Our World Was Forged in The Dark

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OUR WORLD WAS FORGED IN

THE DARK

OUR TALES WILL LIFT TO THE


STARS LIKE SPARKS FROM
THE FIRE

A BLADES IN THE DARK HACK OF MYTHICAL HEROES


IN A SPIRIT HAUNTED ATOLL

CAMPBELL-GERARD-PEJEAU
THIS WORK IS BASED ON BLADES IN THE DARK (FOUND AT HTTP://WWW.BLADESIN-
THEDARK.COM/), PRODUCT OF ONE SEVEN DESIGN, DEVELOPED AND AUTHORED BY
JOHN HARPER, AND LICENSED FOR OUR USE UNDER THE CREATIVE COMMONS AT-
TRIBUTION 3.0 UNPORTED LICENSE (HTTP://CREATIVECOMMONS.ORG/LICENSES/
BY/3.0/).
WELCOME TO THE ATOLLS JOIN US AT THE FIRE..
This document is for play testing purposes: The Typhoon Atolls is a game about mythical heroes in an island world haunted
- with restless spirits. We will play to learn about myths surrounding the heroes,
TYPHOON ATOLLS QUICK START VERSION 2.4 the growth of the islanders’ culture, and their dramatic dealings with the spirit
realms. Along the way they battle elements, cross roiling seas, steal hidden secrets
The Typhoon Atolls is a game that uses John Harper’s superb “Blades in the Dark” of nature, and protect the islanders from calamities. These tricksters, sages and
rules, if you somehow found this without being aware of John Harper, you should hunters need their stories to be told, and to remain memorable. For heroes of
go to onesevendesign.com posthaste and download everything there. It will change folklore, to be forgotten is worse than death.
your games for the better!
In the Typhoon Atolls, a cluster of islands in a vast ocean, a fledgling group of
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark Logo humans carves out a life surrounded by primeval horrors, hungry ghosts of lost
is © One Seven Design, and is used with permission. peoples and teeming spirits. Unknown islands on the horizon loom and beckon
to Home Islanders, from beyond the reefs. But braving the seas and exploring new
This hack could not have been made without a lot of dedicated playtesters, lands is a job best left to the masked heroes of campfire tales that the islanders call
special thanks should be given to: The Pellikoi.
Corwin Campbell, Stacey Shintani, Chris Kolz, Drue Gilbert, Lindsay Darling,
Jason Luce & Justin Argenio You the player will take up the mask of a Pellikoi and build the mythology of
your people as a boatbuilder completes their work. Together with your fellow
and our brave GenCon Volunteers: heroes you will shape the keep that is your Home Island. In sessions you will add
Brenda Allen, Alyssa, Kevin Carpenter, Miranda Caudil, Harry Coit, Spenser Coit, plank after plank as you go on Journeys to discover, steal or negotiate for the
Adrienne Congdon, Andre Crouch, Will Foy, Tim Hannon, Josh Hanson, Donny Harville, resources, inventions and wisdom that your people will need to thrive in this harsh
Jason Herald, Janeen, Jamin Kaufman, Heather Lindell, James Littlefield, Brian archipelago.
Marshall, Andy Myles, Randy Newton, Todd Peters, Tyler Preston, Justin Resiz, Aaron
Richardson, Jessica Rowell, Joshua Rowell, Chris Schatzman, Jessica Schatzman, May your craft be true and may you find your way home again!
Kevin Schmitt, Alan Sims, Kendra Smeltzer, Matt Smeltzer, Alice Smoniewski, Nate
Smyth, David Straube, Michael White, Mark Zimmerman, GAMEMASTERING THE TYPHOON ATOLLS
A very special thank you to the Scoundrels on G+, your support and advice has been Here’s the short of it:
invaluable!
The PC’s are Supernatural Beings: They should be able to split mountains in twain,
CHANGES IN THIS VERSION: argue the Sun into reversing its course and climb free of the Underworld.
+ADDED THE TAMBOUR PLAYBOOK The PC’s are also Mortal Beings: They can and should get beaten, crushed, stabbed
+ADDED INFLUENCES & MORE THANK YOUS and occaisionally killed. See above though.

Every Journey is a story told around the fire concerning this world’s mythology. Like
all mythologies it will have its share of silly and deadly serious moments. The best
tales have both for contrast.

A good tale also wraps up with the players and GM now able to say: “..and that’s
why - the moon flees across the sky - the ants work together - we set our dead
ALBUM: Anima Mundi, by Philip Glass afloat in canoes - there is a giant crater in the center of the island - etc..”
Renown builds the Island’s Tier, the players build its character.
INFLUENCES: Pop-culture: Princess Mononoke by Hayao Miyazaki, From Dust by Ubisoft Montpelier, Legend of Zelda: Wind Waker by Eiji Aonuma provide the feel.
Touchstones can be found in myths across the Pacific & southern hemisphere, but you should make the Atoll your own.
RULES OVERVIEW PROCEDURES
ACTION ROLLS ACTION ROLL
When a player does something challenging we make an action roll to see how it turns out. 1. The player states their goal for the action.
An action is challenging if there’s an obstacle to the PC’s goal that’s dangerous or 2. The player chooses the action rating that matches what their character is doing in the
troublesome in some way. fiction.
Stalk 3. The GM sets the position for the roll.
The player rolls a number of D6 equal to their character’s action rating (from 1 to Observe 4. The GM sets the effect level for the action.
4). The action rating they use depends on what their character is doing. If they’re Navigate 5. Add bonus dice.
fighting it’s Battle, if they’re using magic it’s Invoke, etc. See the list of actions to Craft 6. The player rolls the dice and we judge the results.
the right.
Traverse BONUS DICE
For each roll we set the position and effect level. Position tells us how dangerous Elude +1D from a teammate if they take 1 duress.
it is for the PC. A controlled position isn’t very dangerous. A risky position is Battle +1-3D from a Spirit Invocation or +1D if you push yourself.
pretty dangerous. A desperate position is very dangerous. The effect level tells Raze
us how much impact this roll will have on the situation. Great effect means a Invoke FORTUNE ROLL
big impact, enough to overcome a tough obstacle. Standard effect means decent 1. The GM determines the dice pool, generally 1-4 dice, based on the fictional trait that
impact, enough to overcome a standard obstacle. Limited effect means poor Inspire applies to the situation (morale, toughness, quality, etc..)
impact, requiring multiple rolls to overcome an obstacle. Beguile 2. Roll the dice and read the single highest result to determine how strongly that trait
Persuade manifests in the situation at hand.
The outcome of the roll is determined by the single highest die result. If the
single highest die is a 6 then it’s a full success: The PC’s action is successful and there are RESISTANCE ROLL
no complications. If the highest die is a 4 or 5, it’s a partial success: The PC’s action is 1. The player chooses to resist a consequence.
effective, but there’s a complication. If the highest die is a 1-3, it’s a failure: the PC’s action 2. The GM determines if the consequence will be reduced or negated by the resistance roll,
is not effective, and there’s a complication too. depending on the details of the situation.
3. The GM determines which attribute applies to the consequence at hand: Insight, Prowess
Basically, when someone makes an action roll, we all look for that 6. If they don’t get a 6, or Resolve.
some kind of complication or bad consequence will happen, based on the PC’s position. If a 4. The player rolls the dice for that attribute.
player rolls more than one 6, that’s a critical success-they get an extra benefit of some kind. 5. The PC takes stress equal to 6 minus the highest dice result, and the consequence is
negated or reduced.
FORTUNE ROLLS
A fortune roll tells “how much” something manifests. There’s no position or effect level, just INTERRUPTIONS
a pool of D6 representing a trait. For example, the GM may make a fortune roll for the bad 1. The player announces that they’d like to insert something that the GM may have forgotten
guys’ morale to see if they can stay and fight. If they’re brave, the GM may roll 3D6 and see in telling the tale, something that could prove important to the current situation.
how well they do. On a 6 they definitely stay and fight. On a 4/5 maybe a few of them run 2. The GM briefly sets the scene and the player describes how they heard it differently or
off. On a 1-3 they all break and flee. how they changed some detail before the scene began.
3. The GM sets a duress cost for the interruption:
RESISTANCE ROLLS
A PC can make a resistance roll to block or avoid a bad consequence that the GM inflicts. - 0 duress: A cosmetic detail, an easy action, the storyteller barely misses a breath.
For example, if the GM says, “You can do it, but the millipede bites you as you climb over.
You take level 2 Harm,” the player can say, “Nope! I want to resist that.” When a PC resists -1 duress: A complex detail, a tricky action, the storyteller must take a brief pause.
a consequence, it’s always effective-the consequence will be reduced to something less
severe or avoided entirely (depending on the situation.) -2 (or more) duress: A major or magical effect, a large scale operation, the storyteller must
The resistance roll tells us how much duress the PC takes (6 duress minus the highest die take a minute to rework their tale.
result.)
4. The PC takes the duress cost and must attempt their action.
These actions replace the
CHANGES IN THE TALE: ones in the original rules
INVOKE PERSUADE
STALK ELUDE When you invoke, you use the true name When you persuade, you use logic,
When you stalk you skillfully follow and When you Elude, you move stealthily of a Spirit to compel an effect. You could reasoning and deal making to gain
bring down an unsuspecting target. You towards, or away from a target. call forth a swarm of tiny whispering what you want. You might engage a
might seek after the flocks of terror birds You might creep through the jungle needlers to steal a target’s memories and whale in a long-winded discussion of
that roam your island to feed your people, undergrowth away from a ravening pack bring them home to you, or you might call the greater good to convince it to carry
or you could disappear in a dark perch of graverobber crabs. You might move forth a new island, steaming forth magma, you from the shores of the isle of the
waiting to assassinate the Lantern Fish quietly through the halls of Father Fire to make a new home for your people. dead, or you might convince the Sky
Queen deep within her slimy caves. looking to steal the secrets of smelting Holder of humanity’s potential, that
metals. INSPIRE now is not yet the time to crush the
OBSERVE When you inspire, you cultivate the seed world under his weary burden.
When you observe, you absorb the details BATTLE of emotion in your target. You might rally
of surroundings to come to a conclusion. When you battle, you take the fight to your villagers in the shadow of a many-
You might watch over an island from a an enemy, through weaponry, wisdom tentacled horror, or you could kindle
high point to gain an understanding of or brute strength. You might crush a fear in the heart of a thieving Spirit by
Mother Earth’s plans, or you may analyze slavering bonefish’s skull with just your describing the torments it would endure
the crumbled ruins of a lost people to hands in a desperate underwater fight, should it ever return.
understand how they perished. or you may lead a band of warriors in a
raid on a faraway shore. BEGUILE
NAVIGATE When you Beguile, you use trickery and
When you navigate, you plot a RAZE sweet lies to gain what you want. You
course across the world to reach your When you raze, you physically destroy could ply the Spirit of Waves to carry you
destination. You might use the stars to something through might or craft. home from a castaway reef with promises
guide a catamaran through dangerous You could topple a mountainside on a of marvelous gifts awaiting, or you might
shoals to a new island, or puzzle out the pursuing behemoth, burying it under a drink a giant intelligent spider crab under
labyrinth of tunnels to find a way home hill of scree, or you may undo the ebon the table, escaping its wrath and leaving it
from the underworld. net that keeps the moon on its path a bubbling, hungover wreck.
with the sharpest knife, allowing it free
CRAFT range of the night skies.
When you craft, you build something
from the materials at hand. You could
make yourself a spear, club or entirely
new tool, or you might guide your people
to erect a stout wall around their village.

TRAVERSE
When you traverse you quickly move
from one point to another. You may climb
a sheer cliff face to reach the nest of
Kabenogo, the greatest eagle. You could
have to run from one end of Home Island
to another before the sun sets.
THE SPIRIT DECK replaces the
CHANGES IN THE TALE: Devil’s Bargain and Push Yourself

The Spirits of the Typhoon Atolls divide Lastly, the mysterious Sky Holder Most Spirits grant a bonus die, with more As a quick rule of thumb, a neutral
their loyalties between four monarchs. stands above us all. No one knows why powerful Spirits granting more, and the spirit will usually extract a Story, some
he carries the burden of the sky, sun and monarchs and calamities granting three! Duress, a delicious or shiny item, or
Mother Earth is warm, embracing moons upon his shoulders but we are Good luck getting on the good side of a a promise of future aid. A positively
and the matriarch of plants and stones, grateful that he does. The birds carry Monarch, and an Earthquake Spirit inclined Spirit will help for a little bit
creatures that crawl, run and leap their gossip to him and his daughters, would demand a terrible price.. of conversation, news or even for free.
between the branches of her mighty the stars, guide us across the vasty
trees. The depths of the jungles and deep. Should you wish to acknowledge There are a few optional, fledgling Spirits A negatively inclined Spirit will
the grassy, rolling hills belong to her. him, play a melody upon a flute. in this deck, manmade creations just demand twice the cost, or perhaps even
Domesticated plants are her envoys and stretching their wings. Instead of granting leap into the action to attack or hinder
the drum is her instrument for when you These are merely the monarchs, the dice, halve the cost and use the following: the heroes.
sing her praises. greatest spirits, powerful and terrifying,
yes, but also fallible, petty and MAY SEARCH INCREASES GRANTS REDUCES
Father Fire is clever, scheming and changeable. Remember that they and THE DECK EFFECT SPECIAL HARM
inventive. The discovery of fire was the their myriad nations of lesser spirits are FOR ANY SPIRIT ARMOR
beginning of history for our people, and not good or evil, they just are.
it is around the cookfires of the Great
hall that we tell our tales of the Pellikoi. In the Typhoon Atolls this cast of spirits
In some stories Father Fire freely gave is represented by a deck of Spirit Cards.
his gift to us, in others it was stolen Every card is an NPC, a powerful bonus
by the first Pellikoi. Crime is certainly to one roll of the dice, and an ongoing
associated with him. Lightning is his touchstone to the world around the
envoy and great-hearted singing is the players.
best way to please the Brightfather.
Each Spirit Card has a type, a picture
The Queen of the Sea is dark, mercurial and at the bottom, an icon indicating
and rarely rises from the Cold Depths. the Spirit’s power along with a faction
She lords over the innumerable fishes, meter.
crabs, eels and other, stranger things that
fill her realm. The sea is ever-changing, Every Spirit has its price, but as
and it will take wisdom to lift a bounty your heroes gain positive or negative
from it rather than be dragged down status with that Spirit through their
yourself. The Whales speak for her and interactions you will find that the price
should you wish her attention, dedicate a goes up or down correspondingly.
tune to her upon a stringed instrument.
CHARACTER CREATION STORIES & HOW WE BECOME LEGEND
Coin does not exist in the Atoll. The When you return to your Island
people of Home Island may have a rough you may record your stories in the

C
THE THINGS THEY CARRY
hoose a playbook. Your playbook You have access to all of the items on barter system, but Heroes are above such Great Hall and erase them from your
represents you character’s mythic your character sheet. For each Journey, things, and no Spirit has yet been met that hero’s sheet. Once recorded, the
archetype, their special abilities and decide what your character’s load will cares to understand currency. Stories remain there, and cannot be
how they will advance. be. During the Journey you may say that withdrawn.
the character has the item on hand by Instead, you will deal in Stories, short

N ame your Hero, then collectively tales, songs and poems of the goings-on When you would mark your Hero’s
checking an items box until you have hit
name the Island that tells the tales in the Atoll. Spirits and other mystical fourth Fate’s Price, or perhaps when
full load. Your load also determines your
of your group of heroes. Finally, write denizens will frequently take Stories in it’s just their time, you Pass into
movement speed over the rough terrain
down something that your hero trade for services and goods. This replaces History. Fold up their character sheet
of the atolls, as well as your ability to
invented, discovered, or brought to the coin/retirement system from Blades in and place it between the pages of the
conceal yourself from the the many
your people. the Dark with the following: book that you most rarely take down
hostile inhabitants found there.
from the shelf.

D raw your mask. A Pellikoi’s mask 1-3 load: Light. You’re faster, less 1 Story: a comic tale or recounting. A fine
is their identity, this is the face of weapon, a minor Spirit’s favor, a delicacy Check the Great Hall and determine
conspicuous and less likely to arouse
the character you will be bringing to for Home Island. how many Stories have accumulated
the enmity of those you come across.
life. It can be as simple or as detailed 2 Stories: a heroic tale or song. A magical there concerning your Pellikoi, then
as you like. artifact, an outrigger canoe, a sentient consult the following table:
4/5 load: Medium. You look like an
adventurer of some capability. beast’s favor, or a Minor Spirit’s services.

A ssign four action dots. No action Enough food for Home Island to get by.
may begin with a rating higher than 3 Stories: a sung ballad with 0-8 Stories: Forgotten, even those that
6 load: Heavy. Your’re slower, anyone
2 in character creation. instrumentation. A fine boat, a Major knew you will move on in time, telling
encountering you is going to assume
Spirit’s favor, entrance to a Spirit Court, a your tales as their own.
you’re prepared for trouble. Thick

C hoose a special ability. If you can’t new crop or discovery for Home Island. 9-16 Stories: A minor hero, mostly you
undergrowth becomes impassable.
decide which, then choose the first 6 Stories: a tale told from sunset to dawn. show up in other, greater Pellikoi’s
one on the list, that is the iconic ability A Major Spirit’s services, an audience tales, as a sidekick perhaps, or a
7-9 load: Encumbered. You’re
for that playbook. with one of the Monarchs. romantic interest.
overburdened and unable to do
10 Stories: three days and nights of epic 17-32 Stories: A major hero, There are
anything other than stagger under all of

Y our hero begins play with an ally song and dance with orchestration. A songs, morality tales for children, once
that weight.
and an enemy in the Spirit world. Monarch’s favor, convince the Sun or the a year they hold a feast or a solemn
Choose one of each from the list below Moons to rise and set on command. memorial in your name. The people
Some special abilities may increase load
the special abilites. Mark one upward of Home Island will remember you for
limits. Some items, marked with two
and one downward pointing arrow. If you are wondering how you “spend” as long as they persist, even if they
boxes, count as double load.
stories, then know that the Spirits gabble someday forget why.

C hoose your appearance, either by with each other like the elders around the 33 Stories: A Constellation,
circling one of each of the options cookfire my friend, and they never forget a somewhere up there in the sky is a
presented under the mask box, or tale. You’ll never be able to tell them the patch of stars in the shape of your
writing in your own. same Story twice, though if you’re lucky mask that they named for you. You will
they’ll tell you one back in return. Mark a always be there for the people of Home
spent tale with a strikethrough. Island, gazing down and reminding
them of what you stood for.
STORIES

SPECIAL ABILITIES
HUNTER PLAYBOOKS
FEAT OF STRENGTH - You may spend 3 Stress to perform an act of mythical
fortitude. An example might be sinking part of an island below the waves, or INSIGHT
NAME: raising one. Throwing a spear beyond the horizon, or drinking a river.
MASK You may never perform the same act twice. Stalk
ISLAND: Observe
NAMED WEAPON - You wield a legendary weapon. You gain potency when
DISCOVERER OF: using it and may push yourself and Invoke a Spirit while using it. Navigate
APPEARANCE:
Towering Giant - Gymnast’s Build - Gnarled like Hardwood Craft
DURESS WHIRLWIND - With great prowess, you fight all foes in a fray as though they
Unplaited Tresses - Shaven Scalp - Complex Woven Braids PROWESS
were one. You ignore any change in effect brought about by enemy numbers.
Brightly Dyed Tunic - Shell & Bone Armor - Simple Leather
Traverse
BRAVE SHIELD - You can jump in front of any non-magical attack againt a
FATE’S PRICE When you fill your last Duress box, your character must pay a price to Fate, circle one of the below: Elude
friend. You add +1D to your Resistance roll against this attack
You may never: Wear Armor, Touch the Dead, Shed Blood, Speak a Lie/Truth, Miss a Yearly Festival in Your Name, Flee From Mortal Peril, Battle
You must always: Keep Your Feet on Earth, Accept a Challenge, Punish the Guilty, Mark Your Victories, Accept Hospitality, Live in Poverty,
BONDED PREY - You bear a mark of your target – war paint, tattoo, or a Raze
carved figure. As long as you carry that mark, you gain +1D to any Hunt,
You will never: Know Love, Be Believed by Your People, Defeat (Spirit Name,) Enjoy the Taste of Food, Be Remembered, Return from (Place) Skirmish or Study Rolls against it RESOLVE

HARM HEALING STALKER OF SPIRITS - You have learned the hidden weaknesses of Spirits, Invoke
NEED project Ghosts and other supernatural beings, your attacks may harm them, Inspire
3 HELP clock
Beguile
GIANTKILLER - You may use your Special Armor to Push Yourself or ignore a
ARMOR USES
Consequence when engaged with a creature or Spirit much larger than yourself. Persuade
2 -1D
ARMOR
TROUBLE NOT THE SERPENT - When you resist Harm from an enemy you can
BONUS DICE
LESS HEAVY
1 describe how you retaliate: instead of reducing or avoiding that Harm, you may Take 2 stress and push
EFFECT
SPECIAL immediately inflict the same amount of Harm to that enemy. yourself -or- draw upon

NOTES: one of the available Spirits


VETERAN - Choose a Special Ability from another Playbook. and pay its price.
SPIRITS MET UPON THE PATH ITEMS LOAD 3 light 5 medium 6 heavy

COURAGE- the flickering spark a fine large hand weapon a second hand weapon

AWE - the world is bigger than you, hero a hand weapon a spear

SPEAR - tooth and claw for the people


an armored jerkin, greaves & bracers a shield

(3) throwing weapons


SONG - the celebrant, the mourner (3) whalebone arrows
a musical instrument
CALM - even deeper than Courage a unique hand weapon
a coil of rope
EXPERIENCE
salt
Every time you roll a desperate action, mark XP on that action’s attribute
worker’s tools
At the end of each session, for each item below, mark XP in your playbook or
appropriate attribute. Mark 2XP if that item occurred multiple times. a net
You addressed a challenge through a display of martial skill or bold leadership firemaking kit
You discovered or created something of use to your people and your island
reed cloak and hat
You paid Fate’s Price at some point during the session
GATHER INFORMATION
TEAMWORK PLANNING & SUPPLIES What is hidden here?
Assist a teammate Choose a type of Journey and provide the goal, then What happened here recently?
determine the load limit for that Journey Am I being told the truth?
Lead a group action Will this help or harm my people?
“We will travel across the “_______” to “___________” How can I find my Quarry?
Protect a teammate
in order to discover/conquer/explore “_____________.” What is dangerous here?
Set up a teammate Ask for a detail on a Journey.
STORIES

SPECIAL ABILITIES
SAGE PLAYBOOKS
GIFT OF PROPHECY - After a few minutes of concentration, you may make a
Invoking roll and speak a prophecy. When any roll is made that might bring that
prophecy to pass, you may add to it any 6’s from your Invoking roll. Only one INSIGHT
NAME:
prophecy can be active at a time.
MASK Stalk
ISLAND: GIFTGIVER - You may Craft an item for a fellow hero that allows them the use Observe
of one of your other abilities once before it is consumed. The ability will
DISCOVERER OF: automatically have its maximum effect, without the need to roll dice. Navigate
APPEARANCE:
Emaciated & Frail - Short & Virile - Tough as Leather
Craft
DREAMSPEAKER - You may enter the dreams of any sleeping person who you
DURESS Saltwhite Hair - Waist Length Braid - Shaven Scalp have previously met and Inspire or Persuade them with increased effect. PROWESS
Flowing Robes - Simple Loincloth - Jeweled Feathers
WOUNDBINDER - You may cure incurable diseases, reattach lost limbs and Traverse
raise the dead, everyone in your Tales gain +1D to Healing Rolls.
FATE’S PRICE When you fill your last Duress box, your character must pay a price to Fate, circle one of the below: Elude
You may never: Wear Armor, Touch the Dead, Shed Blood, Speak a Lie/Truth, Miss a Yearly Festival in Your Name, Flee From Mortal Peril,
SPIRIT JAR - With a successful Invoking Roll, You may capture any Spirit you Battle
encounter in a vessel of your own design. This Spirit may be used at any time
You must always: Keep Your Feet on Earth, Accept a Challenge, Punish the Guilty, Mark Your Victories, Accept Hospitality, Live in Poverty, for +1D or a reroll. The Spirit will likely resent having been trapped. Raze
You will never: Know Love, Be Believed by Your People, Defeat (Spirit Name,) Enjoy the Taste of Food, Be Remembered, Return from (Place) GHOSTWALK - With a few quiet minutes and a Resolve Roll, you may enter RESOLVE
an astral or spiritlike form. Like Spirits you will be insubstantial and immune
to nonmagical effects, you will be unable to interact with the physical world. Invoke
HARM HEALING This effect ends whenever you like or when you take Stress.
NEED project Inspire
3 clock
HELP SPEAK WITH BIRDS - You speak the language of all warm-blooded creatures. Beguile
ARMOR USES You may ask them to Gather Information with increased effect, among other
things. Persuade
2 -1D
ARMOR BONUS DICE
WARD - With a successful Invoking Roll you may declare an area within your
LESS HEAVY sight to be free of bloodshed. No one within this area will suffer from Consequenc-
1 Take 2 stress and push
EFFECT es. You must stay in this area to maintain it and once outside all Consequences
SPECIAL yourself -or- draw upon
catch up at once.
NOTES: one of the available Spirits
VETERAN - Choose a Special Ability from another Playbook. and pay its price.
SPIRITS MET UPON THE PATH ITEMS LOAD 3 light 5 medium 6 heavy

FLUTE - merriest of all the instruments a two handed weapon a second hand weapon

BIRD - all-seeing gossip a bag of fine magical implements a spear

GREAT MOON - in full majesty


a cloak of feathers a shield
(3) doses of soporific poison (3) throwing weapons
TORCH - pushes back the dark
spiritbane charm a musical instrument
WHALE - deep wisdom for the patient
a coil of rope
EXPERIENCE
salt
Every time you roll a desperate action, mark XP on that action’s attribute
worker’s tools
At the end of each session, for each item below, mark XP in your playbook or
appropriate attribute. Mark 2XP if that item occurred multiple times. a net
You addressed a challenge through mediation or giving of aid firemaking kit
You discovered or created something of use to your people and your island
reed cloak and hat
You paid Fate’s Price at some point during the session
GATHER INFORMATION
TEAMWORK PLANNING & SUPPLIES What is hidden here?
Assist a teammate Choose a type of Journey and provide the goal, then What happened here recently?
determine the load limit for that Journey Am I being told the truth?
Lead a group action Will this help or harm my people?
“We will travel across the “_______” to “___________” How can I find my Quarry?
Protect a teammate
in order to discover/conquer/explore “_____________.” What is dangerous here?
Set up a teammate Ask for a detail on a Journey.
STORIES

SPECIAL ABILITIES
SORCERER PLAYBOOKS
HUNGRY GHOSTS - You carry with you a swarm of tiny, insect-like Spirits that
you may unleash at any time. This is a ranged attack that uses the Invoking action
INSIGHT
NAME: and grants increased potency and scale.

MASK Stalk
WRITER OF NAMES - You may make an Invoking roll while interacting with a
ISLAND: Spirit to rewrite one of its tags for the remainder of this Journey. Rewriting a Observe
major Spirit requires a critical success. Navigate
DISCOVERER OF: APPEARANCE:
Small & Lithe - Wizened Bony Frame - Imposing Tattoos FAMILIAR - A creature follows you and shares your soul. They may freely relay Craft
DURESS information back and forth with you, as well as granting +1D to all Observe rolls.
Wiry Grey Hair - Coiled Dreadlocks - Flowing Tresses PROWESS
Simple Leather & Furs - Elegant Robes - Shell Adornments GAZED INTO THE ABYSS - You have faced horrors unspeaken of in the Spirit Traverse
relams and know their ways. Gain +1D to all Resolve rolls from supernatural
FATE’S PRICE When you fill your last Duress box, your character must pay a price to Fate, circle one of the below: consequences. Elude
You may never: Wear Armor, Touch the Dead, Shed Blood, Speak a Lie/Truth, Miss a Yearly Festival in Your Name, Flee From Mortal Peril, Battle
BLOODCRAFTER - You may craft any poison in the book within minutes, pro-
You must always: Keep Your Feet on Earth, Accept a Challenge, Punish the Guilty, Mark Your Victories, Accept Hospitality, Live in Poverty, vided that you have access to at least two of the following: insects, fungi, jungle Raze
plants.
You will never: Know Love, Be Believed by Your People, Defeat (Spirit Name,) Enjoy the Taste of Food, Be Remembered, Return from (Place) RESOLVE
THE FERRYMAN OWES ME - Even the dead fear you. Take +1D when you at-
HARM HEALING tempt to Battle with or Persuade the souls or husks of the dead. What does Death Invoke
NEED project look like in your world, and why does he or she or it owe you? Inspire
3 HELP clock
CURSE - When you take level 3 or higher Harm, you may pronounce a Curse Beguile
ARMOR USES upon whomever was responsible. The Curse will then cause the same Harm to Persuade
2 -1D befall its victim, with either greater effect or scale.
ARMOR BONUS DICE
LESS HEAVY LIFESTEALER - You may expend your Special Armor upon claiming a life to
1 Take 2 stress and push
EFFECT remove one level of Harm from anyone else within sight.
SPECIAL yourself -or- draw upon

NOTES: one of the available Spirits


VETERAN - Choose a Special Ability from another Playbook. and pay its price.
SPIRITS MET UPON THE PATH ITEMS LOAD 3 light 5 medium 6 heavy

GLOOM - the ever present a concealed fine hand weapon a second hand weapon

STARS - who watch above bag of magical implements a spear

LOOM - warp and weft


(3) doses of deadly poison a shield
an inscribed spirit vessel (3) throwing weapons
VENGEANCE - cold and calculating
a spiritbane charm a musical instrument
ROOTS - the secrets beneath our feet
a coil of rope
EXPERIENCE
salt
Every time you roll a desperate action, mark XP on that action’s attribute
worker’s tools
At the end of each session, for each item below, mark XP in your playbook or
appropriate attribute. Mark 2XP if that item occurred multiple times. a net
You addressed a challenge through the use of deathly, magical force firemaking kit
You discovered or created something of use to your people and your island
reed cloak and hat
You paid Fate’s Price at some point during the session
GATHER INFORMATION
TEAMWORK PLANNING & SUPPLIES What is hidden here?
Assist a teammate Choose a type of Journey and provide the goal, then What happened here recently?
determine the load limit for that Journey Am I being told the truth?
Lead a group action Will this help or harm my people?
“We will travel across the “_______” to “___________” How can I find my Quarry?
Protect a teammate
in order to discover/conquer/explore “_____________.” What is dangerous here?
Set up a teammate Ask for a detail on a Journey.
STORIES

SPECIAL ABILITIES
TRICKSTER PLAYBOOKS
THE TALE TELLS ITSELF - Any roll you make during an interruption costs an
extra duress, but also gains +1D and potency. INSIGHT
NAME:
MASK SLIPPERY MIND - You gain +1D to any Resistance Rolls against consequences to Stalk
ISLAND: the mind or soul. Observe

DISCOVERER OF: Navigate


APPEARANCE: FOOL - You may use your Special Armor to treat all of your rolls of 1-3 as
Potbellied - Compact & Muscular - Gangly Beanpole successes and all of your rolls of 4/5 as failures. 6’s become your choice. Explain Craft
DURESS Luxiurious Curls - Bald as an Egg - Messy Scruff how your dumb luck brought about this turn of events. PROWESS
Loose Trousers - Sensible Tunic & Snadals - Gaudy Robes
DODGE BLAME - You may redirect a consequence onto an available Spirit. Traverse
FATE’S PRICE When you fill your last Duress box, your character must pay a price to Fate, circle one of the below: That Spirit will most likely not be pleased with this. Elude
You may never: Wear Armor, Touch the Dead, Shed Blood, Speak a Lie/Truth, Miss a Yearly Festival in Your Name, Flee From Mortal Peril, Battle
INCREDIBLE CHARM - Neither Faction bonuses nor penalties ever apply
You must always: Keep Your Feet on Earth, Accept a Challenge, Punish the Guilty, Mark Your Victories, Accept Hospitality, Live in Poverty, Raze
to your rolls.
You will never: Know Love, Be Believed by Your People, Defeat (Spirit Name,) Enjoy the Taste of Food, Be Remembered, Return from (Place) RESOLVE
LEAP BEFORE YOU LOOK - You may take +1D to a Desperate Roll, but must
HARM HEALING take -1D to any Resistance Rolls that result from your action. Invoke
NEED project Inspire
3 HELP clock THE PEOPLES’ HERO - You may take three downtime actions during the
Beguile
ARMOR USES Village Turn. Descirbe who you tricked into performing your labors.
Persuade
2 -1D
ARMOR I AM THE SPIRIT OF WINE - You gain +1D and Potency to any Inspire, Beguile BONUS DICE
LESS HEAVY or Persuade actions involving intoxicants.
1 Take 2 stress and push
EFFECT
SPECIAL yourself -or- draw upon

NOTES: one of the available Spirits


VETERAN - Choose a Special Ability from another Playbook. and pay its price.
SPIRITS MET UPON THE PATH ITEMS LOAD 3 light 5 medium 6 heavy

STENCH - inescapable a fine hook & line a second hand weapon

JUG - friend to the thirsty a concealed hand weapon a spear

KORA - 21 strings at your service


a skin of wine a shield
a cloak of scales, fur or shell (3) throwing weapons
LITTLE MOON - the escapist’s star
(3) doses of soporific poison a musical instrument
BLISS - often sought, rarely found
a coil of rope
EXPERIENCE
salt
Every time you roll a desperate action, mark XP on that action’s attribute
worker’s tools
At the end of each session, for each item below, mark XP in your playbook or
appropriate attribute. Mark 2XP if that item occurred multiple times. a net
You addressed a challenge through the use of cleverness or trickery firemaking kit
You discovered or created something of use to your people and your island
reed cloak and hat
You paid Fate’s Price at some point during the session
GATHER INFORMATION
TEAMWORK PLANNING & SUPPLIES What is hidden here?
Assist a teammate Choose a type of Journey and provide the goal, then What happened here recently?
determine the load limit for that Journey Am I being told the truth?
Lead a group action Will this help or harm my people?
“We will travel across the “_______” to “___________” How can I find my Quarry?
Protect a teammate
in order to discover/conquer/explore “_____________.” What is dangerous here?
Set up a teammate Ask for a detail on a Journey.
STORIES

SPECIAL ABILITIES
WAYFINDER PLAYBOOKS
WHAT HAS BEEN WILL BE AGAIN - You may spend 2 duress to pick up a die
from an Action Roll that you just made and put it on your sheet. The rating is
INSIGHT
NAME: reduced by the number of dice picked up until they are used . At any point you
may pick these dice back up and add them to any roll. Stalk
MASK
ISLAND: WALKS IN SHADOWS - At any point in any scene in which you have not Observe
participated, you may enter the scene from an unexpected angle and add Potency Navigate
DISCOVERER OF: APPEARANCE: to your next roll.
Weathered Crow’s Feet - Reed-Slender - Shapely & Handsome
Craft
DURESS Long Silken Braid - Shaven Sides - Complex Weavings EYES ON THE PROW - You may absorb Harm meant for your boat while on it PROWESS
Colorful Finery - Practical Leathers - Constantly Changes and it may absorb Harm meant for you.
Traverse
FATE’S PRICE FRIEND MAKER - Your natural calm and curiosity makes strangers trust you.
When you fill your last Duress box, your character must pay a price to Fate, circle one of the below: Elude
Gain +1D when rolling to Beguile or Persuade strangers, Spirit or otherwise.
You may never: Wear Armor, Touch the Dead, Shed Blood, Speak a Lie/Truth, Miss a Yearly Festival in Your Name, Flee From Mortal Peril, Battle
STOW AWAY - As long as you have access to your boat you have an effective Raze
You must always: Keep Your Feet on Earth, Accept a Challenge, Punish the Guilty, Mark Your Victories, Accept Hospitality, Live in Poverty,
Load Limit of 10.
You will never: Know Love, Be Believed by Your People, Defeat (Spirit Name,) Enjoy the Taste of Food, Be Remembered, Return from (Place) RESOLVE
CLEVER PLAN - You can spend 3 Stress to roll any Skill in place of the original,
as long as you could justify the substitution. Invoke
HARM HEALING
NEED project Inspire
3 clock NEVER LOST - You can always, without fail, pinpoint your physical location in
HELP relation to Home Island. It’s said that even the body of a dead Wayfinder always Beguile
ARMOR USES points toward home.
Persuade
2 -1D
ARMOR ALWAYS FOUND - If adrift at sea or stranded in a strange Spirit realm, you may BONUS DICE
LESS HEAVY expend your Special Armor to have a useful NPC arrive on the scene. You may
1 Take 2 stress and push
EFFECT have to bargain something for the favor.
SPECIAL yourself -or- draw upon

NOTES: one of the available Spirits


VETERAN - Choose a Special Ability from another Playbook. and pay its price.
SPIRITS MET UPON THE PATH ITEMS LOAD 3 light 5 medium 6 heavy

COLD DEPTHS, the freezing doom a fine spear a second hand weapon

STARS, show the way home a roll of navigational tools a spear

ZEAL, the fire within


a hand weapon a shield
a wave chart to a new island (3) throwing weapons
TORCH, the fire without
(3) whalebone throwing weapons a musical instrument
WAVES, watch them carefully
a coil of rope
EXPERIENCE
salt
Every time you roll a desperate action, mark XP on that action’s attribute
worker’s tools
At the end of each session, for each item below, mark XP in your playbook or
appropriate attribute. Mark 2XP if that item occurred multiple times. a net
You addressed a challenge in a new way from your previous attempts firemaking kit
You discovered or created something of use to your people and your island
reed cloak and hat
You paid Fate’s Price at some point during the session
GATHER INFORMATION
TEAMWORK PLANNING & SUPPLIES What is hidden here?
Assist a teammate Choose a type of Journey and provide the goal, then What happened here recently?
determine the load limit for that Journey Am I being told the truth?
Lead a group action Will this help or harm my people?
“We will travel across the “_______” to “___________” How can I find my Quarry?
Protect a teammate
in order to discover/conquer/explore “_____________.” What is dangerous here?
Set up a teammate Ask for a detail on a Journey.
STORIES

SPECIAL ABILITIES
TAMBOUR PLAYBOOKS
BRING FORTH IN SONG - You may make a Risky Invoking roll to change a
physical detail of the world. Something already established in the fiction changes
NAME: visibly. All Spirits exist to maintain the natural order and will be incensed by this. INSIGHT
MASK Stalk
ISLAND: MUSIC IS EVERYTHING - You may bring forth a song about an object so
convincing that the item materializes. Your songs may hold up to 10 Load in items. Observe

DISCOVERER OF: Navigate


APPEARANCE: INFECTIOUS RYTHYM - You may make an Inspire roll to wrap every being
Bright, White Teeth - Crinkly Eyes - Long, Clever Fingers within earshot into a pulse-pounding dance. Anyone participating may do nothing Craft
DURESS Saltdusted Hair - Long, Shaven Scalp - Beaded Braids beyond talking for as long as you continue to play. PROWESS
Bare Chest & Trousers - Dyed Leather - Colorful Motley
SPIRIT BOND - You have formed a powerful bond with one specific Spirit, for Traverse
FATE’S PRICE better or worse. You gain an extra slot for paying Fate’s Price, which you must pay
When you fill your last Duress box, your character must pay a price to Fate, circle one of the below: Elude
by physically transforming into a form of that Spirit.
You may never: Wear Armor, Touch the Dead, Shed Blood, Speak a Lie/Truth, Miss a Yearly Festival in Your Name, Flee From Mortal Peril, Battle
WELCOME TRAVELLER - You and your companions may act as if their Raze
You must always: Keep Your Feet on Earth, Accept a Challenge, Punish the Guilty, Mark Your Victories, Accept Hospitality, Live in Poverty,
relationship with all members of one Spirit Court was at +1. Though in return your
You will never: Know Love, Be Believed by Your People, Defeat (Spirit Name,) Enjoy the Taste of Food, Be Remembered, Return from (Place) relationship with one Court drops by -1. RESOLVE
SUMMONING DANCE - You may make a Risky Invoking roll to search the Spirit Invoke
HARM HEALING
NEED project Deck for a specific Spirit, if the Spirit you bring forth has a positive attitude
towards you, then the GM searches the deck for one of equally negative attitude. Inspire
3 HELP clock
Beguile
ARMOR USES FARSIGHT - You gain +1D to Gather Information rolls, though the result will
Persuade
2 -1D always include some form of dire portent from the GM.
ARMOR BONUS DICE
LESS HEAVY STORMSOOTHE - You may weave a performance so great that it calms the
1 Take 2 stress and push
EFFECT elements. You may discard all Calamities (Earthquake, Tsunami, etc.) by paying
SPECIAL yourself -or- draw upon
Fate’s Price.
NOTES: one of the available Spirits
VETERAN - Choose a Special Ability from another Playbook. and pay its price.
SPIRITS MET UPON THE PATH ITEMS LOAD 3 light 5 medium 6 heavy

DJEMBE, move the village a fine musical instrument a second hand weapon

TORTOISE, eldest soul a walking staff a spear

YAM, the first friend amongst Spirits


a whalebone charm a shield
recorded tales on knots & shell (3) throwing weapons
SHELTER, guards against the without
a hand weapon a musical instrument
HEARTH, core of the household
a coil of rope
EXPERIENCE
salt
Every time you roll a desperate action, mark XP on that action’s attribute
worker’s tools
At the end of each session, for each item below, mark XP in your playbook or
appropriate attribute. Mark 2XP if that item occurred multiple times. a net
You addressed a challenge through inspiring word or deed firemaking kit
You discovered or created something of use to your people and your island
reed cloak and hat
You paid Fate’s Price at some point during the session
GATHER INFORMATION
TEAMWORK PLANNING & SUPPLIES What is hidden here?
Assist a teammate Choose a type of Journey and provide the goal, then What happened here recently?
determine the load limit for that Journey Am I being told the truth?
Lead a group action Will this help or harm my people?
“We will travel across the “_______” to “___________” How can I find my Quarry?
Protect a teammate
in order to discover/conquer/explore “_____________.” What is dangerous here?
Set up a teammate Ask for a detail on a Journey.
TOOLS & EQUIPMENT OF THE ATOLLS
A Hand Weapon: In the early Tiers this is likely to be a Hook and Line: Another iconic tool and weapon of the Soporific Poison (3 doses): Made from crampbark and kava,
simple bone knife or a pressure-flaked obsidian axehead. Islands, the Hook is somewhere between an axe and a this thick paste is usually ingested or applied to a needle.
In the middle Tiers the weapons will begin to be forged grapnel, traditionally made of bone and shell, attached It works especially well on giant crustaceans and insects,
from copper and bronze, with simple shapes. By the at the bottom to a long plaited cord ending in a heavy provided that you can get past their thick bony armor. 1 Load
highest Tier the secrets of ironworking have just arrived weight. 1 Load
and while weapons will have retained their traditional Deadly Poison (3 doses): Small clay vials, sealed with wax and
shapes, they will be much stronger. 1 Load A Unique Weapon: For the hero that wants to stand out containing a milky-white fluid extracted from the cone snail’s
in their tales, this could be a repurposed tool or ritual harpoon-like tooth. A scratch from a weapon coated in this
Throwing Weapons (3): This will usually be some kind implement, or something stranger such as a weaponized venom will kill a human-sized creature in under a minute.
of bone or stone tipped javelin propelled via an atlatl or song, or an urumi. 1 Load 1 Load
throwing stick, some cultures may prefer multi-headed
throwing axes or even the chakram. 1 Load Magical Implements: A goatskin bag containing Skin of Wine: Palm wine or weak millet beer in a scraped
divinatory stones, dice or yarrow stalks for teasing out goatskin. Highly valued by Spirits, who’ve never learned the
A Large Weapon: Often an enormous war club, a two the names of minor spirits, a collections of powders and trick of making the stuff themselves. 1 Load
handed mace with a stone head in the early Tiers, unguents for binding and restraining them, tools for
studded with elaborate bronze plates in the later ones. fashioning charms and amulets. 1 Load Firemaking Kit: A firebow, stake and coil of rope. 1 Load
Some Islands may develop giant axes from the claws
of the sea beasts around them, meteor hammers or Navigator’s Tools: A treated leather bag containing a Net: Useful for fishing and fighting, usually about eight paces
sawtoothed halberds. 2 Load carved bone astrolabe and a wooden sextant, as well as a square and weighted with stones around the edge.
collection of wave charts. 1 Load 1 Load
A Spear: The spear is the iconic weapon of the islander,
the hunter’s tool, and features prominently in many of A Musical Instrument: Music, dance and performance Cloak of Feathers/Fur/Scales/Chitin: A prized magical item,
their ceremonies and dances. It may be thrown with are central to islander life, songs and storytelling pass one of these cloaks will change the shape of its wearer into
devastating effect as well as used in melee. 2 Load down the traditions of the people and keep the Pellikoi that of the creature from which the garment is made. One
alive. Spirits and colossal monsters are often more must only speak the true name of the beast. A transformed
A Shield: Early Tier shields will be tall affairs of leather vulnerable to a lilting tune than a sharp spear. Common hero retains all of their skills, gains the abilities (thought not
or woven bark stretched over a lightweight frame, or examples are the drum, cymbals and bells and a multi- the skills!) of the appropriate animal, and loses their power
possibly even just the shell of some huge crustacean. stringed instrument such as the kora or samisen. 1 Load of speech. Another character must speak the transformed
In later Tiers the materials will remain similar, character’s name to return them to human shape.
with additions of metal veneer if the Islanders have A Coil of Rope: No mariner would be caught without 2 Load
encountered something more dangerous than tooth and rope easily at hand. In a world of ocean voyages and tall
claw. 1 Load volcanic cliffs it is essential. Usually plaited from strong Reed Cloak and Hat: A practical cloak, this garment keeps
coconut fiber. 1 Load out the rain and cold while blending with its surroundings.
Armor: Rarely used in the Atolls, armor will frequently 1 Load
be of a ceremonial nature, leather or bone greaves, Worker’s Tools: Hammer, chisels, wood carving knives,
shoulder guards and vests, with elaborate carvings and brush and lacquer wrapped in an oiled cloth. 1 Load
beadwork. Heavy armor does not exist in this setting for
the common folk, it’s the rare Pellikoi who would use it Torches (3): A thin set of branches, wrapped in cloth and
either. 2 Load soaked from a skin of palm oil. Hand weapons may also
be lit accordingly, but will be considered destroyed by
Bow and Arrows: Often a late Tier development, the the end of the scene. 1 Load
Atoll bow is almost as tall as its wielder, firing long
arrows with barbed bone or bronze heads to penetrate Whalebone Charm: An excellent and prized medium for
the thick hides and shells of the various monsters there. magicians, carved with true names, riddles and stories. If
2 Load pursued, the bearer may throw down the charm and any
Spirit encountering it will be compelled to halt and read
Whalebone Arrows: Whales, like the Pellikoi exist the whole thing, thus slowing and delaying them. 1 Load
partially within the realm of the Spirits, as a result their
bones and organs are extremely coveted by Sorcerers Inscribed Vessel: A gourd, shell or pottery vessel, carved
and Sages. An arrowhead of whalebone, carved with the with the true names of various highly placed Spirits, used
names of piercing spirits can damage (but never kill) a for containing or binding minor Spirits or ghosts. 1 Load
Spirit. 1 Load
Salt: A common magical ingredient and highly prized as
a gift amongst the Spirit Courts. 1 Load
VILLAGERS: 2 Upgrades to create
THE ISLAND OF:
REPUTATION:
BUILDERS VILLAGER: BAND ELDER
Weak Impaired Broken Armor
SPECIAL ABILITIES

Inventive - Your heroes gain +1D to Craft,


Observe or Raze within sight of Home
Island.
VILLAGER: BAND ELDER
Makers of Things - Your people gain +1D
to all Acquire Assets rolls.
Weak Impaired Broken Armor
TIER
STRONG HOLD Roads and Sea Lanes - Take +1D to
BUILDER UPGRADES Journey rolls when the destination is
Well Worn: +2 Free Load, Tools
World’s Breadth: +1 Tier while in Earth Court Domains 4 somewhere you’ve made landfall before.
Elite Workers Apprentices - One of your Villagers
VILLAGER: BAND ELDER
WEAK HOLD Elite Elders may take a single action during each
As Stone: Pellikoi gain +1 Duress Box (requires 3 Upgrades) Weak Impaired Broken Armor
RENOWN downtime.
3 Wonders of the World - Anytime you
gain Renown, gain +1 Renown.
QUALITY UPGRADES
Arms & Armor Strong Backs - People from your island
Tools may take +1 Load on a Journey. VILLAGER: BAND ELDER
Magical Implements 2 Shrine of Stone - You have gained the Weak Impaired Broken Armor
TRAINING UPGRADES Transportation
Insight Herbs & Potions aid of an Earth Spirit. When you advance
Resolve Musical Instruments to another Tier it costs half the Stories it
Prowess & Gifts normally would. Who is this Spirit and
Mastery
what is their relationship to your people?
COLONIES 1 Veteran - Take a special ability from VILLAGER: BAND ELDER
VILLAGE UPGRADES another type of island. Weak Impaired Broken Armor
Harbor
0
Paddocks
Secretive
Fortifications
Scholars
New Villagers TRANSPORT:

GREAT TURTLE

RANGE HULL

THE GREAT HALL ENMITY


HERO: HERO: HERO: HERO: HERO: HERO: REVILED

STORIES: STORIES: STORIES: STORIES: STORIES: STORIES:


HELM
VILLAGERS: 2 Upgrades to create
THE ISLAND OF:
REPUTATION:
CONQUERORS VILLAGER: BAND ELDER
Weak Impaired Broken Armor
SPECIAL ABILITIES

Hardened in the Flame - Your heroes gain


+1D to Battle, Stalk and Raze within sight
of Home Island.
VILLAGER: BAND ELDER
Their Hate Strengthens Us - You may
count up to 3 levels of Enmity as if they Weak Impaired Broken Armor
TIER
STRONG HOLD were Colonies.
CONQUEROR UPGRADES Training Grounds - When you fight
Warlike: +2 Free Load, Arms & Armor
4 alongside your Villagers they gain +1D
Where Embers Glow: +1 Tier while in Fire Court Domains
Elite Warriors to teamwork rolls. All of your Villagers
VILLAGER: BAND ELDER
WEAK HOLD Elite Scouts count as Warriors.
RENOWN
Hardened: Pellikoi may pay 4th Fate’s Price(costs 3 Upgrades) Scarred - Your heroes gain +1D to resist Weak Impaired Broken Armor

3 physical consequences.
They Break on our Shores - When your
QUALITY UPGRADES people are at war you do not suffer in
Arms & Armor
Tools Hold or reduced downtime actions.
VILLAGER: BAND ELDER
Magical Implements 2 All the World’s Glory - Take +1D to
Weak Impaired Broken Armor
TRAINING UPGRADES Transportation Journey rolls when the object of the
Insight Herbs & Potions
Resolve Musical Instruments
Journey is a violent one.
Prowess & Gifts Shrine of Smoke - You have gained the
Mastery aid of a Fire Spirit. When you advance
COLONIES 1 to another Tier it costs half the Stories it
VILLAGER: BAND ELDER
normally would. Who is this Spirit and
VILLAGE UPGRADES Weak Impaired Broken Armor
Harbor
what is their relationship to your people?
Paddocks
0 Veteran - Take a special ability from
Secretive another type of island.
Fortifications
Scholars
New Villagers TRANSPORT:

GALLEY

RANGE HULL

THE GREAT HALL ENMITY


HERO: HERO: HERO: HERO: HERO: HERO: REVILED

STORIES: STORIES: STORIES: STORIES: STORIES: STORIES:


HELM
VILLAGERS: 2 Upgrades to create
THE ISLAND OF:
REPUTATION:
EXPLORERS VILLAGER: BAND ELDER
Weak Impaired Broken Armor
SPECIAL ABILITIES

Boldly into the Unknown - Your heroes


gain +1D one of the following: Navigate,
Observe or Battle.
Farthest Shores - Take +1D to Journey VILLAGER: BAND ELDER
rolls when the destination is somewhere Weak Impaired Broken Armor
TIER you’ve never been to.
Weather Eye - Gain +1D to resistance
STRONG HOLD
EXPLORER UPGRADES
Carry your Island With You: +1 Free Load, any type rolls against consequences from natural
Within the Depths: +1 Tier while in Water Court Domains 4 hazards such as weather or terrain.
Elite Mariners Unafraid - Your Villagers gain +1D to all VILLAGER: BAND ELDER
WEAK HOLD Elite Scouts
rolls on the water.
Fleet Builders: Bands of Villagers get their own ships Weak Impaired Broken Armor
RENOWN Arrive Bearing Gifts - During downtime
3 take -1 Enmity. Gain +1D to attempts to
Gather Information on the factions of
QUALITY UPGRADES
other lands.
Arms & Armor
Tools Worldwise - When you gain this ability
VILLAGER: BAND ELDER
Magical Implements 2 or when you raise your Tier, place or
Weak Impaired Broken Armor
TRAINING UPGRADES Transportation invent a hazard or monster on the map.
Insight Herbs & Potions Your people and only your people know
Resolve Musical Instruments
Prowess & Gifts
the art of avoiding this hazard’s dangers.
Mastery Floating Shrine - You have gained the
COLONIES
aid of a Water Spirit. When you advance
1
to another Tier it costs half the Stories it VILLAGER: BAND ELDER
VILLAGE UPGRADES normally would. Who is this Spirit and Weak Impaired Broken Armor
Harbor
0 what is their relationship to your people?
Paddocks Veteran - Take a special ability from
Secretive
Fortifications
another type of island.
Scholars
New Villagers TRANSPORT:

CATAMARAN

RANGE HULL

THE GREAT HALL ENMITY


HERO: HERO: HERO: HERO: HERO: HERO: REVILED

STORIES: STORIES: STORIES: STORIES: STORIES: STORIES:


HELM
VILLAGERS: 2 Upgrades to create
THE ISLAND OF:
REPUTATION:
MYSTICS VILLAGER: BAND ELDER
Weak Impaired Broken Armor
SPECIAL ABILITIES

Secrets on the Wind - When within sight


of Home Island, your people gain +1D to
Invoke, Stalk and Persuade rolls.
Fate’s Weave - Roll twice and VILLAGER: BAND ELDER
choose your preferred outcome when Weak Impaired Broken Armor
TIER determining entanglements.
STRONG HOLD
Map the Otherworlds - Take +1D to
MYSTIC UPGRADES
Summoners: +2 Free Load, Magical Implements Journey rolls when the destination is
Where the Winds Blow: +1 Tier while in Wind Court Domains 4 somewhere within the Spirit realms.
Elite Elders Burnished Mind - Your heroes gain +1D VILLAGER: BAND ELDER
WEAK HOLD Elite Musicians to resistance rolls against supernatural
Gnarled: Pellikoi gain +1 Duress Box, (costs 3 Upgrades)
effects.
Weak Impaired Broken Armor
RENOWN
3 Burnt Offerings - Your heroes may
sacrifice something of value to reduce the
QUALITY UPGRADES Duress cost of a ritual or other magical
Arms & Armor effort by 3.
Tools
Magical Implements
Words upon the Breeze - Your people VILLAGER: BAND ELDER
2
TRAINING UPGRADES Transportation may spend 1 Duress to gain the ability to Weak Impaired Broken Armor

Insight Herbs & Potions communicate with each other over any
Resolve Musical Instruments distance or obstacle for one scene.
Prowess & Gifts Mountaintop Shrine - You have gained
Mastery
the aid of a Wind Spirit. When you
COLONIES 1 advance to another Tier it costs half the VILLAGER: BAND ELDER
Stories it normally would. Who is this
VILLAGE UPGRADES Weak Impaired Broken Armor
Harbor Spirit and what is their relationship to
Paddocks
0 your people?
Secretive Veteran - Take a special ability from
Fortifications another type of island.
Scholars
New Villagers TRANSPORT:

SPIRIT LARVAE

RANGE HULL

THE GREAT HALL ENMITY


HERO: HERO: HERO: HERO: HERO: HERO: REVILED

STORIES: STORIES: STORIES: STORIES: STORIES: STORIES:


HELM
FROM THEIR ISLAND - BY THEIR SHIP - TO THEIR WORLD
EXPLORER UPGRADES: TRANSPORT: EXPANSION:
Carry your Island with You: Each member of your group gains 1 free Each transport has three values. Hull is a measure of toughness, You may make a Journey of Conquest to claim another island, and
load for anything. Helm is how well the transport handles the waves, Range is how when you succeed you may mark one of the below beneath the
Within the Depths: Within spaces claimed by the Spirit Court of the many map zones the transport may move through before a Journey island’s name. The Island is now inhabited by your people, and
Waves your PC’s operate as if at +1 Tier. becomes exceedingly difficult. The transport has the capacity for may be considered part of the Island’s Civilization. What becomes
Elite Mariners: All of your Mariner Villagers get +1D to quality rolls the Pellikoi plus one band of Villagers. Use the following ratings of any prior inhabitants is up to the players and the GM..
for Mariner-related actions. when a transport is involved in a Fortune Roll.
Elite Scouts:All of your Scout Villagers get +1D to quality rolls for Tunnel Network: Safe Passage into the Underworld.
Scout-related actions. Great Turtle: hull: 3 helm: 1 range: 2 Caravanserai: +1D to Journey Rolls where the goal is to carry
Fleet Builders: Any Villager sent beyond the confines of Home Island Galley: hull:3 helm: 2 range: 1 something to another location.
gains their own transport of a similar style to the PCs’. Catamaran: hull: 2 helm: 2 range: 2 Lighthouse Promontory: +1D to Journey Rolls where the
Spirit Larvae: hull: 0 helm: 3 range: 3 destination is as of yet uncharted.
GENERAL UPGRADES: Embassy: -2 Enmity from a Journey.
Harbor: You may add an extra dot to one of your Transport’s qualities, VILLAGERS: Rich Resources: +1D to Acquire Asset.
Hull, Helm or Range. This may be taken multiple times. Villagers are NPCs who have become relevant enough to the Famed Healers: +1D to Healing Rolls in Downtime.
Paddock: Riding animals of some kind, are they giant, flightless birds? Pellikoi to warrant their own entry. Villagers act as either a band or Safe Harbor: Each Band may have its own ship and travel
Long legged crabs? There are always enough of these beast in the as a master. In both cases the actual individual may grow old, pass accordingly.
paddock for your heroes, and they will fit on your Transport. on and be replaced by the next generation as the game progresses, Amphitheater: +1 Story after a Journey where conflict with the
Secretive: Either hidden in perpetual mists, or deep inside a maze of so we refer to them by the following titles: Spirit Courts occurred.
mangrove roots, your island is difficult for outsiders to reach. Puppet Theaters: +1 Story after a Journey where violent
Fortifications: Your island has learned to defend itself from the world Scouts: Explorers, wanderers and infiltrators. bloodshed occurred.
outside. This may take the form of tall stone walls, it may be natural Warriors: Fighters armed with the best the island can muster. Sculptors: +1 Renown after a Journey.
defenses, such as a line of deadly natural steam vets, or it may be Mariners: Experienced sailors and navigators. Performing Troupes: During Downtime, roll 1D3, subtract Enmity
a spell that confuses the minds of approaching invaders. A second Elders: The wise women and men of the Island, keepers of secrets. and gain that many Stories.
upgrade to this adds protective spells to keep out hostile Spirits. Musicians: Performers of rituals and tellers of stories. Oracular Shrine: +1D to Gather Information during Downtime.
Scholars: Knowledge is now passed down between generations of Workers: The strong backs and clever hands that build a society. Volcanic Fumaroles: +1D for Journeys to Domains of the Fire
Islanders through more than just oral tradition. Have you invented Court.
writing? Is there an elaborate system of performance to teach the A band will have the same scale and quality as the Island they hail Windswept Spires: +1D for Journeys to Domains of the Court of
young? Have your people trapped a fire Spirit in a gourd, drawing its from, and increase in both as the Island advances. Some bands the Winds.
secrets out bit by bit? You may complete long-term projects entirely will be “elite.” This grants them an extra +1D when performing the Sargasso Forest: +1D for Journeys to Domains of the Court of the
from your Home Island. functions of their job. Sea.
New Villagers: Create a new Elder or Band of Villagers, costs two Verdant Gorge: +1D for Journeys to the Domains of the Earth
upgrade slots, see the Villager section to the right. A master will be one of these types or something else as needed Court.
weaver, shaman, herdsman, witchfinder and will have a quality Colony: Works like Turf from Original Rules, an Island may not
TRAINING UPGRADES: equal to the Island’s +1. They also advance in quality along with the take more than four Colonies in this Age.
Insight, Prowess or Will: Knowledge is passed by tradition on your Island. When you create Villagers, give them one or two edges and
island: a field for warriors to spar, masters and apprentices, or a space an equal number of flaws.
for learned minds to debate. When you train in the chosen field you Edges:
earn 2xp instead of 1. Fearless: Will not turn and flee in the face of fearsome beasts or
Golden Age: Your heroes are at the peak of their mythic cycle and may supernatural effects.
advance their action ratings to 4. This upgrade costs 4 upgrade boxes Independent: Can be trusted to make wise decisions and carry out
to reach. plans away from the heroes’ guidance.
Loyal: Will stand by the Pellikoi under any circumstance.
QUALITY UPGRADES: Tenacious: Will not be deterred by failure.
Each upgrade improves the quality rating of all of the heroes items of Flaws:
that type, beyond the quality rating established by the Island’s Tier Rebellious: Has goals that run contrary to those of the Pellikoi.
and fine items. There are six types of item: Cruel: Unnecessarily violent or prone to sadism.
Arms & Armor, Gifts & Musical Instruments, Magical Implements, Fragile: Will turn tail and flee at the first signs of threat.
Tools, Transport, Herbs & Potions, Wild: Drunken, debauched or otherwise unreliable in nature.
THREADS: EARTH THREADS: FIRE
1. An angry crackling warns of a Wildfire emerging from the jungle. You cannot reason with
1. A whispering sussurus tells of an Earthquake coming, you cannot fight it, you cannot it, what will you do?
flee it, what will you do? 2. Fish creatures from the blackest depths of the sea attack the islanders every morning.
2. After a terrible storm, thick fog clings to Home Island and mysterious shapes threaten To make them stop, they must be captured and guided back their watery realms to make
the villagers. When the mists clear, several villagers are missing their shadows. demands from their leaders.
3. A swarm of hungry trilobites ambles up from the sea and infests Home Island. It seems 3. The king of the volcano on Home Island wants brave adventurers to go and plug up a
they are drawn to something new among the islanders… new volcano island that has started to rise from the sea. He is jyoung islands.
4. A grass fire has spread to a nearby palm grove and threatens a vital food source. Did 4. Hear tell there are great four-legged beasts on an island past the horizon. These beasts
one of the islanders try to burn the trees on purpose? could prove useful for food and work, but their great manes are made of flame and they will
5. Home Island is slowly sinking, and tides are encroaching more and more toward only behave aboard watercraft if they can be tamed
islanders’ homes. 5. The Spirit of lightning, a famous gossip, has accidentally told the islanders how to
6. The islanders have built a large structure that some Spirits of stone are bragging about. capture the source of its power, a fallen star that is trapped in the clouds.
Their constant rivals the Wind Spirits are hatching a plan to put them in their place. 6. A Spirit of the tidal realm enjoys collecting islands like shells on a beach. It comes for
1. Neighbors are fighting. When the wind blows a certain way, the thatch on roofs yours now. It must be fought off or given someting instead of your home.
whispers secrets that one family keeps from another. Soon there will be riots. 1. Trickster dugongs are luring away the very reefs with soothing songs and whispered
2. Gatherers at a chert quarry have unearthed a spring that spouts blood instead of water. promises. Soon the fishing grounds will follow them over the horizon
3. Two Earth Spirit realms are skirmishing, causing earthquakes and disruption. The 2. The Sun and the great Spirit of lava have started a contest to see who can boil the seas
cause is a simple misunderstanding, but tensions have escalated and the islanders’ fastest. This game threatens the islanders, land creatures and sea creatures alike. But once
buildings are crumbling. these brothers start to clash, it seems near impossible to make them stop.
4. A voracious sea monster is gobbling up all of the sand on the beaches, and fishermen no 3. A lost fisherman has wandered into a forbidden area that is sacred to a mighty beast. It
longer have anywhere to beach their boats. and its people will make war soon.
5. Islanders have discovered new source of clay at the edges of a mangrove swamp, but 4. Giant anomalacaris are watching the islanders from the waves with hungry bulging eyes.
this source is the submerged face of an ancient slumbering Earth Spirit. They seem to be lost. And they seem to be eating everything that comes near them.
6. Thieving creaturess have stolen many tools from the islanders and hoarded them in the 5. On a recent voyage,..something stowed away on the heroes’ boat, and now is roosting in
jungle. It seems they have also stolen something useful from the Earth Spirit realm the trees of Home Island. Unfortunately, the things are clever and multiply quickly. Home
1. The island’s elder weaver has been turned into a moa. The islanders miss her wisdom Island’s inhabitants, both people and Spirits are suffering from this incursion.
and her craft, but she is quite happy to remain as a giant bird. 6. The wise weaver needs more colors and brighter dyes to weave more stories about the
2. Home Island has split into two parts, and sea is pushing the two sides apart. Some deeds of the heroes. Could they investigate a strange island just over the horizon where
islanders are trapped on the other island as the roiling tides keep them at bay. Will the spectacular flowers grow?
other side become its own culture? 1. Two Spirits and their minions have declared war upon each other, each wants the heroes’
3. Children playing in the swamp have awakened great toad beasts who want payment for help. Should they take sides? What devastation will this war wreak?
trespassing. They are keeping hostages inside their vile mouths. 2. A mischief spirit has stolen fire from the islanders and escaped to a far away island
4. Fickle Spirits of ash from the volcano realm offer to share the secret of stronger walls where the gates of the fire realm yawn open. Do the heroes dare take fire back?
with the islanders if they promise to build them a great temple. The problem is they have 3. A giant fish made of fire has appeared over Home Island, and now it is never night.
no right to share this secret. This wisdom was jealously guarded by the guardian of the The animals are irritable, and the people are grumpy. The fish of fire refuses to leave. The
mountain, and she is not so generous. heroes must find the right bait to lure it far away from their home.
5. Sky Father and Earth Mother are upset with each other. Their fighting causes a great 4. The handsome grandson of an elder islander has been kidnapped. An elder says she saw
storm of wind, which awakens a giant made of sand and palm. This creature is stubborn bird folk snatch him up in the night and carry him off to a faraway land. The islanders want
and sits in the middle of the islanders’ homes. It must be convinced to leave – even war against the bird folk, whoever they are.
though Sky and Earth refuse to welcome this child back to their realms. 5. The islanders have neglected rites of respect, and the volcano is erupting. The time
6. Mother Earth has sent an emmissary summoning the Pellikoi to her court at the center for apologies has passed. The heroes must confront marching lava flows and invading ash
of the world, she is renowned for her gifts. What will she give you and does it bode fair or clouds, using all the heroes’ tricks and secrets to protect the islanders.
ill? 6. Father Fire has sent one of his henchmen to summon the Pellikoi to his garish court. He
will either propose a bargain with them or call in their debts from a previous one, which
will it be?
THREADS: WATER THREADS: WIND
1.A fearsome howl warns of a Windstorm approaching the island, unstoppable and
1.A great brooding, rumbling sound indicates a Tsunami has arisen and is coming to crush uncaring it can only be endured.
the upstart humans, it cannot be stopped, but can it be survived? 2. Death itself has gone missing. The dead are starting to crowd Home Island. The heroes
2. An island elder has disappeared down a deep cave where all sound is silenced. After must find a way to the underworld and make a new way for the islander ghosts to pass on.
time, the eerie silence seems to slowly spread across the island. 3. One of the Winds will favor Home Island if they create a shrine honoring it. Then, the a
3. The island has fewer coconut trees than it used to, and soon they may disappear. The Spirit of crackling fires appears and makes a similar offer. Each spirit would be jealous of
heroes must search for new islands to find more, and to discover why the ones on Home the other if theirs is not the only shrine.
Island are going away. 4. The moa have escaped their paddocks, fled into the forest, and now they are chasing
4. Huge crashing waves along the reef of Home Island have made it too dangerous to creatures from their homes. The birds have stopped eating insects, who are breeding out of
fish or sail for distant shores. The people are hungry and the heroes have other shores to control, and the wild boars have stopped turning the earth. All is out of balance.
reach. Have islanders disrespected the Queen of the Sea? Her rules are poorly known. 5. Gloom and Stench spirits are constantly bickering, and the entire ream of Skyholder is
5. Home Island groans with sadness and the land has become sodden with its tears. It fed up with their noise. The two are actually in love, and all agree the solution is for the
remembers a lost a twin who has drifted to other horizons. If the heroes could deliver an islanders to host a great marriage in the realm of Air Spirits.
important message, perhaps this sadness would go away. 6. A great mask made of reeds washes up on the beach. Who does it belong to? Is it from
6. The eels have come back into the rivers again as they do every year but something has an islander hero, or some other kind of tale?
gone wrong. Anyone who eats the meat of an eel transforms into a beast. 1. A fisherman accidentally hooks a whale princeling. This angers the Whale Spirit. Soon
1. One day, the east wind suddenly turned and carried the heroes far from Home Island. they seem to get over it. They invite the islander children to take a ride on the backs of
To an island where trees grow down, where fish can fly, where birds swim in schools. whales. The game is wonderful until a whale swallows all of the island children in one gulp.
2. An island on the horizon begins to glow bright like a new sun, ablaze with a great fire 2. Islanders are hearing voices coming from strange looking conch shells. What do they
that will not go out. A trickster Sprit tells them great secrets are in the island’s interior. want? Are they ancestors? A new people? Or are they trickster Spirits just playing games?
3. The islanders have no fish because the fishermen are missing. The spirit of Bliss has 3. The Earth Spirits are holding a competition, and have graciously invited the islanders to
beckoned the fishermen away from Home Island, and they have sailed far from home. The participate. The catch is, Earth Spirit games are quite dangerous for soft-bodied islanders.
heroes must track them across the seas by looking for dropped clues along the sea floor. 4. Rain owes a debt to Roots, and Roots owes Zeal, who owes the Sun, who owes a debt to
4. Hear tell, there is an island with giant sail palms beyond the western atolls. The palms Rain. It seems no one can pay their debts until the next one pays, and so on. Life grinds to
are said to make better sails, and the creatures who live there know secrets of wayfinding. halt until this standoff is resolved.
5. One night, the sea become so calm its surface is like smooth stone. The stars saw their 5. A curious waterspout has pulled a swarm of giant bees into the Skyholder’s realm, and
reflection and have become enchanted. Now they refuse to move with the sun and the they refuse to leave.
moon. Nights grow longer as the skies are crowded with stars that are riveted in place. 6. Clever beasts have made their home in one of the islanders’ oldest household shrines
6. A giant ibis made of stone is roosting in the middle of the islanders’ homes. No one and are eating all of the islanders’ offerings. This has caused a rash of strange accidents and
dares disturb it. The islanders are upset because it eats everything that wanders too close. troubles inside the homes.
What’s more, it is minding a clutch of eggs. 1. The Queen of the Sea has decreed that there are too many islands. Some must sink into
1. Hear tell, large spiders have covered an entire island with their webs. The weavers are the sea. No Spirit will plead for Home Island. Can the Pellikoi argue their case?
interested in the silk they spin. Whatsecrets are hidden below the dark canopy of webs? 2. A plague of graverobber crabs has come to the island. Spiny little devils that chew into
2.A boat of stone has been found beside a lake of lava under the mountain. From this and appropriate the husks of the dead. Then they walk them about like puppets.
lake a river of lava flows deep underground. Some Spirits say this is the way to wonders, 3. Fishermen return with tales of a stone maze in the sea, it appears to be the crumbling
others say this is a trap for greedy islanders. remains of a city, but who built it?
3.Every month, a huge storm pounds the shores of Home Island. Gossipy whales have 4. Three of the Winds arrive on the Pellikoi’s doorstep. The fourth Wind has been
revealed that there is a great ancient heart buried deep in the sea, its beats to blame. murdered and one of their number is to blame. Can the heroes solve the mystery? Who will
4. The heroes learn of an island covered in giant clay jars with untold treasures inside. take that Wind’s place?
But when they arrive, they find that they hold dead things who prefer not to be disturbed. 5. A vengeful Spirit has constructed a giant of rotting earth and twisted mangrove roots.
5. A creature with many spines is tangled in one of the fishermen’s nets Dragged ashore, it Tall as the mountains it wades the ocean towards the Home Island. The islanders want to
begins to sing. The islanders cannot resist dancing to this creature’s song, day and night. evacuate before its wrath.
6. The Queen of the Sea has sent the Waves, her beautiful daughters to summon the Pel- 6.The Skyholder has used the thunder to rumble down an invitation to attend him in his
likoi to her Court in the crushing depths. Do they dare attend? Do they dare not? lofty perch. He wants to hear something new, but has literally seen everything.

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