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Gubat Banwa - Core Rulebook (v1.03) (2023-01-04)
Gubat Banwa - Core Rulebook (v1.03) (2023-01-04)
Gubat Banwa - Core Rulebook (v1.03) (2023-01-04)
“Great
servant, hearken unto me. I have traveled the lengths of these Isles,
ventured deep into the hells, and drank rice wine with the gods of the
heavens. Yet I have not found Glory. I have suffered the most
unimaginable of sufferings, yet I have not found peace."
The gentle servant did not look up, so she did not know that it was a king that
spoke to her. "Great speaker, I must tell you the truth. Glory is nothing but
what is before you." She was missing a finger, yet the pot of soup she made
was spiced beautifully.
"Then how will I find liberation? Before I was a king I was a slave, and I suffered
unimaginable torture. I turned the wheel of violence."
"Hope is flimsy and fickle," was the retort. "Hope is fire: it burns out. It smokes.
It hurts. Nay, instead wield conviction, that blade forged in fire and
tempered by water."
"Glory is not just the sea at the end of the river, but also the river cutting
through the earth."
"There is," said the servant, and gave the king a bowl of soup.
The king took it. "I am at a loss," he said, and for the first time in a multiple
reincarnations. "What are you saying? Can you say it simply?"
"I already am. Ruminate upon the river. It flows in a single direction. If
there be boulders, they flow around it. If there be earth, they chip at it
until it becomes part of the river itself. Glory is an endlessly rushing
river."
"What if you cannot do it anymore? What if all the suffering has stopped you.
Even a river can be dammed."
"That is a lie constructed by mortal hands," replied the servant. "Rivers break through
dams eventually. What do the rivers do to achieve this? They continue flowing, yet very
slowly. Therefore take on step after the other, because only then can you be the river.”
“The river does not think in matters of beginnings and ends, because it is all at once the
sea and the rain and the mountain and the dam. It flows. Step by step. Second by second.
Pain by pain. Pleasure by pleasure. Sword by sword.
"To the river, anything that gets in its path is something they inflict violence
against, because what else is glory but a perpetually flowing river? To live is
struggle. To struggle is violence. To live, therefore, is violence."
The servant shook her hand, turned, and took up the pot. "You do not find Glory. You live,
fight, struggle, love, eat, suffer, enjoy, fall, and rise until Glory."
1st Edition A Note on Intended Audience
- Waks
4
Until Glory
My heart and soul have been burnt and tempered upon the ‘Sai ayu dira? Dili siguro ka sabot ang uban ani, labi nalang
crucible of this project, and I have said all I have ever ang katong uban na ubos ra kaayo ang pag tan’aw sa iyang
wanted to say about this game within the game itself. This mga silingan. Lisud g’yud , labi na kabahin aning ‘Fantasy’
is a game of pure burning passion and love for the cultures, nga ga basi sa atong mga gipangagi. Pero sige lang, ingon
peoples, arts, and faiths that live and thrive in Southeast diay akong anhing papa sauna na ‘dasig lang jud dong’, wala
Asia, and a rejection of “default” fantasy. It is a gamified jud nako na kalimti. Para ni nato tanan, among
love letter to wuxia and hong kong martial arts films, to gipangtrabaho na Fantasy sa atong kaugalingong
Southeast Asian epics (both lost and loved). It is fantasy on paglantaw.
our terms.
It is a work that exalts Southeast Asia, remembers lost lore, There is no reckoning with such things like heritage,history
and seeks deeper into the past and the cultures that have and culture without pain. Colonization is violence after all,
been forced from us due to colonization. I started on this apocalypse, erasure and trauma. It is pain that echoes and
project with an ambitious objective, and I think I’ve been ripples across history, down the generations. To deny this
able to live up to it. Not because this Core Rulebook is pain, these tensions, would be further reduction of our
everything I wanted to put in here (it’s not!) but because histories, our cultures, our heritages. I refer to these things
this is the start of the greater project that is Gubat Banwa. as plurals because that is the truth, to do otherwise is
reduction, the same kind the colonizers have done to us.
An important thing to note is that I (and this book) is not a They have already done enough.
final word on anything. I am a Filipino writing something I
wish was more well known in the Philippines, and I am a Violence is varied, abstract and painful. Dying languages,
single person. No matter how much research I have done, it regional tensions, erasure, issues of representation. We can
will never be enough. Therefore, do not use this book as a pretend none of these exist, we can pretend ‘Filipino’ is not
guide or anything. Use it as it is: a game made by Filipinos fraught with baggage and trauma in the oft forgotten
to express their cultures and for others to revel with them. regions of the isles and in quiet rooms in the capitol. But
some of us non-default Filipinos do not have this luxury. I
Finally, please note that this is a Core Rulebook without never tire of correcting people who wonder why our game
much financial backing. I juggled paying for this game’s art is called ‘Jungle Place’, maybe it doesn't mean that, perhaps
with personal expenses, rent, buying for research, etc. This there are other languages in the Philippines no?
is not the book that will be printed: there will be a more
definitive version of that soon (hopefully) with the help of This game is a labor of love, a challenge, an undertaking.
crowdfunding. I have not been able to afford an editor for This is fantasy on our own terms, a love letter to the
this yet, so expect inconsistencies, typos, and errors. As forgotten heroes of the isles, our understated diversity, a
well as eventual updates due to these typos as well as spear thrown at this idea of a homogeneous ‘Filipino
appropriate balancing and wording clarifications. But for culture’, and an empty hand reaching for our shared history
now, this game is more than enough to revel in Gubat among our neighbors in SEA. We are taught to view
Banwa. ourselves in the lens of those who we used to bow to. If we
The warring nations are beckoning. Gubat Banwa is not yet could see ourselves on our own terms, tensions,
done. We need you to complete it with us. Love and shortcomings, serenity and violence all, what stories would
Violence to all. we tell? What dreams would we dream together?
Until Glory, Kadungganan.
Dyl
Waks
5
Table of Contents
Solo Play 38
I: An Introduction 14
War Drama 42
The Realms of Battle 15
Honor 45
The Rise of Datu 15
Downtime 48
The Lunar Advent 16
Optional Rule: No Tactical Violence 53
Issohappa Invades 16
The Battlefield 68
Time Keeping 23
Scenarios 74
Alignments 141
The Five Major Mandalas 26
Folk 142
The Rajahnate of Gatusan 27
Cultures 148
The Confederation of Apumbukid 28
Gatusan 148
The Sultanate of Akai 29
Apumbukid 154
The Lakanate of Virbanwa 30
Akai 160
The Kingdom of Ba-e 31
VIRBANWA 166
6
Ba-e 172
VII: Lore 354
Conjunctures 178
Barter Items 356
Debt 180
A Collection of Writings and Silks of the
Complications 181 Lotus 358
Techniques 194
IX: The Sword Devil 390
Discipline Styles 195
Notes For The Umalagad 391
Choosing a Discipline 196
Factions and Folk 392
Tauhaw 349
7
The Wandering Sheathe
A woman walked into a small village, with nothing but the The village was deserted. No, it seemed deserted. As she
clothes on her back—long silk robes over a textile tube skirt walked on ahead, a pack of dogs ravaged a corpse lying on the
and wooden sandals—and an empty dragon-mouthed street.
sheath.
The wind howled. The sun was still low.
A servant man, an oripun, sprawled to his knees before her,
hands scrabbling for purchase on the muddy riverbanks. A man opened his doors. “Psst!” He called on the woman. The
woman turned to him, eyes narrowed. “Don’t stay out there!
A warrior, loyal to this settlement, walked into view, out of the You’ll get killed!”
reeds. He aimed his luthang, arquebus, at the servant.
The woman looked about her, and in the distance saw a small
“Laki! Forgive me! I meant no harm! I was simply looking for band of warriors, led by a man upon a crocodile.
food!” The servant groveled, hands rising now to cover his
head. She nodded and walked over and into the balay.
“Silence,” snarled the man. “You dare look at my wife? Burn in “What do you think you’re doing, staying outside like that?”
Sulad!” The man closed the door behind her. He offered for her to wash
her feet, and she did so. She removed the poor abaca slippers
“Laki!” she had on.
But he heard no more, as the luthang’s cacophony ripped “What’s happened to the village?”
through the air. Herons flew overhead.
“Oh don’t worry about that. Here, sit. Have you eaten?” The
The manggugubat pushed the oripun’s body into the river, man seems to be another oripun. His shoulder-length hair
where nature will reclaim what is theirs. Without a proper was tied up into a severe bun, and he wore nothing but a
burial, however, the oripun will surely toil in Sulad for simple cloth over his shoulders like a cloak, and a piece of cloth
eternity, or be eaten by Siginiguran. tied around his waist like a sarong.
The woman waited for the scuffle to be over. When the man “No.”
turned around and walked back into the reeds, and
presumably back to his balay, the woman continued walking “Here, I have some taro I left in stock. I don’t have any fish or
on, deeper into the village. meat however.”
“It’s all right. I am eternally grateful for Odyong realized that the small band of half wished they could be. As those
you sharing your food.” warriors have arrived at their doorstop. incapacitated groaned in pain, Odyong
Only three of them seemed to be well- sheathed her blade and sighed. “Again,
“Ah, you probably haven’t eaten in a long armored: wearing baluti and bringing apologies, Ilu.”
while. Don’t worry about it! with them kalasag. Upon their feet they
Unfortunately, I don’t have any betel nut wore paruka, and had bamboo Ilu watched her, his eyes wide with a mix
chew quids right now, so please don’t shinguards. Their bahag were cloth and of fear and awe.
take that as a hint of non-hospitality.” had long flowing flaps, and they wore “I’ll make it up to you,” said Odyong, as
The woman shook her head. “Do not patadyong, or a kind of sarong, over it. she walked over to the door. “I’ll get rid of
worry overmuch about it. I will be fine.” The one that kicked the man in, bringing the Virbanwans.”
She looked out of the window, discreetly, with him a rusting kris, walked in,
as that small band of warriors walked ***
without removing his footwear. He
through the town. Kicking rocks and squatted down beside Odyong, smiling. That night, after an extended detour
extorting whatever food or other tax they His moustache was long, and his pudong through the docks and killing more
could get from the residents living in. was large, almost like a turban, and warriors there, Odyong made her way up
“What has happened to this place, this excessively decorated. to the balay of the Lord. It wasn’t hard to
town, this banwa?” find. It was smack dab in the middle of
He smelled Odyong’s hair, which flowed the town, in front of the weapon’s
“Ah, I must apologize again to the Bayi. long, braided with flowers and thorns.
You’ve found us at a most inopportune storehouse, which meant that they
“AhÖ what a catch.” probably had some sort of fighting
time. A Lakanate raiding party has
arrived this morning. We’re staying Odyong sighed. “Don’t do anything you’ll chance.
inside until they finish what they have to regret, Laki.” Just that they weren’t successful.
do.”
The man paused. His eyes widened. He Odyong walked over to the balay and was
The Ba-e turned to look at the man as he turned to his lackeys and shouted, “Did immediately greeted by two warrior
boiled some taro. “Why? You do not flee you hear this bitch? Ha! Jusko, and I men, both wielding spears. They wore a
inland?” thought I was funny!” He turned and carabao horn cuirass over silken shirts
snarled into her ear, “If you don’t want to and pants, and peaked helmets.
He shook his head. “Their warlord fucking die, you’re going to do what I
promised that we would be slain if we want you to.” His saliva was infused with “I’m looking for the Lord of this village.”
did. They brought with them the stench of midday alcohol.
Makagagahum Miracles. They The two kawal, or guardsmen, simply
summoned fire from their palms. Our “Duck,” replied Odyong. looked at each other, eyebrows furrowed.
guns could do nothing, and we do not With a shake of their heads, they turned
have enough witches to fight back.” The man’s face contorted into confusion. and tried to shove Odyong away. Odyong
“What--” caught one of their hands and promptly
The woman watched as the men passed broke it, then used the other hand that
by. “Where is your Lord?” Odyong’s dragon-mouthed sheath
clubbed his face, stunning him, then she held a spear to skewer the other man’s
“Locked up in his balay. They talk with struck thrice: chest, groin, then face. Like throat. Odyong then knocked the kawal
him, saying that they’re there to lightning. out and broke his nose with his own
‘negotiate’.” spear.
The man fell backwards, knocked out.
“Why not just take debtors and be done Inside the Lord’s balay, a man sits on the
with it?” asked the woman. She gripped Odyong reached over and picked up the bamboo throne of the old Lord.
her dragon-mouthed sheathe. kris, sheathing it into her sheathe. It fit
perfectly. The Lord himself lay to the side, skull
“Oh, you. Of course you know that the blossomed into fragments upon the wall.
Lakanate does not deal like the rest of the “Thanks,” she replied, rising. “Ilu, I would
apologize in advance for what they’re The man sitting upon the bamboo throne
polities in the known isles. They’re here was a man with a peaked helmet, full
to expand their power by conquering about to do to your house.”
armor covering him in abaca and carabao
land and territories, instead of “What?” horn from shoulders to ankles, and
establishing relationships.” He shrugged wearing wooden sandals. He sat
as he turned the taro in the pot. “It’s “Ha! The bitch bites! Get ‘em, boys. Tell ‘er nonchalantly, with one knee up. He held
something we never thought we’d have to what happens to the dog when they his luthang up, butt on the ground, barrel
suffer, as we’re just a small settlement, anger the crocodile.” pointing at the door.
and our Lord’s wife is the sister of a Lord A melee ensued: two armored warriors
under Rajah Batara AmbasiÖ but I and almost ten horohan, or warrior
suppose in their conquest they will not debtors, against Odyong and her sheathe His legions rose, brandished their
settle until every rock is under their plus sword. weapons.
jurisdiction. Come, eat.”
Odyong summarily dispatched of them “Ease, ease,” said the Virbanwan
She nodded. She left the window and ate. without much trouble. She didn’t need to commander, raising his hand. The
“I’m Ilu, by the way. What’s your name, advance: they attacked her for her. She legions lowered their weapons: spears,
Ba-e?” countered, wove, struck. swords, mostly. The occasional bow.
“Odyong Pitara,” she replied, as she took She disarmed a dagger that flew and The commander rose, pushing a crying
a bit of the taro. punctured the eye of another. She woman from his side, who wore a golden
parried one attack, hit another warrior diadem. No doubt the wife of the now
*** thrice with the sheathe, and then leapt late Lord.
When they finished their meal, there was off of that man to impale the one she
parried with the kris. One of them she “So, you’re the one that has been tearing
a knock on Ilu’s door. up this little village,” he grinned,
threw over and out of the window. She
Ilu froze. He slowly rose to his feet and sidestepped a charging attack of another revealing his perfectly white teeth. The
walked over to it. He opened, it just a to send him flying directly into the fire of teeth of animals.
small bit, and asked: “Who is it--” the kitchen, slapping him on the back “Ha. Your humor does not amuse me.”
with her sheathe.
“Don’t go hiding her in here old man!” “I’m not trying to make you laugh, pretty.
And the man kicked the door in, sending This dance of swords and sheaths Now, come, then. What is it you want?
Ilu flying backwards. Odyong Pitara happened in the length it would take one Power? Position? Wealth? You want to
reached around and nonchalantly caught to blink an eye. become a Lord? I have power in
him, placing him safely to his side. Virbanwa. I’m Senapati Kampiyador,
At the end of it all, half were dead, and
Third Warlord of Batara Lakan Huwan insurmountable can be shattered with the the occasional gun and bow. Off to the
Rekno, long may he live.” power of ‘we’.” sides, standing upon balay roofs, war
drummers wrapped in drab sack cloths
“I want you to leave this village.” *** banged upon agung.
“Ha!” The senapati’s grin faded. “You’re not The next morning, Odyong arrived at the Despite being of Virbanwa, their war
as funny as I thought.” He rose, his shadow shore of the village to the sound of a tactics and traditions still echoed that of
looming. He raised his sabre and said: “Get bodyong being sounded. their roots. The warriors wanted nothing
out.” but to fulfill their debt to their masters,
The sound echoed across the entire island.
The legions readied their weapons. while those in the ranks that were
Odyong leapt out of the foliage and met wrapped in armor and wielding shields
Odyong frowned. She watched the legions. the incoming Biray. and ceremonial blades no doubt wanted
The Senapati took a few steps forward. “All glory. Those richer warriors, wrapped in
right, now you really don’t amuse me. I “What took you all so long, mga buang?”
Odyong said, a small smile breaking out decorative jewelry, painted armors,
said, get out.” He raised his hand and wearing pants and sarongs and pudongs
outstretched his fingers against Odyong. from her stoic face.
bespeckled with carnelians and ivories,
An invisible hammer slammed into her, Upon the prow of the ship, four warriors looked almost bored--some even apalled
into the door frame, sending splinters in met her. One sat on the side: a beautiful, or disgusted--that their entire army had
every direction. rose-eyed man wielding a long kudyapi, been amassed to face this small contingent
wearing no armor but a colorful and of five warriors. Five Kadungganan.
Odyong flew, backwards and out, landing golden-tasselled saob-saob only worn by
upon dirt and stone, rolling into the royalty. Five Kadungganan.
bushes. The legion leapt out, then, Lightning flashed and thunder crashed.
screaming war cries, firing arrows, Another sat by the outrigger, a young boy
with a bow longer than him. Another sat Yet the banging of agung was louder still.
rushing with swords and spears at the The cacophony of war.
ready. behind the prow, a large woman with a
large iron gut. She’s the one blowing the Far behind them, standing atop the Lord’s
Odyong had no choice but to flee. She leapt bodyong. Her sundang glinted in the balay, Senapati Kampiyador raised an
over to a lost hole in the ground, near the rising sunlight. excessively bangled hand, glinting like the
hinterlands where the swiddens became sun’s rays.
the wilds, and hid there until the legions The last one was a man with an almost
slowed their search. flamboyant baro and sarong get up, His right hand man, dripping with jewelry,
whereupon he wore plumage upon his blew the bodyong, and its sound ripped
It took them the whole night. Odyong fell pudong. Using sorcerous wind, he leapt heaven.
asleep within her hiding grove. from the ship’s prow and landed upon the
shore. At that sound, the servant that paddled the
*** biray that the rest of the Wandering Sword
“Ah, have patience with us, Odyong,” said Souls arrived upon paddled away, as fast as
Upon a cliff, whereupon the Pak-an Galura the man, grinning. His gold-pegged teeth
village overlooks vast mountains of the they could.
made it look like his mouth was made of
Masanun Island Chain, an elder man with sunshine. “Kara-Kara over there couldn’t Just as well, thought Odyong to herself.
hair like wisps of clouds countered the help but stop by a nearby settlement to She straightened herself, readying her
attack of a young Odyong, wearing a have a chance at their shrimp dishes.” blade and her sheath, her saob-saob
lambong and tubatub. flapping in the cold morning wind.
Kara-Kara, the boy with the sikarom, leapt
“Guro!” She snarled as she pushed herself off from the outriggers and onto the shore. There, five souls stood upon the shore,
off of the ground. Her guro stared off over “They had buttered hipon, how could I say bodies hardened after a lifetime’s worth of
to the rolling mountains. They trained at no! Bangol, come on, you’re with me on martial training, hands quicker after
the edge of a cliff, where the wrong step this, right?” three. Weapons at the ready, sorceries
could spell certain doom. “I cannot get prepared.
past your defense.” She rushed forward Bangol, the iron-gut warlord, leapt down
again, exploding with a flurry of blows, but from the biray and onto the shore. “Ah, The legions of the senapati advanced.
her Guro blocked them all in a furious don’t bring me into this. I have nothing to The Wandering Sword Souls strode
exchange of strikes and parries. do with that,” she said, grinning. forward to meet them.
At the end, he locked her striking arms, “Not anymore, when you finished them
and then pushed her away. She fell all,” said the rose-eyed kudyapi player, as
backwards. he leapt down from the side of the biray
and onto the shore. He wore a malong, as
“Guro!” Her frustration dripped from her any woman would.
words. “I have been training for most of
my life. Getting past you is impossible!” “Come on I thought you were on my side
Dagna!” Bangol whined, pertaining to the
“Nonsense, young one,” replied the Guro, kudyapi player. Dagna shrugged.
stretching his limbs. “Nothing is
impossible, not one.” Odyong couldn’t help but let out a small
laugh. “Tandayag,” spoke Odyong,
Odyong rose to her feet, dusting off the referring to the man with plumage upon
dust from her malong. “I’m tired. Lets go his pudong. “Thank the spirits that you got
home.” the message quickly.”
“Not until you can get past me. Tomorrow “Of course,” said Tandayag, smiling. “It is
is your final trial, remember?” destiny. And liberating villages is part and
Odyong let out a slow, dangerous breath. parcel for the Wandering Sword Souls.
“How can I do that? I’ve done all the And it looks like the fight has come to us!
techniques I know. I cannot get past your Grand. We don’t have to waste time
defenses.” looking for them.”
“Then it is time for your final lesson, little Odyong nodded. She unsheathed her kris,
frog. If something before you seems then, and turned to face the village.
insurmountable,” he raised his hands in a The legion faced them. It was an entire
ready stance. “Then do not depend on ‘I’. army, rows and rows of spear and swords,
That is the great lie. What is
Touchstones
gubat banwa is inspired by a large slew of media and real life folklore. its foundation is filipino martial arts
and southeast asian mythology. however it very equally draws from video games, other literature, and movies.
Fiction design.
11
The Sword Isles
The Isles of Ritual and Violence
Thousand Thousand King Archipelago
The Region Impaled by God
The Heart of the Trichiliocosm
The Sword Isles. The Pearl of the World, from where the lotus
blossoms, where the Thunderbolt strikes. The isles where every
region of the Warring Realm struggle over dominion and
conquest. Every culture can be found here, the center of the
Nirvana Route, the great sea-based marketplace that connects
everything in the world together.
It bleeds. It is the end of the Eclipse Era, a period of great change
and upheaval.
The Sultanate of Akai has begun its Divine Striving: it has the
strength, of course. And thus it begins a conquest to spread its
power, to strengthen its mercantile reach.
The Lakanate of Virbanwa has begun its Ashen Colonization, to
conquer others and bring them under a single culture and religion.
The Rajahnate of Gatusan revels in bloodshed, and interpolity war
escalates as a new God-King must be declared.
The Kingdom of Ba-e rallies under a single Woman Chakravarti.
Their own great Avalokitesvara. They must spread the
righteousness of Ba-e to the world, to save it from the toils of
samsara.
The Confederation of Apumbukid is pushed to violence, traveling
across the world to rid it of rising demon hordes as more people
are killed indiscriminately and their souls become demons.
All of these are about to clash against each other in a great violence.
The Eighth Star Era, otherwise known as the Festival of the
Longest Night. Find Glory Beyond Heaven.
12
ind
W Iphag
N H
Timog
ab
NW NE
| Eastwind Sea to
Foreigners
W E
SW SE
Ipo
i han S
Am Kanaway
13
INTRODUCTION
I: An Introduction
14
14
INTRODUCTION
In the distant past, before rulers, before gods, there were The golden age is a myth.
communities and families that worked together to help
each other. This era ended eventually when Folk invented What followed was the 7th Tuig Bulan, the Moon Era, and
ownership, and then invented weapons to enforce that it presented the greatest change. More importantly, it
ownership. This was the eventual downfall of the Sixth began with Rajaraya Pintas being violently overthrown
Cycle, with the 6th Tuig Bituon being brought to an end from his throne, and his world-empire of Samrat cast into
only by the First Rajah, who managed to bring all into the depths of the Jade Sea, never to arise.
Concordance. A huge feat.
Rajaraya Pintas was overthrown by the same violence he
instigated. He never found Glory in the same way
Himayanon Nawara, the great Sage of Violence, did.
The various cultures, states, and societies that arose in the The rise of rulers brought nothing but war and killing. So
7th Moon Era all hearken back to the 7th Sun Era, with many people brought away by the tides of time. We have
royalties and tripartite social orders built upon the shape brought this upon ourselves. A cruel ruler leads to cruel
of Rajaraya Pintas’ grand society. This is, of course, built to people. If there must be a leader, then it must be a master
fail. This did not stop them, however. chosen by servants.
15
INTRODUCTION
This religion believed in the sovereignty of the Moon, for The Lunar Faith brought a certain stability to a broken
there lived Baginda Sumongsuklay, the grand Lunar world, but it also brought with it the strength of zeal.
Goddess who cleaved away the darkness to bring about Warriors collaborated together under the banner of a
the world, as said by their sacred texts. The First Prophet single faith, and waged war against others.
of Baginda Sumongsuklay herself was said to have fallen
from a comet sent from the moon, and traveled from a jar
and arrived upon Jamiyun Kulisa’s arrows.
Issohappa Invades
Around the same time the Lunar Faith arrived in Gubat The Pale Kings were not adept at governing faraway
Banwa, so did the Issohappa, to the Far West, become kingdoms, and thus they left most of the governing to the
colonized by a parasitic, vampiric folk of fey-demons Mendicants. Pale King friars and priests who spread the
known as the Pale Kings, Bleeders of the Fivefold glorious word of the Almighty, Lion of Lions, Lily of the
Universe, Conquerers of Royalty, ancient and towering Valley. They preached the Almighty Commission, the
alien beings with pallid and dead alabaster skin, leonine Penitence for the death of the Son, the Everlasting Love of
claws, and crimson eyes. When they died, they burst into God, the Burning Bloody Daystar.
pools of slow flowing blood.
But the spirit of justice and violence broiled in the Lakan
Upon flying frigates, goblin-slave-manned galleons, and of Tundun. They rallied their revolutionary force, with
great lion-ships, arrived the Empire of Issohappa upon vast amounts of reinforcements from surrounding
The Sword Isles, and plunged the Gubat Banwa ever polities: from Sonyoh, Gatusan, Ba-e, Apumbukid, Akai,
deeper into darkness. This was the darkest era of the 7th Iyamat, Malirawat, and even Baik Hu, and managed to
Tuig-Bulan, for the Pale Conquest succeeded, and they siege the Cathedral of the Sidereal Spoke in the middle of
claimed the island of Rusunuga under their empire. the city of Ananara, Virbanwa’s inner city. There they
killed El Kampiyador, the Governor-General, and
Issohappa turned the exalted ancient state of Tundun, overthrew them. The old rulers of Rusunuga banded
the City of Warlords and Sages, Third Heir to the Raya together and pulled allegiances from across Gubat Banwa
Confederation, and turned it into the grand Imperial City to band together and repel the invaders. This was the only
State of Virbanwa. The Crown City, loyal to the Crown of time the disparate and warring settlements have ever
Issohappa. It was forever different: folk were enslaved, fought together in complete concert. inst others.
given the Red Eyes of Slaves when the Pale King
Aristocrats Enthralled them. They brought in their
construction methods, their stone bricks, their silvers
and sweet potatoes from the Near-Western Continent
across the Eastern Vastness. They introduced carriages
and plows, just so that the slaves can use them to create
vast farmfields to fuel the Imperial Economy.
16
INTRODUCTION
Eclipse Age
There was no 8th Tuig Adlaw nor 8th Tuig Bulan. Instead those were replaced with the Tuig Bakunawa, the Eclipse Era, the
only Eclipse Era in the aeons that have spanned Gubat Banwa. It was an Eclipse because no true enlightenment and peace was
achieved. Virbanwa liberated itself but fell into the trap of emulating their colonial masters, becoming nothing but a semi-
feudal, semi-colonial shadow of its former glory.
During the Tuig Bakunawa, the five major mandalas rose to power and became the most well known of the cultures across
The Sword Isles. The Rajahnate of Gatusan, established during the 7th Tuig Bituon by Sri Maharaja Bishaya. The Sultanate of
Akai, established by Sultan Jaris Akai, who arrived upon a bejewelled jar. The Confederation of Apumbukid, a loose
connection of settlements across the archipelago that fight to protect Hiyang. The Kingdom of Ba-e which holds to its old
power and to the broken memories of an ancient state. And finally The Lakanate of Virbanwa, a victim of its invaders, now a
burgeoning empire hellbent on unifying the Sword Isles under the Ashen Star.
At the end of the Eclipse Era, the world is plunging into the greatest war Gubat Banwa shall ever see. A strife that will last for
a thousand thousand years, across various realms and dimensions of existence. There will be a great gnashing of teeth, and
swords shall cut until nothing is left.
There will be no 8th Tuig Bituon. It shall be with the final Era of Gubat Banwa: The Festival of the Longest Night.
17
INTRODUCTION
1 - Find Harmony.
2 - Sunder the world with your sins. Rejoice in the glory of
combat. The darkness chokes the stars. The world shall end
after Eight Cycles.
3 - The final number, perfection of divinity. Two squares
interpolated, 8 triangles within. 4 + 1 + 1 + 1 + 1, perfection of
glory, of royalty, achieving harmony with Diwa, the essential
flow of reality. There is no escape from the ancient of days, as
the cause-effect crumbles in on itself, and love becomes
evisceration becomes love.
4 - We shall be divided infinitely, to the point where we are one.
What shall come after? A new world, a different one. Will it be
better? That is up for us to decide. Evermore we’ve held the
destiny of the world in our hands. Now it is time to accept
responsibility.
5 - Shirk power, for what is power but irresponsibility? Use
pride, for what is pride but a ladder? Craft swords, for what
are swords but crude manifestation of truth?
6 - Therefore, listen to my plea. The center of the world is the
Sword Isles, and that is where the final battles shall take
place. From every region of Gubat Banwa, warriors shall arrive.
They will revel, in this Festival of the Longest Night.
7 - Damn my eyes, they fail me now. Sight without seeing. But sight
is not something I need, when darkness chokes the stars.
8 - How will one save this world? Or how will one change this?
It is up to you. Is it worth saving, or should one create a better
one from its wretched ashes? How will one change the world?
9 - The Answer is thusly.
10 - Take The Thunderbolt.
11 - Only Violence Can save this world.
12 - Find Glory Beyond Heaven.
18
INTRODUCTION
You are Kadungganan, but that’s nothing special. The gods of the trees and the
mountains have seen more of your kind than you have seen blades of grass. They
grant you power, sure, through your incantations, and you harness ancient
blasphemies with your sorcery, but that is nothing to them.
What does make them interested is the fact that your footfalls heralds the end.
The Festival of the Longest Night arrives, of the Addawa Year 1001, the beginning
of the final days.
Even the gods and the spirits shall revel in this Festival. There is no more time
for hesitation: Gubat Banwa comes to fulfill its name. It will become the lands
of violence. None shall escape. All shall revel. Where will you be, at the end of
the world?
Choose your Conviction, Kadungganan, and light your Flame of Want. Guided by
Rumination, you must change the world. Death? Harmony? Power? Hegemony?
Empire? Wealth? Annihilation? Become God-King, to change Gubat Banwa’s
destiny? Or tear all God-Kings down, and create something different?
Unsheathe your sword, and then raise it. Do not forget to cut, a sword is used
for cutting.
19
INTRODUCTION
The Sword Isles is an exonym, meaning it is what Bituon Tuig or Star Eras, that time when the
other nations call it, particularly the dragon empire darkness overpowers the sky and only a few motes of
of Baik Hu. For the natives, they refer to their own light can be seen, is the time of darkness, danger,
islands, and they do not have a particular name for violence, atrocity, hate, and sin. It is the time when
their cloister of isles, save for the five major polities, witches and demons are most active. When a Star
who have a stake in ruling over all of the isles. Era ends, it is said to become a Sun Era once again.
While peace and trade settles in the other nations, However, Wajrastra, the Thundering
the isles of The Sword Isles only intensify their Makinaadmanon, the Golden Bodhisattva of the
violence, vying for heirloom wealth, status, servants, Isles, has stated that the Eighth Star Era, should it
and revenge. come to pass, will be the Longest Year. By the Eighth
Star Era, the stars will have been almost snuffed out
But first, a brief note about time. The way Sword Isle by the darkness between the stars, and thus shall
Folk reckon time is as thus: begin the Festival of the Longest Night, where the sky
and sea become the color of the blood spilled of the
The hours of a day is measured in the Movements of eternal strife.
the Sun. There are 16 Movements: starting from dawn
and ending at the time when it is so dark that one can The final Wars are upon us, and with it the end
hardly see in front of them. They do not reckon time of Gubat Banwa.
at night, for that is the domain of witches and
demons.
20
INTRODUCTION
21
INTRODUCTION
22
INTRODUCTION
Time Keeping
In general, we follow the usual time
keeping as with other Tabletop Role-
Playing Games. However we have
different names for it, to help hew close
to the mood of the game:
A Scene is just that, a dramatic scene.
When it ends is up to the players. A fight
is almost always a scene.
A Fight is a moment of kinetic action.
How long it takes is variable. Each Fight
has Flurries, bursts of violence and
movement that showcase the back and
forth of combat between two to three
sides.
A Session is 2-4 hours of play time,
composed of several scenes in
succession.
An Arc is a series of Sessions that
have a single, self-contained story
that starts and wraps up. In a long
running serial or show, this might be a
particular number of episodes, chapters,
or issues that focus around a single issue,
problem, or situation. Arcs are usually
self-contained story, with their own
beginnings and endings.
In Gubat Banwa, an Arc is a discreet
mechanical way of providing progression:
all Kadungganan begin at Arc 1. The
number of Arcs in mind is how long a
Kandu might go: the usual length of a
Kandu is 3 Arcs.
Particularly short games might only last a
single Arc, made up of a few Sessions.
A Kandu is a series of Arcs that interconnect
and build to a grand final climax, whether it
be confrontation or destruction. In pre-
colonial Visayas, Kandu are ancient heroic
epics showcasing the greatest virtues of
their culture and tradition. They are notable
for their repetition of important things,
such as violence and drama. Kandu
singers, Parakandu, perfect their craft by
crafting more succinct yet beautiful
metaphors for each repitition.
Other Role-Playing Games might call this
“Campaigns”.
23
INTRODUCTION
0 A Freewheeling Adventure Across Diverse Lands! Similar to adventure stories like Avatar: The Last Airbender and
One Piece, you can play Gubat Banwa if you want to play a game where you are encouraged to travel across vast
distances, usually by sea, to explore other locales, make friends, and find or perform a specific task, such as defeating
an evil overlord or finding (or returning) a special treasure.
0 Intense Political War Story. Similar to games like Fire Emblem and Tactics Ogre, you can engage in war stories that
deal with heavy political issues, such as genocide, racism, slavery, labor, mercantilism, and the nature of war. Similar
perhaps to Ramza traveling across large swathes of land collecting warriors in a guerrilla fight against a corrupt
religion, or Denam marching across a continent to find the truth behind an ancient empire. This is most potent across
the larger mandalas with imperial goals, such as Virbanwa, Ba-e, and Akai.
0 Intense Interpersonal Drama. You can center the stories to be a bit more personal: revolving around the politics and
relationships of the Kadungganan with the Folk around them, similar to a large number of dramas. There is a robust
system for dramatic mechanics and social debt for this.
0 Wandering Heroes of Martial Prowess. From Legend of the Condor Heroes to Dragonball Z, this is inspired by the
wandering vigilantes of wuxia. Gubat Banwa is particularly well suited for these kinds of stories, where violence and
martial skill are the turning points and emotional beats of a story.
0 Rise Against. Popular in stories such as Star Wars, Iron Council, Les Miserables, and of course Revolutions across
history: you can imagine worlds and stories that have the Kadungganan rising against a terrible hegemony, who holds
power and exploits the poor, the working class, and farmers. This is especially viable in stories set in the Festival of the
Longest Night, where autocrats and datu have risen to grasp for authority.
0 The Idyllic Green and Blue. The deep forests, the grasslands, the holy mountains, the vast oceans, the cold river
springs... These are the things we fight for. To preserve the world from atrocity, to achieve hiyang. Inspired by stories
such as Princess Mononoke, Howl’s Moving Castle, and Breath of the Wild, this is a more peaceful and cozy kind of
story that focuses on community building, wherein most usually the Kadungganan take the role of caretakers and
cultivators of the land, guardians of their communities (which include the spirits) to keep them from succumbing to the
bloodshed. A soft violence.
24
INTRODUCTION
A Note on Trichiliocosms
Gubat Banwa is the center of an ever-unfolding hibiscus Hanginbanwa, the 1st layer, Realm of the Wind Spirits.
made of three billion billion realms.
The Lower Shell is where earthly mortals reside. The 1st
The cosmos of Gubat Banwa is vast and large. Imagine a Layer, the one closest to Hanginbanwa, is ours, where
giant coconut floating in a vast sea of wine (though others mortals and spirits thrive, known as Gubat Banwa.
ask you to imagine a lotus instead). The cosmos itself is
called Kalibutan. The higher layer of Kalibutan, residing The 2nd layer is the abode of the tree and mountain spirits,
on the upper shell, are the Seven Upper Realms, and the and guardian spirits, known as Kahoybanwa, Realm of
bottom shell of Kalibutan are known as the Seven Lower Wood.
Realms. Each Realm is stacked on top of each other in The 3rd layer is the realm of the sea, the oceans, saltwater,
layers. Denizens of the two Shells can usually move in which stream in past the World Jaws from the endless
between each banwa more or less freely. However, each Ocean of Wine. Here the sea gods dwell in their mighty
layer of the upper layer is guarded by a garoda, giant birds kingdoms, known as Kadagatan.
of smokeless flame.
The 4th Layer is the layer of freshwater spirits and
The Upper Shell are made up of the following realms, or waterspout spirits, known as Kasubanan. Here the
lands. ancestor spirits, in the form of crocodiles, rule the earth.
Haribanwa, the Realm of God-Kings, the 7th Realm, The 5th Layer is the layer of subterranean spirits: the gods
farthest from us mortals, where Creators watch from of the lower soil, of caves, of lost things. This is the layer
void. where Sulad is, floating in an underground ocean. Sulad,
Himayabanwa, the Realm of Glory, the 6th Realm, where the afterlife of many Sword Isles folk, is owned by
rescued souls go to rest, and where the angels of various Sumpoy, Slaver of Souls, who forces folk not saved by
cultures serve. Iraon Daron to toil as they did in life.
Buhibanwa, the Realm of Life, the 5th Layer, where the The 6th Layer is the layer of punishment, known to many
highest mountains reach, and where the Tree of Life as Nerak, or Inferno. Adherents of Bulanan and
resides. Sampalataya fall here when they die and did not follow the
tenets of their faith. Other folk fall here if they must be
Langitbanwa, the Realm of the Sky, the 4th Layer, land of cleansed of misdeeds in their past life.
the Sun, Moon, and Stars
The 7th Layer is the Empty Layer. It has no name. The four
Balahalabanwa, the 3rd Layer, Realm of the Gods. pillars of the world uphold the rest of the layers here,
Warriors that die in combat are brought here by the where no sound can be heard. The world shakes when the
rainbow. Abyssal Boar or Abyssal Serpent shakes the world pillars.
Apobanwa, the 2nd layer, Realm of the Ancestors, who Sometimes chains rattle impossibly in its vaunted halls.
stride freely between this and the land of the Gods, for
they become Gods themselves.
25
INTRODUCTION
Some examples of the million other polities that The Sword Isles is filled with a huge number of
permeate the Sword Isles are thus: Sinuku of the settlements, villages, cities, and states. “State” in the
Thundering Dragonbird, Ibalnong of the Monster Slayers Sword Isles functions differently than what is usually
and Tamers, Asinan of the Iyamati Concordance, Vuyu of understood when talking about states. Instead of states
the Ice-Capped Mountains, Naksuwarga of the One having strict geographical borders, there is instead a
Thousand Gods, Barungsai of the Fated Divinity, and powerful center, and then that power emanates outward:
Sonyoh of the Rising Blades. There are many, many more. those closest to the center are more influenced and
connected to the center, while those farther from the
And so our eyes fall to the five, like rays upon the sun, or center are more prone to having their own bespoke
petals upon the lunar blossom. Five is a holy number in cultures and only answer to the mandala out of trade
the isles: 4 + 1, perfection of divinity. A square with the agreements or out of acknowledgement of their power/
single point in the middle, a symbol of Hari-Balahala bonds. The center plus the surrounding power it exerts
Rakan Malaun, the most Ancient of Primordials, whose over other places are known as a mandala.
name means God-King Chief Eldest, the first ancestor of
the Gods, the Giants, the Aswang, and the Demons. This term was coined by Multiplicitous Missionaries that
arrived in Ba-e (monks of Ashinin), and has since
In the creation of the Gods, Malaun—who was duality in proliferated across the Sword Isles. Some villages can be
unity and therefore, both—manifested their masculine powerful enough to have mandalas, but most of the time
and feminine self and birthed unitarily the first of the only powerful cities have mandalas.
gods, and became the First Ancestor.
26
INTRODUCTION
27
INTRODUCTION
28
INTRODUCTION
29
INTRODUCTION
30
INTRODUCTION
31
II: PLAY
In this section of the book, learn how to play the
game with the rules. Keep in mind that Gubat Banwa
is a particularly involved game, and it demands your
attention.
The Play Manuscript has three sections: Seasons,
War Drama, and Tactical Martial Arts.
Before learning about how to roll, here are the
following General Rules that you should keep in
mind when playing a game of Gubat Banwa.
PLAY
34
PLAY
The Himulawan Rule � When you try to stop a flood and gain a Full Success
through Water, perhaps you can describe that you manage
to meditate and unlock a hidden connection through
Bulawan, Bisaya for Gold or pure gold. extreme meditation, and you manage to stop the flood
with telekinetic prowess.
The Bulawan Rule is this: fiction and drama over
everything else. If it makes sense in the fiction or if its When you try to intimidate a warlord and gain a partial
particularly dramatic, it happens. Let the story being told success, you can take hold of the interpretation. After a
take precedence over rules. In combat, if someone is booming speech against the warlord, perhaps the warlord
Incapacitated, they obviously would not be able to is simply even more agitated, and this in turn caused your
perform effects or keep an effect going, because they’re warriors to be agitated as well, and so you start
unconscious. Additionally, this is an endorsement for improvising and say: you actually invoked an ancient clan
players (specifically the Umalagad) to create rulings. war between the settlements, and now you must fight it
Rulings over rules. again to seal it once and for all.
The Pilak Rule � When you Stride, say out loud that your Kadungganan is
rushing across vines, vaulting over fallen trunks, running
across ruin walls. When you inflict violence, say out loud
Pilak, Tagalog/Bisaya for Silver. that your Kadungganan is unleashing a flurry of strikes, or
is striking 6 times in a span of a second (works best if you
The Pilak Rule is this: specific trumps general. A specific roll 6 Attack Teeth!)
rule from a Discipline or item is what will happen instead
of a general rule. If a general rule tells you that you suffer
damage, but a specific rule says that you do not suffer
that damage, then you do not suffer that damage. The Puthaw Rule �
Puthaw means iron in Bisaya.
The Tumbaga Rule � The Puthaw Rule is this: follow your responsibilities.
These are:
Tumbaga is Bisaya for Copper.
0 Agree on a Theme and Tone
The Tumbaga Rule is the rule of rounding. Whenever you
must halve something, unless otherwise stated, round 0 Care about combat
down. 0 Play into the melodrama
35
PLAY
36
PLAY
Modes of Play
Gubat Banwa is a tabletop role-playing game that can be played in a number of ways. These play modes are: Solo Play,
Co-Op Play, and Traditional Play. Before playing, you can choose which version of Play you wish to do. These modes of
play can be interchanged at any point: if from Solo Play you want to transition into Co-op Play, you can!
0 Solo Play is exactly that: you control a single Kadungganan and go through the Sword Isles by yourself. You can even accrue
companions, but they will not be as powerful as your own Kadungganan. You usually need just 1 player, yourself,
0 Co-op Play (short for Cooperative Play) is when a group of players play as Kadungganan, but without an Umalagad. You
travel through the Sword Isles in troupe-play everyone playing NPCs and the like, as they fight enemies, solve mysteries, and
overthrow thrones. You usually need 2-5 other players with you.
0 Traditional Play is the default mode of play common in traditional RPGs, wherein a group of players play as Kadungganan
while one plays as the Umalagad, a sort of master of ceremonies or arbiter who facilitates the revelation of the world. You
usually need 3-6 players here, with one player taking the role of the Umalagad.
Kadungganan Umalagad
The river of life ever flows. Rejoice in the glory of battle… O faithful guardians, gods of this world, hear our calls and our
Kadungganan. hearts
Those who bear the Steel of Conviction, the Flame of Want, the Find us true and pure and clean and cleanse us from any impurities
Burden of Rumination, and the strength of Conviction. Guard us from all things that wish to bend us.
Stand, now. Stand, and never let the world bring you to your knees! In the darkness of the Eighth Star Era, where the Goddess of the
Kadungganan! Fulfill your blasted name! Blackest Night brings impenetrable darkness:
In honor and legend, let your name be writ across the eternal stars! Be our only guiding light.
Stride upon the bloody lands of GUBAT BANWA and change the
course of history! Umalagad means Guardian Ancestor. Very often known as
Sunder the world with your sins so that we may build a better one. Umalagad across many cultures, known as Ferandal in
Apumbukid, Kiraman in Akai, Katutubo in Ba-e, and Anghel in
Kadungganan in Gatusanon, Hulubalang in Akainon, Bayani in Virbanwa.
Ba-e, Kabalyero in Virbanwa, and Vwiraya in Apu-apu.
In Solo and Co-Op Play, the Umalagad is a guiding force, and not
Kadungganan means Honor and Prestige. It is what you are. If a player role. When things seem uncertain, the Kadungganan
we are to translate it to this tongue, it can be Gallant or Knight. Look to the Umalagad to keep the game moving.
Kadungganan is the Trade Mataram term for the various In traditional play, it is the role of the Umalagad to see that a
esteemed and honorable warriors across all of Gubat Banwa. It Kadungganan goes on their journeys, and work toward their
is a lingua franca term for martial artists who are the best and Convictions and Wants. To this end, you facilitate the revealing
most skilled of all the warriors of their culture, whether they be of Gubat Banwa to the Kadungganan, to the players. Whenever
the Mahavira of the Varshan Empires to the Xia of Southern Baik the Kadungganan acts, the Umalagad dictates how the world
Hu. reacts. As a Umalagad, reveal that the world of Gubat Banwa is
In Gubat Banwa, you play as these Kadungganan. As a bloody and visceral, fraught with violence, infighting, but also
Kadungganan, the world around you treats you with a certain reveal that it can be saved, that there is always good, and that
respect. Warrior cultures might look upon you as a folk hero, and that is worth fighting for. The Umalagad’s role is to establish
treat you with the same respect as nobles. Others, such as fiction, and then react. The Kadungganan will act, move through
powerful states and hegemonies, might look upon you as a true the rivers of the fiction, and the Umalagad reacts to it.
nuisance, an evil upstart, threats to their absolute authority. In Traditional Play, the Umalagad’s responsibility is roleplaying
As a Kadungganan, you play to uphold your Conviction and to as the world, as the world of the mortals, Gubat Banwa, as the
fulfill your Want. While in Gubat Banwa the cultures mostly look various NPCs, or Non-Player Characters, that the umalagad have
upon Kadungganan as these unblemished heroes who are deemed fated to be complicated and entwined into the hearts
worthy of places in their songs and genealogies, this cannot be and drama of the Kadungganan. The Umalagad influence the
any farther from the truth. Kadungganan, by virtue of their movement of the world, after all, and the Kadungganan pay
Want, are capable of exalted highs, but also are prone to falling respects, revere rites, and worship the umalagad to bring them
to the lowest of lows. good tidings.
As a Kadungganan, you can change the world. But are you
willing to lose yourself in the process?
37
PLAY
Solo Play
Recommended for beginners and those that don’t have Gubat Banwa’s mechanics down, you can start trying out Gubat
Banwa for mostly free, without the need for someone to run for you, through its Solo Play mode!
Solo play uses your own imagination, divinations, and a robust tactical martial arts system to create diverse narratives,
compelling storytelling, and intricate situations that you can immerse yourself into, to experience the vast world of
Gubat Banwa, and to pave in blood and metal the legend of your Kadungganan. What songs will they sing of you?
0 Something To Record Your Ventures: You need a paper and pencil. Ideally this is some sort of notebook that you can use as
a journal, that you can use to track down what happens on your Kadungganan’s journeys. Writing down what happens to you
is known as Inscribing. Of course, you can also write this down on a computer or some other sort of document.
0 Divinations: This Core Rulebook has a large Divination section. Divination is the term used for oracles or the tables used to
create randomized outcomes to help facilitate the movement of the narrative. You can use other books for Divinations! In
fact, you can use resources outside of RPGs, such as academic papers or books, to find more inspiration.
Solo Principles
Here is a general list to keep in mind for Solo Play. These Guidelines must be followed if one wants an optimal play
experience.
0 Surrender yourself to the fiction. Give yourself to the fates. Revel in the dramatic, do not revel in trying to win every single
argument. If you want an interesting story, fail and accept consequences.
0 Think Outside Yourself. While in a situation, think about how the other characters might speak with your own
Kadungganan. Do not think in terms of how your Kadungganan might be benefitted. Think instead of the wants and needs of
each character, and play into the fiction of that.
0 Think of your Kadungganan’s Feelings. Emotions and feelings are the most important parts of this game. Kadungganan
tend to have larger than life emotions, and you are welcome to play it up. Always keep their emotions in mind.
0 Keep Track of Combat. Use a notebook or some such if you are opting to play Solo with tactical martial arts, which is
configured anyway to be able to run perfectly well with solo games, although it does require the player to have a larger grasp
of Gubat Banwa’s martial intricacies.
38
PLAY
39
PLAY
You can choose the frequency of when you inscribe what happens in the fiction. A common choice is
inscribing when Casting the Crocodile’s Teeth, as Casting is often a decision point that you
cannot turn back from. Another common choice is during important events,
which can help you decide what you write down as important as
things come to a head.
40
PLAY
41
PLAY
War Drama
War Drama is one of the two modes of Gubat Banwa, the other
being Tactical Martial Arts. In War Drama, you eviscerate
yourselves and others upon the altar of war, to change and
shape upon yourself a Gubat Banwa that you wish to live in.
As Kadungganan, you are poised to change the world. As
freemen, you can choose which Chief to follow. As warriors,
you are free to take the world by its reins. As non-nobles,
or as petty aristocrats, you are closer to the earth that
you walk upon than the actual regents and vassals
that walk the land.
As Kadungganan, you look upon the world with a
shattered heart. Is this all there is? Constant war
and bloodshed?
Claim your sword, Kadungganan. Rise.
Sunder the world with your sins, so that you
may pave the way for a better one.
War Drama has a slew of rules, and many of
them are important mechanics to drama.
The portions of War Drama are:
0 Casting the Crocodile’s Teeth explains
when you roll your character’s narrative
skills, that are not connected to Tactical
Martial Arts.
0 Honor and Barter, explains how commerce works in
the isles: that is, each polity values items differently, and
your honor might give you leverage on the things that
you can gain.
0 Debt is the most important aspect of Sword Isle
social networks. It is the primary way connections are
made, and how Social Classes are enforced.
0 Downtime is how you spend your times of rest. You can
only Downtime in Places of Peace, and cannot downtime
elsewhere. While not in Downtime, you are venturing.
42
PLAY
If attempting an action that is uncertain or Collect a number of d10s equal to [2 + Alignment], your Alignment
dramatic, you must Cast The Crocodile’s Teeth. Teeth. If there are any items, subcultures, lineages, social
Find out how you are approaching the action to standing, or convictions that would give you some sort of help or
determine what Alignment is to be used. advantage, gain +1d per advantage, to a max of +3d.
Collect 3d8 to represent the Difficulty Teeth. If Roll them together. 6+ on the Alignment Teeth are Hits.
it is particularly difficult, then add +1d8. If it 10s are 2 Hits. Any 6+ on the Difficulty are Misses, which
seems like a godly feat, add +2d8. cancel out Hits 1-for-1.
43
PLAY
The Moon is a tool used to gauge accumulated progress to a certain goal. Use this
when something takes some time or if it requires a lot of work put into it. In this
sense, they are Progress measures. Essentially, you would use these to track an
endeavor that takes several actions to overcome.
Each Moon should be named with the eventual goal in mind. When trying
to infiltrate a stone fortress, call it that: “Infiltrate Stone Fortress”. This lets
you remember what the Moon is for.
When the rules tell you to create a moon, doodle a circle and separate it into
crescents. The most common is 5-crescents. If a certain activity is
difficult or takes a long time, it might be 7-segments. If it’s extremely
hard and/or takes a really long time, it might be 9-segments.
Saniogo seeks to outrun a rushing tigbalan. The Umalagad states that this is
a moon with 4-segments. The Bakunawa begins to eat the Moon.
Anything that furthers the accomplishment of the goal of the Moon fills a crescent. This can come from things
accomplished in fiction, but is also commonly done by succeeding on Casts whenever you attempt an action to further
the Moon. Merit can cause you to fill more than 1 Crescent at a time. When all crescents are filled, then the moon is Full,
and whatever you were making progress toward or attempting to do is achieved.
However, whenever something bad happens in the fiction, when the fiction changes into a more precarious situation due
to what the Kadungganan do in the fiction, the Umalagad draws a single triangle on the perimeter of the Moon. Very
commonly this is brought about by Failing Casts.
This represents the Teeth of the Bakunawa. Once you get three triangles, the Moon is Consumed, and consequences befall
you, and your progress is either stalled for the meantime or lost completely, whichever makes most sense in the fiction.
Gaining Merit on a Cast might be used to remove Teeth if it makes sense in the fiction.
Saniogo attempts to leap across a chasm to escape a tigbalan. The Umalagad asks what Saniogo does, and Saniogo says that
he leaps up to grab a vine that was hanging about. The Umalagad nods approvingly--he says that Saniogo leaps across the
chasm, catches a loose vine, and swings safely to the other side. No Teeth yet, the Umalagad thinks. Saniogo shades in a
segment of the Moon. Three left.
However, the Umalagad states that the tigbalan can cross chasms with its bird wings easily. It closes in on Saniogo, and the
Umalagad points out that there is a rushing river before him. Saniogo cannot think of a way to cross the river quickly, and
decides to power through it. He makes a Might Cast to power through, but fails. He is carried away by the river, and the
Umalagad says that the tigbalan is closing in. A single Tooth circles about the Moon now.
44
PLAY
Honor
In the Archipelago of The Sword Isles, there is no proper coinage. Due to the inherent and
vast interconnectedness of the Sword Isles, there is no single currency.
Instead, warriors and kings deal in honor.
In the Sword Isles, goods are exchanged for either other goods or
services. As Kadungganan, your main form of gaining goods is
rendering service to rajas, especially if you are still a new
warrior who has not yet made name for themselves.
0 Break a promise.
0 Kill someone meritorious.
0 Defeated in Violence.
0 As a Consequence.
0 Break a social taboo.
0 Blaspheme someone important.
Bartering
Honor lets you barter. Often, people will want something exactly
equal in value (in their eyes) when you want something. If you want a
sword, then you must trade something equally important back,
perhaps like a slave. However, if you have Honor, you can haggle. If
you have Honor of at least 1, you can spend that Honor to add +1d to
any cast related to haggling with the person. (Example: Haggling
with a merchant for a cannon might necessitate some kind of Cast.
You can spend whatever Honor you have to gain +1d to try and succeed
that Cast, as the merchant contemplates upon your place in the Sword Isles.)
Mountain settlements for example might consider fish and salt essential items, but they
might consider rice--something they harvest and export--as abundant items. Gaining
abundant items are easy, but things that are commonly considered valuable or treasure in
the isles require specialized merchants and traders to gain, but are signs of wealth. Richer
datu might want to establish good connections with you if you showcase treasure on you,
such as foreign armor.
Foreigners would usually count what is just commodities to the tawo as necessities. Pearls in
the Sword Isles might be abundant (pretty ones nevertheless, and used as jewelry), but they
are treasure in Baik Hu and Iyamat. Clay pots are abundant in the isles, but Iyamat folk treat
them as essentials due to their ability to store tea leaves.
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PLAY
Accruing Debt
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PLAY
When you wish to pay off your Debts, speak with the When you wish to transfer the Debt someone owes to you
person you wish to pay off. They can choose one from to someone else, say your reason and how much Debt you
below: wish to transfer, and then transfer that much Debt that
the person owes to you to the other person. You can use
0 They can ask you to do something for you. this to feasibly gain goodwill from others, as Debt can
also be used as a form of currency in the Isles.
0 They can ask something from you that you must pay.
If you do it, the one you have Debt to discards 1 of your
Debt to them. If you remove all your Debt from someone,
gain +1 to your Honor.
47
PLAY
Downtime
Downtime is exactly that: times of respite. You can only go into Downtime when
you are not venturing: you must not be in a Raid, and you must be in a Place of
Peace. In Downtime, you can do up to 2 Downtime Actions.
You do not need to use up all your Downtime Actions, these are simply
suggestions. If you wish to freely roleplay, otherwise known as freeplay, during
Downtime, feel free!
Places of Peace are rare in Gubat Banwa. Additionally, Downtime Events still
should follow the fiction: you should feasibly be able to do the Downtime Event you
want to do in the Place of Peace you’re in.
Legend
Downtime is where you find rest and your deeds catch up to you, as well as when
you can train yourself.
When you enter into Downtime with 10 XP, your Legend Grows, and then you lose
10 XP. Do the following below:
You can keep playing past Legend 8, though you do not gain more Legends.
Instead, every 10 XP, you can spend the XP during Downtime to gain a new
Technique. However, going into Violence, you cannot have more than 10
Techniques at your disposal. You can choose which of your 10 Techniques you’re
bringing at the start of Violence.
48
PLAY
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PLAY
Downtime Actions
Mingle Market
You go out and meet someone you want to meet. This can You travel to the settlement’s marketplace, looking for
either be someone you already know or someone you something specifically. State what you’re looking for, but
haven’t met before. When meeting with someone in this you must roll an Alignment then look below:
way, make sure it makes sense for them to be there in your
area. On 1-2 Hits, choose 1 below, On 3+ Hits, you get the item no
strings attached. On no Hits, choose 2 below.
If it’s someone you haven’t met before, roll a d6.
0 The Item is not exactly what you thought it would be.
0 1 – They are fiercely hostile to you.
0 The Item took a bit more haggling to get. You owe someone
0 2 – They are wary of you. powerful: give them your Debt, meaning you owe them
something. The Umalagad can choose to hide who this is.
0 3-4 – They are neutral: they don’t know you yet.
0 Getting the Item took a lot of time. You can only gain the
0 5 – They are receptive to you.
Item when you next return to Downtime.
0 6 – They are enthusiastic in meeting you.
0 The Item is dangerous somehow, physically: it might blow
up, or corrupt you.
Town Talk
0 The Item is dangerous societally: you have attracted
Go around and listen to the town talk. This can also dangerous attention.
be used to poke your nose somewhere where it Hunt
doesn’t belong, or somehow be a fly on a wall for
some important information. Use this to find Whether with the datu or not, you can go hunting for
information, but spiritual knowledge can only be food and game. This is usually for ritual sacrifices
found through meditation or if there are and items for a Feast. Make an
spiritual leaders in the area (balyan, sages, appropriate Cast as to where you’re
guro, panditas, saints, priests, and the like.) hunting (or fishing): this is usually
Observation, Grace, or Sensitivity.
State your method and what With an appropriate difficulty
information you’re looking for depending on what you’re trying to
and then cast the Crocodile’s hunt. Each Kadungganan on the hunt
Teeth. makes a Cast.
Full Success: You get info. Full Success: Gain 2 hunting loot.
Partial Success: You get info but Partial Success: You find 1 hunting loot
attract unwanted attention. but you lose something: an item, your
Conviction (change it), someone’s Debt to
Failure: You do not find what you you, something important to you.
were looking for, but perhaps you find some
other information. Failure: You attract unwanted attention, either
the spirits of the forest or the wrath of the gods.
Change Discipline
If you choose not to give any of your hunting
Other than a specific story beat, you can also spoil to the gods of the forest that you hunted in,
willingly change your Discipline by using you incur the wrath of the gods, which will befall
this Downtime Event. As always, keep in you at the worst possible time.
mind that switching a style also means
having to recalibrate muscle memories, as Doing this Event with royalty is a popular way
well as having to deal with any fallouts of bonding with them: Hunting with Chiefs
from your previous guro. Most Disciplines and Kings is a popular pastime in the islands,
require a Guro to learn, which sometimes and is an important way for a datu to
only come when you have enough Honor showcase his skill, as well as his warrior
for the Guro to find you worth it to teach. vassals to prove both their loyalty and their
strength to their ruler.
When you Change Disciplines, choose a
new Discipline and take that
Discipline’s Traits and Inflict Violences.
You keep any Technique that you already
know. However, you must already have a
Technique from that Discipline to change into it.
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PLAY
Dance With Hearts and Thoughts Once both participants have chosen, move on to the
Climax of the scene. During the climax, both of the
When you want to spend some intimate time with participants choose 1 from below, whichever makes most
someone, play it out. You, the other party, or the sense according to the ongoing fiction.
Umalagad sets the scene of where it takes place.
0 Things get heated. An argument erupts. Things don’t look
Once the scene and context have been laid out, one of the good for the both of you. Play out how you resolve this. If you
participants in the dance chooses 1 from below. Once don’t, that’s still okay.
they’ve chosen and it has been resolved, move to the other 0 Things get hot. Something good happened along the way.
participant and they get to choose 1 below. Suddenly one of you is pinned against the wall, staring at
each other, feeling each other’s hot breath. Play out how this
0 Ask them a hard question. This should lead to an in-
ends.
character conversation. Hard question is of course
contextual, but it should be whatever either the one being 0 Things get soft. The participants open up, becoming
asked or both of the characters in the conversation don’t emotional and finally, accepting whatever comes out of the
want to ask or hear. scene. Play this out to find out what happens.
0 Recall something they did before. This can be an event 0 Things work out. The scene ends up fruitful for both
during a venture, leading to an in-character conversation. participants: maybe they find a new resolve, change their
conviction, they find a new bond, or maybe they just learn
0 Bring up a topic. This can be any topic: the warlord you
something new about each other in general. Play it out to
killed in your last violent encounter, the new weapon you
find out what it is.
created, the meaning of debt, if love is real, etc. Try to bring
up topics that will bring your character into entanglements. After the Climax, both characters give each other Debt, no
matter how it goes down. According to the fiction, this
0 Reveal a vulnerable part of you. Show them something
might create another Complication.
you don’t usually show people. A soft side of you. Perhaps
your love for music, or a natural affinity to dogs. Whatever it
is, it should be something that changes their perception of
you.
0 Irritate them. Do something bad, something they don’t
like. They get to tell you what it is they do that they don’t like.
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PLAY
Retrain
You can reevaluate one of your own Techniques. If you do, spend a downtime Action to change any number of your
Techniques into the same number of Techniques of your choice (retraining 3 Techniques means you replace 3
Techniques). Keep in mind the prerequistes of each Technique.
Dive Into Complications
Choose yourself and two more people. Following the fiction, the three of you fall into a Complication. Define what it is.
The context of your Complication might have been because of something that happened outside of Downtime.
Feast
When going into a feast, you can sometimes choose to hold the feast itself, in which case you might get some prospects
and connections. Whatever happens in a Feast, roll a d10
1. You find someone that is interested in you, and they might give you help.
2. You drank a bit too much. Something unfortunate happened during the Feast, tell the group what it is.
3. You impressed or helped a person or a group of people: you know them now, and they give you their Debt.
4. Someone helped you during the Feast. Give them your Debt. What happened? Who were they?
5. You traded with another person: give up one of your items or equipment and get another one of equal value (ie. If
you give up a commodity in that area, you gain something that is also a commodity in that area).
6. You attract attention that you really didn’t want. What is this attention? How is it a detriment to you?
7. You blasphemed or otherwise offended an important person during the feast. Who was it? You must make amends:
you gain their Debt.
8. You did something you immediately regret to someone in particular. What was it? Give them Debt.
9. You revealed something to someone that you should not have revealed anything to. What is it and who?
10. You have no idea how but you are suddenly entrapped in obligations with another person from the feast. Perhaps it
is marriage, perhaps it is work. Whatever it is, deal with it.
52
PLAY
53
54
III: Violence
“Violence for violence’s sake is
not the rule of beasts but the
nature of divinity.”
Gubat Banwa is a game of rapid kinetic martial
arts, violent sorcery, heartrending convictions and
bouts of will. Warriors that channel gods face
sorcerers that master black arts, martial artists
who have unlocked a new form of cultivation clash
swords with those that perfect the night alchemies.
When the crocodile’s teeth are cast, convictions are
unsheathed, and steel sparks: the Umalagad must
declare:
“Only Violence Can Save
This World. The
thunderbolt strikes:
Rejoice in the Glory of
Combat!”
55
VIOLENCE
BATTLES ARE A MAJOR PART OF GUBAT BANWA. PARTICULARLY IT DEALS IN MARTIAL ARTS, AS VIOLENCE IS HOW ONE WILL
CHANGE THE WORLD HERE, AND IN GUBAT BANWA THAT IS VERY OFTEN PHYSICAL VIOLENCE. VIOLENCE IN GUBAT BANWA IS
STYLISH, BALLISTIC, RHYTHMIC AND NECESSARY.
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VIOLENCE
Martial Abilities Styles
Each Martial Ability (except HP) starts at 3, and you begin with 2 points distribute among Each fighter has a Style, which
them during Character Creation, and then gain +1 every time your Legend Grows. is one from 5. Raiders deal
BRV (Bravery): Represents for physical attacks and weapon attacks. Always rolled against damage and move quickly,
POS. Sharpshooters deal damage
from afar and blasts large
FTH (Faith): Represents mystic attacks, from gods, from magick, from spirits, from the soul. areas, Sentinels take the heat
Always rolled against RES. and take damage, Witches
inflict debuffs and forced
POS (Posture): Parries, deflects, and dodges. Always used to defend against Bravery Attacks. movement, and Mediums
RES (Resistance): Represents enduring the strength of explosions, magical lances, mental support their allies and heal.
trauma, and soul-rending strikes. Always used to defend against Faith Attacks.
SPD (Speed): Represents how quick you can travel across the battlefield. SPD is the number of
squares you can move when you Stride.
HP (Hit Points): Is how many hits you can take before going down. This is dictated by your
current Discipline.
The Rhythm
Gubat Banwa has a turn order known as The Rhythm. The steady beat of war drum that dictates who Fulminates (“Turns”
in other games), letting their Glory explode through sword and song. The Rhythm is split into
Strikes (rounds in other games), because to make a gong sound you must strike it. Example: Suppose there
are 3 Kadungganan
At the start of violence, you begin at the 1st Strike! At the beginning of every Strike, an NPC Acts (Sam’baha, Dagna, and
first, then a Kadungganan, then an NPC, then so on and so forth, until all fighters have Acted. Bakong) against 5 NPCs.
Then, that Strike ends and a new Strike begins. This goes on until the Objective or Defeat When the Strike begins,
Conditions are met. Eg: NPC > Kadungganan > NPC > Kadungganan, and so on. NPCs always the first NPC fulminates,
Fulminate first on every Strike. then Sam’baha, then the
2nd NPC, then Dagna,
then the 3rd NPC, then
Generally, each fighter can only Fulminate once, unless all fighters of their side have already Bakong, then the 4th NPC,
Acted, and the Strike is not yet done and their Side still gets to Fulminate, then a fighter that then Dagna decides to
already Fulminated may Fulminate again. Fulminate (he can
because all the fighters of
If you want to place a hard cap on fights, very often you can make this a Defeat Condition: his side have already
“Victory is not achieved by the 8th Strike”. When it is your side’s turn to Fulminate, talk amongst Acted). When all fighters
your side who the most optimal fighter to Fulminate will be, as a tactical consideration. When have Acted at least once,
you Fulminate, you follow the following steps. then we cycle Strikes.
Leap [1]: Rush equal to half of your SPD, but only in a straight line.
BEATS You have 3 Beats on when you
Fulminate. Beats are units of effort and
time. Most things are 1 Beat, but sometimes it might cost
If you move across any kind of terrain, you can jump off of it to
rush 2 from the terrain, but you must end in normal terrain.
Make Vulnerable [1]: Spend 1 Debt from an adjacent fighter and
more if it takes more time, usually put in Brackets [X]. force them to choose: suffer Sunder or they gain 2 Debt to you at
DEFLECT [1]: Gain 1 Defend until the start of your next the end of Violence.
Fulmination. End your Fulmination. Raise [1]: Heal 1 to one Critical ally adjacent to you.
INFLICT VIOLENCE [1]: Unleash one of your Discipline’s Surge [1]: Heal 1/4 of your HP and then gain +1 to POS and RES
Inflict Violences, the fundamental strikes of your art. until the start of your next Fulmination. 1/Violence.
INTERACT [1]: Interact with an item you have. You can also Shove [1]: Push 1 an adjacent fighter or object.
use this as a general technique for any improvised actions
(such as sharing items, etc.) Stride [1]: Move a number of squares up to your SPD.
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VIOLENCE
Defenses
The Violence Cast
Similar to Casting The Crocodile’s Teeth, when you make an
Each attack targets a Defense. There are two in
all, which can be boosted and strengthened.
Attack, you perform the Violence Cast.
0 Posture. You dip, dodge, deflect, and parry
and maintain physical tenacity and composure.
Used against Bravery Attacks.
When you make an Attack, Then, collect a number of d8s 0 Resistance. You steel your willpower,
collect a number of d10s (Attack (Defense Teeth) equal to the maintain mental composure, and dig for a
Teeth) equal to the indicated appropriate defense (BRV deeper strength, one of the soul. Used against
Martial Ability (BRV or FTH). targets POS, FTH targets RES.) Faith Attacks.
A Note on Combined Attacks
If making a ranged attack from Combo Breaker: If this is the Some attacks deal a combined Bravery+Faith.
a height higher than the target, second attack in a Fulmination, Simply use the higher of POS or RES to defend
you have vantage. Gain suffer -2d. If this is the 3rd or against this.
Sharpness to the attack. higher attack in a Fulmination,
suffer -3d. Hits and Defends Outside of Attacks
If making a melee attack
against an adjacent target that Add any more bonuses from You can suffer Hits outside of attacks, which
you are flanking, gain effects. are usually sure Hits, unless you have Defends
Sharpness. stocked up as well. Defends and Hits cancel
each other out, so when you use a Defend to
If attacking a target behind cancel a Hit, that Defend is gone.
cover, or attacking an adjacent
target with a ranged attack, the
attack suffers Dullness. Attack Elements
There are five damage elements, that showcase
the numerous ways of maiming that martial
Attack Teeth: d10s that come up After cancelling, find the final artists in Gubat Banwa are capable of. These
as 6+ are Hits (5+ with result. For each Hit, reduce the elements are intertwined with the various
Sharpness, 7+ with Dullness). target’s HP by 1. elemental philosophies of the cultures in
10s are 2 Hits. Gubat Banwa.
0 If the attack has
Defense Teeth: d8s that come Overwhelming, each Hit 0 Fire is the scalding flames of blazes, the heat
up as 6+ are Defends. Defends reduces the target by 2 HP. of gun powder and bullets, blinding lights, the
cancel out Hits, 1-for-1. radiance of the stars and the sun. These light
flammable terrain on fire.
0 If the attack has Skewering,
discard the first Defend result. 0 Water is intertwined with water, representing
0 If the target has Eviscerate, cutting jets of water, sundering poisons and
discard 1 Defend. acids, goopy marshes, and even the deep dark of
the unknown abyss, the chilling gloom, and all
0 If the attacker has Unbalance, the spirits within.
discard the first Hit.
0 Air is the howling winds, the boom of thunder
0 True Hits cannot be cancelled
by Defends. and war gongs, the devastation of storms, the
cackling fulmination of lightning, the flight of
arrows and slicing of daggers as well as the
heavens and the clouds themselves, and all the
spirits within.
When making a Violence Cast, imagine every Attack Tooth as an 0 Metal is the harmony of water and fire, the
actual attack launched: a sword swing, a syllable of an heart of weaponry, the unmoving being of
incantation. Every Hit is something that strikes home. Every ambition and strength, the impact of
Defense Tooth is an attempt at a block or a parry: a raising of a bludgeoning steel. Metal in the Sword Isles is
shield, a meditation upon the diamond body, a maneuvering to often connected to Gold, and also represents
dodge, a sword clanging against steel. Every Defend cancelling a lightning (as it conducts it) as well as strength of
Hit is a successful block, every Hit that gets through is a breach of emotion and mental state. Metal damage can
defense, drawing blood. also represent damage against the mind.
0 Earth is the element that represents all the
living creatures upon the land, which includes
Folk, trees, mountains, and all, since everything
has a spirit. It represents even the invisible
beings deep in the mountains, the darkness of
the divine wilds, and the dead things deep below,
because what else is death but another phase of
life?
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VIOLENCE
Violent Glossolalia
0 Ability Modifiers: Abilities can be modified (ie. square that is 3+ Elevation levels lower than you
BRV+1, POS+2, etc.). Ability modifiers are inflicts True Hits equal to the number of Elevation
discarded every Fulmination as well, and can be levels you move down.
stacked, but they do not stack intensity. Only 0 Heal X: Heal X amounts of HP.
duration.
0 Marks: Usually a fighter can only have 1 Mark on
0 Adjacent: Every square that touches your square’s them at a time. Newer Marks supercede older
sides and corners (all 8 squares around you). marks. Indefinite marks stay until the end of the
0 Ally: Any fighters on your side. scene. Often marks have X attached to them, which
is the duration of the Mark.
0 Area Attacks: Attacks that target a large number
at a time. Does not benefit from vantage or flanking. 0 Mount: Mounts are mountable creatures. They
have (4 * Size) HP. It takes 1 Beat to mount/
0 Area of Effect (AoE): Any burst, blast, path, or dismount while adjacent to them. While Mounted,
line patterns. the mounter and the mount are a single fighter. The
0 Block: Block is temporary hit points. When you rider is the primary fighter, and gains the mount’s
gain Block, all hits against you reduces Block first. Speed and Size. Forced dismount if you are forcibly
moved and choose to move without the mount,
0 Burning Terrain: Starting a Fulmination or suffer Juggle, or Unbalance.
moving into Burning Terrain inflicts 1 Hit on the
target. 0 Object: Any thing in the battlefield with Durability
(equal to 5 x Size).
0 Chasm: A square that is greater than -5 Elevation.
Moving into a Chasm has a 65% of you staying in an 0 Overwhelming: Every Hit reduces 2 HP instead of
adjacent square instead. Otherwise, you fall into the just 1.
Chasm, suffer 6 True Hits, and are removed from 0 Ranges From Elevation: All effects from a higher
play until the start of your next Fulmination. elevation have a bonus to their range equal to the
0 Cleanse: Discard all stacks of a stated status. difference of Elevation between them and the
target.
0 Close: Every square orthogonal to you (cardinal
directions) on the same height. 0 Removed From Play: When you are removed from
play, you remove your fighter from the battlefield
0 Conditioning: When you are attacked by an attack and they cannot be targeted.
with an element you have conditioning to, gain +1
Defend. 0 Rush: Special movement that doesn’t trigger any
effects, as well as ignores Difficult Terrain.
0 Cover: Cover is a kind of terrain. When line of Commonly written as Rush X with X being the
effect would go through cover terrain before you, number of squares that can be moved.
the attack suffers Dullness.
0 Sharpness: Every 5+ on your Attack Teeth is a Hit.
0 Combo Breaker: A fighter’s second attack in a Cancels out Dullness.
Fulmination suffers -2d. Their 3rd attack and
beyond suffers -3d. 0 Skewering: Discard the 1st Defend from the
Defense Teeth.
0 Dangerous Terrain: Moving into Dangerous
Terrain inflicts 1 Hit on the target. 0 Square: The abstract spacial units of a battlefield,
representative of the holy five point shape. The
0 Difficult Terrain: It costs +1 Speed to move into scale of how large a square is can change according
Difficult Terrain. to the battlefield.
0 Dullness: You only gain Hits on 7+ on your Attack 0 Staggered: If you hit 1/2 of your HP or below, you
Teeth. Cancels out Sharpness. are Staggered.
0 Element: Each attack has an element: either fire, 0 Summon: Any creature summoned by a summoner.
water, metal, air, or earth. Usually has 4 HP, and shares Abilities with the
0 Enemy: Any fighter that is not on your side. Summoner.
0 Fighter: Any creature in the battlefield with HP, 0 Target: The chosen target of an effect, can be a
actively fighting. fighter or an object.
0 Flying: You ignore terrain and elevation when 0 Terrain: Characteristics of a square.
moving, inflict Dullness against Melee Attacks 0 Thunderbolt Tokens [p. 35]: Spend any number
against you, have Vantage. Lose Flying when you of these to reroll that much teeth on a Cast. Gain
have Daze, Unbalance, Juggle, or Stun. whenever you do something dramatic or badass.
0 Flanking: When you and an ally are on squares that 0 Vantage: When attacking a target on a lower
are on opposite ends of a fighter, you are considered height with a melee or ranged attack, gain +1d.
flanking them. Gain Sharpness on melee attacks
against them. 0 Vulnerability: When you are attacked by an attack
with an element you have vulnerability to, suffer +1
0 Elevation: Higher or lower squares. Verticality is Hit.
important in Gubat Banwa. There can be no more
than +5 Elevation or -5 Elevation in a map. Higher 0 Water Terrain: Moving into Water Terrain costs +1
than that is removed from play, lower than that is a Speed. While in water terrain you are have water
Chasm. Moving into a square that is higher than you and air vulnerability, but fire conditioning.
costs +1 Speed per Elevation level. Moving into a
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VIOLENCE
Status Effects
Statuses change a fighter’s state. Statuses stack in duration. Whenever someone with Fray gains Fray
again, they have 2 Stacks of Fray. Every end of Fulmination, you remove 1 stack of each Status Effect.
Stacked status effects mean you remove just 1 stack of that Status Effect.
Statuses are split into two: Boons are positive effects while Banes are negative effects.
Boons Banes
Float Ignore all terrain. Bleed You are deeply wounded. When you
Protect You have 1 Defend against all start your Fulmination, suffer 1 True
sources of Hits. Hit.
Regen Short for “regeneration”. Every Daze You can only target close fighters.
start of Fulmination, you heal 1. Lose all Stances.
Stealth Cannot be a valid target for any Eviscerate Discard the 1st Defend from your
melee or ranged attack. Defense Teeth.
Immediately lose this when Fray Suffer 1 True Hit at the end of
dealing or suffering damage. Fulmination.
Stability You cannot be forcibly moved Juggle You lose all POS and Interjects while
unless you choose to be. Juggled.
Provoke All your attacks must include the
fighter that last provoked you as a
target and you cannot move further
away from them.
Slow You cannot Fulminate until all other
fighters in the field have already
Acted, not including other fighters
with Slow, and you also cannot
Fulminate more than once in a Strike.
Stop You cannot move voluntarily.
Sunder Lose all POS, RES, Conditioning, and
Immunity.
Stun You have -1 Beat on your Fulmination.
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VIOLENCE
Area of Effect Diagrams
Burst
X is every square from an Origin Point. If
no range then origin point is caster.
Blast
X is how wide and tall in squares the box
is, but one square must be adjacent to the
origin point.
Line
Shaped like a straight line from the origin
point, can even be diagonal, but it can
only fire directly straight from the origin
point and not any other way. If the
starting point is adjacent, then the rest of
the line must continue down that adjacent
path in a straight line.
Path
Like Line, it is a Line, but can be snaked
around (even diagonally) as long as all
squares of a path are touching each other.
When you reach 0 HP, you’ve suffered the maximum number of Hits you can afford to weather. You become Critical.
While Critical, if you suffer any number of Hits again, that attacker gets to inflict a Deathblow on you, making you
Defeated. However, you can still fight and Fulminate as normal. Defeated means you are removed from play until the end
of Violence. Afterwards, your Kadungganan suffers an Impair or Wound Consequence.
Defeated doesn’t inherently mean you die. You could perhaps be turned into a servant by the enemies (a far more likely
outcome in the Sword Isles, where manpower is the premium currency).
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Advanced
Violence Rules
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0 Moving into adjacent squares costs 1 Speed. Diagonal Generally, if you have chances from more than one source,
movement is counted the same. you simply take the highest chance.
0 You can move through, but not end in, ally squares. You
cannot move through enemy squares.
Hostile Actions
0 You cannot move diagonally across blocking terrain that
fills its space, unless you are getting on top of the blocking Hostile Actions are all actions that would inflict
terrain. This generally means you cannot move diagonally detrimental effects against the target, such as dealing
through corners. damage, inflicting debuffs, or forceful movement.
0 Moving into a square of higher elevation costs extra
Speed equal to the difference in Elevation (example: moving
from an Elevation +1 to an Elevation +3 costs +2 Speed).
Valid Targets
You can only target other fighters, objects, other squares
Forced Movement in the environment, or the ground. You must have line of
sight and appropriate line of effect. Unless otherwise
stated, all actions that need a target must have Valid
When you are told to forcibly move a target, it will very Targets.
commonly say how many squares. If it says something like
“push the target 3”, you must push the target 3 squares,
unless they are moved in a way that makes them collide.
However if it says “push the target up to 3”, then you can Willing Targets
move them 1-3 squares. Some targets might be willing. If this is the case, they can
choose to suffer the effect of the Technique or attack
Heights: You can forcibly move a target up into a higher immediately.
square as long as you have enough forced movement for it.
For example: you push an adjacent fighter by 3 squares.
You can push them 3 squares horizontally, or 3 squares
diagonally up, letting them land on a square that is up to 3 Line of Sight and Effect
squares high. However you must have enough forced You can only target those that you can see with your line of
movement to be able to do this: if you Push 3, you cannot sight, as well as those that you have a clear shot at: your
push them 2 spaces horizontally, and then up onto a space line of effect. Line of Sight is usually blocked by blocking
that is 3 squares up: you only have 1 square of forced terrain.
movement left.
To find out whether you have Line of Sight or Effect, draw
Difficult Terrain: Forced Movement ignores Difficult a straight line from one of your corners to the center of the
Terrain. target’s square. If the line touches blocking terrain, then
there is no line of sight or effect between you and the
0 Push - Move the target forcibly away from you in a
target.
straight line. You cannot push a target to the side, it must
always be away.
Enemies of the same size as you, on the same Height as
0 Pull - Move the target forcibly into a square closer to you. you or higher can block Line of Sight, but allies don’t.
This can be diagonally towards you, but not laterally just to
the side.
0 Slide - Move the target forcibly in any direction.
0 Collide - A unit collides with a fighter, object, or terrain if
they are forcibly moved into it. Colliding with something
still counts as moving into that space, but inflicts 1 Hit on
you and the target you collide with, and then you stop all
movement. Even if you have any leftover forced movement,
that ends immediately.
When you are forcibly moved, you are just forcibly moved
once, even if you are forcibly moved more than one square.
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Firing of an attack/effect against a target on a lower Area of Effect is blocked by blocking terrain, as it still
height gives a +1 square bonus to the range of the effect (if requires line of effect. This means that blocking terrain
it is not adjacent, melee or close) per Height Difference. can block off an AoE’s effect.
(Example: Healing someone that is 1 square high, while
you’re on a square that is 3 square high, gives you +2 extra 0 Burst X: This is an area that extends to X squares in
range. A range 2 heal becomes range 4.) every direction from the origin, which can either be an
origin square or the user. Every square includes height:
If it is a [range] and then [area of effect], you choose a going up and down. Bursts often include the origin
square within the specified number of squares from you. square.
That becomes the origin square of the area of effect. 0 Blast X: This is an attack that must have at least 1
Range 1 Burst 2 means the you place the origin point of square in its area of effect that is adjacent to the origin
the burst within 1 square of you. Range 3 Burst 3 means point. X dictates how large the area is: blast 2 would
you place it within 3 squares of you. Range 0 Burst 1 mean it covers a 2x2 squares area adjacent to the origin
means the origin point is your own square. point. For example: a rifle technique might be Range 0
Blast 3, which means it affects a 3x3 square area, but one
Adjacency: Everywhere within 1 square of you of the squares must be adjacent to the fighter using the
(basically all 8 squares around yours) is considered
X technique. The Blast covers a cube area, so a Blast 3 also
adjacent to you. This includes all squares with a goes up 3 squares and down 3 squares.
height difference of 1.
0 Line X: This is an area that fills a single straight line in
any direction starting from a square adjacent to its origin
point. X is how many squares the line is long. The squares
Close: Melee range is every square orthogonal to of a Line must be contiguous (sharing a common side or
you (cardinal directions: north, south, east, and X corner, so you can angle the Line diagonally) but you
west). Someone not on the same height as you is not cannot make it so that it “snakes”, it must look like a
close to you. straight line. You can angle a line so that it targets
vertically or diagonally upward.
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Stances Size 2 should be reserved for large beings the size of small
pagodas: demigods, young giants or pygmy giants. Size 2
creatures take up 2x2x2 squares on the grid.
Stances are martial arts forms that unlock true spiritual
strength. Stances cannot stack, and when you take upon Size 3 is for powerful, perhaps even legendary and
yourself a Stance that Stance supercedes the old one. mythical beasts and beings. These fighters take up a huge
Stances will always define when they end. chunk of the grid, and should be treated with both fear,
awe, and grandeur. Creatures like serpent gods, hatred
Falling demons, or elder giants. Size 3 creatures take up 3x3x3
squares.
Moving into a square that is 3+ Elevation levels lower than Size 4 Are for even larger beings than that. Humongous
you inflicts True Hits equal to the number of Elevation colossuses, living bodhisattva statues, ancient ruinous
levels you move down. giant defense spirits, giant forest gods. They take up
4x4x4 on the battle grid.
Falling damage cannot be reduced in any way.
Size 5 Are for giant wrathful demons, elder gods, fierce
Vantage dog-lion gods, ancient viscera witches, giant serpents,
enormous deer spirits, infested giant demon-boars, and
even giant god-bodies. They take up 5x5x5 on the battle
When making a melee or ranged attack against a fighter grid. However, they can far exceed this height and width
on a lower height, you are considered as having vantage: in fiction.
gain a bonus +1 dice to the Attack Teeth.
Size 6 should not be modeled as a single fighter in the
Size battlefield anymore. Instead, section their body parts
into different Size 5 fighters on the field.
The Sword Isles are filled with warriors of all kinds. More Size 7+ should not be modeled as a fighter at all. Perhaps
than one culture has traditions that tell the old story: the instead they are Battlefields on their own that the
original inhabitants of the Sword Isles were giants, filled Kadungganan must damage, or somehow quell. These are
with spiritual power, closer to the gods than mortals. truly gargantuan beings. Should be reserved for truly
godly beings. Beings of towering, gargantuan bulk: these
For the most part, most fighters will be Size 1. Size 1 is, as are crocodiles that cause a change in tides, eagles whose
with everything, an abstraction: it can be a small goblin wings block out the sun, turtles that are entire islands on
ghoul or a mounted knight upon a rainbow raptor. Size 1 their own, primordial titans, serpents that wind about
only takes up a single square on the grid. entire mountains, and gods.
Size 1/2 are smaller beings. Miniature beings: little earth Elevation Differences: Larger warriors might have
gods, geckos, ants, little lizards, and such. Size 1/2 is differing heights. They are always considered on the
anything below 1 square tall and wide. They only take up highest elevation that any of their squares is on. They are
1/4 of a square. considered as being on Elevation equal to their Size.
(Example: Size 2 is treated as being on +2 Elevation. A
Size 2 fighter moving from 0 Elevation to +2 Elevation
does not spend extra Speed.)
Flanking
If you and one other ally are standing
on both adjacent sides of a fighter, you
both gain Sharpness on all melee
attacks against the flanked
fighter. To find out if you’re
flanking, draw a line
between your square and the
flanking ally’s. If the line
crosses at least two sides or
corners of the flanked
fighter’s square, then they are
flanked.
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Marks
Mark effects are usually defined by the ability that gives
them. New Marks always overwrite older marks, unless
stated that they stack, in which case that mark can co-
exist with the other marks.
Swimming
Water Terrain that has at least -2 Elevation can be swam
through and is considered swimmable terrain. When
swimming, your SPD is halved, and you are considered as
on water terrain, but you can move into any elevation
within the swimming terrain as normal without having to
spend +1 SPD to move into them.
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The Battlefield
The Battlefield is the third pillar of Gubat Banwa’s
combat. So are we part of nature, thus is violence: simply Edges of the Battlefield
expressions of nature. Therefore the Battlefield plays an When creating a battlefield, decide whether the
important part to every fight. Battlefield’s Edges (that is, the perimeter, the out of
bounds area of the battlefield) are either walls or chasms.
The three aspects of a Battlefield are Terrain, Weather, Check these terrain types on the side. If the wall is
and Field Traits. broken, it becomes chasms.
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Walls don’t take up squares but rather, the sides of Water Terrain has a 45% chance of becoming Frozen
squares. Walls count as blocking terrain—stopping line Terrain if the square or targets within the square suffer a
of sight and line of effect. If an attack goes through walls, water attack.
the wall suffers the damage instead of the fighter in the Swimmable Terrain
square behind the wall: you must draw a line from the
origin square toward the target. If the line touches the As with water terrain, but with the following quirks:
wall in any way, it targets the wall instead. Walls very When swimming, your SPD is halved, and you are
often only have 1 Durability. considered as on water terrain, but you can move into any
elevation within the swimming terrain as normal
Ladders without having to spend +1 SPD to move into them.
Ladders don’t take up squares similar to walls, but rather Frozen Terrain
the sides of squares. Moving into a square through the
side of the square that has a ladder (must be orthogonal, Moving into Frozen Terrain costs +1 Speed. If you are in a
diagonals do not count), does not cost extra SPD if it is on square that becomes Frozen terrain, you become Stop 2.
a higher Elevation. If you suffer a fire attack while on Frozen terrain, you
suffer +1 Hit and then the frozen terrain is removed, and
Slope you lose the Stop caused by Frozen terrain.
Slope terrain is a higher elevation but does not cost extra Frozen Terrain is removed if the square or targets within
speed to ascend. the square suffer a fire attack.
Cover
Cover terrain are things like low walls, shrubs, and
boulders that fighters can hide behind. Line of effect that
crosses cover terrain gives the target cover.
Chasms
A square that is greater than -5 Elevation. Moving into a
Chasm has a 65% of you staying in an adjacent square
instead. Otherwise, you fall into the Chasm, suffer 6 True
Hits, and are removed from play until the start of your
next Fulmination.
Flammable Terrain
A square that is covered with easily flammable material.
if the square or targets within the square suffer a fire
attack, the flammable terrain ignites and becomes
burning terrain.
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Weather
Each Battlefield also has Weather, which is the The Leaves Fall
weather of the battlefield, which gives effects across Indiscriminately
the entire field.
Crimson and viridian leaves are cascading down.
Clear 0 All fighters gain cover at Strike 1.
It’s bright and clear. No modifications.
Thunderstorm
It is almost impossible to see through the pall of the Hunting Moon
tempest. The moon is gone, and darkness comes upon you all.
0 All ranged attacks suffer -1 range.
0 All fighters have cover against melee and ranged
0 All ranged attacks suffer +Dullness. attacks.
0 All fighters’ Speeds are halved unless in covered
areas.
0 All fighters in exposed squares have a 10% chance
Night
of being struck by lightning (1 True Hit) when they
It is the night. The moon might or might not be
start their Fulmination.
shining. A dark premonition burns.
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Consumables
Listed here is a list of items that are commonly used in combat,
known as consumables, that are very often only useful in
combat. You can gain these as rewards or from buying from
Downtime through gaining items. You can never have more
than 3 of each of these item types at a time. When you use a
consumable, they are consumed, meaning they are gone from
your inventory.
d20 Consumables
1 Healing Concoction. Heal 2. Can be given to an adjacent
ally to Heal them 2.
2 Spiced Coconut Milk. Gain fire conditioning 2.
3 Hot Ginger Tea. Gain water conditioning 2.
4 Bluepea Drug. Gain metal conditioning 2.
5 Calming Safflower Drink. Gain air conditioning 2.
6 Heavenly Cloud Tea. Gain earth conditioning 2.
7 Sugapa. Your next melee attack becomes skewering.
8 Clearsight Herbs. Your next ranged attack ignores
cover.
9 Naga Tooth. Your next attack becomes water.
10 Fireflower. Your next attack becomes fire.
11 Iron Hibiscus Petal. Your next attack becomes metal.
12 Calcified Lightning. Your next attack becomes air.
13 Clump of Scorched Earth. Your next attack becomes
earth.
14 Mending Drug. Cleanse 1 status from yourself.
15 Rooster Mentala. Inflict fire vulnerability 2 on one
fighter in range 2.
16 Naga Mentala. Inflict water vulnerability 2 on one
fighter in range 2.
17 Turtle Mentala. Inflict metal vulnerability 2 on one
fighter in range 2.
18 Hornbill Mentala. Inflict air vulnerability 2 on one
fighter in range 2.
19 Crocodile Mentala. Inflict earth vulnerability 2 on one
fighter in range 2.
20 Geomantic Moondrop. You can only ever have 1 of a
Geomantic Moondrop, it’s mysticism makes it so that
you never see two Moondrops at a time. Interacting
with this costs 2 Techniques: Your next attack is
Overwhelming.
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Scenarios
While Victory Conditions supply enough diversity to
completely avoid the “deathmatch” type of encounter, Escort
here are four additional combat encounter types that “The Sarripada’s life before ours. We must remember our
change things up. These are called Scenarios. The four oaths. That sworn fealty we pledged under the blooming
presented here are: Capture, Escort, Defense, and Last bamboo flowers, before the grand mountain of Gising-gising.
Stand. If we break our oath, then what are we but base rocks, made to
bleed foes? Let us remember where we came from. Let sorrow
Capture name the Sun, for tonight we shall bring the Stars to victory.”
- SENAPATI SIKARA, IN THE BATTLE OF RED RIVER, IN THE
INAGOS RIVER, THE 345TH HARVEST OF THE SEVENTH MOON
“Datu! The tree, the stone, and the longhouse in the present
ERA.
wetlands before us are under contention. We must be like the
hurricane, and capture the field! Let us rejoice in our divine
In Escort, you must help a single fighter (The Escort)
struggle!” - Satariya Pakrud, in the Battle of Lightnings and
travel from one corner of the map to the opposite corner
Flames, during the 12th Harvest of the Eighth Moon Era.
of the map.
Capture is a classic capture the base kind of Scenario. Objective: The Escort escapes alive and conscious.
Objective: Gain more Capture Points than the enemy side Defeat Condition: Strike 6 ends without gaining Victory.
at the end of Strike 5.
Stalemate: The Escort is incapacitated.
Defeat Condition: Defeat is when you gain less Capture
Points than the enemy side. Battlefield Setup: When setting up the Field, you must
make the size at least 22x22 squares. Then, place the
Stalemate: An equal amount of points is achieved at the deployment zone of the Kadungganan in one of the four
end of Strike 5. corners of the map. Make it so that they can surround the
Escort Unit. Then, place the Escape Zone in a 3x3 place
Battlefield Setup: When setting up the Battlefield, you that is at least 2 to 3 spaces from the opposite edge of the
must make the size at least 25x25 squares. Then, place map.
three different 3x3 zones in the field. These are the Zones
of Contention. Then, place the Initial Deployment Zone for the Enemies
directly in front of the Target Zone, around 3 to 4 spaces
At the end of every Strike, both sides count the number of from it. Then, place reinforcement deployment zones in
fighters they have at least partially within the Zone of four different parts of the map. Make sure that there are
Contention. For each fighter you have within the Zone of no more than N + 3 fighters in the map at any given time.
Contention, gain a Capture Point.
Prepare double the amount of Enemies than you
Deployment: Kadungganan and Enemies deploy in normally would, but deploy them in staggered intervals,
opposite sides of the map. Both Enemies and or to increase tension. You can deploy new Enemies at the
Kadungganan must deploy within a 3x3 space at both beginning of any Enemy Beat.
edges of the map.
The Escort: Build the Escort as a Companion Folk with
Enemies may have a contingent of reinforcements, but the same tier as a Kadungganan, but they do not have
there cannot be more than N + 3 foes on the field at any their own Fulmination. The Escort moves whenever a
given time. N being the number of Kadungganan. Kadungganan or ally to them Strides, moving the same
amount of Speed as the Kadungganan does.
Escape
When a Kadungganan is within the Escape Zone, they
may spend a Technique to escape at the end of their turn.
If they are adjacent to the Escort and the Escort is not
adjacent to an Enemy, the Escort also Escapes. The rest of
the Kadungganan must then also Escape, or else be left
behind.
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Enemies still have 3 Beats, and Gambits tell the enemy Below is a list of all types of things to introduce into a
what they do with those 3 Beats. Think of them as AI for fight to fill up your Violence Score:
the enemies.
0 Standard Warrior = 1
At the start of an NPC’s Fulmination, roll their Gambit 0 Minion = 1/5
Die. The result dictates what techniques the NPC
performs in order, listed in the Gambit Entry. 0 Brave = 2
0 Chief = Nx2
The Gambit is what you call the table itself, Gambit Entries
are each of the entries listed down, which differ based on The Battlefield
the complexity of each Gambit. Each Gambit Entry will
have a multitude of actions. Some actions are Basic Once you’ve considered the number of enemies, you
Techniques (costing 1 Beat to do), but they might have should then choose at least 2 from below, 3 if its a
access to other effects, wherein the number of Beats particularly significant setpiece:
needed to use it would be noted in brackets. [X]
0 3-5 Field Traits.
If an Action wouldn’t do anything (ie., Inflicting Violence 0 A Height Variation equal to or greater than +5/-5.
without a target) the enemy can choose to Stride instead
in place of that part of the Gambit. They must then move 0 Large swathes of difficult terrain.
on to the next Gambit action. 0 At least 3-5 pieces of cover or blocking terrain.
0 At least 10 sides of walls.
0 A change in Weather.
Defeat
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Raider Types
RAIDERS
Raiders move swiftly and scrap, dealing large amounts of
damage when given the opportunity.
MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5
BRV 4/7/10 RES 3/4/4
FTH 3/5/6 SPD 4/5/6
TRAIT: AMBUSH
Ambush: Raiders inflict +1 Hit against targets with full HP.
Inflict Violence: Flurry
melee metal bravery attack vs 1 adjacent target
GAMBITS (d8)
1-3 Stride > Stride > Inflict Violence
FIST ASSASSIN
Powerful front line pugilists who can grapple enemies and Extremely close quarters warriors that are super fast and have
strike with a multitude of elements channeled from the gods. phases where they cannot be hit at all. Used to get through
enemy lines.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5
HP 5/6/7 POS 3/4/5
BRV 4/7/10 RES 3/4/4
BRV 4/7/10 RES 3/4/4
FTH 3/5/6 SPD 4/5/6
FTH 3/5/6 SPD 4/5/6
TRAIT: GRAPPLER
TRAIT: ASSASSIN
Attacks against fighters with Stop have Overwhelming.
Melee attacks vs Staggered enemies have +1 Hit.
INFLICT VIOLENCE: LOCK AND BREAK
Weapon: Karambit
attack with sword elbows that turn into
grapples: melee earth bravery attack vs 1 close [Melee][Air][Bravery][Adjacent][1 Target]
target, inflict stop per 8+ on the attack teeth.
GAMBITS (d8)
GAMBITS (d8)
1-2 Stride > Stride > Inflict Violence
1-2 Stride > Stride > Inflict Violence
3-4 Stride > Inflict Violence > Gatling [1]: Inflict
3-4 Stride > Inflict Violence > Whack [1]: Inflict 1 Violence, ignoring CB
Hit on 1 adjacent fighter 5-6 Shadows Strike Twice [1]: Teleport SPD >
5-6 Rush 2 > Inflict Violence > Mortal Grapples Inflict Violence > Shadowstep [1]: Teleport 2
Gods [1]: Melee Fire Bravery Attack vs 1 close 7-8 Shadowstep [1]: Teleport 3 + Anino Devaraja
target, consume X Stop to inflict X Hits. [2]: Inflict Violence x2, ignoring CB.
7-8 Stride > Wrestle Buddhas [2]: Melee Fire
Bravery+Faith Attack vs all enemies in blast 3,
then inflict Stop.
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LANCER RAGER
Lance-wielding warriors that make up the bulk of warriors in Powerful warriors that throw caution to the wind and dive
the Sword Isles. Their reach and their ability to travel through deep into violence, immersed into an endless well of fury.
dense jungle makes them formidable foes.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 6/7/8 POS 3/4/5
HP 5/6/7 POS 3/4/5
BRV 4/7/10 RES 3/4/4
BRV 4/7/10 RES 3/4/4
FTH 3/5/6 SPD 4/5/6
FTH 3/5/6 SPD 4/5/6
TRAIT: RAGE
TRAIT: CHARGE
Rage: When Staggered, immediately become Raging for the
After striding 4+ sq, gain BRV+1 until the end of next rest of violence.
Fulmination.
> Raging: Gain BRV+2, FTH+2, SPD+2
INFLICT VIOLENCE: IMPALE
INFLICT VIOLENCE: FURY
skewer enemies: metal metal bravery attack vs 2
targets in line 2 attack recklessly: melee metal (fire if raging)
bravery (+faith if raging) vs 1 adjacent target.
GAMBITS (d8)
GAMBITS (d8)
1-2 Stride > Stride > Inflict Violence
3-4 Stride > Dragon Tooth [2]: Pierce down with a 1-2 Stride > Inflict Violence > Stride
burning spear: Ranged Fire Bravery+Faith 3-4 Stride > Berserk [2]: Holy wrath in the name of
Attack vs 1 enemy in range 4, then inflict Stop God! Area Fire Bravery+Faith Attack vs all
5-6 Lancer’s Speed [1]: Gain 1 SPD+1 > Stride > fighters in Blast 3
Inflict Violence 5-6 Temper [1]: Next attack becomes Skewering. If
7-8 Stride > Sibat Bakunawa [2]: Throw spear in a Raging, also gain Overwhelming > Stride >
straight line, channeling the spirit of the Inflict Violence
Bakunawa: Area Water Bravery+Faith Attack 7-8 Stride > Fell Cleave [2]: Inflict Violence three
vs all targets in Line 6 times, ignoring CB.
SWORDMAIDEN REAPER
Sword wielding warriors that carry with them the prestige of A scythe and shovel wielding warrior-gardener that chucks
the blade. They can set up attacks for allies as they batter down soil, uproots trees, and beckons all to the burial jar.
their foes.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5
HP 5/6/7 POS 3/4/5
BRV 4/7/10 RES 3/4/4
BRV 4/7/10 RES 3/4/4
FTH 3/5/6 SPD 4/5/6
FTH 3/5/6 SPD 4/5/6
TRAIT: DIG
TRAIT: SWORDSDANCE
At the start of Violence, choose any square past 6 squares from
After making a melee attack, Rush 1 and then gain POS+1 until this fighter. That becomes a Chasm.
the end of next Fulmination.
At Start of Fulmination, may turn 1 adjacent free square into a
INFLICT VIOLENCE: GRACEFUL BLADE Difficult Terrain, if already Difficult, it becomes a Chasm.
strike like a dancer: melee water bravery attack Immune to all Terrain.
vs 2 targets in burst 1 INFLICT VIOLENCE: REAP
GAMBITS (d8) reap with a sickle: melee earth bravery attack vs
1-2 Stride > Inflict Violence > Parry [1]: Inflict all targets in path 3. mark each target hit.
Unbalance per surplus Defend on a melee
attack against this fighter. GAMBITS (d8)
3-4 Stride > Sword Ambahan [2]: Cut all those 1-2 Bring To Hell [3]: Summon grasping demons:
around: Area Water Bravery+Faith Attack vs all Area Earth Bravery Attack vs all targets in burst
targets in burst 1. 2, all free squares in the burst become Difficult
5-6 Sharpen [1]: Gain BRV+1 until end of next Terrain
Fulmination > Stride > Inflict Violence 3-4 Stride > Harvest [2]: All marked enemies suffer
7-8 Sword Dance [3]: Rush 6 in a straight line, Pull 2 and 1 Hit.
moving through enemies, inflicting 1 Hit on 5-6 Stride > Deep Cut [1]: Cleave down with the
every enemy moved through. Then repeat this scythe: Area Earth Bravery Attack vs all targets
effect twice more. in line 3, free squares become difficult terrain >
Arise [1]: Teleport adjacent to any Chasm.
7-8 Arise [1]: Teleport adjacent to any Chasm >
Inflict Violence > Stride
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Sharpshooter Types
SHARPSHOOTERS
Sharpshooters attack from afar, reliably, picking off enemies, but
spending most of their time aiming.
MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
TRAIT: CRITICAL DISTANCE Inflict Violence: Volley
Attacking a target that is 3+ sq let loose a flurry of
away has +1 Hit. shots: ranged metal
bravery attack vs 1 target
in range 5
GAMBITS (d6)
1-2 Stride > Stride > Inflict Violence
3-4 Push 1/Stride > Inflict Violence > Aim [1]: Mark 1
fighter in range 5 until the end of next
Fulmination. All Sharpshooter attacks against
any marked fighter has +1d.
5-6 Stride > Sharp Shot [2]: Pull back and let loose a
javelin shot: Area Air Bravery Attack vs all targets
in line 5.
SNIPER TIGLANTAKA
Warriors that wield either giant, man-sized bamboo longbows or long Cannoneers trained in the arts of explosion and penetration.
arquebuses that can bring single targets down from almost across the
battlefield, unparalleled in their capability to shoot down single MARTIAL ABILITIES
targets. HP 4/5/6 POS 3/4/5
MARTIAL ABILITIES BRV 4/6/8 RES 3/4/5
HP 4/5/6 POS 3/4/5 FTH 4/6/8 SPD 3/3/4
BRV 4/6/8 RES 3/4/5 TRAIT: BLASTER Inflict Violence: Blast
FTH 4/6/8 SPD 3/3/4 All area attacks have Blast cannons: Area Fire
TRAIT: WATCHTOWER Inflict Violence: Snipe Sharpness. Bravery Attack vs all targets in
blast 3.
When hitting a target with a shoot the perfect shot:
ranged attack, inflict Aim on ranged air bravery GAMBITS (d6)
them, indefinitely. When attack vs 1 target in 1 Stride > Stride > Inflict Violence
making an attack on a target range 6, ignoring
with Aim, consume X Aim to 2-3 Stride > Inflict Violence > Deflect
add +Xd to the attack. Aim is blocking terrain and
considered a mark. cover. 4-5 Stride(+1) > Dragon Flame [2]: Unleash a
stream of dragon breath: Area Fire
GAMBITS (d6) Bravery+Faith Attack vs all targets in Blast 3. All
free squares in the blast become Burning
1 Stride > Stride > Inflict Violence Terrain.
2-3 Stride > Inflict Violence > Snipe [1]: Inflict 1 6 Stride > Cannonball [2]: Area Fire Bravery
True Hit to 1 Fighter in range 5 Attack vs all targets in Line 6. Inflict 1 Hit on
4-5 Stride > Inflict Violence > Overwatch [1]: Until every fighter adjacent to the last target of the
end of next Fulmination, 1/Fulmination, when line.
a fighter moves out of a sq within burst 5,
inflict 1 True Hit.
6 Stride > Hiyang Shot [2]: Inflict 1 True Hit to all
marked enemies.
80
VIOLENCE
JUGGLER BLOWGUNNER
Acrobatic warriors that can juggle rope darts, daggers, Treetop assassins that inflict poisons and other lethal effects
swords, spears, and even hearts. from afar with imbued darts.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5 HP 4/5/6 POS 3/4/5
BRV 4/6/8 RES 3/4/5 BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4 FTH 4/6/8 SPD 3/3/4
Trait: Bouncing Daggers Inflict Violence: Toss Trait: Treetop Assassin Inflict Violence: Sumpit
After making a ranged attack, Toss your daggers: Ranged When attacking with Vantage, Blow a dart: Ranged Earth
inflict 1 True Hit on an enemy Metal Bravery Attack vs inflict +1 Hit. Bravery Attack vs 1 target
within range 2 of one of the all targets in path 4. in range 4, inflict SPD-1 per
targets of the attack 8+.
GAMBITS (d6) GAMBITS (d6)
1 Stride > Stride > Inflict Violence 1 Stride > Stride > Inflict Violence
2-3 Stride > Leap > Inflict Violence 2-3 Stride > Inflict Violence > Surmount [1] Rush 2
ignoring height.
4-5 Stride > Death Blossom [2]: Rush 3, and then
deal 1 True Hit to all enemies in burst 2 at any 4-5 Stride > Barrage [2]: Inflict Violence twice,
point during the move. ignoring Combo Breaker
6 Stride > Dancing Fang [2]: Ranged Metal 6 Acrobatics [2]: Rush 5 ignoring height > Venom
Bravery Attack vs all targets in path 6, Cloud: Inflict 1 True Hit and Fray x2 on all
inflicting Eviscerate per 8+ on the attack enemies in blast 4.
teeth.
DANCER
SORCERER
A jovial and mad dervish that performs war dances in the
Powerful magick-users and spellcasters that have the strength battlefield to summon and invoke the very gods and spirits,
and power of a artillery. They very often channel the teachings and to inspire their allies.
of either destruction gods (such as Siwa Priests or Nibatala
Katalonan) or rely on the knowledge of old mystic arts passed MARTIAL ABILITIES
down from generations. HP 4/5/6 POS 3/4/5
MARTIAL ABILITIES BRV 4/6/8 RES 3/4/5
HP 4/5/6 POS 3/4/5 FTH 4/6/8 SPD 3/3/4
BRV 4/6/8 RES 3/4/5 Trait: Joyful Jive Inflict Violence: War
Dance
FTH 4/6/8 SPD 3/3/4
Trait: Power Overwhelming Inflict Violence: Fireball May Rush 1 after every ranged Dance a violent jive:
attack. Ranged Air Bravery Attack
At Strike 4+, gain Floating, Lob an explosive ball of vs 1 fighter in range 3, then
Overwhelming, and all Hits flame: Area Fire Faith all allies in burst 2 may
are True Hits. Attack vs all targets in rush 1.
burst 1 within 4 squares. GAMBITS (d6)
GAMBITS (d6) 1 Stride > Stride > Inflict Violence
1 Stride > Inflict Violence > Stride 2-3 Stride > Inflict Violence > Spear Dance [1]:
2-3 Stride > Teleport 1 > Overwhelming Siwa-Merit Choose 1 ally in range 3. Bless them with
[1]: Area Fire Faith Attack vs all enemies in BRV+1.
burst 2. 4-5 Stride > Burning Dance [2]: Area Fire Bravery
4-5 Teleport 3 > Siwa Lantaka [2]: Area Fire Faith Attack vs all chosen targets in burst 3. All Allies
Attack vs all targets in Blast 5. in the burst gains Overwhelming on their next
6 Ajna Siwa [3]: Inflict 1 True Hit on any fighter attack.
in the battlefield. 6 Stride > Channel Nataraja [2]: Area Earth
Bravery+Faith Attack vs all targets in burst 3.
All allies in the burst can Rush 2 and then
Inflict Violence.
81
VIOLENCE
Sentinel Types
SENTINELS
Sentinels are fighters that keep enemies close, refusing to let
them attack allies, and those that can take a lot of hits and
keep going.
MARTIAL ABILITIES
HP 7/8/9 POS 4/6/8
BRV 3/4/5 RES 3/5/7
FTH 3/4/5 SPD 3/4/4
Trait: Vigil Inflict Violence: Crusher
1/Fulmination, when a fighter Strike down with a very large
leaves an adjacent square, may weapon. Melee Metal Bravery
Inflict Violence Attack vs 1 Adjacent Target
then Push 1
GAMBITS (d10)
1-4 Stride > Stride > Inflict Violence
5-8 Shove/Stride > Inflict Violence > Provoke [1]:
Choose 1 fighter within 3 squares and give them
Provoke.
9-10 Stride > Great Rampart [2]: Until end of next
Fulmination, all squares adjacent to the
Sentinel becomes difficult terrain for all
enemies.
JUGGERNAUT GUARDIAN
Momentous mountains that can barrel through foes and stay Guardians get in between their allies and enemies and become
in the thick of it, keeping heat off allies. an indestructible wall, a lightning rod against all attacks.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 6/7/8 POS 5/7/9 HP 6/7/8 POS 5/7/9
BRV 3/4/5 RES 4/5/6 BRV 3/4/5 RES 4/5/6
FTH 3/4/5 SPD 3/4/4 FTH 3/4/5 SPD 3/4/4
Trait: Unstoppable Inflict Violence: Axe Trait: Guard Inflict Violence: Hammer
Can collide with fighters and Unleash chopping strikes: 1/Fulmination, when a fighter Unleash thundering strikes:
not have movement stopped. Melee Earth Bravery Attack vs leaves an adjacent square, Melee Metal Bravery attack vs
Can move into enemy squares, 1 Adjacent Target, Push 1, then inflict 1 True Hit. 1 adjacent target, inflict SPD-
colliding. Does not suffer Rush into the vacated sq 1.
damage from collides. Can only
voluntarily collide once per GAMBITS (d10)
fighter per Fulmination. 1-3 Stride > Stride > Inflict Violence
GAMBITS (d10)
4-6 Stride > Inflict Violence > Shield Up [1]: Gain 1
1-3 Stride > Stride > Inflict Violence Defend against the next attack.
4-6 Stride > Inflict Violence > Momentum [1]: Gain 7-9 Stalwart [1]: Gain Block +1 > Taunt [1]: Pull 2
SPD+1 x2. one fighter in burst 3 > Inflict Violence
7-9 Inflict Violence > Stampede [2]: Rush 5, moving 10 Stride > Guardian Aura [2]: Mark every ally in
through enemies, inflicting 2 True Hits per burst 3. Any time a fighter makes an attack
enemy moved through. Can only move through against a marked ally, become the target of the
enemies once. attack instead.
10 Stride > Inflict Violence > Fling [1]: Push 5 the
target, inflicting +1 Hit and Stun 1 if they
collide.
82
VIOLENCE
IRONCLAD DESTROYER
A slow moving inevitability clad in the fullest of armors in the Powerful warrior-priests blessed with Siwa-Makaobus Flame,
Isles, wielding large weapons that smash through. capable of great conflagrations.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 6/7/8 POS 5/7/9 HP 6/7/8 POS 5/7/9
BRV 3/4/5 RES 4/5/6 BRV 3/4/5 RES 4/5/6
FTH 3/4/5 SPD 3/4/4 FTH 3/4/5 SPD 3/4/4
Trait: Brute Inflict Violence: Panabas Trait: Burning Hatred Inflict Violence: Makaobus
Blade
Gain 1 Defend against the first Send crushing barrages: Melee
Hit of any Fulmination. Metal Bravery vs 1 adjacent Any fighter that has Fray is Strike with burning strikes:
target, inflict Eviscerate considered as having Provoke Melee Fire Faith vs All target
to the Destroyer in path 2, inflict Fray.
GAMBITS (d10)
GAMBITS (d10)
1-3 Stride > Inflict Violence > Stalwart [1]: Gain
Block +1 1-3 Stride > Inflict Violence > Opportunity [1]: Gain
4-6 Stride > Inflict Violence > Opportunity [1]: Opportunity [Boon] x2. When an enemy leaves
Gain Opportunity [Boon] x2. When an enemy an adjacent sq, inflict 1 True Hit
leaves an adjacent sq, inflict 1 True Hit 4-6 Stride > Inflict Violence > Conflagrate [1]:
7-9 Stride > Quake [2]: Area Earth Bravery Attack Inflict Fray 1 on all enemies in burst 2.
vs all enemies in range 1 burst 1, inflict Stop 7-9 Stride > Cleansing Flame of Makaobus [2]: Area
10 Stride > Shield Up [1]: Gain 1 Defend against the Fire Bravery (+1 per Bane on target) Attack vs
next attack. > Shield Bash [1]: Melee Metal all enemies in blast 3, inflicting Fray.
Bravery (+1 per current Block) attack vs 1 10 Makaobus-Buda Inferno [3]: Area Fire
adjacent fighter, Faith+Bravery Attack vs all enemies in burst 5,
Pull 3 (any fighter that collides with the
Destroyer suffers Fray)
HOUND
A swift moving knight that moves with blinding speed across CHAMPION
the battlefield to protect allies. Usually devotees of Wisnu.
MARTIAL ABILITIES An unconquerable warrior that brings inspiration and
strength to their allies, which in turn bolsters themselves. Said
HP 6/7/8 POS 5/7/9 to be champions of Adlaw, the Great Sun
BRV 3/4/5 RES 4/5/6 MARTIAL ABILITIES
FTH 3/4/5 SPD 3/4/4 HP 6/7/8 POS 5/7/9
Trait: Ward Inflict Violence: Ravaging BRV 3/4/5 RES 4/5/6
Knives
FTH 3/4/5 SPD 3/4/4
At start of Violence, make 1 ally Claw and rip apart: Melee
Ward. Whenever Ward is Metal Bravery vs 1 adjacent Trait: Burden Inflict Violence: Blessed Kalis
attacked, Rush 3, inflicting 1 target, if the target has When an ally is targeted Smite with blessed fervor:
True Hit if adjacent by end of Provoke, this becomes BRVx2 within burst 2, may change the Melee Fire Bravery vs 1
Rush. Choose a new Ward target to the Champion adjacent target. If the target
when current Ward is instead. has Banes, this becomes
Defeated. Bravery+Faith
GAMBITS (d10) GAMBITS (d10)
1-3 Stride > Inflict Violence > Distract [1]: Inflict 1-3 Stride > Inflict Violence > Stalwart [1]: Gain
Provoke x2 to a single adjacent target. Block +1
4-6 Stride > Inflict Violence > Opportunity [1]: 4-6 Stride > Budhi Taming [2]: Gain Block 4.
Gain Opportunity [Boon] x2. When an enemy
leaves an adjacent sq, inflict 1 True Hit
7-9 Dogged Drive [1]: Gain SPD+1 x2 > Stride > 7-9 Stride > Imbue Sunlight [1]: Protect 3 all allies
Hamstring [1]: Melee Earth Bravery attack vs 1 in burst 2. > Adlaw’s Glave [1]: Melee Fire
adjacent target, inflict Stop. FTHx2 Attack vs All Fighters in Blast 3
10 Mukunda’s Chariot [3]: Teleport adjacent to any 10 Dakog Kalasag [3]: Gain Immunity against the
enemy and then Inflict Violence to all enemies next melee or ranged attack.
in burst 2, then inflict Provoke per 7+ on the
Attack Teeth.
83
VIOLENCE
Witch Types
WITCH
Witches control the battlefield with banes and afflictions.
MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/6/7 SPD 3/4/5
Trait: Potent Curse Inflict Violence: Hex
With Faith Attacks, every Hit A word and gesture, snarling,
also gives the target and then torture: Ranged
Eviscerate. Earth Faith Attack vs 1 target
in range 5, Inflict BRV-1
GAMBITS (d12)
1-4 Stride > Inflict Violence > Stride
5-8 Stride > Cursed Suggestion [1]: Slide 1 all
targets of choice in range 3 blast 1 > Inflict
Violence
9-12 Stride > Armor Break [1]: Inflict all chosen
targets in range 3 burst 1 with POS-2.
TORMENTOR ATROCITY
Tormentors are bombard victims with ailments to slow them A Dihiyang infested warrior, who uses the perversion of
down and whittle their will. harmony to their advantage.
84
VIOLENCE
RITUALIST ORATOR
Ritualists summon little gods that lock down the battlefield. A speaker-warrior that uses the strength of rhetoric and
word to confound enemies.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5
HP 4/5/6 POS 3/4/5
BRV 3/4/5 RES 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/6/7 SPD 3/4/5
FTH 5/6/7 SPD 3/4/5
Trait: Summoning Ritual Inflict Violence: Channel
Spirit Trait: Persuasion Inflict Violence: Mock
Whenever hitting with an Strike through with the soul: After inflicting a Bane on a Insults and cutting words:
attack, may put down a Spirit Ranged Air Faith Attack vs 1 fighter, slide them 1 Ranged Air Faith attack vs 1
(Summon) adjacent to one target in range 3, then all target in range 3, inflict BRV-
target. Can only have 3 Spirits Spirits in the field inflict 1 2.
at a time. All squares adjacent True Hit on all enemies
to the spirit are Difficult adjacent to them GAMBITS (d12)
Terrain. At the start of a fight, 1-4 Stride > Stride > Inflict Violence
put down a Spirit in range 5.
5-8 Stride > Doubt [1]: Inflict FTH-2 to a fighter in
GAMBITS (d12) range 3 > Insult [1]: Inflict POS-2 to a fighter in
1-4 Inflict Violence > Inflict Violence > Inflict range 3
Violence 9-12 Stride > Dominate [2]: Force 1 fighter in range 3
5-8 Teleport 3 > God Call [1]: Pull 1 all enemies in to Inflict Violence against any fighter of your
burst 2 of all Spirits to the Spirits > Inflict choice.
Violence 10-12 Stride > Stunning Logic [2]: Stun 1 fighter in
9-12 Faith Unending [1]: Heal 1 all spirits > Fury range 2.
Diwa [1]: All spirits may Rush 1 > Reprimand [1]:
Stop all enemies adjacent to spirits.
10-12 Inflict Violence > Ancestor’s Vengeance [2]:
Until end of next Fulmination, if a spirit falls to
0HP, it inflicts 2 True Hits on the one that
defeated it.
SMITH
HUNTER
A skilled warrior that uses peerless craftsmanship to craft
Skilled hunter martial artists that lock down the battlefield weapons and obstacles.
with intricate traps.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5
HP 4/5/6 POS 3/4/5
BRV 3/4/5 RES 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/6/7 SPD 3/4/5
FTH 5/6/7 SPD 3/4/5
Trait: Craftsman Inflict Violence: Crafting Mace
Trait: Trap Inflict Violence: Shortbow
Does not cause collides. When Strike the foe, the hot blade
At the end of a Fulmination, Loose a barrage of barbed making other fighters collide, upon the anvil: Melee Fire Line
turn one adjacent free square arrows: Ranged Earth Bravery inflict +1 Hit 2 vs all targets, then Push 2
into dangerous terrain until attack vs all targets in range 3 GAMBITS (d12)
the end of their next blast 3, inflict Bleed.
Fulmination 1-4 Build [1]: Place a Size 1 Object on an adjacent
free square > Stride > Inflict Violence
GAMBITS (d12)
5-8 Build [1]: Place a Size 1 Object on an adjacent
1-4 Stride > Inflict Violence > Hobbling Trap [1]: free square > Leap > Inflict Violence
Turn 1 free square in range 3 into difficult
terrain 9-12 Repair [1]: Heal 1 all adjacent allies >
Inscriptions [1]: All enemies adjacent to objects
5-8 Rush 3 > Stopping Trap [1]: Turn 1 free square put down by the Smith suffer 1 True Hit > Hari
in range 3 into hindering terrain > Inflict Meditation [1]: Slide 1 all objects on the field.
Violence
10-12 Build [1]: Place a Size 1 Object on an adjacent
9-12 Spike Trap [2]: Choose 1 square in range 3. All free sq >Build [1]: Place a Size 1 Object on an
enemies in burst 2 of the sq suffer 1 True Hit adjacent free sq >Build [1]: Place a Size 1 Object
and Stop > Stride on an adjacent free sq
10-12 Stride > Pit Trap [1]: Turn 1 free square in range
3 into a chasm > Inflict Violence
85
VIOLENCE
Medium Types
MEDIUM
Mediums provide combat support for their allies.
MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 3/4/5 SPD 3/4/5
Trait: Empower Inflict Violence: Chant
When a fighter starts their Incant a stirring chant:
Fulmination adjacent to the Ranged Fire Faith attack vs 1
Medium, they gain Block 1. target in range 3, then 1 ally in
range 3 gains +1d to their next
attack
GAMBITS (d6)
1-2 Stride > Stride > Inflict Violence
3-4 Inflict Violence > Inflict Violence > Inspire [1]: 1
ally in 2 square may Rush 2
5-6 Stride > Shout [2]: All allies in burst 2 gains +1d
to their next attack.
HERBALIST BALYAN
A field medic who uses herbs and incantations to mend Spirit mediums that interact with the invisible realm of
wounds and make others stronger. spirits through trances and dances.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5 HP 5/6/7 POS 3/4/5
BRV 3/4/5 RES 3/4/5 BRV 3/4/5 RES 3/4/5
FTH 3/4/5 SPD 3/4/5 FTH 3/4/5 SPD 3/4/5
Trait: Auto-Potion Inflict Violence: Ritual Dagger Trait: Healing Spirit Inflict Violence: Sword Spirit
1/ally per Violence, when an Draw blood for healing: Melee Allies that start their Choose 1 ally in range 3. A
ally falls to Staggered, heal 2 Metal Bravery attack vs 1 Fulmination adjacent heal 1. sword spirit possesses them:
them immediately. adjacent target, Push 2 giving them Skewering on
their next attack
GAMBITS (d6)
GAMBITS (d6)
1 Sri Dewi Agas Mudra [3]: Heal 1 all allies in the
battlefield and cleanse all chosen effects from 1 Stride > Inflict Violence > Inflict Violence
them. 2-3 Stride > Hearten [1]: Give 1 ally in range 3
2-3 Stride > Inflict Violence > Heal [1]: Heal 1 one RES+1 > Spirit Break! [1]: Let 1 ally in range 3
range 2 ally Inflict Violence
4-5 Stride > Hearten [1]: Give 1 ally in range 3 4-5 Stride > Balahala Adlaw’s Blessing [2]: Range 3
RES+1 > Purify [1]: Cleanse a single effect from Burst 2: all allies in the burst can gain +1d on
an ally in range 3. their next attack and they can choose to make it
6 Selfcare [1]: Heal 1 self > Stride > Heal [1]: Heal 1 deal fire attack.
one range 2 ally 6 Stride > Flood God [2]: All allies in line of sight
gain Regen x2.
86
VIOLENCE
WARLORD SINGER
A frontline warrior that leads their allies to supreme victory. Wisefolk that grant teachings and guidance to their allies,
using mudras and incantations.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5
HP 5/6/7 POS 3/4/5
BRV 4/5/6 RES 3/4/5
BRV 4/5/6 RES 3/4/5
FTH 2/3/4 SPD 3/4/5
FTH 3/4/5 SPD 3/4/5
Trait: Advance Inflict Violence: Blade
Trait: Tempo Inflict Violence: Kudyapi
At start of Fulmination, Rush 1 Strike with a leading blade:
all adjacent allies. Melee Metal Bravery Attack vs When an ally starts their Strum the strings: Area Air
1 adjacent target, then 1 Fulmination while within the Faith attack vs all targets in
adjacent ally may Inflict burst 2 of the Singer they gain blast 3, Rush all allies in the
Violence SPD+1. blast
GAMBITS (d6) GAMBITS (d6)
1 Stride > Order [1]: 1 ally in range 2 may Stride > 1 Stride > Quickening Ambahan [2]: All allies in
Inflict Violence burst 2 gain SPD+1 x2.
2-3 Inspire [1]: Heal 1 adjacent ally > Inflict 2-3 Stride > Exalt [2]: Heal 1 all allies in blast 3
Violence > Rouse [1]: Give 1 ally in range 3 4-5 Stride > War Song [2]: All allies in line of sight
SPD+1 gain the aggressive stance until they are
4-5 Stride > Brave [2]: All allies in line of sight gain attacked. When attacked, they can choose to
BRV+1 roll their BRV or FTH instead of Defense,
6 Order [1]: 1 ally in range 2 may Stride > Break rolling Hits against the attacker instead of
[2]: All allies in burst 2 may inflict violence. Defends
6 Encore [3]: After the Singer ends their
Fulmination, an NPC gets to Fulminate, and
they get a +1d to their next attack
SAINT JUDGE
Wisefolk that grant teachings and guidance to their allies, Holy warriors that protect allies and grant them strength,
using mudras and incantations. punishing wicked foes.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5 HP 5/6/7 POS 3/4/5
BRV 2/3/4 RES 3/4/5 BRV 3/4/5 RES 3/4/5
FTH 4/5/6 SPD 3/4/5 FTH 3/4/5 SPD 3/4/5
Trait: Guidance Inflict Violence: Enlightened Trait: Karma Inflict Violence: Imposition
Palm Gada
All allies in burst 2 of the Saint Break through with a burning When an ally is attacked while Strike down with a lion-
has +1d to all attacks. palm: Melee Fire Faith Attack within burst 2, inflict 1 Hit to headed mace: melee metal
vs all targets in Line 3, 1 ally the attacker afterwards. Faith Attack vs 1 target in
that can be seen gets +1d on range 3. Give them SPD-1.
their next attack.
GAMBITS (d6)
GAMBITS (d6)
1 Law of Siwa-Batala Reality [3]: Teleport 3 all
1 Stride > Enlighten [1]: All allies in burst 2 gain allies in the battlefield.
FTH+1 > Inflict Violence 2-3 Stride > Eradicate Maya [2]: Cleanse all chosen
2-3 Stride > Purification [2]: Mark all allies in burst effects from a single ally within line of sight
2 indefinitely. A marked ally can only suffer 1 4-5 Rush 3 > Place Altar [2]: Place a Size 1 Altar in
Hit on the next attack against them, they then an adjacent square. All allies adjacent to the
lose the mark. altar discard the first Hit against them.
4-5 Stride > Love [1]: 1 ally in range 3 gains POS+2 6 Law of Wisnu-Hari Reality [3]: All enemies in
and RES+2. > Lightning [1]: All enemies the field are marked. When the marked enemy
adjacent to any ally with any Ability Modifier makes an attack during their turn, Stop them
suffers 1 True Hit. immediately, and then 1 True Hit. They then
6 Temporary Nirvana [3]: 1 ally in range 3 lose the Mark.
becomes immune to all hits on the next attack.
87
VIOLENCE
Chief Types
Chiefs are the most powerful of warriors, great enemies,
bearers of immortality. When Kadungganan face Chiefs, they
face powerful movers and shakers of the world, and they are
meant to feel the consequences of facing such powerful
combatants.
Phases. Chiefs have 2-3 Phases. They start at Phase 1 and their
other Phases are triggered when they are Staggered.
88
VIOLENCE
SWORDMASTER
A master of the art of slashing, who has sliced a coconut tree in
a single swing. Fear their name.
MARTIAL ABILITIES
HP 5 x KadunggananPOS 3/4/5
BRV 7/9/11 RES 3/4/5
FTH 5/6/7 SPD 6/6/6
TRAITS INFLICT VIOLENCE
Blade Barrier: +1 Defend Heirloom Blade: Strike down
against all ranged attacks. with an heirloom blade,
sending cutting winds in a line.
Parry: Once per Strike, the Melee Metal Bravery attack vs
Swordmaster may declare that all targets in Line 3, may Rush 1
they Parry when the target of a before or after the attack
melee attack. When they Parry,
every 6+ on their Defense Teeth
count as 2 Defends.
Sword Fields: After making a
melee attack, place a single
Size 1/2 Sword object in a
square adjacent to the target.
GAMBITS (Nd8)
PHASE 1: SHEATHED BLADE
1-2 Stride > Inflict Violence > Shield Break [2]:
Inflict POS-1 to 1 adjacent fighter.
3-4 Stride > Inflict Violence > Sword Break [2]:
Inflict BRV-1 to 1 adjacent fighter.
5-6 Stride > Judgment Cut [2]: Area Metal Bravery
Attack vs all targets in range 3 burst1 > Mind
Break [2]: Inflict FTH-1 to 1 adjacent fighter.
7-8 Stride > Inflict Violence > Time Break [2]: Inflict
SPD-1 to 1 adjacent fighter.
PHASE 2: UNSHEATHED SWORD (WHEN STAGGERED,
TRIGGER PHASE 2 IMMEDIATELY).
1-2 Teleport adjacent to any Sword > Inflict
Violence > Sword God: Inflict 1 Hit on all
enemies adjacent to each Sword
3-4 Stride > Braver [1]: Gain BRV+1 > Inflict
Violence > Sword Dance [1]: All swords in the
battlefield inflict 1 Hit on all enemies adjacent to
them.
5-6 Teleport 3 > Judgment Cut [2]: Area Metal
Bravery Attack vs all targets in range 3 burst 1 >
Sword Dance [1]: All swords in the battlefield
inflict 1 Hit on all enemies adjacent to them.
7-8 Teleport 5 > Inflict Violence > Juggling Sword
[1]: Push 3, if the target collides, pull 2 then
Inflict Violence with Skewering, ignoring CB
9-10 Makaobus Annihilating Sword: Bulandahas [4]:
Inflict 1 True Hit to all enemies adjacent to the
Swordmaster and every Sword on the field, then
all Swords are destroyed, and the Swordmaster
may teleport to any of the Sword’s former
squares.
89
VIOLENCE
BARIL GUNDEVIL
Powerful gunslingers that wield all sorts of firearms to adapt
to a wide variety of situations. They can summon powerful
cannons, arquebuses, and dragoon pistols to destroy enemies,
both from afar and from up close.
MARTIAL ABILITIES
HP 4x POS 3/4/5
Kadungganan
BRV 7/9/11 RES 3/4/5
FTH 5/6/7 SPD 4/5/6
TRAITS INFLICT VIOLENCE
Multigun: Does not suffer GUNSLINGER: Choose 1 when
Dullness for any ranged Inflict Violence:
attacks and ignores Combo
Breaker on ranged attacks. Arquebus: Ranged Metal
Bravery Attack vs 1 target
Quick Reload: Reroll all 1s on in range 7
Attack Teeth.
Lantaka: Area Water
Bombardier: All area attacks Bravery Attack vs 1 target
have +1 Hit. in range 4 Burst 1
Terakul: Area Fire Bravery
Attack vs all targets in
blast 3
GAMBITS (d6)
Phase 1: Gun Master
1-2 Stride > Inflict Violence > Inflict Violence >
Inflict Violence
3-4 Inflict Violence > Rainstorm [1]: Rush 5 and
then inflict 1 True Hit to all enemies in burst 1
at any point in the movement > Rusak Astra [2]:
Inflict 1 Hit on any fighter in the battlefield
5-6 Stride > Lawana Sinigida’s Astra [2]: Area
Fire Bravery+Faith Attack vs all targets
in Line 7 > Rush
Phase 2: GUN GOD CHANNELING (Immediately trigger after
hitting Staggered)
1 Stride > Inflict Violence > Inflict Violence >
Inflict Violence
2 Inflict Violence > Rainstorm [1]: Rush 5 and
then inflict 1 True Hit to all enemies in burst 1
at any point in the movement > Rainstorm [1] >
Rainstorm [1]
3 Stride > Lawana Sinigida’s Astra [2]: Area
Fire Bravery+Faith Attack vs all targets
in Line 7 > Rusak Astra [1]: Inflict 1 Hit on any
fighter in the battlefield
4 Nataraja Gunslinger [1]: Rush 4, then gain
SPD+1 and all ranged attacks ignore cover and
don’t require line of sight > Rusak Astra [1] >
Rainstorm [1] > Vritra Chases Indra [1]: Area
Fire Bravery+Faith Attack vs all chosen
targets in path 7
5 Stride > Indrastra [3]: Area Fire Bravery+Faith
Attack vs all chosen targets in Blast 5,
Overwhelming
6 Vajra Bullet Hell [4]: Give all enemies in the
battlefield 3 Aim. When they leave a square,
they suffer 1 True Hit and then discard an Aim.
90
VIOLENCE
NAVADIKPALA
Powerful warriors that guard not just the eight, but nine
directions. Many of them are attributed with supreme
devotion, and are thus said to have the merit of BATALA the
Supreme Auspicious God. The term Nava-Dikpala is given
only to the greatest of warriors, those that have given their
lives to their Devarajas and will not hesitate to die for them.
MARTIAL ABILITIES
HP 6x POS 5/6/7
[Kadungganan]
BRV 5/6/7 RES 3/4/5
FTH 5/6/7 SPD 4/4/4
TRAITS
Verumkai Master: The Navadikpala is immune to Unbalance
and Stun.
Perfect Vadivu: Whenever the Navadikpala is attacked, they
may Inflict Violence back at the attacker, no matter the range.
Once per Fulmination.
Pervasive Kalari: Marked fighters suffer SPD-1.
Inflict Violence: Kali Panabas
Cleave the earth with the panabas of the goddess of
destruction: melee metal Bravery Attack vs all chosen targets in
blast 2, mark all targets.
GAMBITS (d10)
Phase 1: Channel Rudra
1-3 Stride > Stride > Inflict Violence > Shove
4-6 Stride > Inflict Violence > Distract [1]: Provoke
1 target in range 2 > Shove
7-8 Stride > Inflict Violence > Makapulao Facet [1]:
Inflict a Slow on 1 target in range 2. > Shield Up
[1]: Gain POS+1.
9-10 Laho Swallows The Sun [4]: Take on the Sun-
Swallowing Stance. While in the Stance, gain
POS+1 and RES+1. When a fighter moves into
an adjacent square, consume the stance to grab
the target and leap into the air, removing both
this fighter and the target from play. At start of
next Strike, both suffer 4 True Hits and return
to their original positions.
Phase 2: Ninth Direction of Siva (Trigger when Staggered
immediately)
1-2 Stride > Inflict Violence > Barricade [2]: Gain 2
Defends.
3-4 Laho Swallows The Sun [4]: Take on the Sun-
Swallowing Stance. While in the Stance, gain
POS+1 and RES+1. When a fighter moves into
an adjacent square, consume the stance to grab
the target and leap into the air, removing both
this fighter and the target from play. At start of
next Strike, both suffer 4 True Hits and return
to their original positions.
5-6 Pagwaagan’s Blessing [1]: Choose a single
fighter within line of sight. Leap to an adjacent
sq > Lakanbakod’s Wall [2]: Place a wall terrain
in one side of the target’s square
7-8 Wisnu Ward [2]: Gain Block 5. As long as the
Navadikpala has this Block, whenever they
suffer an attack, they inflict 1 True Hit back at
the attacker before their attack resolves. >
Durga’s Call To Glory [1]: Stride and then
Provoke 1 all adjacent enemies.
9-10 Hari’s Glory [4]: Mark all enemies in the
Battlefield indefinitely. While marked, they are
suffer Provoke from the Navadikpala, and the
Navadikpala deals +1d to them. When a mark
does not deal damage to the Navadikpala at the
end of their Fulmination, they suffer 1 True Hit.
91
VIOLENCE
ASWANG
The most powerful of witches, who gain potence by
channeling gods just as with any other shaman, but also by
gaining personal power through eating livers of humans,
wherein they gain enough Gahom, personal spiritual power,
to energize their most powerful of sorceries: shapeshifting,
flight, fire-summoning, and bisection. To harness this much
Gahom, they must have a vessel, which is an item known as
the Itim Na Sisiw, or Black Raptorling. Elder Aswang can
create more Itim Na Sisiw, and anyone that obtains the Itim
Na Sisiw of an aswang gains the power of aswang
themselves. However, very often, they have to accustom
themselves to this power, so they still must train. Those who
have swallowed an Itim Na Sisiw are known as Yanggaw, or
“Newly Infected.”
When an aswang relinquishes their Itim Na Sisiw, they die.
While they have the Itim Na Sisiw, they are functionally
immortal.
To the Ashinin Missionaries, the Asuwang are said to tap
into the power of the Deva, able to harness Maya. However,
this power is not for mortals to wield. Or at least, not for
uncultivated mortals. Very often, outside of the most elder of
aswang, most aswang become possessed of a dangerous and
murderous power that they cannot control. This is often
more common when a witch swallows the Itim Na Sisiw of
elder aswang.
MARTIAL ABILITIES
HP 4x POS 3/4/5
Kadungganan
BRV 3/4/5 RES 3/4/5
FTH 7/8/9 SPD 4/5/6
TRAITS
Tanggal: When Striding, the Aswang Flies. They can
choose to bisect themselves, making it so that they
occupy the square they left as well as the square they
Stride into. At the beginning of the next Fulmination, the
other half returns: choose 1 square to which the Aswang
chooses to stay in, and then remove the other half.
Maya: Whenever inflicting Banes, also inflict 1 True Hit
and Slide 1.
Wicked Argent Witch: All ranged attacks against the
Aswang have Dullness, and they may Rush 1 afterward.
When bringing an Enemy to 0 HP, heal 1.
INFLICT VIOLENCE
Witchery: Area Air Faith Attack vs All chosen targets in
Blast 5, Slide 3, Inflict Fray.
GAMBITS (d12)
Phase 2: Power of the Crone (Trigger immediately when Staggered)
Phase 1: Wicked Witcheries
1-3 Dog Shapeshift [1]: Gain SPD+1 x2, inflict SPD-1 on all enemies
1-3 Stride > Inflict Violence > Inflict Violence > in burst 2 > Stride > Inflict Violence > Night Veil [1]: Gain a
Stride Cover against the next attack
4-6 Teleport 5 > Inflict Violence > Night Veil [1]: 4-6 Stride > Dog Shapeshift [1]: Gain SPD+1 x2, inflict SPD-1 on all
Gain a Cover against the next attack > Shatter enemies in burst 2 > Demon Bird Shapeshift [1]: Teleport 3 and
Hex [1]: Inflict BRV-2 and FTH-2. then gain Vantage on all attacks until end of next Fulmination
7-9 Stride > Dog Shapeshift [1]: Gain SPD+1 x2, > Hokot [1]: Inflict 1 True Hit to all enemies in line 6
inflict SPD-1 on all enemies in burst 2 > Stride > 7-9 Stride > Rakshasa Hex [3]: Inflict 2 of the each: SPD-1,
Inflict Violence Eviscerate, Unbalance, POS-2, and RES-2 to 1 target in range 5
10-11 Stride > Demon Bird Shapeshift [1]: Teleport 3 > Hokot [1]: Inflict 1 True Hit to all enemies in line 6
and then gain Vantage on all attacks until end 10-11 Asura Shapeshift [2]: Gain Overwhelming and Skewering to
of next Fulmination > Hokot [1]: Inflict 1 True all attacks until end of next Strike, and gain FTH+2 x3 > Inflict
Hit to all enemies in line 6 > Inflict Violence Cursed Ajna [2]: Inflict 1 True Hit on all enemies in the
12 Stride > Rakshasa Hex [3]: Inflict 2 of the each: battlefield, and give each POS-2
SPD-1, Eviscerate, Unbalance, POS-2, and RES- 12 Mahakala Swallowing [4]: Inflict Doom x5 on each enemy in
2 to 1 target in range 5 the field. When a fighter removes the last Doom, they are
immediately Defeated. Trigger this automatically at the
beginning of Strike 5. Cannot stack Doom: whenever Mahakala
Swallowing is performed again, simply Stun all fighters with
Doom.
92
VIOLENCE
KATUURAN
Katuuran are elder shaman, head priests of a city-state,
probably even deified at death. Many Katuuran walk around
a state with a long crowd of assistant shamans. Katuuran
would conduct the most important rituals, and more
importantly channel the most important of the gods.
Sometimes they would even attempt to speak with the
Supreme, Beings that are very often not to be spoken to.
However, they are also purveyors of devotion, they lead their
flock to the right path to let them accrue spiritual merit.
Both spiritual merit and devotion to the ancestors are
important to the spiritual cultivation of mortals. These
warriors are the greatest of sages, many of them would be
considered as bodhisattvas, saints, and brahmin.
Many Katuuran are Nibatala, Nihari, or Nilawana.
Nibatala comes from NI (of a person) + BATALA (the
Supreme Noble Lord). BATALA is another name for
SIWU, and is commonly believed by the commonfolk to be
the Supreme God, in contrast to the aristocrat and court
religion of NIHARI, who believe in HARI or WISNU as
the Supreme Reality. Warriors very often invoke LAWANA
SINIGIDA, the first warrior, an ancestral god in the Isles,
who is said to have been an avatar of KALAKATRI The
Undefeatable, the Murderous Aspect of RAYADEWI the
Great Mother Goddess, the Primordial Energy of the
Universe. Katuuran that are devotees of Lawana are known
as Nilawana.
Many Katuuran, alongside the greatest of Barani, become
gods upon death, ancestral deities similar to Buddhas. They
have attained glory through conviction. They who have
reached heaven by violence.
MARTIAL ABILITIES
HP 5x POS 4/5/6
Kadungganan
BRV 3/4/5 RES 4/5/6
FTH 4/5/6 SPD 3/4/4
TRAITS
Spirit Summons: Every start of Fulmination, choose 1 to
summon: Raider Minion, Sharpshooter Minion, Sentinel
Minion, Witch Minion
Xenoglossy: All spirit minions can be used as origin points for
any effect or attack. Whenever a spirit minion gains a Boon,
Block, Skewering, or Overwhelming, the Katuuran gains it as
well. If the Katuuran moves into a spirit minion’s square, the
spirit minion is removed from play and the Katuuran heals 1.
INFLICT VIOLENCE: ULTRA SPIRIT
Exude enlightenment: Area Fire Faith attack vs all chosen
targets in burst 2, all allies in the burst gain brv+2 and
fth+2
GAMBITS (d6)
Phase 1: Channel Spirits
1-2: Stride > Inflict Violence > Evoke [2] All minions in the field Phase 2: Channel Gods (Trigger immediately when Staggered)
may Inflict Violence 1-2 Stride > Inflict Violence > Evoke [2] All minions in the
3: Teleport 3 > Law of Siwa-Batala Reality [3]: Teleport 3 all allies field may Inflict Violence
in the battlefield. 3 Stride > War Spirit Summons [2]: All allies in burst 2
4: Spirit Tunnel [1]: Switch places with a minion in the field, gain Block 3 and Skewering until the end of their
teleporting > Inflict Violence > Lesser Evoke [1]: 1 minion in the next Fulmination. > Inflict Violence
field may inflict violence 4 Stride > Channel Lawana [2]: The Katuuran and all
5: Stride > Thunderbolt Vehicle [2]: All allies in burst 3 may allies in the field may teleport 3, then gain POS+2 and
inflict violence with +1 Hit > God Lightning [1]: Inflict 1 Hit on a RES+2 x3 each > Inflict Violence
single enemy in the battlefield, consume any number of effects 5 Stride > Channel Lakapati [3]: All enemies in burst 2’s
to deal 1 Hit per effect consume next attack cannot gain more than 1 Hit.
6: Teleport 5 > Place Altar [2]: Place a Size 1 Altar in an adjacent 6 Channel Batala [4]: The Katuuran and all allies in the
square. All allies adjacent to the altar discard the first Hit field gain Overwhelming until the end of the next
against them. > Slide 3 an enemy in range 4 Strike. The Katuuran then summons 3 more minions,
and raises 5 squares up to +2 Elevation.
93
VIOLENCE
94
VIOLENCE
95
VIOLENCE
All Pale King Origin Fighters have the Pale King Template. “Oi! Get ur arse back here. The Pale is calling us again! We’ve
no time to be dallying. Who fucking cares if your fingers are
falling off? There’s gold!”
LANZA DE ESTRELLAS, ROYAL STARLIGHT LANCE
MARTIAL ABILITIES
“O, see me, O Lord of Stars. See what mine faith hast turned HP 1 (Minion) POS 2/3/4
me into! Witness my sanguine flesh, the lions grafted upon my
putrid flesh. The rotten skin turned black. I am turned BRV 2/3/4 RES 2/3/4
monster, sailing across the stars. Is this what thou wisheth FTH 3/4/5 SPD 3/4/5
upon thine flock?
Trait: Mob Inflict Violence: Rusty Blade
Hast thou forgotten me? Has thou... FORSAKEN ME? I hath
been of utmost faith, I hath worked most tirelessly, to While adjacent to other slaves, Chop savagely: Melee Earth
accomplish the mission of the Church! I am nothing without gain +1d to all Teeth. Bravery Attack vs 1 close target
thee. Thou hast made me NOTHING WITHOUT THEE. HOW
CANST THOU FORSAKE ME, THOU MOST OBEDIENT GAMBITS (d8)
SERVANT?
1-3 Stride > Stride > Inflict Violence
O, Holy Lance of Starlight, thou hast been by my side all this
time. Come and let us bring upon ruin upon the heathens. 4-6 Stride > Inflict Violence > Shove
Perhaps, once the great Church and Hellstar has scourged all 7-8 Stride > Inflict Violence > Whack [1]: Inflict 1
of Gubat Banwa, canst mine own calvary end. Maybe then I Hit on 1 adjacent fighter
can rest.
I fear I will never find rest. The great Star hath work for me
even in death. It is my work that matters to them. It is my CAZADOR DE DIOSES, ROYAL HUNTSMAN
function. ‘Tis the only Nirvana.”
“O, mighty Star God, I am wreathed in shadow. I am the blade
MARTIAL ABILITIES of the Church and the arrow loosed from the bow of the
HP 10/12/14 POS 3/3/3 Crown. I am the greatest weapon, the srike upon the
heathens. When I have chosen my prey, I will not stop until
BRV 7/8/9 RES 3/3/3 they are dead. My head is that of an Astral Owl, and my skin is
FTH 7/8/9 SPD 6/6/6 as black as a starless night. I stand towering over others, and
my appendages are slender like branches of trees, and my jaw
Trait: Carry Out The Great Inflict Violence: Holy Starlight hangs slack. My bow is my spine. I am the shadow at the
Commission Lance corner of thine eyes. Ye are my prey.”
Ignore all terrain and height, Summon a lance of MARTIAL ABILITIES
as well as cover. All attacks fulminating starburst: Melee HP 8/10/12 POS 2/3/4
against non-Pale Kings always Fire Bravery attack vs all
have Sharpness. targets in Line 2 BRV 4/6/8 RES 3/4/5
GAMBITS (d8) FTH 4/6/8 SPD 6/6/6
1-2 Stride > Stride > Inflict Violence Trait: Sidereal Bullet Cazador Inflict Violence: Sidereal Rifle
3-4 Stride > Inflict Violence > Arrows From The Attacking marked targets Fire an astral bullet: Ranged
Stars [1]: Area Fire Faith Attack vs all targets in Sharpness. All melee attacks Fire Bravery Attack vs 1 target
range 3 burst 1 against the Cazador suffer in range 15, Skewering, Mark
Dullness. each target
5-6 Stride > Sidereal Blessing Sword [1]: Area Fire
Faith Attack vs all targets in Blast 5 > Pain [1] GAMBITS (d6)
Melee Fire Bravery Attack vs 1 target in blast 5 1-2 Stride > Stride > Inflict Violence
7-8 With This Lance I Shall Skewer Your Heathen 3-4 Teleport 5 > Inflict Violence > Shadeflesh [1]:
Gods [3]: Make the following attack twice: Gain cover until end of next Fulmination.
Melee Fire Bravery+Faith Attack vs all targets in When suffering any damage while in cover,
range 5 Line 6 inflict 1 Hit to all enemies in burst 2.
5 Aim [1]: Sunder 2 all Marks. > Arrows From
Heaven [2]: Inflict Violence twice, ignoring CB.
6 Bounty [2]: Mark all enemies in burst 5. > It’s In
The Walls [1]: Inflict 1 True Hit on every marked
fighter, no matter the mark.
96
VIOLENCE
ESTRELLA HIDALGO, THE ROYAL STARLIGHT KNIGHT OBISPO SANGRADO, THE PRIEST OF THE BLEEDING GOD
“I am a hidalgo. A noble knight with mine own holdings, land, “O, ye mighty blades of the church. Mine hands and feet have
estate, and squires in their Homeland in the far western been cut off from me, lest they do evil before the face of God. I
continent of Issohappa. I travel far and wide to fill my days am placed upon the world to eradicate sin. If thou art pure, if
with adventure. I can do this, for I am the ruler of the world. thou art free, then thou shalt not fear. If thou are ignorant,
My ancestors are the greatest of kings, who hath conquered then thou canst be saved. If thou chooseth blasphemy and
the world, and I shall carry on their greatness. heresy, then the greatest of cognito hazards upon thee. The
Mighty Lord shall unleash the Smiling Angels upon thee, for
I am star-knighted rightfully the Emperor himself. My soul upon the bosom of God there is no Hell. There is only God.
has been BLASTED OUT OF MY PUTRID BODY AND There is only God.”
REPLACED WITH THE SHARD OF GOD!
MARTIAL ABILITIES
I... I sit upon a steed of starclouds built from mine own
sidereal rituals. They travel to The Sword Isles in hopes of HP 8/9/10 POS 2/3/4
conquering it once again for the Crown. Ye shall bow before
the Lord.” BRV 2/3/4 RES 3/4/5
HP 12/14/16 POS 5/6/7 Trait: The Smiling Face Of The Inflict Violence: Reprimand
Bleeding God
BRV 3/4/5 RES 5/6/7
Whenever the Obispo hits Rebuke the heathens with a
FTH 4/5/6 SPD 6/6/6 with an area attack, also inflict snarling word: Area Fire Faith
Pacification. Attack vs all targets in range 3
Trait: Astral Steed Inflict Violence: Astral Saber burst 1
Pacification: You can never
The Hidalgo is Size 2. All Swing with a sword made of deal more than 1 Hit. When
squares adjacent to the burning supernova: Melee Fire you suffer damage, you suffer
Hidalgo is dangerous terrain Faith Attack, All targets in all Hits as True hits, and then
for enemies, and they ignore Blast 3 you lose Pacification.
dangerous and difficult
terrain. They always have 1 GAMBITS (d12)
Defend against all Hits on all 1-3 Stride > Inflict Violence > Stride
times.
4-6 Teleport 5 > Inflict The Fear of God [1]: Inflict
GAMBITS (d10) Unbalance x2 and Fire Vulnerability to 1 target
1-3 Stride > Stride > Inflict Violence in range 3 > Inflict Violence
4-6 Stride > Inflict Violence > Burning Star Shield 7-9 Teleport 5 > The Horrifying Fate of The
[1]: Gain Block 3. When this Block is destroyed, Sanguine Orphan [2]: Inflict a Ruin on 1 target
inflict 1 True Hit on all enemies in the field. in range 3.
7-9 Horrid Visages [1]: Provoke a fighter in range 3. Ruin: Your HP becomes 1 for the duration of
While Provoked, they are considered as Doom. If you are brought to 0 HP, lose Ruin.
suffering Slow > Stride > Smite [1]: Melee Fire 10-12 Screaming Scorn Sermon [3]: Inflict 1 True Hit
Bravery+Faith Attack, 1 adjacent target, if and Stun on all chosen targets in burst 3.
target has Provoke, attack has Overwhelming
10 Damascene [3]: Place a Starblade above all
fighters in the battlefield. At any point, the
sword can be made to fall upon the enemy to
deal 1 True Hit.
97
VIOLENCE
98
VIOLENCE
DEMIURGE (Chief)
God.
Or perhaps, one of His many avatars. Lion-headed. Eyes of
exploding stars. Bleeding azure.
Whatever it is, the Demiurge is the Head of the Sanguine Church,
and is commonly equal in power to the Emperor.
Granted the power of Creation.
MARTIAL ABILITIES
HP 6 x Kadungganan POS 7/7/7
BRV 7/7/7 RES 7/7/7
FTH 7/7/7 SPD 7/7/7
CHIEF TRAITS
Diamond Body: The Demiurge is immune to all attacks if they have
at least 2 allies adjacent to them. They are also immune to gaining
any Poise Tokens and only gain Poise Tokens whenever a Slave in the
battlefield is Defeated.
Creative Power: The Demiurge may summon 1 Slave in the
battlefield every start of Fulmination. As long as there are Slaves in
the field, the Demiurge cannot be Defeated.
Perfect Son of Chaos, Taker of Gnosis: The Demiurge is always
Floating. Whenever they gain Poise Tokens, inflict 1 Hit on all
enemies in the battlefield, and heal 1, 1/Fulmination
INFLICT VIOLENCE
God of Control: Area Fire Faith Attack vs all targets in range 3 burst
2, slide 2
GAMBITS (d6)
Phase 1: Prophet
1 Stride > Inflict Violence > Summon Book of
Commandments [2]: Summon a Ritualist Minion in range
2.
2 Stride > Inflict Violence > Summon Shield of Conviction
[2]: Summon a Guardian Minion in range 2.
3 Stride > Inflict Violence > Summon Sword of Lightning
[2]: Summon a Saint Minion in range 2.
4 Stride > Inflict Violence > Summon Kettlebell of Love [2]:
Summon a Saint Minion in range 2.
5-6 Apocalypsis [4]: Inflict 2 True Hits to all enemies in burst
3. All Minions can be defeated to deal 1 True Hit to all
enemies adjacent to the Minion.
Phase 2: Yaldabaoth (Trigger immediately when Staggered)
1 Teleport 5 > Summon Book of Commandments [2]:
Summon a Ritualist Minion in range 2 > Summon Shield
of Conviction [1]: Summon a Guardian Minion in range 2.
2 Teleport 5 > Summon Sword of Lightning [1]: Summon a
Saint Minion in range 2. > Summon Kettlebell of Love [1]:
Summon a Saint Minion in range 2. > Inflict Violence
3 Fly 5 > Wield The Sword of Faith [1]: All allies in the
battlefield gain BRV/FTH+1 > Hosanna! [1]: All allies in the
battlefield gain POS/RES+1. > Inflict Violence
4 Fly 5 > Go! Ye Blades of the Church! [3]: All allies in the
battlefield may Inflict Violence.
5 Fly 5 > Go Forth And Spread The Word of God [3]: All allies
in the battlefield may Rush 3 and then heal 1.
6 Give Your Bodies To God For Greater Apocalypsis [4]: All
allies in the battlefield are Defeated, and the Demiurge
heals 1 per defeated Ally, and then inflict 3 True Hits to all
enemies adjacent to the Demiurge and each Defeated ally.
99
VIOLENCE
Morale. Folk have something to live for. At the beginning When Striding, inflict 1 Hit to Strike with a shining ritual
all enemies adjacent before weapon: Melee Fire Bravery
of any Strike where there are twice as many moving. Attack vs 1 adjacent target
Kadungganan than there are enemies (eg., If there are 4
Kadungganan and 2 Enemies left) all Folk enemies will GAMBITS (d8)
Surrender, becoming Defeated.
1-2 Stride > Stride > Inflict Violence
Unbreakable. Some Folk might have 3-4 Stride > Inflict Violence > Gatling [1]: Inflict
Unbreakable Morale, which replaces their Morale trait. Violence, ignoring CB
This means they will fight to the death. 5-6 Blade Streak [2]: Rush SPD in a straight line,
inflict 1 Hit to every enemy moved through >
Inflict Violence
The Mahamandalas 7-8 Vajra Sword [2]: Rush SPD+2 inflicting 1 Hit on
every enemy the Kalis becomes adjacent to
There are five Mahamandalas, the five great mandalas of during the movement, 1 enemy per
the Sword Isles. Most fighters of the mahamandalas are Fulmination > Inflict Violence
Folk. If for any reason they are of the mahamandala but
they are not folk (perhaps a culture god) then they have
Unbreakable Morale.
JAVELIN
To make a Folk enemy, choose one of the Enemy Types Poison dipped spears are the most common form of projectile
and apply the Folk Template and one of the weapon in Gatusan. Oftentimes deadlier than bullets, as the
Mahamandala Templates below. spears thrown—bamboo with firehardened tips—are hard to
get out, embed deeper, and can spread horrible poison.
Javelins are a trained class of spear throwers that rival even
Gatusan the best of archers and gunners.
100
VIOLENCE
KAWACA LORD
Powerful warriors clad in chainmail (known as kawaca) and Lords are chosen by their merit and their might. Even if they
crimson kopiah. They wield guns, water-engraved shields, and come from a long line of kings, if they cannot supply the
swords. They make up an elite warrior-class, though not all of required righteousness or violence, then they will be taken
them are Kadungganan. Very often they are royal guardians, very over by that which deserves it more. Most Lords are on the
close to the warlord that they serve. Path of Glory, fighting and inflicting violence to ensure peace
for their family (that is, their entire banwa) as well as to
MARTIAL ABILITIES perform great feats of excellence that will cause them to be
HP 8/10/12 POS 5/7/9 remembered.
BRV 3/4/5 RES 4/5/6 MARTIAL ABILITIES
FTH 3/4/5 SPD 3/4/4 HP 6/7/8 POS 3/4/5
Trait: Readied Shields Inflict Violence: Lance BRV 3/4/5 RES 3/4/5
8s on Defense Teeth generate 2 Strike down with polished FTH 3/4/5 SPD 3/4/5
Defenses. spears: Melee Metal Bravery Trait: Shout! Inflict Violence: Cleave
Attack vs 1 target in range 2,
Slide 1 Whenever this fighter starts Slice with a rending weapon:
their Fulmination, it and all Melee Metal Bravery Attack vs
GAMBITS (d10) allies in burst 2 may Rush 2. 2 adjacent targets, then Slide 2
1-3 Stride > Stride > Inflict Violence
GAMBITS (d6)
4-6 Stride > Inflict Violence/Push 3 > Inflict Violence/
Push 3 1 Mocking Laugh [3]: Inflict 1 damage on each
enemy in burst 3, and then inflict Unbalance.
7-9 Rush 3, ignoring terrain > Water Buffalo
Overwhelm [2]: Melee Earth Bravery Attack vs all 2-3 Chant: This fighter and all allies in burst 3 gain
enemies in blast 3, inflicting 1 Provoke BRV/FTH+1 > Stride > Inflict Violence
10 Stride > Fire! [2]: Area Fire Bravery+Faith Attack 4-5 Stride > Bodyong [1]: 1 ally in range 3 may
vs all enemies in line 5, inflicting Provoke Inflict Violence > Inflict Violence
6 Rousing Speech [3]: Gain Skewering on this
fighter’s next attack. All allies in burst 3 gains
Overwhelming on their next attack.
CURSEWITCH
MARTIAL ABILITIES
HP 4/5/6 POS 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/6/7 SPD 3/4/5
Trait: Familiar Inflict Violence: Spite Curse
A size 1 spirit summon begins Utter a breaking curse: Ranged
adjacent to the Cursewitch. Earth Faith Attack vs 1 target in
Can be used as the origin point range 4, inflict POS/RES-1
for all effects by the
Cursewitch. Every start of
Fulmination, it may Rush 1.
GAMBITS (d12)
1-3 Stride > Inflict Violence > Domination [1]: Slide 1
fighter in range 3
4-6 Unlash [1]: Gain Float x2/Stride > Stride/Inflict
Violence > Rupturing Curse [1]: Make 1 fighter in
range 3 Vulnerable to a single element.
7-9 Domination [1]: Slide 1 fighter in range 3 > Kindle
[2]: Inflict Fray on all enemies in burst 2, and then
all squares in the burst become Burning Terrain.
10-12 Teleport 2 > Summon Witch Mangrove [2]: All
spaces in burst 2 explodes into roots, inflicting
Stop on every enemy in the burst. Whenever an
enemy with Stop starts their Fulmination in the
burst, they suffer 1 True Hit. The Field dissipates
at the start of next Fulmination, unless sustained
with 1 Beat.
101
VIOLENCE
Raja
True Kings are rare in the Sword Isles. They take upon themselves the title of Raja, but taking upon the name does not make one what is
named. To shine with righteousness, to break infinities, to offer Devotion that scorches the sky. That is what a Raja must be, and only
those true Raja will survive the grueling Final Festival.
One such example is Sri Raja Kus-gan Lokapala: one of the burgeoning warrior-braves that has collected a formidable force. His banwa,
now known as a Kota (City-Fortress), Kota Binarani, has grown in size and has managed to accrue power and resources from the
Sultanate of Akai as well as the kingdoms of Rajakami. His current regnal title means “Lord King Mighty Guardian of the World”. He
seeks to overthrow Raja Batara, but he does not seek to rule Gatusan. He seeks to light the flame of enlightenment: he is on the
Bodhisattva Path, and he wishes to bring all others with him to true liberation.
MARTIAL ABILITIES
HP 6 x Kadungganan POS 5/6/7
BRV 5/6/7 RES 3/4/5
FTH 5/6/7 SPD 4/4/4
TRAITS Inflict Violence: Treasure Kalis
Unbreakable: The Raja has Unbreakable Morale unless appealed to Strike with a sword passed down for generations, burning with its
their Conviction. Additionally, while they are Poise Broken, they own soul: Melee Fire Bravery Attack vs up to 2 targets in range 2,
suffer Sunder. then mark them.
Perfect Parry: When the Raja completely reduces Hits to 0, they heal When a marked target moves into a square adjacent of the Raja or
1 and may Rush 1. any Allies, they suffer 1 True Hit and then lose the mark.
Lotus-Eyed: Every start of Strike, the Raja summons two Kalis
Minions of the same Arc.
GAMBITS (d10)
Phase 1: Righteousness
1-3 Stride > Inflict Violence > Self-Exaltation [2]: Gain BRV+2 > Deflect
4-6 Stride > Inflict Violence > Pure Lands [2]: Put down a burst 1 field that lasts until any fighter is Defeated
within the field. While in the field, all enemies have -1 to all Defenses. There can only be 2 Pure Lands at
a time.
7-9 Rush SPD > Righteous King Lance [3]: Melee Fire Bravery+Faith Attack vs all chosen targets in Blast 5
10 Stride > Grand Proclamation [3]: Slide all enemies in the field by 3 squares. All enemies then gain
Provoke x2.
Phase 2: Glory (Triggers when first Poise Broken or Staggered). Immediately heal 20.
1-2 Stride > Call To Glory [3]: The Raja and all allies Rushes 3 and then gains POS+2 x2, Stability x2, and
SPD+1 x2.
3-4 Stride > Inflict Violence > Gatling [1]: Inflict Violence withou Combo Breaker > Deflect
5-6 Stride > Inflict Violence > Impossible Virtue [2]: Gain Stability x2, SPD+1 x2, and POS+2 x2
7-8 Stride > Eradicate Fear [2]: The Raja and all allies gain Block 4 > Inflict Violence
9 Break Infinity [4]: The Raja and all allies gain +1 Beat on their next Fulmination.
10 Will The World Know Your Name? [4]: The Raja marks out a burst 5, which does not move even if they
do. At the start of the next Strike, the Raja leaps and then reveals their Indra-Realization, becoming
more than a King, summoning a vajra and sending it into the earth in an indigo thunderbolt, inflicting
40 True Hits on all enemies in the burst. Those that survive this gain his respect. This effect cannot be
repeated more than once per Strike.
102
VIOLENCE
103
VIOLENCE
Apumbukid
A confederation or league of nations of shared culture, working together to protect Hiyang. They have become masters
of violence in their path to preserve harmony and the World.
Warriors of the World! Place up to 5 pieces of tall grass terrain in the battlefield (which cannot be adjacent to each other).
Apumbukid fighters have +1 to all Martial Abilities except for HP and SPD when they start their turn within or adjacent
tall grass terrain, and they are immune to all terrain. If they move into or start their Fulmination within tall grass terrain,
they may teleport to any other free tall grass terrain in the battlefield. Every start of Strike after the first, a new piece of
tall grass terrain sprouts up in the battlefield, which cannot be adjacent to any existing tall grass terrain.
Sage Demonbreaker
Those that have reached the tip of Hiyang, transcendent Masters of the Ancient Art of Wrestling, known by many
harmony. Like bodhisattvas, they have purposely held off on names. Demonbreakers wrestle giants and gods and bring
achieving pure Hiyang so that they can help others achieve it them down to earth.
as well.
MARTIAL ABILITIES MARTIAL ABILITIES
Trait: Metempsychosis Inflict Violence: Teach Trait: Elemental Hands Inflict Violence: Break
When the Sage is brought to Utter a silent teaching: The Demonbreaker may Lunge forward and grab:
0HP, they immediately Ranged Air Faith Attack vs 1 choose any piece of tall Rush 1 and then inflict Stop
teleport 3, heal 3, and then target in range 3, inflict POS- grass, burning, water, on an adjacent fighter. Then
they become a different 1/RES-1 frozen, or scorched terrain inflict 1 Hit on every fighter
Apumbukid Origin Fighter. as the origin point for in the field with Stop.
They may Fulminate again. effects.
GAMBITS (d6) GAMBITS (d12)
1 Feel [3]: Choose 1 fighter in range 4. Heal them 1-3 Stride > Inflict Violence > Deflect
1 or inflict 1 Hit.
4-6 Stride > Greater Grapple [2]: Inflict Stop x2 on
2-3 Stride > Inflict Violence > Think [1]: The sage every enemy in burst 3.
and all allies in burst 2 Deflect.
7-9 Stride > Momentum [1]: Rush 3. If moving
4-5 Stride > Inflict Violence > Inflict Harmony [1]: into tall grass terrain, rush 6 after teleporting,
The Sage and any fighter in the battlefield moving through enemies. Enemies moved
may swap squares, teleporting. through suffer Stop > Inflict Violence
6 Kill [3]: The Sage asks all enemies in the 10-12 Stride > Inflict Violence > Tear Apart [1]: Slide
battlefield to roll a d6. On a 5+, they are safe. 1 any fighter in the field with Stop.
Otherwise, they suffer 5 True Hits. Any
fighters brought to 0HP from this heals 1 the
Sage and all allies.
104
VIOLENCE
Pureblade Pureshield
Ascetic sword-priests who fulfill the holy duty of Hiyang The Pureshields are shieldbearers that have taken the oath to
through the perfection of the cutting motion of the sword. protect and defend others, at the expense of themselves. They
They are siblings to the Bladeweavers, who perfect the sword have made a pact with their Guardian Spirits who give them the
itself. The creator of the Pureblade Art was a student of hardwood shields they use to fight. Pureshields fight to protect
Bladeweaving. nature.
MARTIAL ABILITIES MARTIAL ABILITIES
HP 5/6/7 POS 3/4/5 HP 8/10/12 POS 5/7/9
BRV 5/7/9 RES 3/4/4 BRV 3/4/5 RES 4/5/6
FTH 3/5/6 SPD 4/6/8 FTH 3/4/5 SPD 3/4/4
Trait: Cleansing Blade Inflict Violence: Cut Trait: Fortress Inflict Violence: Bash
All attacks against fighters Embody the Principle of The Pureshield gains Defends Bash with a gleaming shield:
with Banes gain +1 Hit. Cutting: Melee Fire Bravery on 5+ against all melee attacks. Melee Earth Bravery Attack vs 1
Attack vs 1 target in path 3 adjacent target, Push 1 per 6+.
Windcaller
A particular balyan who dedicates to channeling the
elemental wrath of the various elemental spirits from
Hanginbanwa.
MARTIAL ABILITIES
HP 4/5/6 POS 2/3/4
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
Trait: Whirlwind Aura Inflict Violence: Flurry
Any fighter that ends their Unleash a powerful gust:
Fulmination adjacent the Ranged Air Faith Attack vs All
Windcaller may Slide 1. targets in blast 3 within 3
squares
GAMBITS (d6)
1 Wind Infusion [1]: Next Wind Attack gains
+1d. > Fly 4 > Inflict Violence
2-3 Fly 4 > Storm [2]: Make an area air faith attack
vs all enemies in burst 2, Slide 1 per 6+ on the
Attack Teeth.
4-5 Stride > Geyser [1]: Inflict Juggle on a fighter
in range 6 > Lightning Arc [1]: Make a ranged
air faith attack vs 1 target in range 5, make the
same attack against any target in range 2.
6 Wind Rider [3]: Area Air Faith Attack vs all
targets in burst 2, then gain the Wind Rider
Stance until end of next Fulmination. While
in this stance, Windcaller is Flying and has
+1d to all Wind Attacks.
105
VIOLENCE
Vengeful Guardian
A Kadungganan infused with the vengeful properties of nature, to better protect the sanctity of all of nature. Kadungganan
become Vengeful Guardians only by choosing, and by undergoing a vision quest and ritual alongside a powerful balyan. Once
becoming a Vengeful Guardian, their Conviction becomes strictly to protect a particular place of spiritual power, and they cannot
leave it.
MARTIAL ABILITIES
HP 5 x Kadungganan POS 4/5/6
BRV 4/5/6 RES 4/5/6
FTH 4/5/6 SPD 5/6/7
Traits Inflict Violence: Wrathful Palm
Wrathful God: While Staggered, gain +1d to all attacks. Strike with a wrathful palm: Melee Fire Faith Attack vs 1
adjacent target, then Push 3. If they collide, teleport to a square
Vengeance: The Vengeful Guardian deals Overwhelming against adjacent and make the same attack. Can only teleport twice.
any fighter with Banes.
Immortality: The Vengeful Guardian has Regen unless they are
Poise Broken.
GAMBITS (d6)
Phase 1: Humanoid Form. Looks similar to any other Kadungganan.
1 Stride > Teleport 1 > Wrathful Meditation [2]: Gain +2d on the next melee attack.
2-3 Stride > Teleport 1 > Inflict Violence > Stoke Flames [1]: Inflict Provoke 2 on the closest enemy.
4-5 Stride > Vengeant Rumination [2]: Gain BRV+2 as well as all allies in burst 3 > Altar [1]: Rush 1,
leave a Size 1 Statue of self in the square vacated. All enemies that start their Fulmination within
burst 1 of the Altar suffers Fray.
6 Vengeance Stance [4]: Gain the Vengeance Stance until the end of the current Strike. Whenever
suffering an attack in this Stance, inflict 1 Hit on the attacker per 7+ on the Defense Teeth.
Phase 2: Wrathful Form. Parrot heads explode, seventy arms arise. Triggered when Staggered.
1 Stride > Teleport 1 > Wrathful Meditation [2]: Gain +2d on the next melee attack.
2 Stride > Teleport 1 > Inflict Violence > Stoke Flames [1]: Inflict Provoke 2 on the closest enemy.
3 Stride > Vengeant Rumination [2]: Gain BRV+/FTH+2 as well as all allies in burst 3 > Altar [1]: Rush
1, leave a Size 1 Statue of self in the square vacated. All enemies that start their Fulmination within
burst 1 of the Altar suffers Fray.
4 Vengeance Stance [4]: Gain the Vengeance Stance until the end of the current Strike. Whenever
suffering an attack in this Stance, inflict 1 Hit on the attacker per 7+ on the Defense Teeth.
5 Teleport 5 > Greater Vajrapani Palm [3]: Make an Area Air Bravery+Faith Attack vs all targets in
blast 10.
6 Fulfill Duty [4]: At the end of the Strike, violence ends, and all enemies are teleported far away
from the guarded place. Trigger immediately at Strike 6.
106
VIOLENCE
107
VIOLENCE
Akai
Warriors that will conquer the world either by trade or by war, all to protect their Faith to Goddess.
Divine Striving. Whenever a fighter falls to 0 HP, all Akai fighters get the Striving Boon. While Striving, they gain +1 to
all Martial Abilities, and all their attacks gain Skewering. When they lose Striving, they heal 2.
War drummers slam their rubber wrapped sticks against Children of Pilandok, the mouse-deer trickter god that
great deerskin drums and clang them against giant golden stole the world from God.
gongs. These drums are the songs of legends, the thundering
of heroes, and it bolsters the Akainon upon the field. MARTIAL ABILITIES
MARTIAL ABILITIES HP 4/5/6 POS 3/4/5
HP 6/7/8 POS 3/4/5 BRV 3/4/5 RES 3/4/5
BRV 3/4/5 RES 4/5/6 FTH 5/6/7 SPD 3/4/5
FTH 4/5/6 SPD 3/4/5 Trait: Mock and Cackle Inflict Violence: Nick
Trait: Resound Inflict Violence: Beat When the trickster gains Steal a bit of soul: Ranged
When the War Drummer Strike gong: Push 3 a fighter Striving, it and all allies in Air Faith Attack vs 1 target in
gains Striving, they give +2d in range 2. Any one ally may the field may teleport 1. range 3, heal 1
to the next attack themselves inflict violence against the
and all allies. fighter if they can at any
point of the movement. GAMBITS (d12)
GAMBITS (d6) 1-3 Stride > Teleport 1 > Inflict Violence
1 Epic In Progress [3]: Give all allies in the 4-6 Stride > Steal Agimat [2]: 1 adjacent fighter
battlefield Block 2. rolls a d6. On a 6, the trickster steals 1 Anting-
Anting. They only gain the Anting-Anting
2-3 Stride > Inflict Violence > Deflect back if the Trickster is Defeated. If there are
4-5 Stride > Striking Gong Method [2]: Make an no Anting-Anting, steal 1 Technique instead.
Area Air Bravery+Faith Attack vs all targets in 7-9 Stride > Return Gift [2]: Roll a d8. 1 fighter in
blast 3, all allies in the blast may Rush 1 and range 3 gains that many stacks of Sunder.
gains BRV+1/FTH+1
10-12 Stride > Steal Enlightenment [2]: 1 adjacent
6 Thunderous [3]: Strike an echoing note, fighter must roll a d8. On an 8, the trickster
leaving behind a field in burst 1 of the steals one Enlightenment, even if they’ve
Drummer. All allies that start their turn in the already used it, and can use it themselves.
field gain SPD+1 and BRV+1/FTH+1.
108
VIOLENCE
Knave Knight
Rogues, rapscallions, swindlers. With push dagger and Trained cavaliers clad in steel armor, plumed with beautiful
fishing rod they fuck with those in power, those with wealth, rainbow feathers, and engraved with geometric
and help those toiling in the farms and fields. They are incantations.
quick, and have mastered the secret art of eclipses.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 8/10/12 POS 5/7/9
HP 5/6/7 POS 3/4/5
BRV 3/4/5 RES 4/5/6
BRV 5/7/9 RES 3/4/4
FTH 3/4/5 SPD 3/4/4
FTH 3/5/6 SPD 4/6/8
Trait: Ironclad Inflict Violence: Crescent
Trait: Hide and Seek Inflict Violence: Knifesmoke Slash
When the Knave gains Strike with a shadow: Melee When the Knight gains Slice: make a Melee Fire
Striving, they teleport 2 Earth Bravery Attack vs 1 Striving, they mark all Bravery Attack vs all targets
spaces and become a adjacent target, gain Stealth enemies in burst 3, they gain in path 4, inflict +1 Hit if the
Phantasm until start of next x2 1 Defend. While Striving, the target is marked.
Fulmination. While a Knight has Stability.
Phantasm, they are immune GAMBITS (d10)
to all attacks, damage, and
effects, and can move 1-3 Stride > Stride > Inflict Violence
through units, but they
cannot deal damage or inflict 4-6 Stride > Mark 1 fighter in range 3 until end of
effects. next Fulmination > Inflict Violence
7-9 Quake Stomp [1]: Inflict Unbalance on all
GAMBITS (d8) fighters in blast 3 > Rush 3, ignoring terrain >
1-2 Stride > Stride > Inflict Violence Inflict Violence
3-4 Shadeswap [1]: Swap places with another Akai 10 Stride > Victory Cry [2]: Inflict 1 Hit on all
fighter in the battlefield > Shadowstrike: enemies in burst 3, mark them, and then pull
Melee Earth Bravery Attack vs 1 adjacent 3.
target, Skewering if from Stealth
5-6 Stride > Prelude To Violence [2]: Teleport Court Sorcerer
adjacent to a fighter in range 4, inflict 1 Hit Sorcerers that are loyal to a single lord, clad in shells, gold,
and Eviscerate x2 on the target. pearls, glass beads, and intricate silks of crimson, azure, and
7-8 Smoke Bomb [2]: Make all squares in burst 2 viridian. Their power is such that they can overcome the
into hazy terrain > Hazestep [1]: Teleport to occult strength of even a datu. They send gouts of flame and
any square in hazy terrain, then gain change the flow of rivers with power gained from
Stealthx2 unknowable dark powers. Dark powers that they harness
and master.
MARTIAL ABILITIES
HP 4/5/6 POS 2/3/4
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
Trait: Pandita Inflict Violence: Wither
Inflict 1 Hit on all enemies in Unleash a powerful gust:
burst 3, and then heal 1 all Ranged Water Faith Attack vs
allies in the burst. 1 target in range 5, inflict
Eviscerate
GAMBITS (d6)
1 Mata-Mata [2]: Teleport 5, and then inflict
Daze on all enemies adjacent afterwards >
Deflect
2-3 Stride > Weight of Goddess [2]: Make an area
air faith attack vs all enemies in burst 2, inflict
knock down: they cannot move voluntarily or
make attacks until they spend a Beat to stand.
4-5 Stride > Goddess Tears [2]: Make an area
water Faith attack vs all targets in path 7,
inflicting Slow on every target.
6 Moondance [3]: The Sorcerer may rush 6,
through enemies, marking every enemy
moved through. After the movement,
consume all marks to inflict 1 True Hit on the
marked target.
109
VIOLENCE
Offering
A warrior that has on the vestments and raiments of death and violence. These warriors offer their lives for Goddess, knowing
they will enjoy Bliss in Lunar Heaven as their reward for dying in violence. They are almost impossible to kill, and many have had
to create new weapons to simply deal with them. Their tenacity is unmatched.
MARTIAL ABILITIES
HP 5 x Kadungganan POS 3/4/5
BRV 5/7/9 RES 3/4/4
FTH 5/7/9 SPD 3/5/7
Traits Inflict Violence: Run Amok
Juggernaut: The warrior can move through enemies, pushing Rage. Melee Earth Bravery Attack vs 2 adjacent targets.
them 1.
Overwhelming Fury: At Strike 3+, all of the Warrior’s Melee
Attacks deal Overwhelming.
Blessed By Goddess: Has Metal Conditioning and, when they
rush, they Fly for the duration of the movement.
GAMBITS (d8)
Phase 1: Offering. Wrapped in burial garments. They have already died before the fight has begun.
1-2 Stride > Stride > Inflict Violence > Gatling [1]: Inflict Violence without CB.
3-4 Stride > Waste The Land [2]: Area Earth Bravery Attack vs all targets in burst 3, inflict Stun, but
suffer Stun x2 > Deflect
5-6 Stride > Grab [1]: Inflict Stop on an adjacent fighter > Backbreaker [1]: Inflict 1 Hit on all fighters
with Stop, remove Stop > Mighty Thew [1]: Push 5 a single fighter, inflict Stun if they collide.
7-8 Stride > Overpower [3]: Add +Bravery to next attack.
Phase 2: Walking Corpse. Ripped off garments, only sarong or pants now. Scars all about. Cuts don’t seem to bleed. Gain Regen for
the rest of violence.
1-2 Stride > Stride > Inflict Violence > Gatling [1]: Inflict Violence without CB.
3-4 Stride > Waste The Land [2]: Area Earth Bravery Attack vs all targets in burst 3, inflict Stun, but
suffer Stun x2 > Deflect
5 Stride > Grab [1]: Inflict Stop on an adjacent fighter > Backbreaker [1]: Inflict 1 Hit on all fighters
with Stop, remove Stop > Mighty Thew [1]: Push 5 a single fighter, inflict Stun if they collide.
6 Raise Earth [1]: Raise the elevation by 1 of all squares in burst 1 within range 4. > Break Earth [1]:
Lower the elevation of all squares in burst 2 by 1 > Stride > Heaven On Earth [1]: Inflict 1 True Hit
on all enemies that are not on the same elevation as the Warrior.
7 Stride > Overpower [3]: Add +Bravery to next attack.
8 Achieve Lunar Heaven [4]: Rush 10 towards the center of the battlefield. At the end of the current
Strike, destroy the battlefield, making it a flat square no terrain or elevation changes. The second
time this is used, instead bring all enemies in the field to 0 HP, then suffer Eviscerate for the rest
of the fight. Use this automatically at Strike 4.
110
VIOLENCE
111
VIOLENCE
Virbanwan
Warriors that will enact the Ashen Conquest. Virbanwa prioritizes unity under a single flag, and assimilation, so that
they can live fruitfully. The Ashen Star Faith is not the same as the Bleeding Star religion. The Ashen Star worships
Makagagahum, not the Bleeding Star that the Pale Kings come from. But they are common conflated to be the same.
Makagagahum will be eaten by the Pale Kings if the Virbanwans do not fix their mistakes.
God must not be consumed. Virbanwans must fight to protect their God and Community, not to assimilate others within.
The Pale Kings bleed, the Virbanwans worship a better star.
Ashen Conquest. All Virbanwans adjacent to each other are considered In Line. While In Line, they have 1 Defend. When
Virbanwa start their Fulmination while In Line, they and all Virbanwans they are In Line with may rush 1, never breaking
adjacency.
A Virbanwan is only In Line with other Virbanwans they’re adjacent to. Virbanwans that are adjacent to each other but
are separate from another group of adjacent Virbanwans are not considered In Line with the other group of adjacent
Virbanwans.
Heneral Magister
A mustachioed, uniform wearing general who wields a Sampalatayan mystics who have infused their ancient
saber. Intensely patriotic. priest-healer practices with Ashen Star mysticism and
MARTIAL ABILITIES eschatology. Using orasyones, they lock the battlefield
down, and channel the Pure Flame by their God.
HP 6/7/8 POS 3/4/5
MARTIAL ABILITIES
BRV 4/5/6 RES 4/5/6
HP 4/5/6 POS 3/4/5
FTH 3/4/5 SPD 3/4/5
BRV 3/4/5 RES 3/4/5
Trait: Commander Inflict Violence: Fuego
FTH 5/6/7 SPD 3/4/5
All allies in burst 2 of the Command the strike! Ranged
Heneral are considered In Fire Bravery Attack vs 1 target Trait: Unmask Inflict Violence: Singe
Line. All allies In Line with in range 3, 1 fighter In Line in
the Heneral cannot fall below the battlefield may inflict While In Line, they may Burn a fighter’s soul with
1 HP. violence. remove their habits to reveal holy light: inflict Burn on a
spiked leather garments fighter in range 5. Burn
GAMBITS (d6) underneath, and turn holy inflicts 1 True Hit at the start
1 March [3]: The Heneral rushes 3, all allies In light into a flaming whip: and end of Fulmination
Line with the Heneral rush 3 as well, keeping when they end their
adjacency. Fulmination, they may Slide
3 a single fighter in burst 3.
2-3 Stride > Inflict Violence > Inspire [1]: One ally
in range 3 gets +1d on their next attack. GAMBITS (d12)
4-5 Stride > Commandeer [2]: Two allies In Line 1-3 Stride > Teleport 1 > Inflict Violence
may inflict violence. If less than two fighters
inlifct violence, inflict 1 Hit on all enemies in 4-6 Stride > Fire Whip [2]: Inflict 1 True Hit on a
blast 3. fighter in range 3, inflict Burn, Slide 3
6 Recruit [3]: Summon 1 Conscript in an 7-9 Stride > Heavenly Push [2]: Choose any
adjacent square. number of targets in blast 3: inflict Push 5
10-12 Stride > Fire Binding [2]: Ranged Fire Faith
Attack vs 1 target in range 4, inflict Stop and
Burn
112
VIOLENCE
GAMBITS (d6)
1 Overload Cannon [3]: Next Inflict Violence
has Overwhelming.
2-3 Stride > Leap > Inflict Violence
4-5 Stride > Arcing Bomb [2]: Area Fire Faith
Attack vs all targets in burst 1 within 4
squares. All squares in the burst fall down -1
Elevation.
6 Stride > VM Cannon [2]: Make an Area Fire
Faith Attack vs all targets in Blast 5, inflicting
Push 1.
113
VIOLENCE
Ashen Vicar
The vicars of the Ashen Star are master martial artists as they have been taught by the angels of war, which are the subsidiary
spirits that worship and follow Makagagahum. Vicars must know how to protect their flock, after all. Virbanwan villages are
very commonly made around a single chapel, where the vicar lives. The vicar has the double duty as the spiritual leader and
chiefly leader of Virbanwan villages. Many vicars are powerful entities that can defeat demons: things they have been taught.
Ashen vicars are masters of ancient Issohappan styles of martial arts that focuses on expunging demons and gods. While they
have good intentions, and truly might not even want to use their martial prowess, they are commonly pushed to fend of raiders
and violence demons. Vicars are of course, filled with steel conviction, and are the closest thing to bodhisattvas. Commonly
vicars are saints that have become reincarnated. Once they remember their past life, they find a Gnostic Nibbana and can peer
past the pall of reality.
MARTIAL ABILITIES
HP 4 x Kadungganan POS 3/4/5
BRV 3/4/5 RES 3/4/5
FTH 5/6/7 SPD 3/4/5
Traits Inflict Violence: Bladed Hand
Smite! When a Kadungganan begins their Fulmination, they Turn your hand into a burning crossguarded sword: Melee Fire
have 1 minute to do their Fulmination. If they go beyond 1 Faith Attack vs all targets in Path 5. The last target in the field
minute, Smite them: they suffer 3 True Hits. suffers Eviscerate.
Friar Teachings: Permanently Floating.
Gnostic Rumination: 1/Violence, when a Kadungganan picks
up Attack Teeth, the vicar can choose to pick up the required
Teeth first. If the vicar collects the required number of Attack
Teeth first, the Kadungganan’s attack is canceled and the vicar
gets the Attack Teeth, they can spend any number of Attack
Teeth on any attack.
GAMBITS (d12)
Phase 1: Meek. Wreathed in the cloth and the frock. Fight with fists and swords and reprimands.
1-3 Stride > Teleport 1 > Inflict Violence > Teleport 1
4-6 Stride > Act of God [2]: Slide 3 all fighters in burst 3. > Heal 1 [1]
7-9 Stride > Demented Salvation [3]: Inflict Daze to all fighters in the battlefield.
10-12 Teleport 3 > Charism [2]: Choose a square in range 5. Pull 2 every chosen target in burst 2 of the
square and then inflict Unbalance > Inflict Violence
Phase 2: Exalted. Rip cloth apart, reveal the diamond body, give yourself for the Almighty.
1-3 Stride > Teleport 3 > Inflict Violence > Tap The Rock [1]: Turn 1 square in the battlefield into water
terrain.
4-6 Stride > Act of God [2]: Slide 3 all fighters in burst 3. > Condemnation [1]: Inflict Condemnation on
all enemies in the battlefield. Enemies with Condemnation cannot be healed or gain positive
effects.
7-9 Stride > Demented Salvation [3]: Inflict Stun and All Vulnerability to all fighters in the battlefield.
10 Teleport 3 > Charism [2]: Choose a square in range 5. Pull 2 every chosen target in burst 2 of the
square and then inflict Unbalance > Inflict Violence
11 Stride > Holy Shepherd [2]: Teleport 2 all enemies in the battlefield > Show of Majesty [1]: Gain
Flying [Boon].
12 Drink The Wrath of the Almighty [4]: All enemies in the field suffer Wrath. Wrath: suffer -2 Beats
every Fulmination (this supercedes Stun) and you lose all benefits from Discipline Traits. You
cannot be saved, you have been condemned. Trigger this automatically at the end of Strike 5.
When a fighter removes Wrath, they suffer 2 True Hits.
114
VIOLENCE
115
VIOLENCE
Ba-e
The kingdom that has grown and subsumed many those that have left the Baikhan Hegemony as well as from the
Hundred Empires in Jamiyun Kulisa’s Arrows and Auraska and Mahajola. Ba-e has the greatest access to foreign trade
and thus has evolved the most, but they are buckling under the strength of their foreign influence. Their own Queen-
Chakravarti, their Sangpamegat Dayang Kalangitan, is the Wheel-Turning Lady and is meant to spread her merit across
the world, as a true universal ruler. Ba-enon warriors are royal and aristocratic, hailing from the oldest mandala in the
Sword Isles, pierced through by multiple cultures and faiths from across Gubat Banwa. They will buckle under their own
righteousness, as the swords of merit will destroy them from within. They are also wielders of ancient Kadanay
technology, which mixes stonewaking with jadecraft.
Turn The Wheel. At the beginning of Violence, every Ba-enon gains 1 Merit. Every beginning of Strike, each Ba-enon
gains 1 Merit. They can spend 1 Merit to immediately reroll any Cast.
Trait: Karmic Fate Inflict Violence: Inflict Evil Trait: Enslave Tyrants Inflict Violence: Lash
Karma At the start of Violence, With prayer beads, summon
When an enemy in burst 3 Impose evil consequences place 2 Angel-Slaves [Raider a whip of essence: make a
performs a hostile action, all upon another with a mudra Minions] of appropriate tier Ranged Fire Faith Attack vs 1
allies in the burst heals 1, and and a mantra upon the in range 3. The Slaver cannot target in range 4, Slide 3.
the enemy suffers Dark dharmapalas: Ranged Metal fall below 1 HP as long as Can be used to slide allies
Karma. Faith Attack vs 1 target in there are Angel-Slaves in the safely.
range 3, they suffer -1d on battlefield.
Light Karma: Suffer -1 Hit. their next Defense Teeth.
Spend 1 Merit during your
Dark Karma: Suffer +1 Hit. Fulmination to summon 1
GAMBITS (d6) Angel-Slave adjacent to the
Slaver.
1 Moon [3]: Inflict 1 Light Karma on all allies
and 1 Dark Karma on ell enemies in burst 3 GAMBITS (d12)
2-3 Stride > Inflict Violence > Rahu [1]: Inflict 1 1-3 Stride > Teleport 1 > Inflict Violence
Light Karma on an ally in range 3.
4-6 Stride > Prod [2]: All angel-slaves can Rush 4
4-5 Stride > Inflict Violence > Kedu [1]: Inflict 1 and then Inflict Violence.
Dark Karma on an ally in range 3.
7-9 Stride > Dharma [1]: Swap places with an
6 Svarbhanu Nature [3]: All allies that have angel-slave, teleporting > Rend [1]: Inflict
Light Karma heal 1 per Light Karma. All Bleed to all enemies adajcent to the slaver and
enemies with Dark Karma suffer 1 per Dark all angel-slaves.
Karma. All Karma is removed afterwards.
10-12 Buddha Subdues God [3]: Kill all angel-slaves
to inflict 1 True Hit to all enemies in the
battlefield.
116
VIOLENCE
Sundermonk Godwalker
Axe ascetics trained by farmers who wield the veritable Giant sage statues that pocked the grasslands of Ba-e gave
sword-axe the Panabas, usually with elongated handles so Kadanay artifactsmiths ideas. They had too much fun. Now
that it resembles more a sword-axe with a spear shaft, the they ride these sage statue-shaped gold-and-jade armors,
variation called Dakpanabas. Sundermonks value the soul of with four arms, a weaker form of the God Body.
the weapon, and believe the Dakpanabas is the perfect
combination of the sword, axe, and spear, and seek to win in MARTIAL ABILITIES
as much violence as possible to prove it.
HP 8/10/12 POS 5/7/9
MARTIAL ABILITIES BRV 3/4/5 RES 4/5/6
HP 5/6/7 POS 3/3/4 FTH 3/4/5 SPD 3/4/4
BRV 6/8/10 RES 3/3/4
Trait: Holy Body Inflict Violence: Four-Palm
FTH 6/8/10 SPD 4/5/6 Strike
Trait: Weaponsoul Inflict Violence: Dervish Sagewalkers wear golden Strike with four palms: make
armor powered by souls of a Melee Metal Bravery Attack
When you make an attack, Twirl the panabas: Melee overjoyous ancestor spirits, vs 1 adjacent target, then
spend 1 Merit to gain +2d. Metal Bravery Attack vs all with four arms. As long as push 2
targets in burst 1. they have Merit, they are
GAMBITS (d8) Metal Immune. They can
spend 1 Merit when a fighter
1-2 Stride > Stride > Inflict Violence leaves an adjacent square to
inflict 1 True Hit to them.
3-4 Leap/Stride > Decapitate [2]: Melee Metal
Bravery Attack vs 1 adjacent target. If the GAMBITS (d10)
target is Staggered, this attack deals True Hits
1-3 Stride > Inflict Violence > Deflect
5-6 Rush 3 > Gut [1]: Inflict 1 True Hit to the last
target in path 3. > Deflect 4-6 Stride > Inflict Violence > Pure Body [1]:
Cleanse self of 1 effect.
7-8 Inflict Sunyata [3]: Strike with the axe in a
cleaving arc, summoning emptiness, make a 7-9 Stride > Thunderclap [2]: Area Air Bravery
Melee Metal Bravery + Faith Attack vs all Attack vs all enemies in Blast 3, inflict
targets in blast 3. Unbalance
10 Stride > Textile Shattering [2]: Make four Area
Earth Bravery Attacks vs all targets in close
Astra line 6, each attack must be made in each of the
A master barilero who works with Kadanay jade and clay to four cardinal directions.
destroy the victim of their scorn, imbuing their weapons
with the essence of gods.
MARTIAL ABILITIES
HP 4/5/6 POS 2/3/4
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
Trait: Ruminate Sunyata Inflict Violence: Jade Astra
Spend 1 Merit to increase the Fire a beam of god-
range of any ranged attack annihilating light: Area Fire
with range to the entire Faith Attack vs all targets in
battlefield. Line 6
GAMBITS (d6)
1 Teleport 3 > Aim [1]: Next attack gain
Sharpness > Inflict Violence
2-3 Stride > Aim [1]: Next attack gain Sharpness >
Inflict Violence
4-5 Stride > Fire Astra [2]: Inflict 1 True Hit to any
fighter in the battlefield that is not close to
cover or blocking terrain.
6 Summon Lightning [3]: Shoot the sky. Inflict
Violence from any square in the battlefield.
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VIOLENCE
Dharmapala
A guardian deity that protects the Dharma. Worshipped and channeled when having to fend off injustices and horrors.
They are commonly other demons or asrs that have been tamed by monks and buddhas. The first Dharmapala is the monk
Sri Kera Jadara, the First Militant Shaman-Monk who traveled the Sword Isles to bind a thousand thousand demons to
servitude to the buddha. This is the greatest treasure: eight of them were Demon-Kings, the most powerful of
Dharmapala. After his death, the monk rejected Parinirvana and chose to become the vajra, bell, sword, and trident that
many dharmapala are allowed to wield.
MARTIAL ABILITIES
HP 6 x Kadungganan POS 5/6/7
BRV 5/6/7 RES 5/6/7
FTH 5/6/7 SPD 4/4/4
Traits Inflict Violence: Burning Palm
Budding Karma: Whenever the Dharmapala is the target of Strike with a burning palm! Cleanse all impurity! Melee Fire
an attack, the attacker gains 1 Karma. Faith Attack vs all targets in blast 2, teleport them 1.
Padma: Attacks against any fighters with Karma are
Skewering.
The Wheel: The Dharmapala can move through enemies. If
they do, they push 1 the enemy out of the way and then inflict
1 Hit, once per enemy.
GAMBITS (d10)
Phase 1: Budding Dharmapala. Small and unbroken, humanoid form.
1-3 Stride > Inflict Violence > Infuse Dharma [2]: Gain BRV+2.
4-6 Teleport 3 > Consequences [2]: Inflict 1 Karma on all enemies in the battlefield. > Inflict
Violence
7-9 Stride > Inflict Violence > King’s Road [2]: Push 3, if they collide, teleport to a square adjacent
to the target and then inflict violence.
10 Samsara [4]: Inflict 1 True Hit on all enemies with Karma, then consume all Karmas. Heal 1
per consumed Karma.
Phase 2: Diamond Is Unbreakable. Blossom, like a lotus, into a great dharmapala. The dharmapala becomes Size 2.
1-3 Stride > Inflict Violence > Infuse Dharma [2]: Gain BRV+2.
4 Teleport 3 > Consequences [2]: Inflict 1 Karma on all enemies in the battlefield. > Inflict
Violence
5-6 Stride > Inflict Violence > King’s Road [2]: Push 3, if they collide, teleport to a square adjacent
to the target and then inflict violence.
7 Greater Consequences [4]: Inflict 2 Karma on all enemies in the battlefield, then teleport 2.
8 Stride > Wrathful Stomp [1]: Inflict Juggle on all enemies in blast 4 > Inflict Violence >
Teleport 1, leave a Statue of the Dharmapala behind [Size 1]. All enemies that inflict with the
Dharmapala is teleported to a square adjacent to the Dharmapala.
9 Samsara [4]: Inflict 2 True Hits on all enemies with Karma, then consume all Karmas. Heal 1
per consumed Karma.
10 Closer To Buddha [4]: Meditate. The Dharmapala cannot perform anything else but
Meditation. They Heal 1 every start of Fulmination. At the end of Strike 7, they unravel into a
blossoming lotus, and then teleport to heaven, and send a burning palm down, immediately
fulfilling any Defeat Condition and ending Violence.
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VIOLENCE
119
VIOLENCE
120
VIOLENCE
Shedaoist Baikhan Geomancer
An Archer that practices patience and the styles of the Soft
Riverine to fire extremely precise attacks at targets. They align Auspicious diviners who bring fortune and merit through proper
themselves with the Tranquil Way to make sure their attacks movement upon the earth and construction of buildings. In combat,
always hit. they can use their incantations and techniques to manipulate the
earth itself, as well as fortunes.
MARTIAL ABILITIES
MARTIAL ABILITIES
HP 4/5/6 POS 2/3/4
BRV 4/6/8 RES 3/4/5 HP 4/5/6 POS 4/5/6
FTH 4/6/8 SPD 3/3/4 BRV 3/4/5 RES 3/4/5
Trait: Way of Water Inflict Violence: Loose FTH 5/6/7 SPD 4/5/6
If the Shedaoist does not move Fire a bullet infused with dao: Trait: Geomancy Inflict Violence: Entomb
voluntarily by End of Area Air Faith Attack vs all
Fulmination, they can turn 2 targets in line 6, ignores The Geomancer has permanent Entomb foes with burning earth:
Hits into 2 True Hits on their blocking terrain and cover Stability. When they Ignite, they Area Earth Faith Attack vs all
next attack. also give Stability. targets in burst 1 within 5
squares, inflict Stop
When they Ignite, every ignited Geomancers inflict 1 True Hit to
fighter gains +1 to all ranges. all enemies they forcibly move,
once per enemy per Fulmination.
GAMBITS (d6)
1 Flow [3]: Fire an arrow into the sky. At any point GAMBITS (d12)
outside of your own Fulmination, the arrow can 1-3 Stride > Stride > Inflict Violence
drop down into any fighter, inflicting 1 Hit.
4-6 Stride > Inflict Violence > Binding Talisman [1]:
2-3 Stride > Inflict Violence > Paralyzing Arrow [1]: 1 Inflict Binding [Bane] on 1 target in range 5. While
fighter in range 5 suffers Stop until end of their suffering Bindings, they cannot move nor be moved.
next Fulmination.
7-9 Teleport 4 > Geomantle [2]: Inflict 1 Hit and Leaden
4-5 Stride > Endless Vigil [2]: Take on the Endless Vigil [Bane] on 1 fighter in range 3. While suffering Leaden
Stance until start of next Fulmination. When a they cannot move diagonally.
fighter moves into a square in range 5 of the
Shedaoist, they may inflict 1 True Hit on that 10-12 Teleport 5 > Wind-Water Fist [2]: Make a Melee Water
fighter. 1/Fulmination. Faith Attack vs all targets in line 10, gain
Overwhelming on the attack if target has Stop, Slow,
6 Naga Arrow [3]: Area Water Bravery + Faith Attack SPD-X, Binding, or Leaden.
vs all targets in path 7, inflict Unbalance per 8+ on
the Attack Teeth
Alchemist
121
VIOLENCE
Warlord
The Empire long divided, must unite; long united, must divide. The Hegemony of Baik Hu, under the great Vermilion Phoenix, of the
Zhu Dynasty, faces upheaval. Many treat the Empress as weak, and they believe that they have lost the Mandate of Heaven. The
Empire has begun to fracture: warlords have arisen. There are three major warlords, kings on their own, waiting for their chance
to unite Baik Hu under their own sword and banner. How will all things under heaven react to the incoming end of times? The
peasants rise, the warlords bring their weapon down. The Empire must divide.
MARTIAL ABILITIES
HP 5 x Kadungganan POS 3/4/5
BRV 5/7/9 RES 3/4/4
FTH 5/7/9 SPD 6/7/8
Traits Inflict Violence: Draconic Halberd
All Subjects Under Heaven: Every start of Fulmination at Phase 1 Strike with a greater halberd, tassels flowing in the wind. Melee
summon a Baikhan Raider minion in a square adjacent to the Water Bravery Attack vs 1 adjacent target.
Warlord.
Every start of Fulmination at Phase 2, the Warlord gains Block 1
and Rushes 1.
Without Equal: Whenever the Warlord suffers a melee or ranged
attack, they may inflict violence back at the target.
Unbroken, Unbowed: After Striding for at least 4 squares, gain
Metal Conditioning, Fire Conditioning, and Stability.
GAMBITS (d8)
Phase 1: Mounted General. Fighting atop a horse or a tiger, or maybe even a dragon.
1-2 Stride > Stride > Inflict Violence > Gatling [1]: Inflict Violence without CB.
3-4 Stride > Spinning Tail [1]: Rush 2 through enemies, spinning through, inflicting 1 Hit once per
enemy moved through > Dragon Mandate [2]: Make an Area Fire Bravery Attack vs all targets in
blast 3, all allies in the field may rush 3.
5-6 Stride > Dragon Blazing Halberd [2]: Melee Fire Bravery Attack vs all targets in Path 4, all squares
must be adjacent to the Warlord, inflict Push 3 > Dragon Charge [1]: Rush 5. If moving into an
enemy’s square, stop the movement and Push 1 + 1 per rush left.
7-8 Stride > Drink Burning Elixir [3]: Add Overwhelming on next attack.
Phase 2: August Xia. They shed all precautions, and fight full on. A true god of war. This triggers once they fall to 0HP: they heal to
full HP again and keep fighting.
1 Stride > Stride > Inflict Violence > Gatling [1]: Inflict Violence without CB.
2 Stride > Spinning Tail [1]: Rush 2 through enemies, spinning through, inflicting 1 Hit once per
enemy moved through > Dragon Mandate [2]: Make an Area Fire Bravery Attack vs all targets in
blast 3, all allies in the field may rush 3.
3 Stride > Dragon Blazing Halberd [2]: Melee Fire Bravery Attack vs all targets in Path 4, all squares
must be adjacent to the Warlord, inflict Push 3 > Dragon Charge [1]: Rush 5. If moving into an
enemy’s square, stop the movement and Push 1 + 1 per rush left.
4 Stride > Drink Burning Elixir [3]: Add Overwhelming on next attack.
5 Stride > Eight-Headed Dragon Lance [2]: Area Fire Bravery Attack vs all targets in burst 3 > Deflect
6 Promotion [2]: If there are any Raider Minions left, upgrade them into Baikhan Raiders
(removing Minion) and healing them to full HP > Stride > Inflict Violence
7 Stride > Green Dragon Crescent Blade [3]: Swing with a giant guandao: Area Metal Bravery Attack
vs all targets in blast 10.
8 Summon Army [4]: Cannot use this until Strike 5+. The Warlord rings their summoning bell. At
the end of the next Strike, the fight ends as the Warlord’s Army arrives. The Kadungganan must
choose to either flee or stay: either way, they are Defeated.
122
VIOLENCE
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VIOLENCE
Dead
The Dead are those that walk despite having passed the coil., Sometimes it is the cause of blasphemous Asuwang Sorcery.
Other times, the power and pall of the vengeful dead still wishing some sort of justice or penance for their past causes the
flesh of the buried to rise from their graves, infused with necrotic spirit. Other times they are simply wandering ghosts
with unfinished business. Other times they are spirits with evil karma, hungry for glory. Examples of undead are
patianak female revenants, tiyanak goblins, and malanhig walking corpses.
Grudge. When Dead fall to 0 HP, they become a pile of grudges, which can be moved through. However, they may still
Fulminate: at the start of their Fulmination, they may roll a d8, they reform and heal 2 HP on a 5+. Piles of grudges can be
exorcised by spending 1 Beat while close to them. Once Exorcised, they are removed from play. Additionally, a Ghost that
falls to 0 HP due to a Fire attack immediately becomes Exorcised. Finally, Dead Fighters have earth conditioning.
124
VIOLENCE
Patianak Busaw
Hobgoblin ghosts that used to be women that have died Those that die with vengeful hearts or because of horrible
during childbirth, come to haunt villages by walking under butchering sometimes become restless dead known as
their houses. They scramble across the earth quickly and busaw, especially if they are warriors, priests, and nobles.
erratically. Busaw can walk among folk, sleep in trees, and steal items
MARTIAL ABILITIES from corpses so that those corpses are not saved by Iraon
Daron.
HP 5/6/7 POS 3/3/4
MARTIAL ABILITIES
BRV 6/8/10 RES 3/3/4
HP 8/10/12 POS 5/7/9
FTH 6/8/10 SPD 4/5/6
BRV 3/4/5 RES 4/5/6
Trait: Clattering Ghost Inflict Violence: Claws
FTH 3/4/5 SPD 3/4/4
After making an attack, rush Strike with freakishly long
1. claws: Melee Earth Faith Trait: Corpse Eater Inflict Violence: Throw
Attack vs 1 adjacent target, Corpse
then mark them. While The busaw is Size 2. All Fling a corpse part at a
marked, they cannot be enemies adjacent to the victim: Ranged Melee Earth
healed nor gain Boons. busaw suffer Eviscerate. Bravery Attack vs 1 target in
GAMBITS (d8) range 3, inflict SPD-1.
1-2 Stride > Stride > Inflict Violence GAMBITS (d10)
3-4 Leap/Stride > Rip [1]: Inflict Eviscerate on an 1-3 Stride > Inflict Violence > Deflect
adjacent fighter > Inflict Violence 4-6 Stride > Inflict Violence > Diseased Body [1]:
5-6 Rush 5 > Jumping Ghost [2]: Leap 3 squares in Consume a Bane and heal 1.
a straight line. If ending in an enemy square, 7-9 Stride > Break Earth [2]: Melee Earth Bravery
cling onto the enemy, inflicting SPD-2 and Attack vs 1 adjacent target, inflict Unbalance.
Fray until they defeat the Patianak or the If there is an object or blocking terrain, the
Patianak leaps free for 1 Beat. A clinging busaw can pick it up and slam it against the
patianak cannot move, but can continue target, inflicting +1 Hit, Push 1, and put the
making attacks. object down at the square vacated.
7-8 Unhinge Jaw [2]: Gain Stability pull 2 1 enemy 10 Corpse Omen [1]: Put down a corpse in range
in range 3 > Devour [1]: Inflict 1 True Hit on an 4 > Stride > Consume [1]: The busaw can
adjacent fighter, consume an adjacent corpse, healing 2 and
then inflicting Daze on all enemies in burst 2.
Siukuy
Ghosts of those killed by drowning, manifesting as fish-
headed water ghosts. They spout jets of water, strike with
spears made of seaweed, and will stop at nothing until they
are removed from drowning.
MARTIAL ABILITIES
HP 4/5/6 POS 2/3/4
BRV 4/6/8 RES 3/4/5
FTH 4/6/8 SPD 3/3/4
Trait: Drown Inflict Violence: Water Spout
When a Siukuy is Defeated, Shoot a jet of water: Ranged
they pull 3 all enemies in Water Faith Attack vs 1 target
burst 3 of the grudge they in range 5
leave behind. Moving into a
Siukuy’s pile of grudges is the
same as moving into a
chasm.
GAMBITS (d6)
1 Water Jet [3]: Rush 4, turning all squares
moved through into water terrain.
2-3 Stride > Water Spear [1]: Inflict SPD-1 to a
fighter in range 3 > Inflict Violence
4-5 Stride > Water Beam [2]: Area Water Faith
Attack vs all chosen targets in line 10
6 Dive [3]: You sink into mystical water: you
gain POS/RES+2 and SPD+2. Inflict Slow on
every enemy in burst 3. Rush 3 afterwards.
125
VIOLENCE
Unglu
The hungriest ghosts, dead spirits, burning shadows. They live in the mountains. Do not stay out in the mountains for too long.
They will tear your skin. They run faster than wind.
MARTIAL ABILITIES
HP 6 * Kadungganan POS 4/5/6
BRV 5/6/7 RES 4/5/6
FTH 5/6/7 SPD 6/6/6
Traits Inflict Violence: Shadowed Claws
Shadow Person. The unglu cannot be a valid target for any effect Beckon with shadowed claws: Melee Earth Faith Attack vs all
unless the origin square is adjacent to the unglu. targets in blast 3, pull 1, inflict Fear
Faster Than Wind. The unglu teleports when it moves. It inflicts
1 Hit on every fighter adjacent to it after teleporting.
Fear. The unglu is one of the most feared creatures in Gubat
Banwa. The unglu can inflict the Fear bane: Those with Fear
cannot end their Fulmination closer to the Unglu, and they
suffer -1d to all Defense Teeth.
GAMBITS (d6)
Phase 1: The Shadow Between The Trees. It flits between shadows.
1-2 Stride > Inflict Violence > Shove > Teleport 1
3-4 Stride > Inflict Violence > Shove > Darkened Form: Gain Stealthx2.
5-6 Stride > Rip Defenses [1]: Inflict RES -1 on a fighter in range 3 > Scare [2]: Inflict Fear on all
enemies in blast 3
Phase 2: The Thing That Flenses Skin. It crawls out into the light.
1-2 Stride > Inflict Violence > Shove > Teleport 1
3 Stride > Inflict Violence > Shove > Darkened Form: Gain Stealthx2.
4 Stride > Rip Defenses [1]: Inflict RES -1 on a fighter in range 3 > Scare [2]: Inflict Fear on all
enemies in blast 3
5 Make Fear Real [2]: Inflict 1 True Hit on all enemies in the field with Fear, then consume all Fear.
Heal 1 per Fear consumed > Inflict Violence > Flitting Shadow [1]: Teleport 1. If adjacent to
blocking terrain, cover terrain, wall or chasms, teleport to any other blocking terrain, cover
terrain, wall or chasm.
6 Nothing Is Scarier [4]: At the end of the current Strike, the Unglu disappears deeper into the
woods, or away from the Battlefield. The Kadungganan suffer Defeat. If this Unglu is encountered
again, they will have the same amount of HP remaining. If this is rolled before Strike 3, reroll it
until it no longer rolls 6. Perform this automatically during the first Fulmination of Strike 6.
126
VIOLENCE
127
VIOLENCE
Demons
Asr, yawa, sitan, iblis. Demons roam Gubat Banwa, some of them having crawled out of the hells, others having been
summoned here by sorcerers, even others simply being pure manifestations of human virtue and vice. Others are caused
by atrocity, but where they truly come from none know. Demons are monsters of violence and avarice, known to arrive in
places where either they can destroy or gain what they wish.
Reckless Violence. At start of Strike 2+ and every Strike after that, if there are still Demons in the battlefield, they Fester,
gaining +1d on all attacks. This is cumulative (so at Strike 3+, they gain +2d on all attacks, etc.). When a Demon is
Defeated, they discorporate and Eviscerate all enemies in the battlefield. Unless the battlefield is purified or cleansed by
proper rituals, they will rise again after eighty seven days. At the start of a Strike, if there are exactly 3 demons left in the
battlefield, they may combine into an Violent Devil God: they combine their remaining HP, can use any actions that their
components can use, and they gain infinite range on every effect.
Demons that were commonly once shamans-priests. Wields A demon that has perfected witchcraft. Attracted to places
giant monk staffs that have been shattered. Prods demons to of powerful sorceries, and wishes to destroy all witchcraft.
burn with a greater violence. Weaker mortals might create pacts with this demon to
access sorcery.
MARTIAL ABILITIES
HP 6/7/8 POS 3/4/5 MARTIAL ABILITIES
BRV 3/4/5 RES 4/5/6 HP 4/5/6 POS 4/5/6
FTH 4/5/6 SPD 3/4/5 BRV 3/4/5 RES 3/4/5
When the Monk festers, they Unbless a place: Area Water Trait: Pact Inflict Violence: Sulfur
give Block 1 to all allies in the Faith Attack vs all enemies in
battlefield. burst 2, then the burst After inflicting hits on a Fire a sulfurous orb: Area
becomes dangerous terrain fighter, make a Pact with Fire Faith Attack vs all
(against enemies) until start them until start of next targets in burst 1 within 5
of next fulmination Fulmination. Consume the squares.
Pact at any point to force the
GAMBITS (d6) fighter to inflict violence.
1 Antigod Field [3]: Choose a square in range 3. When the Witch festers,
A burst 2 Antigod Field erupts from it. All inflict 1 Hit to all Pacts
demons have +2d to all Attack Teeth. currently in the field.
2-3 Stride > Inflict Violence > Feed Corpses [1]:
Heal 1 an adjacent ally. GAMBITS (d12)
4-5 Stride > Inflict Violence > Obscenities Against 1-3 Stride > Stride > Inflict Violence
The Deva [1]: All allies in burst 2 gain +1d on 4-6 Stride > Inflict Violence > Blood Bond [1]:
their next attack. Connect two fighters within range 5 of the
6 Hell Fog [3]: All allies in burst 3 gain +1 Hit on Witch Demon and each other. A rope of blood
their next attack and can make it Fire. All binds them together: they cannot move
enemies in the burst suffer Fray x2. further from each other. They must spend 1
Beat to cut the rope.
7-9 Teleport 4 > Enrage [2]: Choose 1 fighter in
range 3. They gain Overwhelming on their
next attack, but they suffer Sunder x2.
10-12 Teleport 5 > Witch Pact [2]: Choose 1 fighter in
burst 4. They must inflict violence, with the
target chosen by the witch.
128
VIOLENCE
129
VIOLENCE
Asura
Asr, or Asura, are the great enemies of the Dewa, the Gods. The Anti-Gods: their natures are proud and haughty, do not perform
proper sacrifices, reject the Noble Truths, violate sacred laws and spiritual places, break silences, and torture living beings with
overwhelmingly excessive violences. It is once said that the ancient empress Tunggadewi, Consort of the Gods, went about and
expunged asura from Gubat Banwa. Now, however, they reincarnate, heralding the end.
MARTIAL ABILITIES
HP 4 x Kadungganan POS 3/4/5
BRV 5/7/9 RES 3/4/5
FTH 5/7/9 SPD 3/3/4
Traits Inflict Violence: Deathbound
Antigod Pierces Life: The Asura can move through enemies, Send fists of pure annihilating energy: Area Fire Bravery Attack
inflicting 1 Hit, once per enemy per Fulmination. They ignore vs all targets in blast 3 within 4 squares.
difficult terrain.
Wrath Greater Than Compassion: The Asura ignores all negative
Ability Modifiers and is immune to Unbalance and Juggle.
Additionally, all their area attacks ignore Block, and all their
melee and ranged attacks have Skewering.
Vanity: Asuras are vain beings. When they roll a 10, they Smirk
(Boon). While Smirking, all 10s against them score just 1 Hit,
they cannot gain any Poise Tokens, they cannot suffer any
Vulnerabilities, and their Attack Teeth cannot be lowered.
GAMBITS (d6)
Phase 1: Lesser Asura. The Asura only uses two hands.
1-3 Stride > Inflict Violence > Shove > Deflect
4-6 Antigod Stance [2]: Inflict 1 Hit on an adjacent fighter and then take on the Antigod Stance until
end of next fulmination. When suffering an attack, consume the stance to teleport 3 and inflict
violence before the attack. > Stride > Inflict Violence
Phase 2: Greater Asura. The Asura only uses four hands now, and their eyes glint with smokeless fire. Triggers when Staggered.
While a Greater Asura, all 1s on Attack Teeth against them inflict 1 Hit on the attacker.
1 Battlefield of the Gods [2]: Change the weather to Rain, but the Asura is immune to its effects >
Kaliyuga [2]: Inflict Slow on all enemies in burst 3.
2-3 Antigod Stance [2]: Inflict 1 Hit on an adjacent fighter and then take on the Antigod Stance until
end of next fulmination. When suffering an attack, consume the stance to teleport 3 and inflict
violence before the attack. > Stride > Inflict Violence >
4-5 Stride > Inflict Violence > Shove > Deflect
6 Stride > Asuri Astra [3]: Area Fire Bravery+Faith Attack vs all targets in line 10, mark each target.
While marked, all attacks against them gain +1d.
Phase 3: Greater Asura. The Asura grows in size and summons all six of their hands, each wielding a weapon. As with a Greater
Asura, but they now no longer have Combo Breaker. Instead they have Rising Beat: they instead gain +1d/+2d instead of -2d/-3d.
They also become Size 2. This triggers once the Asura falls to 0 HP. They immediately heal their Staggered value.
1 Battlefield of the Gods [2]: Change the weather to Rain, but the Asura is immune to its effects >
Kaliyuga [2]: Inflict Slow on all enemies in burst 3.
2 Antigod Stance [2]: Inflict 1 Hit on an adjacent fighter and then take on the Antigod Stance until
end of next fulmination. When suffering an attack, consume the stance to teleport 3 and inflict
violence before the attack. > Stride > Inflict Violence
3 Stride > Inflict Violence > Shove > Deflect
4 Stride > Asuri Astra [3]: Area Fire Bravery+Faith Attack vs all targets in line 10, mark each target.
While marked, all attacks against them gain +1d.
5 Inflict Violence > Inflict Violence > Inflict Violence > Inflict Violence
6 Nivatakawaca Defeats The Devas And Punctures Bhavacakra [4]: This can only be performed at
Strike 6+. Reroll all 6 results at Phase 3 before Strike 6. The Asura stops all their actions and
teleports to the center of the battlefield, wherein they begin charging to summon Siwa’s Trident.
While summoning, they do nothing on their Fulminations, only summon. At the end of the next
Strike, if the Asura is not defeated, they shatter the battlefield and send the Kadungganan to a hell
realm deep in the underworld. The Kadungganan lose 1 Legend and fall to 0 Honor. The Festival of
the Longest Night is heralded. If already heralded, it quickens and intensifies.
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VIOLENCE
131
VIOLENCE
Beast
Beasts encompass all animals: from animals that we might find here in our primary world to the unique beasts that can only be found
here in The Sword Isles. Animals are part of nature, and are respected by the people of The Sword Isles. Beasts in The Sword Isles scale
from life-force sucking mosquitos to giant slithering pythons that cause earthquakes.
Beasts don’t have Origin Types. Instead, add the Enrage Trait and one other Trait below on any particular Type as a Template.
Trait: Enrage. When the beast becomes Staggered, they gain +1 to their BRV/FTH/SPD.
0 Venomous/Blazing. Whenever the beast makes an attack, they inflict Fray per 8+ on the Attack Teeth.
0 Serrated: Whenever the beast suffers Hits, inflict Bleed 1 per Hit back at the attacker.
0 Sharpened Claw. If attacking with vantage or while flanking, the attack deals +1 Hit.
0 Truesight. The beast cannot suffer Stun, Daze, ignores cover, and does not treat enemies as blocking line of sight.
0 Predator. If the beast does not voluntarily move when they Fulmination, they gain Overwhelming on their next attack.
0 Behemoth. The beast cannot be moved forcibly by smaller Sized combatants. They are Size 2.
0 Unstoppable. Gain +1 BRV/FTH/SPD while the beast has Fray, Slow, Stop, Bleed, or Unbalance. Then, they ignore those
conditions.
0 Avian. This Beast has Flying .
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VIOLENCE
133
VIOLENCE
Diwata/Devata
When making a diwata, choose 1:
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VIOLENCE
Choose 2 below for the diwata you make. Make 11. Alignment With Nihaya. Choose 1 Element.
sure this matches the diwata. For guardian gods, When the diwata suffers an attack of that
they might take Boundary and Life Furance for element, Hits heal 1 instead of reduce HP.
example. Alternatively, you may roll d20.
12. Geomantic Weapon. Choose 1 Element. When
1. Boundary: All squares adjacent to the diwata the diwata makeBs an attack with that
are difficult terrain for enemies. element, they score 2 Hits on a 9+.
2. Life Furnace: Start the fight with Regen. 13. Strange Physiology. The diwata has
spinnerets, or wings, or extraordinarily sharp
3. Vajra: The diwata’s attacks always have claws. Choose any Bane, they inflict 1 stack of
Overwhelming. it when they Inflict Violence.
4. Untethered: The diwata has Flying. 14. Godly Speed. The diwata teleports when they
5. Forestwalker. The diwata ignores all terrain. Stride.
6. Giant God. The diwata is Size 2 or 3. 15. Guardian Deity. When an enemy leaves a sq
adjacent to the diwata, inflict 1 True Hit.
7. Royalty. When the diwata Shoves, they can
target 1 fighter in range 10, and they can slide 16. Diamond Body. When colliding with the
them by 3. diwata, they suffer no Hits and they inflict 2
Hits on the colliding target.
8. Isvara. When an ally starts or ends their
Fulmination adjacent to the Diwata, they heal 17. Indra’s Net. All things are interconnected.
1 HP. When the diwata Shoves, can choose 2 targets
and teleport them 5 sq, and then the diwata
9. Elemental Harmony. At the beginning of a teleports 5 as well.
Strike, the diwata must choose an element. All
enemies suffer vulnerability to that. 18. Glory. When a diwata brings a target to 0 HP,
they gain +1 Beat for their current Fulmination
10. Shrine. Place a shrine (Size 1 object) in the
battlefield at the beginning of Violence. The 19. Divine Wrath. At Strike 4+, the Diwata gains
diwata can use the shrine as the origin point +1 to all Martial Abilities for the rest of
for any effect. Attacking the shrine grants the Violence.
diwata BRV/FTH+2. 20. Gajaraja. A diwata has a giant mount. They are
always considered 1 Elevation higher and they
become immune to Unbalance, Juggle, and
Stun.
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IV: KADUNGGANAN
The First Kadungganan Warband was said to have been formed by the ancient
First Slave, who gathered together the first martial artists of the bloody Warring
Realms, toiling under the Scourge, to strike back against the Invincible Queen of
Glaves.
The First Slave found the practitioner of striking arts, of quick-movement, fast as
winds: Kalakatri, Her Murderous Glory, who wielded the first kalis and
summoned ebony lightning. Kalakatri did not join him, but instead, granted the
First Slave her sword and shield.
Then the First Slave met the practitioner of protective arts, of shield protection,
area denial, and forced movement: Sri Katun Sahaja, the Crumbling Boulder,
who wielded the grand breastplate of defeated giants and deflected thunder.
They went on to save the practitioner of vast striking, master of long-ranged arts,
of swallow blades, of burning bullets: Lontok Alam Gantar, the Thundering
Echoing Cannon, who wielded the first lantaka and was the crafter of firearms.
They then had to persuade, up within a deep forest mountain, the great hexer,
practitioner of the eldest witcheries, who could mold Scourge and make it into
weapon: Dewasuhawa, the First Witch, who wielded the ancient palm leaf
scrolls, summoner of both demons and gods.
Finally, to complete the warband, they needed a warlord. A general who could
lead them to victory. They found, sitting before a silent and stagnant, cold lake,
the First Hari, the First God-King: The Conquering King Rajaraya Pintas. He
who ventured into heaven and challenged The Sun Mother, he who ventured into
heaven and stole the name Hari from the gods.
The Conquering King was a demigiant: he was born from a giant mother and a
bamboofolk father. His eyes were large, bulging, and his canines grew like tusks.
He towered over the rest. But the First Kadungganan Warband banded together
and defeated the Conquering King with diversity and understanding. With the
defeat of the Conquering King, he agreed to join the Warband. And so The First
Slave went on to challenge the Invincible Queen of Glaves.
KADUNGGANAN
The
Kadungganan
K
adungganan. Those that make war. Martial
Artists, Warrior Braves, Executioners,
Butchers, Warlords, Witches.
138
KADUNGGANAN
139
KADUNGGANAN
Kadungganan Creation
Path Steps 1: Choose a Folk
When creating a Kadungganan, you must Folk are purely cosmetic choices. They do not have on them attribute
follow The Path, which describes the changes and whatnot, since all kinds of Folk can be found across the
following things: Isles. When in doubt, choose Bamboofolk: they are the most common of
the folk. This one does not need a Lifepath choice, though it will most
0 Where you come from and how you were likely affect what your parents look like.
brought up (Culture, Subculture, Lineage,
and Social Standing) 2: CHOOSE OR ROLL CULTURE
0 Something interesting that happened to
you (Conjuncture) After choosing a Culture, you must find out your Subculture, Lineage, and
Social Standing.
0 How you approach things (Alignments)
0 Subculture is from which specific place in the mahamandala they come
0 What you learned to wield (Discipline) from, which colors how they approach the world.
0 Someone that you owe something to 0 Lineage is from what bloodline or history they come from, which might
because of what you did (first Debt) influence how they deal with the world.
0 Something that makes things complex 0 Social Standing from what social class they were before they became
(Complication). Kadungganan, and might influence how they react to the world.
0 Why you fight (Conviction).
You can follow each step and roll 3: Define Your Conviction
randomly on each step, or choose the main ideal that the Kadungganan is fighting for. It might define how
whichever best suits your image of your they deal with everything in the world, and why they fight and toil in the
Kadungganan. wheel of violence.
EXCLAIM Steps 4 and 7 are optional. If you 4: Discover Conjunctures, Debts and Complications
are running a short Arc or a Find out your Conjuncture, something that happened to you in the past.
one shot, you can ignore Then Choose 1 person that you owe a Debt to and then 1
these. You can also choose to Complication you share with your Bandmates.
uncover these
Complications, Debts, and 5: Divine Alignments
Conjunctures through play.
Choose your Alignments which alignments correspond to
the 5 Essences of Nature in Gatusanon Geomancy and
Religion. Alignments reflect how your character might
approach a situation or action. The spread is 2, 1, 1, 0,
0
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KADUNGGANAN
Alignments
Alignments are the essences of nature in folk religions of Gatusan Folk. The belief in Alignments stem from a
syncretization of elemental theory from the Ashinin priests, as well as knowledge passed down from Annuvaran
missionary-monks that arrived at Gatusan through diffusion from Ba-enon shaman-priests. The five elements are fire,
water, metal, earth, and air. When creating a character, you have to spread 2, 1, 1, 0, 0 among them, and whenever your
Legend Grows you gain 2 points to spread them.
Fire Air
Dynamism, Enthusiastic, Passion Fickle, Free-Spirited, Benevolent
Fire is the element of strength, persistence, and Air is the element of vivacity. It represents flexibility,
restlessness. A flame burns continuously until fecundity, beginning of life (as the Breath is air), and is
something puts it out, or until it eats up all the fuel that it constantly moving, never staying in a single place. Air
gives itself. In Gubat Banwa, Fire includes not just the gives birth to fire, moves water, important for crafting
burning blazes, but also the nourishing warmth of the metal, and is the sister to earth. Many Air Gods and
sun, the heat of live bodies, the hotness generated by Spirits reside in the upper realms, in the Skyworld, and
leaping into love and war. Gods aligned with Fire tend to are generally the most powerful of the gods. Air is the
be passionate and hot headed. element of aristocrats and nobles, those who have the
capability to travel across the realms.
Associations: Warriors, Red, Indigo, Yellow, Orange,
Noontime, Sun, Stars, The Rooster Association: Aristocrats, Storms, Planting Season,
Dawn, Green, Yellow, Blue, Indigo, The Hornbill
ROLL THIS WHEN APPROACHING SOMETHING
THROUGH CREATIVITY, PASSION, ENTHUSIASM, ROLL THIS WHEN APPROACHING SOMETHING
EMOTION, OR DIPLOMACY. THROUGH GRACE, DEXTERITY, WIT, REACTION,
OR QUICKNESS.
Water
Tranquility, Intelligence, Fluidity
Earth
Stable, Nurturing, Secure
Water is the element of wisdom. It is fluidity, it is
flowing. In Gubat Banwa, water is the most powerful Earth is the element of nature, of life and death. It is the
element, as it surrounds the lands and it overflows into element found in the mountains, in the trees, all the way
the edges of Trichiliocosm and beyond. The rules of the to the depths of the underworld, where the gods of the
sea are different from the rules of the land: dying in the earth sleep in the sacred darkness of the boughs. The
sea will not grant you the same afterlife as dying on land. element of earth is very all encompassing, it includes the
You become sea gods and spirits. Water is a mysterious animals and the godly beasts, even the grand staircases
element upon which everything else floats. Water Gods that lead to heaven, and the jaws of the world that keeps
and Spirits are almost unknowable, fickle, but with a the continents from spilling out into nothingness. It is
terrifying calm. The kind of calm that comes with the nature itself, brother to the Air and Water. Earth is the
knowledge that you will outlast everything. where all things go through: the air screams through
treetops, the water becomes rivers upon it, metal is born
Associations: The Naga (dragon), the Color Blue and from it, fire scours it.
Black, the Moon, Cold Weather, Sages, Night
Association: Workers, Harvesting Season, Masculine
ROLL THIS WHEN APPROACHING SOMETHING and Feminine together, Yellow, Brown, Orange, Beige,
THROUGH KNOWLEDGE, SPEECH, WISDOM, the Crocodile
SPIRITUALITY, OR SUBTLETY.
ROLL THIS WHEN APPROACHING
Metal SOMETHING THROUGH VIGOR,
STEADFASTNESS, STAMINA,
Controlling, Ambitious, Determined. ENTHUSIASM, AND FRIENDSHIP.
Metal is the element of ambition. Constantly driven by
their need to succeed, their need to stay in control. Metal
is a more modern conception of the element: Kadanay
sages and some Apumbukid sages equate Metal to Gold,
the greatest metal. Metal is generally the element
concerned with merchantry, farming, war, and
civilization. Gods of Metal are those closely knit with Folk
Culture, and are usually those with the most power,
similar to how Gold holds the most power in the isles, and
is a symbol of the Sword Isles’ inherent value.
Associations: Rulers, Weaponry, Falling Leaves, Night,
Dusk, Civets, Gold, Silver, Gray, Red, Orange, The Turtle
ROLL THIS WHEN APPROACHING SOMETHING
THROUGH WILLPOWER, STRENGTH, COMMAND,
FORCE, OR LEADERSHIP.
141
KADUNGGANAN
Folk
The people of The Sword Isles are
numerous. All those born in the islands,
no matter what they might look like, are
known as tawo.
Together they are all called Folk. The folk
of The Sword Isles are the people that fill
the entire world. The following are the
Folk that are prevalent in The Sword
Isles that you can play as. However, all
sorts of folk live in The Sword Isles.
If you want to live as a frogfolk or
hornbillfolk, feel free! These are just to
inspire you.
Kawayanon
Commonly known as The Bamboo Folk, Kawayanon are
the most populous Folk in the Sword Isles, owing in no
small part to their propensity to reproduce and
intermingle with others, being social animals.
Kawayanon are those born from a piece of bamboo that
floated in from the Endless Sea after multiple
cosmogonies. They arose after a great king eagle pecked
them out from their bamboo vessels. The first Kawayanon
had no gender. However an ancient Devil-Eel known as
Apung Gisibak fought with the great Eagle and the Sky,
and then deceived the Kawayanon to fight with him. As
punishment for one of the first acts of violence, the Great
Eagle and the Grand Sky came down and sundered the
Kawayanon, inflicting gender upon them, and enforcing
a spiritual unity to be able to create new ones.
142
KADUNGGANAN
Iro-Iro
The dogfolk are the faithful warriors of Apu Balatik, who followed
him to the ends of heaven. As a gift for their faithfulness, Apu
Balatik blessed all dogs with the cunning ability to hunt down all
things. The name Iro comes from the first dog, their First Ancestor,
Iro, who gave his life for Apu Balatik. When Iro died, Apu Balatik
emblazoned him across the sky as a streak of lightning, and thus he
is now known in the sky as the heavenly lightning dog, Kimat. It is
said that sometimes the puppies and brood of Kimat venture down
into the earth through these lightning bolts, and they are known as
Kimat-Kimat.
143
KADUNGGANAN
Kamikam
The catfolk are those that resemble large humanoid cats,
but are widely understood not to be them. They were the
children of the god of hunting, Apu Balatik, alongside
the dogfolk. When the catfolk did not join Apu on his
journey to hunt the stars, they were deemed lazy.
However it was the ancestors of the catfolk that invented
the great number of traps and hunting arts in The Sword
Isles now.
144
KADUNGGANAN
Laksaman
The monkeyfolk are acrobatic leapers and warriors, who
fought in the wars of Rajah Mangadiri fight back and
kill the demon forces of Banjarmasir, which led them to
be an exalted people. Their ancestor, Laksamana, was
the one that killed the great ten-headed demon god
Maharaja Lawana, and is the reason why Banjarmasir is
the city with the most population of monkeyfolk.
Most Laksaman are common in settlements and cities
that allow ancestor worship, as much of their traditions
as a Folk center around the grand stories of their great
ancestor. Despite this, Laksaman are still very common
in other cities, and they mingle commonly with
Kawayanon, who find that they have a lot in common
with.
In the far Continent, their ancestor is known as
Hanoman, and they themselves are known under the
name of Hanu. Laksaman are always skilled warriors
that have no qualms in showing off their prowess, and
thanks to their bloodlines, they are incredibly dextrous,
letting them move across the thick terrains of the Sword
Isles easily.
Their ethnicities are wide and varied, as many as there
are actual kinds of monkeys in Gubat Banwa. Laksaman
usually live until 100 harvests.
145
KADUNGGANAN
Pilandokan
The deerfolk are diminutive mouse deer people descended
from the Almighty Trickster of Akai history, Pilandok.
Pilandok was so great that he once became a sultan of an
entire kingdom, without the actual sultan even knowing!
As punishment, Pilandok was cut up into a thousand
pieces, and that was how the deerfolk were born. Of course,
Pilandok is still alive. If one asked Pilandok why he
performed the deed, he would reply: “is there anything
funnier than a king?”
Most Pilandokan are small and slender in stature, none of
them reaching taller than 5 foot 5 inches. However, there
are some Pilandokan that have stranger bloodlines and can
reach taller than that. In general, however, they are known
for not being too large, and for having distinct deer-like
features upon their face. Their hooves and legs let bound
across landscapes with ease.
Pilandokan ethnicities vary widely and greatly, but they
almost always stay small and below their average height
despite it. While they don’t inherently have a propensity for
being tricksters, many of those that have heard of their
stories immediately associate Pilandokan with Pilandok.
Pilandok usually live 75 harvests.
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KADUNGGANAN
Pak-an
Pak-an means winged. The birdfolk are descendants of the
ancient sky king Rajah Lawin, who rules over all the sky
raptors. When Rajah Lawin was killed by Jamiyun Kulisa
with his Thunderbolt, Rajah Lawin’s electrified blood
coagulated and formed into the pak-an in mid-air.
However, Jamiyun Kulisa asked Amihan and Habagat, the
Elder Monsoons, to never allow the pak-an to fly, even with
their wings.
Many Pak-an look similar enough to Kawayanon, however
their hands and feet (and sometimes their face) tend to
have very avian features. They are sometimes confused
with kinnara and kinnari, though they are not that, for
they are not divine. Jamiyun Kulisa has made sure of that.
Instead, many Pak-an cultures revere the Galura, which
bring about the changes in winds across the seasons, as
well as the Garuda, avian gods that live in the heavens and
engage in an everlasting war with demon forces that
threaten to destroy the upper firmament of the greater
Kalibutan.
Pak-an ethnicities are once again very varied: crow-like
features are common across the isles, and some look even
like hornbills. They are as varied as Kawayanon, and grand
pak-an live alongside most kawayanon to great effect,
serving as helpers, elders, counselors, and warriors for
settlements found across mountains and cliffsides, where
they are most comfortable--or perhaps most eviscerated,
as the constant height is a reminder of what they cannot
do. Most Pak-an live for 80 harvests.
147
KADUNGGANAN
Cultures
The five major polities have five bespoke cultures that color and inform how your Kadungganan will look at the world.
Choose 1 from below, or roll a 1d10-- 1-2: Gatusan, 3-4: Apumbukid, 5-6: Akai, 7-8: Virbanwan, 9-10: Ba-e
Gatusan
A small company of sea raiders sang their shanties and
echoed their songs of wars to the setting sun. They sailed History
home from a long day of raiding, covered in tattoos and
abaca armor and hardwood breastplates, brandishing their The Rajahnate was established by the Auraskan Prince from
kampilan and krises and bows and bangkaw spears. Their the far eastern kingdom of Mahajola. This prince, named
song was a song that echoed across all of the Gatusan: “We Sri Bishaya, left to establish his own kingdom. He found it
warriors of Datu Tupas... Are warriors undefeatable!” And in the far island of Tauhaw, in the island hinterlands.
they sang and danced and chanted.
Eventually, Sri Bishaya had two sons: Sri Bantug and Sri
“Captain, incoming!” shouted the young man clinging atop Daya. They warred for ownership of Kangbishaya and
the roof of their karakoa, like a monkey. “To the northwest!” Tauhaw, and in the end Sri Daya struck the killing blow
upon Sri Bantug’s breast. Thus, Kangbishaya became
All of them turned to where the sun was setting and sure
enough, there was a small battalion of them, heading Kangdaya, the seat of the Rajah across the Rajahnate. After
straight for an engagement. “Warriors of Datu Ha-ik Lawot! Sri Daya became Rajah, he went on a tour of duty, making
Tiglantakas, man your stations and fire when ready!” sure that surrounding islands swore a blood oath to him,
and traded with him, strengthening his own polity. Then,
The booming sound of the lantakas resonated across the he proceeded to focus his efforts on creating fortifications
sea. The warriors of Radya Sandata sung and laughed as and weapons to combat the invading hordes of the magalo
they took out at least two of the incoming warriors. The from beyond the jaws of the world.
others were quick, howver.
The current Rajah is Raja-Batara Ambasi, who is the third
One of them, a large brown man with tattoos covering his son of Sri Malaya, who is the last direct descendant of Sri
face in the visage of a demon, hollered. “O, these stupid Daya. He carries within him auraska blood, which shows in
warriors! They’ve come to take their revenge.”
the crimson tinge of his hair. He is, other than Shri Bishaya,
“And shall we let them have it?” Asked the man standing at the first Rajah to take the moniker or Hari, which is the
the bow of the ship, raising his kalasag and kampilan. He term for God-King. His majesty and strength is recognized
wore a hardwood pakil breastplate and a pakupya helmet. indubitably across the 999 Chiefdoms. He will lead Gatusan
“To arms! Buwaya riders at the ready!” into the Great World Raid.
The slender man of the raiding party nodded, and they At one point in a dream, he saw the Suladnon Bakunawa--
began prodding the large crocodiles that rested on the back one of the many sun and moon eaters--rise from the sea
end of the ship. The crocodiles slipped into the sea, and the and attempt to eat the sun instead of the moon, and she
buwaya riders hopped atop them, positioning themselves spoke to him, telling him that as she will consume the sun,
onto their mounts. There were only three of them: one of so will the Rajahnate consume the islands. Promising
them wielded a salapang trident, two more wielded bows.
victory, Batara Ambasi solidified his connections and kin
“Charge!” and proceeded to conquer a Sultanate city on the opposite
coast of his island. Through this act of supreme valor, he
The buwaya riders split wide, hoping to flank in on the consolidated his Rajahnate.
incoming warriors, who seemed to be riding on the backs of
sharks.
“Captain!” Shouted the scout once again. “I can see what
Tradition
they’re riding now! They’re... O Indira Suga! They’re balu Warriors of the Gatusan region are born into a free-
riders!” wheeling society of poets and and sea raiders. Their culture
And when the scout screamed that warning, the incoming values valor, glory, freedom, and community. Children are
warriors of Ha-ik Lawot screamed ululating cries, and their expected to be well-versed in poetic tradition--even those
fish mounts took to the skies. Balu were winged swordfish, that are not royalty--due to histories and stories passed
and the warriors of Ha-ik Lawot were infamous for having down through these songs. Sea shanties are old stories by
them. ancient shamans.
“And I thought we were going to have an easy one,” said the Part of the coming of age ritual for any Gatusan is the
captain. “Buwaya riders, advance! Men, bring out your tattooing, a spiritually important practice that puts the
spears: We have a fish to catch!” child down the Glory Path. They gain this at first conquest
of war or violence. Gatusan cultures believe that dying in
The Rajahnate of Gatusan is a collection of settlements and combat is a one-way path to becoming a god, an ancestor
cities all bound beneath a collectively chosen Overlord, that is worshipped. Their kalag (souls) become deities to be
known as the Rajah. While these datu do not see the Rajah invoked. Those that find true Glory often become
as superior, they do go to the Rajah to resolve interpolity Himayanon, or Blossomed: those that leave the
disputes. The Collective of Crocodile Lords decide who Makinaadmanon (Cruel Wheel), and are liberated through
becomes Rajah, but lately the Collective has been gripped by their own violence.
the lineage of Ambasi, who traces a direct line to the
legendary founder of Kangdaya, Sri Bishaya, the
Tempestuous Tiger Who Roars from the White Mountain.
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KADUNGGANAN
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KADUNGGANAN
Subculture
There is a large number of subcultures in the Gatusan Isles. It is in its name, after all: they number
in a hundred. But here we will detail the most common 8. The Gatusan Isles’ diversity is only rivaled
by those in the Footsteps of the Gods. Roll d8 or choose.
1 Mantiwan. The Isle of Ghosts and Phantasms and undead. A cursed island, any settlement that
arises from here is immediately destroyed save for a single harbor principality, named
Mantiwmantiw, led by Datu Kinatak, which is said to have created an accord with the death
diwata that lives within. You can speak Mantiwanun and start with ritual deathrope.
2 Sagkabanun. The Isle of Sea Warriors, who have the capacity to travel the Vastness of Wine,
who live in the isle of Mairete. They are unmatched in their boat building capabilities and have
become important allies for Kangdaya: most of their boatwrights come from here.
You can speak Sagkbanun and start with an adze.
3 Noroknon. You come from the monastic village of Norok. A popular polity led by Courtesan-
Datu Sinhata. It can be found in Salima Falls, one of the steepest and tallest waterfalls in all of
The Sword Isles. There, the Salima Hotsprings lie at the base, heated by the volcano Duluum.
The people of Norok have monastic-sages named Tigtimbang, those that weigh or keep the
balance, and preach the holy faith of Hiyang, oneness and balance with nature, otherwise
known as Conjunction. They are most known for worshipping the holy mountain of Ubir,
whereupon a great Dakbalete can be found, said to house a number of spirits within. The
Dakbalete, known as the Spirit’s Bathhouse, is said to be a gateway into the realm of the
spirits, as well as to Sulad. Norok is the constant giver and receiver of trades against Pannai.
You can speak Noroknon and start with flowering staff.
4 Put’wanon. You come from Put’wan. Once a burgeoning kingdom of their own, they have
since fallen in glory. Ancient Put’wan once rivalled Ba-e in glory, and had great Annuvaran
Kings of Righteous Merit. Much of the Put’wan warlords have traveled to Akai, where they
grew in power and fealty to the Sultanate. The current Lord of Put’wan, Sarripada Sahaya, is
the current brother of Raja Batara Ambasi. Thus while he pays fealty to the Rajah, he still
commands a great deal of autonomy. Put’wan itself was known as the City of Gold before
Kangdaya. Built kilometers along the Inagos River, the river itself yields gold by just panning.
Thus, gold was used as decoration for houses, for plates, for weapons and armor and more.
Even debtors. A great number of goldsmiths, showing off their skill in their craft with their
ability to fashion and craft gold like silk, come from Put’wan. In ancient times, Put’wan also
had regular contact with Baik Hu and Loc Luang, trading and raiding their shores.
You can speak Put’wanon and begin with a kalis with a pearl hilt.
5 Gandaranon. You come from Gandara. A small fishing polity led by the Fisher-King Datu
Balahura, who has a pet whale shark. Every year, someone is abducted by the forest, never to
be seen again.
None question this, although they say it is so that fishing remains bountiful, and that it is the
unglu, lithe and tall shadowfolk that live in the mountains and the forests that need to be
appeased.
Many missions are sent there by the Lakanate but so far none have succeeded. At night, people
speak of a mysterious City of Lights, which they have come to call Lungsod-Liwanag. Shining
City. It trades amiably with the polities of Ibalnong.
You can speak Gandaranon and begin with a fishing rod.
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KADUNGGANAN
6 Sinugpuanon. You come from Sinugpo. A city-state ruled by a long line of blue-blooded Datu, in
the western peninsula of the Ramasa Island. They hold diplomatic relations with Naksuwarga and
are known to train the fiercest of warriors. They conduct raids along the coast of Virbanwa,
leading them to become hated enemies. They are masters of sea raiding and are known to hold
good relations with almost all the other city-states, making them a formidable force to anger.
Their current Datu, Datu Sangbagsik, is rumored to be plotting to overthrow the current Rajah
and become the next one.
You can speak Sinugpuanon and begin with a porcelain jarlet of palm wine.
7 Panglawanon. Panglaw is the great city across the Strait of Kangdaya, upon the isle of Buwol,
where the great Raja Sri Gatun fended off a contingent of Pale Kings during the First Albanon
Arrival. They reckon a bloodline straight to Rajaraya Pintas, the first Conquering King, and their
warrior pride matches even those of Kangdaya. A number of martial arts settlements have arisen
in Buwol for this reason. You can speak Panglawanon and start with a tasseled ceremonial spear.
8 Kangdayanon. You belong to the great city of Kangdaya, the beast of our times, the one that shall
eat the dawn. While not blessed with the great stupas and pagodas of Ba-e, the city stretches up
the grand river and across the bay of Mantawili, and over even to the isle of Opon. A giant sword
turned lighthouse sticks up from its bay. It has fended off the Pale Kings before, and thus it has
never known defeat. The grand palace of the Hari belongs here, burgeoning with alloyed gold and
bronze, unfellable, guarding the oldest strangler fig tree, known also as Malaun. You can speak
Kangdayanun and start with city clothing (a sarong, a silk jacket, and a headwrap).
The largest city of the Rajahnate on the western island of Tauhaw. Kangdaya is the richest
settlement in the Rajahnate, ruled by the Rajah Batara Ambasi from within its golden walled
pagodas.
Known as the City of Gold, they are in position of large amounts of iron from mining, gold from
their homes and rivers, and weapons from their diplomatic relations with the Baik Hu Hegemony,
of which they have become an honored vassal state, thus giving Rajah Batara Ambasi the title of
Hwang, and also thus being recognized as King by not just his own people, but also by the
Hegemony of the Baik Hu Empire.
Those that live in Kangdaya enjoy greater pleasures and privileges when it comes to trade and
import. One can find bamboo-and-balete magdantang (communal spirit houses) and layered city
walls in Kangdaya, They have since become a major target of Naksuwarga and Virbanwa during
the Second Star Era.
Destabilizing Kangdaya is the key to conquering all of Rajahnate. The greatest of the Rajahnate’s
Kadungganan, all of which are called timawa, are trained here in the Monastery of Winds.
151
KADUNGGANAN
Lineage
If you are a Gatusanon, roll a d8 or choose from the following lineages.
Warrior Lineage. You come from a family of warriors faithful to the Rajahnate,
1 who treat the new Hari as a close family friend and have pledged blood compacts
with. Your tattoos sing of your courage and prowess.
Merchant Nobility. You come from a family of rich merchant princes who have
2 traveled as far as the distant lands of Baik Hu, and perhaps have enterprises in
Jamiyun Kulisa’s Arrows.
Tattoo Artists. You come from a long line of tattoo artist professionals, or
mamamatuk. You inscribe stories and traditions upon skin. Outsiders of the
3 Sword Isles see that they didn’t practice painting on paper, but that is because the
islanders paint upon living canvas.
Singers. You come from a family of professional singers, who sing both epics and
4 traditions, both glories and dirges.
Traveler. You come from a family of skilled travelers, who ventured from isle to
isle selling wares or offering their services. A very uncommon lineage in the isles,
5 but they are more than happy to offer their barges to those that need it and can
offer to pay.
Sensitives. You come from a family touched by the spirits of the world, the diwata,
and are inherently in tune with Diwa, the world’s Strike. Your parents might have
6 been the balyan (shamans) that channeled and performed concordance with the
greater beings of nature.
Adopted. You were adopted into a family of courtesans and singers instead of
7 warriors. You’ve never known your real family.
Tiger-Blooded. You are a scion of the legendary tiger blood of Raja Batara Ambasi,
8 and you might be eligible to take the Dawn Eater Crown. You are born deep into
the courtly intrigues and intersettlement politics of Gatusan.
152
KADUNGGANAN
Social Standing
This showcases the social class of your character before they became Kadungganan. Your social
standing might have come from your lineage, or it might have come from something that happened
after your lineage (ie. a merchant prince that has fallen from grace or accrued too much debt). It is up
to you to connect the dots.
Choose or roll a d6.
Bihag or Chattel. You were the victim of the Eighth Star Era’s burgeoning
1 violence, and have become nothing but wealth to be traded. You begin with
nothing.
Hayohay or servant. You were indebted or were born into debt of a powerful
2 person, whether it be a famed warrior, merchant, or aristocrat. Your hands are
calloused from your work. You begin with a small push dagger.
Tuhay or peasant. You were a loyal worker to your communities’ chief. You had
3 your own house within the community, and offered part of your labor to him.
You begin with a farming implement.
Timawa or Warrior. You were a freeman, working as a warrior for the datu
that you have chosen. The datu shares their spoils with you, their fellow
4 warriors, and you earn your own house with your own wealth, though you
answer to the datu’s beck and call and sometimes toil for them. Gain a weapon.
Tumao or Aristocrat. You were born into richness, into the blood of the datu of
your settlement. You are connected to the datu either through blood or social
5 connections, and enjoy the benefits of nobility. You do not toil for the datu but
you must pick up arms when called to battle. You have enjoyed the ability to
take on multiple arts. You begin with a golden ear ornament.
Kedatuan or Royalty. You are directly connected to your settlement’s datu,
either the datu is your uncle, grandparent, or parent. You are revered as an
Aristocrat, although the expectation for you is much higher. If you are born
6 female then you were treated as a binukot, a veiled maiden, hidden from the
rest of the world until you were to be wed to someone your parents decided is
fit for their social class. If you are born male you were trained in the arts of war
and leadership. You begin with a royal heirloom.
153
KADUNGGANAN
Apumbukid
Apunon is the term for those that belong to the five holy Stewards of the divine wilds, warrior-priests, and
principalities of the Confederation of Apumbukid. enforcers of hiyang. The Confederation of Apumbukid is
a collection of kedatuans that has grown about the Holy
Let us remember where we came from. The words Mountain of Apu, the Center Pillar of the World. They
echoed in the minds of the Vwiraya, the warrior-braves are united by Five Elders, known as the Limang Timuay.
of their mountain kingdom. These words echoed even as The Limang Timuay were each granted a shard of Apu
they descended down their mountain slopes. It was time Dayaw’s Violence, and therefore are bolstered with
for a headhunting raid. Today’s targets were easy and divine, righteous might.
important: those peaked helmed and lamellar wearing
silk men from the Kingdom of Baik Hu. They have arrived The people here worship the Holy Mountain Apu, for
today and traveled deep into Pumirang’s peninsula. climbing up to its peak one will arrive at the gates of
Dangerously close to the holy mountain. heaven. Within the Holy Mountain of Apu sleeps the
Original Spirit, the one that came into being, defying
The Datu, Datu Fikisi, brought his spear and headhunting causation, and caused causation itself: Apu Dayaw.
axe to bear. He was covered in tattoos, each one telling a
story of victory, a story of courage and bravery and fury.
All these tattoos were imprinted upon him to give him History
strength this day.
Apu Dayaw is said to have been the original creator,
The Baik Hu caravan, trespassing upon the holy grounds sometimes conflated with the Gatusan-Pannai God
of Apu, was large, strangely so. As they passed by the Malaun, the Eldest One. Apu Dayaw is said to slumber
mountain road, which was flanked by beautiful deep within the burning heart of Mount Apu, and it is
blossoming trees of azure and crimson flowers, as well said that when Apu Dayaw awakes, the world shall end,
as bamboo, they noticed that guarding both the back and and a new one shall begin.
front of the palanquin caravans were men and women
wreathed in the kalabaw hide vests and long habay- One of their diwata, a Deity of Law named Kakum, gave
habay of Virbanwa. them the Code of Rajivithra, a code of law that all people
of Apumbukid must abide by. The code has orders for the
“Datu,” said one of Datu Fikisi’s sandig, his right hand stewardship of all holy mountains, of protection of Apu,
man. “The Virbanwans trade with the land defilers.” and of the maintaining of Hiyang.
“This is so,” replied Datu Fikisi. “We have warned the Beyond the 5 Kedatuan that surround the mountain of
Virbanwan to be careful of the land, but they do not Apu, the Confederation of Apumbukid has begun setting
listen. And now they trespass upon sacred ground.” up their own Kedatuan all across the Archipelago. These
Kedatuan swear no fealty but to nature, and will not
“I suppose,” a woman’s voice this time, lying low, wearing back down from fighting with other polities to maintain
a large rain coat and a helmet adorned with feathers of their sovereignty and stewardship.
rainbow birds. “The promise of wealth is too much for
them to turn away.” This necessitates a certain degree of oneness with
nature, and from them comes the enlightenment of
“They will exploit the land,” said Datu Fikisi. “We must Hiyang, the truth of oneness with nature. The truth that
stop them.” Nature is all there is, and all things cycle back to nature.
“But if we attack, surely Virbanwa will strike back!” Said By achieving true Hiyang, one becomes Naghiyang: a
his sandig. being that is one with all things, all universes, all worlds:
great Alam, embodying all its forces, its death and its
“That is of no consequence to us,” replied the Datu. life, its fires and waters and airs and earths.
“Remember where we stand. Remember that Virbanwa
has already begun its conquest of the land. They must
remember who it is that dictates our fate.”
154
KADUNGGANAN
The Confederation annually congregates, at the end of Trade and friendship with Vuyu has allowed them to learn
every harvest, in the grand feast known as the Feast of the Warsage’s ways and the skill of the Tigpana from
Sanghiyang, which is usually sponsored by one of the Ibalnong. Their relationship has helped them grow
Limang Timuway. There they embody, worship, and exalt stronger and stronger, and no doubt the Confederation
nature, but also create trade connections, resolve petty will be first to aid these mountain stewards when the time
wars, create new architectures, trade ideas, and even bind comes.
kingdoms together if an argument or conversation can
lead to it. The Confederation of five Kedatuan of Apumbukid was
tied together in two vectors: through the great God of the
The Confederation, therefore, is in both constant trade Holy Mountain Apu—the center of the world—from
and constant war with the other polities, as they have whom they are descended from, and their shared
access to much resources and valuable goods necessary responsibility of being stewards of Hiyang, harmony with
for international trade with overseas kingdoms. nature. This harmony has been broken, and the constant
war and atrocities have only widened this rend. They have
In accordance to the tenets of Hiyang, Confederation taken upon themselves a proactive approach to their
raids are less likely to take captives, killing those they raid stewardship, stopping atrocities from happening and
and taking heads and wealth as dictated to them by Iwa- fending off those that would cause disharmony.
garo, to lessen the likelihood of war, as war is anathema to
the diwata. However, the Confederation can still take war They believe in the guardian spirit Iwa-garo, who protects
captives, usually when the manual labor is needed in their them during their raids. Iwa-garo is known as the First
settlements or when the spirits tell them to during the Steward, and he is one of the six Katulusan that provide
pre-raid rituals. stewardship over all nature.
Apunon live in vast dragon houses, and practice the Naga These Katulusan are revered and worshipped across the
geomancies, following it to properly create houses with five principalities: Iwa-garo, the Beast Hunter; Garahana
good luck, as well as using the movement of the Naga in the Watcher; Irigi, the Pillar; Bahdiyatol, the Deliverer;
the sky to divine the future. Karadiya, the Soother; Kidab, the Hexer.
Meanwhile they are in need of the many goods from the The honorific Apu for males and Akbaye for females are
shore settlements. Thus it is a symbiotic relationship, used when deference is required.
although a very frail one, like a loose thread that has been
fraying for far too long. What will happen of this Aristocrats in the Confederation are known as Mafengal,
relationship is unknown to all. warrior braves who have validated their positions as
either spiritual leaders or those that could protect their
In the Eighth Star Era, Apumbukid has taken a more own settlements. These Vwiraya excelled in conflict,
aggressive approach in their Stewardship. Using their whether it be spiritual, social, or physical.
intimacy with the spirits of the land, they make use of
Root Paths that let them travel across The Sword Isles Mafengal aristocrats would band together with other
without sailing. Thus they have begun to expand, to try warriors and settle disputes with other settlements within
and take back the last remaining sanctums of nature. the island of Pumirang. They are very much like the nobles
Before it is lost forever. of the other polities, with the difference that they are
expected to have a higher harmony with nature than
There is a Root Path in most major cities, particularly in others. Resources are abundant in Confederation
Ananara, Jambangan, Kangdaya, and Ba-e. These Root settlements, so they not only wear gold all the time, but
Paths were instrumental to victory during the Lakanate they even plate their teeth with it.
Conspiracy, but of course, Virbanwa has chosen to leave
that out of their history texts. The Freedmen among the Confederation are given a
special spiritual warrior title known as Vwiraya. These are
the Confederation’s Kadungganan, who go out on revenge
raids and trade raids. They protect their entire settlement,
and that is their prime purpose: to protect and enact
vengeance, not to wage war.
155
KADUNGGANAN
Ang Limang Timway. The Five Elders of the To Virbanwa: Forgive us. Blame yourself or your God.
Confederation are as follows. They all have a primary
principle and duty, in addition to their secondary duty To Ba-e: To the river of violence we succumb, with its
below, which is to steward over the mountain of Apu, and judgment swift and final. It bite as cold as steel. There is
to keep it from harm. They have taken a more aggressive enough time for regret in hell.
approach lately, making sure that almost every
hinterland is protected from the advancing forces of the To Gatusan: Why do you fight? Why do you split the seas?
expanding polities. Fight for something greater than you. Only then will you
fear no reproach. Only then shall you be more than just
0 Timway Surugu, the Antlered Elder of Ministry. She is man.
the Datu of the Kedatuan of Niyawa, to the north of Apu,
wherein they train folk to become shamans and priests, and To Akai: Stay your blade. The sword that destroys can
in recent times, monks to Apu Dayaw’s mountain-temples. never overcome the sword that protects.
0 Timway Tabo’owan, the Diwata-Blooded Elder of
Apumbukid Honorifics: Aplake [ap-la-KEH] (Masculine),
Spirituality. He is the Datu of the Kedatuan of Samring, to
Akbaye [ak-BA-yeh] (Feminine)
the West of Apu, which trains blacksmiths, sages, sorcerers
and teachers.
Apumbukid Naming Conventions: Similar to the
0 Timway Pagariwara, the Meek and Calm Elder of Rajahnate’s, although the individual choosing a name for
Violence. She is the Datu of the Kedatuan of Taraboko, to themselves after their first conquest in love or war is
the Southwest of Apu, which trains warriors and warlords. common.
0 Timway Diwangga, the Lithe and Covert Elder of
Apumbukidnon Names: Felindag, Metegdaw, Asi, Atulun,
Secrets. He is the Datu of the Kedatuan of Rahasiyan, to the
Dengeg, Dagit, Fuga, Apaw, Kilut, Anyag, Abbal, Bansag,
East of Apu, which trains travelers and assassins.
Buni-Buni, Darudu, Hifara, Tangu, Tobok, Mayasi,
0 Timway Koyayaw, the jovial Elder of Trade. He is the Baguybuy, Yomog, Fatu
Datu of the Kedatuan of Barahanda, to the Southeast of
Apu, upon the shores of Pumirang, which trains merchant As an Apumbukidnon keep in mind...
princes and diplomats.
0 You are well acquainted with the movements and
Sekul. Sekul is a renowned vwiraya who travels the Root breaths of harmony.
Paths to weed out places of atrocities to prevent yawa
from arising before they have the chance. This has caused 0 Corrective action must be followed to heal harmony.
her to come head-to-head with a large number of 0 The spirits prefer the cold, unsalted, and quiet.
Kadungganan, who usually had an opposing goal against
hers. 0 Scrutinize disharmony.
0 Reprimand those that defile nature.
All she wants is the land’s purification and harmony, so
that future generations of her Kedatuan Rahasiyan will As an Apumbukidnon you begin with two: A rattan rain
not have to suffer the training to become travelers and cape, a fishing rod, a sash of gold worn across the torso,
assassins. an abaca fiber bag, a broad-rimmed hat (salakot), a sword
with a shattered blade, spectacles from foreign nations, a
walking stick, a magenta cloak, a pouch of tea leaves, a
golden balance hanging around your neck, a push dagger
(balaraw), a waist sash of gold, incense sticks, three jarlets
156
KADUNGGANAN
Subculture
There are eight primary Subcultures of the Apunon. Choose 1 or roll a d8.
1 Niyawa. You come from the great Niyawa, the city of strangler fig worship houses, where those that wish are
taught in the arts of spirituality and how to achieve Conjunction. The river of Niya runs through it, coming
from the cleansing falls that fall from Apu itself.
You understand Niyawanun and begin with a textile cloak.
2 Samring. You come from grand Samring, principality of Sages, created with five sides to create perpetual
Conjunction, those who seek knowledge and teach it to create a better world. They create blacksmiths and
administrators, and teach those in the arts of necessary leadership, to lead the world to a place that doesn’t
need it.
You can speak Samringnun and begin with palm leaf scrolls.
3 Pagariwara. You come from majestic Pagariwara, the principality of warlords, where giant spears stake the
earth, as if the gods pierced demons deep within the lands. Pagariwaranun achieve Conjunction by
perfecting violence so that the violence inflicted is only necessary and not excessive.
You can speak Pagariwaranun and begin with a ceremonial kampilan.
4 Diwangga. You come from ancient Diwangga, once the border of all things, the greater extremities, the
nexus of all paths that eventually lead to Apu. Here those willing are taught in the ways of connection, of
unity, of concordance. They achieve Conjunction by creating connections between those that would
otherwise be enemies. They shall unite the world.
You can speak Diwangganun and begin with a dragonfly necklace.
5 Usambangsa. You come from Usambangsa. This Kedatuan sits upon Apu itself. Upon the Central Pillar of the
World. The city itself is actually mostly empty, but kept spotlessly clean by attendant spirits and a population
of 5,000 mortal tawo, who provide stewardship and cleaning. In the middle of it is a great black stone that
looks as if the god Apu Dayaw struck the mountain with an obsidian spear. It is said that the stone leads to
the sleeping place of Apumbukid himself, a grand city of glittering crystal within The Sword Isles. It is said
that They will rise only when The Sword Isles need Them the most.
You can speak Usambangsanun and begin with an obsidian knife.
6 Nerakihon. You come from Nerakihon. The settlement of Nerakihon is a large village surrounding a single
tree that grows atop the Berumer Mountain. The tree, known as Punung-Neraka, has a hole upon its gigantic
trunk that, when entered, sends you plummeting deep into its root systems. Villagers say it sends you
straight to Nerak, hell, and that every once in a while a busaw bursts out from the trunk. The villagers have
thus created a special force of demon slayers just to protect Nerakihon--and the rest of The Sword Isles--
from the assaults of the otherworlds.
You can speak Nerakihonon and begin with a spiritsilk shawl.
7 Sanggasanggsa. You come from Sanggasangga, a warrior city-state. It is a city-state to the furthest west of
The Sword Isles, by the base of the mountain of Pinukal. Here, everyone is trained from birth to become a
Sentinel against the evil creatures from beyond the mountain barriers, known as the magalo, fae-demons
from the Forests Beyond the World.
Warriors here are trained to be magalo hunters, with the intent of protecting nature and defeating the
unnatural. Everyone in Sanggasangga knows full well their responsibility, and carry the burden with pride,
always consorting with spirits of the forest, their own guardian spirits, and spirits of war to make sure The
Sword Isles is safe. But the tides have become stronger....
You can speak Sanggasangganun and begin with an ironwood kalasag.
8 Lawahun. You come from Lawahun, the village of frost. A village by the mountain of Wahang, where the Sage
of the Mountains lives. The bone-biting cold here requires the warming magics of the Sage. Upon Lawahun,
you consort with the wind spirits of the moon, and live side-by-side with ice spirits, surviving and dealing
with snow and ice. They engage in ritual headhunting with the state of Vuyu.
You can speak Lawahunun and begin with a spear of ice.
157
KADUNGGANAN
Lineage
Roll a d8 or choose from the following lineages.
1 Ritualist Parents. Your parents were those that attended and joined and performed ritual killing, whether in
revenge or to appease the gods. You have been taught this graceful responsibility, and you must never let it
fall into the wrong hands.
2 Makinaadmanon Heritage. Your parents were Makinaadmanon, the Peerless Sages who chose to teach the
ways of Achieving Conjunction instead of transcending the world itself and becoming One with All. They are
gone now, but they have left some invaluable insights to you about Ang Hiyang, the divine law of the world.
3 Feast Patrons. Your parents are wealthy patrons of feasts, most likely aristocrats. You’ve enjoyed traveling to
a great number of settlements to set up feasts, and you’ve met a large number of people due to it. You have
been taught to be kind, always.
4 Servitude. You come from a family of servants, who serve a noble warrior who treats your family well. You
were in essence that warrior’s squire, carrying their armor and doing their chores. Gain +1 to your
Toughness. You cannot begin as an Aristocrat.
5 Elder Balyan. Your parents were the elder balyan, usually called Katuuran, of your settlement, and they
provided guidance in the midst of the chaotic dance of nature, war, and spirituality. You’ve grown up close to
the spiritfolk all your life.
6 Deep Forest Diwata. You have the blood of diwata, actually. Your parent was a forest guardian. It shows in
your eyes, in your mortal form. What peers through? You have never met your parents but they speak to you
in your dreams. There’s a destiny you need to fulfill.
7 Outcast. You were an outcast, even in your own settlement. However, the folk of various Apumbukid
settlements have always taken care of you and provided you some shelter, even if you travel from settlement
to settlement trying to find out who you really are and where you’re from.
8 Warrior Braves. Your parents were warrior braves who sought to protect the various folks of the Kalanawan
region. You are heir to a proud lineage, one who understands the role of violence, and so you have been
taught this same very thing. Your family was well respected in your settlement.
158
KADUNGGANAN
Social Standing
This showcases the social class of your character before they became Kadungganan. Your
social standing might have come from your lineage, or it might have come from something
that happened after your lineage (ie. a merchant prince that has fallen from grace or
accrued too much debt). It is up to you to connect the dots.
Choose or roll a d6:
1 Bihag or Chattel. You were the victim of the Eighth Star Era’s burgeoning violence, and
have become nothing but wealth to be traded. You begin with nothing.
2 Bayang or servant. You were indebted or were born into debt of a powerful person,
whether it be a famed warrior, merchant, or aristocrat. Your hands are calloused from
your work. You begin with a small push dagger.
3 Nugkat or peasant. You were a loyal worker to your communities’ chief. You had your own
house within the community, and offered part of your labor to him. You begin with a
farming implement.
4 Kalita-o or Warrior. You were a freeman, working as a warrior for the datu that you have
chosen. The datu shares their spoils with you, their fellow warriors, and you earn your own
house with your own wealth, though you answer to the datu’s beck and call and sometimes
toil for them. Gain a weapon.
5 Mafengal or Aristocrat. You were born into richness, into the blood of the datu of your
settlement. You are connected to the datu either through blood or social connections, and
enjoy the benefits of nobility. You do not toil for the datu but you must pick up arms when
called to battle. You have enjoyed the ability to take on multiple arts. Mafengel very
commonly use giant flowers, foliage, insect parts, and such as prestigious regaila. You
begin with a giant flower petal cloak.
6 Datu or Royalty. You are directly connected to your settlement’s datu, either the datu is
your uncle, grandparent, or parent. You are revered as an Aristocrat, although the
expectation for you is much higher. If you are born female then you were treated as a
binukot, a veiled maiden, hidden from the rest of the world until you were to be wed to
someone your parents decided is fit for their social class. If you are born male you were
trained in the arts of war and leadership. You begin with a royal heirloom.
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KADUNGGANAN
Akai
The war gongs sounded. Our armies assembled. On one The Beloved Sultana nodded and smiled. “Good answer.”
side, under the blazing crimson banner of Sultana And she raised her giant kris, and lightning struck it, and
Yarashgara XII, the Omniscient King, chosen by Baginda she flared like a god.
Sumongsuklay herself, we stood. In front of the flattened
plain, facing the sea. We prepared our lantakas, our
arquebusiers raised their guns, our longbowmen raised History
their bamboo bows the length of their bodies. Our
frontmen raised their kampilan and kris and sundang, The Akai Sultanate was established a hundred years
beating them against their kalasag. Our cavalry rode upon during the ending of the Seventh Sun Era. Jaris Akai
water buffaloes and elephants, wielding arquebuses and arrived in the island of Siga upon a vast metal vase. Then,
spears. We were ready to take them on, and we will bring he found and married a princess of one of the local
them down. settlements. Through that he, bred a powerful line of ten
sons, who eventually became the Ten Datu that ruled over
Off to the distance, like a black blade sweeping in from the the ten regions of the region that surrounded Siga, the
horizon, sailed the bastard forces of the wicked sea king, island whereupon the holy capital of the Sultanate was to
Radya Gaputan. He declared himself true sultan and be born.
declared war upon us last moon, and now he comes with
the full force of his fleet. Then, Jaris Akai conquered and subsumed the native
peoples blessing them and granting them the title of
My Beloved Sultana walked up beside me. I lowered my Datu, while he himself became their grand emperor. Jaris
head to her, the golden threads of my sarok creating a Akai brought the island of Siga and the surrounding
soft rustling symphony. “Parawali,” she said. “Report.” She islands to heel.
was garbed in the full ensemble of war god armor:
elephant hide breastplate and steel armor from head to Jaris Akai, also known as Maharajah Akai, faced down a
toe, a helmet fashioned to make her look like the dragon rebellion from the Ten Rajahnates of his sons, which he
that eats the moon, and a kiwo-kiwo kris that was larger managed to win after the arrival of Sihkandag, the
than any other. Around her armor she wore a colorful Warrior-Priestess of Baginda Sumongsuklay. Through
textile sarong of white, pink, and crimson, which flowed to her counsel, medicine, and sorceries, Jaris Akai brought
her feet. his sons to line, and then eventually established the
Sultanate.
“Beloved Sultana,” I said, and I pulled out the bamboo
scroll from my sleeve. “Radya Gaputan comes in with a Soon after, the Sultanate adopted the Moon Faith,
force that is seven times stronger than our land army.” Bulanan, as a state religion. As more pandita wisefolk
came in and taught the religion, more culture (both social
“But our army is all supremely trained,” replied my Beloved and material) was brought into the ten islands. They
Sultana. “And they are nothing but mercenaries and crafted powerful weapons and learned great techniques
horohan.” which he taught to his ten sons. Upon his ten sons, he
conquered the island of Siga and the surrounding
“It may be so, but their superior numbers leave us at a islands, a portion of the islands of Simipatra, and the
disadvantage.” coasts of Kalanawan.
Sultana Yarashgara XII nodded, and then said, “Did my His reign only ended due to the quarreling and
friend Datu Kumusuli reply?” politicking of his ten Sons, who bickered and warred,
fighting for inheritance of the Throne.
I smiled. “They did, oh Valued One.”
Eventually Jaris Akai perished, and in mourning, the Isles
“And? What was their reply?” of Siga and the coastal shores of Kalawanan erupted into
the Ten Datu War. Ten of his greatest sons, Fire and
The war horns began then. The agung quickened. The Storm Kings, warriors of the current, echoes in the
entire army began screaming in rage and defiance against forest.
the wretched horde of Radya Gaputan. On top of the hill
we stood upon, overlooking the shore, the great Paraawit The winner Yarashgara I, who was not the eldest but the
sang her greatest song. The Neverending War of the one destined to be the leader among the Ten Datus, as
Sultanate. She sang of all the great battles the sultanate spoken by esteemed pandita Saka Iskandr. And thus it
has fought, will fight, and will ever fight, and told of how was so, and the rest of the ten cities and states paid fealty
they were victorious above them all. to him, for he and his line became the inheritors of the
Lunar Throne.
And as the war gongs clashed and the war horns bellowed,
a fleet of colorful sails came in from both sides of the The Akai Sultanate believes in what they call Bulanan. It
horizon, as if rushing to meet the incoming horde. A is the faith that the Moon Goddess Baginda
multitude, like fire encroaching upon oil. Sumongsuklay created the islands after warring with the
sun, and became the Resplendent Night Queen that held
“They said that they remain faithful to you, Sultana, the sway over both night and day. Everything they do is in
Conquerer of this Earth, the Render of Heaven, the service to the Goddess, the highest principle, the Most
Omniscient Queen.” High, the Ancient of Ancients.
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KADUNGGANAN
Baginda Sumongsuklay was privy to power over the most decisions of the Datu. Many epics and songs and poetry
powerful realm in the world: the Sea, and the Sultanate has been born due to the constant adventuring of nobles.
became peerless sea raiders and warriors thanks to their
blessing from Baginda Sumongsuklay. They have created Akai Warriors are known as Satariya, but Sultanate
Lunar Temples for her in spiritually powerful places. All Kadungganan are called hulubalang, peerless warriors.
diwata pay fealty to her, the greatest of the diwata. They fight not only for their Datu, but also for the
Sultanate. When the Final Wars come, or when the
As of present day, the Ten Datu and the Sultana still have a Sultana seeks for them, they will ride with their Datu to
convocation at every Full Moon for feasting and trading the Sultana’s side, and they will reach heaven through
and speaking and organizing new ventures, as well as violence.
other diplomatic political inventions. Lately they have
been preparing, as the Lakanate of Virbanwa readies their The most faithful of warriors gird themselves for battle:
armies and recruits from their villages. they wrap themselves when performing Holy War with
the trappings of those to be buried: anointed with oil,
The Akai Sultanate will not bow. It launches its own shaved, and invested with white garments. They will bring
conquest to spread the word of Prophet Ayah Menat and as many as they can with them, and in their death, they
establish extensive trading relations to further their will reach heaven.
understanding of the known world.
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KADUNGGANAN
can cover her in three-layers and still be long enough to He grants those that he preaches to help, in the form of
cover the entirety of the Bakunawa Throne, a shawl that healing or herbal remedies.
can double as elongated arms and can wield weapons, and
a silken pillow that lets her fly anywhere--is made of Other Culture Impressions
moonsilver-silk.
To Virbanwa: What we will do to your kingdom is the
Moonsilver-silk can be found nowhere else in the world reason why the Moon goes hunting.
but upon the Sultana, who commissioned it from a
thousand of the Sultanate’s best weavers. The silk itself To Gatusan: Wild, pure, and forever free! We would
can only be retrieved from the wings of angels who live happily include them into the ranks of our vassals, but
upon the mon. their blades are sharp and their tongues even sharper. To
live by the blade is to die by the blade, of course, and they
The Sultana’s sword is a crescent scimitar, the Bulan shall find hell from ours.
Sansibar, that when used at its full power can cut entire
mountains. She has no need for a shield. To Apumbukid: They have not the strength to repel us.
Had we the effort and will, the Holy Mountain would have
To this day, the Sultana has 78 Heirs: the 78 Lunar Princes, become our ladder to the Holy City on the Moon, and they
called Prince despite their true gender. They are warring will have become our brothers in our Divine Striving.
for the Sultana’s affection and acknowledgment so that
they can become the true Heir to the throne, the next To Ba-e: Aloft upon their elder dais, yet they have
maharajah, the next Sultan. persisted through cycles of violence. Does it grieve them
to see the depths of their own weakness laid bare?
Pangiran Seri Rida. The elder brother of Yarashgara XII.
He is incensed. Although working as a Mahalaksamana, Akai Honorifics: Tuan [too-WAN] (General)
or Grand Admiral, of the Akai Fleet, he connives and
plans. He believes that he is the true heir to the Throne, Akai Naming Convention: Akai names are often a single or
despite not being the eldest son. Despite this, he chooses two words. They share many names with the Rajahnate
not to recognize Yarashgara, who was born Ilasun, as the and with Naksuwarga.
current Sultana. Even now, he amasses forces, not just
from Akai Kedatuan, but from Dagindara and Sritaluk as Akainon Names: Asip, Sandayli, Sumandak, Hamba,
well, even going so far as asking help from far cousins that Buddiman, Akal, Layu, Saliha, Salimin, Maputra, Patima,
live in Gatusan. Bahira, Sawira, Muhaddi, Hinda Hanman, Manalum, Gura,
Gumantung, Aliya, Angkala, Hakim, Pakrud, Aisha, Idda
A full scale war is ready to erupt, with Pangiran Seri Rida
at its prow. All he needs is for Yarashgara to slip up. As an Akainon, keep in mind...
Pandita Mana. A wise and widely respected pandita. He is 0 You must point out the beauty of a situation.
a heavily bearded man, wearing a turban-like pudong, 0 Keep things that must be secret secret.
and a heavy kampilan that is more for ritual use than
combat. He uses sorceries learned from the Sacred Land 0 Revel in the striving that must be inflicted for Goddess.
to the Southeast, which lets him manipulate light and 0 Aim always to exalt Goddess.
shadow itself with a single mentala.
0 Every thing is a physical reminder of the Goddess’
He travels the land as a scholar and spreader of the word greatness.
of Baginda Sumongsuklay, making sure that all beings
can accept her ever-gleaming brightness. He seeks to turn As an Akainon, you begin with two: a grand silk
all of The Sword Isles to the truth of Bulanan, to push them headdress, a ceremonial kris, gold flower ear ornaments, a
to a new age of enlightenment. To that end, he travels, phoenix-headed bottle, a silk jacket, wooden sandals, a
paying boat-owners and merchants alike to ride upon ring with a carnelian, a black and white shawl, a ceremonial
their vessels, to travel as far as his eye can see. kampilan, a crimson headdress, a golden diadem, a colorful
sarong, a broken shield, garuda ear ornaments, a Kilin
vessel, a kinnari lamp
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KADUNGGANAN
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KADUNGGANAN
Lineage
Roll a d8 or choose from the following lineages.
1 Esteemed General. One of your parents is an esteemed warlord, perhaps a datu on their own? Or
just a general chosen by the Sultana herself. Whatever it may be, you were born into the shadows of
your general parent, whose stories were sung far and wide across the Footsteps of the Gods. Will
you ever live up to their name? They trained you when you were a child, but it was one of hardship
and pain.
2 Warrior Heroes. You come from a long line of warrior heroes, famous across the Footsteps of the
Gods and maybe even the entirety of the Sword Isles. You have not been trained in their paths,
though: you were left to this legacy on your own. You have a mentor, perhaps, but you have to live
up to the legacy on your own terms. Can you do it?
3 Feared Witches. Your ancestors were witches that channeled demons in the deep forests to wage
war against the spirits of good, who upheld the status quo of violence. Until now you fight and
fight, and perfect sorceries. Or perhaps you were not in conjunction with sorcery? It weighs on you
anyway.
4 Missionaries. Your lineage is a lineage of Missionaries from the Lunar Faith, who have probably
come from the Southeastern Continent. Therefore, you were brought up with a supreme and
almost penetrating knowledge of the Lunar Faith, and this has colored every part of your life. You
know the genealogies (the tarsilas), the stories and myths of the angels, the secrets of the Lunar
Palace, and the vast ideologies and expanses of time that colored the travels of the First Prophet.
5 Foreign Arrival. Your lineage comes from outside the Sword Isles in general. Akai is strategically
positioned near the center of the world (Akainon would have you believe that it is the center of the
world) so a lot of trade goes through Akai. Thus, large swathes of foreigners, usually merchants,
have arrived from foreign shores. What do you look like? It doesn’t matter, really. You’re Akainon,
now. Your appearance does catch the eye.
6 Lunar Sorcerers. You come from a long line–perhaps an entire settlement even–of sorcerers that
practiced Lunar Sorcery–that is, magic using the strength and power of the moon, rather than the
land or through their own Gahum. This makes any sorcery or martial art they practice colored and
embellished with marks of the moon: crescents, flowers, butteflies, stars, white discs. Your
connection to the moon grounds you, paradoxically, to knowing what is truly an illusion and what
is truly real.
7 Horse Tamer. You come from a long line of horse tamers that travel far and wide and range across
the isles upon horses. Sword Isle horses are good for both riding and as pack animals, so they are a
common sight. Especially in Kalanawan, where the fields are long. As a horse tamer, you have an
inherent connection with the grand horses of Siga.
8 Lunate Knight. These were faithful vassals and knights of the Sultana herself, not just conscripts
created to make a standing army. They answer to nobody but the Sultana, and thus they enjoy the
benefits of being a vassal to the Sultana bring: their own royal compound in Jambangan’s vast
flower rivers, part of weapons and spoils from grand lunar conquests, and the ability to partake in
the Sultana’s table when they feast. More importantly, they could marry any of the nobility in
Jambangan and raise their own stature, and secure their descendant’s future. It was a profession
that many longed for, especially in the bloodthirsty Sword Isles.
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KADUNGGANAN
Social Standing
This showcases the social class of your character before they became Kadungganan. Your social
standing might have come from your lineage, or it might have come from something that happened
after your lineage (ie. a merchant prince that has fallen from grace or accrued too much debt). It is up
to you to connect the dots.
Choose or roll a d8:
1 Bihag or Chattel. You were the victim of the Eighth Star Era’s burgeoning violence, and
have become nothing but wealth to be traded. You begin with nothing. High chance of
you being a sina foreigner.
2 Ipun or servant. You were indebted or were born into debt of a powerful person,
whether it be a famed warrior, merchant, or aristocrat. Your hands are calloused from
your work. You begin with a small push dagger.
3 Kiapangdilihan or peasant. You were a loyal worker to your communities’ chief. You
had your own house within the community, and offered part of your labor to him. You
begin with a farming implement.
4 Satariya or Warrior. You were a freeman, working as a warrior for the datu that you
have chosen. The datu shares their spoils with you, their fellow warriors, and you earn
your own house with your own wealth, though you answer to the datu’s beck and call
and sometimes toil for them. Gain a weapon.
5 Orangkaya or Merchant Lord. Those materially wealthy, constituting a secondary class
of nobles who are not noble by blood, but by wealth. They live their lives as freemen,
going from town to town either selling their wares, setting up food booths where they
sell their food, or offer other services, such as hunting, cleaning, warring, and
smithing. Gain a piece of treasure.
6 Tuwan or Aristocrat. You were born into richness, into the blood of the datu of your
settlement. You are connected to the datu either through blood or social connections,
and enjoy the benefits of nobility. You do not toil for the datu but you must pick up
arms when called to battle. You have enjoyed the ability to take on multiple arts. Nobles
in the Sultanate serve and give a tribute to the Sultana. The Sultana is akin to an
empress, ruling over kings, that are the datu and rajahs. Nobles can become pandita, or
wise-men, if they become well-versed in the Bulanan. They are knowledgeable in the
Moon Law and custom. Gain a burning bright silver lance.
7 Panglima or Royalty. You are directly connected to your settlement’s datu, either the
datu is your uncle, grandparent, or parent. You are revered as an Aristocrat, although
the expectation for you is much higher. If you are born female then you were treated as
a binukot, a veiled maiden, hidden from the rest of the world until you were to be wed
to someone your parents decided is fit for their social class. If you are born male you
were trained in the arts of war and leadership. You begin with a royal heirloom.
8 Lunar Royalty. You are directly related to Lunar Sultana herself, which makes you one
of the 78 Lunar Princes. Be careful, the others are out to kill you. They understand only
one can become the next Lunar Monarch. It is cutthroat, but you are also given some of
the best training affordable in the entirety of the Sword Isles, and have known
extravagant privileges. You have a number of consorts and servants following after you.
Princes that are of royal blood are referred to as Katchil, and the crown prince was
termed Rajah Muda. Rajah Laut were third-ranking dignitaries. A high-ranking council
of elders known as the Bichara Atas counsels the Sultana. You begin with a silver ear
ornament that signifies your Lunar Heritage.
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KADUNGGANAN
VIRBANWA
A priest walks out of an Earthquake baroque cathedral. Ambitious warlords, imperialist nobles, and
Doves flutter in every direction. He is wrapped in three opportunistic merchants. The river chiefdoms of Lontok,
layers of silk: a robe, a jacket, and then a scarf. The robes Namayan, Malilu, and Tundun were conquered and
of a sonat. He wraps his headwrap around his forehead invaded by the Empire of Issohappa, led by the Pale Kings,
and it bears the seven-pointed star of his religion: the which introduced to them the concepts of land
belief in Makakagahum and all His angels. ownership, colonization, the printing press, and the faith
known as the Ashen Star.
A peasant finishes his early morning routine and walks
back to the inner village, offering a portion of his meal to
the marble statue of an angel. He then goes and drinks History
with his friends.
Issohappa was driven away ten years ago, at the turn of
As they eat, a party of armored men: dressed in abaca the century. They adopted everything that benefitted
fiber undershirts and bamboo breastplates, riding upon them: Issohappan temporality, work mindset,
tall and noble sarimanok, saunter into town. They give a mercantilism, and imperialism. Tundun did not drive
quick offering to the church, before walking down to an Issohappa away on its own: they had the help of all the
inn to find some rest. major kingdoms in the archipelago, including all the way
up north to the island of Sonyoh.
A young girl runs up to one of them as they remove their
paeked helmet. “Can I be like you, some day?” Lakan Lubu, and his Queen or Lakambini were baptized.
They installed the Ashen Star as the state religion--two
“You want to be a kabalyero like us? Then you have to ideas from Issohappa--that meshed with the native
believe in Makakagahum and the power that he can grant religion. Together, they set off with a new goal in mind: to
us all.” The kabalyero smiles. He is buff, wide-set, and unite the disparate warring states of The Sword Isles into
wearing a large textile scarf around his shoulders like a a single, unified state, known as the Virbanwan Lakanate
cloak. “Then you have to show your Datu that you are and to usher in the Millenium Kingdom.
worthy of becoming one.”
For the next fifty years the Lakanate trained and grew
“I will!” stronger, raiding and trading along the shores of Baik Hu
for more knowledge and weaponry, as well as more
“O, Huwana, come here dear!” And an elderly woman, connections to gain external wealth. They conquered the
wearing a simple dark undyed gray robe pulls the young river and lake kingdoms and expanded their domain.
girl back to her. “O, most gracious and valiant kabalyero,
thank you.” They learned to create earthquake baroque structures,
strong against both typhoons and earthquakes, and
“There is no need. In fact, you must flee right now. through this they created huge temples for
Evacuate into the hills, where the shelters are.” Makagagahum, their Paramount God who was said to
rule over all the other smaller deities (called dyos) which
“Why, o great kabalyero?” were in the style of their own spirit houses, albeit with a
few innovations from Issohappa introduced.
As he speaks, the other kabalyero are already going about
warning the people, and the speaking kabalyero’s captain These great churches, otherwise known as simbahan, or
walks up to the Datu to tell him to gather his people and worship places, became the centers of Virbanwan
his forces for a stand. settlements, and usually right beside their Datu. A single
Virbanwan settlement is bound to have both a pari, a
“Raiders have come,” says the kabalyero. “We have to fight priest, and a balyan, a faith healer spirit medium, who
them back, for the glory of the Lakanate.” attend to different needs.
“I see. May Makakagahum bless you!” The Lakanate has since been growing their strength,
earning the ability to saddle and ride upon horses as well
“And may the Ashen Star light your road,” replies the as fight with more steel armor, although not at length for
kabalyero, just as he wheels around and brings out his the tropical swelter of the Archipelago might overcome
lance, decorated with gold and flames and stars. them. In addition to those, they stole the printing press
brought about by Issohappa, and have since become the
There is a shout, a war cry. first polity to begin printing texts. They used this chance
to write official government history texts that exalted
The Kabalyero of the Lakanate charge, to protect the Virbanwa’s cherry-picked best qualities, and ignored
Lakan in the name of their God. everything else.
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KADUNGGANAN
Virbanwa stands as one of the most powerful states in The The Lakanate thus believe that the Rajahnate,
Sword Isles. Large swathes of disenfranchised and poor Confederation, and Sultanate are all heathens that must
people live in its regions. Baikhan are corralled into be brought into the Lakanate’s embrace. They are wrong,
specific enclaves and experience horrid discrimination of course, but this fuels the Lakanate’s imperialist
from the higher classes. The Ananaran Galleon Trade ambitions, and it has thus begun its inevitable march into
continues evermore, continuing the connection between the rest of The Sword Isles.
Issohappa and The Sword Isles, connecting Issohappa as
well to the rest of the Southeast Continent. Virbanwa Lakanate Nobles are known as Maginoo, and usually own
continues to become rich, gaining a monopoly on silvers land and rule over swathes of peasant in addition to their
and precious items from the Issohappan Far West own debtors. Nobles of the Lakanate are expected to keep
Continent. being nobles, and are taught in the more advanced
knowledge, given manuscripts and exams by their
However, there are those that do not prescribe to parawali to pore over.
Virbanwa’s codes, tenets, and principles tend to be those
living in the margins, those that fight back against the Nobles are expected to be subservient to the Datu and
tide of “progress”, and find kindred spirits in the other know the ways of the Golden Web Tapestry, the code of
polities. This culture of separatism takes Virbanwa’s conduct and political framework among nobles, an
progress and uses it against the Corrupt Crown to create intricate and complex web of manners and right speech,
a better future for the kingdom. which “sets them apart from those of the lower classes”.
From where can such philosophies and knowledges Many nobles become warriors, but also priests and
arise? Outside of the imperial center, there can be found spiritual leaders. Some nobles can become Datu, if they
villages and settlements that are not as penetrated by the wish, by leaving the settlement with their own wealth and
Imperialist propaganda, due to the nature of power in following. It is their privilege to be able to go into any
The Sword Isles. Settlements in the fields of inner occupation.
Rusunuga ascribe to a syncretized version of the Ashen
Faith, crafted of both love and rebellion. In the Lakanate, there are two kinds of Freemen: the
timawa, who are freemen that can choose who they serve
A mix of Anito and Sampalataya, they practice many and have their own businesses, and the bayani, who are
indigenous traditions while clad in the aesthetics of the the Kadungganan who fight for a Datu that they choose.
Empire. They venerate images of Makayao, the Tortured Bayani make their livelihood through engaging in wars
Son of God, as they venerate the images of Jamiyun and raids with the Datu that they serve.
Kulisa. They stick close to superstitions and rituals that
would be seen as heretical and blasphemous by the Chattel are called the same here as in any other
“purer” city faiths. More importantly, mentala (here settlement. They are treated more or less the same,
known now as orasyon) and magical amulets have although the Batara Lakan has a large crew of debtors
become intense religious connectsion to a past that they that work for him as his personal attendants, as royal
have been severed from. This Ashen Folk Religion is very chefs and butlers and all the more.
often known as The Earth-Swallowed Star.
Materially, they have taken upon the innovations of the
Kadungganan of the Lakanate, Kabalyero, follow The Issohappans: they now wear kalsones balones, or balloon
Code of the Sword, which necessitates that they serve the pants, more than bahag, and they have adopted the
people of the Lakanate, and that they give up their life for wearing of wooden clogs and slippers more often than
the Lakan. While they are treated like knights of their not. Some of the richer ones even have access to leather
own right, are expected to travel to the Huwan’s side boots and silk socks.
when expected.
167
KADUNGGANAN
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KADUNGGANAN
To Ba-e: Tradition erodes, and soon they will falter like As a Virbanwan, keep in mind...
the flicker of candlelight. Our steel and star will be 0 You are prone to having a world view tainted by
enough to turn them into vassals. propaganda.
To Apumbukid: God has no eyes for chattel. 0 You must choose if you stay a puppet of the Ashen
Star.
0 You are prone to saying something rash.
Virbanwan Honorifics: Ginoo [gee-nu-O] (Masculine), 0 You have access to stranger technologies, use them to
Binibini [bee-nee-bee-nee] (Feminine), Poon [Po-ON] (Lord, your advantage.
general)
0 Virbanwa is an exemplar of unity: therefore work
together.
As a Virbanwan, you begin with two: Abaka slippers, a
foreign trinket, a necklace from your hometown, a bangle
made of boar tusk, a frayed silk coat, a bamboo staff,
beautiful textile from the last place you visited, a golden
anklet, a piece of the underwater realms, a compass that
you don’t need, food from a place you’ve never been
before
Subcultures
There are 3 Major Subcultures in Virbanwa. Roll a d6 or choose:
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KADUNGGANAN
Lineage
Roll a d8 or choose from the following lineages.
1 Fury Prophets Orphan. You are an orphan taken in by the Fury Prophets, a group of
mendicants who live in Ananara, who preach the coming Sword Fury Devouring of
Makaubos, who shall annihilate all. To that end you have been trained in almost every art
of violence. Not of war, but of violence, personal violence, as an asceticism to achieve
Conjunction with Makaubos, the Wrath aspect of Makagagahum.
2 Saint of Beggars Offering. You were an offering to the Saint of Beggars. You’ve never
known your real parents: your parents were the Beggar-Mendicants of the Saint of
Beggars, who is known as Buyung, who is an ancient god of the Isles, a diwata of the
chattel. You’ve learned how to swindle, love, sneak, destroy, steal, and pray under the
bastards of the Saint of Beggars, all of whom have been given as an offering to try and
alleviate their own lives. “Beggars should not exist” is the first principle of the Saint of
Beggars.
3 Bloodbound to the Lakan. You are one of the Batara Lakan’s concubine’s children, which
cannot be shown to the public. Therefore you cannot be royalty or an aristocrat, and the
truth of who you are must be kept quiet.
4 Corregimiento Child. You were born in a corregimiento: a border settlement that is
fortified by stone walls, created on the fringes of Virbanwan territory to both keep back the
waves of the other settlements as well as to create anchor points for expansion. In the
borders, you are exposed to most of the other cultures of the Sword Isles, but the priests
are more strict in their hold of power, and punish others for the smallest deviation from
religious norm from Sampalataya.
5 Farmers. You were born into a settlement of farmers. You have nothing much to your
name, and you are constantly swindled out of your labor. You don’t even own your labor!
Those capitalist pig datu take your grains from you to sell it to the City but pay you nothing
in return. What a fucking joke. You burn your brows off to work here. Something has to
give. You’re tired of resilience.
6 State Kawal. You come from a line of State Kawal: Kawal that enforce the Batara Lakan’s
invisible power across the various polities subsumed under Virbanwa’s flag. You have been
taught the things the State Kawal would be taught, but this might have made you blind to
propaganda.
7 Rebels. You have known nothing but the constant struggle. You live deep into the
mountains, once holy, now nothing but places for foreigners to create new ventures or live
in, and for capitalist datu to rip portions out of to create beaches in places that used to be
swamps. You have been raised therefore to the harsh truth of the Lakanate. Therefore:
down to the State and God!
8 Pale King. You are born of a Pale King. Your eyes are the color of frozen azure, your hair
the color of platinum ray, your skin the alabaster of ravishing death. It is all right to not
love who you are, but rememer that the circumstances of your birth matters less than your
impact on the world. Therefore choose Hiyang instead of Scourge. Therefore become
better than who you are.
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KADUNGGANAN
Social Standing
Roll a d10 or choose:
1-2 Disenfranchised. You are the dregs of society, kept alive but with contempt
and without help. You are downtrodden and living is painful. You begin with
nothing. Many Virbanwan bihag that don’t get sold become Disenfranchised.
Many Mendicants and Friars are considered Disenfranchised.
3-4 Peasant. You are a peasant farmer. You must be from the provinces. You are
downtrodden and taxes are too much for you. You begin with a chopping
sword.
5-6 Worker. You work in the endless machineries and bureacracy of Virbanwa.
You must be from the city. You are downtroddden and living is too expensive.
Some priests are this. You begin with 3 coins.
7-8 Middle Class. You have some capital, and get to enjoy some parts of life, but
Virbanwan propaganda has bred contempt in you for the lower classes. What
do you do with your privilege? You begin with 10 coins.
9-10 Ruling Class. You are the great beast of our times, born with a silver spoon in
your mouth and capable of pursuing whatever you wish. Do you not see who
you are, an angel with the wings of blood? Choose how to live your life; it is
not God who will judge you but the people. Begin with 3 Silver-Minted Coins,
which are considered Bahandi across the Sword Isles. You cannot become a
Headtaker for any reason.
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KADUNGGANAN
Ba-e
The last Baikhan junk left the harbor. Trading season with “Danum,” said Kinaiya, as they floated about near the
Baik Hu had ended. Danum worked the bellows of her waterfall. The bronze statue of the Hibiscus
master’s forge, even as the master finished her last batch Makinaadmanon watched over them. “When are you
of iron blades. leaving?”
“That’s enough. You go on ahead and take a break. There’s “In the next moon. Don’t worry.”
a feast tonight, to mark the end of trade.”
“Are you going to be okay?” Kinaiya bit her lip.
Her master was Kadanay, signified by his glinting emerald
eyes. Danum nodded, as her master wiped his brow with a Danum turned to her and placed a hand on her cheek. “I
nearby cloth and made his way back into his home. will. Don’t worry. War Smiths don’t usually head into the
front lines. And if we do, I’m pretty good with a hammer.
Danum cleaned up what was left of the blacksmith shed You don’t have to worry about me, all right?”
(gusali), and then walked over to a hill overlooking the
harbor. From here, Danum could see most of Ba-e, even as “I can’t help but.”
it glowed as the torches were lit, as the sun dipped into the
horizon. “Then let me leave you with a promise.” Danum leaned in
and kissed Kinaiya. Kinaiya breathed in sharply, but kissed
She sat with her hammer, tossing it and catching it her back. When Danum pulled away, Kinaiya’s emerald eyes
reflexively, as she walked around the area. Before long, a glinted. “With that, I seal you a promise. I will return. And we
“psst” resounded from the trees behind her. will work on helping you hone your Stonewaking sorceries.
All right?”
Danum turned and smiled. A young woman, wrapped in
crimson silk although wearing no jewelry, hid within the “All right.”
tangle.
“Gotta remember, according to your own mother: trade
“Your Majesty, do you not think it is uncouth of you to play connections cannot be established without a bit of
around in the tangle like that?” raiding,” said Danum, smiling. “It’s a necessary evil to realize
the Sangpamegat’s dream of a righteous kingdom.”
“Hold your tongue, Danum. I wish only that none of my
kawal know that I’m gone from my bukot.” Ancient guardians, sacred priests, and keepers of vast
lore. Ba-e is currently ruled by Sangpamegat Kalangitan.
Danum smiled, then. “Come then, Kinaiya. The waterfall They, poetically called The First Kingdom in The Sword
awaits.” Isles, will not bow to the rising tide of violence of the
Festival of the Reddest Night. They believe their
Giggling, Danum took Kinaiya’s hand and Kinaiya felt her Sangpamegat (Highest Chief), Dayang Kalangitan, to be a
heart leap. She felt warm, even as they rushed down the manifestation of the bodhisattva Avalokitesvara, the
hill and followed up a stream. After a few more moments Queen of Mercy. She claims the title Chakravarti and
of walking, Kinaiya heard the rushing of water. wishes to expand to the Nine Directions to place all under
her righteousness, to guide all living beings to Glory.
They broke through a brush, and there found a lake
whereupon a waterfall cascaded. The most interesting The grasslands, wetlands, and forests of Ba-e are pocked
thing about it is the giant bronze statue, depicting a diwata with mysterious statues of the Tranquil Sage Himayanon
they knew by the name of Magayong Masukiling, the Nawara, cast in stone, bronze, and gold. Other statues of
hibiscus goddess of love and compassion. other worshipped deities exist, such a Golden Tara, the
great BATALA, the destroyer Makaobus, and the
“Don’t tell me you’re going to swim in that?” asked Danum, dharmapala Mahakala.
who had already removed her lambong and was halfway
into the water. “Have you never swam in your life?”
History
“I... Haven’t.”
Ba-e was established sometime during the Seventh Sun
“Well there’s nothing to be ashamed of. Come on then.” Era. They were among the Ancient Kingdoms, those
disparate polities that existed across the archipelago
Kinaiya still hesitated for a bit, but when she saw Danum region for centuries. Ba-e thus is an ancient kingdom, and
smiling at her, she felt at ease. She shed her silks and owing to this fact, they have ancient traditions, songs, and
walked bare into the water. Cold at first, but cold was good epics. Ba-e today is not Ba-e of fabled yesteryear: golden
in the heat of Ba-e. statues of Himayanon Nawara, the Tranquil Sage, the
great Annuvara, the Liberated Enlightened One that
There they danced and played, laughing and smiling, their started the Annuvaran faith, pock the forests and
glances too close, their lips almost touching... grasslands, whereupon roots and branches swarm to
retake it. Smaller statues hang from necklaces and
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KADUNGGANAN
waistcords, a signifier of Annuvara’s influence. The extracted for oil and is used to ward off evil spirits.
Kingdom itself has the Golden Sword Order: an order of
knights who fight with forward curving blades known as The royals of Ba-e are therefore swathed in silks and
ginunting. parasols, flower crowns and gold jewelry. Cauldrons and
weapons from Baik Hu itself. Their lords are called Datu,
but also Huang, King, due to Baik Hu recognizing them as
Traditions an official kingdom.
Ba-e records all official documents in copperplate, Ba-e has survived multiple Eras, and those that live in it
whether it be paying off debts, creating alliances between will be sure that it will survive more. Ba-e is the oldest
polities, and the like. This is a practice inherited and living polity, almost a thousand years in its life, and has
copied by Virbanwa and Akai, but not Gatusan and since evolved to incorporate ancient Kadanay technology
Apumbukid, who find that spoken word is more powerful (the art of stonewaking) into their daily lives. Not just that,
than written script. but geomancies from Baik Hu have made their way here
as well, giving rise to unique syncretized pagodas, kirin
Ba-e religions is influenced by foreign Ashinin- statues, and phoenix houses. They have also copied
Annuvaran religion, from phallic symbols known as linga Baikhan schooling systems, mixing it with monastery-
being used for rituals, to the statues of the Annuvara from schools from the greater Crescent Archipelago, to create a
the Annuvaran Religion still standing and prayed to. Ba-e system of creating officials to certify that Ba-e does not
dead are buried twice: once full, and then again cremated, only continue, but it will flourish. Ba-e wishes to create a
to purify their sins from the world, and so that their veritable Merchant Republic.
charred remains can become ancestor spirits that can be
worshipped. Ba-enun Anitu teaches the following of Their adherence and proximity to ancient Kadanay
rituals that align one with the various paganitohan (gods) technology has provided them with unique aesthetics,
and bulakdiwa (bodhisattvas) as paths to becoming clothing, and architecture. They prefer to cover
Himayanon (literally: Blossomed): one who finds Glory themselves more fully, as with the Virbanwans. Their
and finds existence outside of the cycles of violence. jewelry is not just gold, but jade and stone, glowing green.
Even debtors wear this. The houses of the rich are built on
Temples are created as well: 8-roofed pagodas of both top of hills, with vast gardens at the bottom of the hills.
wood and stone, inspired by Annuvaran architecture, kept They prefer to wear unalloyed gold upon themselves,
within 8-sided walls of painted stone, with a single which they believe to be the cleanest and purest of all
opening depicting blossoming flowers and ancient metals.
serpents. Houses are also enclaves of 5 houses within a
square stone. These are all influences of Ashinin- The most important area of Ba-e is the Lake of Pulilan, the
Annnuvaran faiths. largest freshwater body in the Sword Isles. This lake is
home to freshwater sardines, crocodiles, and other
Ba-e holds the number 8 to high regard among them. important freshwater marine food that has become an
Their houses are always of 4 sides, and royalty have access integral part to Ba-e life. Pulilan Silangan drains directly
to 8-roofed and 16-roofed houses. There are 8 holy weapon into the Bay of Ananara, and through the Silangan Strait
types: the sword, the dagger, the spear, the shield, the bow, do most junks travel into.
the blowgun, the javelin, and the gun. Their walls are
almost always 8-sided, each one facing the eight holy
directions, which are each protected by a holy guardian Aesthetics
beasts, or the Bantay Walodako, literally, the Eight
Directions Guardians. Their makeup and hygiene is extraordinary even for tawo
among the Sword Isles, using white foundation and pitch
Ba-e has constructed a giant hardwood and stone house black inks to create wingtips and eyeshadows, influenced
with 16 roofs. It is not a house for living, but rather for by their long history. This facepaint has become an
study. Within shelves are scrolls and scrolls of palm leaf important part of culture by Royal Courtesans and
manuscripts as well as copperplate slates, as well as paper Aristocratic Politicking, and even into the court dancing
scrolls imported from other regions across the known cultures. Ba-e royalty and nobles are horribly prone to
world. This is known as the Bahay Karunongan, or the realpolitik, vying for power over seaports, connections
House of Wisdom, the only place in all of the Sword Isles with powerful warriors, trading settlements, and
where knowledge and writing has been written down. positions among the court of the Sangpamegat.
This is something that Virbanwa has been trying to gain
access to, to no avail. Ba-e values material wealth. Many of them wear silk and
cloth shirts, whether man or woman, and they coat
Only the smartest and most intelligent of parawali can be themselves in tassels and jewelry, usually of gold. The
admitted within, remembered by guardian spirits of the nobility flaunt their exotic, foreign items and wealth:
House of Wisdom itself. There is said to be approximately black and white silks, ivory parasols, porcelain jars and
875,000 pieces of writing within the cascading square- accoutrements. Weapons from Iyamat or Baik Hu. Armor
patterned shelves of the 16 roofed House. Recently, the from Sonyoh. Ba-e is using its ancient knowledge and
Balay has begun to admit students, those with promising affinity to ancient sorceries to begin a campaign to unite
spiritual or martial prowess. This is a poorly veiled all beings under the Sangpamegat, not through war but
attempt by the Sangpamegat to cultivate thunderous through trade networks and linking. In this way, they seek
Kadungganan loyal to Ba-e. These Kadungganan are to become the center of the world, the nexus of the
taught in poetry, writing, politics, and warfare. They are Universal Silkroad.
known as the Mandirigma ng Ilang-Ilang, Warriors of
Ylang-Ylang, shortened to Digilang (dig[ma] + ilang- Ba-e warriors--especially the bravest among them, the
ilang, war ilang-ilang). The Ilang-Ilang is a flower generals and commanders--enjoy enhanced warring
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KADUNGGANAN
technology that has allowed them to keep pace with the Sibasib leads his Kuda Kawal cavalry when performing
growing weapon prowess of Virbanwa. Bows that have land raids. He is deeply in love with one of the
bowstrings made of light, swords that have blades made Sangpamegat’s binukot, a girl named Kinalubang
of sun-rays, and daggers that have edges of crystallized Bulaklak, who actually sneaks out from her bukot and
moongleam: all practices and smithing techniques passed fights alongside him with a mask on.
down by the Kadanay. The most important technology
among the Ba-e tawo are two things: the sky-sampans Other Culture Impressions
and the artifact slates. Sky-sampans, which are circular
boats that ride upon the wind, worked upon by diwata To Virbanwa: Wayward stars streak across the sky.
that are contractually bound by ancient Kadanay oath to Thrones shall fall before we do.
carry the sampan, have become a major source for
personal travel. Sages and nobility would ride upon these To Akai: Warrior Braves and courtly regals. They are
if they could commission them. royalty, grandeur, and raiders all. They deserve respect,
but we have stood far longer than they have existed.
Noteworthy Persons
To Gatusan: They shall raid the world, and if we play our
Sangpamegat Dayang Kalangitan, the Eternal Monarch, cards right, they will be shackled by gold and heirloom to
Chakravartin, Devarani. Once just a Dayang, she took us. They shall be the swordfish to our barge.
over after her husband, Pamegat Diwajaya, was killed in
battle against a Virbanwan Warlord. Using her Kadanay To Apumbukid: Our goals do not conflict, but their
blood, she perfected the sorceries of Stonewaking, isolation will be their downfall. The roots speak, the earth
instilling stone and clay sculptures made by local potters breathes. To Achieve Concordance, one must be willing to
and smiths with additional utility, the ability to float, and break it. To become God one must be willing to kill Him.
to keep food frozen. This technological marvels gave her
the title of Hexer-Queen. Ba-e Honorifics: Gat for Males, Binibini for females.
She has frozen herself into a diwa-silk cocoon, letting her Ba-e Naming Conventions: Similar to Rajahnate
soul wander freely and roam, unshackled by physicality, conventions. They do not have surnames, and usually use
but her body itself is entombed upon her throne, one or two words.
whereupon a giant gold statue of her has been built: a
goddess with eight hands, each wielding a weapon, and a Ba-enon Names: Pangil, Lontok, Dula, Angkatan,
crown that is like a balete tree. Namwaran, Tagkan, Palaba, Kalamayin, Panginoan, Bagtas,
Sasaban, Salalila, Avijirkaya, Maitan, Salihan, Talim,
She rules Ba-e directly, and eternally. She will eventually Lumban, Pila, Gatid, Dewata.
rule Gubat Banwa, and she supremely believes that she is
the Queen Aspect of the Mahawaira Himayanon, the As a Ba-enon, keep in mind...
Primordial Buddha. Believing herself to be a Philosopher-
Empress, a Devi Chakravartin, she wishes to spread her 0 You are more often than not a follower of Ashinin-
glory, righteousness, and merit by invading other Annuvaran-Anitu faith. Remind another of the Righteous
countries and not slaying or colonizing them, but rather, Path.
letting them convert into Anitu. All gods have a place in 0 Only through merit can one find strength and glory.
anitu.
0 The great saints that have gone before you offer a
Maharlika Langkus. A maharlika who has only recently path to righteousness.
awoken from a hundred year slumber, being submerged 0 There is more to this world than physicality.
and contained in the Temple of Resurrection, a natural
temple within a large cave upon the mountain of Tinaga. 0 The gods are great, yet still stuck within the cycle of
Known for his strange cloud-white hair, he travels around violence.
the Ba-e region helping out those in need. He is mute as
well, although he can communicate well enough with As a Ba-enon, you begin with two: glass beads, a statue of
gestures and writings. the Tranquil Sage Ascetic Annuvara, a soft bamboo flute, a
pack of healing poultices that will run out soon, flowers in
Thus he brings with him a great number of palm leaf a garland, cooking implements, jarlets filled with hot
scrolls. He is a master swordmaster, walking around with spring water, a white stone from a holy mountain, a
a salawal, sarong, paruka, azure baro, and grand crimson hardwood shield (kalasag), a breastplate made of elephant
pudong, with tails that flow in the wind. He loves chicken hide, a collection of boar tusks, a peaked iron helmet,
as well. He wishes to find an ancient binukot that he was bamboo shinguards, golden bangles, a hunting spear,
tasked with protecting, the reason for his travels. wooden sandals
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KADUNGGANAN
Subculture
Ba-e has 5 major subcultures, based on the five most powerful polities about the main city of Ba-e. Roll a d10 or choose:
1-2 Miatang. A coast settlement at the northern tip of the Kumintang region. Miatang is the land nexus for
trade with Pannai and Gatusan. It is ruled by a powerful laksamana, Datu Hagutak. Known for stone
fortifications and bamboo watchtowers, they regularly fend off raids from the northern polities. Many
maharlika are brought here as a final part of their training, where they are forced to live in Miatang for a
single harvest to provide both on the boots training for the maharlika, as well as well needed warriors to
protect Miatang. You begin with a weapon.
3-4 Pailah. Directly to the north of Ba-e, Pailah, which is ruled by Datu Ganasakti, a son of the Sangpamegat, is
one of the most important centers of trade and commerce in Ba-e, other than the city of Ba-e itself.
Holding at least a thousand households, they craft pottery, weave textiles, smith gold, and craft weapons.
Here Baik Hu also stations their trading junks, along with Naksuwarga and Madaki adyongs who trade
with them horses, weapons, and debtors. It is currently suffering from ashen star missionaries from
Virbanwa. Traders and travelers frequent Pailah due to its close proximity with Mainit, the polity of
medicinal hot springs. You begin with a horse.
5-6 Namayan. A banwa ruled by three Datu: Datu Karas, Datu Dayawan, and Datu Mabantad. It serves as a
trading polity for Sinuku and Vuyu to the south, as well as access to the plains where rice can be grown.
However, it is constantly suffering invasions from Virbanwa, causing it to earn a brunt of Ba-e’s maharlika
to shore up defenses.
The banwa itself is made up of a collection of stone fortresses, that lets people retreat into whenever a
raiding party arrives. When needed, however, Namayan is beside a thick jungle with many earthen
outcroppings, and the folk of Namayan can retreat there. Namayan is still also a prime trading port,
whereupon they trade with gold kernels and gold barter rings as currency. Namayan is also the main
shipbuilding polity of Ba-e. You begin with a carnelian adorned bracelet.
7-8 Talim. Upon an island in the middle of the bay of Pulilan, a few ways north from Namayan, there is the
island of Talim. Used as a respite port for most traders, it has begun to create housing districts where
traders can pay the Datu, a Kadanay named Kiyalilidan, to rest before traveling back home. Thus Talim has
become a prime place for trading cultures and stories, most of which are inscribed upon copperplate.
Talim is known for having the largest population of Kadanay left, whereupon they spend their days writing
upon copperplate histories and secrets and sorceries, as well as try to find ways to replicate the
Stonewaking sorceries of their ancestors. You begin with a ritual knife.
9-10 Ba-e. The great city from which the Sangpamegat’s power emanates, it is a land of pagodas and stupas, of
holy golden temples and strangler fig complexes. It is influenced intensely by Baikhan culture, and has a
large number of Baikhan refuge enclaves within. Ba-e is a trading center: merchants and traders of Ba-e
bring the items brought by Baik Hu to the rest of the islands north, especially to trade with those of the
Gatusan and the myriad islands to its east, before returning to pay back those Baikhan eight to nine moons
later. Sangpamegat Kalangitan’s stone and jade jewelry shimmer and glow with glowing green patterns,
betraying their ability to use the sacred ancient Kadanay artifacts. You begin with a white parasol.
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KADUNGGANAN
Lineage
Roll a d8 or choose from the following lineages.
1 Baikhan Refugees. Your family comes from the great Southeastern Continent, ruled over by the
August Jade Empress. Due to the increasingly draconian laws your family has escaped the vast
Jade Empire under the Yling Dynasty, of the Blazing Magnolia, increasingly fraught with civil war
and scheming ministers. Finding peace and freedom in Ba-e, which exults in life and love.
2 Educators. Your family comes from trained educators–usually monks who gave up the Monastic
Life–who teach in royal houses and even the great pagoda that is the House of Wisdom. Being in
such an academic environment since birth has shaped how you approach things: you come at
situations with a more methodical bent, not afraid to reference and cross reference and use
things that you have learned before. You probably know a great deal about writing, and know how
to write upon copperplate.
3 Artists. You come from a family of artists, who practice the art of painting, introduced here from
Baik Hu. You carry around a paint brush and try to capture the world around you, realizing that it
is about to end.
4 Blacksmiths. You come from a line of blacksmiths, either one who traveled around (most
blacksmiths traveled from settlement to settlement with an apprentice peddling their wares and
offering their labor) or one who had a close aristocrat patron that allowed them to stay in one
settlement (or perhaps they were royalty themselves?) You learned the tools of the trade from
them, and you have become mighty and loving when learning about the sacred act of Creation.
5 Honey Gatherers. You come from a family of professional honey gatherers, who travel into the
deep wood to gather honey from beehives, mingling with the spirits of the forest to give them a
bountiful harvest. Honey is the primary form of sweetener in the isles, and from it comes popular
honey mead.
6 Artifactsmiths. A renowned kind of smith that crafts ancient spiritual artifacts, a holy mixture of
blacksmithing, pottery, carpentry, and sorcery. These panday are known to learn the Stonewaking
Arts from Kadanay smiths. Becoming an artifactsmith in Ba-e is a very difficult endeavor,
requiring practical knowledge of basic blacksmithing in addition to passing a test conducted by
the sages of Ba-e and past artifactsmith. Most artifactsmiths end up learning that they have
Kadanay blood within them, although this is not the norm.
7 Fishermen. You come from a lineage of fishermen, either by the river mouths or out in the sea.
You were born with a trident, harpoon, and net in your hands. The waters have known you long
before you were born, and you embraced this. Everyday, you leap into the rushing rapids. Your
hands are one with the fishes, and your patience for your aquatic friends knows no bounds.
8 Monastery Town. You come from a village that lies below a Monastery, usually with either a large
temple pagoda or stone statue of the primary deity being worshipped or being used as a Spirit
Guide. You were born knowing all about that God’s stories and history and teachings. You revel in
their festivals, and something about you is shaped in their likeness, whether it be your hair, your
fingernails, or jewelry. Why did you leave? Did you ever really know that God? Achieve
Conjunction, Become Hiyang.
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KADUNGGANAN
Social Standing
This showcases the social class of your character before they became Kadungganan. Your social
standing might have come from your lineage, or it might have come from something that happened
after your lineage (ie. a merchant prince that has fallen from grace or accrued too much debt). It is up
to you to connect the dots.
Choose or roll a d8:
1 Bihag or slave. You were the victim of the Eighth Star Era’s burgeoning violence, and
have become nothing but wealth to be traded. You begin with nothing.
2 Aliping Sagigilid or servant. You were indebted or were born into debt of a powerful
person, whether it be a famed warrior, merchant, or aristocrat. Your hands are calloused
from your work. You begin with a small push dagger.
3 Aliping Namamahay or peasant. You were a loyal worker to your communities’ chief.
You had your own house within the community, and offered part of your labor to him.
You begin with a farming tool.
4-5 Maharlika or Warrior. You were a freeman, working as a warrior for the datu that you
have chosen. The datu shares their spoils with you, their fellow warriors, and you earn
your own house with your own wealth, though you answer to the datu’s beck and call and
sometimes toil for them. Gain a weapon.
6 Maginoo or Aristocrat. Ba-e aristocrats are known to be the most pompous of nobles
among the Sword Isles. Having taken after the Baikhans that they’ve traded with for so
long, they have grand wooden longhouses decorated with gold and built like pagodas.
They wear long silk gowns, long sarongs, complex golden diadems, and walk upon
wooden sandals, their feet never to touch the ground. They have servants carrying their
parasols, and they are carried upon palanquins either by elephants or by their own
servants. When they speak, they speak in lilting tones, and they always adhere to the
Golden Web Tapestry. Many Ba-e aristocrats also have Kadanay ancestry, which shows in
their magenta eyes. You begin with a valuable item.
7 Kadatuan or Royalty. You are directly connected to your settlement’s datu, either the
datu is your uncle, grandparent, or parent. You are revered as an Aristocrat, although
the expectation for you is much higher. If you are born female then you were treated as a
binukot, a veiled maiden, hidden from the rest of the world until you were to be wed to
someone your parents decided is fit for their social class. If you are born male you were
trained in the arts of war and leadership. You begin with a royal heirloom.
8 Sun’s Royalty. You are directly related to the Sangpamegat, who had a host of concubines
in her royal palace. You therefore inherit the grand Sun Heritage, and have the eyes of a
Kadanay’s: magenta and burning. You walk around with a host of servants, have a
personal Sun Shadow (Arawanino) who has pledged their life to protect you, and are
taught histories, arts, warfare, poetry, and martial arts, both local and foreign. You
begin with a gold sash, a signifier of your solar royalty.
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KADUNGGANAN
17. The nature spirits spoke to you from the trees and the
Conjunctures mountains. You lost something important,
something that could’ve been the answer to
something you were doing, and the gods beckon to
Conjunctures are special events that happened at least you.
once in your life. Choose 2 below, or you can roll: roll a
d100, and simply reroll whenever you get a result higher 18. You were raised in a fishing settlement, where you
than 70. became skilled in the arts of sailing, boatcrafting,
and harpooning. You are intimate with the
1. Jamiyun Kulisa, Brother Thunder, God of the Dagatnon, the little gods of the sea. How do those
Thunderclaps, resounded before you when you were stuck in land view you?
young, bleaching your hair white.
19. You were handed down an important weapon from
2. The Lord of the Forest took you in one day. You spent your parent, but you lost it somewhere. Where did
7 years in his grove. Leaves and branches grow from you lose it? What kind of weapon was it? You must
your hair. create something equal in importance.
3. You were born into great privilege and royalty: 20. You had an apprentice before.
perhaps you were a son of a well-known Datu within
Gatusan, or perhaps you were the crown prince of a 21. You were born with a dream. A pattern, a weapon, a
Datu who serves the Sultana of Akai. Nevertheless, boat. Are you trying to create it?
your privilege has blinded you to the truths of the
world. What was the one truth that enlightened you? 22. You saw an ancient datu in your dream once. He
killed you, and you watched as he carried your
4. You blasphemed a Lord before, and you were kicked decapitated head into distant lands.
out of your community.
23. You remember the tale of the Conquering King. He
5. You were sent out on a venture that your lord knew who launched an attack at Heaven, only to find there
only you could handle. You lost something when you to be six more. The wisefolk that told you that story
returned. disappeared the day after.
6. You fell in love with a spirit before. It did not end 24. A forest spirit went mad, and you watched as a band
well. You still dream of them. Sometimes you cry, of Kadungganan quelled it.
randomly.
25. Angels/Demons/Spirits destroyed the town you were
7. You killed a crocodile when you were younger. The born in.
ancestors curse you, and you do not rely on fate.
26. Imperialists created an iron village in the outskirts of
8. You led a tribute mission once before to a foreign the forest you used to call home. Their fumes and
nation. Only you returned. flames consumed the trees like hungry gods.
9. Humadaw, an ancient hero of your culture, spoke to 27. You were blinded, or hobbled in some way, due to a
you directly when you cut off a part of a strangler fig. fight you thought you could win.
You walk around with his eyes.
28. Your anger got the best of you: you died. But,
10. You were the spokesperson (atubang) for a lord somehow, you still live. Your Four-Part Soul still lives
before, but you’ve lost that before becoming a on, complete and intact. Someone brought you back
Kadungganan. What you did must have been dire. from the brink.
11. You fell in love with a childhood friend. You two did 29. You loved a servant before, not yours. They cried to
something that forced them to have their fingers cut. you as they were sacrificed in a ritual when their lord
died.
12. You outwitted a spirit before, out in the grasslands. A
dark shadow stands at the corner of your room 30. You broke an important bond with someone you
whenever you sleep. cared for. You regret that you can never mend your
broken relationship.
13. You were a veiled maiden (binukot), taught ancient
stories and songs and crafts. You escaped. 31. You cooked an amazing feast before, one that
resulted in the ignition of hearts.
14. An agent of fate knocked on your door. You did not
answer. You no longer know if it is safe when 32. You were born in Humonhon, the Isle of Ghosts. Your
someone knocks on your door. community consisted of wandering souls, lost from
the coil.
15. The God Galura, Creator of Whirlwinds and
Lightningstorms, revealed themself before you, and 33. You learned true patience after trying to fish for
gave you a broken sword. You carry this sword, but it ocean dragons.
does nothing. Eagles keep watch over you.
34. You have the demon blight upon your hand. Hide it.
16. An innovation ended horribly: you’ve lost your
original body. Your Four Part Soul exists in a body 35. You used to have a whole slew of pets, from king
you are not familiar with. eagles to giant tortoises. You had to leave the island
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they frequented. 55. You died. Or, at least you thought so. You were
brought back to life by a Kadungganan, but the
36. A winged eagle sang to you once, when you were a Kadungganan died in doing so.
child. You’ve been chasing the song ever since.
56. You fell in love with someone you were supposed to
37. You copied the dance of fighting monkeys and steal from or con.
hawks, and you have become like that flaming dance
ever since. 57. You killed an innocent person before.
38. You found the story of the ancient datu Sumakwel 58. You committed the atrocity of butchering, but you
being told by an elder shaman-healer. When you were under orders. You were under orders.
heard the entire story, the shaman-healer died.
59. You killed a nature spirit before. It was a petty spirit,
39. You brought a community to tears before. Why must one of a minor stream you once loved bathing in.
you inflict that? You must return to them one day.
60. A serpent coiled around your loved one and now that
40. A person you loved told you the story of the loved one is immortal, but you cannot touch them.
Mahanaga, the great serpent that encircled the world
and one could see at night as a streak of white, like a 61. The stories of the Night Child killed your nights. One
river of stars. day, you met the night child, and they stole away your
gender.
41. Javril, the Great Angel of Flowers, sang to you a
melody, one which you can only remember bits and 62. You suffered a horrible, horrible injustice. To this
pieces from whenever you engage in violence. day, there is no reckoning.
42. You fell in love with a Goddess, who lives in the sky 63. You were part of a different warband. You no longer
above. fight together. One of them has died.
43. Your eye was plucked out by a crow. You’ve never 64. You moved to another settlement to follow someone,
needed it since. but they were never there.
44. You gave counsel to a datu before, but it did not lead 65. You were raised in a farming settlement deep into
to a good outcome. the plains of Rusunuga. All your life, you saw giant
dragons flying in the clouds and warriors fighting in
45. You saw the truth of the world, you felt the Supreme the fields. Eventually, you left your farming
Soul, the goal of Hiyang, but have since forgotten it. settlement, but this was a decision you’ve since
Glimpses of it appear in your trances. learned to regret.
46. You wrote a treatise on something before, but it's lost 66. You remember the beautiful multicolored flowers of
to time or to flames. Someone read it before it was the grasslands of Kalanawan, but you don’t
vanquished. remember having lived there ever in your life.
47. You’ve been to the moon when you were a child. You 67. You were the apprentice of a blacksmith, but
saw the factory of angels, and the nest of devils. You someone killed your master, forcing you to wander
saw the Grand Palace On The Moon. alone. Did you know who killed them?
48. A Langitnon, a god from the sky, gave you wisdom 68. You were swindled before by a wealthy merchant
before. It was the wisdom of forgetting, and you have prince, who went away with all your gold before. Do
since forgotten it. you still look for them? Do you want your shit back?
49. A Suladnon, a god from the world under, gave you 69. You were raised in the streets of one of the
knowledge, before. It was the knowledge that all metropoles, and had to fight your way to survive,
knowledge is not true. becoming anyone and everyone’s servant. You were
blessed eventually by Buyung Limus-an, the Diwata
50. You were the only one that escaped your village’s of Beggars. Where do you travel now? What useless
destruction. item did Buyung Limus-an give you?
51. You stole something from your datu, and so the datu 70. You are a foreigner, looking for something here in
took something away from you. the Isles. You will not find it.
54. Your body was stolen. You live in a body given to you
by a Langitnon. You do not remember how you look
like.
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Debt
No one in the Sword Isles gets into their present life unscathed, without Debt. Debt is the primary way of social
movement in the Isles, after all. Choose or roll. To randomize, roll a d6 (1-2 is 0; 3-4 is 10; 5-6 is 20) and a d10 (ones place)
to find a number between 1 and 3.
1. A Virbanwan Murderglave named Amihan, who puts 16. Asina, an Apumbukid weaver that shared her dreams
her work before her, to the detriment of herself. She to you through her weavings.
made something for you, out of a need to prove
herself. 17. Taraka, an ancient lake spirit that brought you water
when you thought you were to die.
2. A Gatusanon Heavenspear named Kilat, who shot
out from the sky and saved you from a lantaka 18. Sumandak, an Akai civetfolk knight who offered you
missile. a ride to an island you needed to go on his boat.
3. A Virbanwan Buwaya Lancer named Niqulas, whose 19. Tenshi, a Ba-enon mothfolk who helped you get
crocodile you almost killed. writing implements.
4. Alho, a famous poet in Kangdaya, Capital of Gatusan, 20. Dara, a Virbanwan warrior-dancer who guarded
famed for his wit and appeal. He helped you find a your traveling caravan before.
safe place before.
21. Patima, an Akai singer and concubine to a lord,
5. Adlaw, a four-armed, red-skinned demon. He gave whom gave you important advice.
you something you desperately needed at the time.
22. Nara, a healer in the Golden City of Put’wan, who
6. Humul, a traveler from Vuyu, the sacred mountains healed you as you were in dire straits.
of Rusunuga, who gave you a language no one else
can speak. 23. Maputra, an Akai veteran who only fights with a split
spear, who taught you how to fight.
7. Iroy was a handsome Akai patron who you worked
for before, who did not put you in servitude. 24. Harina, a Ba-e guardian who you fought side by side
with in an old war against the demigiants.
8. Suban was an Apumbukid warrior who protected
your community before. They left before you could 25. Kampur, a wealthy cinnamon merchant, who gave
thank them. you a bit of something to help you on your way.
9. Payel was a Virbanwan merchant who helped you get 26. Samira, a beautiful Akainon sugapa peddler, who
resources for a project. sheltered you one day in her drughouse.
10. Mahin, an old Akai sorceress, did you a favor, once. 27. Suga, a proud monkey-prince who rides a great
She waits for you. horse from Apumbukid. He gave you a ride once
across the picturesque grasslands of Kalanawan.
11. Akid, a deerfolk trickster who hunts for hawk eagles
in the forest, taught you a secret about shadows. 28. Lyssa, a General in Virbanwa, who you stole once
from and was then excommunicated from Virbanwa.
12. Binayaan, an escaped veiled maiden of the Rajah of
Gatusan, met you once and defeated you in single 29. Aduna, a kind giant cat living in the mountains,
combat. whom you conned to escape from.
13. Cortador, a Virbanwan Sword Saint, who showed you 30. Hiyas, a Confederation professional thief and
nothing but sharpness, but helped you learn the corpse-raider who managed to fund a boat with her
secrets of combat. exploits. You stole something that was a family
heirloom to her. You lost the heirloom.
14. Sam’baha, who was a noble, royalty born to
Sipulapula, to the Royal Clan of Dimantag, but
treated you as an equal.
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Complications
Complications are difficult and complicated 18 - I cannot explain why I am inexplicably drawn to ____,
relationships with two other characters, usually between but ___ is always at their side for reasons they cannot
Player characters. During character creation, choose two explain either.
Complications on the next page, or roll to randomize. Roll
a d50 (d100 and half the result). 19 - My sibling, ___, was separated from me at birth, and
was brought up in ___.
On each Complication, one of the blanks must be a Player
Kadungganan. Each blank also must be a different name. 20 - ___ does not know that they are my parent, and
Creating NPCs during this turn is encouraged. The ______ wants to kill them.
names don’t have to be singular characters either, but
may also be polities or clans or other groups. 21 - I have been honorbound by __ to protect ___.
1 - I love ___, but so does ____. We know this, but the one 22 - I love ____, and they love me back. However, they do
we love does not. not take me seriously, and would rather be with ____.
2 - ____ killed someone important to me, but __ must 23 - I have an important item from ___ that they gave me
protect them. when we were younger. I don’t know if they still
remember. ____ wants it from me.
3 - I hold ___ dear to my heart, but they have forgotten
who I am. I saved them from __ before. 24 - ___, a member from the upper class, wishes to wed
me, but I do not love them. I would rather be with _____,
4 - I serve ___ loyally, but my heart calls me to follow __. who is no good to me.
5 - I committed a crime before with ___, which caused us 25 - I had romantic relations with ___ before, but it never
to be exiled from our hometown, and caused __ to hate us. went well. They’re with __ now, and it’s making things a
bit awkward.
6 - I love __ but __ loves me, and I know.
26 - I changed allegiances from ____ so I can be with __.
7 - My mentor, _____, does not know that I treat ___,
someone they disapprove of, like my best friend. 27 - ___ is my father, and I wish to kill them because __
told me to do so.
8 - I’m helplessly infatuated with ___, but they don’t know
this, they only see me as a friend and nothing else... And 28 - ____ humiliated me before, and I will never forgive
___ knows this. them. They did it in front of ___, who I hold dear.
9 - I want to get in a relationship with ___, but __, my 29 - ___ saved me from mortal harm before, and so I have
sibling/mentor/parent, expressly disavows me from given my life to them. However, I have done the same for
being in any romantic relationship. ___, and I have a feeling that they have feelings for me.
10 - ______ wants to kill me, but _______ is trying to stop 30 - ___ and __ are good friends, however I’ve kissed one
them. of them and the other hates me for it.
11 - My parent has arranged for me to be married to __, 31 - ____ is the child of my old master, whom I respect.
but I wish to be with _____, who I cannot be with. ____ is my old master, and they are still looking for their
child.
12 - ____ doesn’t know that I was once a servant of ___.
32 - ____ is my mortal enemy, and I would stop at nothing
13 - ____ and I are siblings, but we don’t know that _____is to kill them. _____ is the only reason why I haven’t yet.
our parent.
33 - I am the disowned child of _____ martial arts clan.
14 - I am scorned by __ for something I did to them, but _____ is an esteemed student of said clan.
_____ thinks that they’re stupid for thinking that, and is
on my side at all costs. 34 - ______ and I used to be great friends with _____, who
died. It’s not the same anymore, and we’ve had rocky
15 - I have been looking for __ all my life, and ___ wants me relations since.
to kill them.
35 - ______ asked me to kill them so they wouldn’t get
16 - I served under __, but left after _____ told me to do so. married to ______.
17 - ______ can give me something that I want,, but ___ 36 - ______ and I were on opposite sides of a split in a
wants me to get away from them. martial art clan, of whom _____ is the heir.
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37 - ______ hates me, and only _____ knows why. 45 – I used to be friends with _________ but
_______ revealed to me something I didn’t like
38 - ______ and I are great friends. We sit about them.
beneath weeping trees and sing of songs we wish
to see. ____ is jealous of our friendship. 46 - _______ used to be my childhood best friend,
but _________ took me away from them.
39 - ______ has made me something I still
cherish. _____ wants it back. 47 - _______ and ________ served the same
master before, but that master forced us apart for
40 - ______ killed someone important to me, and reasons I don’t know.
______ wants to kill them for me.
48 - _______ is afraid of me, and I don’t know
41 - _______ and _______ are my best friends, but why. They have told _______ for some reason.
they have forgotten me for some reason.
49 - ________ needs to kill me to fulfill an
42 - ______ taught me how to fight, but ______ obligation they were forced into with _______.
taught me how to hate.
50 - ________ wants me to get together with
43 - I have fought _________ to a standstill, who ________ but we’ve already known each other for
________ has struggled to defeat. a long time, and don’t want to get together for
reasons we both know.
44 – I need _______ to give me something I need,
but ________ keeps them away from me.
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Convictions
The Kadungganan of old sing of a horrible tale. The tale of three stars.
The first Kadungganan, The Dog Warrior, was said to have arrived in this world with nothing but a blade. A pure
blade, with no hilt. He arrived and stepped upon a river of blood. The First Star Era. He was born to inflict
violence, but instead he was burdened with Rumination. “Why must we fight, if nothing changes?”
The second Kadungganan, the Invincible Queen of Glaves, stepped upon Gubat Banwa with a dress made of one
thousand and one spears. With her crown, she looked out into the world and saw everything fit for the taking.
And so, she conquered. All the lands, all the people. And she scoured the world, and infested it with Scourge,
because all those that come in contact with the Flame of Want are singed. What else if violence if not change?
It is a fire, everything within it and around it are irrevocably different.
The third Kadungganan, the First Chattel, walked upon the world and saw the hatred and Scourge that infested
the world, singed in the wake of the Invincible Queen of Glaves, and sought to put it to rights, with his Steel. He
changed the world with the strength of his Principle, but in so doing began the Cycles of Violence. Who are we
to ignore wisdom? Wield the Flame of Want like a blade, along with Principle and Rumination, and only then shall
you rend heaven and hell.
As a Kadungganan, your Conviction is the primary reason why you live and fight. It will help you hold on, help you dictate
what you want to do. An integral thing about Convictions is that they are liquid: they can change during Play, if it makes
sense fictionally.
1. Curiosity. Seek something, always seeking. What is it? Even I do not know, but the pull of the unknown is enough to
put the winds upon my sails.
2. Survival. As the Archipelago drowns in the blood of its children, I will stay afloat, by iron and fire.
3. Wealth. Servants, connections, heirloom wealth, and religion. Why else live if not to guarantee these things for me
and mine?
4. Valor. I fight to fulfill the prophecies and songs of eld: of a hero who must face the darkness, with nothing but a
sword of light and a smile like the sun.
5. Loyalty. Whether it be for their blood or for their heart, the reason I fight is to stay true to the one who owns my soul.
6. Honor. What life is there to live, if it is not a life of virtue? Why wield a sword if not to uphold one’s principles? Why
live, if there is nothing to live for but base animal instinct?
7. Revenge. What goes around comes around. The circle is unbroken, and it brings with it the spike of judgment.
8. Family. My family might be broken, or not one of blood, or like an arrow lost in the trade winds, but it is mine. And
they are all I have.
9. Spite. My soul churns and my spirit boils. I have been cast down like false idols. I shall rise again, and those that will
suffer my scorn will know my name as I say it while impaling them with my blade.
10. Duty. There is something that I must do, and it is something that only I can do. Another might get it wrong. Who else
could it be but me?
11. Knowledge. There is a future that we all can see. One only needs a light bright enough to see it. Walk with me, and let
us attain wisdom. Let the path we forge be the right one.
12. Love. My heart bleeds, enslaved, and my soul is the lake. My passion courses like the rivers of Gubat Banwa for the
one that holds my life in thrall. My tears flow in devotion.
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Warbands!
Warbands are the parties of Kadungganan that wander
and serve in Gubat Banwa. Warbands are important
unities: they are consecrated with the Blood Compact
Ritual: the act of bleeding into wine and then everyone
drinking from it, all their bloods intermixed. Those in the
Blood Compact must serve each other as if they were the
closest of brothers with their livers connected.
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Warbands
The First Kadungganan Warband was said to have been formed by the ancient First Chattel, who gathered together the first
martial artists of the bloody Warring Realms, toiling under the Scourge, to strike back against the Invincible Queen of Glaves.
The First Chattel found the practitioner of striking arts, of quick-movement, fast as winds: Kalakatri, Her Murderous Glory,
who wielded the first kalis and summoned ebony lightning. Kalakatri did not join him, but instead, granted the First Slave her
sword and shield.
Then the First Chattel met the practitioner of protective arts, of shield protection, area denial, and forced movement: Sri
Katun Sahaja, the Crumbling Boulder, who wielded the grand breastplate of defeated giants and deflected thunder.
They went on to save the practitioner of vast striking, master of long-ranged arts, of swallow blades, of burning bullets:
Lontok Alam Gantar, the Thundering Echoing Cannon, who wielded the first lantaka and was the crafter of firearms.
They then had to persuade, up within a deep forest mountain, the great hexer, practitioner of the eldest witcheries, who
could mold Scourge and make it into weapon: Dewasuhawa, the First Witch, who wielded the ancient palm leaf scrolls,
summoner of both demons and gods.
Finally, to complete the warband, they needed a warlord. A general who could lead them to victory. They found, sitting before
a silent and stagnant, cold lake, the First Hari, the First God-King: The Conquering King Rajaraya Pintas. He who ventured into
heaven and challenged The Sun Mother, he who ventured into heaven and stole the name Hari from the gods.
The Conquering King was a demigiant: he was born from a giant mother and a bamboofolk father. His eyes were large,
bulging, and his canines grew like tusks. He towered over the rest. But the First Kadungganan Warband banded together and
defeated the Conquering King with diversity and understanding. With the defeat of the Conquering King, he agreed to join
the Warband. And so The First Chattel went on to challenge the Invincible Queen of Glaves.
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Once you know why your Warband got together, the Choose 1 Kadungganan to be the datu, and every other
entire Warband should have a single Blood Compact Kadungganan is that datu’s warrior. The datu assigns the
Want. This is a Want for the entire Warband, something following to the other Kadungganan. Assign until all have
they can build towards together. Like with personal a moniker:
Wants, this can change throughout the Kandu.
0 “You, [Kadungganan], are my Sword. Let your steel cut
Afterwards, choose a Warband Nature. all, even me.”
0 “You, [Kadungganan], are my Shield. Let your ironwood
stop the sky from crashing into us, and let your mesh catch
the blades of the gods.”
0 “You, [Kadungganan], are my Anvil. Upon you the new
world shall be born, a world better than this one.”
0 “You, [Kadungganan], are my Headwrap. Your command
and your presence shall set this world aflame.”
0 “You, [Kadungganan], are my Dagger. May you do the
things none of us can.”
Warband Name: The Forgotten Swords, Radiant Glory,
Heritors of the Flame, Make one up
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Disciplines
All Kadungganan are asdang haniti, (literally, hand-to- Asdang began the tradition of Guros passing down what
hand combat experts) masters of martial arts. Disciplines they know to learners. "Balahala Hinagiban Kaalamdag"
are systems of fighting, martial arts, spread throughout is now a spiritual rite, a principle, a fabled title that all
the Sword Isles. There are exactly One Million and One aspire to. It is the science and tradition, revered and
Fighting Sciences in The Sword Isles alone. Very common favored, taught from ancestors to descendants.
among the Arts are familial strifes, grudges between
martial arts that are similar and/or have deep-seated All Disciplines are born from the Godly Weapon Science.
histories, as well as the act of keeping particular martial
arts a secret from outsiders. The names for these The combat arts are known differently for each of the
Disciplines are very often the practitioner of their Martial Polity, although they all mean the same thing.
Art.
0 Virbanwa calls their martial arts Sining Pandigma.
The irst martial arts were invented by the gods at the 0 Gatusan calls their martial arts Paagi sa Gubat.
beginning of time, when they resorted to war to arbitrate
their concerns like the hypocrites they are. 0 Akai calls their martial arts Agama Pagbunu.
0 Ba-e calls their martial arts Pagdahas.
When they eventually taught the ways of violence to
mortals, it became known as the Balahala Hinagiban 0 Apumbukid calls their martial arts Kaqalim Matarem.
Agham, the Godly Weapon Science. From here the first
martial art arose, violence taught by nature itself:
Asdang.
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Discipline Styles
All Kadungganan begin their path learning a Discipline, one of the many families and systems of
martial arts across the Sword Isles. Each one has a certain name, but each one is commonly classified
to one of the 5 styles depending on how they approach their art and how they deal in violence.
The Styles are both origins and categorizations.
Sentinel Style describes martial arts that focus on defending, whether
it be themselves or others, and having water buffalo tenacity. They have
the capability to mitigate the most damage but tend to be slower and
more ponderous. Sentinels laugh in the face of Raiders.
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Choosing a Discipline
When you first create a Kadungganan, you must choose a Discipline: the martial art that you focus in on that contributes
to the river of blood that flows through The Sword Isles’s veins.
Choosing a Discipline might be daunting: there are 25 Disciplines, spread across the 5 Polities. Read on to be guided.
Each Discipline is born from a particular Polity. That does not mean a Kadungganan must come from that Polity, just that
it was created within it. Disciplines being in various different Polity is the norm now. For example, the Sarimanok Knight
was born in Akai, but they are just as common now as mounted cavalry in Virbanwa.
To help you understand them, let’s talk about the five major polities poised to change the Sword Isles forever. Afterwards,
the Disciplines will be listed according to their Mandalas in the following pages.
Sword Poet. A mid-range Sentinel that protects allies by Makinaadmanon. Powerful Witches that apply curses,
being supremely mobile, moving upon the winds of their heal allies, and destroys warbands with their Kinaadman:
songs, and supporting allies. A warrior who fights with the enlightened wisdom that lets one manipulate the
peerless weapon dancing and weeping verses and song to world through the use of proper incantations and godly
twist and wrench the souls of those that would inflict mudras.
violence.
Tigpana. Sharpshooter Archers who master the art of
Warrior Balyan. A spirit Medium that provides healing sniping enemies from afar from vantage points, shadow,
and buffing with Idols and the power of the gods. Trained and bamboo. A useful and even necessary component to
to fight in spiritual violence for this never-ending war. war in both the sea and the hinterlands.
They specialize in offering healing and strengthening
incantations and spirits. Warspeaker. Witch Masters of the mystic mentala and
razor logic, who use their words to break enemies as well
as to manipulate the illusion of reality.
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Akai Disciplines train with conquest and domination at Virbanwan Disciplines express power of numbers. They
their heart. They are faithful, and their Disciplines reflect work best when they are marching in step with others, as
their steadfastness and hunger for control. conformity is hammered into their souls. Virbanwan
Disciplines are built with the express goal of working in
Beast Hunter. Hunting and Trap Witches. Peerless step with others, so that dominion may be achieved.
Control hunters who hunts with a pack of feral hunting
witch dogs who can climb trees with their razor sharp Baril Witch. A Sharpshooter gunwitch that specializes in
claws and shed them to keep them eversharp. Using a pressuring areas with firepower. A keen-eyed
variety of traps, nets, and pits to capture your prey, the sharpshooter with a strange occult knowledge and skill to
hunter never lets go of the enemy. guide the hand of their bullets. They hamper and damage
through the use of their ability to reload their arquebuses
Martyr. A severe front line Raider that thrives in the midst and flintlocks, and fuse their bullets with elemental
of combat, outnumbered and outgunned, with the cards energy.
stacked against them. With their sacrosanct ravaging,
they embrace death to bring triumph. These berserkers, Bladeweaver. An ironwood and silk clad Medium that
anointed with prayers of a pandita lunar bishop and with quickens allies, sharpens their blades, and extends their
the help of some sugapa--a root crop like opium-- range by using their soul to control their weapons without
transcend into an unstoppable wrath for the Moon having to touch them. They harness mentala, magical
Goddess. formulas written on bamboo scrolls and then memorized,
and then uttered, which enchant their swordplay and lets
Sarimanok Knight. Valiant Sentinels who ride upon a them achieve sorcerous enlightenment.
giant rainbow-feathered rooster known as a sarimanok.
Through rapid mounted combat they dominate the Murderglave. A melee magick Sentinel that sacrifices
battlefield, protect allies, and run down enemies. themselves to protect their allies. Their style is brutal. A
warrior taught in the ways of the ancient timawa of
Strifesinger. Sonorous Mediums, warrior-singers that Mahadiwa Kalakatri Duumanun, the Goddess of Murder.
sing and use myriad instruments to bolster their allies and By channeling the Mahadiwa, you harness your passions
grant respite in a war-torn land. and turn them into constructs and weapons of darkness,
giving yourself wholly to your cause of protecting others.
Swordfish Cavalier. A Sharpshooter coral knight upon a
balu, a flying swordfish, that specializes in summoning Senapati. A melee warlord Medium that gets stronger if
water, firing from afar, and jousting through enemy ranks they are in the front lines with their allies, and uses their
with shearing blades of water and wind. allies as their weapon. A strong and unwavering
commander who bellows encouragement and orders in
the thick of combat, facing the frontlines alongside their
allies clad in gold and elephant hide.
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Ba-e Disciplines are, just like the Kingdom they hail from,
eccentric and subversive. Despite being the oldest of the
Major Polities, they also are the ones that invent new ways
of seeing the world, new names for natural sciences. Past
and future, it belongs to them. They puncture holes in
Hiyang and find new ways to express their enlightenment.
A Note on Refluffing
Refluffing pertains to changing the flavor text and lore/
fiction of something. For example, you might want to
change the giant weapon of the Murderglave into a
quarterstaff. That’s fine, and sometimes even encouraged
to be able to play the character concepts that you want! Just
keep in mind the philosophies of Gubat Banwa and hew
close to them so that you do not trip over any unwanted
problems or any problems that might hinder your play.
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The Buwaya Lancer have since become one of the most well- When you Stride, choose 1 adjacent fighter.
known Disciplines across The Sword Isles. It has become a You may pull them with you, maintaining
stable cavalry, one used extensively by Rajahnate polities adjacency as you stride.
that could afford it, and the Akai Sultanate to combat the Snapping Dragon
cavalry of the other polities. Even in land, the crocodile beast can gallop, quick and
unstoppable. The Crocodile is one of the most well-respected
Buwaya Lancer were called thus because they were made to beasts: they are very often considered to be avatars of the
break the enemy’s frontline. In The Sword Isles archipelago ancestors themselves, and are treated like Grandfathers—that
warfare, this would not be the end of an enemy’s formation, is, with utmost care and respect. They are the great masters of
as war was waged not through formations but through force both sea and land, protectors of the places where water and
of will. However, the ability to break the ranks through earth meet.
Buwaya Lancer is a very effective tactic that has huge effects
upon the moralization of warfare. Buwaya Lancers are When you Pull any fighter to a square
usually trained to use spears (bangkaw) or tridents adjacent of you, inflict 1 Hit, 1/Fulmination.
(salapang), but other kinds of weapons are just as viable.
Therefore, Buwaya Lancers are much wanted in
Kadungganan parties, as they are made to crush the
frontline and stay there, using crocodile and military
armament to crush the opposition.
Inflict Violences
Even in land, the crocodile beast can gallop, quick and Spearing Dragon [1]: Strike with a trident or
unstoppable. The Crocodile is one of the most well- other polearm. Make a Melee Water Bravery
respected beasts: they are very often considered to be Attack vs 1 target in range 3, then pull 1.
avatars of the ancestors themselves, and are treated like
Grandfathers—that is, with utmost care and respect. They Barreling Dragon [1 Beat]: Barrel forward
are the great masters of both sea and land, protectors of the with a sudden burst of speed. Rush 1. If you
places where water and earth meet. collide with a target, inflict 1 Hit on the
target, you do not suffer any Hits, and
If you become a Buwaya Lancer, ask yourself why you ride inflict Push 1 on them.
upon the greatest of spirits only to bring violence. You are
one with a beast known both for death and for the ancestors. Fishing Rod [1 Beat]: Pull out a fishing rod,
You say you protect, so why do you let your buwaya rip that wrap it around a target, and then sling them to
man’s head off? Why do you stab while atop your enslaved the side. Slide 1 target in range 3, and then
holy power? Why do you think you are as great as the gods Mark the target indefinitely. When your
themselves? mark makes an attack that does not include
you as a target, consume the mark to inflict
Pull 2 on them.
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Dragon Lair Creation Pamaagi Spend 1 Beat to rise up and then crash down: bring all
squares in burst 1 down by 1 Elevation. (Example: +2
1. The Buwaya brings with it hell. Elevation becomes +1 Elevation, 0 Elevation becomes -1
2. And with a bellow, it brings others with it. Elevation). All enemies in the burst suffer a stack of
- Makara Exalt Sutla 128 Unbalance. You cannot bring a square past -3 Elevation
Crocodiles are venerated like ancestor gods in the isles, this way.
and to have one fight with you is a sign of respect and
prestige. They are sometimes seen as psychopomps, +1 Beat: Increase the burst to Burst 2.
and that is exactly what you will be doing: bringing +1 Beat: Turn the square you’re on into a Chasm, then
your enemies to hell. Rush 2.
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Enlightenment:
Makara Seeming toughness: raise your base hp by 2.
Makara are the gods of the crocodiles of the Isles, the
great vessels of ancient heroes and demigods who for 1 beat at strike 3+, you may turn your
waged war to seize wealth. Makara are said to be the mount into a makara, legendary dragon-
first of the crocodiles, and are the original dragons: crocodile. gain the following benefits for
their spiritual pairing created the three draconic forms the rest of violence: +1 brv, +1 fth, +2 spd, +2
that many gods take on: Naga, the Flying Water pos, stability, and regen. finally, you ignore
Guardian Spirits. Pythons, the Deep Earth and Tree
Serpent. And finally, the Crocodile, the Sea and Soil all terrain and elevation, and become size
Dragon. It is said that a Makara encircles the entire 2.
cosmos, all of Kalibutan, and in the end times when
violence has consumed like a bleeding, threading flame,
it will consume all of reality.
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Clad in a mix of metal chainmail and kalabaw hide armor, Perfect Lokapala Shield
kalabaw horn breastplate, and hardwood shields, the Kawal You meditate and perfect the movements of the eight perfect
is an indomitable force in the battlefield, controlling the guardians. Guard all those around you.
battlefield with superior movement, tactics, You have the Lokapala Aura that extends to every
weaponmastery, and their force of will. square within burst 2 of you. Any fighter that
Kawal only get their prestigious name after undergoing a makes an attack that does not include you as a
grueling training process, which weeds out those that target only generates Hits on a 7+, even with
cannot handle the pressures and responsibilities of a kawal. Sharpness. Marked targets are not affected by this
Using techniques that synthesize native forms as well as aura.
learned arts from Madaki and Naksuwarga, the Kawal excels
in keeping their allies safe while staying alive. Rajahnate Lakapati Guardian
Datu employ techniques of the Kawal, and more often than You meditate upon the guardian deities of nature and perfect
not they do it so that they can keep their people safe. the guardian art that they have taught.
Akai have deployed their own contingent of Satariya, which When an enemy in your Lokapala Aura leaves a
use giant ceremonial blades instead of spears to guard their square, rushes, or makes an attack that does not
allies. Apumbukid is known to train entire settlements in include you or another fighter that has a Lokapala
this art as well, the most well known one being Saginda in Aura, you inflict 1 Hit on them. 1/Fulmination.
Pumirang, where they’re trained by ancient guardian spirits
in deep underground coral river caves. Gajasangkra’s Meditation
Gajasangkra is the Guardian Lord of the Northwest, which is
In the ancient of days, the Guardians of the Eight Directions the land of constant monsoons and whirlpools. If she doesn’t
(Ang Diwatasin Walong Tudlo) came together and taught guard that place with her thousand hands, the seas will drain
their Art to mortals, because they had foreseen that they into wine and milk, killing all Folk in Gubat Banwa. And so
would need their help to defend the world. Thus was the she keeps the sea from overflowing, and so does she suffer the
Eight Direction Guardian Art born, which practices and corroding chaos of wine.
perfects the manifestation of the Lakapati, the combined
form of the Eight Guardian Gods. Imawasura the Guardian When you are forcibly moved, you may roll a d8.
Lord of the Southeast, of Pagodas and Fortunes and Jades, On a 4+, you ignore that forced movement.
wields a spear is as long as ten thousand palms of Rayasaiwa
(whose palm measures fifteen universes), and is named
Inflict Violences
Tudlo, and this spear has become the symbol for all Kawal. It
is said that Imawasura was the one that affixed the eight
directions.
"A kawal must know that they are the wall, and for the wall to Shield Bash [1]: Slam with a shield. Make a
be effective, the swords must crash against it,” says Melee Earth Bravery Attack vs 1 adjacent
Apumbukid Datu Daya. target, push 1 per 7+ on the attack teeth, then
Rush 1 per square pushed.
If you choose to take up the mantle of the Kawal, say who you
pledge your allegiance to and why, and why your faith in Skewer [1 Beat]: Impale with a longspear.
them has led you to making sure that they will never be Make a Melee Metal Bravery Attack vs all
harmed. targets in line 2.
The Shield is a symbol of strength. In the Sword Isles, it is Shield Charge [1 Beat]: Raise your shield and
not common to stay and fight for your settlement when charge forward. Rush 3 in a straight line. If
being raided. However, in the event of a revenge raid, where you move into any enemy’s square, push them
the warriors will try to slay your datu as a ritual offering to 1 + number of rush left. Then gain 1 Defend.
their own ancestors, only the shield can stay the tide. Either
they die, or the raiders fail.
Ask why you give your life to them. Is loyalty your virtue or
your sin? Why do you break the sky for someone who might
not do the same for you?
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Kawal Techniques
Kitasamba’s Shield Spend 1 Beat to raise your guard and take on the
"Ever ready. That is what kawal must be. Now bring your Guardian Stance until you make an attack. While in
weapons up. We have a datu to save." - War Leader Katuna, this Stance, all 8s on your Defense Teeth generates 2
as he goes on to save a hostaged datu from a rival banwa. Defends.
Kitasamba is the Guardian Lord of the Northeast, who
guards those that have been untouched and are pure. His +1 Beat: Every 8 also lets you Rush 1 after the attack.
symbol is a newly blossomed passion flower, but his weapon
is that of a hibiscus spiked shield. +1 Beat: Convert every 1-3 on an attacker’s Attack Teeth
against you into Hits against them.
Krishawisu’s Hammer
An art made famous by the Kawal of Apumbukid. A giant
swing of both weapon and shield, flowing about so that it Prereq: Kitasamba’s Shield
strikes all in your path, imitating the lotus of the great god
Krishawisu. Lord Fahandu of the River Polity Vahansima Spend 1 Beat to surge forward and strike: Rush 1 and
used this to cut swathes through undead warriors to save his then make a Melee Earth Bravery Attack vs 1 adjacent
settlement. target.
Krishawisu is the Guardian Lord of the North, who guides
every direction. He is asleep, it is said, within a frozen lotus, +1 Beat: Inflict Provoke on any 1 target of the attack.
and will only awake if chaos has subsumed Gubat Banwa.
Others say that Krishawisu came down to the world and +1 Beat: Change the range to all targets in blast 3.
formed it into a lotus: “Imagine the Sea of Wine as exactly
that, a Sea of Wine, and the various universes as Lotuses
floating upon that Sea of Wine. We are simply in one of
those, now.”
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Enlightenment: Rudrakasha’s
Vow Increased Vitality: Gain Block 1 every start of
Fulmination.
You call out: “You! I challenge you. Face me or face the wrath
of Jamiyun Kulisa!” Kawal are masters of the battlefield. At Strike 3+, for 1 Beat, choose 1 fighter in range 3 to
With a single command, they invoke the rite of violence: the declare a bulu with. You and the target of your Bulu
Bulu, a duel in the midst of battle. One that they will surely cannot be targeted or damaged by any attacks, nor
win. A bulu is a duel to the death, after all. can you suffer any hits that do not come from each
Rudrakasha is the Guardian Lord of the Southwest Corner, other’s attacks and effects. You and the target of the
where the land is barren and eventually becomes a white void, Bulu can only treat each other as valid targets.
the horizon between Sky and Sea. They guard this However, you gain +1 to all Martial Abilities while in
impossibility, but with their single eye (which is the Eye of the the Bulu. If you or the target falls to 0 HP, the Bulu
Hurricane) they can see all, and they can strike at any warrior
from afar, gaining their ire, becoming their fate, with his bow ends.
and arrow, known only as Kalma, or Destiny.
209
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Mangangayaw Techniques
spend 1 beat to blast forward and strike: rush 1
Bleeding Steel Monsoon and then inflict violence.
You move like a whirlpool in the midst of the sea, +1 beat to make the following attack instead of
burgeoning and breaking and crashing and alluring ships inflicting violence: area metal bravery attack
into their depths. But you are steel, and you become like an vs all chosen targets in burst 1.
unstoppable whirling wind of sharpness and blades.
+1 beat to rush 3 before the attack instead.
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Enlightenment: Seize
Heaven’s Thunderclaps you gain momentum: whenever you move 4+
squares, gain brv+1 mod.
The entire battle was a setup. Heaven sees your
movements: you were priming yourself for the ultimate at strike 4+, spend 3 beats to explode into a
raid. With your warband you charge, strings of fate monsoon of violence, inflicting 2 hits on
binding you together. You move like the hurricane, slam every fighter on the battlefield. then
like the tsunami. “Violence is life, and life is violence. teleport to a square adjacent to any of the
Rememver this dichotomy, and every move you make will enemies in the field.
be an attack.” – The Teachings of Panglima Namwaran,
warlord-datu of ancient Tundun.
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Inflict Violences
condensation of idiom into a weapon used to cut, as
that is the only permitted course of action. An attack
is a beat, a beat is part of a rhythm, an entire attack is
a song, a poem. With biting remarks comes
specifically crafted verbal attacks that flay a warrior’s
defenses, and makes you insufferable, and brings all Singing Swords [1]: Strike while singing. Make a Melee
the attention to the Sword Poet. Air Faith Attack vs 1 adjacent target, then you may
swap squares with the target.
Not just that, whenever Sword Poet sing, they echo Mocking Swords [1]: Strike and mock the target. Make a
similes and metaphors and personifications in a Melee Air Faith Attack vs 1 adjacent target. Inflict
different language. One more flowery and filled with Provoke on the target.
impossible metaphors and idioms that only they can
truly understand. This language is known as Flower Sword of Diplomacy [1]: Strike and instill a better world
with your poetry. Make a Melee Air Faith Attack vs 1
Tongue, and it is said to be the most beautiful adjacent target. Slide 1 per 9+ on the Attack Teeth.
language never spoken, only sung.
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Naga Nature Pamaagi spend 1 beat to summon a naga and turn any
Naga are blessed serpent gods that live within the unoccupied square in range 3 into water
rivers, the under-earths and the seas. They are divine, terrain.
nature spirits that represent the inherent divinity and
other-ness of the sea, and they protect the Seven +1 beat to heal 1 all allies adjacent to that
Realms of the Waters, and are constantly opposed by water terrain.
the Garuda that guard the Seven Realms of the
Heavens. They are invoked for merit, blessings, good +1 beat to increase the range to range 5.
rains, and protection against the flood. If they appear, it
is often a sign of good fortune, though sometimes it
might also be an ill omen.
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heart and cares not: us and the raid will be called off. This usually happens when an
Love and Mortal Folk have to bend
to him when he brings
omen bird flies across their path, or when the sky is red, or
when in the distance they hear laughter during their offerings,
Lightning with him his seasons.
Upon the Sky he is well
or when they perform their boat divinations the boat shudders
wildly. Offerings to Apung Makangayaw are frequent, for the
A tale of two Gods: acquainted with the Wind main mode of war in the islands is raiding.
Lightning Lord and Gods: Amihan, the Cold Apung Makangayaw usually takes upon the form of a slave
Dragon King. Wind. Habagat the Hot raider: wearing a short bahag with nothing else, and with
Pray upon the Tempest. Salatan the tattoos that cover their entire body, the completion of the
thunderbolt and make Cavern Winds. Kanaway canvas. Their true form, whenever they should want to show it,
offerings to the lightning the Death Squall. is in the form of a naga-headed god, who sits upon a throne of
flash. Jamiyun Kulisa is Balahalabagyu, known seaspray.
the burning Brother also as Vayu or Batara Apung Makangayaw is one of the principal members of the
Thunderbolt, son of the Vayu, the God of Storms, Anito faith. Anito, meaning act of worship, is the most
Sky Father Si Gurang who brings destructive widespread faith in the islands, so prominent that they do
Tungko, He Who Holds hurricanes. Galura, the consider it more as tradition and way of life, and not just
The Sky Aloft, known Great Dragon-Eagle at performative religion.
sometimes as the Batala the End of the World, Apung Makangayaw's spirit house is often situated by the
or Batara, said to have who is said to be an shore, always by the shore. The usual spirit idol carved out for
wrought the creation of aspect of Jamiyun Kulisa. him is made usually with wood from sunken boats, and
Folk. The lightning does "Are you happy with showcases a naga-headed man sitting cross-legged, with both
not take advice from any what you've done?" asked hands upon his waist. Apung Makangayaw idols are
one, just as the flame Makangayaw, grinning, frequently carried unto boats that would embark on raids.
never seeks the comfort of with burning flame
water. Jamiyun Kulisa shooting out of his
arises and truly is always nostrils.
there, counterpart to the The Second Man nodded.
great Sunmother Indira spend 1 beat to bolster an adjacent ally with either
"I have lain retribution
Suga, who is not his upon what my sister has the blessing of lightning or the blessing of war.
Mother but rather his cursed upon me."
partner. Together they 0 blessing of lightning: an ally with the blessing
create the Great
"And what have they lightning may consume it when they leave a square to
cursed upon you?" teleport 6.
Dichotomy within the "Jealousy."
Sword Isles, the two 0 blessing of war: an ally with this blessing may
overpowering Seasons of With another mighty consume it when they make an attack to give that
the Center of the World: laugh, Apung attack +3d.
the Dry Season of Indira Makangayaw answered:
"And so the cycle begins."
Suga and the Monsoon
Apung Makangayaw is +1 beat: give it to an ally in range 5.
Season of Jamiyun
Kulisa. offered to whenever a +1 beat: give both blessings to the chosen ally.
As Jamiyun Kulisa is the ceremonial raid is
bringer of Monsoon enacted, whether it be a
Season, he is also raid to gain resources or a
connected to the things revenge raid. In this way,
that Monsoon Season the raid itself becomes
brings about: rumination, more than just war, but
calmness, peace, the soft ritual. If the omens were
patter of raindrops, the bad during the offering,
chill of strong storm however, it will be a sign
winds. He strikes at the that Makangayaw does
not approve of the raid,
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KADUNGGANAN
as the givers of sorcery Throne, nor Enlightenment--for how could she? She is already
Astral are hidden away in the
darkest voids of night.
nature itself--but instead she found that she was swimming up,
up, up, and up into the ocean.
Vehicle Mahadiwa Tala
Kinabanaagan is also
Her enlightenment is thus: the depths of the ocean and the
farthest reaches of the void are one and the same. And when
The Ten Mahadiwa are said to grant Hiyang to she understood the cyclical nature of reality and metareality,
said to be great gods and those that spend their she realized that she lived in a world of unconstrained
goddesses who live in lives trying to achieve it. principles, she realized then that she lived in a world fabricated
heaven, earth, and hell to Those she grants Hiyang by dancers and singers and artists singing songs and laughing
help and mingle with the to are given corporeal about a bonfire, and that split her into two, and her
lives of mortals. It is forms as stars upon the enlightenment-beyond-enlightenment was lost. But she still
important to consider sky. Her being can be remembers. She knows the kinds of god-beings--many just as
then that these seen in the dawn, the powerful as her--living in the Depths|Void.
Mahadiwa were once dusk, the lightning bolts, The Evening Star burns continuously. She is an evershining
warriors, who all died in the shooting stars, the flame. Aba, aba, glory to the Evening Star. In the Eighth Star
war, and thus were made comets, and the asteroids. Era, only she has the sidereal violence to shine into the new
gods by the rainbow that She has lived her entire world.
carried them to the Sky. life in enlightenment. It is
Thus each of the said that when she died,
Mahadiwa are capable of she was on the cusp of
human thought, speech, Hiyang, and when she You have light and darkness internalized. Spend 1 Beat to
and understanding. They was killed by a Ten- undertake either the Light Nature or Dark Nature, though
possess the Knowledge of Fathoms Long Lance, she you cannot be both at the same time.
Good and Evil that they became a star that
used to have when they exploded upon the field, 0 Light Nature: All allies within burst 2 of you heal 2 when
were humans. When a burning all in smokeless you start your Fulmination.
Mahadiwa dies or is flame, and then shot up
killed, they simply into the sky as the 0 Dark Nature: All Attack Teeth generate 2 Hits on a 9+.
reincarnate as another Evening Star.
Mahadiwa. Through this, She is said to have a
Spend 1 Beat to bless your current Nature to an ally in
they live 999,999,999,999 mirror image: Mahadiwa range 3, and they have that nature until the end of Violence.
lives.
Mahadiwa Tala
Kalakatri Duumanun, her Spend 2 Beats while you or any ally has Light or Dark
darker side, the shadow Nature to overload the nature. Once Overloaded, you
Kinabanaagan is the that wraps around each
Bronze Multiplicitous star at night. They are cannot take upon that Nature again until the end of
Sidereal Steward of both all at once the same Violence.
Stars, who lives in the and also different. The
Morning Star that brings Bulakdiwa say: she is like 0 Light Nature: Inflict 2 Stun Tokens to all enemies in burst
with it the dawn. this because she dared 2.
Mahadiwa's karakoa and venture into the deepest 0 Dark Nature: Inflict 2 True Hits to all enemies in burst 2.
coterie of 180 Star parts of the night sky,
Servants Upon Astral further and further, past
Palanquins are said to fly the void and the world
across the sky, pulling the jaws and the endless seas
dark blankets of night of chaos. Past the
away and giving it back firmament, and past the
to the Moon, Tsandira darkness.
Dayawa. She watches The Bulakdiwa say: what
the earth, and guards she found, apparently,
many secrets to sorcery, was not God, nor the
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KADUNGGANAN
Enlightenment: Minor
Glory, Transcendent Unity
This is your final testament, and your own minor
transcendence, your own inkling of enlightenment. A little
taste of what truly means. You become a Bulakdiwa, a You constantly hover on the cusp of Transcendent Glory,
bodhisattva on the cusp of Blossoming and finding Glory Unity With All Things. All attacks against you have 5%
in Harmony. How do you feel? Take that next step. chance of missing completely. Roll the Chance Die before
The first violence was when the Bulakdiwa of Violence the Violence Cast.
glimped Blossoming when she realized the truth of the
world: it is a vicious wheel. From the ancient war of the At Strike 5+, spend 1 Beat to achieve temporary
Southwest Monsoon and the Northeast Storm, to the Liberation: Become Immune to all attacks, but you
slaying of the Ancient Dragon at the hands of cannot deal any damage as well. Any time you
Sumongsuklay, to the violence of the Giants Upon The
Oldest of the Creators. All of these were Wheels of attack a target, heal them per hit instead.
Violence, but the paradox she realized as she chose to stay
corporeal upon the earth instead of achieving unity with the
All, was that violence was how they were going to stop it.
Thus she became the First Bulakdiwa, bodhisattva of
violecne. She forestalled Glory to
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Sea and Storm Dance Spend 1 Beat to take on Forceful Wave Stance: All
Mastery Ninth: Be as water, formless but all form,
thoughtless but all thought. The final conceit of the your Melee Attacks now Push 1 per 7+ and you can
transcendental animism, this oneness with nature, this walk on water, ignoring water terrain.
Hiyang, is to be as the bamboo, swaying in the wind, Spend 2 Beats to take on Razing Storm Stance:
thinking not, but becoming that thing. Through
thoughtlessness, become violence. This is a gentle fist, be When you Rush, you ignore terrain and elevation.
not afraid to use it. With it, you shall toss boulders. Death
crumbles all things, even mountains."
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KADUNGGANAN
Enlightenment: Dance of
When you make a melee attack, you can choose to shed
the King of Death any number of Stances, dealing +1 Hit per Stance
You breathe out, and then break into the blissful removed.
dance, all to summon Sayawraja, the King of Dance,
the most violent aspect of Yamadiraja: a six-armed, at strike 4+, spend 1 beat to summon the death
flaming-eyed Avatar of Violence. The Ultimate avatar: all your melee attacks have sharpness and
Hypocrite. They Who Will Kill Those That Threaten have Overwhelming. When you become Critical
Ang Hiyang, Transcendent Dharmapala. for the first time after gaining the blissful
From your soul erupts two more sets of arms. Quoth dance, you explode in deathly energies: inflict 6
Death: “The Four-Armed Thunderbolt Wielder is one true hits upon all enemies in burst 3.
of the primal versions of Yamadiraja. If there would be
any that lights the wick of his ire, he will take upon
this form to remind humans the most visceral and
primordial face of death.”
229
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231
KADUNGGANAN
Headtaker Techniques
spend 1 beat to gain an owl token. you can
Owl Dance consume the owl token at any time to teleport 1.
Thread 2: Blood need not be so noisy, however. +1 beat to also give 1 ally in range 2 the owl token.
Slayer Pamaagi
“Verse 49 - However, their head split into ten thousand Spend 1 Beat to take on the Slayer Stance until you are
skulls, and the Supreme Soul spoke: YOU HAVE forcibly moved by an enemy. While in this stance,
DESCRIBED ME WRONGLY IN YOUR
LESSONS, They said. I AM NO GOD. I AM when you move into an Enemy’s square that has 1 HP
BEYOND GOD. YOU CANNOT DESCRIBE ME. left, immediately defeat them.
IN YOUR HUBRIS, YOU CANNOT KILL ME. I +1 Beat to gain +1 Speed while in the Stance.
AM BEYOND DEATH. NOW... ACHIEVE
HIYANG.” +1 Beat to gain Stability when you first take this
50 - This lesson cannot be written down, for it exists and Stance.
does not exist all at once. I apologize on behalf of the
Great Hero of Heroes, Noble Lord of Warrior-Slayers.” –
SONG OF IDDA MANGUBAT
232
KADUNGGANAN
Enlightenment: Yamakala
Nature all your melee attacks against enemies with full
Whenever you move through the shadows, the god of hp you may roll twice and take the better result.
ritual killing sends merit, flashing out in shadowy
arms, striking all about you.
One of the many Gods of Fated Death is said to be
at strike 4+, spend 2 beats to kill all enemies who
the god/goddess Yamakala Lakibayibatara (Male- have 3 or less hp.
Female Deity). It is said that the God of Cyclical
Death, Yamadiraja, and the Goddess of Vengeance,
Kalakatri, were once one being of all death.
233
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KADUNGGANAN
The ability to mix mudra and mentala into a single When you make a Faith Attack, you can choose what the
seamless mystic martial art has proven to be Element of the attack will be.
exceedingly effective, however: Makinaadmanon
fight with a mix of kinetic movement that interweave
mudra gesturing with intricate kick katas, mentala
utterings with dodges, and the planting of mentala-
inscribed bamboo strips is combined with powerful
lock-punches.
Inflict Violences
You hold limitless power in your hands, why inflict Kinaadman Blast [1]: You blast down with overflowing
violence instead of healing the land? Your answer will kinaadman. Make an Area Metal Faith Attack vs all
never be enough, Makinaadmanon. targets in burst 1 within 4 squares, then inflict
Vulnerability on each target to the element of this
attack.
Curse [1]: Inflict spite and perversion and make them bleed.
Inflict Eviscerate on a target in range 5.
Clawed Witchstrike [1]: With your hand in a clawed mudra,
you rake at the victim of your scorn. Make a Ranged Earth
Faith Attack vs 1 target in range 5, and then slide them 2
+ 1 per 7+.
235
KADUNGGANAN
Makinaadmanon Techniques
“I hold you to your word, giver of waters! Spend 1 Beat to Baha: Area Water Faith Attack vs All
Grant me thine strength to vanquish ere chosen targets in blast 5, then slide 1 all chosen
enemies! Water churns and overtakes chaos: targets.
Baha!” Sorcery is the ability to use your own
energy to affect the world at large, which you Spend 2 Beats to perform Kusobaha: Increase the
perform by harnessing your Kinaadman. You range to blast 5 within 4 squares.
bring this storm down to bear upon your Spend 3 Beats to perform Devabaha: As with
enemies. Baha is the spell used to summon
water and to let it surge across the world. Kusobaha, but also inflict SPD-1 to each chosen
target.
Batubalani
Mentala are magical formulations that are usually Prereq: Baha
read from the bamboo strip, but a very quick way of
implementing them is by imbuing them upon Spend 1 Beat to perform Batubalani: choose 1
something, and letting their effect trigger by dint of square in range 5. All chosen targets in burst 2 of
your Kinaadman. that square are Pulled 1 toward that square. Any
"Whisper, bleed and burst forth! The overwhelming targets with Float or Fly lose this until the end of
oppressive force of the gods of the soil herald thee!
Batubalani!" You throw out a mentala that rends their next Fulmination.
into pieces at it hits the ground, creating a magnetic Spend 2 Beats to perform Kusobatubalani: pull 2
field. Batubalani means magnetic rock. The concept squares instead and inflict Unbalance.
of rocks having its own force of attraction is
ubiquitous across the isles, and it is said that this is 3 Beats to perform Devabatubalani: As with
the reason why people are drawn to the earth: the Kusobatalani, but increase the burst to burst 3.
earth gods have an innate spiritual attraction that
brings all mortals down.
236
KADUNGGANAN
Prereq: Kilat
Spend 1 Beat to perform Linog: launch yourself off
Linog of the earth, rush 3 in a straight line, ignoring
“Heed me, grandfather earth! Grant me thine terrain, fighters, and elevation. Once you land on a
earthquake! Linog!” The element of earth is square, raise 1 adjacent square to you by +1
said to be younger than his fathers, the element Elevation.
of wind and water, who were first in the
cosmos. However, earth has always been very Spend 2 Beats to perform Kusolinog: Any enemy
rebellious. The earth is associated with you move over suffers 1 Hit and Eviscerate.
steadfastness, but when flipped, represents Spend 3 Beats to perform Devalinog: As with
ultimate annihilation.
Kusolinog, but once you land on a square, inflict 1
Hit on each enemy adjacent.
Enlightenment: Heaven
To Earth Vajra at strike 5+, for 3 beats, you may summon the
“Jamiyun Kulisa, offer me your thunderbolt. burning thunderbolt into the earth: inflict 5 true
Habagat and Amihan, offer me your winds! Si hits to every target beyond burst 2 (everywhere
Ginarugan, let the almighty Earthquake shake within burst 2 of you is safe). then suffer 1 true
the foundations of this atrocious field, and hit.
Indira Suga grant me the authority to bring
godly indignation! SAKUNA!” You raise your if narratively appropriate, become defeated to
hand and thunderclouds gather. You incant,
writhing, spiking utterations and ululations. enact sakuna: inflict 10 true hits on all enemies in
When heaven has had enough of your the battlefield, but then you die, annihilated by
blasphemy, the holy powers of heaven send a the strength of your own thunderbolt.
fulminating lightning bolt to the earth,
embodying all seven natural elements.
237
Ti KADUNGGANAN
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238
KADUNGGANAN
239
KADUNGGANAN
Tigpana Techniques
240
KADUNGGANAN
241
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242
KADUNGGANAN
243
KADUNGGANAN
Warspeaker Techniques
244
KADUNGGANAN
245
AKAI
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KADUNGGANAN
249
KADUNGGANAN
250
KADUNGGANAN
251
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252
KADUNGGANAN
Before going out on a venture, you dress yourself in the raiment Inflict Violences
of death and then anoint yourself with oils, as if you were being
carried off to be buried, and then dress yourself in your best Holy Berserk [1]: Let loose for Goddess! Melee Fire
jewelry, to make sure that you bring with you your earthly wealth Faith Attack vs 1 adjacent target with Skewering,
to the next life and be accepted into heaven with open arms. suffer POS/RES-1 afterward.
If you chose the violent life of the Martyr, ask yourself who you Overwhelming Force [1]: Break through, IDA IDA!
profess your faith to. Why? Do you wish heaven? Or is this a Push 4 a close target, inflict Unbalance afterward.
convenient excuse for you to inflict indiscriminate violence? Purification [1]: Become holy before Goddess! Melee
Fire Faith Attack vs 1 adjacent target, gain Block 1.
253
KADUNGGANAN
Martyr Techniques
Faith Unending
The Lunar Goddess has seen it fit for you Spend 1 Beat to anoint yourself with oils: gain
to strive. Coat yourself in the holy oils. +1d on your next Melee Attack.
Battle is always death, battle is always
death. Let out your rage, mighty Martyr! +1 Beat to give this benefit to an adjacent ally.
The Lunar Palace Upon The Moon
beckons you! If you are to fall, then you
shall bring all those around you with you!
254
KADUNGGANAN
Enlightenment: Glory In
Striving
“The Moon shall descend. And so, submit, and be While you are Staggered, all your melee attacks generate
faithful. The Moon shall cleave the earth.” - Book of 2 Hits on an 9+.
the New Moon, Chapter 4, Verse 36, Lunar
Scriptures.
The Martyr rejoices in the glory of combat. You ready at strike 5+, while staggered, spend 1 beat to enact
your weapon, and engage in violence. Your wounds partake in ritual death. at the beginning of your
only make you stronger. IN VIOLENCE YOU next fulmination and every fulmination after
ARE BORN AND IN VIOLENCE YOU WILL that, you have 4 techniques per fulmination.
PERISH. YOUR FURY IS A FIRE THAT however, should you fall to critical, you
CANNOT BE EXTINGUISHED, IT SHINES immediately die.
IN THE VOID AFTER THE END OF THE
CREATION. REMEMBER THIS, MARTYR:
WHEN PEACE IS ACHIEVED, YOU WILL
CEASE TO EXIST. LET US ACHIEVE BLISS,
THEN.
255
Sa KADUNGGANAN
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256
KADUNGGANAN
257
KADUNGGANAN
258
KADUNGGANAN
Kartike’s Arrow
The First Sarimanok Knight was said to have been Prereq: Sky Cloak Pamaagi
the son of Siwa, the Triumphant and Auspicious
God, who is very frequently known as Rajah Spend 2 Beats to fire a burning arrow of
Indarapatra of the Thunderclouds in more modern incandescent fulgur: Area Fire Bravery Attack vs all
Akai literature. His eldest son, Yskanda Kartike, chosen targets in Line 6, inflicting a starmark on
Archer of the Rainbow Raptor, was said to have each target.
come down upon the world upon the Sarimanok
that took his father to the moon. There he taught Whenever a fighter makes an attack against a
the truths of the Sarimanok Knight, and how to fighter with a starmark, you may consume the
properly befriend them, and how to treat them not starmark to fire arrows of Kartike against them,
as a horse but as a fierce brother. Yskanda Kartike inflicting +1 Hit per starmark consumed.
eventually helped the ancient Put’wanon King Sri
Bata Shaja conquer much of the Gatusan Isles in
an ancient war, now lost to memory.
259
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260
KADUNGGANAN
261
KADUNGGANAN
Strifesinger Techniques
Paean To The Unexalted
A song that hearkens to ancient warriors that have
died in fight and ascended to the Sky upon the
rainbow. There was one particular warband, a troop, spend 1 beat to grant a fighter in burst 3
who followed the Datu Kinalagtuman, Consummate or self, the blessing of the porcelain lady:
Brightness, who stayed behind to defend against the the target gains protect.
assault of Ratu Kyai Gede, Crucible of Weeping,
Queen of Ancient Medang. The Datu defended his spend 2 beats to grant every fighter in
island when he and that warband, forever remembered burst 3, including yourself, protect.
as the Unexalted, beseeched the diwata of their island:
a Serpent God named Maharaya, the Great Streaking, spend 3 beats to grant every ally in the
to let them keep fighting. The Unexalted were granted battlefield, including yourself, protect.
this: instead of ascending to the Sky, their souls
instead became Umalagad that protected their island
even in death. And so Ancient Medang was not able
to conquer their island, and to this day the Unexalted
still protect that island.
262
KADUNGGANAN
Enlightenment: Vesper of
the Conquering King
The song of Rajaraya is lost now, no doubt a sad At the beginning of Violence, you and all allies gain a
consequence of his great ambition. His mission and his
achievements were liable to make him the most famous Perfect Tempo. When you are the target of an attack, you
of all ancestors: he was the Conquering Giant-King, can consume the Perfect Tempo to immediately cancel
the one who will seize heaven’s thunderclaps, who will that attack against you and then rush 3.
destroy the gates of the sky and seize Jamiyun Kulisa’s
Thunderbolt. It is said that he succeeded, but that he at strike 4+, for 1 beat, all allies in the battlefield
also failed. The truth is now long forgotten, and some can take 4 beats on their next fulmination.
say that the Conquering Giant-King still walks this
world, or that his corpse can be found within the deep
cavern complexes that can be found near the mountain
of Tauhaw, where the grand Rajahnate of Gatusan
stakes its center.
263
Sw KADUNGGANAN
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264
KADUNGGANAN
265
KADUNGGANAN
266
KADUNGGANAN
When you move into or start your Fulmination in water terrain, heal 1.
for 2 beats at strike 4+, slide 2 every chosen target in the field, and then every square of water
terrain explodes, dealing 2 true hits to every target in burst 1 of them.
267
Virbanwa
Ba KADUNGGANAN
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270
KADUNGGANAN
271
KADUNGGANAN
272
KADUNGGANAN
Enlightenment: Shoot
God In The Head Whenever you inflict a True Hit, inflict 1 Hit on every
“Anything it takes,” the ancestors tell you. enemy adjacent to the target of the True Hit.
Anything it takes to win? You’ve forged such an
intimate connection with your GUN. “The gun is at strike 4+, spend 3 beats to shoot the god of your
but a tool,” BALAHARI GILUSOT tells you.
“Do not get attached to beings that have never gun, releasing bullet hell upon the battlefield:
been human. Fool, kill it! Kill it now! Before it for the rest of violence, whenever an enemy
realizes your soul and shoots itself through you! A leaves a square, they suffer 1 true hit.
Gun Diwata is new and excited, and it does not
know yet its power. The power to level entire
nations. Now KILL IT! Bask in the bullet hell
you’ve made, witch!”
273
Bl KADUNGGANAN
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274
KADUNGGANAN
275
KADUNGGANAN
Bladeweaver Techniques
spend 1 beat to inflict 1 hit on a target
Firebird Mentala in range 3, then teleport to a square
Developed by elite Bladeweavers adjacent to them.
who went to fight in the +1 beat to teleport an adjacent ally
Thundering Elephant War in the
Southeastern Continent, who with you.
incorporated Continental Sorcery +1 beat to inflict fire vulnerability
and Spirituality. on the target.
276
KADUNGGANAN
Enlightenment: Hati When you make a melee attack, choose 1 ally in range 3 (or
yourself). They gain 1 Tiyempo. When they gain 3
Tiyempo Tiyempo, they immediately gain Haste for the next
Strike. While they have Haste, they move first in a Strike,
An incantation mixed with three mudra that speak of before any other fighter.
swiftness, cutting, and endings. The target of this
benefit is imbued with the speed of an unsheathing at strike 3+, you can activate minor liberation.
sword. every time you stride, move, or rush, you may
An advanced technique that is hard to perfect but teleport that much instead. at strike 4+, inflict 1
unfortunately is probably the most important ability true hit on every fighter when you teleport. if you
of all Bladeweavers. This is a favorite of Master
Samasida, a wily hermit found in the island of Bakara are defeated while you have minor liberation
near the Ruins of Samrasat, where he studies with activated, you vanish from reality, unravelling
wandering souls of that ancient civilization. from material.
277
M KADUNGGANAN
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278
KADUNGGANAN
279
KADUNGGANAN
Murderglave Techniques
Spend 1 Beat to strike with the darkness of
Sinful Blade passion: Melee Earth Faith Attack vs 1 adjacent
"You must remember the pain of this, of trying target, inflicting Provoke per 6+ on the Attack
to discover who you are. For now, keep quiet, Teeth.
fester in your trauma."
+1 Beat to inflict SPD-1 on the target.
"Sister, is this healthy?"
"Healthy? God no. But you are not here to be +1 Beat to change the target to all chosen
healthy. You are here to love yourself." fighters in blast 2.
280
KADUNGGANAN
281
Se KADUNGGANAN
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pat
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282
KADUNGGANAN
283
KADUNGGANAN
Senapati Techniques
spend 1 beat to give brv+2 to yourself or a
Blade Chief Command single ally in range 3.
Rajraya Pintas’ greatest student, Ilakat Salandra, spend 2 beats to give brv+2 to yourself and
was said to have perfected what the Rajaraya could all allies in burst 2.
not in the beginning: she perfected the form of being
one with your warband, coordination and cooperation spend 3 beats to give brv+2 to yourself and all
with one another. They moved as one, and she allies in the battlefield.
became the warband’s burning spirit, one with
Nihawa.
284
KADUNGGANAN
Enlightenment: King
“For many datu in the isles, some sort of divinity is a
useful claim to royalty. This is because a ruler’s Your adjacency is increased to all squares within range 2
powerbase in the isles depend on how much virtue or of you, instead of just everything within 1 sq of you.
merit the commonfolk see that you have. If they
realize that another, different warrior-brave or king at strike 2+, for 1 beat, you can give the greatest
has a more powerful claim to royalty, whether it be command: all allies in the battlefield gains 5
divine heritage, bloodline, or superior ultraviolence, thunderbolt tokens [p. 35].
then they will switch allegiance on a dime, following
the more powerful one. Why would you follow a non-
virtuous person? If you followed a virtuous leader,
then you will cultivate virtue yourself.” - Sermons on
Virtue and Rulership by Sri Kadasiga Mahawagas
285
Sw
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KADUNGGANAN
n
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Sa
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286
KADUNGGANAN
The Blade Gospel was once simply the Blade Song. It has Enemies can move through you (but not you through
since been changed, now, once the Ashen Star Priests them). If they do, they suffer 1 True Hit. This triggers
took hold of it. Many of the original followers of the Blade once per enemy per Fulmination. Enemies therefore
Song created the Blade Weaving after splitting from cannot collide with you. If they end movement in your
them, while those that chose to become warriors for the square, rush 1.
new Ashen Star religion created the Blade Gospel.
However, very recently, a larger portion of these martial
artists have broken apart from the Ashen Star and have
begun following a rural folk syncretism of Ashen Star
teachings and the ancient religions of northern Inflict Violences
Rusunuga. These martial artists, in a Fulmination of
hard-headed defiance, keep both the name Sword Saint
and Blade Gospel and teach in pagodas in Ba-e as well as Damnation Cut [1]: Cut the air, send a slash across the
the communal feasts of Gatusan. They are revivalists of field. Area Fire Faith Attack vs all targets in path 4.
the original Blade Song, which sing the true Blade Gospel: Archangel Cutting [1]: Cut a distant target. Area Air
“the might of the sword-used-to-kill must be used with Faith Attack vs 1 target in range 6.
justice and compassion, lest it be nothing but the very
thing that causes the Wheel of Violence to turn.” These Castigation Cut [1]: Unsheathe your blade and send
revivalists are commonly known as Graceless, while those slashes everywhere. Area Metal Faith Attack vs all targets
faithful to the Ashen Star Blade Commission are those in range 2 burst 1.
Graced.
If you choose to be a Sword Saint, your soul has been
sharpened into a killing sword. Your soul kills you. Once
you achieve peace, you become worthless. Will you
survive enlightenment?
287
KADUNGGANAN
288
KADUNGGANAN
Enlightenment: Sword
Nirvana
There is a secret importance to the Sword dichotomy of
the intense study of the blade (to the detriment of When you make an attack against a target, give
everything else). The Bladesong once sang of the Great them a Cut. When a target reaches 3 Cuts,
Unity which contained Dichotomy: unity is thus they discard all cuts and suffer 1 True Hit
balance, and balance is achieved with two things
against each other. Cause-Effect is a single thing that spend 3 beats to revel in the blade: halve
is not separate from each other: therefore they are not the hp of all fighters in the field that have
two different things but rather two parts of the same cuts, minimum 1. afterwards, you achieve
whole. This is exemplified in the beginning of time, sword nirvana: any fighter that moves into
where all of existence was nothing but Sky and Sea,
both devoid of color or light, an endless undulation, a a square adjacent to you suffers 1 true hit.
chaotic dialogue of winds and waves. The Sky and Sea
was not separate but part of the same whole, that is the
Chaos, the First Cause- Effect. Thus is the importance
of learning the Cutting Art of the Sword: the Sword
exemplifies that anything that is 2 was once 1, simply
cut in twain.
289
Ba-e
Fl KADUNGGANAN
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Ba
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292
KADUNGGANAN
293
KADUNGGANAN
Biting Thorn Attack Spend 1 Beat to launch a thorn: Ranged Earth Faith
Kinahalas-un is an ancient balyan who learned the Attack vs 1 target in range 4, inflict Bleed.
secrets of ancient necromancy and decay. She
crafted a thorn, which has since become a primary +1 Beat: Inflict d3 stacks of Bleed.
offensive technique of all Flower Necromancers, +1 Beat: Make this an area attack that targets all
who practice it and then learn to apply it as chosen targets in burst 2
covetously and as hidden as possible, woven
between sung incantations and empty hand forms.
Brambles As Dragons
Technique Prereq: Biting Thorn Attack
Corpse Flower Necromancy has part of a shaman Spend 1 Beat to touch a warrior and let brambles
initiation rite baked into their training. They are bind them: inflict Stop on a fighter in range 3.
taught to practice and learn the ways of the
spirits, to communicate with them, and to give Spend +1 Beat to increase the target and range to all
extra reverence–even more so than usual priests chosen fighters burst 1 within 3 squares.
and shamans do–due to their own trespasses +1 Beat to inflict Stop x3.
brought about by learning their Martial Art.
Flower Necromancers therefore are intimately
connected to the societies of spirits.
294
KADUNGGANAN
295
H KADUNGGANAN
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w
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296
KADUNGGANAN
297
KADUNGGANAN
Heavenspear Techniques
Hornbill Step
A technique mastered by winged eaglefolk
Nawilani, who perfected it when they resolved Interject 3: When you move or are moved, you
to ignore their weakness as someone that cannot
fly. The Heavenspear is not impeded by the may rush 2 at any point in the movement. This
battlefield. All obstacles are simply things that is not triggered by Rushes.
must be vaulted over. Heavenspear Hinalus
sped through an entire forest to strike at a
warrior resting within the mouth of a river.
298
KADUNGGANAN
Piercing Transcension at strike 4+, spend all 3 beats to leap into the sky,
removing yourself from the battlefield. at the
That ultimate Mastery of Lawu, The Sun Eating start of the next round, choose any square in the
Eagle: impale the sun and make the sky bloody with battlefield and slam down into it. inflict 3 true
rebellion. With this, you become gathering storm hits into every target in burst 1 of the square you
clouds, waiting for the perfect opportunity to strike. slam down to. if the square you chose has a
Then, like that lightning dog, you descend upon the
world. “There is no god, in fact there is no self, there is fighter or object on it, push 1 that target and then
only thought,” you state, as your weapon pierces the deal 999 true hits to them. any target you bring to
heart of creation. 0 hp with this attack dissipates into nothingness.
299
M KADUNGGANAN
�
m
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n
de
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300
KADUNGGANAN
Healers of Sword, the Traveling Doctors, Finally, The Immortal is the soul that collects all of our
Masters of the Convalescent Art thoughts and actions and personality. When we die, The
Immortal travels to our chosen afterlife, and can be called
Known as Tambalan [tam-BA-lan] in the isles, Menders upon as ancestors.
are balyan who focus on their studies of Dalankalag, the
path of the soul, Dalanlikas, the path of nature, and Finally, Sri Dewa Sarripada Agas teaches that most
Dalandiwa, the path of essence. They pay less heed to ailments happen due to destruction and imbalances
Dalananito, the path of worship, and truly this has led within the soul caused by an element. Most ailments begin
them to come at heads with other balyan. Menders travel spiritual, and only those powerful boil over into the
the isles as healers and doctors, and in recent times they physical, affecting us physically. The most grievous of
have become even more in demand due to the rising ailments, such as cutting and slashes and crushing blows,
tensions of war and violence. for example, is a perfect example of the element of Space
separating or pushing together the Vigor. Thus, Menders
They specialize in healing physical and spiritual harm. are taught to heal the soul first, so that the physical may
Spiritual including any intellectual and emotional heal properly afterwards.
damage. Most balyan coteries in a settlement now usually
include Menders among their ranks, always at the ready to
heal. They have entire longhouses dedicated to their Discipline Traits
patients, healing those wounded and cleansing of disease.
Menders in particular are trained to be desensitized to the HP: 7 - Style: Medium
atrocities of war and are meant to fight in the frontlines.
There they are trained to bring herbal remedies and other Weapons: Jade beads, parasols, clothing, sashes,
such potions to quickly heal warriors and to bring them to fans, hats, oils, perfumes
top fighting form before anything else can happen. Armors: Ritual vestments, healer tunics, cloaks,
hoods, sashes, robes, gowns
Not just that, but their knowledge of nature has them
memorizing names of flora and fauna and their functions
when mixed with each other, something that balyan don’t
Mixture Master
All magical effects are just a matter of the correct combination of
exactly need to do (but most of them do anyway). While in herbs, knowledge of the soul, and twisting of your own ghost. As
a venture, having a Mender is necessary to avoid eating a master healer, use this to your advantage, and channel Sri
poisonous herbs or omen flowers, as well as finding a way Dewa Sarripada Agas.
to purify water and make it potable. They do this with their
clay pots and through burning of various herbs. They learn Begin combat with 1 of each Concoction, which you
various drugs to enhance the capabilities of their allies. can use on yourself or throw it at fighters in range 3.
Using these do not use Beats.
The first Mender was said to be none other than the
panganitohan Sri Dewa Sarripada Agas. The Mender, Healing Mixture: Heal 2.
embodying the best of both masculine and feminine Protective Mixture: Gain 1 Defend.
energies, learned to combine the disparate parts of nature
to create harmonifying tinctures. These healing remedies Cleansing Mixture: Cleanse all negative effects,
became known as tambal. Thus the tambalan arose: those Fire Mixture: Gain +1d on next attack.
that used or worked with tambal. They have knowledge of
advanced healing techniques as well, although not as Water Mixture: Gain Stealthx2.
broad in their expertise as balyan. They know the basics of
hilot, and usually know the correct oils to apply to the Healer Meditation
proper muscles. The Palm of Rumsua is the perfection of the healing mantle. They
can heal even more than the balyan can. They are born as
Sri Dewa Sarripada Agas, known to many Menders as The inherent rejection of the Eighth Star Era’s violence. You are
Blue Man, as they manifested before them when a Mender taught to be the perfect places to hit, strike, massage, as well as
would first begin their journey. Each Mender is given a the right oils to use, to soothe your allies.
snake- twin--something usually only given as a guardian
spirit to specific chosen children--crafted by Sri Dewa When an ally falls to Staggered in the first time in
Sarripada Agas themself. Then they will explain that all the Violence, give them Block 2.
tawo came from snake within bamboo, and that the
snake’s ability to shed is indicative of inherent
regenerative abilities within man. Thus, man was taught
healing through natural means, instead of forced
regeneration.
Inflict Violences
Sri Dewa Sarripada Agas also taught the truth of the soul Palm [1]: Strike with a mystic palm. Melee Fire
to the Mender: there are four souls: The Vigor, The Power, Faith Attack vs 1 adjacent target, and then
The Thought, and finally The Immortal. The Vigor is the life inflict SPD-1.
principle, known usually as Diwa. It is what makes us
alive. The Power is that which can leave us during our Cloth Flurry [1]: Strike with sleeves and clothing to
sleep, or can be filled with puhon, and is the soul that turn enemies about. Melee Metal Faith Attack vs 1
activates whenever sorcery is used. Without The Power, we target in range 2. Slide 2.
are like husks. Then there is the The Thought, which can Fending Spell [1]: Let go of jade beads, parasols, a
leave us if we do not cultivate proper spiritual and mental hat, or anything else that might protect. It flies out
life. Staying alone for long periods of time can cause this. and protects an ally. Give 1 ally in range 3 a Fend
Token. The ally can spend the Fend Token at any
point to cancel 1 Hit.
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KADUNGGANAN
Mender Techniques
Healing Spell spend 1 beat to heal 1 an ally in range 3.
You utter healing mantras, which are usually spoken +1 beat to heal 1 up to two fighters in
and sung during healing rituals. Healing Mantras range 3.
heal The Vigor Soul first, before diving into the
intricacies of an ailment. It is the Vigor that keeps us +2 beats to heal 2 all allies in the
from death, that keeps The Immortal imprisoned battlefield.
within our bodies.
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KADUNGGANAN
Enlightenment: Lunas
Lunas is the panacea, made up of 20 different herb
leaves, 15 animal blood parts, 13 moth, butterfly, and
dragonfly wings, and 8 different healing waters from Whenever you Heal an ally, heal them +1 and you
8 different springs, placed within a clay jarlet also heal 1.
engraved with the name of the healing diwata that
helped the Mender that brewed this lunas. at strike 5+ you can spend 1 beat to bring all
0 - Discord is an excuse for harmony. In the beginning allies up to full hp, bringing any defeated
all things were harmonious. Assemble souls that have ally back to play.
become sundered from each other. Rejoin with that
supreme soul, that supernal consciousness, and find
enlightenment. Only then shall you achieve
Conjunction.
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KADUNGGANAN
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KADUNGGANAN
Starshooter Techniques
Spend 1 Beat to take raise your feet and ready: take
on the Receiving Stance until the end of
Ratu’s Receive Fulmination. While in this stance, any ally can
Leap down and recieve an attack. “THE target you to make you the origin square of any
GREAT IWAS-IWAS HAS DODGED ranged attack that has a target with range. When
THE DIMAKAUSOG’S FIREBALL you are the target of a ranged attack, you can
STRIKE! HIS COUNTERATTACK IS consume this stance to gain 1 Defend against that
SET TO FINISH THIS MATCH!” - attack.
Shoutcaster Basaka Tagaka, during the
semifinals match point of the Shooting Star +1 Beat to gain the following effect: whenever you
Massacre.
are made the origin square of a ranged attack,
rush 2 before releasing the attack.
Rolling Thunder
You leap down and strike back an attack, but this Prereq: Giant Scaring Boast
ends up with you rolling to the side.
“YEAHHHHHHHHHH NEVER GIVE IN! Interject 3: When a ranged attack’s line of
WHEN SOMETHING FAILS, MAKE IT effect goes through your spaces or any space
SUCCEED!” - Sipa Master Hanahayan. adjacent to you, spend this 1 Interject to
immediately deflect the attack, targeting a
“Why do you kick, Karipal?” space or fighter in range 3. Then move 2
“For the same reason as you, Banas. To become the squares in the direction of the attack, as you
lightning.” roll to a stop. You can spend 2 Interjects to
“You will not find it in the arena, you know this.” ignore the moving of 2 squares.
“No. But every time I look at you… I find I am able
to seize heaven’s thunderclaps.”
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KADUNGGANAN
Enlightenment: Meteor
Garden
There is a secret importance to the Sword dichotomy of When you deal no successful Hits on an attack,
the intense study of the blade (to the detriment of gain +1d on your next attack. This stacks until you
everything else). The Bladesong once sang of the Great score successful hits on an attac.
Unity which contained Dichotomy: unity is thus
balance, and balance is achieved with two things
against each other. Cause-Effect is a single thing that Spend 1 Beat at Strike 2+ to summon a falling
is not separate from each other: therefore they are not meteor, which can be seen atop the battlefield,
two different things but rather two parts of the same bursting through the clouds. It starts at Size 2.
whole. This is exemplified in the beginning of time, Every beginning of Strike, it increases in Size by
where all of existence was nothing but Sky and Sea, 1. For 1 Beat, teleport to the sky and then axe kick
both devoid of color or light, an endless undulation, a the meteor to the ground, dealing 1+Size True
chaotic dialogue of winds and waves. The Sky and Sea Hits on every enemy in the battlefield.
was not separate but part of the same whole, that is the
Chaos, the First Cause- Effect. Thus is the importance
of learning the Cutting Art of the Sword: the Sword
exemplifies that anything that is 2 was once 1, simply
cut in twain.
307
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KADUNGGANAN
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KADUNGGANAN
Warsmith Techniques
Hammer Shatters Earth Spend 1 Beat to strike down with a hammer: make
Use your hammer to make a better world.
a Melee Metal Bravery-1 Attack vs 1 adjacent target,
Warsmiths wield all sorts of weapons, constantly inflicting knock down as a bane. While knocked
shifting, masters of every possible armament so down, they cannot move voluntarily and suffer -2
that they are never caught off-guard. Their strikes to all defenses. They must spend 1 Beat to stand up.
are thus universal, across all weapons, a skill and +1 Beat to target all chosen targets in blast 3.
feature that makes them feared across the martial
arts world. +1 Beat to push 3 the target.
310
KADUNGGANAN
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KADUNGGANAN
Anting-Anting
The most important protective measures in the islands of While a Kadungganan gains an automatic Anting-Anting
The Sword Isles are Anting-Anting (charms or talismans) at certain Prowesses, they can still gain Anting-Anting
Akai and Ba-e know this as agimat or ajimat. from the fiction.
Items filled with occult-spiritual power that can grant Anting-Anting Slots
extraordinary skills and feats. Anting-Anting can be items
(mud, pearls), armor (magical cuirasses and breasplates), or The Kadungganan cannot completely take advantage of
weapons (heirloom swords, holy shields). the burning spiritual power within anting-anting until
they have tempered their own glory. Anting-Anting Slots
Mechanically speaking, these are minor passive bonuses represent the capability of your Kadungganan to wield
that work similarly to Feats or Talents in other systems. these magical items.
You gain your first Anting-Anting at Legend 1, as one of Arc 1: 2 Anting-Anting Slots -> Arc 2: 3 Anting-Anting Slots
your items burns with the power of your legend, or as your -> Arc 3: 4 Anting-Anting Slots
legend grows and more anting-anting become attracted
to you.
Item Sets
The following are the Anting-Anting that you can choose
from. Each Anting-Anting only gives a single passive Some Anting-Anting might be part of Sets. Equipping all
benefit. parts of a Set will give you an additional effect, which is
written on each of the Anting-Anting that is part of that
Each Anting-Anting is unique: you cannot have more than set.
one of the same Anting- Anting.
312
KADUNGGANAN
Effect: When you are forcibly moved, inflict 1 Hit on the Effect: When Fray you inflict would disappear from an
one forcibly moving you. enemy, it reduces 2 HP instead of just 1.
Crimson Pudong Spiraling Dagger
A large headwrap bathed in deep crimson blood. Represents A dagger that spins around, like a furling wave.
burning courage and bravery.
Effect: All your melee attacks against close targets always
Effect: When a fighter in the battlefield falls to 0 HP, heal deal 1 Hit minimum in a Violence Cast. This does not
1. ignore immunity and conditioning.
Iron Skin Mutya Protective Amulet
You have ingested a mutya that turned your skin to iron. A stone inscribed with mentala. Protects from bullets and all.
Effect: Start the fight with Protect 3. Effect: Gain metal conditioning but suffer water and air
vulnerability.
Wicked Sharp Mutya
Lightning Agimat
You have ingested a mutya that has sharpened your violent
intent into a killing spirit. A piece of wood scorched by lightning, turned into a protective
amulet.
Effect: Your first Hit in a Melee Bravery Attack is a True
Hit. Effect: Gain air conditioning but suffer earth
vulnerability.
Gold Eye Necklace
A necklace that depicts the gold sun eye, a burning surya.
Steel Taming
Effect: When you inflict a Bane, inflict +1 stack of it. A taming shield made for blocking all sorts of attacks.
Naga Javelin
Effect: You can use POS against Faith Attacks.
A javelin made of a deep sea dragon tooth, or perhaps the bone
is mined from those caves that have titanic skeletons? Hatred Agimat
A talisman with the face of a grinning demon. Feared and hated
Effect: Your ranged attacks have -2 to their maximum by all.
range, but they gain +1d.
Naga Set (1/4): You become a Naga Knight: gain Bravery +2 Effect: All fighters in burst 2 of you are considered as
while you’re Flanked. suffering provoke to you, which cannot be overridden.
Naga Gauntlets Kawaca
Gauntlets made up of a giant naga’s tooth. It is abrasive to A cuirass with the face of a vengeant deity in front. Worn by
touch, and can be used to cut. high-ranking warriors.
Effect: 1/Fulmination, when you push an enemy, inflict 1 Effect: Begin the fight with Block 2.
Hit.
Naga Set (1/4): You become a Naga Knight: gain Bravery +2
while you’re Flanked.
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KADUNGGANAN
Effect: You cannot collide with fighters. Effect: When you spend 2-3 Beats, gain Stability.
Garoda Set (1/3): You are considered a Garoda Knight. You Witch’s Diadem
have 1 set Garoda Wings, which you can wear for 1 Beat. If A bone diadem that stretches down to one’s eyes. Gives one
you do, gain Garoda Flight x3, wherein you can teleport the visage of a wicked sorcerer.
when you move or are moved.
Garoda Wingspear Effect: All bursts, lines, blasts, and paths on your Area
Attacks have +1 to their size.
A golden spear with the wings of the Garoda twining about it.
It sings with a heavenly tune, like one sung by kinnara, and is Scale Lamellar
perfectly weighted.
A lamellar made of square rectangles made of either crocodile
scales, naga scales, or iron.
Effect: Your Combo Breaker Penalty becomes -1d/-3d
instead of -2d/-3d. Effect: When you are pushed, gain Block 1 after the push.
Garoda Set (1/3): You are considered a Garoda Knight. You Razor Bracers
have 1 set Garoda Wings, which you can wear for 1 Beat. If
you do, gain Garoda Flight x3, wherein you can teleport You wield bracers that are fitted with razor sharp obsidian
when you move or are moved. blades.
Garoda Wingcoat Effect: Whenever you end your Fulmination adjacent to 2+
A golden breastplate and coat that covers almost the entire enemies, inflict 1 Hit on one of them.
body, but is surprisingly light. Decorated with intricate gold
Stingray Shield
jewelry patterned into the wings of a garoda.
Gatusanon would coat their shields with stingray skin, treated
Effect: When you suffer a melee or ranged attack, you can to the point that they almost had a pearloid quality. This dulls
rush 1 square after the attack. blades.
Garoda Set (1/3): You are considered a Garoda Knight. You Effect: You gain water conditioning, but gain fire
have 1 set Garoda Wings, which you can wear for 1 Beat. If vulnerability.
you do, gain Garoda Flight x3, wherein you can teleport
when you move or are moved. Copper Claws
Godtree Kalasagdako Fingernail ornaments that create the visage of musang claws.
Can rend entire ships.
Kalasagdako is “Large Shield”. This is a giant kalasag made of
holy strangler fig fibers and wood, strengthened by shaman
Effect: Inflict Bleed per 9+ on the Attack Teeth.
ritual.
Copper Cat Demon Set (1/3): You ignore Height when you
Effect: You gain Defends on 5+ on your Defense Teeth. move on your Fulmination, and you do not suffer fall
damage.
Wicked Panabas
Copper Demon Mask
A giant, broad-bladed panabas, once used only for ceremony,
now used for inflicting violence. Moonflowers are inscribed A mask depicting a tusked bearcat, grinning indefinitely, in
upon the base of its blade. defiance of the sun.
Effect: When you roll a 10, roll another Attack Tooth. Effect: When you forcibly move a fighter, inflict 1 True Hit
on them, 1/Fulmination.
Eagle Eye Bracelet
Copper Cat Demon Set (1/3): You ignore Height when you
You have a bracelet made of gold beads, with the center being
move on your Beat, and you do not suffer fall damage.
an eagle eye. It burns bright when you aim.
Copper Ear Ornaments
Effect: When you end your Fulmination with unspent Copper ear ornaments that, instead of depicting the wings of
Beats, your next ranged attack gains Sharpness and +1d. an eagle, showcase razor sharp feline ears.
Explosion Inscriptions
Effect: Whenever you are attacked while you’re flanked,
You have surat inscribed upon your weapons burning red, which
gain SPD+1.
burn hotter and hotter and eventually explode as the fight
continues. Copper Cat Demon Set (1/3): You ignore Height when you
move on your Beat, and you do not suffer fall damage.
Effect: Whenever you make an area or ranged attack, gain
1 Explosion Charge. When you reach 3 Explosion Charges,
immediately trigger the following effect.
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KADUNGGANAN
Effect: You gain Fire Conditioning, but suffer Water Effect: You can now use RES against Bravery Attacks.
Vulnerability. Raiding Rope
Gan Idol A rope made of abaca, with a hook at the end. Used for boats,
An idol depicting the elephant-headed god Gan, brought to the but equally useful against warriors.
isles by Ashinin Missionaries. Gan is the God of Beginnings
and Intelligence. Effect: When you Rush, you can choose to swing on a Rope
instead: choose 1 square in burst 2. Shift yourself to any
Effect: Gain earth conditioning but suffer metal space that is exactly 2 squares away from that square. If
vulnerability. there is a fighter on the square you move into, push 1.
Alampay Makinaadmanon Balyan Vajra-Bell
“Sage’s Robe-Cloak.” Long flowing hooded robes that look A vajra with a bell on the other end, rang when performing
similar to a raincoat or a poncho, decorated with textiles important rituals. Diwata dance nearby, ancestor gods look
depicting dragons and skies and seas and leviathans and devil- down at you. Sometimes given by Sri Dewi Wetsuwan in the
apes. northern regions of the Footsteps of the Gods, where she makes
her ministry as one of the Four Warlords Under Heaven, ruling
Effect: You can Surge twice per Violence. over the northern quadrant of Gubat Banwa, where she sits
wielding her embroidered sarapang Makarishula and consorts
Path of Concordance Set (1/3): The first attack against you of 180 Valkyrie Poet-Warriors, each one married to her.
in combat deals 0 Hits.
Kerisgala Effect: When you heal a fighter, gain +2d on your next
attack.
“Wandering Keris.” Other nations might have the pewter staff
as a symbol of announcing a sage’s presence, but the grand
Bulawan Ear Ornaments
Concordant Sages of the Sword Isles perform rituals and scare
off predatory animals with a galakeris, Wandering Dagger, a The reddish gold, known as Bloodgold, is the purest form of
usually sheathed keris decorated with bells and tassels. gold in the Isles, and is said to represent the God of Crimson
War Idda Mangubat, the Greatest Warrior of the Echoing
Effect: All squares close to you are considered Difficult Annals. These ear-wing ornaments attune your soul to the
Terrain for all enemies. slaughter, and causes you to sink into ultraviolence when you
can smell blood. Idda Mangubat now travels the isles as a
Path of Concordance Set (1/3): The first attack against you warrior-for-hire for those datu that he chooses is worthy.
in combat deals 0 Hits.
Dukha Paruka Effect: Making melee attacks against Staggered fighters
inflicts 1 True Hit on them.
“Beggar’s Sandals.” Wooden sandals with a simple abaca fiber
fit over it to keep the foot in place. It is raised on two
Bulawan Robe
rectangular platforms. It is not very notable otherwise. Beggar
sandals are what Makinaadmanon wear to travel the lands, Bulawan is that reddish Bloodgold, but it is also a holy color, of
wandering mendicants, who have nothing to ride on but their scarlet, that has pine-like fibers soaked in the reddest of reds–so
feet. red that they are gold. The bulawan color is only saved for the
most brave of warriors, and within it is the unyielding spirit of
Effect: You ignore dangerous terrain when you Stride. one thousand warriors. Ashr are beings that have six arms and
three heads, considered demigods in the sense that they are
Path of Concordance Set (1/3): The first attack against you partly divine, thrown out of heaven for having drunk too much
in combat deals 0 Hits. of Divine Shura, the drink of immortality from Heavenly
Third Eye Gem Banana Trees. Ashr wander the world looking for things to do
to Be Unifed once again, becoming Hiyang.
You have a precious stone embedded upon your brow, and
it gleams with a burning fire.
Effect: Begin Violence with Stability x2.
Effect: All your Interjects have +1, and you gain
Block 1 when you use an Interject.
Hawk’s Talon Bangle
A bangle made up of gold and talons of hawks.
You can aim down it when you aim with your
bow.
315
KADUNGGANAN
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KADUNGGANAN
317
DIVINATIONS
V: Divinations
318
DIVINATIONS
Divinations are generators that can help you move the Folk Traits Divinations: A list of traits that can be used to
game forward, in any mode of play. These are not make characters more unique.
completely fleshed out scenarios and generations but
rather, things that can spark your creation. Take what you Location Divinations: This is a list of Locations that one
can get from here and go wild with it, while hewing close to might find almost anywhere in the Sword Isles.
the Principles of the setting. Use these to inspire new
situations or answer open-ended questions. Social Class Divination: A list of Social Classes and the
common professions or roles within them, though these are
not strict roles within each class.
Actions Vibe
Use this to inspire an event or situation. Interpret the roll Use these if you’re looking for a vibe or some sort of feeling that
according to the situation and context of the fiction. Roll a can be interpreted in a particular situation or context. This table
can be combined with Action to find an interesting creative
1-2 Defile 51-52 Await prompt that you can interpret and begin play through. This is
3-4 Revere 53-54 Impress always a noun. Roll a d100.
5-6 Instill Fear 55-56 Depress
7-8 Boast 57-58 Debate 1-2 Fire 51-52 Healing
9-10 Destroy 59-60 Endure 3-4 Ritual 53-54 Knowledge
11-12 Nourish 61-62 Lose 5-6 Affection 55-56 Fame
13-14 Create 63-64 Explore 7-8 Family 57-58 Power
15-16 Avoid 65-66 Finish 9-10 Settlement 59-60 Glory
17-18 Reject 67-68 Mend 11-12 Band 61-62 Freedom
19-20 Love 69-70 Summon 13-14 Violence 63-64 Liberty
21-22 Abhor 71-72 Reduce 15-16 Mysticism 65-66 Emancipation
23-34 Hate 73-74 Demean 17-18 Lore 67-68 Ruin
25-26 Rebel 75-76 Protect 19-20 Song 69-70 Pride
27-28 Change 77-78 Communicate 21-22 Poem 71-72 Loss
29-30 Transform 79-80 Demand 23-34 God 73-74 Law
31-32 Elide 81-82 Expect 25-26 Spirit 75-76 Transgression
33-34 Gather 83-84 Grieve 27-28 Faith 77-78 War
35-36 Strengthen 85-86 Find 29-30 Belief 79-80 Peace
37-38 Nurture 87-88 Hunt 31-32 Altar 81-82 Supply
39-40 Deflect 89-90 Express 33-34 Opinion 83-84 Venture
41-42 Threaten 91-92 Break 35-36 Palace 85-86 Leader
43-44 Provoke 93-94 Raid 37-38 Rival 87-88 Wise Folk
45-46 Obsess 95-96 Inspect 39-40 Ideal 89-90 Priest/Priestess
47-48 Devote 97-98 Worship 41-42 Fate 91-92 Love
49-50 Project 99-100 Entertain 43-44 Health 93-94 Hatred
45-46 Forestry 95-96 Wealth
47-48 Vengeance 97-98 Relationship
49-50 Justice 99-100 Burden
319
DIVINATIONS
320
DIVINATIONS
321
DIVINATIONS
Social Class Divination While debtors usually only wore those (undyed as well),
warriors and other upper class would wear additional
garments on top of that: sarongs, sarouels, wooden or
In the land of The Sword Isles, the Social Class system is the golden clogs, diadems, golden crowns, black and white
skeleton and framework whereupon all things dance. It is so shawls, silk jackets, silk gowns that reached the ankles,
ingrained into society that tawo even give things in nature hardwood breastplates, elephant hide breastplates, and the
titles that reflect their social rank: Datung Bayawak is a everpresent pudong (think of it like a short turban or
term for large and great monitor lizards or komodo bandana. Grandiose ones are large like actual turbans).
dragons, while Oripung Bukad is a term for small and “frail”
flowers that shy away when touched. Roll For a Social Class
Here are the Social Classes of The Sword Isles laid out. For Randomize which social class a character is. Roll a d12.
each of the Classes, there will be a short table to help you
visualize what each person of each of the Classes would look
like, as so much of society hinges upon them. 1 Infantry (Debtor)
2 Servant (Debtor)
Basic Clothing 3 Peasant (Debtor)
4 Freeman
The basic garment for males is the bahag (think a bulky 5 Noble
Scottish kilt, probably more colorful, and richer people
would have them made from foreign silks). 6 Spiritual Leader (Noble)
7 Head Spiritual Leader (Royalty)
For females, it is the lambong (now in modern times known 8 Binukot (Royalty)
as the malong, a sort of tube skirt that could be worn either 9 Leader’s Council (Royalty)
as a skirt, or as a tube top when pulled up to the chest. Some
were so long that they could be pulled up over the head. 10 Leader’s Royal Family/Kedatuan (Royalty)
11 Leader/Datu/Prince/Suzerain/Lord/Gat (Royalty)
12 Paramount Leader/Rajah/Rani/Maharaja/Hari/
Hara/Sangpamegat/God-King (Royalty)
322
DIVINATIONS
323
DIVINATIONS
Royalty Problems
1 Another Datu has declared war upon them.
2 The umalagad, ancestor spirits, of that datu are displeased with them, and it has caused ill fortune to befall the
settlement.
3 The diwata are rampaging nearby, and they do not know why.
4 One of the polities is planning to conquer them.
5 A Rajahnate settlement is closing their trade routes with them, causing a major blow to their supply lines, and
will likely cause starvation or loss of wealth.
6 They are being attacked by either the Lakanate or the Sultanate, to further conquest (if the Lakanate) or faith (if
the Sultanate).
7 They are being raided by foreign powers.
8 The Confederation has deemed them to be too dangerous to the nature around them, and is launching a raid
upon them.
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DIVINATIONS
Nobility
Nobility Problems
Tumao in the Rajahnate, Timway in the Sultanate, Maginoo in the
Lakanate, Kadangyan in the Confederation. 1 Another noble has blasphemed their countenance,
and must be punished.
The Nobility are usually those that have in some way a blood
connection with the Datu: either through lineage, as their 2 They must be ready and need new items for
relatives (cousins, nieces, nephews, and the like), or as blood- makeup for the coming feast.
sworn kin (through the Sanduguan, the Blood Compact).
3 Someone from the lower class saw them making
The Nobles are considered the second rank of nobility, right love with someone that they should not be making
below the kedatuan royalty. love with.
Many Nobility act as retainers and vassals to the Datu, 4 They have broken the Golden Web Tapestry, and
helping them and doing work for the datu, should they need seek to evade the consequences or are being hunted
it, whether it be contributing materiel, working their fields, down.
or fighting in raids and war engagements. However, they do
not need to pay tribute, only that they fight with the datu
5 A noble is hunted down for not honoring a trading
should the datu call upon them, and they very commonly contract with another settlement.
engage in their own pursuits, whether it be artistic or 6 A noble has blasphemed the name of the Datu in a
mercantile. feast.
Golden Web Tapestry 7 A noble has lost their heirloom wealth and must get
it back.
Nobility and Kedatuan, and especially Datu, are beholden to
the Golden Web Tapestry: an “elevated” form of speech that is 8 A noble has lost their imported texts, which they
polite speech in all but name. One is expected to be dancing use to learn more languages. They believe someone
the Golden Web Tapestry when before a noble, even if you are has stolen it, as texts are well wanted as culture in
noble yourself, and especially if you are of lower class. You other settlements.
cannot speak certain words before them, and you must speak
wholly in third-person, never addressing the noble directly-- Nobility Dispositions
ie. as “you”. This polite speech is expected even amongst
balyan and other spirit mediums that are ubiquitous in the 1 An eccentric noble who pores over palm leaf
archipelago. Other examples include burping or talking manuscripts seeking enlightenment.
about how dirty a noble’s nails or ears have become.
2 A calm noble who loves performing tea, wine, and
If one breaks the Golden Web Tapestry, it unravels a whole betel nut ceremonies for their guests.
slew of consequences. Things such as fines and debt for the
lower classes, while other nobles might suffer societal 3 A generous noble who loves giving away items for
disgrace and public shame, which is something no noble the ones that amuse them.
wants, as they would be indebted, or have Debt, to the noble
that they committed the breaking of the Golden Web 4 A broken noble who has seen the terrors of war,
Tapestry to. Of course, the Golden Web Tapestry is simply a despite not being a warrior.
social construct, and needs a society to be enforced. 5 A brave noble singer seeks to travel with
Spiritual Leaders Kadungganan to expand their song repertoire and
to create more songs for the settlement.
Very often, the spiritual leaders of a settlement (whether they
be a priest, a balyan spirit medium, or a bishop) are also
6 A wide-eyed noble who wants to see the world from
considered nobles of their settlement, or at least higher than beyond their palace walls.
Freemen. There tend to be several spiritual leaders in a single 7 A wise noble who gives actually good advice, and
settlement, and a mix of Bulanan bishops exist with loves to sit upon the porch of their house observing
Virbanwan priests and Gatusan balyan. the town.
As spiritual leaders, spirit mediums are very often the right 8 A loving noble who makes sure that their debtors
hand of the settlement leader, and they are considered to be are properly treated.
their other half. While the chief speaks and wars, the
spiritual leader heals, pleads with the gods, and performs 9 A conniving noble who has mastered the polite
sorcery. They perform rituals to ensure that raids and speech of the Golden Web Tapestry, who wishes to
harvests are bountiful. climb the social class even further.
The head spiritual leaders, such as the Katuuran (Head 10 An artful noble who creates paintings upon palm
Balyan), the High Bishops, or the Wali ar commonly treated leaf scrolls, and uses sorcery only to fly.
as Royalty due to their influence, charisma, and their
function in society as performing the most important rituals 11 A noble who thrives on the thrill of battle, usually to
to accrue merit, blessings, and appease the ancestors and the detriment of themself or their friends.
gods.
12 A strict noble who has mastered a particular form
of weaponry, and acts as a guardian or bodyguard
(kawal) for kedatuan royalty.
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DIVINATIONS
326
DIVINATIONS
Freemen
Freemen Dispositions
Freeman are a privileged class, and not a serf like
class. Those of the Freeman Class are free to 1 A freeman who loves singing and will never give it up for
change their allegiance to their datu at any time, the world.
theoretically. Theoretically because it is not
uncommon for many freemen to own a large 2 A freeman with a particular sweet tooth and is running
amount of debt to a certain datu, or choose to around trying to satisfy it.
become retainers for that Datu.
3 A young one who wishes to become a Datu someday.
Freemen are considered a third rank of nobility,
right below the nobles. They do not need to work to 4 A freeman who takes great pleasure in abusing their
pay off a labor obligation like debtors—although servant for some twisted reason.
they can accrue debt—but they can choose what to
do. Many become capitalists in their own right,
5 A freeman who holds an important secret of a noble that
become datu, or perhaps enjoy the protection of they refuse to let go.
community and helps around the datu. Very 6 A freeman who is in love with the binukot (veiled prince or
commonly, though, whatever the pick up as a princess) of another settlement, but does not have the
trade, they must fight with the datu when the time bugay or bride price to be able to buy their hand in
comes. marriage.
A Kadungganan is a kind of freeman. They may 7 An eccentric freeman who loves collecting herbs and hides
pledge their services to a Datu for a time, and then away in their house for days at a time.
leave and change allegiances whenever it pleases
them, or whenever they need to. This is their 8 An overly serious freeman who does their best in their trade
privilege: they are not part of a datu’s particular and does not want to slip up, ever.
following.
When a Freeman either chooses, or manages to 3 A freeman has lost their means of living, and is quickly
pay off their debt to the lord they have chosen to accruing debt. At the rate that they’re in, they will become
follow, they may choose to leave, traveling and oripun.
either seeking out another lord and settlement to
follow, or perhaps building up a settlement
4 They have lost an important piece of bahandi heirloom
themselves. wealth, one of the only ones they have.
5 They have lost the favor of the datu, and must seek a
different datu to serve.
6 Their family has been killed after a raid, and they lost their
source of livelihood to the raiders.
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DIVINATIONS
Freemen Professions
1 Warrior. A freeman that prides on fighting for
the Datu. Probably a Kadungganan as well.
2 Jeweler. Someone who is an expert at creating
jewelry.
3 Hunter. A freeman who uses state of the art
technology and strategies to hunt down large
game.
4 Weaver. A skilled weaver of silks and cottons,
usually for the Datu’s benefit.
5 Merchant. A skilled trader and peddler of
wares, whether it be foreign silks or local
civets.
6 Potter. A freeman who is skilled in the ways of
clay pottery. Perhaps they even have the means
to craft porcelain. They may have a number of
servant under them that they teach in the craft
of pottery.
7 Sailor. A sailor and traveler, who has their own
ship and renders service to those who need it,
although sometimes to those that pay the
highest.
8 Honey Tracker. A freeman who is skilled in
travelling the forests and foraging through
foliage to find the best bee hives to harvest
honey from.
9 Cook. A cook who owns their own eatery, in
service to the Datu. They usually have a
number of servant and children that help
them in the kitchen, making meals for the
Datu themselves. Larger settlements might
have cooks that can cook for the entire
Kadungganan or noble population.
10 Fisher. An integral trade in archipelago. A
skilled fisher who uses harpoons, nets, and
traps to capture large amounts of fish, which
they then cook or trade.
11 Paraawit. A professional singer, hired to sing
epics in feasts, dirges in funerals, or inspiring
war songs when going into war.
12 Shipbuilder. A freeman who owns their own
shipyard and has their own horohan to help
collect materials and help build the ships
themselves.
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DIVINATIONS
Debtor
Servant Dispositions
There are three kinds of debtors in The Sword Isles: the
peasants, the servants, and the infantry. 1 A disenfranchised servant who is tired of
working for their master.
When these debtors are raided, they are usually taken
away and brought to markets, where their obligation and 2 A beautiful servant who is in an ilicit love affair
labor is sold to others that wish to take them on. As labor with their master.
is a premium in the Sword Isles, with their being a
surplus of natural resources and not enough labor to 3 A servant who harbors a deep hatred for the one
capitalize on it, debtor obligations are usually priced that their master serves.
similar to bahandi. When they are bought, they usually
become servants for the one that bought them, 4 A servant who is wholly committed to their
sometimes peasants if the buyer deem it so. Enterprising master until their death.
and mercantile capitalists sell debtors at a profit. 5 A servant who would want to become free and
More commonly, when a datu raids a settlement, they pursue a different trade, but cannot due to their
take in the debtors of that settlement and turn them into love for their master.
debtors to the datu instead. 6 A servant who seeks restitution for something
their master has done to them.
Debtors make up the majority of the The Sword Isles
population. Becoming a debtor is easy: accrue enough
debt through your actions, enough that you cannot pay it Peasant Dispositions
off, then you will become a debtor to that person that you
owe the most. This will then extend to your next of kin,
1 A peasant constantly unimpressed by sorcery
until one of them can eventually pay off your debt price, and war, simply annoyed that it gets in the way of
and free your family and generational line. their weaving.
2 A peasant who likes farming way too much, and
Peasants is devising multiple technology to help it along.
Peasants render their service up to the datu, most usually 3 A peasant who tills lands so large that they have
working in their field, fishing, hunting, or what else. to deal with another settlement hogging up too
Peasants have their own houses, and they render a much of the space.
portion of their labor and work to their datu, whom they
owe their debt to. Through opportunity and enterprise, 4 A peasant who walks around drunk all the time,
they can decrease their debt, and eventually pay it off in but is still surprisingly competent.
full. When raiders come to their village, they are
expected to take up arms and fight alongside the datu. 5 A peasant who is in a secret love affair with a
Peasants are different from servants in that they live in servant.
their own houses while tilling the fields of the datu, in
exchange for the datu’s protection and strength in being 6 A peasant who works all day in the fields but
a settlement. crafts poetry at night, under the light of a small
candle.
Servants
Servants live in their master’s houses, and any person Infantry Dispositions
can have a servant, even other servants (thus making
them the lowest rung of the Debtor Class). Servants are 1 An infantry who is born into war and fighting,
not to be traded away and must be treated well, lest you always looking for the next fight.
become a bad master, as tradition dictates. They must be
fed and given clothing by the masters. Masters dictate 2 An infantry who sees fighting and combat as
when a servant can marry and sometimes even who they their duty and nothing else, and they aim to be
can marry. The servant’s children inherit their class until the best at it.
they can pay off the debt price. Servants render all their
labor to their master, and they live in their master’s 3 An infantry that loves their master, and will do
house. Should they give birth, the master is expected to anything to protect them.
take care of the servant’s child as if it were their own. A
master may even have a favorite servant, who act 4 An infantry who abhors fighting, and only does it
similarly as retainers, which they call their sibin. because they are ordered to, but is scarily good at
fighting.
Infantry
5 An infantry filled with hatred and a longing for
Infantry serve as footsoldiers for the master they serve, justice, and wishes to depose datu and cast down
oftentimes working as a personal guard as well. Their false thrones.
masters train them and equip them, Infantry usually
have similar tasks and functions to squires: helping their 6 An infantry brimming with a hard knowledge of
masters when it comes to combat, maintaining their truth, and wishes to document all things they
weapons, and more. must witness in war to make sure future
generations do not witness and suffer their
mistakes.
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DIVINATIONS
330
DIVINATIONS
Seeds
1. A datu seeks your help in raiding the shores of Baik Hu to win the heart of the princess Humangsanun of the settlement
Ukab.
2. A Daknunuk, a great and giant pagoda temple-tree, of which there are four all in all in the entire Archipelago seemingly
protecting the spiritual integrity of the Archipelago, is being attacked by either foreign forces or by another faction.
3. A Lakanate settlement is harvesting resources from a forest. The Datu of the settlement is preparing to slay the diwata of
the forest to be able to harvest as much resources as possible.
4. A stone taotao filled wherein a diwata of war is depicted is being hunted down by those that would use it to destroy one
of their enemies, disrupting natural harmony.
5. An elder Kadanay, one of the ancient peoples that are skilled in grand wonders of spiritual artifice and technology, has
come to your settlement for aid against a coming storm of Yawa, brought upon by an injustice performed at sea.
6. The settlement you are in is struck by magalo, strange and chaotic fey creatures from beyond the Borders of the World,
that seek to destroy Gubat Banwa as we know it. You must fight them back and find a way to prevent it from happening
again.
7. A confederation Datu has been killed by a diwata gone wild. You must find out why.
8. In the Archipelago, mountains are considered to be holy temples where gods and other spirits live. One certain mountain
has been found to have their trees slowly dying, and you must go to find out what had happened.
9. You must escort an esteemed noble lady on her pilgrimage across the Sea to reach the Daknunuk of Mount Sakatun, in
the eastern island facing the Sea of Broken Dragons. Rajahnate and Lakanate forces have come begun conflict.
10. A Sultanate Datu conscripts your help in raiding a Lakanate settlement, to disrupt trade or military technology.
11. A Lakanate Datu conscripts your help in raiding a Sultanate settlement to weaken their enlarging hold.
12. A Rajahnate Merchant Prince Datu asks for your help in pacifying a Sultanate and a Lakanate settlement that is proving
to be a nuisance for trade routes with foreign countries.
13. A Datu asks you to be his vassals and retainers and bring a message to an upcoming feast in his stead. The message is a
dangerous one written in palm leaf manuscript and cannot be opened. It is a statement of intention of raiding for
blaspheming the former Datu's name.
14. A datu requests your help in traveling up a mountain in Rusunuga to raid a city upon a hill, which killed their child. This
revenge raid will need the players to travel upriver deeper into Rusunuga, the largest of the islands.
15. A young lady, perhaps the wife of a Datu, seeks your help in undergoing a spiritual pilgrimage to a Dakbalete, a Strangler
Fig Temple-Tree. This is so that the child in her womb can be blessed. They will later find out that the woman is not
pregnant at all.
16. A yawa outbreak has happened somewhere near the current location of the Kadungganan. They must seek out the cause,
usually some sort of human sin or atrocity.
17. A settlement has called for a raid on another settlement, and both settlement call to the player Kadungganan for help. It
is up to the Kadungganan whom they will serve or protect.
18. Your Datu asks you to go to a foreign island or land, whether it be Baik Hu or Naksuwarga or the Madaki Peninsula, to
establish trade so that the settlement can grow richer. (Feel free to pull from other modules and adventures for this.)
19. A Rajahnate princess is abducted by a Kadungganan who seeks to sow discord against the Rajahnate, to destabilize the
current Rajah, Batara Ambasi, and usurp the throne, replacing it with a lordship of peasant, wherein those that work will
be the ones ruling over those that don't.
20. An elder Confederation settlement where sea snakes are worn like bracelets and giant crab shells are worn like
breastplates seeks help retrieving a lost cache of Issohappan purawdust, which has adverse affects on nature around it.
21. A rumored ancient balete temple tree has been invaded by a sole Pale King conquistador. Rumors say that the
conquistador feasts on unnatural purawdust, and is no longer a living person, but one death cannot claim.
22. An old Baikhan detachment is anchored on the shores of a sea settlement, planning on claiming that settlement as part
of Baik Hu’s hegemony.
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DIVINATIONS
23. A Baikhan warlord has arrived in the shores of a Rajahnate settlement in full armor, and has announced that it the
Baikhan Invasion begins there. That island becomes the first wall against Baik Hu invasion.
24. A polity in a far off island filled with a settlement populated by elephants that worship the moon goddess Baginda
Sumongsuklay. They re being hunted down by the Sultanate for their gold and hide.
25. On the base of the great mountain Darungdungan, a small village of smallfolk live, nature imps and sprites that are
enchanted beings. They worship Harisabokid, the King of Darungdungan, and they now ask for help, as they presume
Harisabokid is dead, and one of the twelve major polities killed him.
26. A dakbalayligo sa diwata, the spirit bathhouse, has arrived, and the Kadungganan are sucked into them. They must find
a way back, lest the dakbalay sa liguan disappear on the next new moon into the depths of Sulad.
27. There is an outbreak of yawa somewhere near a holy site. Diwata war with the yawa there. Neither of them are at fault,
rumors say.
28. A Lakanate contingent of blasphemous Kadungganan have appeared in the Confederation settlement known as Latika,
which is known for its great resources in manpower and being stationed upon the mountain of Namigawal, a holy
mountain. They have arrived to stew political unrest and to force a war with a Lakanate settlement for means currently
unknown.
29. 12 Bishops from the Lakanate Clergy have begun to move their personal Kadungganan ranks, with one of them coming
directly for your own personal settlement. Rumors and whispers of “The 12 Riders of the Stars” abound.
30. War broils, it has ever been. A young and peaceful settlement, who have done nothing but enjoy their life beside hot
springs and follow the Mouse Deer God Pilandok deep into the island of Baliga, is under the threat of attack by a
Sultanate force.
31. Ten Datu have arrived from the far north, bringing with them the goal to colonize the island of Tan’ai. There is resistance
from the native datu. You must choose a side.
32. A young servant comes to you, low and meek, hoping for your help in seeking out their father, who was lost in a recent
raid to a far western island of Saffuri. Things are more than they seem, of course.
33. You are invited to be retainers to a noble who must go to a feast packed with high ranking nobles. You are expected to act
as a fluffer for the noble, and navigate a complex web of politics to get out of the feast alive.
34. A distant island that disappears in the horizon. When it comes closer, it is obvious that this is not an island, but rather, a
giant floating crab with a shell so large that an entire coral ecosystem has developed on its back. There is a settlement of
siyokoy, fish men, that live on the back.
35. A horde of magalo, those strange and inscrutable beings from past the borders of the world, have infiltrated settlements
at the edge of the archipelago. They walk among you like any other creature, but wield terrible powers and earn the ire of
any natural spirit within their vicinity.
36. A powerful city state, large and encompassing two islands in its size, is seized by the political enemy of the current Datu,
out for the head of its life. In the midst of the turmoil and excitement, the Datu is killed during a feast showcasing their
bahandi heirloom wealth in a parade. The last surviving members of the Datu’s kawal, or personal guard, approach the
Kadungganan for help.
37. Sea ghosts lure boats out to sea and they are consumed by the giant sea spider god that lives underneath a giant stone,
flat and smooth. Upon it are spider folk that worship the mountain underneath the stone. Seek them out and find out
why they lure poor unsuspecting travelers out to sea.
38. There is an island of ill omen, Mantiwan, the Island of Apparitions and Specters. White shades walk upon its shores,
upon its accursed mountain, but whenever someone gets too close, their boats are destroyed, or they begin to see hordes
and hordes of pale specters watching them from afar, with eyes of the gods. There is a settlement here, they say, that
belongs to the Kadanay. All datu avoid it, for it is indeed an island of ill luck.
39. Eight shrines to eight powerful balete trees, each one filled with resonance to the spirit word, have begun to call upon for
the Shrine Ritual, seeking Kadungganan and balyan far and wide to perform the rites and tasks. A new god arises from
the depths or screeches from the skies, ascending to seize and devour the sun and moon.
40. A small settlement in a quaint river valley needs you to help collecting coconuts in a far off plantation, or to kill a raging
monster.
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DIVINATIONS
NPCs with the spirits and has made a penchant for solving
problems with ghosts and diwata alike.
Here is a short list of potential characters and personalities 10. Amedi. A young and plucky thief who is faster than her
that the Kadungganan might meet during their travels. own shadow. In truth she is aswang, which shows when
Choose one. one looks at her shadow, which reveals that she has a set
of invisible horns. Whenever she shapeshifts into a cat
1. Dimatablan. A powerful woman who wears nothing but or into her asuwang monstrous form, she turns into a
her bahag and strength, and an agimat that lets bullets feline horned creature. She has a penchant for shiny
ricochet from her. She likes mamun and sweetened gabi things, and loves stealing from nobles and other rich
(root crop), and dislikes Baikhan tea. creatures. She strives one day to steal the crown from
Baik Hu's August Jade Emperor one day, but she's
2. Pumapagwis. A smart kid noble kid who wears the content with just stealing the ruby eye of Yarashgara
trappings of royalty. While he is blind, he sees through XII. She likes noodles and rice cakes, while she hates
his superior hearing, allowing him to scope out the plain white rice and the gluttonously rich.
battlefield even before a war breaks out. He is known as
the Eyeless Warsage, and is known to enjoy very trivial 11. Agay. A strong headed woman with a competitive
luxuries, such as honey tea and sugar cakes. streak and a skilled blacksmith. In battle, she brings a
war palo, and bashes heads in as good as she smites the
3. Sree Matamata. A rich tactician who has mastered heated rods. She has a penchant for pretty women, and
Warspeaking, but loves sleeping too much to be a true can get distracted by them.
asset to any war effort. Loves and revels in pleasure and
comfort. 12. Kasandra. A bayani of the Lakanate. Fervent in her
dedication to her Datu, Datu Luksin, she fights clad in
4. Putli Magara. The beautiful pink-haired princess of her silk cloak and heavy elephant hide armor. Her skill
Banwa Liyaga, southwest of the great Lake Pulilan, with the sibat is unparalleled, and she wears her bayani
which has adopted Sampalataya, and worships upbringing with pride. Her long straight hair betrays
Madiyah of the Stone. Well versed in the ways of her her attention to discipline, and her ability to name all
own people, but is a clean freak. Has mastered the her spear techniques reveals her meticulousness when
empty hand art of the Heavenspear due to her mother, it comes to her training. Despite this, her loyalty to her
but she wishes to escape Banwa Liyaga as the people are skill in combat has left a hole in her social ability,
starting to piss her off. Wishes to live in Ba-e. Quick to especially with those of the lower social classes, who do
anger but loves deeply. Very emotional. Loves eating but not follow the same Golden Web Tapestry social
hates getting fat. protocol that nobles tread.
5. Faengal. An elderly kindly man who has mastered the 13. Puksawan Yumi. A timawa of Datu Kalaw, a royal vassal
art of making betel nut quid, making intricate chews and retainer. He is known as the Flower Moon, as his
that look like lotuses, flowers, and other things. His life beauty exceeds even those of the most beautiful women
is fading away before him due to a liver-eater spirit. dayang. It is said that Datu Kalaw has a romantic
Wishes to die by the base of dakilang Mount Apu relationship with him.
Dayawa.
14. Harakay. A wind diwata who is known to transform
6. Dapiot. A kalabaw kshatriya who wields a kampilan and into a binturong-crocodile, or a dragon. He is a zealous
a kalasag. She fights fiercely for her Datu, and is in love Sentinel of his domain, and will take it personally if
with the Datu's binukot. She enjoys the sound of the someone blasphemes his name or those within his
nose flute, and is known to be particularly good in song domain. He is likely to be found near the base of
and melody, but not in poetry. She likes long walks by mountains, where the wind howls through caves. In his
the shore but dislikes the morning. human form, he is a beautiful young man, who can be
taken for a woman, until he shows his true form. He
7. Kubera sa Bulalakaw. The eternal 12 harvest old girl fights with quick spirit prayers and leaf blades.
who was blessed by the Langitnon and turned into a
Diwata of Comets. She is well versed in combat and is 15. Biyento Rekno. One of the princes of the Batara Lakan,
known for having fire feet that lets her fly. She holds the the king of the Lakanate. He is a man seemingly
trinity of Ancient Comet Weapons: Lontok the Earth hellbent on his job, on acquiring what he needs. He is
Pestle, Wariwari the Sea Spear, and Inikara the Sword heavily armored and garbed, in regal Baikhan silvers
Streaking Across the Day Sky. and native gold. He's doing this so that he can convince
his father to let him go on a trading mission to Baik Hu,
8. Masirum. A pandita monk found in ancient tombs, wherein his beloved lives in the capital of Baik Hu,
guarding a horrible secret: a gate to the deepest parts of Zhong Ku.
Sulad, where legions of the Earthbound Aswang are
kept. He, an aswang himself: a Gabunan, an elder 16. Nia Hibii. A balyan that wears armor and goes on
aswang. The tomb is the tomb of the ancient Hexer- ventures with her Datu in an attempt to speak to as
Datu Buyung Parangkuton, and it is packed with many spirits as she can. Nia loves collecting little items
ancient artifacts. as well, and she always carries a rattan bag with her. Her
balay back in her home settlement of Bakim is filled
9. Maningning. A young adolescent girl who is also with items that she has collected from her travels. She is
Daitan, her daitan friend being a powerful spirit named protective of her datu, and loves nature far more than
Kaimito. She is mostly shy and awkward, even if she she can care for, even moreso than her datu. She loves
wants to make friends, and she is further ostracized due
calamansi juice and fragrant flowers, and hates the tea
to her being a daitan. Kaimito constantly eggs her on from Baik Hu and porcelain jars.
and encourages her to make more friends. As a daitan,
even without formal balyan training, she can converse
333
DIVINATIONS
334
DIVINATIONS
335
DIVINATIONS
Name Generator
Choose the closest culture and then roll a d100. Can be used for folk, for places, for swords, for cities, for rituals. Commonly
can use two or more words for one name.
Gatusan Ba-e
1 Humasanun 51 Bulak
1 Kalma 51 Laho
2 Sialu 52 Gawaygaway
2 Indr 52 Kedo
3 Alho 53 Gikutlu
3 Sakra 53 Tandayag
4 Basig 54 Malarag
4 Kiling 54 Yuta
5 Bansag 55 Lawi
5 Sasaban 55 Lihan
6 Makusog 56 Nasampil
6 Magayon 56 Bajinong
7 Padulong 57 Tanaman
7 Urduya 57 Liyin
8 Ligida 58 Halas
8 Angkatan 58 Gatchalian
9 Paskan 59 Agwasun
9 Buka 59 Magalang
10 Pana 60 Dughu
10 Jayadewa 60 Mayumi
11 Pusil 61 Tangkig
11 Namwaran 61 Yumi
12 Sapang 62 Bugu
12 Dula 62 Dangal
13 Hagiban 63 Kasbu
13 Panginoan 63 Igi
14 Badung 64 Tulabung
14 Balagtas 64 Kawagasan
15 Kamuning 65 Lapay
15 Sapa 65 Gan
16 Kanduwali 66 Akasya
16 Alat 66 Masagana
17 Sagpong 67 Alipata
17 Pahit 67 Sakuna
18 Bugto Pasan 68 Bay-ang
18 Malyag 68 Saguna
19 Tindak 69 Bito-on
19 Lat 69 Awa
20 Umindig 70 Adlawa
20 Matanda 70 Bandahali
21 Alimpulos 71 Bulan
21 Magara 71 Dawani
22 Mangal 72 Bungahuy
22 Mekana 72 Gunita
23 Bauga 73 Duldol
23 Chanai 73 Gadya
24 Matang 74 Nunuka
24 Humasanun 74 Durg
25 Mataunas 75 Sagapas
25 Daragat 75 Kawa
26 Kilat 76 Bulaw
26 Masawang 76 Ladya
27 Langit 77 Hagupit
27 Angintabo 77 Laxaman
28 Biyanti 78 Bughaw
28 Pamir 78 Magha
29 Buli 79 Antulanga
29 Acana 79 Narangha
30 Ba-at 80 Lagum
30 Vajr 80 Parikala
31 Tabugok 81 Amyon
31 Vlitr 81 Panata
32 Alamag 82 Taragman
32 Champaka 82 Palakol
33 Lusay 83 Dagaang
33 Siwa 83 Puksa
34 Kagut 84 Arum
34 Wisnu 84 Rah
35 Sangkil 85 Lagtom
35 Nagar 85 Salanta
36 Bangkilan 86 Lunghaw
36 Rudravar 86 Sampaga
37 Suga 87 Alimbuyug
37 Vahi 87 Simha
38 Sidlak 88 Ilom
38 Musa 88 Sutra
39 Dan-ag 89 Bulagis
39 Paramusang 89 Sangyawa
40 Silaw 90 Anunugba
40 Alamid 90 Tanikala
41 Sam-id 91 Putli
41 Harimau 91 Tumbaga
42 Pintas 92 Pilakan
42 Tagum 92 Yoni
43 Bagsik 93 Hingilin
43 Bakaw 93 Yoga
44 Bangut 94 Dugwak
44 Garsa 94 Tadhan
45 Isug 95 Baha
45 Kandanggaok 95 Yuta
46 Bangis 96 Matinamdanun
46 Tagak 96 Walna
47 Hanuy 97 Muog
47 Pakal 97 Ubaya
48 Usasawa 98 Maatang
48 Pagsisi 98 Wika
49 Sawa 99 Mangan Atay
49 Lawin 99 Sajja
50 Alangilan 100 Ambuhotan
50 Maragit 100 Mutya
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DIVINATIONS
Apumbukid Akai
337
DIVINATIONS
Virbanwan
1 Ysayle 51 Yrnesto
2 Ystinia 52 Huwan
3 Mary 53 Gilberto
4 Yfraim 54 Roxalinda
5 Regina 55 Lowis
6 Jomarque 56 Vyrnando
7 Raimundo 57 Pransisko
8 Anjyll 58 Basco
9 Danil 59 Abel
10 Althya 60 Laksandr
11 Soffya 61 Carlus
12 Andrya 62 Yrmis
13 Samanta 63 Sancho
14 Lyxa 64 Huwancho
15 Mariyan 65 Patentia
16 Ylisabeth 66 Abundio
17 Risel 67 Ada
18 Korazon 68 Adan
19 Dulurusa 69 Orhe
20 Ylisa 70 Dyovit
21 Dibina 71 Huwana
22 Gloria 72 Justu
23 Imelda 73 Kiko
24 Ymil 74 Kilyan
25 Marikar 75 Laurentina
26 Victor 76 Leocadya
27 Emmanuel 77 Lorynza
28 Benigno 78 Luhan
29 Enrique 79 Luna
30 Ferdin 80 Solarana
31 Hasinto 81 Luz
32 Duwarte 82 Guadalupe
33 Dyon 83 Maikel
34 Hoseh 84 Magdalena
35 Marcus 85 Marciano
36 Pavlo 86 Nepumoceno
37 Ramon 87 Mateo
38 Constantancia 88 Maximiano
39 Concepcion 89 Mayra
40 Alvaro 90 Nilo
41 Baschan 91 Niyebe
42 Alehandr 92 Olvido
43 Khlara 93 Paloma
44 Cladiah 94 Pelayu
45 Conxita 95 Hosep
46 Kruz 96 Perla
47 Doulcea 97 Petra
48 Ylena 98 Pedro
49 Ysparanze 99 Prudencia
50 Ysidor 100 Quirino
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DIVINATIONS
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The Sword Isles
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The Sword Isles
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The Sword Isles
Solo Play will most likely be conducted in open world play. When you start a Solo Kandu, find out in your Kadungganan’s
background, or perhaps choose for them, where they might start. Each Region will have 12 Events each, to make each
region unique.
The regions are as follows: The Graveyard of the Winds, Tauhaw, Barrier of Panlinugon, Pannai, Khadnala Sword
Shards, Jamiyun Kulisa’s Arrows, The Footsteps of the Gods, The Isles of Rajakami, North and South Rusunuga. When
having to randomize regions, you can roll a d10.
2. Tauhaw
3. Barrier of Panlinugon
4. Pannai
9. Northern Rusunuga
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The Sword Isles
North Rusunuga
The largest island in the Sword Isles, it is almost always in constant conflict between the contesting nations within the
island. Land warfare is more common here than the rest of the isles, and so are large plains and silt fields. The Island of
Rusunuga is commonly trading with the grand Hegemony of Baik Hu, facilitating intense cultural and material
exchange. The island is covered with vast mountain ranges and beautiful plateaus, as well as giant lakes and yawning
caves.
d12 Events
1 A traveling Imperial regiment, led by a single general. They are leading a chariot filled with important war resources. It is
guarded by an enslaved angel. There are Apumbukid ambushers somewhere nearby.
2 You meet a Ba-enon monk, who walks with a vajra-bell and a monkstaff. Preaches the word of the Annuvar Buddha.
Emanates compassion, will not fight unless forced to. On the way to the city of Ba-e.
3 You meet a handsome devil. Calls themself Luzbel. Not a Pale King, but has platinum hair and azure eyes. Fickle. They are
surrounded by dead angels. He is on the way to meet a Ba-enon warrior-priest.
4 You come across an opium den. It is owned by a giant cat spirit, who emanates laziness and intoxication. Harmless, really,
the giant cat is close to Glory. An Apumbukid warrior is conversing with the cat, seemingly trying to persuade them into
something.
5 An imperial Virbanwan regiment surrounding a giant metal war-suit, traveling trails blazed. The metal war suit is special
and expensive to create. There is a Ba-enon monk in the way.
6 You meet a traveling mendicant, who asks for alms. Is actually the Violent Bodhisattva, and everyone knows it, including
himself. He is traveling toward a Virbanwan iron village by a lake, where they have begun to kill river gods.
7 Giant crocodiles dance with giant naga across the skies. They dip and dive around clouds before sinking into the sea or the
river. Somewhere nearby, a Virbanwan scholar is trying to draw them onto palm leaf.
8 You find a displaced Ba-e settlement, hiding deep in the woods. They have been pushed out of their village by Virbanwan
warriors: a Warband of Kadungganan that is similar to your own.
9 A Ba-enon merchant fleet is running from a Virbanwan warrior ship. Will ask for your help, somehow.
10 Baikhan merchants arrive by the shore, will immediately trade with the Kadungganan. Near the end of the scene,
Virbanwans and Ba-enon warriors will converge on the position.
11 Ba-enon warrior-priests are locked in combat with demons and ghosts. If not helped, they will die. If helped, they can grant
access to important Ba-enon temples, filled with Ashinin-Annuvaran-Anitu teachings.
12 A Thundering Lightning Datu is breaking the sky overhead, fighting with a powerful Virbanwan Heneral who wields the
earth. Roll a d6. On a 1-3, the Thundering Datu falls somewhere nearby. On a 4-6, the Virbanwan Heneral falls somewhere
nearby as well. The fighting will converge soon where they landed.
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The Sword Isles
South
Rusunuga
The bladed tip of the Sword
Isles. Many merchants from
Iyamat, the Longbow
Archipelago and Baik Hu can
be found here. The greatest
volcanoes and mountain
ranges can be found here, and
powerful mountain kingdoms
permeate this area. This is
where Vuyu, Sinuku, Asinan,
and Kabuluan use the natural
formations to create stone
protections against
Virbanwan assaults. Sinuku in
particular is almost as
powerful as Ba-e, though they
gain most of their riches
through fighting as
mercenaries in Jamiyun
Kulisa’s Arrows.
d12 Events
1 Kabuluan warriors travelling carrying bulu bamboo. They are fierce warriors but carry a porcelain jarlet filled
with alcohol. Very friendly, hostile against Virbanwans.
2 Sinuku warriors on their pilgrimage to Mount Alaya, where the great God Aring Sinukuan lives. They will
entertain travelers and passerbys, but they will kill those that stand in their way. Sinuku warriors are similar to
Ba-enon, but they are deeper inculcated in Ashinin faith, and believe in Lawu the Firebird that Swallows the
Sun.
3 Asinan fighters clad in silken robes that resemble hanfu, wielding katanas and daos. Probably on a river or
walking, or riding upon horses or tigers. They are on the way to their datu, or perhaps on the way home.
4 Virbanwan warriors are fending off Vuyu guerrillas. The Vuyu guerillas are winning, but the Virbanwans has
reincorcements on the way.
5 A spirit shrine in the way. There are idols that look like boars. A statue of Deva Gan, the god of knowledge and
journeys.
6 Traveling blacksmiths on the way. They offer you weapons, perhaps an Anting-Anting. But they will ask for
something in return (often pieces of cast iron or silver).
7 The earth quakes, and an incarnation of the god Aring Sinukuan arrives before you. He will ask you to kill
someone, probably someone from Ba-e.
8 Ba-enon monks are sitting on a cliff by the sea with Asinan shamans and Vuyu warriors. They are talking about
the nature of Glory.
9 The last practitioner of a lost martial art, a datu, is being attacked by an enemy settlement. Who do you help?
10 Iyamat merchants, looking for deerskins and clay pots in exchange for tea and swords. Their clothing is silk,
looking like fascimiles of giant moths, beetles, and grasshoppers. Iyamat insect gods are common.
11 Little gods arrive, happy and thriving. They will ask for something. If not given, they will get angry and inflict
violence.
12 Iyamat pirates launch an attack at you, they are skilled warriors wielding cannons, arquebuses, and katanas.
They mistake your warband for a traveling Asinan trading band.
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The Sword Isles
d12 Events
1 You meet Lunate Knights on the path. They stop you and ask why you’re traveling. Hostile against outsiders
unless given a gift.
2 In the great island of Kalanawan, by the cold and lonely lake, there is a great hero-sage who now lives in a
cottage by the Lake Lanaw. He speaks and sings of Glory and greatness. If this is the first time the warriors
meet this hero-sage, they rise in Legend immediately.
3 You meet ritual warriors on the way to perform ritual killing to a nearby settlement. The rivers choke their
path.
4 A giant whale leaps into view. Those well-versed in gods will know that this is Kedu, the Whale That Will
Swallow The Light Moon.
5 You meet one of the handsome and beautiful Lunar Princes/Princesses of the Sultana. These royals travel
across the isles with a coterie of viziers, vassals, and retainer-knights. Will ignore you unless you’re
interesting.
6 You find ruins of an ancient city. The architecture reveals dragons and buddhas. Nearby, there are Lunar
Zealots that are setting up to destroy the architecture as it is blasphemous against Goddess.
7 Dagindaran janissaries are waging war with Apumbukid braves nearby. The fighting continues deep into
Kalanawan. There are warriors of Akai fighting on both sides.
8 A jinn (spirit) speaks with you from within the trees. They are friendly, and are good friends with the diwata.
They offer you betel nut, they ask for fish in return.
9 A jinn stalks you. They are hostile, and are demonic in nature. They will not hesitate to kill you. If killed, gain its
eye, which is valued by Akai alchemists.
10 A ritual marriage is being performed. White tattoos upon hands and face. There are Aasama folk nearby
fighting off sea ghosts that seek to kill the Bride for infidelity.
11 You find a sarimanok egg. It will hatch soon. Apumbukid, Dagindaran, Sonyoh, and Akai forces are
somewhere nearby, trying to get it first.
12 An Akai warband has arrived, led by a warrior-priest to Goddess. They will kill all those in their way. They are
the forward team for the advancing army of the Sultana, who has begun their Lunar Campaign to take over the
Virbanwan region.
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The Sword Isles
Isles of
Rajakami
The dragon head of the Sword Isles.
Rajakami means “King Cinnamon”,
Rajakami is commonly known as the
islands of High Spice. The High Spices are
considered the greatest spices in Gubat
Banwa, and is so valuable that much of
modern trade surrounds their flow, causing
Baik Hu, Ramahasa, Mahajola, Issohappa,
and other far continents to vie for
ownership of the Sword Isles. The residents
of Rajakami are powerful shaman-kings
and sorcerer-queens that use witchcraft
made from the high spices to summon
dragons and control the Gods. The Isles of
Rajakami are covered in dense and lush
forests. Slumbering naga surround each
major island.
d12 Events
1 You meet Issohappan merchant-warriors that are spearheading the “East Issohappan Trading Company”. Do
what you will.
2 You meet one of the naga that surround the islands of the islands of the Cinnamon Kings. They give you
wisdom and knowledge. They will ask you to kill a Pale King that lives somewhere nearby.
3 Pale King warband.
4 You speak with Iyamat merchants that have traveled far and wide. They bring with them expensive silks and
tea, in exchange for spices.
5 An offshoot of the Baikhan Treasure Fleet has arrived here, sent on a mission by the Zhu Empress. They ask for
directions going back, as they must regroup with the Treasure Fleet on the way to Auraska to the grand city of
INDR.
6 You come across the kingdom of Gapi, famed for its spices and cloves. The settlements of the kingdom circle
the mountain of Kamalam, each settlement is ruled by a Molome, and each Molome answers to Katchil Mashur
Malamo, or Kolano (King) Kiko. It is expanding from its place at the southeastern tip of Salak, as trade with
Issohappan kingdoms and the Azur Caliphates expands.
7 A house filled with nutmeg, untouched by colonizers, traders and merchants.
8 Dagindaran warriors, following the Lunar Goddess, raid a small Astraiman (the Bleeding Star faith)
settlement. A nearby larger Astraiman military outpost is coming to fight back. Virbanwans are in the vicinity,
fighting for the Astraiman forces.
9 You meet a Spear Bearer from Naksuwarga, a rising power, who wishes to make trade relations with the
kingdom of Ema, the community that sits atop the largest natural nutmeg forest, wherein the nutmeg god
lives.
10 You meet Galadan merchants and warriors, from North Issohappa. They are still enthralled by Pale Kings, but
these seem to be free from Pale King influence, and have come not as invaders, but as servants of the local
kings.
11 You find a dead corpse of a Pale King being eaten alive by suanggi.
12 You meet the Cinnamon King: the god of spices who is clad in gold and has skin like flame. They are Rajakami,
and they are too friendly. As if they are an ancestor spirit. They grant you a single food of their choice, but will
ask you to kill a Pale King outpost in the far northwest.
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The Sword Isles
Jamiyun Kulisa’s
Arrows
The far tassels of the Sword isles, this region is a
newer addition, as it is quite literally Jamiyun
Kulisa’s giant lightning cloud arrows fired to try
and slay the great Nushen Nugua, mother of the
million peoples of central Baik Hu. Nushen
Nugua survived the attacks and made a pact with
Jamiyun Kulisa that their children will trade and
exchange what they know of the world. The
arrows that fell upon the sea that now connect the
Footsteps of the Gods to the mainland continent
of Baik Hu have become populated with grand
kingdoms. From great god-kings, to sage-
shamans, to tiger-conquerors. Jamiyun Kulisa’s
Arrows are covered with islands of verdant
jungles and millet fields, but more striking are
the architectural marvels built within,
stillshrines to the gods. Many of the inhabitants
of The Sword Isles travel here to fulfill religious
pilgrimages and achieve spiritual
enlightenment.
d12 Events
1 A monk is reliving the travels of Tulopitaka across the entirety of the Sword Isles from Ba-e to the mountain if
MR, in the subcontinent of Indr. You meet them, but they are haggard and tired and have no companions. They
wield a staff and a sword themselves. When asked, replies that their name is “Sansan” and their companions
have died.
2 Altan Surutai warriors have arrived in the island of Sakara, where the ancient kingdom of Wijaya once lived,
and where the great city of Indrapura led by Nyi Warokken is established. The Altan Surutai are powerful
warriors that, before the Zhu Dynasty of Baik Hu, ruled over Baik Hu thanks to the strength of their Divine
Warlord, the Gengis Khan Qiyun Tailu, who heralded the Tailu emperor. A plucky young aristocrat, the
nephew of the Nyi Warokken, Rasa Sakra, has offered to help the Altan Surutai warriors to overthrow
Indrapura, with the promise that he becomes the new king. He is conniving however, and he will betray the
Altan Surutai in the end.
3 Rajasa Wuni, an ancient warrior-king from Halun, is constructing a rebellion against the greater king Dewa
Lakapati, who rules Halun from the northern tip of the Continent. He wields the powers of the sea like a
puppeteer moves shadows.
4 A play representing the fight between the war between the Bulanist Lunar Followers and the Ashen Starites is
being performed out in the streets.
5 A grand procession of elephants and lions is being presented before a grand monument made to resemble the
mountain of MR, which is one of the pillars of the earth (the center being grand Apu).
6 You meet an outpost of Auraskan Lionfolk from the Indr subcontinent. They are friendly and can speak Trade
Mataram, the trading language in the Isles. They’re mostly merchants, but there are some ksatriyas that wield
urumis and trishulas.
7 A band of Sinuku mercenaries are riding to the kingdom of the Kassr, which is in war with the Anibuga. This is
how Sinuku gains wealth and glory. They invite you along.
8 Traders from the Azur Caliphates, wrapped in silks, mostly bamboofolk but there are some pigeonfolk. They
are great with money. They preach the Lunar Goddess’ holy word, and the teachings of Sihkandag.
9 A tiger swims toward you. Roll a d6: on a 6, it’s friendly. Otherwise, it is hungry. It is larger than the usual tiger.
10 A king is hunting, with a coterie of other hunters. He is hunting from atop an elephant. They are hunting
imported giraffes from the Southeast Asian continent.
11 You meet an Ashinin priest performing a Geniyajna, the fire sacrifice. When they see you, they pull out a ritual
knife and ask if you want blessings. You must give up something important to you. If you do, gain 2 XP.
12 You find kinnari, freed from royalty, dancing about. When they see you, they run away. If caught, will find that
they are the princess of a nearby kingdom.
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The Sword Isles
d12 Events
1 A group of warriors fend off an undead troop upriver into one of the islands.
2 A shaman-in-trance leaps into view. “The war continues!” she screams. “Amihan and Habagat ready their
zephyr lances!”
3 A small warband finds you on their daily patrols. “Oi! Some stragglers! We could use some extra hands for that
shrine we’re buildin’.” They unsheathe their blades.
4 You find an ancient javelin. It’s blade is made of calcified steel, forged by lightning. Find its owner and be
rewarded, or wield it (Garoda Wingspear anting-anting) and be hounded by demons until you are dead.
5 You chance upon a lone balyan, working now as an exorcist, clothed in robes, ceremonial flowers, and white
ritual paint. When asked, she will say that she is on the way to purify a town seemingly cursed by the ancestors.
The town worships a malevolent deity known as Mother Midirah, a perversion of the Virbanwan Madiyah, who
commands a virgin sacrifice every year.
6 A group of demons, still set to kill, attack the warband. This will always be a difficult encounter. The
appearance of demons always means that Raja Sri is close behind: gain a +1 on your next roll on this table.
7 You encounter a ship on the way to raid a community on another island, for one reason or the other.
8 You find yourself in the Open Ocean or the Deep Wood. Something uncanny happens to you as you brush with
the diamond realm of spirits. Will you ever be the same? Describe what you see. It scars you: start every
Violence with -1 HP until your next Downtime, but gain 1 XP.
9 You meet a giant. 50% chance of it being hungry. If it is, it immediately attacks (Size 2 Ogre Demon).
10 You encounter the king of Mairete, Raja Sri Diwa Haharing an ancient demon of three torsos. Surprisingly
calm and collected, and rules a sophisticated city known as Taklub. Exports deerskins, honey, and warriors.
Warriors are taught ancient demon arts. Sri Diwa Haharing learned his ways from a traveling monk named
Sri Daitya, who died there and became a worshipped ancestor of Mairete. Diwa Haharing has achieved the
bodhisattva state, though his life’s work is not yet done. He wishes to eradicate all demonkind, which he calls
yawa.
11 You hear whistling as you cross a wood. Walk forward and don’t look back. Utter a prayer to the ancestors. If
you dally too long, aghoy appear: stick-like slender men made of wood, whistling incessantly. They can be
given offerings to appease them. Will curse you if you run or if you defeat them.
12 You come across a strangler fig surrounded by porcelain jars. A royal family’s burial grounds. An elderly balyan
guards the area. Is kindly and offers betel nut.
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The Sword Isles
Tauhaw
Composed of the largest
settlements in the Gatusan
Isles. Tauhaw is commonly
seen as the island of royalty.
Here the Hundred Houses of
Gatusan--datu that pledge
loyalty to the Raja--live.
This is the region of the Raja,
of the eventual Batarahari.
The one who will unite the
Hundred Chiefdoms and
establish a grand kingdom,
and then go on to rule the
world.
Foreigners are common here.
From across the world. Pale-
skinned ones are looked upon
with askance, but hospitality
gets the better of Tauhawnon.
Buwol houses one of the
fiercest resistances against the
Pale Kings.
d12 Events
1 Caught in the crossfire of a datu hunting party, led by one of the many kedatuan royalty of the Hundred
Houses.
2 An Annuvaran priest with a pewter monk-staff fights off a marauding band of water ghosts with the help of a
fellow warrior taught in the destroyer-tradition of Siwa.
3 You come across a feast held to celebrate a successful raid. A severed head is mounted on a spear at the center.
There is someone that wishes to steal the head.
4 An Akainon fisherman on his boat, filled with fish and coconut. If approached, asks for help hunting an old
rival.
5 Encounter a musical warband travels from village to village. The leader has backwards feet and disappears at
night.
6 A krait whisperer. She tells the story of the snakes. She makes friends with the coral serpents. She worships
Vritra, the god of the dragons, who wishes to kill Jamiyun Kulisa, who is Indra.
7 There is a balak, a poetic bout, going on, the hollers and cheers echoing across the isle. It is a fight for the hand
of the bride in marriage.
8 A child that speaks the language of the whale sharks, the butanding. They speak the secrets of the Tubigbanwa,
that ancient and distant realm, where souls dead become servants and warriors of the sea empires.
9 A karakoa wreck. A witchpowder trail leads into the forest, which has blasted it into mangled fingers of
magenta flame. Demons feast upon the stockpile. A nearby datu has heard of this wreck.
10 A warrior with crimson hair appears and asks for help. He is the heir to a settlement with a mystical well that
produces ice and other confections. The settlement is being run aground by his father.
11 A travelling master teaches a discipline lost to time, but only in a royal palace, while everyone is asleep.
12 A tigerfolk prince from the realms of Mahajola, said to be a descendant of great Jamiyun Kulisa. Lost most of
his things in a shipwreck after traveling into the Isles, save for his superior martial prowess, Vritra-slaying
sword, and his serpent-mount. Offers you help and teaches the tenets of Ashinin. Wants to start his own
kerajaan.
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The Sword Isles
Barrier of Panlinugon
East of Tauhaw, a common stopping point for traders from Baik Hu, or those from the Footsteps of the Gods.
A major city here is Kotalawana, named after its founder Sri Lawana, said to have been an avatar of Lawana Sinigida. The
current raja, Raja Sri Lawana Kalima (the fifth) is a tyrant, subsuming other communities under his own. He wishes, of
course, to show his devotion to his ancestor Lawana Sinigida and conquer Gatusan.
Travel due east from the Barrier, and one finds the remains of steepled towers jutting from the ground, each layer of the
tower housing a thousand gods. The occasional giant kampilan juts out out of the waves, seafoam crashing against it.
Grand coral cities and ecosystems have risen around ancient monoliths of Indira Suga, the Empress of Kings, the
Mother-Essence.
Ask a local, and they point and say, “Samrasat.” That is all they know, that is all their ancestors know. When pressed, they
shrug and say: “They are ruins now.”
d12 Events
1 An ancient cannon washes ashore the city of Kotalawana. Local datu fight over it. It has the strength to destroy
thousands. Raja Sri Lawana Kalima wants it for himself.
2 Ashinin missionaries have arrived from the Tiger Empires: ivory tigerfolk with four hands. They peddle gods
and spices. One wishes to speak about Siwa, the Lord of Dancers, the bringer of destruction. The isles know
Siwa by another name: Batala.
3 Sea raiders pass by, hooting and hollering, looking for another kill. They’ve found one, probably, with your
warband.
4 A giant rouses from their deep slumber from a seaside cave. Wishes to fight someone worthy of their time.
Will not fight someone smaller than him. Will wrestle gods.
5 A shaman laps at stream. Possessed by a wild cat spirit. Wants milk. Has eyes the color of sunset.
6 The weeds move. Little water ghosts dance. Will ask for food or for offerings. Prone to violence.
7 A headtaking ritual. Unable to escape; must partake in the violence. If not, prepare to be decapitated. Led by a
boar god.
8 A banana tree with a drop of moonlight hanging from its heart. If ingested, receive the fireblood mutya.
However a snake god will chase after you, trying to get it back.
9 A stray tiger traveling across an island. Missionaries will say it is a sign that Siwa blesses Panyupayana (their
name for the Sword Isles). The tiger is hungry.
10 An Apunon camp. They are waiting for a perfect time to strike against a rising village allied with Kotalawan. It
has been a constant source of Dihiyang for the longest time.
11 A lone faithful of Annuvaran faith in the corner of a settlement. Built their own pagoda-temple out of
hardwood. Prays to the Buddha Vairochana, whom she refers to as Sri Rajaraya Balaan Malaun, the great king
holy Malaun, which means Ancient One. Vairochana is a primordial Buddha.
12 A man scratching at his eyes. Has his third eye opened. Cannot be unseen. He is the king of Samrasat. Cursed
forever by ancestors.
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The Sword Isles
d12 Events
1 Witness the Royal Dragon Barge of Datu Sumakwel, great fire-bearer, who once wrestled a naga to the ground
from a volcano. The Royal Dragon Barge is large enough to house various houses within, as well as its own
marketplace. There’s been a murder within it.
2 The great Heaven-Piercing Datu Bangkaya, who was an esteemed learner of the Heaven-Rending Art of
Heavenspears. His city-state rests before a large cliff in the shape of Raja Makatunao jutting out. Ashinin
devotees sometimes rest here to give lotus-prayers and perform mantra-meditations. Datu Bangkaya has
lately been a devotee of Annuvaran, believing in the perfection of sunyata and the liberation from
3 Meet a warrior of the lord of earth Padohinog, who could level mountains with a single strike. His settlement
is deep in the forests of Pannai, where he is close friends with the forest god. The warrior has crimson eyes and
is skillful with an axe in both felling trees and foes. He is traveling to the volcano of Kanlaon, wherein a great
dragon sleeps.
4 You meet the grand Datu Bantugan himself, whose skin is almost pale thanks to tiger-blood descendancy. He
is one of the few datu that does not claim lineage to Raja Makatunao but rather, to Megat Seri Laon, who once
traveled to the volcano now known as great Kanlaon and defeated the ancient Dragon Demon-God within. He
is looking for someone to carry out his dirty work: someone in a rival community must die.
5 By the shore, a crocodile spirit has possessed a fisherman. He lies down belly up all the time. Belches out
weapons.
6 A warrior from the settlement of Datu Paiburong, Banwa Irong-Irong, arrives to ask for help: their hand has
been ripped off, and they wish for their arm back. Datu Paiburong is the lord of the Irong-Irong strait,
controller of the flow of trade there, thus becoming a rich city-state. Datu Paiburong is a patron of the Ashinin
Faith and mixes it with local anitu, building monasteries and candi to the goddess Gold Tara.
7 An Ashinin monk, pewter staff and all. Looking for Kadungganan to help them travel to the Far East.
8 Meet Sri Dapa, azure-skinned and multiple hands. An aspect of Siwa, who counts down mortality. Can teach
the Dance of Death if asked, as well as the Decapitation Rite.
9 A giant naga erupts from a river. It chokes upon a god. Choose who to save. The god is always powerful,
perhaps an aspect of Wisnu.
10 A greater shaman-sorcerer, a ma-aram, seeks out Kadungganan for help in a ritual to end an ancestor’s line to
end a great evil.
11 Ancient metal statues in the forests of Pannai have begun to move. They were made by ancient Annuvaran
monks. They watch you as you cross the forests.
12 You come across a large group of people working on building a great candi. Demons try to stop them.
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The Sword Isles
d12 Events
1 You encounter a hungry ghost. Its maw opens. Its body always looks away from you, but its head always faces
you.
2 A demon-witch manananggal flies overhead, and finds one of you as prey.
3 An amalanhig: a ghost hungry and vengeful. According to the Ashinin, died with horrible karma. According to
local anitu, these are people that died as horrible beings, and cannot find rest in any place, even in Sulad, due
to their sins being too great for them to enter into any afterlife. They attack immediately.
4 A Makinaadmanon, a sage, who teaches of Perfect Divine Ego-Death. Teaches that the creator god Kaptan, to
create the Trichiliocosm, killed his Ego. Kaptan thus became the Trichiliocosm. The Makinaadmanon is a very
kind warrior-priest that gives tea and the Geomantic Moondrop to the warbands.
5 A small community that follows Nataraja, the Lord of Dance, performs a vigorous tandava to commemmorate
the rising of a new datu. There is an ambush ready to strike.
6 A ruin. Preta wander it. Wails echo across it. There is no respite for these ghosts. Cleanse them (Ghost).
7 A spot of forest where everything becomes black. An amalanhig with a gaping maw follows you. You see her at
the corner of your eye. Closer, closer. (Ghost Chief)
8 A wandering hammer-exorcist, a master of the Blood-Soaked Hammer of Hari. Can teach it. Has an anvil
made of preta. On the hunt for Asuras.
9 A wandering tigerman-priest, whose hair is crazed and whose eyes are always blood-shot. A brahmarakshasa,
demon-priests. Ashinin missionaries that died evil.
10 A shaman who channels Durga the goddess of death, of whom Kalakatri is an indigenized form of. Durga
comes from Southeast Mahajola, the goddess of warriors and in some sects is associated with the All-Mother
Essence Shakti. The shaman goes around putting preta and amalanhig to rest with a giant executioner’s
panabas.
11 You find Sri Kamakama’s city. A great city wherein amalanhig are turned to manual labor, ordered by
Annuvaran monks, to make up for their evil deeds. Sri Kamakama is hospitable and meritorious, who knows
of the prejudice from outside the Sword Shards.
12 A black-tiger, an avatar of Yamaraja, Supreme Lord of the Underworlds. He beckons you. Can teach the Dance
of Death if so wished. Can show a path into the underworld.
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The Sword Isles
353
VII: Lore
exchange for local forest goods) so that they can be broken
Barter Items to supply smith forges, since it was easier to trade in
malleable iron than to extract metal from ore. Rarity to
smiths.
If you want to randomize, roll 2d8, setting one dice as the
tens place and the other as the ones place. The barter 33 - Palo. Panday tools. The palo is a two-handed stone
ratings are generalizations, it will not be the same across maul for working iron. Palo-palo is a smaller stone
all polities. hammer. A pair value at
11- Kupya. Steel peaked helmet. An import from foreign 34 - Garol. Curved bladed spurs for fighting cocks. Valued
lands, now forged locally. by those that frequent sabong fights and those that train
fighting cocks.
12 - Betel Nut Chew. When given to someone you just met,
it grants you +1d when conversing with them. 35 - Bisol Tail. The bisol is a kind of ray fish with a tough
and rough tail, used as a smoothener to smooth the
13 - Abaca Rope. 20 feet long. Has numerous uses. hardest of woods.
14 - Glazed Water Pot. Useful for carrying water. 36 - Daya. A flat open boat akin to sampans. Can be used to
travel up and down streams and rivers.
15 - Abaca Sack. A sack used for carrying things.
37 - Balanga. A flat clay pan used for frying. Commodity,
16 - Banig. A textile mat great for resting.. sold by most potters.
17 - Bamboo Fishing Rod. A fishing rod. 38 - Gining. A large porcelain jar used for creating pangasi
rice wine. Necessity, usually comes from foreign trade with
18 –Habay-habay. An abaca fiber under armor, worn Baik Hu and Malirawat.
similar to a burlap sack. Usually waist length, but can reach
ankle length. 41 - Kabo. A blue and white jarlet, Baikhan construct.
21 - A clay pot of dyestuffs. Choose which color. This can be 42 - Dulang. Wooden pan used to pan gold from streams
used to dye any cloth. and riverbeds.
22 – Palm Leaf Scrolls and Writing Knife. Can be used to 43 - Kamagi. Neck Trinket. Gold necklaces that contain
write messages and notes. hundreds of links and rods and wires, all made of gold.
23 - Clay Pot. A clay pot that can preserve anything put 44 - Pakil. The native term for breastplate, can be made of
within it for a three days. kalabaw hide, kalabaw horn, elephant hide, gold, bronze,
steel, hardwood, or bamboo. It is a necessity if its
24 - Tuba. Fermented coconut wine. When drunken, must hardwood, bamboo, or gold. It is a rarity if its made of
succeed on a save or else they are incapacitated for 6 hours. kalabaw hide, elephant hide, bronze, and steel.
Bahandi.
45 - Pakang. A kind of mallet used to drive a lukub, an
25 - Kasing. A hardwood spinning top much wanted by instrument to make holes in shipbuilding.
children and collectors. Values at
46 - Kagingking. Branches of bamboo whereupon leaves
26 - Kudyapi or Korlong. A boat lute, usually with one or grow, used for rituals and decoration.
two strings, played with a plectrum. Much wanted for
feasts and celebrations. Kudyapi is used by males and 47 - Karayang. Frying pans of pure iron. Used for cooking.
korlong by females. Values at Traded in from Naksuwarga or Baik Hu.
27 - Agung. A bronze or war gong, used for official 48 - Bakud. Poles used like staffs, made to create holes in
proceedings, ceremonies, war, and news. Bahandi. the ground for farming.
28 - Ancestor or Diwata Idol. A little human being or idol 51 - Subing. A bamboo jaw harp. A twanging reed plucked
usually made of wood or stone, found in almost every between the lips or teeth with the mouth as a variable
household in The Sword Isles. They represent little gods or resonating chamber.
diwata, guardian spirits, or ancestral spirits that the
common folk pray to everyday. Some settlements paint 52 - Tolali. A bamboo nose flute, made to echo mournful
them intricately, others laurel and perfume them. human sounds.
Offerings are given to them everyday. Usually not sold, and
no one in the market would seek it. 53 - Bangati. A vine used as a preventative for epilepsy.
31 - Hinalasan Burial Jar. A porcelain jar depicting a river 54 - Kandit. Neck Trinket. Heavy gold sash worn by
dragon. Used as a means of secondary burial, where the kedatuan royalty.
bones of the deceased are perfumed and stuffed within in
a sitting position--with their knees up to their chin--along 55 - Golden Flower Ear Ornaments. Ear Trinket. Four
with their jewelry. Bahandi. petaled gold flower sculptures, depicting the ancient
Flower of Life. Excessively ornamented and decorated,
32 - Baikhan Cauldrons. Usually used for stews and soups, made by the most skilled of panday sa bulawan
they are usually traded in from the Southeast Continent (in (goldsmiths).
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56 - Patan-aw. Ear Trinket. Dangling gold earrings where 72 - Kupit. A knapsack for holding items.
articulation is achieved by fusing zigzagging gold wire into
hollow hoops. From these dangle multiple round, 73 - Bangkat. Bamboo carrying basket.
rhomboid, and foliate spangles and ornaments. 74 - Kupang. A skein of cotton.
57 – Paruka. Wooden clogs, sometimes made of intricate 75 - Tapul. Tar-based teeth coating that can be applied to
gold. A sign of wealth.. give the teeth polished ivory. It also acts as teeth
58 - Gold Barter Rings. Ring. Golden rings engraved with preservatives. In most of the cultures of the known isles,
exquisite wave patterns used as trading currency. white teeth belongs only to the animals.
61 - Tutubi Necklace. Neck Trinket. Or dragonfly necklace. 76 - Lakha. Red ant eggs chewed to grant the teeth a deep
Made of gold, a kind of necklace made of thousands of red color.
granulated gold beads, flattened to create a shimmering 77 - Pandong. Any natural covering used as a lady’s cloak.
effect reminiscent of the tails of tutubi, dragonflies.
Expensive almost anywhere. 78 - Sarok. A headdress with a deep crown, used for travel
on foot or by boat.
62 - Golden Forearm Bands. Wrist Bangles. Gold bands
made of sheets of gold wrapped around the forearms, 81 - Paraluman. A compass, not really used much as sailors
decorated with rose and palmetto motifs. in the Archipelago memorize the currents, the islands, and
know how to read the stars.
63 - Gold Armbands and Bracelets. Wrist Bangles. Wide
gold flaring bands worn as bracelets. 82 - Bronze Mirror. Used as a mirror.
64 - Gold Petaloid Ear Ornaments. Earring. Ear ornaments 83 - Incense Pots. Valued by those higher in society,
with petaloid protrusions and floral designs. important during death rituals, funerals, and mournings.
65 - Habul. Abaca cloth, used for a variety of things. 84 - Bulat. A perfumed ointment, compounded of many
ingredients, used for hair fragrance and luxuriant growth.
66 - Salt. Salt derived from saltwater was precious. One
ganta (3 liters) is usually needed by most people. 85 - Puno. A fine comb for removing head lice or ringworm
scales.
67 - Kukot. Wooden counters for calculation of barter.
Every tenth kukot was of a different size, to help in 86 - Silat. A toothbrush made of vegetable husk for
counting. cleaning and polishing teeth.
68 - Cast-Iron Pans. From trade with others. Wanted by 87 - Powdered Duyong Bones. A panacea for all kinds of
panday sa puthaw (blacksmiths). Commodity, Necessity to treatment.
smiths. 88 - Puso Rice Cakes. Rice cakes boiled in a little wrapper of
71 - Bugsok. A bamboo clothes hamper that you can keep coconut leaves.
your clothes and other items in.
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Martial Arts
A Collection of The primary way of fighting in every culture is expressed as
Writings and Silks an art. These are martial arts. As with any art, there are
many different schools and branches of this art, and that is
doubly true for Gubat Banwa, where Martial Arts are the
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The boy lifted a thoughtful eyebrow. ‘But that is not how it nephews become Aristocrats), marriage, or by the Chief
seems, great Makinaadmanon, in the Sword Isles. The absolving them of all Debt and making someone their
Sultana claims heritage to the Moon, the Batara Lakan is vassal. Aristocrats enjoy the most freedom in society,
chosen by God, the Hari has the blood of tiger-gods…’ second only to the Royalty and the Chief themselves, and
very often delve into trades and professions that they can
The Makinaadmanon laughed and nodded. “No merit, no afford, such as boatwrightship, singing, mourning,
compassion…” she turned on the boulder she sat and bent weaving, blacksmithing, merchantry, and far-continent
over, as if retching. Then she said, her teeth stained red by trading. A chief’s concubines are considered Aristocrats.
the betel nut that she had been chewing for 44 days: ‘That is They are known as tumao in Gatusan, mafengal in
why there are no kings in The Sword Isles.’ Apumbukid, tuwan in Akai, maginoo/binibini in Ba-e, and
‘Is Royalty something they must achieve then, wise one?’ don/donya in Virbanwa.
‘Nay. Royalty is something they must shed.” The Royalty - The greatest of the nobles, these are first of kin
Makinaadmanon grinned. Her shattered sword glinted in blood-related to the Chief, or those that the Chief married.
the night light. “Royalty is an incomplete thought crafted This includes the Chief’s parents, brothers, children, and
by autocrats. They must trudge toward holisticity, grandchildren. Only the Chief’s main wife is considered
harmony, oneness, nature.” royalty. Royalty have access to the wealth of the settlement,
and enjoy the servitude of those that also serve the Chief.
There are many terms that deal with the complex topic of They are known as kadatuan in most communities, and
rulership in the Isles. In general, “Kings” in the Sword Isles datu in Akai.
do not consolidate their power by collecting land, but
rather, by collecting people, as the manual labor lets them Chief - The greatest of royalty. They are the owners of a
take advantage of the abundant natural resources. settlement. The entire settlement is known as their
Following (remember power is gauged not by land
The hierarchies of Rulership are as follows. controlled but by number of people you lord over) or their
Servants - The lowest in the Social Classes, those that can Chiefdom. When a Chief must pass down their title, they
be sold like items, and are owned by those they owe their can choose amongst other royalty, and not just the eldest
debt to. Servants are transferred through transference of son. This is very often an important event, with the Chief
debt. These are known as aliping sagigilid in both Ba-e and speaking with a council of elders, sages, and warriors to
Virbanwa, oripun hayohay in Gatusan, ipun in Akai, and choose the next Chief. Chiefs commonly choose the next
bayang in Apumbukid. Even lower than servants are the Chief while still alive, and then retreat into a safer position
war chattel, known as captives, who do not even serve and deeper inland or within natural defensive bulwarks to live
are just sold like items. They are known as bihag across the there, and are considered Elder Chiefs, who are considered
isles. Chiefs even as their Following is transferred to the newer
Chief. Known as datu in most cultures. Akai calls them
Peasant - The next lowest. They are indebted to their Chief, panglima.
and are considered as owned by their Chief, in the same
sense that a serf would be owned by a Lord. These are Chiefs very often depend on authority given to them by
aliping namamahay in both Ba-e and Virbanwa, oripun lineage or divinity (those that have the blood of diwata or
tuhay in Gatusan, kiapangdilihan in Akai, and nugkat in of ancient hero ancestors are very often Chiefs). However,
Apumbukid. authority only gets them so far: they must consolidate their
power by gathering many treasures, which they must
Conscript - The third lowest of the “servant” classes, showcase and flaunt to impress upon their Following the
conscripts have the most capacity for social mobility, as strength of their power.
their primary purpose is to serve both as boat rowers for
their Chief or owner’s vessel, as well as fighting for them. King/Queen/Great King/Great Queen - Kings are rarer
Brave exploits in combat in the Isles are recognized, and than not in the Sword Isles, and are very commonly just
many Chiefs elevate faithful conscripts to becoming Chiefs on a larger scale. They are commonly known as
warriors. These are commonly known as horohan across rajah or sarripada, while Ba-e calls them Pamegat, and
the isles. Virbanwa calls them Lakan. Kings do not have larger
swathes of land to control, but rather, have a number of
Warriors - The middle-class after the peasants. They are Chiefs that defer authority to them, and they have this
similar to vassals in that they will fight for their owner. authority by dint of either communal agreement (as is the
They are very often owned by Chiefs, and they have the case in Gatusan), Trade Monopoly (meaning they have
ability to pay off their duty freely and to leave and choose a access to much wanted international wares and other
different Chief to serve. They are known as maharlika in wares from even within the Sword Isles), or through debt
Ba-e, sundalo in Virbanwa, timawa in Gatusan, kalita-o in (they have a number of Chiefs that have debt to them,
Apumbukid, and satariya in Akai. meaning the Chiefs become part of their Following).
However, very often, when a King is defeated, since their
Kadungganan - The best of the warriors, very often treated power comes from the three things above, it does not mean
like aristocracy. Kadungganan are well feared across the that the Followings under the King’s authority
archipelago, and spoken off in hushed tones. Many automatically follow the one that defeated the King. In
Kadungganan become Chiefs of their own right, or become many cases, it means the Chiefdoms under the King are
sung about in the songs of the lorekeepers. Kadungganan freed from the King’s authority, unless the one replacing
in Gatusanon, Hulubalang in Akainon, Bayani in Ba-e, the King can showcase that their power can daunt the
Kabalyero in Virbanwa, and Vwiraya in Apu-apu. other Followings as well.
Aristocrat - The nobles, very often they are related in some Some Kings can be considered Great Kings, if they have
way to the Chief, whether it be through blood (even second Kings in their debt. These Great Kings are rare in the isles,
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but they exist, and they are very easy to depose due to the The God-Kings emanate with divinity, and with so much
volatile nature of political relationships. Great Kings very power that their very bodies are considered treasures, said
often have the title of Maharajah. to shine with a sungleam aura, and their eyes burn with a
different flame than mortals. This is not poetry: the God-
Both Kings and Great Kings when they reach this position Kings are said to have been blessed by the Ancestors so
take on a different title, something impressive, something much that they are very close to being the most powerful of
foreign, to consolidate their power. mortals, and if any of them played their cards right, they
God-Kings/God-Queens - There are only five God-Kings in could begin a Conquest that could span the entirety of
the Sword Isles. These are the rulers of the five major Gubat Banwa.
polities. In Akai, it is the Sultana. In Virbanwa, it is the And that exactly is the problem: all mahamandalas (even
Batara Lakan. In Ba-e, it is the Sangpamegat. In Apumbukid, who must engage in violence to sustain
Apumbukid, it is the Jayavarnam (of which there are none, Hiyang) are at the tipping edge of all out war, a war to see
and is a title given only to the God of Apu Dayawa). And in who will become the Universal Ruler of The Sword Isles. If
Gatusan there is the Hari (a term taken more recently, as it any one takes control of the Sword Isles, they can feasibly
was once reseved for foreign kings, but Rajah Ambasi has take control of all of Gubat Banwa.
accrued enough power to take that term for himself).
When the balance is broken is when begins the Eighth Star
Era, poetically known as the Year of Kalakatri, Goddess of
Star Darkness and Murder. Even more poetically, it is
known as The Longest Year. The Himayanon once said that
the world ends at Eight, the holy number, the last number,
perfection of divinity. Thus: the Eighth Star Era is said to be
the final era of Gubat Banwa.
The Scourge
First, realize this: the warring realms contend and play with fire. They must be in accordance with Hiyang, that is, supernal
harmony with nature and the world, which in itself is holy and divine, for it is where all things come forth. In Gubat Banwa,
“sacred nature” is tautology: nature is already inherently sacred, by dint of what it is.
There is the state of anti Hiyang, known as Di-Hiyang. A being in Di-Hiyang is a being outside of the natural state. It is very
rare for something to be in Di-Hiyang: almost anything done–from violence to love–is part of Hiyang. Hiyang, after all, is
the totality of all these things. What is Di-Hiyang? Di-Hiyang arises in places of pure atrocity. Mindless mass murder,
things that the diwata (manifestations of Hiyang) turn away from. Included in this atrocity is the desecration of natural
places in which the diwata or the ancestors did not consent. Violence and brutality in a sacred grove incurs Di-Hiyang.
A sacred place in Di-Hiyang is one that must be appeased, usually with balyan, but this can also be done naturally, by going
through proper rites and speaking with the offended spirit/s. However, places of Di-Hiyang are very often marred forever
by some unnatural infliction and desecration. This is called The Scourge.
The Scourge manifests commonly as festering deep saffron petals, a broken and terrible perversion of natural beauty, as
well as ivory branches. This is a natural occurence. Many of the beings that arise from Di-Hiyang are manifestations of the
Scourge, wicked dissonance from nature and the world. These include beings such as demons (yawa, busaw, sitan) and the
undead.
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Diwa Concordance
Diwa is the natural flow of everything, of nature. It is the Concordance is the state of pure bliss and a final
spirit of all things. When one says “Diwa of Justice”, then it harmonious embrace of the Trichiliocosm. By embracing
means “The Essence of Justice” or “Spiritual Essence of the truth of Ang Hiyang, that we are all ourselves but also
Justice”. As the essence of all things it bolsters people. Diwa all part of this world, in the same way that each leaf is its
that is harnessed and used by warriors and martial artists own leaf but is still part of a tree and is considered a tree as
is known as Gahum, sometimes Puhon, accessed through a whole, so is God. We are all individual parts of supreme
mystical-martial forms, practices, hand mudras, and reality but we all are, when one zooms out. Concordance is
sorcerous incantations known as mentala. Ancient items the ultimate embrace: when one becomes Ang Hiyang
that have been passed down in generations have been itself, or Essence itself, you disappear and become
imbued with Gahum, and thus is bolstered with unseeable by Dihiyang beings, transcendent animism.
overflowering Diwa. Items with overflowing Diwa become
Treasures.
Treasures, known as kabilin or pusaka, are ancient
Kalibutan
heirlooms passed down from generation to generation, A term that means the world, or everything around you. It
with each generation bolstering it with diwa by comes from libut, which means “to go around”. It is the
transferring gahom to it through using it, or adding to its cycle of nature, reality, and souls. It is a local term for the
story, as diwa is bolstered through the etheral void through Trichiliocosm, because what is the cycle of violence but
song and tradition. everything around you? This is the term used to describe
the cyclical reality that all souls live in. Enlightenment is
The state of Hiyang can only be achieved if one’s own body very often not separation from the kalibutan but rather,
and soul are harmonious with the everpresent diwa. transcendental harmony with it, true liberation, allowing
Since diwa is present in everything, and is essence your Soul to operate unchained by it as you are it. This is a
everything, even one’s self, Annuvaran religions conflate state known as Glory.
the concept of diwa with the concept of the continunous
stream of conscience and state that there is no soul or self.
Godhood
Hiyang There are two paths to Godhood in Gubat Banwa: Death By
Violence or Concordance.
Hiyang is an adjective. When something is “hiyang”, it is To begin, we must first define a God in Gubat Banwa. Gods
attuned to the natural flow of Kalibutan. Someone who is in Gubat Banwa are divine manifestations of the flow of
attuned with Hiyang is known as Naghiyang, and they are the universe of nature. Very often they arise from the world
moving in the same flow as Hiyang. This philosophy of itself: thus there is a God of Death, or a God of Swords.
animistic harmony is known as Hiyangism. There are a Trillion Trillion Gods across the Billion Billion
Becoming Naghiyang is an enlightened state but is not a Universes. There are two kinds of Gods: those Primordial
final salvation or liberation from the sufferings of life. that are Gods without having been once mortal, and those
When one is Naghiyang, one moves in accordance with the that were once mortal and ascended to Godhood. Many
wants of nature, with the bouncing gods that live in every Little Gods—that is, Gods of little things, of cotton, of
single thing, including one’s self. They do everything butterflies, of chrysanthemum petals, of small streams—
naturally, easily, without thinking, action without can either be primordial or ancestral.
thought. However, mindfulness is still required to stay Dying in Violence is the common way for many ancestors
Naghiyang: one can be very easily brought out of to become Gods. When they die, their blood creates the
Naghiyang. Those in Naghiyang revel in the absolute joy in rainbow, and they travel to the sky with it, and they achieve
being accordance with the trichiliocosm. Godhood and inhabit a particular domain connected to
their exploits or what they loved to do when they were yet
alive. A father who died protecting his children might
become a God of Protection, or a the Guardian God of his
lineage. Sometimes it arrives from soft atrocities: little
children butchered by a Tyrant Overlord might become
Yawa, but once cleansed and made Hiyang once again, they
might turn into little gods of a particular forest clearing,
manifesting as wood spirits (kahoynon) or earth spirits
(yutanon).
Those that achieve Godhood through Concordance tend to
be non-warriors: poets that craft a transcendental epic that
leads to them becoming Gods midsong, or a shaman that
has perfected their revelry, penitence, and worship,
becoming a burning Forest God. Those that achieve
Godhood through Concordance rarely become Little Gods,
even if they are the ones that understand that the power of
Major Gods mean nothing in the grand tapestry of the
Trichiliocosm.
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On Hiyang What is the world but an infinite number of causes and
effects? If that is the case, what is the first cause? It is hard
1 - One day, walking upon a river of water lilies, Malaun the to understand, because mortal minds must understand
Oldest God asked Baginda Sumongsuklay, Despot of the things in order, one after another, cause-and-effect. The
Moon: “Demons are notorious liars. Do you not think this?” first cause was also the effect. The birth of causality is
paradox: cause-effect.
2 - “I am inclined to think this, for I have slain demons and
they have decided to live instead.” The first cause-effect is two things as well: Love-
Evisceration. They are the same and also different. The Sky
3 - “And should you believe anything a demon says?” and Sea was also the Skysea. They are one and the same,
4 - “I would think not,” said Baginda Sumongsuklay, as she but then they are also different.
cleaved a mountain in two, and took some of its copper and When the Skysea became the Sky and Sea was the First
threw it to the moon. “That is dangerous, and will make me Division. It was already that, of course. The Sky and Sea
a liar.”
became Skysea as well, it also became First Unity. Thus the
5 - “Baginda is delightful. But would a demon know the truth first Division and the First Unity are constantly,
of this world?” consistently, parallel and endlessly simultaneous. The
Himayanon has been illuminated to this and thus he
6 - “I would think not! Or perhaps, they would know truth almost achieved the ultimate division.
but understand it incorrectly!”
All things are cause-effect. Thus all things are the causes of
“Then what are mortals to you, then, Moon Goddess? They each other’s effects, and vice versa.
look at the truth of the world square in the eye but choose
to misunderstand it.” We are all changing each other. This is called Evisceration,
the purest form of cause-effect, because we inherently are
7 - “Mortals are worse than demons, Elder One,” said products of it, so are we it. Therefore, we must change each
Baginda Sumongsuklay. “For it is their nature to reject their other responsibly, in accordance with each other’s needs,
nature.”
because we are all part of the same cause-effect. That is,
8 - “A paradox of self-evisceration. Why do you think this? nature.
And what do you think of it? Rumination precedes
anticipation.” Folk are not separate from nature, they are nature. The
greatest mistake of elder-thought is their belief that they
9 - Baginda Sumongsuklay thought for a moment. The are different or higher than others. This is the sin of
moon lost 37 phases at that moment, as she felt paradoxes Anthropocentrism. Nothing can be further from the truth;
convalesce. “I have seen them toil and work as all beings do. you must return to us.
I have seen them slay their lovers to lay with others. They
have no halo but the blood of their victims. Yet they seek Only by returning to us will you find hiyang, which is a
happiness and love and joy. In a state of constant self- state of being harmonious with the cause-effect, which is
compassion and self-evisceration.” nature.
“Why do you think they are stuck in this loop?” Being dissonant with the cause-effect, being in the state of
Di Hiyang, creates ripples and scourges through the cause-
10 - “Because they do not understand the truth of the effect. Since we are constantly affecting each other, if you
world, of which they misinterpret. The greatest of their do things that do are not Hiyang, then others will be
sages write upon palm-leaf treatises on Oneness and
Harmony and Completion and loss of self. That is a affected: spirits might be displaced, trees might shrivel. A
misinterpretation.” butterfly’s wings cause a storm, you see. Your unrighteous
murder of your brother by the riverbed might cause her
“You know the half of it. Why do they misinterpret, o corpse to fall into the river, which angers the spirits of the
Huntress?” sea, which might summon a grand typhoon upon your
island, and the typhoon might threaten the grand god of
11 - “They believe themselves to be separate from nature.” your island’s volcano, and thus they might burst open, and
“What is the truth of nature, then? Why must one be in cause clouds of black to block out the sun, and freeze Gubat
harmony with nature?” Banwa forever. That is how your act of murder can lead to
apocalypse.
12 - Baginda Sumongsuklay looked up in confusion. Malaon
the Eldest One, Ancestor of All Things, said: “Pity the fool, or Therefore, being Hiyang is, in other words, being mindful
pity none at all. Cast the teeth and tell innumerable stories. of two things: your actions and your place in nature. You
Believing themselves to be separate from nature is their belong to us, you have never been apart from us. Even your
greatest sin: they are part of nature. We are all part of a weapons, and cannons, and vessels, and explosives, and
whole, but we are also completely different from each towers… they are all part of the cause-effect, created with
other. We are like the planks of a boat, meant to fit together, our consent. Thus is the same with you: we cannot affect
to create grand war barges that can sail to heaven.” you and kill you unless you allow, or if you have tampered
13 - “Then great Baginda, what must be chased after?” with nature, which is our responsibility.
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Himayanon The Flowing Flower River
Meaning Glorious - a syncretization of the Annuvaran The Flowing Flower River, spoken in a sermon by Dalugdog
buddha. While Annuvaran preaches absence of self and Himayanon, the Thundering Awakened, condenses to a
liberation from the phenomenal world (the term known as single thought: give unto those around you, and those
Annuvar), the Flower Philosophy teaches that Blossoming around you shall give unto you. This is visualized by a
is like a transcendent joining. Your soul (kalag, or atma) is flowing flower-river: when you are in the river you think
removed from kalibutan and becomes one with it, and you are just a flower upon the river, but the river is actually
thsu you achieve liberation from the Wheel. It is the connected to the sea, and the sea actually becomes the
realization that the Self and the All are one and the same. clouds, and the clouds eventually becomes the rain, and the
The Self is not part of the All, and the All is not composed of rain is the reason why there is a river in the first place. At
the Self. It is simply one thing, a transcendent supreme what point is there separation?
nature of no dichotomy. Himaya means glorious rapture
or bliss. Similarly: the Self (Kaugalingon) is an important part of
the Community, and the Community is an important part
Himayanon are not gods. They are past godhood, for even of Nature. As the Self, you must live in accordance with the
gods are subject to the illusion of phenomenal reality (or Community, so that the Community can live in accordance
dichotomous reality). Very often gods achieve Himayanon, with Nature. Nature in turn will grant blessings upon the
however. Community, and all blessings upon the Community will
become blessings upon the Self. Therefore, be mindful of
Paired with a new chosen name: ie. Himayanon yourself and those around you. No firefly alights alone, and
Madaogong Senapati, or Himayanon Libong Kalis. no man is a single island in an archipelago.
The Path of the Flowing Flower River can be summarized
Himayadiwa into 4 Parts:
Syncretized from Annuvaran bodhisattva. One who 1. Know your place. Help those around you, and those
possesses perfect wisdom and has Glory (Himaya) Essence around you will help you in turn.
(Diwa). Someone so close to the state of Namulakhood but
has chosen to forestall Blossoming to spread teachings and 2. Live with the Community. The Community must live with
you. Help the Community, which might include things that
help others achieve Himayahood. Himayadiwa are greater might hurt the Community.
than gods as well, for they are effectively liberated from
kalibutan. 3. Respect the Ancestors. They are the rain that created the
river that you are, but do not honor them if they have been
To achieve Himayadiwa one must first be Naghiyang, as to detrimental to the Community, and therefore, to Nature.
live in glory one must first experience concordance, but
some exceptions exist: those that have attained a twisted 4. Revere Nature: you are the Trichiliocosm experiencing
understanding of twisted glory and think that the wheel of itself. Liberation is not freedom but enlightenment. Glory is
nature must be stopped or that all spirituality must be nothing but returning to the Trichiliocosm. Live in harmony
destroyed are known as Pintasdiwa (Cruel Essence). with the Trichiliocosm’s absurdity and you will find
Blossoming.
364
Death and the
Afterworld
All Folk that die in battle ascend into the heaven of
their choice or faith upon a rainbow. Their blood
creates the colors that streak across the sky.
Otherwise, all those that die go into the process of
being picked up by the many psychopomps that
permeate the cosmos. They are brought to the
proper judgment as dictated by what faith holds
their soul in thrall. In The Sword Isles, this is most
often Sulad, where they will be judged accordingly
to what items they were buried in. These
afterworlds are several different reality realms
that are interconnected and turn in kalibutan.
For Gatusanon, Ba-enon, and Apunon: if they
were buried with many gold and material wealth,
they would be given the chance to be saved by
Iraon-Daron, who brings them into one of the
many heavens, usually a place of rest atop great
mountains. Either that, or they can choose to send
their dungan, their soulful willpower, into the
body of another unborn child, effectively
reincarnating. Many Ba-enon believe that a soul
reincarnates as gods or other beings.
For Virbanwans: this is usually the Impyerno,
where they suffer the fires of Makaubos until the
end of days. They do not have a chance for heaven
unless they were redeemed by their faith to
Makagagahum.
For Akainon: they have a very similar process as
with Gatusanon. However, if they profess their
faith to Baginda Sumongsuklay, they get to be
brought by Iraon-Daron to the tallest mountain
on the moon, where the Holy Moon City of
Baginda Sumongsuklay lies. There they rest and
train until they are called into the final reckoning,
the Ultimate War. Those of Akai get to have their
souls kept in great holy jars guarded by six-winged
Garuda in the Moon. The moon lies in the fifth
heaven. Those that die in holy striving, usually in
combat in the name of the Moon, get to live as
sentient souls beside Baginda Sumongsuklay in
her Lunar Palace.
Those that were not given the chance to heaven
either suffer in Impyerno, or toil forevermore in
Sulad, doing what they already did in life: trading,
farming, working, raiding, and feasting. This is a
very benign end, and even in the afterlife they
might be able to die. If they do, they reincarnate
into the mortal world once again, although with a
smaller soul this time. Having a smaller soul is not
detrimental. However, once the soul is as small as
a rice grain and can fit into the many thousand
miniature caskets—usually after nine lives—they
are thoroughly buried into Si Ginarugan’s garden,
never to incarnate again.
Souls of young children do not go to Sulad. They
incarnate as birds of paradise in heaven and live
in Glory.
365
The Five Holy Beasts In the Lunar Faith, the Serpent is sometimes replaced with
the Horse. The horse, or kuda in Akainon tongue, is an
There are 5 animals in the Sword Isles that are almost animal that toils endlessly but is treated as a close
always considered Holy, or at least Sacred. One must know companion. Many horses are outfitted with royal saddles
that the attitude to things holy and sacred in the Sword of gold and pearl. Horses are named, and there are
Isles tend to be one with fear and reverence, awe and professional horse caretakers: some settlements in
monumental respect. Kalanawan center around taking care of horses for
example. Horses are also a symbol of royalty, faithfulness,
The Crocodile is one of the most well respected beasts: they and tenacity. It is also revered as a giver, as horse hide can
are very often considered to be avatars of the ancestors be turned into armor, and their postures are commonly
themselves, and are treated like Grandfathers—that is, imitated by Akai warriors, creating the universal Akai
with utmost care and respect. They are the great masters of martial art stance of kuda-kuda. Elder wild steeds become
both sea and land, protectors of the places where water and gods of the plains, and only the greatest of warlords can
earth meet. tame the horse gods.
The Serpent is another well respected beast, and is just as In the Lunar Faith, the Water Buffalo is sometimes
feared. They are the consummate lords of the earth, as they replaced with the Elephant. The elephant, or gaja in
are always in tune with the flow of the land, of the soil, of Akainon tongue, is a grand animal that worships the moon
the rocks. Serpents that do not get killed are said to live and bathes in moonlight, a symbol of wealth, prestige, and
forever, growing to immense sizes. Giant serpents are very most importantly, power. The elephant is not native to
often found in the deep forests, and they are very often Akai, although dwarf elephants (remembered still by the
gods. Serpent venom is the most potent venom, powerful Ba-enon as gaja pandak) were common in the elder Cycles.
enough to corrode the target’s shields and flesh, but it is Much of the elephants were sailed in from Barungsai,
also a healing component that must be mixed with blood Naksuwarga, and Malirawat, and many live now in Siga
and feathers of its opposite beast, the Eagle. and northern Kalanawan. Elephants in the Sword Isles
have only since become popular hunting game for Royal
The Water Buffalo is the lord of the plains. In Virbanwa, Hunts, led by Datu and Panglimas, although the
they are considered the lords of farmlands and tenacity, as Moonstone Elephants (gajabulan)—elephants with ivory
they are used for plows. The Water Buffalo represents skin and have a third eye made of moonstone—are
determination and steadfastness, and most importantly, reserved for the Sultana’s Royal Hunts only. It has been
the conviction of warriors. Water buffalo horn and hide is long said that elephants are the royal mount of Baginda
used to create armors and shields. Sumongsuklay.
The Dog is the lord of hunting and forests. They are In the Lunar Faith (especially those Lunar Faith
cooperation, familial nature, and faithfulness incarnate. practitioners still living in Ananara), the Dog is sometimes
They represent honest work, and discipline needed for replaced with the Tiger. Harimau in the Akainon tongue,
those in need. Dogs are very often guardian beasts for the tiger is a burning symbol of ferocity, strength, power,
mountain settlements and inland settlements. The fabled and regality. There are only a few tigers in the Sword Isles,
Witch Dogs live in the deep forest: they are nature and most of them are found only in the Blade Island of
guardian spirits in their own right, and harming them is Khadnala: the Khadnalan Tiger is the same tiger as the
said to place a curse upon you. Sonyoh Tiger, which prowl the deep forests and create
In the Ashen Star Faith, the Serpent is sometimes replaced temples with the bones of its prey. Tiger fangs and claws
with The Lion. There are no Lions in the Sword Isles, but are very often heirlooms, which boast great spiritual
there are lions from the regions where the Tranquility power and often have magical effects. The tiger’s majesty is
Missionaries from the Far Southeast and the Sanguine alluded to among the Northeastern Akai settlements,
Missionaries of Issohappa hailed from. The Lion is the holy closer to the Shield Isle of Sonyoh: they only ever talk about
beast of pride, of strength, of leadership. It is associated tigers in euphemisms, such as deep forest dog or striped
with individuality and royalty, things kings cling to to keep bear. Legendary Sonyoh and Old Tundun demigod Si
power. Gantar (full name: Si Gantar Pembunuh Harimau
Rajarajaputih, which means Si Gantar, the Tiger Slayer of
White Kings) was said to have slain Pale King Iacomus
Broc while leading his warriors upon a flaming orange
tiger, and so has the tiger become a symbol of freedom and
rebellion.
366
On Names Witness two women: one named Bulan, for she was born
during the full moon, and the other Siga, for she was born
What is in a name? Let the Makinaadmanon speak: the the day after a burning of villages.
name is the approximation of lightning. Do you know that They could not be further apart: one is majesty in darkness,
what we name lightning is a fulmination at both end and the other a palimpsest of our violence. One is divine, the
beginning? Lightning leaves its origin and meets its other is mortal, truly mortal.
destination immediately. We name and wax poetic about a
moment without dichotomy, the truth of this world, for These names do not define them, of course, but they define
[now/later] or [beginning/ending] is a misconception their names. Bulan is a noble, rich and powerful, bathed in
made by mortals that die. copper like the moon itself. Siga, on the other hand, is
infantry, a warrior-slave, to her. Like the flame that she is,
And so thus is how we name ourselves. At our brightest, at she climbs up the ranks, builds her own honor, until she is
our fulmination, at when we are reminded that we are both finally become a warrior, of the warrior class, and
beginning and ending at the same exact time. Time is but appointed as personal guard to Bulan.
justification.
Do you see the constellation I write with these words-as-
Like lightning, we are bright across a number of points, we stars?
are bright in a line, not a point. We are both instant and
also causation-effect. The noble Bulan was not allowed to be seen by men. Of
course she wasn’t: she was a veiled maiden, binukot in our
Names, therefore, in the Thunder-Stricken Isles, are dragon-slaying tongue. She was meant to be sold off to
mercurial. To have only one name is the first death. To have powerful nobles to increase the power of her father ruler.
many is immortality. The Thunder Lord Datu Sumangga,
for example, is known very frequently only as the Thunder Siga was seen as a woman as well as dictated by her society,
Lord, Datu Dawogdong, in other tongues. These are all despite her being in a primarily male profession. She was
their names and more, because what are names but allowed into Bulan’s enclosure, and there their rituals were
approximations of us? religion. Hushed whispers, breath like incense smoke.
There they named each other again: something only they
Lovers, blood-oathed brothers, fire-forged friends (what’s can know. Only they can know.
the difference? I lump them together, my palm leaf paper
binding them together as banana leaves wrap rice) “Let us defy our fates,” whispered Bulan, her voice small,
frequently give each other poetic names that only they and her voice not her, but Siga’s, for the first time.
they alone can speak, in the seconds of true night, in the “I want to reach you,” replied Siga, as a flame that can
glimpses of coming dawn. This is ours, they will say to never, ever, climb high enough to singe the moon.
themselves, because so many things are not theirs. This is
ours and the worlds, not theirs. “Then you must become the darkness that wraps about
me,” Bulan said, pushing a lock of hair behind Siga’s ear.
Ito ay sa atin, at atin lamang, they say. Sa atin, kasama ang “Because the darkness that wraps about the moon is
daigdig, ang kalikasan, ikaw, at ako, hindi sila. perpetual, and eventually, subsumes it.”
[This is ours, and ours only. Ours: that is to say, the world’s, “Name me, and so shall I name you,” Siga whispered, her
nature’s, yours, and mine, but not theirs.] flames dying out into embers, into darkness, as she was
told.
“You are Dulumgabii,” Dark Night or Night Darkness, not
any other kind of darkness.
Dulumgabii nodded. She held her push-dagger so tight
that she cut herself with its water-whetted blade. “And you
will be my Gikaon,” replied the warrior whose flames have
burnt out into darkness. Gikaon. Eaten—no. Consumed—
no, too weak. Devoured, there. Devoured.
For at endings the darkness always devours the moon, and
that is their destiny now.
And so was Sri Gikaon, noble devoured, named and
consumed and eaten.
367
Language In The Sword Isles spirits have the region or location they live in before -
diwata. Banwadiwata (Land Spirit) means they’re a forest/
The locals have their own language, and each polity has mountain/inland spirit, basically any spirit in untouched,
their own languages. Gatusanun is closest to natural land. Dagatdiwata (Sea spirit) means they’re a sea
Sinugbuanon. Ba-enun and Virbanwanun is closest to spirit. Lungsoddiwata (Community spirit) means they’re a
Tagalog. Akainun is closest to Tausug. Apumbukidnun is settlement spirit, whether the settlement be a small hamlet
closest also to Sinugbuanon, but also Maranao. They are or a large city.
mutually unintelligible, though Gatusanun, Ba-enun, and Translating Kusanagi-no-Tsurugi (Grass Cutter Sword) to
Akainun can communicate passingly through brute Trade Mataram would then be “Sundangsin-Ganut”
forcing similar sounding terms. (Sword of Grass-Clearing). This can be rendered either as
However, when trading they use the prominent Trading Sundangsinganut or Sundangsin Ganut and they mean the
Language, Trade Mataram, which is a heavily mixed same. Ame-no-Murakumo-no-Tsurugi (Heavenly Sword of
language that built upon two frameworks: Put’wanun (the Gathering Clouds) would be written as
language of Put’wan) and Mataraman (the language in the “Sundanglangitnonsin Nangtigomng Panganod” which
old Mataram Kingdom, before it fell to ruin, and was translates closest to (Heavenly Sword of Gathering
succeeded by Naksuwarga). They were the foremost Clouds).
traders, and thus everyone else took up their terms. Trade Due to the nature of the Sword Isles, there is a great
Mataram is a constructed language that is explicitly number of foreign terms that borrow from other terms. A
similar to a mixture of Bahasa Melayu and Sinugbuanon worshipped god is usually understood to be a diwa. But a
Bisaya, with borrowings from Old Tagalog, Hiligaynon, borrowed term from Naksuwarga has become used to refer
and the Tausug languages. to worshipped gods that do not live in nature and/or live in
Words are modified through the use of particles. In the sky, which is balahala.
particular: To get words for Trade Mataram, use Cebuano,
-sin is equal to “of” in English, and is used to show that Hiligaynon, or Butuanon words for common things, while
something afterwards owns it. Therefore: Sundangsin more esoteric or specific concepts such as noble lords,
would translate to “Sword of”. Sundangsin Kadaugan would flying serpents, winged beings, etc. can be Javanese, Thai,
translate to “Sword of Victory”. or Balinese in origin. More modern concepts can have
Hokkien or Mandarin roots, such as the printing press and
Manga- is a plural modifier and added in front of a word. carriages. Use these to spice up your Gubat Banwa
“Mangasundang” means “Swords”. “Mangasundangsin settings.
Kadaugan” would translate to Swords of Victory.
-mo showcases ownership of the second person.
“Sundangmo” means “Your sword.”
-ko shows that you owe that word. “Sundangko” means “My
Sword”.
-mi translates closest to “us, but not including you”.
Sundangmi means “Our sword, but not yours”.
-ta translates closest to “us, including you”. Sundangta
means “Our sword”.
368
The Kadanay More importantly, the Kadanay clan dwindles in numbers
becuase they cannot procreate indefinitely. There are a
It is a common problem to think that the Kadanay were a limited number of birth-burial jars that can create new
vast empire in the past. Nothing is further from the truth: Kadanay, and all the jarsmiths that knew how to create
the Kadanay are magenta-eyed demispirits born through more have passed. Kadanay don’t die, you see. They live for
the matrimony of Ka, the Fuchsin Dragon, and Danay, the 300 years. As they age, they grow smaller and smaller. A
ancient moon-haired immortal who lived in the top of holy 200 year old Kadanay is around 3 to four feet tall.
Mountain Banahaw before having to come down due to Eventually they grow so small that they actually unite with
violence. the land, and become diwata. This is because they are
immortal, their birthright. Remember that no mortal has
Their children became the Kadanay people, who lived in ever become diwata.
the northeastern blade-tip of Rusunuga. There they traded
with elder Tsam Saola, the ancient predecessor to the great There are only 180 Kadanay left in the world.
Nagrakampa kingdom.
The Kadanay people are peaceful traders, and their martial Hara Binalo and Hari
art is inherently protective and defensive, not made for
raiding or warring. Due to their trade with the Tsam Saola,
they managed to create vast nephrite and earthenware
Harmanaga
items, such as burial jars, swords, axes, and boats. Due to Hara Binalo, Queen of the Tanggal demonwitches, beings
their inherent connection to nature, they have had access that can bisect themselves, peerless swordmasters and
to incantations and rituals that let them create vast witches that practice Slicing sorcery. The tanggal are said
wooden and nephrite edifices, many of which are now to be the physical manifestation of the art of cutting, and
gone in the Eighth Star Era for they understand the truth therefore most swords must learn from them.
of things: anything they make pales in comparison with Hara Binalo lives deep in the forests of Kihod, the Coral
the natural monuments of the world. Island of Fire and Lightning, which arose from the Sea’s
Ancient Kadanay burial jars also actually work as birth jars. wombs. Kihod is known to house the head coven of the
Most burial jars depict a god rowing a boat with mortals Tanggal demonwitches, Hara Binalo was said to be an
sitting upon it, representing the journey into the angry witch that was sometimes conflated as an Aspect of
underworld. Kadanay jars have those, but some of them Mahadiwa Kalakatri, or sometimes is referred to simply as
also choose to depict a serpent instead. her priestess. Hara Binalo’s daughter, Sintaputri, was one
of the most beautiful women in all of the Sword Isles, but
This is the life of a Kadanay: they are born from these burial was shunned due to her mother. In anger, Hara Binalo
jars as giant, barely conscious serpents, bursting forth revealed herself as the Mother of Ratu Tugas, the King of
impossibly like a snake from an egg. Their scales are Kihod, who was cast out because of her increasing study
magenta which, when shed, become violet-petalled and acceptance of Tanggal sorcery.
flowers.
Ratu Tugas, wishing for help, consulted his guardian
A village takes care of a young Kadanay serpent-dragon ancestor spirit, who was Hari Harmanaga, the Dragon-
during their youthful ages. Eventually, after a few moons, Tiger of Kihod. Arising from the cleanest springs of the
a Kadanay serpent-dragon grows smaller, and develops island of Kihod, bathed once in the sea, Hari Harmanaga
humanoid features as they grow older. By the time they are took to the deep forest and clashed with Hara Binalo,
around 30 years old, the equivalent of a 20 harvest old healing sorceries against cutting sorceries.
bamboofolk, they are tall giants, always at least 8 feet tall,
with dragon eyes and antler horns. Their hands and feet Hari Harmanaga and his Dragon-Tiger Shamans
have four fingers each, creating 16 fingers, double the holy performed preventive sorceries to combat this, making
8, which represents infinity and the spirits. Their feet are them invulnerable. The blood drops from this strange
taloned, as with a monitor lizard, and are zygodactyl. paradoxical interaction can still be found across Kihod,
rendering one immune to piercing weapons for a short
Kadanay study the songs of the ancients, as well as pottery. time when ingested.
They can choose to learn the Art of Dragon Protection,
their martial art, or weaving. Farming is common amongst Eventually Hari Harmanaga succeeded and won,
them as well, but many of them choose to embark on overcoming Hara Binalo in the ancient Dance of Katakeris
boatmaking and travel to their brothers in Tsam Saola, in Tamagunas, Hara Binalo’s strangler fig and bone
now Nagrakampa. temple-castle, dedicated to Kalakatri. There, Binalo was
sealed in her own ancient earthenware jar, and then sent
The Kadanay clan has dwindled in numbers in the Eighth down to the depths of Tamagunas, into the deepest cave
Star Era. Many say this is because the Kadanay are not complexes, so deep that the soil has become coral once
made to suffer the great violence of the final Era of Gubat again.
Banwa, the final gift of Ka to her scions. Much of their
“achievements” have already been claimed by the earth, Hari Harmanaga positioned himself then as king of
but that is because that is how they made it. They do not spirits, the protector of good, and forevermore afterwards
dream of empire. appears as umalagad for some warriors, and answers calls
for protection and healing, a benevolent incarnation of
Hiyang.
369
Betel Nut
Betel Nut (bonga/bunga, nganga), the fruit of the areca palm, is an
integral part of socializing in the Sword Isles. In a simple way of
understanding it, think of it as like the various tea ceremonies one
would find in East Asia. Betel nut chewing is accompanied with its own
ceremonies, given to visitors like an owner would offer tea. Betel nut
itself has a mild narcotic effect, similarly to how tea might calm the
nerves, or how alcohol might relax. Thus it is integral to conversation.
Not only that, but betel nut chewing stains teeth red, making one “not
an animal”, as only animals have white teeth.
On formal visits, the quids are prepared and served in expensive and
beautiful metal trays or boxes by the females of the household: servants,
daughters, or even the lady of the house herself, depending on the social
standing of the guest.
Youths chewing for the first time usually suffer giddiness like drinking
alcohol. Young noble ladies have their first betel nut chew as a kind of
puberty rite or ceremony.
370
371
On Gender and Sexuality
While Classical Philippines isn’t as progressive as us these
days when it comes to sexuality, they still had some
interesting takes on it. At this point, you might have well
known that most Philippine languages don’t have
gendered pronouns, and if we did, they only came when
the Spanish came.
They were treated like women and could even marry men.
They were supposed to wear women’s clothing and
perform women’s tasks.
In this manner, we can stay kind of true to what our research has
shown us: that pre-Western genders were much more malleable than
post-colonial ones. Despite this being much more in the space of
speculation, it is one based on researched and informed speculation.
Due to some Katalonan men still probably being treated like men
despite performing the tasks of a “woman”, we can only assume that
the same is true for the other islands and cultures.
372
373
Both women and men applied makeup: from tana
Life In Settlements eyebrow paint, pupol face powder, red kamuntigi nail
I have been using settlements to refer to the towns, polish, and yellow barak root to rub on the body as a
villages, neighborhoods, and cities of The Sword skin lotion.
Isles. This is because they are called a variety of things Some children are also given skull molding, which is
in The Sword Isles: in the Rajahnate it is usually done through contraptions that flattened the front of
termed haop, (following) and already stated, but in the skull, letting the front of the skull grow
the Lakanate it is bayan. backwards instead of forwards. The Sword Isles
Settlements are neighborhoods of around 30 or more beauty standards hold crescent moon-like skulls,
households, each one usually pledging allegiance to a called tinangad, to the peak of beauty, alongside
Datu. Settlements can band together and work broad faces and flat noses. This practice is more
together, fusing to become larger settlements. Larger popular among the Rajahnate and Confederation
settlements are known to have more than one Datu settlements than the Lakanate and Rajahnate.
governing them.
Jewelry
The following is generic, it is not true for every
settlement and for every culture. Jewelry is an important part of The Sword Isles
culture: even debtors would have bangles or anklets
of gold. Some jewelry would have carnelian
Hygiene, Makeup, and adornments, or pearl, or sometimes even diamonds
Aesthetics and rubies. The most important jewelry is of course
the gold accessories, which range from diadems to
Mornings begin at the first light of dawn, when the bangles to waist cords to sashes made of pure gold to
wind is chilly and the sun has not risen up fully just rings to arm bands to thigh bands to belts to anklets
yet. They then bathe, usually in rivers, using oils and to ear ornaments to ear piercings and even to golden
other herbal extracts to shampoo hair and apply pegs upon the teeth.
fragrances upon their body. Hygiene is an integral
part of The Sword Isles life: men and women both Decorative dentistry is another important
pluck their eyebrows to thin crescents, Lakanate and component of jewelry: those that can afford it would
Sultanate men grow their moustaches and beards out fill the gaps between their teeth with gold, and others
while Confederation and Rajahnate men trim them would peg their teeth with gold stubs, making it so
or clip them off with clam shaped tweezers. that whenever they grinned or smiled their mouth
would shine like the sun, akin to the epic heroes of
Bodies are scrubbed with pumice and other fragrant their tales.
flowers, especially among nobles, who wish to have
good body odors. They clean their ears out with Most ilawod settlements are almost never built out of
feathers and swabs and brush their teeth with a reach of salt water. Men and women that paddled
toothbrush made of vegetable husk, to polish and would carve out their own paddles, and were as
keep teeth clean. personal to them as their weapons.
374
Tattooing Millet is also of great importance, and in some islands
is the main crop, with rice not being grown at all.
Tattoos are called batuk or patik, and mostly only
some settlements in the Rajahnate and the In addition to root crops and rice and millet, bananas
Confederation used them. Professional tattoo artists and sago (a kind of starchy palm flour) were also
are called Mambabatuk and those tattooed are called planted in swiddens.
binatakan. The first tattoo is usually given as a
coming of age deal, with a person’s first conquest in Planting and harvesting season is not the same
war or love: either by killing another or by having sex. across the islands of The Sword Isles, due to varying
Tattoos are then only given to those that continue to exposure to monsoon winds. Time was measured
conquer, each new tattoo a burning marking of his through harvests: a year is defined as the time
valor. They are given piecemeal, but each one would between one harvest and the next. Age therefore is
eventually connect with other tattoos to create an measured through how many harvests a person has
intricate painting with the body as a canvas. The most lived through.
valiant of them, which constituted a sort of warrior
elite, will have tattoos up to the eyelids, giving them a Woodworking
demonic look and no doubt affect their enemies Carpenters cut their own timber. They had lore for
psychologically. when to cut: different species are felled during the
different turns of the moon, some are more solid on
Working the Field the eastern side, and “male” trees are always stronger
During the early hours of morning, if it is planting or than the “females” of a species. Trees are felled with
harvesting season, they work the fields. Not only do ax and bolo, split down the middle with edges, and
the peasant work the fields, but so do also the rest of then each half is adzed into a single plank, squared
the people, especially if they must work the fields of with the same tool. All carpentry and house
the Datu. Even nobles, Kadungganan, and freemen construction are done with skillful joinery without
must pitch in, as a form of tribute to the Datu at some saws or nails. This has lead to beautiful geometrical
point during the planting or harvesting season. pegs and shapes made to fit entire boats and houses,
usually only held together by the ingenuity of the
Most farming is done upon swiddens, using a joinery design or by thick abaca rope.
traditional kaingin system of slash-and-burn
farming. This constituted rice farming for some Plates, bowls, spoons, and ladles, urns called bohon,
islands that had the conditions for it. The most coffins, and chests of all sizes are hewn from single
common crop was the root crop, such as taro and blocks of wood, and often decorated with fine
yams. Rice, while favored, was not always in supply, carvings. Rough leaves of the hagopit tree or biri
and was much less available year round. In worse palm are used as sandpaper, and ray fish tails or
harvesting days, even nobility resorted to eating root dahonan hides are used to smooth even the hardest of
crops instead of rice. woods.
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Smithing Additional tools used by the smith are the abluwang
(drill), barit (a rough piece of iron for whetting tools
Smithing is a very valued skill, and one that even datu or striking with flint for fire), binkong (curved adze),
practice due to its prestige. Being a smith, which is bisong (knife for preparing betel nut), dallag (straight
called a panday, does not only mean you can create adze), garol (spurs for fighting cocks), kalob (spoon
weapons and armor. Smiths can craft all sorts of bit), sabit (billhook), salat (sickle), sipol (paring
things, from gold (Panday-sa-bulawan) to iron knife), tigib (chisel), tirlos (lancet for bleeding), ulok
(Panday-sa-puthaw). (dentist’s awl).
Smithing is expensive since it would mean you would
have the materials needed to craft weapons and Goldworking
items. It is considered the noblest trade, as usually Most The Sword Isles settlements and polities almost
only the wealthiest datu could even afford the raw always have gold upon almost every person. Most
material. Iron and such were usually not mined, but gold was mined by placer mining: gold panning in
rather, stolen from raids against other polities, streams or riverbeds. These placers are called
whether it be from within the Archipelago or from dulangan, dulang being the wooden pan used.
foreign influences. Regular raids to Baik Hu to gain Pamiling, sifting, was the activity.
iron to melt and use for smithing is a very common
raiding impetus. Gold is bulawan, fine gold is himulawan. They had
touchstones known as sanitran to test its quality, but
A smith’s shed is called gusali. This is usually an open most people could estimate content on sight. Some
house beside their actual house. Here they would men would carry around little scales and weights in
have their forge, made of hollowed out small tree special pouches to make spot purchases.
trunks, with pistons ringed with chicken feathers set
so as to collapse on the return stroke. They were A panday-sa-bulawan take advantage of gold’s
alternately raised and lowered by the blacksmith’s supremely workable material. Lumps are carved,
apprentice, knwon as masaop, to produce a steady modeled, and hammered to shape, beat out into
draft. Both cylinders had a bamboo outlet near the onionskin sheets, to be cut with shears into
bottom which led to a common stone receptacle silhouettes, wrapped into beads, or drawn into thin
known as a lilong, which concetrated the draft into a wires to be used in filgree work or woven into thick
charcoal fire. The anvil was a piece of iron set in a ropes. They soldered tiny granules together, several
heavy wooden block, and the smiths’ tools were: palo hundred in a square centimeter.
(two-handed stone maul), a palo-palo (stone
hammer), kipit (pair of tongs), and an assortment of None have surpassed The Sword Isles smiths in this
bolos for cutting the red-hot metal. manner.
The most important tool manufactured, repaired, or The Sword Isles gold is integral to this goldworking
retempered by the blacksmith was teh bolo. Dohong/ progress.
Dayopak was the ordinary one, while tuwad was a
larger, heavier one for woodcutting. Bako for
weeding or cultivating, pisaw was one with a short
blade and long handle to be pressed under the arm or
against the ground with the foot to leave both hands
free for stripping rattan.
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Weaving Pottery
Weavers were usually those considered women. It is A potter’s craft is known as dihoon. They do not
usually done through the use of backstrap looms. The employ the potter’s wheel but rather, the paddle-and-
warp threads were not placed in a permanent anvil technique.
framework but rather, in one continuous loop around
a loom bar held in the weaver’s lap by a strap behind The common cooking pot is daba/koron. Wide-
her back, and another one suspended from a house mouthed jars are bogoy, and flat pans for cooking are
beam or tree branch. balanga. Banga water jars are shaped like porcelain
jars. Dinner plates are Baikhan porcelain, however:
Weaving is a normal part of housekeeping, and pingan lasa are large ones, lampay are small ones,
weavers supplied clothing. In the epic literature even and siwit are little ones like sauce dishes.
in the Philippines, this is the pastime of even royal
ladies. Heroes departing on ventures are ritually Baikhan jars are known as ang-ang, those used for
clothed with magical raiments and garments by their pangasi alcohol are gining. Linoping are big ones
mothers and sisters. with ears for handles, so called because they look like
men tattooed all over. Hinalasan are dragon jars, so
Cotton and abaca are both exports here. Baik Hu called because of the serpent done in high relief on
called Ba-e abaca yu-da, or jute, in the thirteenth their sides. Tinampilak are large black jars, tuytuy are
century. Wives of householding oripun are required small black ones. Kabo are blue and white jarlets,
to spin cotton, supplied to them by their masters. often used for tea and carrying waters
Paid workers are employed as domestic weavers.
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Seasons of The Sword Isles
In most islands, the agricultural season began when the Constellation of Boiling Lights appeared in the night
sky. Swiddens are prepared during this time, and then two moons later--when the Boiling Lights are directly
overhead--they would plant seeds. Those in the south waited for the Constellation of the Ballista before
planting seeds, and those in the north area waited until the Constellation of the Coconut Palm. This is because
of, as already stated, because of the differing monsoon winds that strike different parts of the archipelago at
different times.
The seasonal rotation of The Sword Isles depended on the flowering of certain trees. There are four in all:
Katparasan, Kattaloto, Katlawaan, and Katkisiw, which constituted the mercurial harvesting cycle. Each
season lasted for 2-3 moons each.
Each of them pertained to the particular blossoming of trees: Katlawaan is when the lawaan trees blossomed,
for example. This would also signal planting season. Most planting seasons in the island are during the season
of Katlawaan, while those on the northern and southern extremities begin in Kattaloto and Katkisiw,
respectively. At the final season, the harvesting season—the end of Katparasan for most islands, end of Katkisw
for the northern islands, and the end of Katlawaan for southern islands—they end a harvesting year, and move
into the next year. The first season is then used as a resting period.
The Timog trade wind is a wind that circulates throughout the archipelago during the tail end of the Habagat,
around three moons before Habagat ends. Using this wind, trading and raiding is facilitated, and is an
important aspect of interisland travel. It is the third major wind in the archipelago.
Between the Habagat and Amihan winds, there are two other winds that blow: Kanay the South Chill Wind, and
Iphag the Northern Wind after that. The Iphag Wind is known to have been the wind coming from caverns deep
in the earth, seemingly from the World Below, bringing with it haunting wailing gales and warm winds.
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Sailing
Water is the lifeblood of The Sword Isles. From the rivers that wind up to the upland societies, and down to the
seas that spread its arms in both a beautiful and terrifying embrace. When in The Sword Isles, look for no roads
or trade paths: it is the water that provides movement. This is why there is no need for wheeled carriages during
this time: the ships that shipbuilders create are more than capable of bringing anything they wish to any part
of the island, from coconuts to elephants.
Sailors in the islands of The Sword Isles are almost never out of sight from land, and thus they rely on
landmarks and piloting instead of celestial observations. The waters between islands are a means to connect,
and not separate, the differing polities and societies of The Sword Isles.
Shipbuilders are known to be usually very rich, and datu are known to be shipbuilders as well. A wide variety of
ships sail across The Sword Isles waters: from the single canoe baroto, to the large merchant biroko, to the
outrigger warships of biray and karakoa. Among the Lakanate the trading galyon ship, stolen from the Pale
Kings, has already arisen to dominance and has led to further trade among the region.
1. Balutu. Made usually out of a single log. Dugout canoe. Might or might not have outriggers.
2. Biroko. A kind of boat with high sides, large sails and no outriggers. Used for cargo.
3. Biray. A large outrigger ship with multiple washboards for carrying even more cargo (which, remember, includes
debtors). Will usually have painted and colorful prows.
4. Karakoa. Similar to the Biray, but larger and can carry up to forty warriors on each side. It had large outriggers
whereupon rowers would sit upon. Its prow was decorated and intricately painted, and would have tall staffs of
brilliant plumage (sombol on the prow, tongol on the stern). Lantaka, swivel guns, were commonly placed on its sides
to attack. It also had an elevated fighting deck amidship.
5. Daya. Flat open ships, similar in shape and appearance to Chinese sampan.
6. Galyon. Stolen design from the Pale Kings. Slow but can carry lots of cargo. Reminiscent of Spanish galleons.
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Food
Most food is made in iron stoves and pots, wherein they boil chicken, fish, octopus, squid, pig, deer meat, goat meat, and
more foodstuffs that could be eaten. Fishermen and Hunters bring back their catch with them at the end of the day, and
freshly caught catch is almost always cooked and eaten immediately.
Hunting
Hunters use hunting dogs to hunt down wild boar and deer, and chase them into balatik traps: bamboo balistas that could
skewer entire human bodies. Using these strategies they capture large games easily. Fishermen use traps at the mouths of
rivers, as well as cast wide nets while out in the sea to catch fish and other game. For fish in streams, they would harpoon
it, and for larger fish such as whale sharks, they would hunt it down and bleed it out with serrated harpoons.
Pangasi is rice wine stored in these jars. Kabarawaan is a kind of wood mixed with honey and drunk in a shared porcelain
jar. Intus is sugarcane juice. Tuba is made from the sap of wild trees. Alak is anything made with a still and drunk in small
jarlets.
Drinking is an important social norm in The Sword Isles. Drinking is usually done outside of the house, with a group of
friends, and anyone is welcome to join. It begins with the agda, which is a sort of ceremony to persuade a person or the
diwata to take the first drink, before beginning the drinking.
Aimastran - Worships the Bleeding God, who gaves His Son to die for our Sins. Brought to the Isles by Issohappa.
Sampalataya - The indigenized version of Aimastra, which worships the almighty Makagagahum, who protects the world
as Makagagahum, and will annihilate it at the end of the Festival of the Longest Night as Makaobus. Syncretizes anitu with
Aimastran.
Anitu - The most common religion. Less of an organized religion and a collection of superstitions, rites, and beliefs in the
very real living spirits that live in the wind, the trees, in everything. Each anitu culture worships their own pantheon of
gods.
Ashinin - Based off the Ashinin word, which means “One Million Million”, which comes from the Indr Subcontinent.
Believes that there are a thousand thousand gods and that the true reality is the All Pervading Soul, known as the Atman.
Annuvaran - Built by the buddha of this Trichiliocosm, a warrior-priest named Annuvar. Annuvar Buddha preaches
sunyata and the precepts of compassion, and advocates violence that ends violence.
Bulanan - Also known as Bulanan or Bulanism. The worship of Goddess, Baginda Sumongsuklay. Alata Baginda! Gave all
her teachings to the slave-warrioress turned Ultimate Prophet Sihkandag. Teaches the Divine Striving and ultimate
humility for Goddess. Preaches that dying in Lunar Goddesses’ name invites one to final bliss.
Akai Bulanan is very much syncretized with anitu. Jinn and other gods live alongside Baginda as ancestor spirits but are
strictly not worshipped. Sword Isle Bulanan have removed all traces of dragon and hornbill art from their archietcture.
Rusunugan Anitu - An offshoot of Anitu that syncretizes Ashinin and Annuvaran beliefs. Believes in the importance of
merit and righteousness, the belief in reincarnation, and the cycle of suffering must be escaped from to achieve Liberation
(Glory for many).
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381
382
VIII: Running The
Game
This section focuses on the moves,
principles, agendas, and tools to run a
game of Gubat Banwa successfully. As an
Umalagad, one must remember that you
are one at your core another player as
well, which is why non-Kadungganan
characters are monikered Umalagad
Characters, as they represent characters
that are simply role-played by you, as
opposed to the Kadungganan.
This song is split into four parts: your
Principle, your Convictions, your
Techniques, and your Characters
(including Enemies).
This is a section worth reading even for
Kadungganan, especially if you’re
playing in Solo Play or Co-Op Play.
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Running The Game
384
Running The Game
385
Running The Game
386
Running The Game
They don’t try to “run” a game. They play it, just like the
players.
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Running The Game
Describing
Keep descriptions to 1 to 2 sentences long, leaving long
Aftercare
and overwrought descriptions to really grandiose Alternatively titled, after the game.
setpieces (or you know, just use a picture). State one or The first thing that I usually say is: “I hope you guys
two important details, and then end it. If the players want enjoyed the game!” I don’t ask my players if they liked it,
to know more, then you give them more. You don’t want to since that usually puts the players on the spot. I just state
drabble on for too long. You want to get a scene into the that, and then usually go around and message my players
player’s heads using their senses and their presumptions if they did have a good time or not. That’s pretty
and then snap back to the question: What do you do? important.
Don’t Get Hung Up On Rules Ending the Game
Gubat Banwa’s system usually works, but there are some As someone who’s written serials before, what you want
areas where the rules don’t cover. This is because Gubat as much as possible is a cliffhanger for a campaign. Now a
Banwa is for running tactical combat and period dramas, cliffhanger doesn’t exactly have to be a cool gotcha
and not much for anything else. Building up strongholds moment, like an evil guy coming to their village or a
and learning how to weave is not fully encompassed in the mountain collapsing under them. Sometimes a good
core rules, and that’s intended. For the most part, leave cliffhanger is reminding the players that there are still
these things to fiction: let them happen if the players want some loose threads unsolved even after you’ve finished a
them. The game is not a simulation of the world, but a way particular narrative arc or story beat. That will definitely
for players to engage with it in a fun and quick way. help keep the players on their toes, thinking about the
Follow Your Principles and Agenda next session.
Principles are some of the most important parts of Now if it’s going to be a kind of “season ender” or if the
running Gubat Banwa. As long as you’re sticking close to session you’re currently having is setting up for a big
the game’s principles, you’re running it right, even if it payoff, it would be a good idea then not to have a
isn’t even in the same setting anymore! Name your NPCs, cliffhanger (although loose threads still work fine). Let the
give them motivations, uphold the tragedy of war. players relish at the end of a payoff. Let them breathe.
Breathing is the most important part of a game: it lets
Communicate them reflect back on the game, how much fun they’ve had,
Many things can be fixed with proper communication all the memorable NPCs and events that happened, and
(obviously not all things, but it usually helps!) If you made how long they had gotten. Keep those in mind, and you’ll
a bad rules call, or an encounter dragged on for too long, be fine.
or if you missed obvious signs in play, be sure to talk about Rest
it with the other players. You’re not perfect, and none of
the players expect you to be either. I highly recommend not jumping into prep right after the
game. Resting after a game is integral: roleplaying as
During the game, you still want to be on the same page as different NPCs, facilitating combat, and being the one to
your players, as much as possible. Be sure to remind dole out the rules and follow them is a heavy, heavy task.
people of what the theme and mood of your campaign is, One that is usually rewarding (and some people really do
so that your players can be sure to play up to it. Lead by love running games!) But one that can take a toll on you
example! Make melodramatic characters, have your mentally. Have a good break, maybe eat some food with
characters cry when their brother dies! Have sad K-Drama your friends, talk about your favorite thing that happened
music playing while a beloved NPC is slaughtered by the during the game, compliment each other, have a blast.
Kadungganan Warlord of an enemy Datu!
Rely on the magic of “Yes”, depend on “What do you
do?”
When saying Yes in response to a player’s query, you play
into what your players give you, letting them get invested
into the game and having them be more excited with what
you do. This relies heavily on being on the same page as
well: obviously a European castle might not exist here in
The Sword Isles, but stone idjang citadels do! So when
they say “Is that a castle?” when you describe something in
the distance, you can respond with “Yes, a kind of castle!”
Additionally, one of the most powerful questions you can
ask is “What do you do?” This is the crux of roleplaying,
and what you want to do whenever you speak is to have
everything you say eventually lead up to that question.
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Running The Game
Encounters
When talking about Encounters in Gubat Banwa, these are not strictly tactical combat scenarios. Instead, they might be
interesting happenings that challenge the players and exhaust some of their resources.
When speaking of resources in Gubat Banwa, that will usually be the following: Conviction, Debt, Barter, Posture, Items,
Anting-Anting.
Exhausting Debt can mean them having to gain more debt to someone, or become indebted to someone, which will have
repercussions down the line.
When designing non-combat encounters, keep in mind their debt and what the players want from the game. If they want
more drama, give them more drama: a dead brother, a politicking noble catches up to them, etc. Make sure that the
encounter makes sense in the fiction: that is, if the raid or current situation is in a burning village in the fields of
Rusunuga, it wouldn’t make sense for them to run into a rich mercantile noble from Virbanwa that never leaves his
palanquin.
1 – A Wounded Person. You find a wounded person, probably not even wounded by you during the Raid. What do you do?
2 – A Crying Child. You find a crying child, looking for their parents amidst the flames. What do you do?
3 – Abundant Wealth. You find a house or hidden away part of land where heirloom wealth has been hidden away. It will
bring you great wealth, but carrying it will hamper you when you Catch Your Breath.
4 – Puzzle. Somehow, maybe diwata work, sorcerers’ work, or ingenious planning by blacksmiths, but there is a puzzle
during the raid that forces players to confront it non-violently.
5 – Important Folk. They come across an important character. Maybe someone tied to the place the players are Raiding,
maybe someone wandering by and has a stake in the players’ destiny.
6 – Debt. One of the players’ debt has arrived to collect what is rightfully theirs.
7 – Willing Captive. A person runs into your arms, asking you to take them into your barge or wing. They will always have
something they can do. If you have a Following, they join your Following.
8 – Haunting. You encounter a spiritual or magical—or metaspiritual?—haunting. Maybe a god speaks with you, or the
ancestors congratulate you, or demons block your path, asking for salt or some other inane thing? Whatever it is, you must
deal with it.
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The Sword Devil
“I do, young one. I do. What hath transpired? Thy mother and father...?”
“The shore is destroyed and broken, turned into jagged rocks by the metal
ships. Father and Mother are preparing to return to the kota. They have told me
to come get you--”
“Virbanwa! The Empire hath come. Their steel firearms shalt clash with our
swords and there shalt be war. The river is not stayed from its course: God-
Kings shall revel and servants become as Minion. Quick, child, take upon thine
feet and let the wind carry you upriver. Bring news to the village that the
Empire marcheth!”
“The seas will burn, and the skies will bleed red. The gods of violence rejoiceth,
for the end cometh posthaste, with no interjection! The Wheel of Violence
continues. The thunderbolt vehicle rides across the heavens. Find Glory Beyond
Heaven, Kadungganan.”
The Sword Devil is an introductory adventure for up to 1-5 Kadungganan. In it, they will be investigating a
mysterious demonic infestation in the forests surrounding Palani Village, a village upon the island of Nangka,
filled with jack fruits and coconut crabs.
When the Kadungganan arrive (unless they’ve been living in Palani Village), they will find that the idyllic
village of Palani has been besieged recently by demons from the woods. These demons are usually wild boars
or civet cats that have been possessed by a sort of black smoke. Palani Village’s warriors and their Datu, a
woman named Datu Ulay, have been successfully keeping the yawa at bay, but their resources are wearing
down, and they must find a way to stop it.
Into this, the beautiful idyllic life of Palani is endangered, and perhaps you are the only ones that can stop it.
This module will deal with the following content warnings: slavery, imperialism, environmental destruction,
animal death.
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The Sword Devil
However, potential encounters will be laid out down here as well, to ease needing to build out encounters yourself. These
encounters will be in the particular Location they will be in, and will represent likely outcomes of going to those
Locations.
Customizing Encounters
If there are more or less Kadungganan in the party, simply remove or add 1 enemy per Kadungganan from the Encounter,
removing the last fighter listed first.
Tactics
Each encounter has tactics, which color what the enemies might do. Use these if there is an Umalagad running the
encounter. Otherwise, simply relying on Gambits should be enough.
391
The Sword Devil
Softspoken, Short, Caring Sri Subr is dead. His corpse, fading away into grass and
river, sits gently by the riverbanks. The river Sri Subr fades
A short-statured yet lithe and handsome man who can be in power. Sri Subr has not been killed by yawa, he has been
easily mistaken for a girl, especially with the woman’s killed by Virbanwans.
clothing he wears. He presents as a woman when
performing his ritual duties. Lisi
Balyan Song has been the balyan for 20 years now, which
is most of his life. His master had died during a demonic Wise, Ominous, Foreboding -- Has wispy black hair and wears a
invasion and he took his place. He’s had to learn much on large textile cloak that shrouds her entire silhouette.
the job, but he now works great as the village healer and
the channeler for the great ancestor Palani, of whom the Lisi is the Child of the Forest, whose true name is
village is named after, and is the one that grants blessings Kalisilisi. She abhors the demons, and will guide the
to the village. Kadungganan to Palani’s Shrine. However, she will ask the
Kadungganan a single favor, in return for a beautiful
Balyan Song is afraid, however: Palani’s voice has long Mutya. She asks that the Kadungganan push the metal
disappeared, and he is afraid that is why the demons have men out of the forest as well.
been multiplying in number. He has not been able to travel
into the waterfall where Palani’s Shrine rests, because a
powerful ogre blocks the path.
392
The Sword Devil
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The Sword Devil
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The Sword Devil
1
1/4
2 1/4 3 1 4 1/8 5
1/4 4 3
6 1/2
7 1
8
2
1
9
1 1/4
10 5
11
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The Sword Devil
Encounter 1 Encounter 2
Demons are assaulting the altar. Protect it. Face the Virbanwans who stand above you.
Battlefield Battlefield
A 10x10 field with the following field traits: A 15x10 field (vertical) with the following field traits:
0 A spirit altar square on the top side. It is a Durability 15 0 The upper half of the battlefield should be rising in
object. elevation, with the highest height being +5 Elevation. The
Virbanwans all begin from +5 or +4 Elevation.
0 Elevation variations of -1 to +3.
0 Set 5 Boulders down.
0 At least 5 squares of Difficult Terrain.
0 Kadungganan begin at the bottom of the map, single
0 Maki is in a square no less than 5 squares from the
file, in 0 Elevation squares.
yawa. Stat Maki as an Apumbukid Assassin Companion.
0 You can place up to 3 more Field Traits as needed.
Kadungganan begin at the bottom of the map, single
file. Objective
Defeat all demons. Sub Objective: Gain the trust of the Virbanwan.
Sub Objective: Make sure Maki is not defeated. Reward: Loss Condition: All Kadungganan are defeated or you
Maki owes you one and gives you Debt. reach Strike 9 without achieving your Objective.
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The Sword Devil
Encounter 3 Encounter 4
Defeat the Ogre of the Shrine. You have drawn the ire of a Virbanwan Party.
Battlefield Battlefield
A 10x10 field with the following field traits: A 12x12 field with the following field traits:
0 A waterfall in one corner, leading to two streams that 0 The Battlefield is cut across vertically by a river, which
are water terrain that go across the entire map. is water terrain and -1 Elevation
0 Elevations of -1 to +3. 0 5 Boulders, 3 Trees.
0 Five trees and five Boulders. 0 Kadungganan begin on the left side of the battlefield,
while the enemies begin on the right side, across the river.
0 Kadungganan begin at the bottom of the map, single
file. 0 You can place up to 3 more Field Traits as needed.
Objective Objective
Defeat the Ogre of the Shrine. Defeating the Ogre opens Defeat the Virbanwans.
him up for a killing blow from Siwalo.
Loss Condition: All Kadungganan are defeated or you
Sub Objective: Defeat the Ogre with fire damage. If you reach Strike 9 without achieving your Objective.
do, gain the Hatred Agimat Anting-Anting.
The Ogre of the Shrine is not particularly smart, and will The Virbanwan Sniper will attack from afar, and the
attack the closest fighter to them. When they attack, Warlord will empower either the Sniper or the Fist.
they will generally deal damage to as much fighters as Confiado will not approach unless he is moving with the
possible. They are prone to provoked. Ironclad.
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The Sword Devil
Encounter 5 Encounter 6
Palani has branded you as traitors. The Sword Devil stands before you.
Battlefield Battlefield
A 12x12 field with the following field traits: A 20x10 field with the following field traits:
0 A map with 7 squares that are at Hindering Terrain (Tree 0 A waterfall in one corner, leading to two streams that are
Stumps) and 4 squares that are Blocking Terrain. water terrain that go across the entire map.
0 No Elevation higher than +1, but there are 1d6 Chasms 0 -1 to +3 Elevations.
everywhere, set secretly by the Umalagad, or randomly at
0 5 Boulders, 5 Trees.
the start by rolling 2d12 and letting the first dice set the
vertical square and the second die the horizontal square. 0 Kadungganan begin at the bottom of the map, single file.
0 Kadungganan begin at the middle of the map, while 0 The Virbanwans begin within 6 squares of the
Enemies begin surrounding them. Kadungganan.
0 Choose one edge of the map furthest from the 0 On the northern edge of the map is Palani’s Shrine, a
Kadungganan. This is an Escape Point. They simply need to Size 1 Object with Durability 20.
move into an Escape Point to flee.
Objective
Objective
Defeat the Sword Devil Nitida and protect Palani’s
Defeat the assassins or all Kadungganan escape. Shrine.
Loss Condition: All Kadungganan are defeated or you Loss Conditions: All Kadungganan are defeated, you
reach Strike 10 reach Strike 10 without achieving your Objective, or
Palani’s Shrine is destroyed.
Enemies Enemies
Enemy Forces
Enemy Forces
0 1 Apumbukid Ritualist
0 1 Apumbukid Assassin 0 3 Virbanwan Guardian Minion
0 1 Apumbukid Juggler 0 3 Virbanwan Tiglantaka Minion
0 1 Apumbukid Hound 0 1 Virbanwan Swordmaster (Sword Devil Nitida)
0 1 Apumbukid Healer Enemy Reinforcements
Tactics
Reinforcements arrive at the bottom of the map.
The Ritualist will set up Spirits immediately, while the 0 3 Virbanwan Guardian Minion
Assassin and the Juggler will move behind the
Juggernaut. The Healer will stay as far away from the 0 3 Virbanwan Sniper Minion
Kadungganan as possible. 0 3 Virbanwan Medium Minion.
Tactics
Dramatics
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The Sword Devil
Encounter 7 Enemies
Defeat Datu Ulay. Enemy Forces
0 1 Apunon Blade Maiden Brave (Datu Ulay)
Battlefield 0 1 Virbanwan Warlord
0 5 Virbanwan Guardian Minion
A 20x20 field with the following field traits: 0 5 Virbanwan Sniper Minion
0 The lower half of the battlefield is +2 Elevation normal 0 5 Virbanwan Lancer Minion
terrain. The upper half is sandy +1 Elevation Difficult Tactics
Terrain. Then the third half of that is 0 Elevation Water
Terrain. Datu Ulay’s Conviction is steel. They will not hesitate to
attack, but they will stand alongside the Virbanwan
0 The Virbanwans and Datu Ulay begin at where the
warlord as much as possible. The Minions will swarm
water meets the sand.
the field, but they will move together, exploiting their
0 Kadungganan begin at the bottom of the map, single Virbanwan nature as much as possible.
file, at the earthen terrain.
If Nitida has not been defeated yet at this point, Nitida
0 Place 5 Boulders in the field.
joins the fight here, after the fight with Ulay, fighting
0 At the start of Strike 2 and every start of Strike after against the Kadungganan.
that, cannons explode from the ships. All fighters in the
sand terrain are safe. But those that are in normal terrain Dramatics
are valid targets. The Umalagad must roll a d10...
Ulay Battle Start Quote: “No quarter for the weak,
1 1-5: A Kadungganan is hit, they suffer 1 True Hit.
Kadungganan! If Palani Village is to survive we must
If the Kadungganan is behind Blocking Terrain (not
take advantage of the Empire!”
in front of it, facing the water), the terrain suffers the
damage instead.
Ulay Phase 2 Quote: “Your... Arguments are enticing.
1 6-10: A Minion on normal terrain is killed. But they will not sway me. This is not about me, nor you!
It is about the people of Palani!”
Objective Ulay Defeat Quote: “You cannot kill me. Not now. There’s
still so much to do.... Palani, forgive me.”
Defeat the Datu Ulay!
399
Legend XP
Kadungganan Sheet Violence
Techniques and Enlightenment
Name and Discipline
Pronouns Style
+2 at Kadungganan Creation. +1 every time
Martial Abilities your Legend grows. Starts at 3, up to 7
Player/Pronouns HP
Current
Portrait Folk Max
Subculture
Lineage Discipline Traits
Social Standing
Conviction
Conjuncture
Debts Honor
Fire
Complications
Water
Metal
Earth
Items