[go: up one dir, main page]

100% found this document useful (1 vote)
2K views44 pages

Band of Blades Beta - Playbooks (BW) 1.0 PDF

This document provides information on playing a Heavy specialist in a roleplaying game. It lists various actions a Heavy can take like anchoring, researching, scouting, etc. It also describes the Heavy's advancement by gaining experience points for certain in-game achievements. Their starting ability is anchoring, which allows them to fight in a small group without loss of effect by spending anchor uses. It also lists some potential special abilities for a Heavy like Bulwark to spend anchor uses as armor or Tenacious to reduce harm penalties.

Uploaded by

Paul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
2K views44 pages

Band of Blades Beta - Playbooks (BW) 1.0 PDF

This document provides information on playing a Heavy specialist in a roleplaying game. It lists various actions a Heavy can take like anchoring, researching, scouting, etc. It also describes the Heavy's advancement by gaining experience points for certain in-game achievements. Their starting ability is anchoring, which allows them to fight in a small group without loss of effect by spending anchor uses. It also lists some potential special abilities for a Heavy like Bulwark to spend anchor uses as armor or Tenacious to reduce harm penalties.

Uploaded by

Paul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

actions

‹‹Anchor is the Heavy specialist ability. ‹‹Scout a location or situation to gather


For details see Specialist Action information; sense trouble before
below. it happens; move unseen; detect
weaknesses or exploits if there are any.
‹‹Consort with connections from
your heritage, background, friends,
or rivals to gain access to resources,
information, people, or places.
‹‹Discipline a fellow soldier; command
‹‹Shoot a target with precision from a
distance; find a perch with clear lines
of fire; make trick shots; repair and
maintain firearms.
‹‹Skirmish with an opponent in close
OF
obedience with your force of combat; assault or hold a position;
personality; intimidate or threaten. brawl and wrestle.
‹‹Maneuver into position and traverse ‹‹Sway someone with charm, logic,
obstacles; climb, swim, run, jump, and deception, disguise, or bluff;
tumble; handle a pack animal; ride a change attitudes or behavior with
mount. manipulation or seduction. Playtest Version 1.0 Beta
‹‹Marshal a squad or larger group to ‹‹Rig together mechanical solutions;
action; command attention amidst
chaos; lift morale in the field; stretch
disable, repair, or create mechanisms;
disable a trap, pick a lock; build
fortifications; repair siege weapons.
playbook: heavy
resources.
‹‹Wreck a place, item, or obstacle with Name:
‹‹Research a person, document, or savage force or careful sabotage; distract
item with close scrutiny to gather and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
information and apply knowledge; force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
gain a deeper understanding. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. Any will do, but if you’re stumped, choose the first.
‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
Anchor is an action that Heavy soldiers specialize and train in. Unlike most actions
it's not usually rolled, but it's rating determines its uses per mission. While on a ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
mission, you may spend anchor uses to fight as a small group. This means you ‹‹ Report for duty.
can face groups of lesser undead without loss of effect.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
heavy advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad through might or fortitude. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
heavy name special abilities insight
   anchor

  +1 resist

notes: Bulwark: You can spend anchor uses
‹‹
as special armor against consequences to a     research
squad you are defending.     scout
Backup: When you protect a squadmate,
‹‹     rig
resist with +1d. When you assist someone,
their pushes only cost 1 stress. prowess
Tenacious: Penalties from harm are one level less severe
‹‹
   wreck

  +1 resist

(though level 4 harm is still fatal).
    skirmish
Vanguard: You're known as a Weaponmaster even
‹‹ shoot
stress           trauma    outside the Legion. When you push yourself, you also
gain potency in melee combat.







 maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
Vigorous: When you check wounds during rest &
‹‹
corruption       blight    recovery, place one free check. When you take harm, resolve
clear 1 stress. consort
  

  +1 resist

War Machine: When you push yourself you can do
‹‹     discipline
one of the following: perform a feat of physical force that marshal
harm armor  verges on the superhuman — reduce the Threat level of all
the enemies you're facing by one.







 sway
heavy 
Against the Darkness: You and all squadmates that
‹‹
4 Death
shield  can see you gain +1d to resist fear and corruption. specialist
3
 need Elite: Gain mastery of two actions (they can go to 4).
‹‹     aim
help special 
 Hardened: You can mark 2 additional stress boxes
‹‹     channels
2

-1d
before taking a trauma.     doctor
uses   Survivor: You can take +1 trauma before dying.
‹‹     grit
1
 less  Veteran: Take a special ability from another source.
‹‹     scrounge
effect uses      weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load.  Flare Gun     Replaces Armor.
Fitted Heavy Plate Wrecking Kit
 Armor  Replaces Shield.
Tower Shield
 Stoic: +1d to prowess resist.
 Vicious: gain vicious trauma condition.
 Shrewd: +1d to insight resist.
 Strange: +2d to resist corruption.  Hand Weapon
 Shield
—or—
orite traits zemyati traits  Large Weapon
 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Hand Weapon  Shield  Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Large Weapon  Winter Clothing  Medic Kit    
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Black Shot     Lantern      Wrecking Kit  Reliquary 
actions
‹‹Consort with connections from ‹‹Scout a location or situation to gather
your heritage, background, friends, information; sense trouble before
or rivals to gain access to resources, it happens; move unseen; detect
information, people, or places. weaknesses or exploits if there are any.
‹‹Discipline a fellow soldier; command
obedience with your force of
personality; intimidate or threaten.
‹‹Doctor is the Medic specialist ability.
‹‹Shoot a target with precision from a
distance; find a perch with clear lines
of fire; make trick shots; repair and
maintain firearms.
‹‹Skirmish with an opponent in close
OF
For details see Specialist Action combat; assault or hold a position;
below. brawl and wrestle.
‹‹Maneuver into position and traverse ‹‹Sway someone with charm, logic,
obstacles; climb, swim, run, jump, and deception, disguise, or bluff;
tumble; handle a pack animal; ride a change attitudes or behavior with
mount. manipulation or seduction. Playtest Version 1.0 Beta
‹‹Marshal a squad or larger group to ‹‹Rig together mechanical solutions;
action; command attention amidst
chaos; lift morale in the field; stretch
disable, repair, or create mechanisms;
disable a trap, pick a lock; build
fortifications; repair siege weapons.
playbook: medic
resources.
‹‹Wreck a place, item, or obstacle with Name:
‹‹Research a person, document, or savage force or careful sabotage; distract
item with close scrutiny to gather and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
information and apply knowledge; force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
gain a deeper understanding. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. You willAttaché.
Any get do, but ifPick
you’re
onestumped,
more (thechoose
first isthe
good).
first.
‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
Doctor is an action that Medic soldiers specialize and train in. Unlike most actions
it's not usually rolled, but it's rating determines its uses per mission. While on a ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
mission, you may use doctor uses to treat a fellow soldier so they ignore wound ‹‹ Report for duty.
penalties for a scene. Level 4 harm is still lethal.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
medic advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad through medical knowledge or emotional comfort. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
medic name special abilities insight
   doctor

  +1 resist

notes: Medicinal Alchemicals (Chemist) Attaché: You may deploy on any mission
‹‹
even outside the usual specialist caps. Gain
    research
Owlsight: See in the dark. Blind the next day.
     scout
this ability for free when you become a medic.
Chembalm: Neutralizes most poisons & toxins.
     rig
Deep: Lets you hold your breath for a scene.
 First Aid: You can spend 1 use of Medical
‹‹
Supplies to remove appropriate level 1 harm
Rage Venom: Gain physical potency for a scene.

Resolve resist not attack friend and foe. Addictive.
on any one person on your mission. prowess
Not Today: You can spend a doctor use immediately
‹‹    wreck

  +1 resist

after a soldier takes level 4 harm on a mission. You treat     skirmish
them and reduce the wound to level 3 harm instead.
shoot
stress           trauma    Doctor Feelgood: Expend 1 use of Medical Supplies
‹‹







 maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious to grant one person potency for a physical action.

corruption       blight   
Field Dressing: At the end of a mission you may expend
‹‹
remaining doctor uses to add 1 check to a Legionnaire's
resolve
level 2 or 3 harm, once per person.    consort

  +1 resist

Chemist: You have training in Orite Alchmical Medicine.


‹‹     discipline
You may equip a Bandolier on each mission. It holds marshal
harm armor 
charges of chemicals you may use (top left).







 sway
heavy  Moral Support: You know how to keep troop spirits up.
‹‹
4 Once a mission, if you tell a funny story when the squad
Death
shield  is resting, anyone listening may clear 1 stress. specialist
3
 need Elite: Gain mastery of two actions (they can go to 4).
‹‹     aim
help special 
 Hardened: You can mark 2 additional stress boxes
‹‹     anchor
2

-1d before taking a trauma.     channels
uses   Survivor: You can take +1 trauma before dying.
‹‹     grit
1
 less     scrounge
effect uses  Veteran: Take a special ability from another source.
‹‹
     weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load. Medic Kit     Fine Pistol Medical Supplies 

Medical Supplies   Ammo      Medical Supplies 


 Stoic: +1d to prowess resist.  Shrewd: +1d to insight resist.
Holy Symbol of Mercy  Armor
 Vicious: gain vicious trauma condition.  Strange: +2d to resist corruption.  Mark of the Healing God  Medical Supplies 

orite traits zemyati traits


 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Hand Weapon  Shield  Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Lantern      Winter Clothing  Repair Kit    
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Bandolier      Black Shot     Books & Scrolls    Reliquary 
actions
‹‹Consort with connections from ‹‹Scrounge is the Scout specialist
your heritage, background, friends, ability. For details see Specialist
or rivals to gain access to resources, Action below.
information, people, or places. ‹‹Shoot a target with precision from a
‹‹Discipline a fellow soldier; command
obedience with your force of
personality; intimidate or threaten.
‹‹Maneuver into position and traverse
distance; find a perch with clear lines
of fire; make trick shots; repair and
maintain firearms.
‹‹Skirmish with an opponent in close
OF
obstacles; climb, swim, run, jump, and combat; assault or hold a position;
tumble; handle a pack animal; ride a brawl and wrestle.
mount. ‹‹Sway someone with charm, logic,
‹‹Marshal a squad or larger group to deception, disguise, or bluff;
action; command attention amidst change attitudes or behavior with
chaos; lift morale in the field; stretch manipulation or seduction.
resources. ‹‹Rig together mechanical solutions; Playtest Version 1.0 Beta
‹‹Research a person, document, or disable, repair, or create mechanisms;
item with close scrutiny to gather
information and apply knowledge;
disable a trap, pick a lock; build
fortifications; repair siege weapons. playbook: scout
gain a deeper understanding. ‹‹Wreck a place, item, or obstacle with
‹‹Scout a location or situation to gather savage force or careful sabotage; distract Name:
information; sense trouble before and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
it happens; move unseen; detect force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
weaknesses or exploits if there are any. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. Any will do, but if you’re stumped, choose the first.
Scrounge is an action that Scouts specialize and train in. Unlike most actions ‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
it's not usually rolled, but it's rating determines its uses per mission. While on a ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
mission, you may spend scrounge uses to find safe and secure shelter or one ‹‹ Report for duty.
load worth of supplies for everyone in your squad.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
scout advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad through stealth or foresight. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
scout name special abilities insight
   scrounge

  +1 resist

notes: Ghost: You can spend scrounge uses as
‹‹
special armor against traps or detection.
    research
    scout
Panther-Like Grace: When carrying no
‹‹     rig
armor, and under light load, any harm you
take starts as 1 level lower.
Like the Wind: Whenever there's a question of who
‹‹
prowess
goes first, the answer is you. Also take +1d when dodging    wreck

  +1 resist

attacks with prowess.     skirmish
shoot
stress           trauma    Infiltrator: When you gather info through clandestine
‹‹
observation, or attempt to bypass traps and security







 maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious
measures gain potency.

corruption       blight    Sixth Sense: You just know when there are undead
‹‹ resolve
nearby. You can gather info on them with resolve.
   consort

  +1 resist

Ready for Anything: When being ambushed, your
‹‹     discipline
flashbacks cost 0 stress and you gain potency to all actions marshal
harm armor  during those flashbacks. You also take 1 less level of harm
on secondary missions.







 sway
heavy 
Daredevil: When you make a desperate roll gain +1d.
‹‹
4 Death
shield  Elite: Gain mastery of two actions (they can go to 4).
‹‹
specialist
3
 need     aim
help special   Hardened: You can mark 2 additional stress boxes
‹‹
before taking a trauma.     anchor
2

-1d     channels
uses  Survivor: You can take +1 trauma before dying.
‹‹     doctor

1
 less  Veteran: Take a special ability from another source.
‹‹     grit
effect uses      weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load.  Compass & Maps  Climbing Kit Camo Gear
 Bow & Arrows  Lenses Armor
 Stoic: +1d to prowess resist.
 Vicious: gain vicious trauma condition.
 Shrewd: +1d to insight resist.
 Strange: +2d to resist corruption.  Black Arrows     Seals & Reliquaries


orite traits zemyati traits


 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Hand Weapon  Pistol  Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Large Weapon  Ammo       Winter Clothing 
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Black Shot     Flare Gun     Soldier's Kit  Reliquary 
actions
‹‹Aim is the Sniper specialist ability. For ‹‹Scout a location or situation to gather
details see Specialist Action below. information; sense trouble before
it happens; move unseen; detect
‹‹Consort with connections from weaknesses or exploits if there are any.

OF
your heritage, background, friends,
‹‹Shoot a target with precision from a
or rivals to gain access to resources, distance; find a perch with clear lines
information, people, or places. of fire; make trick shots; repair and
‹‹Discipline a fellow soldier; command maintain firearms.
obedience with your force of ‹‹Skirmish with an opponent in close
personality; intimidate or threaten. combat; assault or hold a position;
brawl and wrestle.
‹‹Maneuver into position and traverse
‹‹Sway someone with charm, logic,
obstacles; climb, swim, run, jump, and
deception, disguise, or bluff;
tumble; handle a pack animal; ride a change attitudes or behavior with
mount. manipulation or seduction. Playtest Version 1.0 Beta
‹‹Marshal a squad or larger group to ‹‹Rig together mechanical solutions;
action; command attention amidst
chaos; lift morale in the field; stretch
disable, repair, or create mechanisms;
disable a trap, pick a lock; build
fortifications; repair siege weapons.
playbook: sniper
resources.
‹‹Wreck a place, item, or obstacle with Name:
‹‹Research a person, document, or
savage force or careful sabotage; distract
item with close scrutiny to gather and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
information and apply knowledge; force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
gain a deeper understanding. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. Any will do, but if you’re stumped, choose the first.

Aim is an action that Snipers specialize and train in. Unlike most actions it's not ‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
usually rolled, but it's rating determines its uses per mission. While on a mission, ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
you may spend aim uses to increase the effect level of a shot. This means you can ‹‹ Report for duty.
sometimes take out large, dangerous enemies with a single bullet.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
sniper advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad through keen observation or key shots. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
sniper name special abilities insight
   aim

  +1 resist

notes: One Eye: You've replaced an eye with an
‹‹
alchemical construct. You can see invisible
    research
targets clearly and identify supernatural forces.     scout
    rig
Ambush: When you attack from hiding or
‹‹
spring a trap, you get +1d.
Akimbo: When dueling in close range with two pistols
‹‹
prowess
gain potency.    wreck

  +1 resist

Notches: If you land the killing blow on a Threat 2 or


‹‹
    skirmish
shoot
stress           trauma    higher opponent mark 1 xp (any category). 






 maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious Sharpshooter: You can push yourself to do one of the
‹‹
following: make a ranged attack at extreme distance beyond
corruption       blight    what’s normal for the weapon — unleash a barrage of rapid resolve
fire to suppress the enemy.
   consort

  +1 resist

Cover Fire: If you set up someone with shoot or provide
‹‹     discipline
covering fire they gain potency on their next action. marshal
harm armor 
Crimson Shot: You're authorized to bring one Crimson
‹‹







 sway
heavy  Seeker Shell on missions. Firing it counts as a Threat 4
attack, and you must mark a Trauma.
4 Death
shield  Elite: Gain mastery of two actions (they can go to 4).
‹‹
specialist
3
 need     anchor
help special   Hardened: You can mark 2 additional stress boxes
‹‹
before taking a trauma.     channels
2

-1d     doctor
uses  Survivor: You can take +1 trauma before dying.
‹‹     grit

1
 less  Veteran: Take a special ability from another source.
‹‹     scrounge
effect uses      weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load.  Black Shot     Gun Maintenance Kit  2 Fine Pistols
 Stoic: +1d to prowess resist.  Shrewd: +1d to insight resist.  Ammo       Armor —or—
 Fine Long Rifle
 Vicious: gain vicious trauma condition.  Strange: +2d to resist corruption.  2 Fine Pistols ...whichever you didn't take at
—or— Light load.
orite traits zemyati traits  Fine Long Rifle
 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Crimson Shot  Pistol  Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Hand Weapon  Ammo   Winter Clothing 
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Black Shot     Lantern   Soldier's Kit  Reliquary 
actions
‹‹Consort with connections from ‹‹Scout a location or situation to gather
your heritage, background, friends, information; sense trouble before
or rivals to gain access to resources, it happens; move unseen; detect
information, people, or places. weaknesses or exploits if there are any.
‹‹Channels is the Officer specialist
ability. For details see Specialist
Action below.
‹‹Discipline a fellow soldier; command
‹‹Shoot a target with precision from a
distance; find a perch with clear lines
of fire; make trick shots; repair and
maintain firearms.
‹‹Skirmish with an opponent in close
OF
obedience with your force of combat; assault or hold a position;
personality; intimidate or threaten. brawl and wrestle.
‹‹Maneuver into position and traverse ‹‹Sway someone with charm, logic,
obstacles; climb, swim, run, jump, and deception, disguise, or bluff;
tumble; handle a pack animal; ride a change attitudes or behavior with
mount. manipulation or seduction. Playtest Version 1.0 Beta
‹‹Rig together mechanical solutions;
‹‹Marshal a squad or larger group to
action; command attention amidst
chaos; lift morale in the field; stretch
disable, repair, or create mechanisms;
disable a trap, pick a lock; build
fortifications; repair siege weapons.
playbook: officer
resources.
‹‹Wreck a place, item, or obstacle with Name:
‹‹Research a person, document, or savage force or careful sabotage; distract
item with close scrutiny to gather and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
information and apply knowledge; force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
gain a deeper understanding. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. Any will do, but if you’re stumped, choose the first.
Channels is an action that Officers specialize in. Unlike most actions it's not usually ‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
rolled, but it's rating determines its uses per mission. You may spend channels ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
uses to acquire an asset for your squad in a flashback. Roll consort to determine
‹‹ Report for duty.
quality. You can spend additional uses to improve the quality as per supply rules.
Such assets are temporary or 'on loan' and will go away when the mission ends.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
officer advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad through enforcing discipline or strategic planning. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
officer name special abilities insight
   channels

  +1 resist

notes: Tactician: When you lead a group action
‹‹
you may suffer at most 2 stress, and can spend     research
a channels use to take none.     scout
Mission First: Add the following to "at the
‹‹     rig
end of mission" xp trigger: If anyone died
following your orders.
Obedience: An npc squadmate, on your orders, sacrifices
‹‹ prowess
themselves. They die, and absorb all the harm for you or    wreck

  +1 resist

another specialist from one attack. Remember that the
Legion takes -1 morale each time this occurs.     skirmish
shoot
stress           trauma    Lead from the Front: Whenever you lead a group
‹‹
action, gain +1 scale (ex: a small group counts as a medium







 maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious group). If you lead a group action in combat, you may
count multiple 6's from different rolls as a critical.
corruption       blight    Logistical Support: channels uses can be spent
‹‹
to assist a squadmate. Tell us how your preparation or
resolve
   consort

  +1 resist
supplies help them against this threat or obstacle. 

Strategist: You gain +1d to consort when acquiring


‹‹     discipline
assets for a mission via channels uses. You also get +1d marshal
harm armor 
to the engagement roll for a mission.







 sway
heavy  Officer School: You're well educated and know
‹‹
arcane esoterica. Gain +1d when gathering info through
4 Death
shield 
research and when resisting with insight.
Elite: Gain mastery of two actions (they can go to 4).
‹‹
specialist
3
 need     aim
help special   Hardened: You can mark 2 additional stress boxes
‹‹     anchor
before taking a trauma.
2

-1d     doctor
uses   Survivor: You can take +1 trauma before dying.
‹‹     grit
1
 less  Veteran: Take a special ability from another source.
‹‹     scrounge
effect uses      weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load. Flare Gun      Luxury Item Battlefield Banner
Armor  Replaces Armor.
Heavy Armor

 Stoic: +1d to prowess resist.  Shrewd: +1d to insight resist.  Shield
Hand Weapon —or—
 Vicious: gain vicious trauma condition.  Strange: +2d to resist corruption.  Fine Ornate Cloak  Fine Pistol
orite traits zemyati traits  Ammo     
 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Hand Weapon  Shield  Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Large Weapon  Winter Clothing  Compass & Maps 
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Black Shot     Lantern      Lenses  Reliquary 
actions
‹‹Consort with connections from ‹‹Scout a location or situation to gather
your heritage, background, friends, information; sense trouble before
or rivals to gain access to resources, it happens; move unseen; detect
information, people, or places. weaknesses or exploits if there are any.
‹‹Discipline a fellow soldier; command
obedience with your force of
personality; intimidate or threaten.
‹‹Grit is the Soldier specialist ability.
‹‹Shoot a target with precision from a
distance; find a perch with clear lines
of fire; make trick shots; repair and
maintain firearms.
‹‹Skirmish with an opponent in close
OF
For details see Specialist Action combat; assault or hold a position;
below. brawl and wrestle.
‹‹Maneuver into position and traverse ‹‹Sway someone with charm, logic,
obstacles; climb, swim, run, jump, and deception, disguise, or bluff;
tumble; handle a pack animal; ride a change attitudes or behavior with
mount. manipulation or seduction. Playtest Version 1.0 Beta
‹‹Rig together mechanical solutions;
‹‹Marshal a squad or larger group to
action; command attention amidst
chaos; lift morale in the field; stretch
disable, repair, or create mechanisms;
disable a trap, pick a lock; build
fortifications; repair siege weapons.
playbook: soldier
resources.
‹‹Wreck a place, item, or obstacle with Name:
‹‹Research a person, document, or savage force or careful sabotage; distract
item with close scrutiny to gather and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
information and apply knowledge; force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
gain a deeper understanding. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. Any will do, but if you’re stumped, choose the first.
‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
Grit is an action that Soldiers specialize and train in. Unlike most actions it's not
usually rolled, but it's rating determines its uses per mission. While on a mission, ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
you may spend grit uses to take -2 stress (min 0) on any resistance roll you ‹‹ Report for duty.
make. You may only use one grit use this way per roll.
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
soldier advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad through courage or determination. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
soldier name special abilities insight
   grit

  +1 resist

notes: Relentless: You may spend grit uses (1-
‹‹
for-1) to push yourself.
    research
    scout
Over the Top: When you charge into the
‹‹
teeth of an enemy that outnumbers or outguns     rig
you clear 1 stress and take +1d to maneuver.
Iron Will: You can spend grit uses as
‹‹ prowess
special armor vs fear, paralysis, corruption and fatigue.    wreck

  +1 resist

Loaded for Bear: When selecting load you may select
‹‹     skirmish
4 utility load instead of 2. shoot
stress           trauma    Eat Iron, Shit Nails: When you push yourself you
‹‹







 maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious may ignore all harm penalties. Also take +1d to resist the
consequence of any roll you pushed yourself on.
corruption       blight    Grenadier: You have had explosives training and can
‹‹
resolve
bring a grenade (1 load) or explosive charges (2 load)    consort

  +1 resist

as part of you soldier gear.     discipline
Cavalry: If the Quartermaster has any Horses available,
‹‹ marshal
harm armor 
all members of your squad start missions mounted.







 sway
heavy  Specialist Training: You can promote to a Specialist
‹‹
(Heavy, Medic, Officer, Scout, or Sniper). Gain 1 special
4 Death
shield  ability, and starting Specialist action (if applicable). specialist
3
 need Elite: Gain mastery of two actions (they can go to 4).
‹‹     aim
help special 
 Hardened: You can mark 2 additional stress boxes
‹‹     anchor
2

-1d
before taking a trauma.     channels
uses   Survivor: You can take +1 trauma before dying.
‹‹     doctor
1
 less  Veteran: Take a special ability from another source.
‹‹     scrounge
effect uses      weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load.  Armor  Shield +1 Utility Mark below.
 Memento of Home  +1 Utility Mark below.  ReplacesArmor
Heavy
 Stoic: +1d to prowess resist.
 Vicious: gain vicious trauma condition.
 Shrewd: +1d to insight resist.
 Strange: +2d to resist corruption.  Hand Weapon Climbing, Cooking, Repair,
Fine Kit. Pick one: Medic, Armor.

—or— Soldier's, or Wrecking.


orite traits zemyati traits  Large Weapon
 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Musket  Ammo       Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Pistol  Winter Clothing  Medic Kit    
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Black Shot   Lantern      Soldier's Kit  Reliquary 
actions
‹‹Consort with connections from ‹‹Specialist: Rookies have no
your heritage, background, friends, Specialist Action but gain one when
or rivals to gain access to resources, they advance.
information, people, or places. ‹‹Shoot a target with precision from a
‹‹Discipline a fellow soldier; command
obedience with your force of
personality; intimidate or threaten.
‹‹Maneuver into position and traverse
distance; find a perch with clear lines
of fire; make trick shots; repair and
maintain firearms.
‹‹Skirmish with an opponent in close
OF
obstacles; climb, swim, run, jump, and combat; assault or hold a position;
tumble; handle a pack animal; ride a brawl and wrestle.
mount. ‹‹Sway someone with charm, logic,
‹‹Marshal a squad or larger group to deception, disguise, or bluff;
action; command attention amidst change attitudes or behavior with
chaos; lift morale in the field; stretch manipulation or seduction.
resources. ‹‹Rig together mechanical solutions; Playtest Version 1.0 Beta
‹‹Research a person, document, or disable, repair, or create mechanisms;
item with close scrutiny to gather
information and apply knowledge;
disable a trap, pick a lock; build
fortifications; repair siege weapons. playbook: rookie
gain a deeper understanding. ‹‹Wreck a place, item, or obstacle with
‹‹Scout a location or situation to gather savage force or careful sabotage; distract Name:
information; sense trouble before and sew chaos; breach defenses with You are one of the few surving soldiers in the Legion —­a famous band of sell-swords. You and
it happens; move unseen; detect force; use, throw or plant explosives or your Chosen are all that stands between the Cinder King’s undead armies and the destruction
weaknesses or exploits if there are any. alchemicals; use siege weapons. of the Kingdoms of the East. The war has lasted three years, and the dead do not grow weary.
To create your Legionnaire do the following:
specialist action ‹‹ Pick a starting ability. Any will do, but if you’re stumped, choose the first.
As a Rookie you don't get a specialist action of your own. You will get one when ‹‹ Pick a heritage. Choose a name, two traits, and detail it (ex: old farming family).
you advance and become a soldier or specialist in your own right. If you take the ‹‹ Assign 4 more Action points. Pick in Prowess/Insight/Resolve. Max starting rating is 2.
time to fully upgrade your specialist clock and gain a specialist skill, switch to the
‹‹ Report for duty.
playbook of the specialist type whose skill you studied (count it as a Specialize
advance from your playbook).
heritage names
bartan (huge, friendly, stoic, vicious) panyar (cold, quick, shrewd, strange)
rookie advancement Names: Ajai, Arun, Garub, Harish, Jal, Karva;
Barni, Cheru, Malendhra, Neen, Vardha
First Name: Blue, Gray, Verdant, Red, Indigo.
Second Name: Echoing, Rising, Shifting,
 Every time you roll a desperate action, mark xp in that action's attribute. Family Names: Aakari, Beih, Dravu, Gupt, Striking, Vexing.
At the end of each mission mark 1 xp (playbook or attribute)... Katu, Ogral, Parvayar, Vishakarba, Yadab. Third Name: Forest, Wave, Gale, Iron, Pyre.
orite (noble, connected, vengeful, stern) zemyati (tough, bold, loyal, stubborn)
 If you survived the mission.
 If you helped your squad by staying out of the way and surviving despite odds. Names: Albra, Hadclio, Eucho, Syanus, First names: Alexneyev, Boryev, Fyodimir,
 If you brought into play your heritage or traumas (2 xp if you did both). Tyrius; Canonia, Favia, Myrtia, Phaera, Vikei, Vlais, Zheni; Ananika, Domiinika,
 Per highest Threat of opponent faced. Virdria. Elelya, Irinov, Natana, Kariya.
Titles: Equite, Marquess, Landgrave, patronymics: -ovich, -evich, -ich; -yevna,
Yunker, Chevalier, Cadret. -ovna or -ichna.
rookie name special abilities insight
   —

  +1 resist

notes: Devil's Own Luck: You gain +1d to all
‹‹
resistance rolls. This ability cannot be taken     research
as a Veteran advance.     scout
Every Inch A ...: You start with 2 additional
‹‹     rig
Heritage traits. If taken as a Veteran advance,
this must be taken as your first ability. prowess
Hard Knocks: Mark 2 xp (any category) at the end of
‹‹    wreck

  +1 resist

any mission where you took level 2 harm or higher.
    skirmish
Just a Kid: When someone suffers harm when protecting
‹‹     shoot
stress           trauma   you they may mark an xp. When you promote choose a
second special ability from your new playbook to replace     maneuver
trauma:    cold—haunted—obsessed—paranoid—reckless—soft—unstable—vicious this one. This ability cannot be taken as a Veteran advance.
Gotta Make it Out Alive: You can take 1 additonal
‹‹ resolve
corruption       blight    trauma before dying. When you promote replace this    consort

  +1 resist

ability with a level of Survivor. This ability cannot be taken
as a Veteran advance.     discipline
    marshal
Home Cooking: If a mission takes multiple days, use
‹‹
harm armor  your Fresh Food. Say what you cook. Everyone in the
squad that partakes clears 1 stress. This ability cannot be
    sway
heavy  taken as a Veteran advance.
4 Death
shield Jack of all trades: You gain 2 additional action dots to
‹‹
specialist
 place in skill you have 0 in at the start. This ability cannot aim
   
 need be taken as a Veteran advance. anchor
3 help special     
Not a Rookie Anymore: You may not take this as your
‹‹     channels
 starting ability. You are promoted! You become a Soldier. doctor
2 -1d Gain one special ability and 1 rank of your specialist action.
   
uses  You must specialize as your first playbook advance. This     grit
 less ability cannot be taken as a Veteran advance. scrounge
1 effect uses 
   
    weave

heritage detail: load Choose Light/Normal/Heavy, +2 Utility. Bold (aka fine) items are +1 quality.

bartan traits panyar traits  Light  Normal  Heavy


Quieter/faster. All items below. All Light items and ... Slower. All Normal items and...
 Friendly: +1 sway (max 2).  Cold: gain cold trauma condition.
 Pious: Always equip a Reliquary.  Quick: fast and quiet in normal load.  Naive Hope  Family Weapon Armor
 Memento of Home
 Tents & Camping Gear Shield
 Stoic: +1d to prowess resist.  Shrewd: +1d to insight resist.
 Soldier's Kit —or—
 Vicious: gain vicious trauma condition.  Strange: +2d to resist corruption.
 Musket  Cooking Kit
orite traits zemyati traits  Ammo       Fresh Food 
 Noble: Boost 1 campaign action for you.  Tough: ignore lvl 1 harm penalties. Utility. Choose 2 load below.
 Connected: +1 consort (max 3).  Bold: +1d to resist on desperate actions.  Armor  Shield  Supplies      
 Vengeful: potency when harm penalized.  Loyal: +1d in group actions.  Hand Weapon  Winter Clothing  Medic Kit    
 Stern: +1 discipline (max 2).  Stubborn: +1d to resolve resist.  Black Shot     Lantern      Climbing Kit  Reliquary 
action roll
1d per action dot Controlled
You act on your terms. You press a strong advantage.
OF
Playtest Version 1.0 Beta
+ Take +1d if you critical: You do it with increased effect. resistance rolls
push yourself 6: You do it. When resolving action rolls the GM sets consequences (one, some, or all listed)
(you take 2 stress) according to the situation and character position. You may attempt to avoid or
— or — 4-5: You hesitate. Withdraw and try a different reduce each consequence individually with a resistance roll.
+1d if you accept a approach, or else do it with a minor consequence: When you roll a critical on a resistance roll, clear 1 stress.
devil's bargain a minor complication occurs, you have reduced

Note: You cannot both push


effect, you suffer lesser harm, you end up in a
risky position.
resistance roll
yourself and accept a devil's You reduce or avoid the consequence and take 6
bargain.
1-3: You're blocked or you falter. Press on by 1d per attribute
stress minus your highest die result.
seizing a risky opportunity, or withdraw and
try a different approach.

Risky actions are the staple


armor and special armor
position of Band of Blades. If Risky Mark armor to reduce a consequence. In combat Armor and Shield provide 1
armor each. Heavy Armor provides 2 armor. Special Armor (see specialist actions
no position is decalred, assume You go head-to-head. Act under fire. Take a chance.
and special abilities) reduces consequences in specific scenarios and situations.
the roll to be risky. critical: You do it with increased effect.
6: You do it. group actions
4-5: You do it but there's a consequence: You as sist
suffer harm, a complication occurs, you have
Take 1 stress to give another player +1d. You might also suffer consequences
reduced effect, you end up in a desperate from the roll. Only one person may assist a roll.
position.
1-3: Things go badly. You suffer harm, a lead a group action
complication occurs, you end up in a desperate Roll the action for each character participating in the group action. The best
position, you lose this opportunity. single roll counts as the action result, which applies to every character that
rolled. Leader takes 1 stress for each 1-3 result rolled.
Each time you roll a desperate
action, mark a tick of xp for Desperate protect
that attribute. You overreach. You're in serious trouble.
Face danger for a fellow Legionnaire. Step in to suffer a consequence in their
critical: You do it with increased effect. place. You may roll to resist as normal, or use armor if you wish.
6: You do it.
4-5: You do it but there's a consequence: You
set up
suffer severe harm, a serious complication Set up a character by performing your own action, with its own consequences.
occurs. If you do it, team members who follow up get +1 effect or improved position.

1-3: It's the worst outcome. You suffer severe


harm, a complication occurs, you lose this death
opportunity. If you suffer level 4+ harm or take your last trauma your soldier dies. Take over
an available NPC Legionnaire to play. Detail an appropriate playbook.
utility gear Pistol: Single shot. Breech loaded.
Fine: Orite revolver (5 shots). Embossed
shared gear heavy gear
Ammo: Powder, batting, or primitive (Fancy!). Balanced for quick reloading. Memento of Home: A piece of jewelry. Fitted Heavy Plate: Your signature
shells for loading powder guns and Pressed flowers. Fine blade with a house armor. Recognizeable at a distance.
Reliquary: Bones of ancient Chosen crest. Tiny portrait. A letter or book. Customised. Grants 2 armor.
pistols. Spend to reload ranged weapons.
in vials of sacred oil. Shavings of relics.
Armor: Mostly leather. Some chain. Sacred scripture. Spend to reduce Compases and Maps: Fine Bartan Tower Shield: Massive metal or wood
Will turn a knife or undead teeth. Not corruption taken by 1 and +1d to resist compases. Maps of the local area you've shield. Can stop missle and melee fire and
much help against the big ones. Provides it. Fine: Reduces corruption taken by 2. personally annotated. be used to protect others. 1 armor.
1 armor against physical attacks. Fine: Shield: Wood with metal reinforcement. Flare Gun: Signaling pistol with
Custom. Often ornate, or dyed. Provides 1 armor against physical colored smoke charges. Standard pack medic gear
Books and Scrolls: You bring just attacks. Fine: Fully metal. Sweet decal. includes 4 shells. Medical Supplies: Potions and
the right academic treatise or bit of the Supplies: Dry food packed for travel. Lenses: An expensive Bartan telescoping draughts to remove pain, heal common
Legion Annals. Spend to gain +1d to or Not really appetizing unless cooked. lens for viewing things at a distance. ailments, give sleep, and mercy to those
+1 effect level to research action rolls. Spend to feed a Legionnaire for a day. that cannot be saved. Chirurgy materials.
Black Shot: Crafted by Alchemists, Hope a Rookie packed a Cooking Kit. rookie gear Holy Symbol of Mercy: A physical
these precious bullets are carried in Winter Clothing: Don't freeze to Fresh Food: Enough for a good meal symbol of the Godess of Mercy often
sawdust packed, sealed, wood-and- death. And if you do, don't come back. or tasty stew. One of the few things worn as a broach or necklace, or wrapped
leather cases. A mere nick kills lesser specialists will respect you for. What about the hand.
undead. Grants potency against undead.
Don't shake. Use sparingly.
kits secret touch do you add to your recipe? Mark of the Healing Godess:
Climbing Kit: Grapples, pitons, rope. Family Weapon: Not stylish, but has a Those physicians who take the Oath of
Hand Weapon: Sword, spear, or axe. A must for mountains, useful in forests. history. How did you get it? Healing and Mercy (seek no harm to
Military one handed weapon. Not knives. Cooking Kit: Pots, pans, grills, spices any person, turn away no patient, give
Naive Hope: May be an asset or liability. mercy to those that cannot be saved) at
You can take two if you don't use a shield. and coal you're made to carry. If a rookie You won't have this long either way. a temple to Ostarra are branded with a
Fine: Blade, dueling knife, heartwood doesn't have these folks will be upset.
spear, sabre. Named. Exceptional quality. Tents & Camping Gear: Lean-tos and sigil of folded wings. Such a symbol is
What is it made of and who forged it? Gun Maintenance Kit: For clearing maybe the corporal's tent. Keeps the rain universally recognized as a medic's mark,
out jams and field-modifying a gun. No off. Everyone expects you to carry these. and villagers and strangers will provide
Heavy Armor: Metal plates and leather. Sniper should be in the field without this. courtesy and passage to those branded
Nobody will thank you for it.
Layers. Many have embossed designs, Medic Kit: Antiseptic, slings, sutures, when they wouldn't otherwise.
sigils and painted crests. Not subtle or
quiet. Ignores lesser harm. Will probably
poultices, and gauze. Spend for special
armor against disease and wound
soldier gear scout gear
save your life. Provides 2 armor agains complications. Fine: Bandages, draughts, See Utility, Kits, Shared and Rookie Gear.
physical attacks. sterile compresses, and medicines. Camo Gear: Netting, clothes, bedrolls
Heavy weapon: Halberds. Longbows. Repair Kit: Hammers, files, nails, pins,
officer gear and tents designed to blend in with
terrain. Can hide a whole camp with this.
Massive axes. Mauls. Fine: Claymores. planks, pulleys, rope and saws. Can jam Fine Ornate Cloak: An outfit
Warhammers. Morningstars. Too heavy traps, repair doors/siege devices etc. befitting an officer. Crested clasp. A mark Fine Bow and Arrows: Panyar heart-
for most. Well worn and familiar to you. of station among the troops. wood recurve. Whisper quiet.
Soldier's Kit: Bedroll, flint and tinder,
Lantern & Oil: Yes soldier, some knife, small mirror, soap, shaving kit, Lxury Item: Fine brandies. Spices Black Arrows: Black shot tipped
missions are at night. Can be lidded. trowel, whetstone, day's rations, etc. Treats. Beautiful game sets. A musical arrows. Grants potency against undead.
Spend when you refill or throw oil. Issued identical, soldiers trade parts and instrument. Priviledges befitting rank.
Musket: Breech loaded (ball ammo) or customize with additional goods. Battlefield Banner: A standard, sniper gear
primitive shells. Standard Legion issue. Wrecking Kit: Mallet and spikes. used to coordinate troops. These banners Fine Long Rifle: A marvel of Orite
Accurate at 75 paces. Rookies caught Prybar. Axes. Drills. Vials of acid and boost to morale - unless they fall. Assign priest machining. Accurate at 200 paces.
without one get dressed down. small Alchemical hand-charges. to someone and they must carry it. Not quiet. Scoped. Jacketed rounds.
engagements The Marshal assembles and rolls engagement dice.

Engagement rolls determine unit disposition at the start of a primary mission and
the outcome of secondary missions. As the one sending troops into battle, it's the
OF
Playtest Version 1.0 Beta
Marshal's duty to assemble the dice and make the engagement rolls.
Before Every Mission. Assemble the engagement roll by asking the following: role: marshal
‹‹ Legion Loyalty. Are all on the mission oathsworn to the Legion? Take +1d.
‹‹ Intel. Did the Commander spend 1 intel to give you foresight and info? Take +1d. This is a required role for the campaign.
‹‹ Veteran. Is everyone on the mission a specialist or soldier? Take +1d. The Marshal orders soldiers into battle. Assign squads and specialists to the missions
‹‹ Leadership. Does any soldier distrust or not fear the leadership enough to obey the Commander undertakes—you're responsible for making sure they have the best
orders on the battlefield? Take -1d. chance of making it back to camp. You track morale, troop experience and health.
‹‹ Parameters. Are required specialists or equipment not on the mission? Take -1d. You decide who's in charge on a mission.

Assault Mission. On each assault mission also ask the following: Before Play. To prepare the Legion for the campaign do the following:
‹‹ Weapons. Did the Quartermaster equip the soldiers with Black Shot? Take +1d. ‹‹Describe the Marshal. Select Marshal traits from the lists below.
‹‹ Wounds. Is any soldier starting the mission wounded? Take -1d. ‹‹Starting Morale. Set to 7.
‹‹Fill a Squad. Ask for the Cultures and Time Line sheet—it has names. Name the
Scouting Mission. On each scouting mission also ask the following: rookies in one squad. Fill in others when you select a squad to go on a mission.
‹‹ Speed. Did the Quartermaster spend horses to equip the mission? Take +1d. ‹‹Starting Specialists. Have each player make a specialist. Note their names.
‹‹ Stealth. Is any soldier starting with heavy load? Take -1d. ‹‹Additional Specialists. Select additional specialists until you have five. Write
them on the sheet now, fill in details when they are first assigned to a mission.
Religious Mission. On each religious mission also ask the following: ‹‹Report for duty.
‹‹ Arcane. Did the Quartermaster send religious supplies to ward and protect
the soldiers? Take +1d. Marshal Traits. Before the game select from of each of the following:
‹‹ Corruption. Is any soldier starting with blight? Take -1d. Heritage (1):  Bartan  Orite  Zemyati  Panyar  Other
Reputation (1):  Callous  Fearless  Honorable  Proud  Protective
Supply Mission. On each supply mission also ask the following: Traits (1-2):  Bold  Cold  Cautious  Fierce  Vengeful
‹‹ Supplies. Did the Quartermaster spent food to equip the mission? Take +1d.
Look (1-3):  Grizzled  Scarred  One Eyed  Stylish  Crisp
‹‹ Enemies. Is the current pressure higher than 2? Take -1d.
Your Duties. During the game do the following:
engagement roll outcomes ‹‹Track Morale. It increases during liberties campaign action and from mission
‹‹ Critical. Primary Mission: You've overcome the first obstacle and are in a rewards. It decreases from mission penalties, when soldiers die (-1 per), or you
must lose supply and you have none (-1 per).
controlled position at the next. Secondary Mission: You succeed at the mission,
and promote one squadmember (see Rookie/Soldier special abilities for details). ‹‹Track Squads and Specialists. Hang on to the specialist sheets. Mark losses,
wounds, veteran status, and missions completed. Name all squadmembers sent
‹‹ 6. Primary Missions: You're in a controlled position when the action starts. on-mission. Fill out the details of any specialists the Legion gains.
Secondary Mission: You succeed at the mission, all specialists take level 1 harm,
‹‹Appraise the Other Generals. Morale limits the Quartermaster's campaign
and you may choose to lose 2 squadmates to promote a rookie to soldier. actions. Soldier status impacts the Commander's mission choices. Work with
‹‹ 4-5. Primary Missions: You're in a risky position when the action starts. both as they request.
Secondary Mission: Fail the mission or you can succeed, two squadmembers ‹‹Decide who's in charge. Say who's in charge. If there's an Officer on a mission,
die, and all specialists take level 2 harm. they're in charge.
‹‹ 1-3. Primary Mission: You're in a desperate position when the action starts. ‹‹Assign who goes on missions. Decide which specialists & squads go based on
Secondary Mission: You fail the mission, lose 3 squadmembers, and all specialists the requirements and make the appropriate engagement rolls. Your decisions are
take level 3 harm. final. Your duty is first to the Legion and not the Commander or Quartermaster.
ember wolves shattered lions specialists
soldier name wounds stress soldier name wounds stress
       
heavy — assault and supply missions
name stress wounds abilities actions
          
          
          
       
medic — assault and religious missions
name stress wounds abilities actions
grinning ravens ghost owls   
soldier name wounds stress soldier name wounds stress   
          
       
        scout — scout and supply missions
name stress wounds abilities actions
       
  
       
  
  
star vipers cloud hawks
sniper — assault and scout missions
soldier name wounds stress soldier name wounds stress
name stress wounds abilities actions
          
          
          
       
        officer — religious and supply missions
name stress wounds abilities actions
  
morale   
            
campaign actions: After missions and time passes gain... 3-: None. 4-7: One. 8-10: Two.
other
Gain morale from: Lose morale from:
‹‹ Missions. Penalties for failure or loss.
name / type stress wounds abilities actions
‹‹ Missions. Successful mission rewards.
‹‹ No Supply. Can't pay supply (-2 per).   
‹‹ Liberty. Whenever the Quartermaster
chooses the liberty campaign action. ‹‹ Death. Whenever a soldier dies (-1 per).   
desertion: If you lose morale and have none, soldiers desert (one per morale you can't pay).   
You lose rookies, then soldiers. If fewer than 2 full squads, end the game. The Legion is no more.
pressure A measure of how surrounded you are by undead
pressure: When you advance, roll pressure minus horses spent and add
time below. (1-3: One. 4/5: Two. 6: Three. crit: Five) Then reset pressure to
0. Add pressure when time passes (after campaign actions), or when there is
OF
Playtest Version 1.0 Beta
a pressure penalty for a failed mission.

time How long you have to get to Skydagger, and when undead strength grows
role: commander
time: Add 1 tick when time passes, or when you advance and roll pressure, and when This is a required role for the campaign.
missions have a time penalty. Reduce the clocks when mission rewards include time. If you do
not complete the missions at Skydagger Keep before the last clock is filled, you lose the game. The Commaander is the Legion's purpose and direction personified. Choose the
Legion's path. Pick mission focus and emphasis. The Legion cannot spare many
summer ends fall deepens soldiers, so prioritize missions you need, and accept the penalties when you cannot.
The South falls. Panya burns.
Before Play. To prepare the Legion for the campaign do the following:
Describe the Commander. Select Commander traits from the lists below.
‹‹
intel A measure of how much you know about undead movements and the war Starting Time & Pressure. Set pressure to 1 and time to 3-ticks respectively.
‹‹
Starting Position. The legion starts retreating towards the western front. Note
‹‹
intel: Spend 1 intel to add +1d to any engagement roll, or to access a special where you will end up after the first mission..
mission in a location in addition to your mission priorities. Gain intel from
scout mission rewards. Before you pick the primary and secondary missions, Starting Intel. Set intel to 0. Read the 0 intel questions and be ready to ask
‹‹
ask intel questions based on how much intel you hold (see below). one before the start of the first mission.
Report for duty.
‹‹
if you hold 0+ intel ask one of the if you hold 2+ intel also ask one of
following questions of an upcoming the following questions: Commander Traits. Before the game select from of each of the following:
mission:  Which Infamous or Lieutenant might we Heritage (1):  Bartan  Orite  Zemyati  Panyar  Other
 What’s the highest threat we can expect? face on this mission if any? Reputation (1):  Fierce  Fearless  Unstoppable  Proud  Ambitious
 How much travel should we expect?  What's the main weakness of the undead Traits (1-2):  Bold  Cold  Calculating  Stoic  Prideful
 What would be a useful item to bring? position on this mision?
Look (1-3):  Fit  Graceful  Fresh-faced  Scarred  Grizzled
 What are 2 approaches we could use here?  Is this related to a previous mision? How?
 How does our Chosen feel about this Your Duties. During the game do the following:
 Which squads distrust or don't fear the
leadership? mission? ‹‹Track Time and Pressure. Increse pressure when time passes. Pressure
 Which way are the Broken moving? resets to 0 when you advance. Increase time by 1 when time passes. When you
if you hold 1+ intel also ask one  What news of the Cinder King?
advance, roll pressure and add the appropriate number of time ticks to the Time
of the following questions: clocks based on the roll. (1-3: One. 4/5: Two. 6: Three. crit: Five)
 What challenges or problems are
 What's useful to bring on this mision? ‹‹Track Location and Movement. Decide when the Legion advances. Behind
inherent in a specific location ahead?
 Who's invested in this mission? are only undead—never backtrack. Mark Legion position and route on your map.
 What's a challenge on this mission? if you hold 3+ intel also ask one of ‹‹Track and Spend Intel. Intel comes from mission rewards. Spend intel to
the following questions: add +1d to any mission engagement roll or gain access to a special mission at a
 Whose troops might we expect to location. Holding intel lets you ask better questions about missions and the area.
encounter on this mission?  What is the weakness of a lieutenant we've
encountered previously? ‹‹Pick Missions. Decide what missions you're looking for (assault, scout, religious
 What resourecs or benefits might we or supply) and tell the gm. The gm will tell you what's available (usually 3). Pick
 What is a craving or instinct of a lieutenant
find at a specific location ahead? two missions to perform (you automatically fail the last). Designate one of the
we've encountered previously?
 What might be a weakness of an elite missions 'priority', to be played out by the table. The other is secondary.
 What is a specific Broken researching?
we have encountered? ‹‹Apprise the Other Generals. Work with the Marshal and Quartermaster to
 What might be a craving or instinct of  What are special missions we may have select missions and appropriate priorities. The fate of the Legion, however, is in
an elite we have encountered? heard of at a location up ahead? your hands. Your decisions are final. Do not fail your troops. Good luck.
missions

Skydagger
Choose one to prioritize each time. Bold means more likely.

Keep
Assault Raids. Ambushes. Attacks. Religious Pilgrimmages. Rituals.
rewards: failure cost: rewards: failure cost:
Morale
 Pressure
 Fine Assets
 Pressure

Supply
 Supply
 Time
 Troop Loss


The Maw
Time
 Time
 Specialist
 Morale


Scout Supply

High Road
Infiltrations. Patrols. Surveys. Scrounging. Mercenary work.
rewards: failure cost: rewards: failure cost:
Intel
 Pressure
 Supply
 Morale


Fort Calisco
Asset
 Troop Loss
 Assets
 Supply

Troops
 Time


locations

Eastlake
Location name, notes and mission availability.

western front Small camp. Broken soldiers. Many undead.

Talgon Forest
plainsworth Once prosperous plains town, protected by an ancient wall.

long road Ancient wards. Exposed. Too long. Few supplies.

Westlake
barrak mines Rich mine for Blackshot supplies.

Gallows Pass
gallows pass Narrow mountain pillgrimate route.

Duresh Forest
sunstrider camp Plains camp used by many. Refugees.

Sunstrider Camp
duresh forest Beasts. Hunters. Hard to navigate.

Barrak Mine
talgon forest Forest heart holy to the Horned god.

westlake Walled city. Suspicious. Corrupt. Pride and Politics.

Long Road

Plainsworth
eastlake Rich city. Very religious. Very proud.

Western Front
fort calisco A besieged military outpost at the base of the mountains.

the maw Ancient, haunted, underground passage.

the high road Old pilgrimmage route. Easy to be ambushed.

skydagger keep Controls the pass. Your mission is to hold it until snows stop undead advance.
campaign actions
After missions, perform campaign actions based on morale (ask the Marshal).
Take addtional campaign actions by expending supply one-for-one. Spend a
OF
Playtest Version 1.0 Beta
supply to boost an action in addition to any other costs. You can do each action
once per cycle (except acquire assets and long-term projects).
role: quartermaster
re s t and re c uperation
This is a required role for the campaign.
Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in
any wound row. If a row's healing ticks are full, erase the wounds in that row. If The Quartermaster commands non-combat personnel, and holds keys to all Legion
you wound a Mercy, one specialist gains an extra healing tick. At the end, heal supplies and weapons. Decide what to equip squads with to prepare for the missions
any Mercies wounded before this recuperation action. ahead. Declare campaign actions between missions to resupply troops, prepare nasty
boost: Every Legionnaire gains a second healing tick. surprises, and acquire much needed supplies for the march.
Before Play. To prepare the Legion for the campaign do the following:
liberty ‹‹Describe the Quartermaster. Select traits from the lists below.
Some Legionnaires are given leave of their responsibilities for a few days, ‹‹Starting Supply. You start with 2 supply.
and often good food and drink is provided to the soldiers. During this time,
Legionnaires at Liberty can party, fraternize, or relax as they see fit. Each ‹‹Non-Legion Personnel. Start with a mercy or an alchemist.
specialist clears up to 3 stress. Increase Legion morale by 2. ‹‹Starting Materiel. Mark one Food box. Pick 5 additional boxes (some have
boost: Legionnaires clear all stress. Increase Legion morale by 4 (total). charges like Horses, while others are one-for-one like Supply Carts or Laborers).
‹‹Report for duty.
ac q uire as sets Quartermaster Traits. Before the game select from of each of the following:
Beg, borrow, or steal an asset you need. Roll the location’s assets rating. The Heritage (1):  Bartan  Orite  Zemyati  Panyar  Other
result indicates the quality of the asset (1-3: Poor. 4/5: Standard. 6: Fine. crit: Reputation (1):  Precise  Greedy  Calculating  Miserly  Cautious
Exceptional). Laborers, Siege Weapons and Alchemical concoctions are Fine
quality minimum. Alchemists and Mercies are Exceptional. Traits (1-2):  Clever  Kind  Resourceful  Miserly  Haughty
Look (1-3):  Stylish  Opulent  Colorful  Scarred  Grizzled
boost: Upgrade result by one level. You may spend multiple supply.
Your Duties. During the game do the following:
recruit ‹‹Track and Spend Supply. You gain supply from Supply mission rewards.
You can spend supply to perform an additional campaign actions, or improve
The war has left soldiers crawling home, and mercenaries guarding villages and
roads—or worse raiding them. Send folks out to recruit and convince them to a campaign action. When the commander advances the Legion, lose any supply
throw in with you. Gain up to five rookies for the Marshall to replenish the you can't take with you (maximum 2 supply, plus 2 per cart).
rosters with. Perform Campaign Actions. After each mission you may perform a number
‹‹
boost: Two of those rookies are soldiers instead. of campaign actions according to troop morale (speak to the Marshal). You can
perform addtional actions by expending supply one-for-one.

long - term project Track and Use Materiel and Non-Legion Personel. Manage Black Shot,
‹‹
food stores, horses, and religious supplies. Expend materiel to make missions
Work on a long-term project, if you have the means. Pick a specialist to lead the more successful. Decide when to use which of these resources to give the legion
project. They roll an action and mark segments on the project clock based on the best results. Track Mercy and Alchemist statuses (wounds and corruption).
the result. (1-3: One. 4/5: Two. 6: Three. crit: Five). You can do this campaign
action multiple times, but only if working on a different project each time. Apprise Commander and Marshal. What resources you have determines
‹‹
what missions the Legion should undertake. Work with the other generals to make
boost: Upgrade result by one level. You may spend multiple supply. good decisions. Use your materiel to aid the troops as you see fit. Your call is final.
materiel details supply A measure of the legions spare gear, liquid funds and trade goods.
‹‹Black Shot: A rare metal transmuted Supply Carts: Logistics carts enable
‹‹ supply: Gain from mission rewards. Lose from mission penalties. If you
to become anathema to undead. the Legion to carry more supplies and lose supply and have none lose 2 morale instead. Spend supply to boost
Mechanics: You may spend 1 Black food stores and still push forward at campaign actions, and to take additional campaign actions. You can keep
Shot (circle, not square) to add +1d to the same speed. a max of 2 supply +2 per supply cart (see materiel below) when advancing.
an Assault mission engagement roll. Mechanics: Adds 2 to your maximum
When you do, all specialists on the
mission equip Black Shot for free.
supply and extends each food store
by one per cart (max 6).
non—legion personel
‹‹Food Stores: An army moves on its Religious Supplies: Bones of saints,
‹‹  Mercy wounded?   Alchemist corruption
stomach. Grains, cured meats etc. pages of holy books and other mystic
Mechanics: You must consume 1 food supplies used to help fight the undead.
(circle) when time passes. If you can't Mechanics: Spend 1 religious supply  Mercy wounded?   Alchemist corruption
lose 2 morale. Spend 1 food to add (circle) to add +1d to a Religious
+1d to a Supply mission engagement mission engagement roll. When you
 Mercy wounded?   Alchemist corruption
roll. When you do, all specialists on do, all specialists on the mission equip
the mission equip Supplies for free. a Reliquary for free.
‹‹Horses: Used to outfit scouts, pull Siege Weapons: Balista, catapult,
supplies, etc. Critical to logistics.
‹‹
trebuchet, or cannon. Used to assault
materiel
Mechanics: Spend horses (1 circle) fortified positions or powerful undead.
Food Stores
You must spend 1 food when
to add +1d to a Scout mission Mechanics: Used on some special       
time passes or lose 2 morale.
engagement roll or reduce pressure missions. Can reduce Threat or scale Carry up to 6 food per food
by 1 when advancing (may spend of enemies when deployed. Increases  Food Stores       store with supply carts.
multiple horses when advancing). final score.
 Food Stores       Supply Carts   

non—legion personnel details  Horses     Black Shot   


‹‹Alchemist: Bound to the Maker or ‹‹Laborers: A catch-all category for
Builder, Alchemists are scientists able blacksmiths, engineers, carpenters  Horses     Black Shot   
to transmute materials. With a god and the like that travel with and
Broken, Alchemy now corrupts. function alongside the Legionnaires.
 Horses     Black Shot   
Mechanics: Alchemists can make Mechanics: Each unit of laborers puts
alchemicals and cure mystic diseases. 1 tick on any appropriate long-term
The GM says if this is an acquire asset project during campaign actions.  Religious Supplies     Religious Supplies   
or an alchemical long-term project Increases final score.
(done in addition to other actions). Laborers    Siege Weapons   
‹‹Mercy: Bound to the goddess Ostarra,
Roll dice equal to Alchemists for effect.
Then roll Alchemist dice for corruption these unsettling mendicants can take
(1-3: 3. 4/5: 2. 6: 1. crit: 0). Distribute the injuries of others onto themselves.        
corruption among Alchemist clocks. Mechanics: When taking the rest and
When full, the Alchemist is blighted recuperation campaign action, you        
and ended. Dangerous projects may may wound an unwounded mercy to
add +1 or +2 corruption per roll. give one specialist an extra healing tick.        
long-term assignments
During campaign actions, spies may be given long term assignments. Only 1
spy may be sent on each assignment. Roll 1d for trained spies (2d for masters).
OF
Playtest Version 1.0 Beta
Advance according to results. 1-3: 1 tick, and the spy is wounded. 4-5: 2 ticks.
6: 3 ticks. crit: 5 ticks. A wounded spy that is wounded again, dies.
role: spymaster
augument mis sion This is an optional role for the campaign.
Use contacts to bolster the Commander's mission selection.
The official title of the spymaster is "The Master of Whispers". Your job is to find and
complete: Next gm mission generation, tell them to add +1 train the right people to solve problems a hundred men are not suited to. The colorful
to the rewards and mission penalty rolls on 1 mission of the people you truck with have dozens of stories and tall tales told about each of them.
Commander's Focus type. That type must appear once.
Before Play. To prepare the Spymaster for the campaign do the following:
Describe the Spymaster. Select Spymaster traits from the lists below.
‹‹
research Starting Spies. Start with 2 spies. Choose 2 and mark the Trained box. These
‹‹
Undercover spies research an area for high reward missions. spies are available for assignments. Mark the Master box for one. They will roll
complete: Learn all the special missions in a location, and if 2d when trying to accomplish an assignment rather than just 1d.
the Commander spends an intel to acquire one, you may pick Report for duty.
‹‹
which to do. If you move past the location, reset the clock. Spymaster Traits. Before the game select from of each of the following:
Heritage (1):  Bartan  Orite  Zemyati  Panyar  Other
recruit Reputation (1): Aloof
  Deadly Dangerous  Cold  Shrewd

Spies lead dangerous lives. Sometimes you have to recruit more. Traits (1-2):  Cold  Quiet  Calculating  Smug  Gracious
Look (1-3):  Comely  Colorful  Nondescript  Scarred  Grizzled
complete: If you've lost a spy, add one to the roster. You can
only have 2 spies at a time, or 3 if you have "Acquisition" in Your Duties. During the game do the following:
your spy network. ‹‹Dispatch Spies. Dispatch spies on assignments during campaign actions.
Simple assignments complete immediately (though interrogation takes
place right before missions). Long-term assignments take time to finish, and
expand network different spies may take turns working on them. Grow your network to maximize
effectiveness, but remember your true enemies are the Broken.
Take the time to build contacts, informants and local resources
in the area.
complete: Choose a new spy network advancement connected simple assignments
to any piece of the network you have. During campaign actions spies can be given simple assignements. Spies on
simple assignment cannot undertake long-term assignments (back).
lay trap ‹‹ Recover. The spy heals and recuperates. Remove their wounded condition.

Sometimes you must take the fight to an enemy. Goading an ‹‹ Interrogate. Ask the Commander for the intel questions list. Your spy is
sent on a mission and can answer one question from any list (regardless of the
enemy using a known weakness or desire.
Commanders intel total) whenever missions are presented by the gm.
complete: The next mission list will include an assault ‹‹ Blackmail. Spy bribes or threatens as needed. Add +1d to an acquire assets roll.
mission to attack a specific Lieutenant or Infamous. ‹‹ Help. Spy facilitates or networks as needed. Add +1d to a long-term project roll.
spy network spies
  training  investments Antoinette: Denied nobility by birth, this Orite seamstress found
a better calling in life. She's broken countless hearts, poisoned nobles
One of your Trained spies becomes a Spies roll +1d on Expand
and warriors both, and has yet to fail a mission.
Master spy. This may be taken twice. Network assignments.
Specialty: Antoinette always starts as a master spy.
 Trained  Master Wounded 

analysts Onyetin: This friendly bear of a man is also one of the deadliest
 acquisition 
assassins in the Kingdoms. He knows exactly how to spot or uncover
Gain another spy. Mark Spies roll +1d on Research hidden targets and caches.
their Trained box. assignments.
Specialty: Onyetin rolls +1d on augument mission assignments.
 Trained  Master Wounded 

Igrid: An Aldermark local, Igrid blends in with all the settlements


 spy network  field as ses sment nearby. She travels the area freely taking note of news and rumors.
You are able to train, support and You may ask 1 additional question Specialty: Whenever Igrid interrogates you may ask 1 additional
utilize spies. You start with 2 spies. when you interrogate. intel question.
One Trained and one Master spy.
 Trained  Master Wounded 

Crimson Vexing Gale: Little is known about this Panyar, except


 entrapment  rangers that their eyes reflect silver beneath a hood. They come and go as
they please. Many rumors surround their past.
Spies roll +1d on Lay Trap Augumented Scout missions give
missions. +1 intel beyond the usual rewards. Specialty: Does not wound on any mission.
 Trained  Master

 sources Liya: This Bartan bears none of the usual jewelry signifying kinship

You have loyal contacts & informants


 mercenaries and prefers deep cover and long-term solo missions. She's also a
master duelist and a known Weaponmaster.
everywhere. Spies roll +1d on Augumented Assault missions give
+1 morale beyond the usual rewards. Specialty: Liya rolls +1d on research assignments.
Augument Mission assignments.
 Trained  Master Wounded 

Bortis: A grizzled Zemyati, Bortis is an asset on and off the field.


Rumor is that if he lives, he'll become the next spymaster.
 merchants  holy orders
Specialty: When Bortis rolls on expand network assignments
Augumented Supply missions give Augumented Religious missions
he generates +1 segment on his rolls.
+1 supply beyond the usual rewards. give +1 asset beyond the usual rewards.
 Trained  Master Wounded 
further annals
When all Tales are told, and five more names enter your Annals you may tell any
tale—but each can only be told once until all types of tales are told once again.
OF
Playtest Version 1.0 Beta

role: lorekeeper
This is an optional role for the campaign.
The Legionnaires look to the Lorekeeper to remind them of trials and tribulations
survived, and connect them with heroes of the past. Confer with the other Generals
so they make decisions consistent with the Legion's values. You're entrusted with
recording events and remembering the dead within the Annals of the Fallen.
Before Play. To prepare the Legion for the campaign do the following:
Describe the Lorekeeper. Select Lorekeeper traits from the lists below.
‹‹
Remember the Battle of Ettenmark Fields. Tell us the tale of the battle
‹‹
where the Legion’s offensive was shattered. What mistake did the Legion make?
Which Broken did you face? What did you see? Who saved you? What did you learn?
Reinforce the Values of the Legion. Claim the Skydagger Sheet. Strike one
‹‹
option (circle) from each of the three morale categories for the Back at Camp lists.
Final Scoring. If the Annals and Histories get to Skydagger keep, earn 10 points.
‹‹
Report for Duty.
‹‹

Lorekeeper Traits. Before the game select from of each of the following:
Heritage (1):  Bartan  Orite  Zemyati  Panyar  Other
Reputation (1):  Wise  Friendly  Inquisitive  Dedicated  Famous
Traits (1-2):  Warm  Clever  Eloquent  Young  Curious

Look (1-3):  Soft  Maimed  One Eyed  Scarred  Grizzled

Your Duties. During the game do the following:


‹‹ Track the Dead. Note every Legionnaire that dies. The book weighs heavy,
but while there is still a Legion, you have a sacred duty to remember all sacrifices.
‹‹ Tell the Tales of the Legion. When 5 new names are added to your Annals,
tell a Tale of the Legion. Answer all questions the tale asks in your story, then
choose one benefit to the troops. Tell the five tales in order at first.
‹‹ Keep the Histories. Note missions, who is sent, and outcomes. If there is any
question what happened, your duty is to recall it for others. Keep these books safe.
‹‹ Back at Camp. Normally chosen by the GM, this duty becomes the Lorekeeper's
if present. Consult with the Marshal on the morale before making your selection.
If a decision needs to be made about the camp or its rules, you will make them.
‹‹ Apprise the Other Generals. Work with the Marshal and Quartermaster
to tell tales that get the legion to their goal.
annals of the legions When a soldier falls, note their name. When five are entered into the Annals, the next time there are
campaign actions take a moment to tell everyone a tale and choose the effect it has on the Legion.

 Tell a Tale of the Legion's Founding Choose 1 Effect on the Legion:


Let me tell you a Tale of the Legion's founding by the Seventh  The soldiers learn a lesson. All specialists may
Emperor, as recorded 427 years ago in the first Annals... place 1xp in any category.
 Who was the first Commander / Legionnaire / Lorekeeper?  The Legion seeks glory of yesteryear. Next set of
missions will include a special mission.
 How (or for what) is that person remembered?  The histories raise morale. The Legion gains +2
 What dangerous threat was the Legion formed to face? morale.

 Tell a Tale of the Legion's Independence Choose 1 Effect on the Legion:


After the Old Empire fell, the Legion became sell-swords that  Soldiers shrug off wounds. All specialists may
hired out to causes they believed in. This is a tale of… mark 1 free healing tick.
 Where is the Legion's original charter stored?  The Legion purifies hearts and minds. All
soldiers reduce corruption by 2.
 What unusual restriction(s) are placed on Legionnaires?  Soldiers work extra shifts. Add 3 ticks to a long
 What cause has the Legion taken up previously? term project.

 Tell a Tale of Hardening in Battle Choose 1 Effect on the Legion:


These undead are not the greatest threat the Legion has faced.  The soldiers dig in. Remove 1 pressure, but the
Let me tell you a Tale of when we faced impossible odds... Commander may not advance next time.
 What terrible power did this threat wield?  Soldiers prepare to fight swiftly. Next mission all
specialists gain +1d to maneuver rolls.
 How was this threat's unknown weakness found?
 Soldiers prpare their strongest weapons. Next
 At what cost did the Legion overcome this creature? mission all specialists gain +1d to wreck rolls.

 Tell a Tale of the Legion's Unyielding Will Choose 1 Effect on the Legion:
We have fought holy and unholy since our inception, even in  Your Chosen is moved. Your Chosen gains 1
the God Wars, when Chosen took arms against Chosen... favor as if they completed a favored mission.
 Which previous Chosen did the Legion fight beside?  Never give up. Next mission all Legionnaires gain
+1d to all resistance rolls.
 Against which supernatural threat did they fight?  Soldiers prepare to face the unholy. Next
 How many survived and how did they rebuild the Legion? mission all Legionnaires get +2d to resolve resists.

 Tell a Tale of the Legion's Meaning Choose 1 Effect on the Legion:


The Legion is no longer just a military, but sisterhood and  The tale marks a promotion of one exemplar of
brotherhood forged in blood over a century. This is a tale... the Legion. Promote a rookie to soldier.
 How do civilians treat the Legion differently than other units?  Soldiers remember why they fight. One mission
next set gains +2d to its engagement roll.
 How are new recruits inducted into the Legion?  Soldiers protect each other. Next primary
 What oath must all Legionnaires speak? mission each specialist gets 1 special armor: any.
game structure
Play rotates through two main phases. Aim to start the session with the mission
phase where you zoom in and play out the the Primary Mission (chosen by the OF
Playtest Version 1.0 Beta
Commander), resolve the secondary mission with an engagement roll, and reap
mission penalties and rewards. Free-play entanglements at camp, and consume
required resources. Then we go back to the campaign phase. At the Campaign
level, the players perform their Legion roles. Campaign Actions are enacted and
role: game master
missions prioritized and selected. Play then shifts back to the mission phase. This is a required role for the campaign.
You are the Game Master for this game of Band of Blades. Manage and portray non-
mis sion campaign player characters, facilitate gameplay, and keep the world consistent in tone, history,
Priority. Commander picks Time Passes. Pressure and Time and with the events of gameplay.
Primary and secondary mission. increase. Food is consumed. Before Play. To prepare the game do the following:
Primary Mission. Play out the Campaign Actions. Choose ‹‹Gather the Troops. Gather 3-4 friends for game. Discuss the premise and
details at the table. Legionnaires and resolve campaign actions buyin of the game. Make sure everyone is on the same page about tone and
gain xp. (see Quartermaster/Marshal). lethality of the setting.
Secondary Mission. Resolve If you have a Spymaster they
deploy spies. If you have a ‹‹Select Chosen. Pick which one of the Chosen rides with the Legion. Follow
the outcome via an engagement setup instructions and read the starting position.
roll by the Marshal. Lorekeeper they tell tales.
Advance. Commander chooses ‹‹Select Broken. Pick two Broken to be the antagonists of your campaign. Follow
Bookkeeping. Gain mission the appropriate instructions to set them up.
rewards, mission penalties and whether to advance the Legion.
morale loss for dead soldiers. ‹‹Facilitate Setup. Print out what's required. Help everyone select roles and
New Mission Generation.
make characters. Answer questions about the setting and rules.
Back at Camp. Play out what Commander picks mission type
happens at camp during missions. to focus. GM generates missions. ‹‹Gather GM Materials. Make sure you have this sheet, the location sheets,
Broken sheets and Chosen sheet at hand.
Go to Campaign Phase. Go to Mission Phase.
Your Duties. During the game do the following:
threat and harm Keep the Rules. Keep track of what phase of play you're in. Answer rules
‹‹
Legion troops operate as Threat 1 (fine equipment makes this effectively 2). questions. Call for rolls when the characters take actions that are difficult or
Pushing for effect and set up actions can mitigate effect difference. Undead dangerous. Consult fortune rolls when answers are uncertain.
have an effective Threat based on their type (from Threat 1 line troops to Threat Speak the World as it is. Keep the fiction and tone consistent. Pour fear and
‹‹
5 Broken). Harm from a higher Threat undead is more deadly. Increase harm disgust into the undead. Keep the gods mysterious and incomprehensible. Make
(level set by position—controlled: 1, risky: 2, desperate: 3) by 1 per difference in the people the soldiers meet real. Show the terrible consequences of war. Show
Threat. A Legionnaire in a desperate position hit by a Threat 3 undead endures that there are no magical solutions to the problems of the Legion.
level 5 harm; survivable with armor and resistances, but not easy to weather. Keep the Annals. Make choices matter. If the players choose not to cure a
‹‹
plague, the disease spreads appropriately. If they negotiate a treaty, reflect this
in the Legion resources approriately. Always consider what the enemy is doing.
corruption Generate Missions. Whenever necessary, generate the next batch of missions.
‹‹
The Word animating the Undead has a corrupting influence on the living. After Consult the tables inside this booklet for inspiration, but you must breathe life
a corrupting attack from an undead (something that spreads the unwholesome into them. Make the fiction of the missions tie into the story of the journey and
essence of undeath—like the bite of the Rots, or sorcerous power like Shadow previous actions. Without a stitched together narrative the missions become
Witch hexes), the victim gains corruption equal to the Threat of the enemy. little more than fights with the undead. Make the objectives interesting, and the
Resist corruption with resolve. More powerful corruption is only reduced. consequences of passing on the missions count.
mis sion generation mission count mission type Favors
First ask the Commander for their mission priority. Roll on the mission count and type 1 3 Missions 1 Assault 1 Mystic
tables on the right, then generate each mission detail using the chart below. Add details
based on narrative and previous actions. If you roll a mission type that's not available 2 3 Missions 2 Religious 2 Holy
at the Legion's current location, use the first correct type above it. 3 3 (One +1 Specialist) 3 Scout 3 Sacrifice
4 2 Missions 4 Supply 4 Destruction
type reward penalty
5 3 (One has Favor) 5 Commander's Focus 5 Wild
1 People 1 2 Morale 1 Pressure + Time
6 3 (One is Special) 6 GMs Choice 6 Craft
2 The Wild 2 3 Morale 2 Time
assault

3 Undead 3 4 Morale 3 Supply Specialist Correlation. Missions can take 2 Specialists and 1 squad normally.
Each requires one of the following. Assault: Heavy, Medic or Sniper. Scout: Sniper or
4 Undead 4 2 Morale + Supply 4 Pressure
Scout. Religious: Medic or Officer. Supply: Heavy, Officer or Scout.
5 Powerful Undead 5 2 Morale + Intel 5 Pressure
6 Powerful Undead 6 2 Morale + Time 6 Pressure devil' s bargains specialists
1 Cleansing 1 Time + 2 xp 1 Moralle + Pressure ‹‹ Collateral damage. Unintended harm. 1 Heavy
2 Defense 2 2 Moralle + 10 pts 2 Pressure ‹‹ Sacrifice a supply. Destroy an item. 2 Medic
religious

3 Unearth 3 Intel + 2 Morale 3 Pressure ‹‹ Betray a squadmember or the Legion. 3 Scout


4 Escort 4 Fine Asset 4 Moralle ‹‹ Offend / Anger a neutral or allied group. 4 Sniper
5 Pick Above + Favor 5 Exceptional Asset 5 Moralle ‹‹ Start and/or tick a troublesome clock. 5 Officer
6 Pick Above + Favor 6 Specialist 6 None ‹‹ Suffer Harm. 6 Alchemist / Mercy
1 Area Recon 1 Intel 1 Time
2 Route Recon 2 2 Intel 2 2 Death always remember to :
3 Troop Recon 3 2 Intel 3 Death ‹‹ Linger on the Horrific. Players should never get comfortable with the undead.
scout

Their enemies are frightening, untiring, and horrific. Use the flavor and monsters
4 Infiltration 4 Intel + Asset or Troops 4 Pressure
on the Broken sheets to inspire you, but improvise. Unded line troops feasting on
5 Exfiltration 5 Intel + Time 5 Pressure rotting corpses. Best friends returned with nothing but hunger and hatred in their
6 Pick Above +Danger 6 2 Intel or Intel + Asset 6 None undead gaze. Talk to your table on where and when to cut away from the gruesome.
‹‹ Humanize the Legion. These are soldiers, but they are not just soldiers. They
1 Scrounge or Trade 1 Asset 1 Morale + Supply
have lives back home, they each come from their own culture and values, and
2 Scrounge or Trade 2 Asset 2 Supply while they agree about what they’re fighting for, they may not agree about the way
in which to fight.
supply

3 Rescue Supplies 3 Asset + Supply 3 Morale


‹‹ Shroud the World in Mystery. The undead are no static force applying
4 Rescue Supplies 4 2 Supply 4 Morale traditional warfare. They’re full of surprises. For that matter, the Chosen are
5 Mercenary Work 5 3 Supply 5 None frequently incomprehensible in their motives. Ancient traditions, artifacts and
relics, sources of long forgotten power, new alchemical prototypes, and previously
6 Mercenary Work 6 3 Supply 6 None
unseen types of undead should make this journey unpredicatable and wondrous.
chosen advancement mis sion
Your chosen gains a chosen ability when...
favor
OF
Playtest Version 1.0 Beta
You first select your Chosen.
You complete a campaign.
You complete four missions of their chosen favor type. chosen: alanna
This is a handout for the gm role.

alanna chosen of ostarra Chosen are the divinely infused humans that accepted the rite of Choosing, swearing
their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is
known to often burn out any trace of the former person. Once a Bartan war-general,
favor : holy — mystic — mercy Alanna is now the Chosen of Ostarra, the Bartan goddess of mercy and healing.
Alanna’s tactical mind and nearly supernatural understanding of strategy were the
reason the armies of the Eastern Kingdoms pushed forth in this latest offensive.
features : alluring — ferocious Counted by humanity as a major defeat, it is unclear if she has even registered the
fearsome — monstrous — radiant cost. Her demeanor can be inscrutable and intimidating. She is said to stand guard
sinister — serene — transcendent at odd hours, staring into the darkness for unseen signs of danger—a practice si-
multaneously comforting and unnerving.

chosen abilities Before Play. To prepare the Chosen for the campaign do the following:
Ostarra's Blessing: When gaining
‹‹ ‹‹Ostarra's Favor. Ostarra provides Alanna with one favor. Completing a
corruption Legionnaires take 1 less. mission of this type will gain your Chosen a mission favor, and every four grant
Ostarra's Tears: When you mourn,
‹‹ your Chosen a new ability. Ask the players which they prefer.
you feel a profound sense of peace. ‹‹Divine Features. Pick two features Ostarra's Grace causes Alanna to manifest.
Liberty campaign actions provide +1
morale and and additional -1 stress. ‹‹Chosen Ability. Players choose. Alanna's presence within the Legion provides
it with a tangible benefit. Chosen abilities are gained slowly, so choose wisely.
Ostarra's Mercy: When the Legion
‹‹
recuperates, place 1 additional healing
tick on all specialists. motives , goals and agendas
Blood of the Chosen: When you
‹‹ Intensely driven by Ostarra’s fury over the undead breach of the mercy of death,
spend a religious supply you also get
a sanctified melee weapon on that Alanna is aggressive in her pursuit of their destruction. She is willing to sacrifice
mission. It is potent against undead. much, including those in the Legion, if the reward is great enough. Her top priority
Start with 1 free religious supply. is defeating the Broken in this theater of war while staging a tactical retreat.
Annointed: Holy, Mystic, and Mercy
‹‹
missions all grant favor. Start with 1 The Chosen that became the Blighter was once a lover of Alanna’s and it seems that
mission favor filled in. Alanna has a particular hatred for Blighter. She won't speak of it, and it’s unclear
Book of Hours: All specialists start
‹‹ what, if any, emotions remain. She will not hesitate to join in a mission where
with 2 extra action points. Blighter is personally present.
War-Saint: The quartermaster may
‹‹
select a training campaign action. Each Alana is very sensitive to corruption and does not suffer the blighted to live around
specialist may mark 3 resolve xp. her. While she is merciful in her executions of those suffering from corruption, she
Battle-Saint: Alanna is Threat 5 and
‹‹ cannot be swayed to stay her hand. As a result, if any of the legionaires become
she has potency against all opponents. blighted, they must keep this corruption hidden or be killed.
STARTING MISSION after the mis sion
Go through the phases of the mission and campaign cycle:
With the Crafting of Black Shot, the undead armies had been at a stand-still in the
‹‹Mission Rewards. Successfully completing a missions nets rewards. This one
Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller provides the following benefits. +1 morale: Troops feel better knowing they'll
but better equipped forces. That changed at the battle of Ettenmark Fields. have time to set up a fortified position. -1 time: The enemy is cut off. You've bought
Now, The Legion has been shattered and the Cinder King’s troops march east, bolstered yourself more time to make it to Skydagger Keep. -1 pressure: Undead won't be
with heretofore unseen horrors to fight humanity. You and your squad must secure a mounting solid offensive against your camp and troops on the road any time soon.
retreat for your comrades. To make it worse, Alanna has gone off on her own mission, ‹‹Mission Penalties. Failed or skipped missions apply penalties. No further missions
and left you to make do without her fighting beside the Legion. this time, so the Marshal doesn't need to roll. If the troops retreated before setting
all the charges apply the following: +1 time, +1 pressure. Enemy troops are past
The Legion has marched across the Hozelbrucke bridge - the only easy passage over the the Taigeria in force. Enemies will be more numerous and aggressive.
Taigeria river for miles, but the undead are ceaseless in their advance. Your mission is to
blow the bridge with alchemical charges; the enemy must be delayed if the Legion is to ‹‹Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
gain enough time to advance and set up a defensive position closer to the mountains. ‹‹Back at Camp. The starting mission has a specific back at camp scene pre-picked.
If you have a Lorekeeper ask them to frame the following: Alanna returns, covered
Can you stay alive long enough to blow the bridge? Who, if anyone, will make it back in wounds, bearing the head of an Infamous undead (cross one out, it will not
to camp? How will you deal with the advance forces the Broken have sent to stop you? appear again in your campaign). Corrupted flesh sizzles when her blood touches
We play to find out. it. How do the troops react? How do the soldiers returning from the mission? Have
the mission soldiers debrief.
the first mis sion ‹‹Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1
(Commander) and consume 1 Food (the circle, Quartermaster).
After they make characters and the Legion, have them each pick a character to play for
this assault mission (rookies are acceptable) and tell them this: ‹‹Campaign Actions. The Quartermaster declares campaign actions based on morale
and supply expenditure. If you have a Spymaster, they send spies on assignments.
The commander has issued orders, the Marshal hand-picked you all, the quartermaster
‹‹Legion Advances. Usually the Commander says if the Legion advances at this point.
left the last of the alchemicals, and the army continues its march into the distance. On This time they must advance to a more secure location. Have the Commander do the
the horizon, the dust of the undead army heads this way. If they are to be slowed at all, steps of Legion advancement (roll 1d per pressure, and mark time as appropriate,
you must destroy this bridge. Do not let anything stop you. then reset pressure to 0). The Legion is now at the Western Front.
Create a 10-segment "Bridge Demolition" clock. The charges must be placed in several ‹‹Generate Missions. Consult with the Commander on which mission type they
hard-to-reach locations about the bridge. The bridge is long, and covered in makeshift want to focus on (Assault or Scout at the Western Front), generate missions (GM role
fortifications—crates left behind by desperate escapees, and carts turned into makeshift sheet), and answer intel questions as appropriate. Have the commander pick one
barricades. A few central pillars descend into the raging waters far below. primary and one secondary mission. Explain that base camp is frequently attacked,
and only 2 squads can be spared and equiped for missions.
Have the Marshal roll the appropriate Assault mission engagement roll and use it to
set the starting position. the campaign
Two major obstacles stand in the way of success. The above is the basic cycle of the game. Each of the Generals should have an
Environmental Hazards: It's night, visibility is low, and the recent rains have understanding of their role now (Commander, Quartermaster and Marshal).
swollen the river, and slicked the stones of the bridge. Placing charges where they go Remember to carry the results of the starting (and all future) missions in the fiction. If
is dangerous, requiring climbing (maneuver) or demolitions (wreck) expertise. the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they
Undead: The undead know their prey is close. They've sent advance scouts and raiding fail to rescue a village from the enemy armies, bring back those villagers as recognizeable
parties sporting some of their new horrors and to make sure the Legion didn't leave undead. Everything the Legion does or doesn’t do has an impact on the story.
them any nasty surprises. Expect company when you least want it. Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
chosen advancement mis sion
Your chosen gains a chosen ability when...
favor
OF
Playtest Version 1.0 Beta
You first select your Chosen.
You complete a campaign.
You complete four missions of their chosen favor type. chosen: horned one
This is a handout for the gm role.

chosen of the horned one Chosen are the divinely infused humans that accepted the rite of Choosing, swearing
their bodies to the service of a deity. The ritual that binds the divine Grace to flesh is
known to often burn out any trace of the former person. A young girl at a holy site
favor : holy – mystic – wild at the wrong time, Silver Dancing Moonlight is now the Chosen of the Horned One.
Panyãr god of beasts and forests.
The moment the Chosen of Nyx (Panyar goddess of the moon) was Broken and the
features : alluring — bestial moon in the sky shattered, The Horned One Chose. This wasn't a normal Choos-
fearsome — monstrous — radiant ing, and his vessel is not the usual priest or warrior. The 14-year-old is all but gone,
sinister — feral — transcendent demanding to be called by her god's name. A shapeshifter, the Horned One spies
out enemy tactics before engaging, and guides through cunning rather than force.

chosen abilities Before Play. To prepare the Chosen for the campaign do the following:
Horned One's Bounty: During
‹‹ ‹‹Horned One's Favor. The Horned One starts with one favor. Completing a
time passes, ask if the Legion will mission of this type will gain your Chosen a mission favor, and every four grant
advance. If it does, do not spend food. your Chosen a new ability. Ask the players which they prefer.
Horned One's Eyes: If there is a
‹‹ ‹‹Divine Features. Pick two features the Horned One to manifests.
Panyãr specialist on a scouting mission
the engagement roll takes +1d. ‹‹Chosen Ability. Players choose. The Horned One's presence provides the
Horned One's Thews: Legionnaires
‹‹
Legion with a tangible benefit. Chosen abilities are gained slowly, so choose wisely.

motives , goals and agendas


can spend special armor to resist
physical consequences or to push
themselves on any prowess action.
Shapeshifter: Gain 1 intel after 2
‹‹ Where most Chosen are military minded and tactically focused, the Horned One
primary missions complete. functions more on instinct. This is not a warrior clashing with an opponent. This is
Annointed: Holy, Mystic, and Wild
‹‹ a predatory hunter, testing and learning about how to best kill their prey.
missions all grant favor. Start with 1
mission favor filled in. The Horned One spends a lot of time in animal forms, watching, observing, and
Great Hunter: The quartermaster
‹‹ learning. Each bears a set of antlers—Silver Dancing Moonlight's Panyar mark.
may select a training campaign action. Known forms include a raven, bear, and giant hooded serpent. The Chosen comes
Each specialist may mark 3 insight xp. and goes as they please, and though this may be unnerving, many soldiers have
Forest's Wings: When you spend
‹‹ stories of a bird leading a lost squad to a mountain path, or fish left in camp for
religious supply on a mission, squads
bring up to 3 animals that can whisper starving troops.
messages to each other and to camp. The Horned One will often join missions that offer an opportunity to observe and
Hide of the White Hind: All
‹‹ test a powerful undead. The robed, tiny girl's figure amidst soldiers may seem out
specialists can speak to and understand
wild beasts. of place, but many Legionnaires are comforted by her odd, animalistic presence.
STARTING MISSION after the mis sion
Go through the phases of the mission and campaign cycle:
With the Crafting of Black Shot, the undead armies had been at a stand-still in the
‹‹ Mission Rewards. Successfully completing a missions nets rewards. This one
Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller provides the following benefits. +2 morale: Knowing they will have the weapons
but better equipped forces. That changed at the battle of Ettenmark Fields. they need to make their retreat will greatly lift spirits. +1 black shot: Add one box
Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered of Black Shot (or 3 circles). The Legion resupplies well with the crates. -1 pressure:
with heretofore unseen horrors to fight humanity. Critical supplies of Black Shot were Extra shot supplies means base camp will be easier to defend.
left behind the lines as the retreat was organized. Now those caravans have been overrun ‹‹ Mission Penalties. Failed missions apply penalties. If the troops retreat or are
by undead. If you’re to have a fighting chance, you need that shot. killed without returning the supplies, the legion cannot gain more Black Shot until
a source is found. Create a long term project (4 segments). Acquiring Black Shot is
The Legion made it over the Holzelbrucke bridge some miles south. Your mission is impossible until the project is finished.
to assault and reclaim several carts of Black Shot—without these supplies, you will be
‹‹ Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
unable to restock or hold out against the undead for long. Attack the convoy, liberate
the supplies, and then make your way east to ford the Taigeria river. ‹‹ Back at Camp. Select an event from the Back at Camp list. Remember to carry
forward with the results of the mission. If the soldiers return unsuccessful, describe
Can you reclaim the Black Shot? How will you ford the river with crates of bullets? the desperate looks on the legionnaire’s faces. If they came through, describe the
How will you deal with the undead camp and the horrors within? We play to find out. relief palpable at camp or the signs of celebration. Remember that whatever event
you select should be crossed off the list so that it does not repeat. Have the mission
the first mis sion soldiers debrief with the commanders.
After they make characters and the Legion, have them each pick a character to play ‹‹ Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1
for this assault mission (rookies are acceptable, 5 will be sent along) and tell them this: (Commander) and consume 1 Food (the circle, Quartermaster).
‹‹ Campaign Actions. The Quartermaster declares campaign actions based on morale
The rain and thunder is punctuated by the howls of undead lurking about. In the near
and supply expenditure. If you have a Spymaster, they send spies on assignments.
distance, the convoy awaits. This mission is critical. If the Legion is to have a chance, they
need those supplies. You cannot fail them. ‹‹ Legion Advances. Usually the Commander says if the Legion advances at this point.
This time they must advance to a more secure location. Have the Commander do the
The convoy is guarded by an elite, an infamous and at least two full squads of undead. steps of Legion advancement (roll 1d per pressure, and mark time as appropriate,
The Black Shot is distributed across several caravan wagons. If the players approach with then reset pressure to 0). The Legion is now at the Western Front.
stealth, make an 8 clock, and tick it once per wagon looted. Otherwise, an 8 clock for ‹‹ Generate Missions. Consult with the Commander on which mission type they
the elite, a 10-clock for the Horned One and Infamous, and handle the rest with combat. want to focus on (Assault or Scout at the Western Front), generate missions (GM role
The Horned One will engage the Infamous to protect the Legion, but retreats when the sheet), and answer intel questions as appropriate. Have the commander pick one
clock is full. Remind them that the mission is to bring back the shot. Not kill everything. primary and one secondary mission. Explain that base camp is frequently attacked,
and only 2 squads can be spared and equiped for missions.
Have the Marshal roll the appropriate assault mission engagement roll (Quartermaster
may spend Black Shot as appropriate) and use it to set the starting position.
the campaign
Two major obstacles stand in the way of success.
The above is the basic cycle of the game. Each of the Generals should have an
Undead: The undead here are entrenched, and their elite minders have them patrolling understanding of their role now (Commander, Quartermaster and Marshal).
the area. Killing the elite will devolve the undead into a feral, unfocused horde, which
Remember to carry the results of the starting (and all future) missions in the fiction. If
is not much better. There may be more packs as consequences lurking in the dark.
the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they
Environmental Hazards: Even once the undead are vanquished and the crates fail to rescue a village from the enemy armies, bring back those villagers as recognizeable
liberated, the players still need to ford the rain-swolen Taigeria. Expect to make some undead. Everything the Legion does or doesn’t do has an impact on the story.
maneuver or rig rolls to float the shot and gear across and back to the Legion.
Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
chosen advancement mis sion
Your chosen gains a chosen ability when...
favor
OF
Playtest Version 1.0 Beta
You first select your Chosen.
You complete a campaign.
You complete four missions of their chosen favor type. chosen: zora
This is a handout for the gm role.

chosen of the living god Chosen are the divinely infused humans that accepted the rite of Choosing, swearing
their bodies to the service of a deity. The ritual that binds the divine Grace to flesh
is known to often burn out any trace of the former person. Chosen long ago, Zora is
favor : holy – mystic – glory often dubbed the Ancient. She's been a Chosen of the Living God for centuries.
The Living God of the Zemyati ages ago created nine Chosen, and unlike the
Chosen of other gods they've never burnt out or faded, only dying when called
features : alluring — blazing to their task. Zora, however, did not end. She broke Dar long ago, and ended the
fearsome — monstrous — radiant Godwar using some terrifying magic to strike the god within a Chosen before
shining — vicious — transcendent walking off the battlefield and into rumor and legend. As the Legion was about to
be shattered in this latest offensive, Zora reappeared to save them.

chosen abilities Before Play. To prepare the Chosen for the campaign do the following:
Living God's Vigor: Specialists can
‹‹ ‹‹Living God's Favor. Zora starts with one favor. Completing a mission of this
take an extra level 2 harm (3 total). type will gain your Chosen a mission favor, and every four grant your Chosen a
Living God's Fury: Quartermaster
‹‹ new ability. Ask the players which they prefer.
may spend a religious supply before ‹‹Divine Features. Pick two features Zora manifests.
an Assault mission to add +1d to the ‹‹Chosen Ability. Players choose. Zora's presence provides the Legion with a
engagement roll (bonus stacks with
Black Shot). tangible benefit. Chosen abilities are gained slowly, so choose wisely.
Living God's Kiss: When the Legion
‹‹
rests and recovers, each Legionnaire
removes 2 corruption in addition to
motives , goals and agendas
healing. Zora is a challenging Chosen for the rank and file; on one hand, she's by far the most
Heart of Heroes: All Legionnaires
‹‹ personable of the Chosen, seeming to genuinely like people and engaging with them.
add the xp trigger—If you engaged a On the other hand, she is constantly challenging those around her in little ways,
higher Threat opponent by yourself. seeking to hone them into a fine blade. There are stories of Legionnaires waking up
Star of the Dawn: When you
‹‹ in a tree in the woods, a single knife strapped to their chest and miles of territory
advance, roll pressure as if 1 lower. to cross back to camp. Or warriors that wake to a battle cry as she strikes a blow to
Annointed: Holy, Mystic, and Glory
‹‹ start morning training. She drinks with victors, and shows sad disappointment to
missions all grant favor. Start with 1 those that retreat from battle.
mission favor filled in.
Blood of Fire: When a religious
‹‹ Zora has said it is her appointed task to kill the Cinder King, which is odd since
supply is spent on a mission, all she's claimed other tasks previously. Vlaisim—now called Render—also said this
soldiers may equip a Fire Oil. right before he was Broken. In battle, she bears a fiery circlet above her head, and
Sacred Seals: All Legionnaires gain
‹‹ holds an empty hilt that nevertheless cuts with invisible blade. The troops have taken
special armor versuss magical effects.
to calling her The Fire, though none would risk such casualness with her directly.
STARTING MISSION after the mis sion
Go through the phases of the mission and campaign cycle:
With the Crafting of Black Shot, the undead armies had been at a stand-still in the
‹‹ Mission Rewards. Successfully completing a missions nets rewards. This one
Western kingdoms: too well-entrenched to attack directly, and held at bay by smaller provides the following benefits. +2 morale: Knowing the Commander won't
but better equipped forces. That changed at the battle of Ettenmark Fields. betray the Legion bolsters morale. +1 favor: This is a Glory mission. Zora gains
Now, the Legion has been shattered and the Cinder King’s troops march east, bolstered one mission favor. -1 pressure: The undead take time to recoup and find the
with heretofore unseen horrors to fight humanity. The Legion Commander was captured Legion again.
holding the retreat, and taken to an Aldermani mountain castle on the border of Dar. ‹‹ Mission Penalties. Failed missions apply penalties. If the troops can't avoid the
commander leaking secrets, add one 1 time. If the Commander dies on the mission,
The red banners of the Cinder King were sighted by scouts entering the keep, and Zora
moralle will suffer by 1 (as a member of the legion died), though the mission will
claims a special interrogator was sent to turn the Commander with his mind intact. be successful. The Commander role generated during set-up is for the replacement.
The Generals have decided on one last ditch rescue attempt. Castles aren't meant to be
‹‹ Bookkeeping. If any soldiers died on-mission, apply the morale penalty (-1 per).
breached, but there is a drainage pipe beneath the mountain that might provide a way in.
‹‹ Back at Camp. Select an event from the Back at Camp list. Remember to carry
Can you rescue the Commander before he is turned, and all Legion secrets extracted forward with the results of the mission. If the soldiers return unsuccessful, describe
from him, or end him before it's too late? Can you make it out alive? We play to find out. the desperate looks on the Legionnaire’s faces. If they came through, describe the
relief palpable at camp or the signs of celebration. Remember that whatever event
the first mis sion you select should be crossed off the list so that it does not repeat. Have the mission
soldiers debrief with the commanders.
After they make characters and the Legion. Have them select up to four specialists and
one squad for this mission. Then tell them this: ‹‹ Time Passes. Increase the time clock by 1 (Commander), increase pressure by 1
(Commander) and consume 1 Food (the circle, Quartermaster).
The rain and thunder is punctuated by the howls of undead above. The rainwater exits the
‹‹ Campaign Actions. The Quartermaster declares campaign actions based on morale
drainage pipe. Your Chosen will lead an assault on the main gates as a distraction shortly.
and supply expenditure. If you have a Spymaster, they send spies on assignments.
This is a stealth and speed mission. Get in. Get the Commander. Get out. Whatever you
do don't let the undead learn all the Legion's secrets. Do not fail. ‹‹ Legion Advances. Usually the Commander says if the Legion advances at this point.
This time they must advance to a more secure location. Have the Commander do the
Set up an 8-clock for the castle alert and an 10-clock for the Commander breaking steps of Legion advancement (roll 1d per pressure, and mark time as appropriate,
(they're very strong willed). Make a 10-clock for Zora (4d) fighting an Infamous led then reset pressure to 0). The Legion is now at the Western Front.
troops at the gates. Roll for the battle whenever it seems like time has passed. The ‹‹ Generate Missions. Consult with the Commander on which mission type they
Legion and the Chosen retreat when the clock is full, and all the undead can focus on want to focus on (Assault or Scout at the Western Front), generate missions (GM role
searching the castle. The mission is to recover the Commander, not kill everything. sheet), and answer intel questions as appropriate. Have the commander pick one
Have the Marshal roll the appropriate assault mission engagement roll (Quartermaster primary and one secondary mission. Explain that base camp is frequently attacked,
may spend Black Shot as appropriate) and use it to set the starting position. and only 2 squads can be spared and equiped for missions.

Obstacles across three instances (sewers, grounds and keep) stand in the way of success.
Remember the night is dark and there is a storm, if folks try to climb or hide.
the campaign
The above is the basic cycle of the game. Each of the Generals should have an
Undead: The sewers have some packs of feral undead prowling, and grates to overcome. understanding of their role now (Commander, Quartermaster and Marshal).
The grounds and keep have patrols of undead line troops (they are under orders,
Remember to carry the results of the starting (and all future) missions in the fiction. If
suspicious or loud activity may raise the alarm clock, but they will usually look first
the players find a weakness in the enemy ranks, offer opportunities to exploit it. If they
where the activity occurred) with a few elites on the grounds overseeing them. The
fail to rescue a village from the enemy armies, bring back those villagers as recognizeable
Legion Commander is in the keep dungeon in a room with a red-hooded, pale Inquisitor
undead. Everything the Legion does or doesn’t do has an impact on the story.
(threat 2, pale, hooded, unsettling) and two black-flame containing Cinder Guards
(threat 3, armored, brutal, potent). Play to find out if the Legion makes it to Skydagger Keep, and what it costs. Good luck.
broken advancement
Blighter starts with the Abominable Science ability. OF
Playtest Version 1.0 Beta
Blighter gains an additional Broken ability when...
You first select your Broken.
An Undead Advance clock is filled (see Commander sheet) broken: blighter
This is a handout for the gm role.

blighter Also called the The Foul, and Corruptor of Flesh. The Broken were once Chosen. But when facing the Cinder King three years ago, he
Broke them, creating undead generals that now serve him. When humanity levied
new armies and crossed the Eastwall with Black Shot to fight again, they were not
broken abilities prepared for the new horrors the Broken had created. Now, the Broken advance
eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last
Abominable Science: Blighter’s
‹‹ large scale bastion of humanity on the continent.
chirurgeons learn to stitch writhing Blighter was once Elenessa, a high engineer-priestess of the Orite triumverate of
undead together. Horrors can appear crafter gods—the Builder, the Maker and the Crafter. When Alanna (a famous
in any mission. Bartan warrior) won her favor during an Orite knightly competition, their
Attrition Strategies: Blighter
‹‹ romance became the stuff of poems and song. Once the Cinder King rose in the
attacks & poisons supply lines. Supply West and began his march, she was Bound to the Crafter—a god whose devout
mission engagement rolls take -1d. practice the great Craft of Alchemy. Once Broken, the Craft itself became tainted,
Cruel Gluttony: Blighter Crafts
‹‹ and now its practicioners eventually corrupt and become undead themselves.
fluids that brew acid inside undead. The weakest of the Broken, she uses her Craft, intellect, and cunning to make up
Gut-sacks can appear in any mission. for a lack of raw power. Her full title is Flesh Blighter, and she's also called the Foul,
Plague-Bearer: Gut-sacks and
‹‹ Corruptor of Flesh, and Plaguebringer. The troops tend to just call her Blighter.
Spitters cause festering wounds. At the
end of a mission, untreated festering Before Play. To prepare the Broken for the campaign do the following:
wounds cause +1 corruption each. ‹‹Broken Abilities. Check the Broken advancement section. Each broken
Modern Warfare: Blighter's troops
‹‹ starts with one ability, and you get to choose one more to start your campaign.
carry apporpriate fine arms and armor.
Your Duties. During the game do the following:
Scars of War: Blighter's troops can
‹‹
corrupt the land. Poison mists erupt ‹‹Make Your Broken Terrifying. Make the undead worthy adversaries
and plague the countryside. While capable of threatening humanity's very existence. Showcase the particular flavor
not ever-present, they may rise up of horror this Broken's troops embody.
suddenly, as consequences of a roll. ‹‹Make Them Mysterious. Though regularly facing the undead, humanity
Toxic Mutagen: Blighter’s troops
‹‹ knows relatively little about the Broken. Let them find out in play, and keep
coat their weapons in an alchemical them off balance by introducing new tactics and horrors as the undead advance.
oil, causing an additional corruption
‹‹Make Them Petty. Though individuals seldom catch a Broken's eye, the undead
when they wound someone.
generals will notice when they are slighted. Have them set traps, and retaliate for
Violent Emulsion: Blighter Crafts
‹‹ major victories, and wait patiently for a chance to return the favor. Though bound
undead to overdrive bile production.
to serve the Cinder King, the Broken often fight amongst each other, and their
Spitters can appear in any mission.
petty squabbles and rivalries might snatch victory away when it should be certain.
undead armies infamous threat 3 - You need a plan, friends, and some good equipment.
Red Hook (infamous horror): After a nasty encounter with a fortified position,
line tro ops threat 1 - Well equipped soldiers can fight a few. this Horror lost a hand, which was replaced by a hook on a chain. It uses this hook to
scale walls and drag about soldiers screaming—hoping to lure their friends out.
Rotters: Undead burning with a hate for the living; these corpses
continue to rot, even as dark sorcery compels them into battle. To The Doctor (infamous crow): Once in a while, Crows regain their former intellect.
make Rotters, corpses have a Crafted liquid forced through their The Doctor is one of these. A chirurgeon, he can be found improvising repairs and
veins. Carts with cannisters of this liquid make good mission targets. modifications on rotters, often with parts carved from still-dying Legionnaires.
Blighter is always tinkering with Crafted plagues and toxins which,
Wailer (infamous horror): Most horrors have one head. Wailer has nine embedded
given they're in a person before death, can raise rotters.
about its body, all crying and screaming in horrific dissonance. The creature also has
Crows: A striking sight on the field of battle, these undead make half a dozen spikes inset into it that it often uses to carry back bodies for "repairs".
no sound, but wear plague masks and cloaks. The troops nicknamed
them after watching them walk amongst the dead, marking corpses
to be taken and raised. Their very presence focuses and organizes the
lieutenants threat 4 - Some of you will die. Good luck.

undead. The process of their creation is unclear, but their movements Viktor Karhowl, Macabre Scientist: A corrupted engineer that, while not dead,
are incredibly fluid, and their bodies rapidly decay if killed. has long since traded in his humanity for a seat at the Cinder King’s table. Blighter uses
his clever designs for siege weapons and advanced clockworks to build up her army.
Black Rotting Gale, the Abomination: A joint venture of Viktor and Blighter,
elites threat 2 - A dangerous fight. Bring friends.
this Horror exchanged raw size for tubes and tanks of alchemicals. As it walks, it vents
Elite troops take a lot more resources and time to create, so they aren't as common a cloud that's toxic to all organic matter. It yearns to deprive the land of all natural life.
as the line troops. Each should worry Legionnaires when spotted. Infamous elites are
Lugos, the Clockwork Assassin: This Crow has much of its body replaced with
ones that have survived numerous battles.
advanced clockworks, enhancing strength and vision. Its armor makes it immune to
Gut-Sacks: Failed attempts at crafting Spitters, Gut-sacks are more Black Shot and most blades. It habitually winds itself. Feels only when surrounded by fear.
numerous than other Elites. Their pendulous and corpulent bodies
might be almost comical if it wasn't for their terrifying effect. When
killed, their bodies explode in a shower of poison and flesh melting look, themes, and tactics
acid. Most troops with Gut-sacks tend to have a few, or another Elite Blighter's legions are packs of Rotters (6-12) controlled by a Crow or Elite. Without
or Crow once the Gut-sacks charge in and explode. supervision Rotters are feral and unfocused, showcasing a bestial desire to chew apart
enemies without discipline or tactics. Supplementing her troops are engineered weapons
Horrors: Freakish amalgamation of parts of different people,
stitched together into a towering beast of festering anger. These used to deliver acids, toxic mists and poisons.
eight-to-ten foot tall giants fall only to concentrated fire or heavy Blighter: Blighter is a pale, hooded, leather-clad figure with dark hair and green eyes.
weaponry—Black Shot does not kill them outright. Many are She bears alchemical Seals on her gloves and bandoliers of chemicals about her body.
augumented by metal or machined parts or armor screwed into Reports say she maintains the illusion of life. She fights as a Threat 5 enemy.
flesh. Some have multiple bodies stitched together.
Tactics: Blighter wields powerful Craft (alchemy). Not physically potent, she mixes
Spitters: Blighter captures and transports cages of people to make human ingenuity with alchemy, creating siege weapons, and having her undead bear
Spitters. They must be injected alive, and their mouths sewn shut arms and armor. When possible she prefers guile and cunning to open battle. Blighter
while their insides transform. If the formula is off, or they die before tolerates living among her ranks, and treats them better than the other Broken.
transforming they become Gut-sacks. Spitters constantly dribble Themes: Body horror. Surgery and science gone wrong. Toxic gasses and the horrors
flesh-melting acid, and can projectile-vomit it at surprising distances. of trench warfare. Troops oozing pus and disease. Bodies knitted together in disturbing
As a troop they are used for area denial and mid-range engagements. ways. Limbs and organs where they shouldn't be. Open sores. Bolted-on parts.
broken advancement
Breaker starts with the The Coven ability. OF
Playtest Version 1.0 Beta
Breaker gains an additional Broken ability when...
You first select your Broken.
An Undead Advance clock is filled (see Commander sheet) broken: breaker
This is a handout for the gm role.

breaker Also called the Stormbreaker, and Bringer of Thunder. The Broken were once Chosen. But when facing the Cinder King three years ago, he
Broke them, creating undead generals that now serve him. When humanity levied
new armies and crossed the Eastwall with Black Shot to fight again, they were not
broken abilities prepared for the new horrors the Broken had created. Now, the Broken advance
eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last
The Coven: Breaker imbues still
‹‹ large scale bastion of humanity on the continent.
living bodies with pieces of herself Breaker was once Myniika Arya, a priestess of the Bartan godess Kara-anima.
to craft acolytes. Shadow Witches
can appear in any mission.
Unlike many of her fellow chosen, she was not world-famous, or of high birth.
An orphan adopted by a priestess, she dedicated her life to traveling the Bartan
The Changing Curse: Shadow
‹‹ coast—as the way of her order—praying to alleviate the worst of storms, warding
Witches twist the living. Transformed boats, and living a quiet life of meditation on coastal islands. A mystic powerhouse
can appear in any mission.
among the Chosen, she rode in the Vanguard of the assault on the Cinder King.
Breeding Pits: Breaker makes a
‹‹ Her breaking site is still scorched from lightning that kept striking it for a week.
ziggurat of wailng bodies to summon
and corrupt sacred beasts. Devourers Her full title is Stormbreaker, also called the Bringer of Thunder or The Weather
can appear in any mission. Witch. Her ability to weave hexes and dark magic impressed even the Cinder King.
Nature's Fury: Breaker & Witches
‹‹ With Breaker on the field, the natural order cannot be trusted.
can hex nature, covering troops with
fog and storms, and animating trees Before Play. To prepare the Broken for the campaign do the following:
in combat. ‹‹Broken Abilities. Check the Broken advancement section. Each broken
Storm Riding: Shadow Witches
‹‹ starts with one ability, and you get to choose one more to start your campaign.
learn to use the lightning forces inside
Burned to jump from body to body, Your Duties. During the game do the following:
allowing them to escape death.
‹‹Make Your Broken Terrifying. Make the undead worthy adversaries
Wild Awakening: Shadow Witches
‹‹
and Breaker hex animals into spies capable of threatening humanity's very existence. Showcase the particular flavor
and packs for the Transformed to of horror this Broken's troops embody.
run with. ‹‹Make Them Mysterious. Though regularly facing the undead, humanity
Dark Visions: Breaker hexes the
‹‹ knows relatively little about the Broken. Let them find out in play, and keep
Legion with screaming nightmares. them off balance by introducing new tactics and horrors as the undead advance.
Liberties restores 1 less stress and
morale. ‹‹Make Them Petty. Though individuals seldom catch a Broken's eye, the undead
Defilement: Breaker’s defilement of
‹‹ generals will notice when they are slighted. Have them set traps, and retaliate for
religious sites has diminished the holy major victories, and wait patiently for a chance to return the favor. Though bound
influences in this region. Religious to serve the Cinder King, the Broken often fight amongst each other, and their
mission engagement rolls take -1d. petty squabbles and rivalries might snatch victory away when it should be certain.
undead armies infamous threat 3 - You need a plan, friends, and some good equipment.
Chimera (infamous transformed): An early Changing Curse experiment,
line tro ops threat 1 - Well equipped soldiers can fight a few. Chimera somehow survived. Unlike most Transformed, he's a mix of several animal
parts, the heads of a few which keep trying to bite and chew apart his body constantly.
Burned: Burned are are made by taking freshly killed or still
living people and impaling them on specially prepared trees with Silver (infamous devourer): Breaker's personal steed, Silver is named for his color.
sharpened branches, then summoning near-perpetual storms to With a fourteen foot wingspan, potent strength, he's a terror on the battlefield known
blast them with lightning. Burned often give off sparks and minor for riding storms, and dropping soldiers on their friends from vast heights.
shocks when struck, and are still warm inside unlike other undead.
Walker, the Passing Curse: A Hexed that carves his sigils on others, and has
Destroying such trees should be a priority for the Legion.
learned to transfer his essence—Walker works alone. Many Legionnaire squads have
Hexed: Breaker and her acolytes carve sigils into flesh that can realized far too late that one of their members was not who they seeemed.
dominate minds of victims, breaking their soul down directly
without killing them first. While under the supervision of one of
her Shadow Witches, a Hexed can pass to casual inspection as a
lieutenants threat 4 - Some of you will die. Good luck.

normal person. With these in her arsenal, even the most docile of Ogiyer, the Cinder Guard: Red armored, this decayed body is hollow and filled
villages remains a threat. with Black Flame. Why the Cinder King wants oversight on Breaker is unclear, but
this potent, armored monstrosity is never too far from her side.
The Hag: The Hag killed and devoured her coven and decorates herself with their
elites threat 2 - A dangerous fight. Bring friends.
skulls. She's warped into a far more powerful force, capable of sustaining multiple
Elite troops take a lot more resources and time to create, so they aren't as common hexes at once. She looks for opportunities to devour more Breaker essence at every turn.
as the line troops. Each should worry Legionnaires when spotted. Infamous elites are
Bhed, the Wolf: A Transformed who shrugs off most wounds, this nine-foot tall
ones that have survived numerous battles.
wolf-headed beast-man is always sorrounded by a circle of five shadow witches, to
Shadow Witches: Infused with a piece of Breaker stitched into make sure his mental bindings never slip, and his rage never turns instead on Breaker.
their body, these former people beg for forgiveness in combat, but
are controlled from within. No longer human, Shadow Witches
use hexes to twist the world around them to their whim, binding look, themes, and tactics
limbs, corrupting animals, befouling supplies, and weakening troops Breaker's legions are mixes of Burned and Hexed (12-18) guarding and supporting
before setting rank and file undead on them. a single Shadow Witch. Without supervision, Burned are feral and Hexed dull and
unfocused unless provoked. Her troops will often attempt ambushes, using hexes and
Transformed: The sigils carved into Hexed, are changed to also
warp bodies, changing pieces of people into animal parts. These magic to weaken their foes before striking, but are not afraid to engage if needed.
transformations are never clean, some limbs never making the full Breaker: Breaker is a gaunt, pale figure, using illusion to accent her beauty. In mockery
transformation, and others becoming twisted or enlarged. Always of Bartan tradition, she has replaced the bond-jewelry crafted of tokens family and
consumed by the pain of their transformation, they are a terrifyingly friends have given you, with bones of family and friends she's murdered. The rattling
effective shock troop in Breaker’s forces. of this garb often preceeds her, and Legion fears it. She fights as a Threat 5 enemy.

Devourers: Once the sacread, rainbow-feathered beasts of Kara- Tactics: Breaker’s likes to inspire fear in her targets, toying with people as she confuses
anima, Breaker summons these large, bat-like creatures and shares their senses, instills doubt, and takes away their choices. She relies on her inherent
her corruption with them, making Devourers. Now covered in black control of lightning, and monstrous things bound to her when it's time to deploy force.
feathers, and mange-ridden fur, they strike from the skies with razor Themes: Long blood rituals. Tension, uncertainty and psychological horror. Perversion
sharp teeth, dragging off fully armored soliers. Their shrieking caw of natural order. Wind, thunder, lightning and wailing. Monstrous transformations of
can strike fear into the heart of any Legionnaire. beautiful things. Hexes that bind the bones, and make you doubt what you see.
broken advancement
Render starts with the The Sworn ability. OF
Playtest Version 1.0 Beta
Render gains an additional Broken ability when...
You first select your Broken.
An Undead Advance clock is filled (see Commander sheet) broken: render
This is a handout for the gm role.

render Also called the Bonerender, and The Hollow Knight. The Broken were once Chosen. But when facing the Cinder King three years ago, he
Broke them, creating undead generals that now serve him. When humanity levied
new armies and crossed the Eastwall with Black Shot to fight again, they were not
broken abilities prepared for the new horrors the Broken had created. Now, the Broken advance
eastward on the Eastern kingdoms, fighting on several fronts to gain access to the last
The Sworn: Some oaths transcend
‹‹ large scale bastion of humanity on the continent.
death. Knights of the Black Oak can The Living God of the Zemyati ages ago created nine Chosen, and unlike the
appear in any mission. Chosen of other gods they've never burnt out or faded, only dying when called to
The Forge: Render Forges blades of
‹‹ their task. Legends of figures in the forests and mountains performing miracles, or
the fallen and cinderblood into Elites. saving the lost are common in Zemya. Vlaisim—the Shining One—stepped out of
Thorns can appear in any mission. the mountains three years ago, saying he was called to end the war. When Breaking
Heartless: Render grants those that
‹‹ him, the Cinder King burned Vlasim's face, and refuses to let him hide it. Now
carve out their own hearts strength. clad in black armor, he's only filled with hate, which he infects his legions with.
Heartless can appear in any mission. His full title is Bonerender, also called the Hollow Knight, or the Burned One
Spearforge: Render smiths massive,
‹‹ (never to his face). His physical prowess is unmatched among the Broken and the
bladed, corrupting, black-iron spears Cinder King has granted him the secret of Cinderblood to warp his armies further.
that Heartless carry and Knights fire A precious resource, it has powers beyond that of alchemy.
from ballistae.
Before Play. To prepare the Broken for the campaign do the following:
Fury: Render learns to spread his hate
‹‹
to his line troops. Gaunt now move
‹‹Broken Abilities. Check the Broken advancement section. Each broken
swiftly and can act with cunning if their starts with one ability, and you get to choose one more to start your campaign.
elite dies.
Your Duties. During the game do the following:
Shredders: Remnants of Thorns,
‹‹
‹‹Make Your Broken Terrifying. Make the undead worthy adversaries
these balls of blades and Renders blood
explode when near troops. Often buried capable of threatening humanity's very existence. Showcase the particular flavor
in the ground, or thrown into squads. of horror this Broken's troops embody.
‹‹Forced March: Render's troops, ‹‹Make Them Mysterious. Though regularly facing the undead, humanity
fueled by rage, push forward. Add 3 ticks knows relatively little about the Broken. Let them find out in play, and keep
to the Time clock (Commander). them off balance by introducing new tactics and horrors as the undead advance.
Massacre: Render's savage tactics and
‹‹ ‹‹Make Them Petty. Though individuals seldom catch a Broken's eye, the undead
defiling use of the dead instills fear in all generals will notice when they are slighted. Have them set traps, and retaliate for
soldiers. Assault mission engagement major victories, and wait patiently for a chance to return the favor. Though bound
rolls take -1d. to serve the Cinder King, the Broken often fight amongst each other, and their
petty squabbles and rivalries might snatch victory away when it should be certain.
undead armies infamous threat 3 - You need a plan, friends, and some good equipment.
Ache (infamous heartless): Born with his heart on the right, Ache has two holes in
line tro ops threat 1 - Well equipped soldiers can fight a few. his chest. His heart-hole stays empty, but he places the head of his most recent conquest
in the other. This dessicated head tells him secrets that only the dead could know.
The Gaunt: Humans drained over the course of months, their
blood infused with Cinderblood and reinjected, these monsters Eater (infamous hound): This black-skinned hound feasts on the last breath of
have had armor and plates bolted and fused directly onto their flesh. the dying, stealing a touch of their essence. The voices of many dead echo through its
None survive the process, reanimating after they are so equipped. baying, and cause physical pain or hallucinations in the minds of its prey.
They are slower than most undead but the armor can make landing
Shatter (infamous thorn): A Thorn forged including blades of two dead Chosen,
shots particularly tricky.
it's movements are precise and the metal sounds of it's movements exude malice. It's
Hounds: Hounds were once people, now with eyes sewn shut, lips said Chosen blood is mixed inside it, and it seems to seek any remnant of more.
ripped off, teeth filed to points, and chains attached to their ribs,
spines or collar bones. They smell the breath of the living—holding
your breath can help you hide—and most elites in Render's army
lieutenants threat 4 - Some of you will die. Good luck.

hold a few on a leash to find any escaped enemies, rewarding a good Irag, the Flayed: A Knight reknowned as a weaponmaster, he has removed all his
hunt with a limb of the hunted to feast on. skin as a show of loyalty to Render. Arrows and bullets are lodged in his flesh, but
he feels no pain. Render feeds him pure Cinderblood, giving him immense strength.
Mihkin, the Black General: Astride on an armored steed, Mihkin bears a holy
elites threat 2 - A dangerous fight. Bring friends.
lance, cut from his family tree, now blackened and twisted. On his shoulders are the
Elite troops take a lot more resources and time to create, so they aren't as common skulls of those that disagreed with his choice to keep the Knights loyal to Render.
as the line troops. Each should worry Legionnaires when spotted. Infamous elites are
Zenya, the Black Archer: A beautiful black-haired woman, Zenya is the primary
ones that have survived numerous battles.
scout for the Black Oak. Her quiver is filled with arrows Render has gifted her with,
Knights of the Black Oak: A holy order sworn to Vlaisim who each causing corruption, and disease that can burn a man from inside.
have chosen to remain loyal after his Breaking. They are a mix of
pikemen and heavy cavalry, but their time with Render has changed
them. Many bear grisly trophies, and carve their flesh as gestures of look, themes, and tactics
loyalty. Many use hooks on chains to drag back the still living to be Render's legions are Gaunt (6-12) supporting a Heartless, or units of Knights of the Oak
converted. Being living, they are unphased by Black Shot. (6-8) on foot or horseback. Both will usually have a few hounds chained for tracking
or a single Thorn as a shock troop. Without supervision Gaunt are are destructive, and
Heartless: Often taken from the ranks of the Knights, these giant
men wear ornate metal armor, except on their torsos. There, they Hounds vicious but each Knight is intelligent and a trained soldier.
bare their flesh, to show the hole where their heart was brutally Render: Render is 7-feet tall and covered in solid black armor, wielding a massive
removed always on proud display for Render's inspection. They solid-metal-spear. His echoing voice sounds like grinding iron. The few that have seen
posess immense strength, and wield oversized metal weapons they him say he is pale, with a palmprint burned onto his face that still smoulders. He fights
use to sever limbs and armor. as a Threat 5 enemy, potent in melee.

Thorns: Monstrosities made of the blades of the fallen killed by Tactics: Render echoes edicts categorically, brooking neither indecision nor
Renders troops, they are (mostly) humanoid figures composed of compromise. He is knowledgeable in military strategy, and knows how to delegate to
knives bound by Cinderblood. They need blood to refresh their supply his knights, but prefers direct approaches that utlize his troops strength and potency.
frequenlty, often hugging people to themselves and shredding them as Themes: Brutal simplicity. Overwhelming force. Hunger for blood. The unstoppable
they absorb what they need. When alone, they might capture people tide of undead. Metal and smoke and fire and soot. The depersonalization of war.
and slowly amputate parts over days to sustain themselves. Totalitarianism and rigidity. Piles of dead bodies. Rivers running red with blood.
SKYDAGGER KEEP
Skydagger—the keep named after its tall, pointed spire—whose walls guard the only pass
through the Westwall mountains. The only thing standing between the Broken hordes
in Aldemark and passage into Barta and the Eastern Kingdoms. The Legion has a few
precious hours before the bulk of the undead bring their numbers to bear—hours that must
be spent readying the old, unused Keep to hold a sizeable force amidst the bitter, biting cold. the final wave the last objective

Preparing the Keep and defending it from the oncoming horde plays out out as a series This is it. A broken assaults the wall and the keep must hold. This is the final wave
of vignettes or missions. Each vignette or mission is occuring at approximately the of this campaign, and it's resolved as a fortune roll, to see how prepared the Legion
same time, so a specialist or squad assigned to one cannot be reused for another. The is to weather it. Assemble the dice based on the following:
commander decides in what order the vignettes will be done, the Marshal for who is ‹‹ The Survivors. Always start with 1d for making it to the final wave.
assigned to which, and the quartermaster for what resources are assigned to each task. ‹‹ The Blessed. Take +1d if your Chosen is still alive and with the Legion.
‹‹ The Prepared. Take +1d for each Siege Weapon the Quartermaster has.
vignettes ‹‹ The Resourceful. Take +1d if the Legion has both a Mercy and Alchemist.
There are six objectives that need to be completed before the keep can hold against the
undead during the winter months. Skip any of these, and tremendous risks will make The Brave. Take +1d if you've lit the fires at Kevala.
‹‹
it almost impossible to keep the Eastern Kingdoms from being overrun. The Blessed. Take +1d if someone in the Legion can weave moonlight.
‹‹
Reinforce the Ramparts and Gates. Skydagger has not been upkept in
‹‹ The Angry. Take +1d if the Legion has Flame Oil supplies.
‹‹
decades, or ever been besieged. Start a 10-segment long term project, and assign a The Godslayers. Take +1d if you can ring a bell to end Broken power.
‹‹
specialist and a squad to it. Roll once before each mission. Add +1d to each roll for The Graverobbers. Take +1d if you have the head or chain of a past Chosen.
‹‹
each Laborers squad the Legion has. Completing the project completes this mission.
The Warded. Take +1d if the Legion carries an Old Empire warding stone
‹‹
Hold the Lower Pass. One squad and up to 3 specialists must hold the pass. If
‹‹ for protection at the gates.
they manage to hold of 3 enemy units, and an infamous, the mission is complete.
This counts as an assault mission. If at least one enemy Broken is dead, you do not The Weary. Take -1d if Legion Morale is 3 or less.
‹‹
need to do this mission. Enemy at the Gates. Take -1d if you have 3 or fewer time remaining.
‹‹
Stop the Main Force. Assign one squad and 2 specilists to a dangerous scouting
‹‹ The Endless Foes. Take -1d for each Lieutenant or Infamous left alive.
‹‹
mission that involved dangerous climbs and undead patrols. The objective is to start
an avalanche and seal stall the undead main force while their advance units are held Your final totals are affected as follows: Poor (1-3, -20 points to final score): The
at the lower pass. Legion is hard pressed to survive the winter, much less the unead. Bitter (4-5,
-10 points to final score): The Legion may hold, but this will likely be their last
Assemble the Siege Weapons. There are a few underground routes to siege
‹‹ stand. Victors (6, no moifiers to final score): The Legion is well prepared to hold
weapon positions on the cliffs above. Nobody knows if the undead have sent more the keep, and will have strong footing when it's time to do so. The Legends (Crit,
nimble units to reach them overland, or what might be nesting amidst the tunnels. +10 points to final score): The Legion scores a massive victory and the undead
Assign one squad and 2 specialists to this supply mission. Take +1d to the Engagement are cautious to challenge them.
roll if the legion has Siege Weapons, or you must repair the old, unused ones above.
Hold the Second Wave. Fight off the Lieutenant and the undead at the walls.
‹‹
Your Chosen will take the field (make a 10-clock for the chosen and the Lieutenant
as they clash). They will attempt to scale the walls an get in. If the ramparts and
gates mission is complete, add +1d to your engagement roll. Assign 1 unit and up
to 3 specialists.
BACK AT CAMP FINAL SCORING
After missions are done but before Campaign actions - play out a small scene about Here is how you calculate your final score for the campaign. Although it might be fun
what happened at camp during or shortly after the mission. Remember to carry the to see how good (or disastrous) your campaign was - it's most relevant if you want to
story forward (ex: soldier desertions and deaths still cause morale loss). Explore the continue your game. The final score for each campaign is used to set up the next chapter
struggles of life on the road while together with soldiers from many different cultures. of the Legion's story (such as the defense of Skydagger Keep).
The GM should select an event below based on morale (1-3: low, 4-7 medium and 8+ Low scores mean that you'll start weaker in the next round and might have trouble
high). Mark it off, and frame the scene. If no events are unmarked, use the next bracket catching up as the story advances. It's a metric to have an idea whether your Legion
down (life in battle and on the run eventually grinds everyone down). Ask the Marshal will be able to survive to the last campaign (or if you feel like jumping into a future
for an appropriate Legionnaire if you don't immediately know who's present. chapter to begin with - to let you decide how you want to play).
The prompts are loose inspiration. Experimentation on undead might be a soldier After the Final Mission at Skydagger keep.
trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may
‹‹ Survivors. You made it! Before winter! Gain 20 points.
seek protection, donation of food supplies, or be emissaries from a nearby settlement.
Soldiers and Troops. Have the Marshal condense troops to fill out squads then:
type ‹‹ Soldiers Live. For each squad annihilated (0 survivors) subtract 10 points.
 Soldiers hold a remembrance for the fallen. ‹‹ Formation. For each wounded squad (<5 survivors) subtract 5 points.
‹‹ Specialists. For each surviving specialist gain 5 points.
 A young soldier is detonating munitions, egged on by other soldiers.
high morale

‹‹ Chosen. For each chosen advance gain 10 points.


 Storms darken the skies. Rumors and wild speculation spread.
‹‹ Morale. If your morale is between 4-7 gain 5 points. If it's 8+ gain 10 points.
 Supply crates go missing, but no one admits to knowing why.
Supplies to Hold. Have the Quartermaster answer the following:
 A squad talks about home, and asks their captain about theirs.
‹‹ Supplies. For each supply remaining, gain 5 points.
 Your Chosen has fallen silent and refuses to speak to anyone. ‹‹ Siege Weapons. You'll need these to hold the keep. For each one gain 5 points.
 A fight breaks out over a legionnaire stealing from another legionnaire, ‹‹ Laborers. You need these to fortify the keep. For each gain 5 points.
medium morale

 After an undead attack the Legion must break camp and relocate. Path. Have the Commander answer the following:
 A soldier is caught selling supplies to locals for special treats or favors. ‹‹ Special Missions. For each Special mission complete gain 5 points.

 News arives of devastation from a different front. ‹‹ Relics. Are you bearing any relics found on special missions? Gain 10 points.
‹‹ Lieutenants. For each enemy Lieutenant slain gain 10 points.
 A squad refuses to go into the field until their captain is replaced
‹‹ Broken. If you slew a broken? Gain 30 points.
  A band of refugees stumbles upon your camp and begs for help.
 A festering blight wound covered up by a soldier is revealed.
 A bunch of Legion medical supplies are missing, The wounded cry. your final score:
low morale

 Hidden experimentation on an undead is uncovered within the camp.


  Screams can be heard in the distance at all hours, preventing any rest.
  A hungry squad that resorted to foraging becomes badly ill. You can start future campaigns by just picking a score to jump ahead or set the difficulty
with your group. If you carry scores through be aware that low scores might mean that
   A deserter is caught before they can leave, judgement must be passed. you'll start weaker in the next round and possibly have even more trouble later on.
CULTURES OF THE WEST
aldermani OF
Playtest Version 1.0 Beta
Aldermark was glad to lose the yoke of the Old Empire, and looks down on those
that still venerate its remains. Somewhat xenophobic they tend to value their own
culture and twin gods above others. They're olive-skinned people with brown and
black hair. Ravaged recently by the undead, they remain a proud people, using TIME LINE
their own language whenever possible, and priding themselves on surviving. - 821 Old Empire Founding   - 413 Tantarus Ascends
They're known for a powerful cavalry (mostly from the plains) and great hunters
(in the north). They've turned the money raised through trade into buying Orite Though cultures existed previous, they The 7th Emperor takes the throne of the
inventions, having black powder technology, good roads, and some rudimentary didn't keep great records untill the first Old Empire.
steam engines fueled by their many forests. Emperor standardized writing. Historical
 - 427 Legion Founded
texts are written using OEF notation—
First Name: Aldke, Buren, Deikart, Fulon, Haghulm, Hanar, Janton, Zigfren; Tantarus founds the Legion as an elite
Anjika, Ennika, Erelda, Grisynn, Idlin, Joha, Karona, Katriza, Kola, Lenia, Sarina. Old Empire founding being set as the
year 0. unit trained to fight supernatural or
Family Name: Beher, Jeiker, Pober, Scharel, Schmeker, Skeider, Weidt, Weyer. impossible threats under his personal
the dar - 283 Empire Shattered 
The Last Emperor is killed by a Chosen
banner.

An ancient cataclysm broke Dar. Now shadow demons are bound to its confines  - 191 The Godswar
and the Legion becomes a mercenary The Chosen battle each other. Legion is
and walk the ashen wasteland of it, with few arable cities and paths warded by
ancient stones. North of it is the Gap, a pit so deep the ocean flows into it at high unit, selling services to nations that can reduced to a handful before rebuilding.
tide and it has not filled. At the center of Dar is a basalt throne, which once had a afford them.
crown of True Fire floating above it. Why would anyone stay in such a hellish land?
- 11 Cinder King Appears   - 9 The First Breaking
The pale haired, pale skinned Dar can't leave. After a few years away, the bodies
of anyone born in Dar start bleeding until they die or return to the cursed land. The Cinder King gains a crown of True A Chosen manifests itself in the western
Many refuse to take the Dar black coinage, and are superstitious about catching the Fire and emerges in the West. He uses kingdom to face the Cinder King. The
curse of the pale folk. They are haunted, but iron willed, and do what they must. sorceries to slay a city and build his army. First Breaking occurs.
First Name: Basar, Birosh, Garanj, Hirem, Kibak, Mekan, Okosh, Pogan, Sarkar;
Akara, Orosha, Gada, Beila, Hikata, Mekuna, Okona, Paya, Sakara, Zagona. -8 to - 7 Conquest of Royin   - 6 Battle for Aldemark
Last Name: Bekatief, Lahazar, Mehalsun, Omonar, Royota, Siharun, Zohitar. Cinder king conquers the Confederacy of Cinder king faces the Aldermani armies.
other places Royin. Their Chosen does not manifest.
Aldermark marshals its armies, and the
When he breaks one of the Twins nine
Chosen appear immeiately in the Eastern
West of Aldemark are some notable areas that may be noted in the Legions Annals. Twin Gods Choose. Kingdoms. Eastern Kingdoms marshal
The Confederacy of Royin. A theocracy that worships a single god, but whose their armies.
-6 to -3 Aldemark Conquest 
Chosen often leave offsprng which bear powers that can be passed on through
bloodlines. Many tales are told of these Blooded heroes, but most were killed Cinder King pushes east. The Aldermani
 - 3 Great Breaking
when the Cinder King razed the country almost a decade ago. fight a retreating battle buying time.
Cinder King crosses the Tigeria. Black shot helps the Eastern armies push
The Great Cities of the Wastes. The Bone Wastes are considered an inhospitable the Cinder King back. In a decisive battle
desert land, except for the Great Cities. Each boasting a unique culture, they exist -3 to -1 New Muster  five Chosen are Broken, but the line holds.
as treasured stops and the backbone of the trade routes through the Wastes. Each
has a powerful ruler claiming a different title. Stories abide of Sorcerer Kings and Alanna returns to the Eastern Kingdom
Queens, and chained Wastes beasts. for fresh levies. She posits a new plan and  0 Ettanmark Fields
The Principalities of Andrastus. Nobody is sure how many tiny city states are part is granted fresh armies. A Bartan general The Armies lose. What remains retreats
of Andrastus at any given time (the Andrasti Great Families there war constantly, enlists the Legion from their contract in east hoping to hold the Eastern Kingdoms
and some are annexed, or conquered regularly). The one thing known about this the Isles. They march with the armies. in a final stand.
war-torn land is that they will band together if outsider try to claim territory. The
Cinder King has sent one of his Broken to conquer them. TODAY (821 OEF)
CULTURES OF THE east
bartan pañyar
Barta is the largest of the Eastern Kingdoms. Once—long ago—they were invaders Pañya is a land called blessed by the Pañyar and cursed by everyone else. It's a deep
from across the seas, landing in the eastern Kingdoms fleeing a disaster from distant forest sparsely populated, and peppered with ancient ruins. Dangerous beasts roam,
shores. They have been part of the region since before the Old Empire. Barta is a fertile and paths appear and change with the moon cycles. Its inhospitability is why Or
land, and provides food for most of the Eastern Kingdoms. They are a republic, with and Aledermark haven't tried invading each other since the fall of the Old Empire.
each major sub-region electing a religious, and civil head, which together comprise
the Circle (their ruling body). They are matriarchal, and value age and wisdom. Being Pañyar isn't exactly a question of an ethnicity, but of habitation. Anyone that
lives a dozen or so years in the forest gains an animal trait (cat-like eyes, stripped or
Bartans are tall, dark haired people, with skin of varying shades of brown, with red spotted hair, fangs, etc), and once they do, the more dangerous beasts of the woods
or black eyes. They have strong kinship and family alliances, and most Bartans wear tend to leave them alone. The Pañyar build villages and small towns out of wooden
jewelry made of tokens granted to them by family, and people they have forged strong structures and hold to ancient traditions. Their gods (the Horned God of the forest,
friendships with. Contracts and alliances are sealed with such tokens, and many and Nyx the godess of the moon) are more physically present in the world than other
Bartan tales start with such a token being used to gain hospitality, or ask for favors deities, embodying the physical realm in the way others do not.
via ancient alliances. Their dress favors wraps and flowing cloth, where they show
off their mastery of brilliant dyes, and many Bartan decorate their skin with complex Pañyar names have three parts. The first name (a color) is granted by a mother, though
tattoos and detailed, painted designs. There are seven major churches, including the some have special meaning. Silver (the moon's color) means the Panyar is an orphan.
church to the Prophet Godess where daily the priesthood attempts to form a Chosen, Black means their color was taken from them—they are an exile. The second name
which is often how the call to danger is heard across the East. is given by elders when a childs mark appears, as a means of recognizing adulthood.
Bartan names use the Old Empire format (first and family name). Family names are The Pañyar have traditional quests they perform for their third name (some only
always passed on through the mother. have two). They are fluid and will sometimes change their name after a great deed.
First Name: Adikar, Arun, Karoj, Kirish, Makit, Nadit, Parkresh, Raghav, Rakash; First Name: Amber, Azure, Russet, Scarlet, Sapphire, Silver, Vermillion, Violet.
Adisha, Aswina, Rahika, Kalyika, Mitali, Rashi, Kaviya, Riya, Seneha, Shimya, Vani. Second Name: Charging, Dancing, Flowing, Growing, Raging, Surging, Standing.
Family Name: Arani, Chabarti, Dardhi, Dewa, Kapatia, Khatri, Pakshi, Manabur. Third Name: Blaze, Ember, Flood, Grove, Glade, Reef, Storm, Tempest, Tide, Weald.

orite zemyati
Once a grouping of disparate tiny city states, Or was unified by a priesthood of what The Zemyati are a pale-skinned people that inhibit the mountain region of Zemya.
they dub the three Gods of Civilization—The Maker, The Shaper and the Builder. They are organized into clans and often raid to supplement their food, supplies
They forged a nation by proposing an unheard of accord—instead of having one and treasure. They tend to wear heavier cloth with high collars, often with detailed
monarchy and noble structure, Or would recognize all of them at once, and in return embroidery in gold and silver. Both men and women wear jewelry of braided metals,
the priesthood would give to each equal advances. Hence most people in Or have a and decorate clothes with forged pieces reminiscent of armor.
noble title or another (being a Prince of a principality the size of a village), though Each Zemyati bears a small dagger on their person to swear blood oaths with, or
families powerful in trade and holdings are well known among their peers. Orites seal contracts, and is used as part of many of their rituals (such as mourning). Each
first meeting often ask each other probing questions to determine lineage and title. Clan has planted a tree watered at some point with blood of all who would become
Their priesthoods study alchemy and a variety of sciences, and have created many of clan-members, and each family grows in turn a tree in their family home cut from
the wonders seen in the world today. From a variety of clockwork inventions, steam their clan tree. The Zemyati believe each tree is is an abode for their Living God, who
powered engines, to precision ground lenses, and meticulously machined guns. Their answers no Zemyati prayers, but who they believe curses those that break rules of
achievements in metalurgy, math and science are reknown well past the Or borders, hospitality or oaths sworn before such trees. Trees growing inside houses, and caves
and their port capital hosts ships from many nations seeking these wonders. are often signs of Zemyati holy places.
Their cities are cosmopolitan, and Orites are people of many different skin, hair and Zemyati 'last names' are always tied to their Clan. Since all clansfolk share the same
eye colors. They prefer complex inlays in their metalwork and armor, and garments last name, they identify each other by patronymics and monikers. A patronymic
of linen and velvet cloth. As a matter of fashion Orites prefer to wear masks to hats, is usually a parent name with an ending. So Vikei son of Boryev, could be Vikei
and maskmakers are often very distinguished if they are skilled. Boryevich. Kariya daughter of Eleya would be Kariya Eleyovna. Monikers (ex: Vikei
Noble Titles: Princips, Graf, Reina, Viscount, Contessa, Baronet, Dame, Gallant. One Eye, Boryev Keen-axe, Eleya Fire-hair, or Ananika Deer-swift) are also common.
First Name: Alben, Anton, Blas, Cyprian, Elrik, Farian, Leon, Marilo, Rubin, Silvin; First Name: Adrimir, Colay, Gabridyor, Liavel, Maleksei, Melislav, Theonin, Viltory;
Aurora, Chiara, Emetta, Hadriana, Katovica, Livia, Millia, Severina, Tiana, Valeria. Alika, Dania, Emilinya, Freriya, Isalana, Klarina, Sverena, Tatinika, Valentina, Zaya.
Family Name: Albrekt, Garossi, Rodano, Loprio, Martiko, Sanicci, Zardani. Patronymic: -ovich, -evich, -ich; -yevna, -ovna or -ichna.

You might also like