your Vitality, Influence and Willpower Pools. When putting together your Pools, make sure to account for any bonuses based on your Talent choices.

The Network

Each character in the game has their own Network of contacts, friends, and enemies they can utilize to aid them in their journey. Some may be aware of the quest and others ignorant, but all have a reason to work with that character.

Each character's Network consists of an Inner Circle and an Outer Circle. The Inner Circle holds a maximum of three individuals that are protected from the actions of the GM's Archetypes. The Outer Circle holds a maximum of seven individuals that are not protected from the GM. A character can move individuals between these two Circles before the start of any scene so long as their is space. They may also be narrated into a scene by the player so long as it is contextually relevant.


The people of the lands that sit between the Great City and the Mountain trade in a variety of currencies. That being said, Imperial coin is always welcome for it's high gold and silver content. The following table outlines the types of coinage and their relations to one another.

When creating a new character, roll 3D6 and multiply it by your character's Influence Pool value. This is the amount of Decanidi you have to spend on your character's initial gear. When done purchasing gear roll 2D6 and multiply it by your character's Influence Pool value and add to that any remaining Decanidi. This is the amount of liquid assets your character has available to them at the start of play.

Rates of Exchange
Currency Type Solidi Folidi Half Folidi Decanidi Pentanidi Numis
Solidi 1 420 840 1,680 3,360 16,800
Folidi 1/420 1 2 4 8 40
Half Folidi 1/840 1/2 1 2 4 20
Decanidi 1/1,680 1/4 1/2 1 2 10
Pentanidi 1/3,360 1/8 1/4 1/2 1 5
Numis 1/16,800 1/40 1/20 1/10 1/5 1

Solidi and Influence

The Solidi to Influence Table shows how a character can expand their Influence Pool temporarily by spending coin. The exchange rate is both ways, so a character can also spend Influence to get access to temporary cash. Role-play how this works within the context of the Scene.

Solidi to Influence Conversion
Solidi Value Influence
10 1
100 2
200 3
500 4
1,500 5
3,000 6
5,000 7
10,000 8
20,000 9
30,000 10

Animals & Animal Care

Animal & Animal Care Table
Type Cost Notes
Bear, Trained 300d Trained Bears can be used in Skirmishes.
Camel 60d Lower the difficulty of desert terrain by 1.
Dog, Guard 24d Guard dogs provide a +1A for rolls against surprise and can be used in Skirmishes.
Dog, Hunting 18d Hunting dogs provide a +1A for hunting rolls and can be used in Skirmishes
Dog, War 30d War dogs can be used in Skirmishes
Horse, Riding 360d Increases horseback travel distance by 10 miles.
Horse, War 600d A war horse will automatically pass its first morale test in a Skirmish.
Veterinarian Care 6d per Day For each week of care remove 1 Harm or Wound.
Armor Table
Type Cost Cutting DR Piercing DR Impact DR
Leather Hauberk 60d 4 2 3
Imperial Watch Harness 75d 5 3 4
Malin Mercenary Harness 90d 6 5 4
2nd Era Cuirboilli Panapoly 120d 4 3 3
2nd Era Iron Panapoly 570d 7 4 4
Navari Mail Harness 420d 6 5 5
Imperial Infantry Harness 600d 8 5 6
Imperial Horseman Harness 3,000d 10 6 7
  • Leather Hauberk:
    It is worn over a light layer of quilted cloth with wrist guards and stiff leather boots.
  • Imperial Watch Harness:
    It is a jack with plate poleyns tied to quilt cloth with a light celata. Only members of the Imperial Watch may wear this armor without drawing attention as illegally doing so is an automatic prison sentence of 5 years.
  • Malin Mercenary Harness:
    It is a buffcoat with a steel cuirass, leather guantlets, morion and boots. Light and flexible it is the favored harness of the Malin bodyguards and mercenaries.
  • 2nd Age Cuirboilli Panapoly:
    It is a cuirass with tassets, shoulders, vambraces, greaves, and a casque helmet. Designed for a different age, this leather and bronze armor still finds use, both ceremonially among the patricians of the Empire and by less affluent soldiers.
  • 2nd Age Iron Panapoly:
    It is a cuirass made of iron with tassets, vambraces, greaves and barbuta. Only the wealthiest warriors of the previous age could afford this armor, and as such is rarely seen as it often stays within the family of the wealthy. As a symbol of status they also provide a +1A in social situations.
  • Navari Mail Harness:
    The common armor of the Navari is that of a mail hauberk with leather backings and an open helmet. Relatively easy to make compared to other armor types, it has spread in popularity throughout the Empire.
  • Imperial Infantry Harness:
    It is a half plate harness with reinforced breeches, leather boots, and casque. Both the Imperial Guard and the Imperial military have adopted this harness for their foot soldiers.
  • Imperial Horseman Harness:
    It is a three quarters plate harness over pourpoint with leather boots, gauntlets, and casque. Both the Imperial Guard and the Imperial military have adopted this harness for their calvary.
Apothecary Table
Type Cost Notes
Acid 60d If the Acid gets past armor it does +10d.
Alchemist Fire 60d Regardless of armor, it does +6d each round for 2D6 rounds.
Antitoxin 60d Provides a +1A to resist poisons.
Aphrodisiac 60d Provides +1A to compel or convince others to do what you wish when they have taken it.
Hallucinogen 60d Provides +1A to frighten or confuse those who have taken it..
Healing Poultice 60d A healing poultice removes the impact of 1D6 wounds when rolling on the Skirmishes Aftermath table or removes one Harm.
Narcotic 60d When taking this, ignore all wound penalties but you cannot use Willpower or engage in Willpower based Challenges.
Oil 60d In Skirmishes it counts as Very Difficult Ground. When lit on fire does +4d each round for 1D6 rounds.
Poison 60d Poison forces an Athletics Challenge against a Difficulty of 6. Failure means death.
Stimulant 60d Provides +1A to alertness-based Challenges
Strength Booster 60d Grants +3 Vitality for one Scene.
Clothing Table
Type Cost Notes
Linen Clothing 81d Linen is derived from flax and is the most common fabric found throughout the world. Linen is the clothing of everyone, be they wealthy or poor as it wears well in most climates.
Serge Clothing 93d A wool twill weave, it is a tough fabric ideal for work wear. It provides a protection of +1DR against cutting and piercing attacks.
Bokeram Clothing 119d A fine cotton or linen cloth typically worn by artisans or used for curtains, lining, and banners by the nobility. It is the mark of an individual of means and thus provides a +1A when that is relevant.
Quilt Clothing 228d Quilted clothing is typically worn as padding for armor, providing a protection of +2DR against cutting attacks.
Silk Clothing 719d Silk is an expensive material imported to the West from Iga Anba, with only the most wealthy and powerful owning more than one outfit. Silk clothing is a mark of true power and always provides a +1A in all social situations.
Sealskin Clothing 395d Sealskin is the prefered clothing of the Imperial Marines and the Sea People, who find it's qualities ideal for their time spent in and out of the water. Sealskin is insulated, providing a +1A against the cold.
Bearskin Clothing 356d Typically imported from Bravich. Vasha and Sarl Country, Bearskin has recently become popular among the young nobility, who currently style themselves as rugged adventurers. The hide is so thick it provides a protection of +1DR and a +1A against the cold.
Repairs - Repairs cost one half the value of the clothing rounded up.
Innkeeper Table
Type Cost Notes
Ale, Hogshead 70d A hogshead is a large volume equivalent to 60 gallons.
Ale, Pint 1p
Beer, Hogshead 75d A hogshead is a large volume equivalent to 60 gallons.
Beer, Pint 1p
Brandy, Hogshead 1s It is very rare to find brandy in this quantity.
Brandy, Cup 4d Only the highest quality places will have this available.
Meal, Cheap 1p Typically bread, cheese and perhaps a thin soup.
Meal, Common 1d Typically a meat, stew, and warm bread.
Meal, Lavish 12d Exotic foods served over several courses with desert.
Room, Dormatory 1d per Night Typically a straw mattress and rooms without doors.
Room, Private 6d per Night A room with a locking door and perhaps a window.
Room, Suite 20d A room with a bed, fireplace and perhaps a balcony.
Stabling 2d per Day This price is per horse. Includes feed.
Wine, Hogshead 100f A hogshead is a large volume equivalent to 60 gallons
Wine, Cup 3p
Slaves & Servants Table
Type Cost Notes
Bodyguard 5p per Day You may add this character to your Network, where they will remain until you no longer pay them.
Guide 15f per Trip A Guide provides a +4A to the Athletics rolls for one leg of your journey.
Mercenary, Archer 9f per Month You may add this character to your Network, where they will remain until you no longer pay them.
Mercenary, Infantryman 6f per Month You may add this character to your Network, where they will remain until you no longer pay them.
Mercenary, Calvary 24f per Month You may add this character to your Network, where they will remain until you no longer pay them.
Slave, Bodyguard 600d You may add this character to your Network. The Cult gets a +1A to subvert them.
Slave, Labor 240d You may add this character to your Network. They provide a +1A to one labor project per Turn. The Cult gets a +1A to subvert them.
Slave, Tutor 2,000d You may add this character to your Network. They provide a +4A to one Advancement Roll per Arc. The Cult gets a +1A to subvert them.
Temporary, Labor 7p per Day This includes heralds, footmen, laborers, and messengers. This provides a +1A to the appropriate rolls. They may not be added to your Network.
Temporary, Muscle 12p per Day They may not be added to your Network.
Tools Table
Type Cost Notes
Acid 60d If the Acid gets past armor it does +10d.


Services Table
Type Cost Notes
Alchemical Supplies 100f Provides a +1A to the creation of exotic chemicals and substances.
Craftsman Tools 24d Provides a +1A to any vocational Challenges.
Medical Supplies 50f Allows a character to attempt to heal someone every Turn with a +1A.
Thieves Tools 60d Provides a +1A to Skullduggery Challenges.
Weapon Table
Type Cost Cutting Damage Piercing Damage Impact Damage Reach Armor
Crossbow 60d 0 12 0 25 0
Dagger 24d 4 5 0 1 0
Hatchet 10d 5 0 2 1 1
Horseman's Axe 70d 6 0 6 1
Horse Bow 24d 0 6 0 Athletics x 5 0
Javelin 36d 0 4 0 1/Athletics x 2 0
Knife 2p 3 4 0 1 0
Lance 120d 0 10 0 2 0
Long Bow 36d 0 7 0 Athletics x 10 0
Mace 84d 0 0 6 1 1
Pike 96d 0 6 0 3 0
Poleaxe 80d 7 0 4 1 2
Quarterstaff 2p 0 0 4 2 2
Shield, Buckler 24d 0 0 4 1 2
Shield, Imperial 96d 0 0 6 1 6
Short Spear 60d 0 6 0 2 1
Sling 6p 0 0 7 Athletics x 8 0
Sword, Arming 90d 6 4 0 1 1
Sword, Broadsword 150d 6 3 0 1 1
Sword, Saber 120d 7 0 0 1 1
Sword, Flamberge 230d 8 0 0 1 2
War Club 8p 0 0 4 1 1
Warhammer 90d 0 5 6 1 1

Playing the Game

The Mountain is like most table-top role-playing games. Where it is different is how it demarcates time. Gameplay is broken into Scenes, Turns, and Arcs.

Scenes are the narration and role-playing portion of play. They can be centered on color, challenges or Skirmishes. Color scenes where no Challenges or Skirmishes take place but information is exchanged. Challenge scenes are where players roll to overcome obstacles in an attempt to achieve a single goal (e.g. infiltrate the castle, track the villain to their lair). Skirmish scenes are where a fight breaks out and the Skirmish rules are used.

Turns are a collection of scenes centered on a single idea or goal. New Turns begin when the focus of the scenes change. For example, if the Cell was infiltrating the castle to plant evidence on the lord for heresy and then shifted gears to follow the high priest to a clandestine meeting as he left the castle, that would be the start of a new turn. The Game Master decides when a Turn ends and informs the players.

Arcs are a collection of Turns that take place at a single location. They begin when the Cell arrives and end when the Cell begins the next leg of their journey.


Every time a character engages in a Challenge, roll D666 and add the Difficulty of all the Challenges the character has engaged in since the last time they advanced. If you roll 666 or higher, the character advances. You may select a new Talent from the Talent list in which you meet it's requirements.

Character Death

When a character is killed in play, that is not the end of the game for that player. The Archetype lives on to continue the quest to the Mountain and the ultimate confrontation with the Cult of the Unseen. As a player you have two choices. You can either apply the Archetype to a member of your deceased character's Network or you can apply the Archetype to a member of one of the other player's Network. In doing so you generate a character as normal if the character hasn't already been fleshed out with a class and background.

The Journey

The Mountain is as much about the journey of the Cell as it is about the final confrontation at the end. The travel from their starting point to their ultimate destination is both what helps shape the narrative of their story as well as what mechanically breaks up time in the game.

Each leg of the journey of the Cell is broken into distinct segments which are always initiated by the players. Each of these segments is broken up in the following way:

  1. Set Destination and Route
    The Cell chooses a destination and outlines to the Game Master the route they will take to that destination. The Game Master decides based on the distance and terrain if the proposed leg of the journey needs to be broken up into multiple legs.
  2. Measure Distance
    Using the hex map, count the number of hexes along the route the players have defined. Each hex represents 20 miles. Each hex in the journey marks the number of Challenges the Cell will have to make.
  3. Identify Terrain
    Using the Terrain Table identify the types of terrain the route will cross over. This creates the base difficulty of the Challenges the characters will have to make for each hex.
  4. Journey Speed
    Consult the Journey Speed Table. The nature of the Cell's mode of travel will modify the cost of each Challenge the characters have to roll for. Multiply the modifier by the Vitality cost of the terrain of each Challenge and round down.
  5. Athletics Challenges
    With each hex, each member of the Cell must make an Athletics Challenge. If successful, they pass through that portion of their journey uneventfully. If one player fails, future Challenges in this part of the journey suffer a cumulative +1D or the Game Master can choose to bring this leg of the journey to a halt, introducing a new arc and location.
Terrain Table
Terrain Type Base Difficulty Vitality Cost
Open Road 2 3
Open Terrain, A Navigable River, Well Worn Trails 3 4
Hills, Young Woods, Bogs 4 5
Marshes, Old Woods 5 6
Broken Ground, Ancient Woods 6 7
Open Desert, Mountains, Desolation 7 8
Journey Speed Table
Traveling... Miles per Day Challenge Cost Modifier
On foot 20 Miles x1
Riding Horses 40 Miles x.75
Downstream on a River 30 Miles x.4
Upstream on a River 10 Miles x.5
Coastal Vessel 50 Miles x.25
Open Ocean Vessel 100 Miles x.25


The Skirmishes rules are designed to resolve marshal conflicts between two or more opposing forces. Each token or miniature you use represents a single participant. Each participant is a named individual with weapons, combat traits and sustain individual wounds.

The units in a Skirmish are represented by a marker on the playing surface. I prefer to use wood blocks with stickers, but you can use miniatures or tokens that meet your preferences. The only requirement is that any unit that is "human sized" be sized the same.

Units are also represented by unit cards. These cards are the size of a business card containing the key stats needed for a Skirmish. They can be placed inside of a plastic business card holder allowing you to use dry erase markers to not injuries and temporary changes to the units.

The surface for play can be virtually anything so long as it allows you to mark the terrain. Dry erase boards work great, as do chalk boards, and printed out hex maps. Terrain can be marked directly on the surface or you can use models, props or even well crafted miniature terrain to transform the surface to match the conditions of the Skirmish.

When establishing your terrain, understand that the ground scale is one inch/square/hex is equal to 5 feet. This conforms with the 25mm miniature scale. You can use smaller scaled figures or tokens, but remember to keep the scale consistent.

Terrain Table
Type Cost Per Inch
Open Ground
Floors, level ground, ladders, stairs, ropes, & open doors
Difficult Ground
Steep slopes, bushes, & angled roofs
Very Difficult Ground
Crawl holes, rubble, slick surfaces, & water
Walls, closed portals, and trees require the unit to either stop all movement, scale the obstacle, or remove the obstacle.

Tempo is determined by the situation leading to the Skirmish. If there is a question as to who initiated the fight, the designated commander of each side rolls their Leadership Trait in a Versus Challenge.

Recovery Phase

The first round of a Skirmish does not have a Recovery Phase. All other rounds start with the recovery Phase. During this phase each unit that has Broken gets the chance to make a Leadership Challenge roll to try and return to the fight. Roll the unit's Temperament against a Difficulty equal 7 minus the your commander's Leadership Trait. If a unit is within a number of squares/inches of their Commander, they gain a 2D Advantage to their roll.

Determine Tempo

The first round of a Skirmish, Tempo is determined by either the narration leading up to the Skirmish or through a Leadership Versus Challenge. In the rounds that follow, Tempo is determined by a Leadership Versus Challenge with each side counting up their total number of units. The side with more units gets the difference as an Advantage to this roll.


During the Movement phase, the side with Tempo moves their units first or defers to the other side. Deferring movement automatically gives that side Tempo for the rest of the Round. If the unit is a mounted unit, the movement value of the mount is the only value used in the Skirmish.There are three kinds of Movement in a Skirmish:

  • Running: The Unit may move 2x their Athletics. A character may only run if not engaged in Melee and is not passing within 2 inches/squares of an enemy. The character cannot engage in Range Attacks unless mounted.
  • Maneuvering: The Unit may move equal to their Athletics. The unit may engage in Range and Melee.
  • Compulsory: Units that have Broken must flee to the edge of the board at x2 their Athletics.

Range Attack

Any unit with a Range Weapon can shoot during the Range Attack Phase. They may not fire if they are engaged in Melee, has run, has recovered this Round, or is Stunned or Knocked Down.

To shoot a target, a unit must have line of sight in a 180 degree arc from the front of the unit. A unit may turn freely during this Phase to change direction, such as shooting a target behind.

A target that is partially obscured from the attacker has cover. Cover provides a +1A for the unit's defense roll. The terrain and other units dictate if a unit has cover or not.

The range of a unit's attack during this phase is dictated by the weapon. See the Gear section for details on different weapon ranges.

A Range Attack is resolved by the rolling a units Fighting Trait versus the Target's Fighting Trait, taking into account any Talents, Advantages or Disadvantages.

The amount of damage is determined by the total number of successes resolved from the following formula:

(Attacker Successes + Weapon) - (Target Successes + Armor) = Damage

Melee Attack

Any unit may engage in the Melee with units to their front or side that is within reach of their weapon. For the purposes of Skirmishes, weapons with a Reach of 0 may be used with adjacent units.

A Melee Attack is resolved by rolling a unit's Fighting Trait versus the Target's Fighting Trait, taking into account any Advantages or Disadvantages. The amount of damage is determined by the total number of successes resolved from the following formula:

(Attacker Successes + Weapon) - (Target Successes + Armor) = Damage


When a unit suffers damage in a missile or melee attack consult the injury table below. Each time a character suffers a wound, they need to make a Shock Roll. A Shock Roll requires a unit to roll Athleticism with a Difficulty equal to the total number of wounds a unit has suffered. If a unit fails a Shock roll they become stunned. If they are already stunned, the are knocked down.

Injury Table
1 - 2 3 - 4 5+
Light Wound
-1 to Movement
Serious Wound
-2 to Movement, +1D
Massive Wound
-3 to Movement, +2D


A unit may be required to engage in a Morale Challenge to avoid being Broken and fleeing the scene of a fight. Roll for a unit their Temperament against a Difficulty of 7 minus their Commander's Leadership Trait (taking into account any Advantages or Disadvantages) if the unit meets any of these conditions:

  • All Alone: The unit is facing 2 or more enemies with no allies within 6 squares/inches.
  • Fear: The unit faced has the Feared Advantage.
  • Wyrding: The unit had a Wyrding used against them.

Advantages & Disadvantages

The following list contains common Advantages and Disadvantages in a Skirmish:

  • Cover: +1A to the Target in Ranged Attacks
  • Long Range: +1A to the Target in Ranged Attacks
  • Attacker Moved & Shot: +1A to the Target in Ranged Attacks
  • Large Target: +1A to the Attacker in Ranged Attacks
  • Attacker in Elevated Position: +1A to the Attacker
  • Stunned: +1A to Attacker in all Attacks
  • Knocked Down: +1A to Melee Attacker


If a character can use the Wyrding Talent to influence the game, they do so during the Range Attack Phase. To do so they roll their Wyrd versus the Difficulty of the Wyrd.

A character with the Wyrding Talent may also engage in a Ritual during a Skirmish. Rituals have no Difficulty, but take a number of Rounds equal to the Difficulty of the Ritual minus the character's Wyrd Trait. The character may not engage in any other activity, and if the character is struck successfully, the Ritual is ruined.

See the Wyrding section for Wyrds and Rituals that may be used in a Skirmish.

Winning & Losing

A Skirmish ends when either one side concedes or one side defeats or drives off all the units of their opponent. You may choose to concede only during the Recovery Phase.


Every character that has engaged in a Skirmish loses Vitality equal to the number of Rounds the Skirmish took divided by half. Any character that engaged in a Wyrding subtracts from their Willpower a number equal to the Wyrding they engaged in.

For each unit that has suffered damage you must roll on the following table. Roll a D66 subtracting the total amount of damage the unit suffered.

Aftermath Table
D66 Roll Result
11 - 15 Death
The character succumbs to their wounds.
16 - 19 Multiple Injuries
Roll D6. Roll that many times on this table, re-rolling Death, Multiple Injuries, and the Unharmed results.
20 - 21 Chest Wound
Roll D6.
1 = Internal organ damage. Permanent +2D to physical actions.
2-6 = Suffers a +2D to physical actions for 30 Turns.
22 - 23 Lost Eye
If this is the first eye lost, the character suffers a permanent +1D to all sight based rolls. If it is the second eye to go the character is blind and fails all sight based rolls. All other rolls in which sight is a key component suffer a 4D Disadvantage.
24 - 25 Leg Wound
Roll D6.
1 = The leg must be amputated. Permanent +2D to physical actions.
2-6 = Suffers a +2D to physical actions for 20 Turns.
26 - 27 Arm Wound
Roll D6.
1 = The arm must be amputated. Permanent +2D to physical actions.
2-6 = Suffers a +2D to physical actions for 20 Turns.
28 - 29 Foot Wound
Roll D6.
1 = The foot must be amputated. Permanent +2D to physical actions.
2-6 = Suffers a +1D to physical actions for 20 Turns.
30 - 31 Hand Wound
Roll D6.
1 = The hand must be amputated. Permanent +2D to physical actions.
2-6 = Suffers a +1D to physical actions for 20 Turns.
32 - 42 PTSD
Roll D6.
1 = Fear. Permanent +2D to everything.
2 - 3 = Injury triggered response. When suffering an injury suffer a +1D for the Turn.
4 - 6 = Temporary Breakdown. Suffers a +2D to everything for 20 Turns.
43 - 44 Wounded
The character suffers from several minor wounds that causes a +1D to every Challenge for 10 Turns.
45 Captured
The character regains consciousness and is held captive by the enemy of the other side. If the unit is one of the PCs, end the Turn and open the next Turn centered on their rescue or escape.
46 Robbed
The character managed to escape but all of their Gear was lost in the fight.
47 - 50 Scarred
The character suffered superficial wounds that left horrible scars, leaving the character with a Permanent Advantage of Feared.
51 - 52 Hardened
The character survived and has come out stronger for it with a Permanent +1A against Fear inducing effects.
53 - 66 Unharmed
The wounds were not as grievous as they first appeared and the character walks away unharmed. The character also learned form the experience and advances their Fighting Trait by one.

The Wyrding

The Wyrding is the way in which individuals tap into supernatural powers to change the world around them. It takes on two forms, the Wyrds and Rituals. The Wyrds are paths to power taken by on the rare few who have made a study of converting the will into power. Rituals are esoteric processes that anyone can engage in should they desire to risk their humanity.

The ability to use the Wyrds requires a character to have the Wyrding Talent. This allows the character to engage in a Wyrd Challenge, meaning they leverage they spend Willpower to use their Wyrd Trait to make some effect on the world. To do so, the player constructs the Wyrd from the components (effect, scope, and duration) below, determining the Difficulty of the Wyrd as well as the cost in Willpower (equal to Difficulty). The player then names the Wyrd and rolls dice. If the Challenge is failed, the GM chooses the consequences.


Wyrds can have one of the following five effects. It may confuse, hinder, help, harm or manipulate.

A character may use the Wyrd to create illusions that confuse or deceive others. When using a Confuse Wyrd, enter a Versus Challenge between the character's Wyrd and the victim's Temperament Trait. If successful, the victim believes the illusion to be true.

A character may use the Wyrd to hinder a victim's abilities. When doing this, the ability or abilities must be named. Each +1 Difficulty the character wishes to add to an opponent's Challenge adds 1 to the Wyrd's Difficulty.

A character may use the Wyrd to help themself or another. When doing this, the ability or abilities that you wish the help must be named. Each 1D of Advantage the character wishes to add to the target's roll adds 1 to the Wyrd's Difficulty.

Conversely Help can also be used to remove Harm or Taint from a character. Each Harm or Taint effect the character wishes to remove adds 1 to the Wyrd's Difficulty.

A character may use the Wyrd to unleash eldritch energies to harm an opponent. The form in which this takes is up to the player. The base difficulty is always four.

A character may manipulate the Wyrd by forcing a Versus Challenge between their Wyrd Trait and an opponent's Athletics Trait. When doing so they declare how they are trying to manipulate their target (push, pull, knock down, stun, immobilize). If successful, the victim suffers.


Scope describes how much area or how many targets the Wyrd impacts. Choose the scope from the list below:

Scope Table
Scope Difficulty Modifier
Self No Modifier
Single Target or Ability +1 Difficulty
Several Targets, Two Abilities +2 Difficulty
Crowd of Targets, Three Abilities +3 Difficulty
A Building, Four Abilities +4 Difficulty
A Neighborhood or Village, Five Abilities +5 Difficulty
A City, Six Abilities +6 Difficulty


Duration describes how long the effect of a Wyrd lasts; Instant, one Scene, one Turn or one Arc.

Duration Table
Duration Difficulty Modifier
Instant No Modifier
One Scene +1 Difficulty
One Turn +2 Difficulty
One Arc +3 Difficulty

Named Wyrds

After a Wyrd is used for the first time, a player may write it on their character sheet in the Wyrd section. Any Wyrd found there gets a 1D Advantage.

Consequences of Failure

Harm is the most basic of consequences of a failed Wyrd. The Wyrd is successful, but the GM assigns a Harm tied to the spell with a duration equal to the duration of the Wyrd. Wyrds with an Instant duration cause Harm that lasts a Scene. See the Harm section for some examples to use as a guide.

Reversal of Fortune can be disastrous for a user of the Wyrd. Instead of the intended effect, the opposite occurs. A Hinder on an enemy warrior might become a Help. A Harm used on a crowd might strike the character's allies instead. The GM gets to decide how it all shakes out.

The Wyrd is not the domain of humanity, but of creatures alien and often terrible. Something from the other side has marked the character for special interest. The GM creates a new Horror that they may now introduce to the game. They may decide if the Horror is an outsider or a part of the Court of Shadows.


Rituals are the means by which anyone with the right information can manipulate the Wryd to get what they want. They are acts of great power and even greater danger. This is doing via a Challenge using the Wyrd trait.

Necromancy Rituals

The Necromancy Rituals allow the necromancer to command a corpse to rise up and follow commands. The base Difficulty of this Ritual is determined by the type plus the level of decomposition and the type of undead. When used in a Skirmish, it takes a number of Rounds equal to the Difficulty.

Success creates an animated minion that lasts until it is dismissed or destroyed. Failure means the minion rises up, but attacks the necromancer instead of following orders.

Minion Type Table
Type Difficulty Modifier
Soldier of the Damned +3 Difficulty
Abomination +4 Difficulty
Death Knight +5 Difficulty
Minion State Table
State Difficulty Modifier
3 Days Dead or Less No Modifier
4 to 10 Days Dead +2 Difficulty
11 to 20 Days Dead +3 Difficulty
21 to 50 Days Dead +4 Difficulty
51 to 365 Days Dead +5 Difficulty

Exorcism Rituals

The Exorcism Rituals allow a character to send a spirit, demon or animated corpse back to where it came. The Difficulty of this Ritual is equal to the target's Taint Trait. When used in a Skirmish it takes a number of Rounds equal to the Difficulty.

Success ends possessions, unbinds spirits from objects, banishes demons back to the infernal realm, and causes the undead to collapse as their souls are released. Failure in most cases means the evil was unaffected, with the exception of attempts to end possessions. In the case of possessions, the spirit jumps to the character, taking over their body for a number of Scenes equal to it's Taint Trait.

Enchantment Rituals

Enchanting Rituals allow an enchanter to bind a spirit to an object, imbuing it with power. This ritual requires two steps, the first being the construction of the item by the occultist, and the second being the binding of the spirit.

The first step requires the creation of the vessel. This can be acquired using Influence, money or crafted by the enchanter. If crafter by the enchanter, a Craftsmanship Challenge in which the character creates the vessel. The Difficulty of this Challenge is determined by the nature of the vessel. When doing so successfully, the Enchanter must name it, granting the character a 1D Advantage to enchanting it.

Following the acquisition of the vessel, a token that represents the ability or abilities the enchanter desires to imbue in the vessel must be acquired. The more powerful the desired ability, the more difficulty the character will have in acquiring the needed item. The GM must choose something suitable for the character to acquire.

An Enchantment can provide one of two things, and Advantage or the ability to cast an already named Wyrding. The Difficulty for the Advantage is equal to the total number of advantage dice plus four and the Advantage can only apply to the user. The Difficulty of the Wyrding is equal to the Difficulty of the Wyrding plus one.

Summoning Rituals

Summoning Rituals allow a diabolist to summon a spirit or demonic entity and bind it to their service. The entity once summoned can provide one of three services. They can perform a physical task, empower the diabolist, or reveal an unknown truth.

The Summoning ritual is a Wyrding Challenge with the Difficulty being equal to the target entity's Taint Trait. If success the target is bound to serve the diabolist at a price. If failed, the target will either arrive angry and need to be convinced to enter into a contract with the diabolist, or some other entity will be summoned. The GM should use their imagination to see where that goes.

Any deal made with a summoned entity is a bargain, with the diabolist paying a price in exchange for a service. If both sides can't come to an agreement a Skullduggery or Temperament Challenge against the entity's Taint Trait is necessary. Failure in this case means the diabolist earns the enmity of the entity after it leaves.

The terms of the bargain are on one side the entity performs a specific service for a set duration. On the other, the diabolist must pay a specific price. The greater the service, the steeper the price.


Taint is the potential corruption of a character brought on by following a character's dark impulses and through encounters with the supernatural. This corruption is both a descent into evil and the progressive loss of a character's humanity. The corruption infuses the character and slowly removes what makes them human.

Whenever a character takes an action that puts their humanity in jeopardy consult the Taint Modifier table. Add that modifier to a D666 roll. If the result is 666 or greater, the character then rolls on the Taint Effects Table.

Taint Modifier Table
Action Modifier
Crime of Passion +40
Betrayal +60
Breaking a Tenet of Faith +30
Breaking an Oath +60
Defilement +50
Premeditated Murder +70
Wyrding +10 per Difficulty

Taint Sinkholes

The world in many ways is shaped by the passion and fear of those that came before. Emotions linger, warping the land and creating sinkholes of Taint. These sinkholes, resolve is weakened, baser instincts are embraced, and in some cases, previous acts of evil repeat through possessed mortal proxies.


Becoming Tainted

When a character first becomes Tainted, they gain an aura. It is a subtle hint of the otherworldly power that has begun to infuse the character. Add to your character sheet what this subtle aura is. It could be a constant rustling of wind that surrounds the character, a particular odor, or any other colorful effect.

After this initial effect, any additional Taint requires the player to roll D66 on the following chart. You may also select an option if you wish to maintain a theme for your character. Update your character sheet with the following details:

Taint Effects Table
D66 Roll Effect
11 Always speaks in a whisper, leaning in uncomfortably close.
12 Makes no sound walking about, despite what the character is wearing.
13 Unblinking.
14 Unable to make eye contact.
15 Suffers from stigmata.
16 Sounds seem muffled when they are near.
17 Jaw is locked shut, forcing the character to speak through clenched teeth.
18 Dogs bark whenever near the character.
19 Raises the hair on people's necks when within a few feet.
20 One eye appears to be glazed over and dead.
21 Sweats constantly.
22 Nose trickles blood at random moments.
23 Fingers and hands constantly twitch.
24 Has tattoos that seem to shift and move out of the corner of your eye.
25 Eyes are black pools like a shark.
26 Smells like rotting meat.
27 Teeth are sharp like a predators.
28 Lips are a bright purple.
29 Completely hairless.
30 Can only stomach raw meat.
31 Body covered with lesions.
32 Hears a constant hum of whispers.
33 Skin is almost translucent.
34 Face trapped in a rictus grin.
35 Flies are a constant presence around them.
36 Mutters the same prayer under their breath compulsively.
37 Eyes have taken on the aspect of a snake.
38 Forked tongue.
39 Unable to maintain weight and has a skeletal appearance.
40 Has grown a tail.
41 Skin is constantly peeling.
42 Has grown small horns just above the hairline.
43 Eyes glow red in the darkness.
44 Wracked by bloody coughing fits.
45 Eyes tear up with blood.
46 A third eye has sprouted on their body somewhere.
47 Covered in a constant rash.
48 Cannot abide sunlight.
49 Has hair growing on their palms.
50 Ring fingers have grown longer than other fingers.
51 Wounds heal over with a waxy substance rather than skin.
52 Patches of skin have taken on a rocky look and feel.
53 Fires suddenly glow brighter when they are near.
54 Skin is ice cold to the touch, even chilling cups in their hand.
55 Ears have taken on a sharp, pointed shape.
56 Skin has taken on a blueish white color.
57 Skin is overly dry. Constantly cracking and bleeding.
58 Smells faintly of blood.
59 Their blood is black and smells foul.
60 Radiates heat enough that when they touch water it noticeably warms.
61 Skin has taken on a greenish color with a hint of scales.
62 Vermin become bold when they are around.
63 Does not cast a reflection.
64 Lights dim when they enter a room.
65 Glows softly in darkness.
66 Select an Adversary with the Tainted Descriptor and apply those Talents to your character.


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